[drumroll] Update 1.70 aka the "usability update" is finally there! [/drumroll]
Usability Update
The lack of a solid tutorial explaining high level game elements has been an issue among new players and we decided to do something about it now. The little puzzle playground we had previously has been removed as obsolete. In the new approach you'll get informed about things you encounter while playing the campaign (or online invasion) in the form of journal notes, which are usually triggered by mousing over objects or by simply gaining XP. While there are still a few things you'll have to figure out on your own, this should definitely help players get into the game better!
A good chunk of the new text content has been translated in all supported languages, kudos again to the translating community! In no special orders thanks to BrodaTy, CandyMew, Lagia8, Tadler, Zahar Savelyev, RaioOriginal, Etsy and some proof-readers.
In the picture below there's a preview of what the journal system looks like:
In this update, we've made certain features more accessible for experienced players too. For example, deploying sandbags or heavy weapons on the roof only to see them fall over the edge from a slight misplacement of its position is finally coming to an end. Now, besides using improved collision models for the deployables, we also have a visual emplacement marker which turns red if the space in front of the player is not suitable for deployment. Alongside that, you can now order squadmates to man deployable weapons by giving them a move order over the gun! If (for some reason) you want to build 5 miniguns and 5 mortars side-by-side and want them all manned, no problem.
In the picture below you can see it in action:
We entirely re-balanced the campaign after making some changes to the commander AI logic in pursuit of an improved pace for the game. Once a base has been captured, the next attack doesn't begin immediately - rather the commander will regroup his forces to defend against a counterattack and also gather for a larger attack when it does occur. In addition, we seized the occasion to add a new "veteran" difficulty which has same settings as the "hard" difficulty but with FoV enabled, which makes for a much more challenging experience.
We also added radio call markers (visible on the map and in the game world) to provide better information for the players about where an allied radio call has been placed as well as an AoE so that you know in which radius you should not enter during the call in case it is a mortar/artillery strike. The subtle visual marker will hopefully lower the amount of unwanted teamkills happening when fellow soldiers run through the bomb showers.
Community Box #2
The first community box submission work was a great success and the modders had a lot of fun making experimental stuff and a good part of it made its way into the game. They had enough new ideas for another community project so here we go! In 1.70 there is a new community box with new exciting (and CRAZY) content!
Have you ever dreamed of running through the frontlines in a banana costume throwing banana peels at the enemy? Or having a riot shield but actually being able to shoot at the same time? From goofy to highly helpful in combat situations, with the help of the modding community, we have more than a dozen new items/objects/costumes/vehicles in the community box #2!
Dominance - PvP
The experimental "Dominance" (PvP) mode is coming out now too. The main idea was to remove most of the RNG by simulating a healthpoint system where there is no longer a kill probability system from bullet damage. Most weapons have a smaller bullet decay (apart from sniper rifles) and some rare weapons have also been included, such as the F2000, the XM-8, 44 Magnum and a few more.
As this gamemode is mainly about PvP, we removed stealth vests and added a special vest which is basically similar to the Vest Type II in vanilla, just that the top vest layers reduce bullet impacts more than the lower layers.
We also added the bandage item that allow you to heal yourself! You can also heal your special vest with it. Bandages can be found at the armory but are also dropped by some AI soldiers.
Keep yourself mobile and loot the bandages lying around to always be ready to engage the next fight!
Pacific Update
Pacific in update 1.70 aims to improve upon some of the major balance concerns in the community, as well as make the campaign more accessible, and to implement a few new weapons and units within the game. Some of the major balance changes include reducing the power of the Banzai Charge call-in, giving the USMC forces a better chance on the early beach-assault maps, and a lot of performance changes to the game's small-arms weapons. Specifically, most of the Common weapons (the starting guns available within the Armoury) have had their lethality improved in some way or another; reducing the large gap between their performance and that of Rare weapons. Some other changes include reducing the spawn frequency of the Armoured Sentry Soldiers, adjusting the performance of various armoured vests, and making Guadalcanal a bit more challenging with large numbers of players in an Invasion server (reducing the number of Friendly AI soldiers more per each joined player. This will not affect Solo Players and has very minimal impact on small numbers of players.) Lastly, there is an assortment of new weapons being added, from the iconic M55 Reising sub-machine gun to the pre-war experimental Type Hei automatic rifle. The Imperial Japanese Navy (IJN) have also been added to the game in the form of their Special Naval Landing Forces - essentially Japanese Marines. The IJN replace the IJA on Tarawa and Downfall, serving as a "Boss" faction within the US campaign, but also playable in the Japanese campaign. They use a few different weapons from the IJA and can call-in a Heavy Amphibious Tank - the Type 4 Ka-Tsu - a behemoth of a personnel carrier equipped with two 13mm Machine Guns.
Edelweiss News Update
In case you missed our last dev blog, we announced the next DLC set on the Western Front! It will go through the battles that paratroopers participated in, most notably Normandy, Market Garden, and the Battle of the Bulge. We're excited to show more about this DLC further down the line, but for now, enjoy this:
Don't forget to join our RWR community on Discord and leave us a review on Steam if you like the game, it always motivates us a lot!
Your Osumia Games
Check this sexy changelog for a complete list of changes in Vanilla and Pacific:
Changelog v1.70:
maps: new base added in Rattlesnake Crescent
maps: new base added in Keepsake Bay
maps: Power Junction rotated by 45° and Power plant base slightly reworked
maps: Airfield base in Vigil Island slightly reworked - new armory and radio jammer locations
maps: several fixes here and there
deathmatch: added map7 to the map rotator
deathmatch: script ported to AngelScript
minimodes: script ported to AngelScript
minimodes: FoV is now enabled on default
dominance: script ported to AngelScript
dominance: rework to get rid of the RNG by simulating a simple health system - experimental phase.
dominance: bandage added
dominance: some rare weapons added (had none so far)
man vs world: vehicles do not respawn to avoid spawn kills
server: fixed character_kill event crash
equipment: spawn flare XP requirement lowered from 3000 to 1500XP
equipment: Cover deploy XP requirement lowered from 500 to 250XP
equipment: EOD vest lethality vs bullets and movement speed equipped slightly decreased
weapons: stock machine pistols accuracy and effective range slightly increased
weapons: stock suppressed SMGs XP requirement in campaign/invasion lowered from 1500 to 1000XP
weapons: stock pistols XP requirement in campaign/invasion increased from 250 to 750XP
weapons: SPAS-12 - removed XP requirement in campaign/invasion which used to be 500XP
weapons: PKM XP requirement in campaign/invasion increased from 0 to 500XP
weapons: PAW-20 rate of fire increased by 27%
weapons: Benelli M4 with suppressor stats increased
weapons: Scorpio Evo-III bullet falloff time slightly increased
weapons: QCW-05 bullet falloff time slightly increased
vehicles: mobile armory acceleration and max speed slightly increased
vehicles: most vehicles have been re-scaled (made smaller)
vehicles: re-spawn times for most combat vehicles increased by 20 seconds - also including mounted stationary weapons
vehicles: special cargo reward delivery bonus increased from 400 to 1000RP
vehicles: become un-steerable below 5% health points. Need repair or explode after some time
vehicles: deployables configured to lose health on vehicle collisions+
items: community box #2 added. A dozen of new goodies includes!
calls: airdropped vehicles now have a visual parachute attached
calls: visual markers for friendly mortar/artillery strike and paratroopers added
calls: artillery (8x16) fixed - now launches 8 salvos instead of 10
AI: vanilla campaign commander now issues an attack break after capturing his target base, for better pacing
AI: squad leader player can give command to AI squad members to occupy static weapons such as deployable MG, mortar, etc.
AI: improved the way AI considers usefulness of a static weapon, also with ability to abandon it
AI: now considers occupying static weapons while fighting
AI: fixed some issues with combat vehicle driving
AI: made AI aware of min_health_to_steer with vehicles
campaign/invasion: complete re-balance
campaign: veteran difficulty added (same as hard but with FoV enabled)
campaign: amount of Elite soldiers raised by 60%, which also implies 60% more rare weapon drops
campaign: added some commander dialogue when spotting and/or destroying important targets
campaign: added base recon objective to further encourage players to travel and attack secondary bases
campaign: cargo truck location hints made less frequent
campaign: special crates have now randomized spawn locations and numbers. Can also spawn ultra rare weapons
campaign: changed item unlock expiration timer to 100h for campaign
campaign: extraction points now show at the screen edge when map is complete
quick match: amount of Elite soldiers raised by 60%, which also implies 60% more rare weapon drops
invasion: amount of Elite soldiers raised by 30%, which also implies 30% more rare weapon drops
invasion: changing player faction to Greenbelts in official invasion
gameplay: "King of the Hill" timer reworked. Now the timer isn't reset anymore when the hill changes ownership. It is paused and resumed on re-capture
animations: leaving_wounded animation added after getting healed while wounded
visuals: changed character shading method to happen in postprocessing for less noise and light direction awareness
visuals: changed tree foliage billboard rendering for less flicker
visuals: changed post processing for tighter outlines and resolution adaptation
visuals: added deployment area helper visual
menu: various changes
misc: added system to show help notes as notifications
misc: removed the vertical-coordinate ignoring when figuring out which items are within the picking-radius of the character - e.g. no more floor item picking when on a roof
misc: added a HUD helper to show which weapon slot is selected
misc: fixed text alignment in inventory view when inspecting items
misc: added suppressed weapon icon in item inspector in inventory view
misc: player location cross in map view made more visible
misc: map legend added
misc: pause key removed, accessing menu will pause game (except when playing online)
misc: added reload indicator when empty mag
misc: chat balloon happening on the right side of screen now extend to left if it would clip with the screen edge
misc: various changes in menu UI, no more overflowing text and controls
misc: adjusted UI to support 21:9 better
misc: improved UI text justification method
misc: fixed scrolling in mapview over a spawnpoint being mistaken for intent to respawn
misc: added survivability option in quickmatch and campaign for increasing the odds for player to survive; easy difficulty now utilizes it instead of boosting/nerfing capacities and accuracies that much
misc: configured deployables physics and collision models to not fall off from roof edges
misc: configured deployables to use high mass and blast_push_threshold to prevent being bulldozed by vehicles and moved by blasts
fix: bug where IJA campaign could not reach Peleliu Airfield resolved
fix: bug where ladders on left side of Saipan attack ship were unclimbable resolved
fix: bug where damaged tank on Downfall was destroyed resolved
soldiers: the Sentry AI soldier spawns 25% less often.
soldiers: fixed an issue with dialogue used by POW soldiers.
soldiers: reduced the RP available to Banzai Officers, POW soldiers, and US Army Squad Leaders.
soldiers: Banzai Chargers can no longer spawn with medkits.
soldiers: reduced the spawn chance of Flamethrower Operators for the regular Imperial Japanese Army.
gameplay: weapons in Quickmatch now have XP requirements similar to the Campaign.
gameplay: the Banzai Charge call-in now deploys 1 less Light Machine Gunner soldier, who is now replaced with an additional Rifleman.
gameplay: Banzai Charge Squad now costs 350 RP, matching the cost of the US Army Rifles Squad.
gameplay: you can now unlock the M1903A3 with bayonet for re-purchase at the USMC armoury by selling 5 of them.
gameplay: You can now unlock the Type 38 with bayonet for re-purchase at the IJA armoury by selling 5 of them.
gameplay: You can no longer unlock enemy weapons (to reduce overcluttered Armouries).
gameplay: Adjusted some briefcase unlocks.
gameplay: The Rubber-boat call-in has been adjusted, spawning in a slightly randomized position, so that it can not be used to accurately crush enemy soldiers.
gameplay: enemy anti-tank grenades, bazookas, grenades, at grenades, and heavy MG deploys can no longer be unlocked at the armoury. (99% were statistically the same anyways.)
items: Banzai, Veteran, and Sentry vests have been modified to more consistently take damage from small-arms, rather than being heavily chance-based.
items: Banzai Vest and Veteran Vest improved to have 3 layers of armour instead of 2. The cost of Banzai vest has been raised from 10 to 15. This does not effect the AI-controlled Banzai soldiers.
items: The Sentry Vest has had its cost lowered.
items: All vests now have altered weights when carried in the backpack.
vehicles: Added NEW Type 4 Ka-Tsu - a heavy amphibious tank the Imperial Japanese Navy can deploy on Tarawa and Downfall.
weapons: Added NEW M1903A3 Bayonet variant.
weapons: Added NEW T22 Garand variant (20-round magazine).
weapons: Added NEW M1 Thompson - faster RoF but only 20-round magazine, compared to M1A1 Thompson.
weapons: Added NEW M1918A2 BAR Rapid Fire variant - faster RoF than regular.
weapons: Added NEW M1919A6 Mobile - hip fired variant carried by Sentries.
weapons: Added NEW Bayonet variants to the Type 100 SMG and the MP 34 "Type STE" SMG.
weapons: Added NEW Type 99 Sniper Rifle - with more powerful scope zoom than the Type 97 Sniper Rifle.
weapons: Added NEW Mk 3 Concussion Grenade - knocks down opponents. Carried by Flamethrower Operators.
weapons: Added NEW Type Hei Automatic Rifle - fully automatic rifle with 20-round magazine and good recoil control. Extremely deadly, but also quite rare.
weapons: Added NEW M55 Reising - very high rate of fire, but small 20-round magazine. Replaces M1A1 Thompson on early-war maps. Variation with folded stock in side-arm slot exists.
weapons: Added NEW Type I Carcano - used by the Imperial Japanese Navy, serving as their standard service rifle. Very similar to Type 38. A bayonet variant exists.
weapons: Added NEW Type BE Submachine Gun - used by Imperial Japanese Navy Veteran soldiers, it is a Bergmann MP 18 chambered in 7.63mm Mauser with a large 50-round stick magazine. A bayonet variant exists.
weapons: Added NEW Type 2 Model B Submachine Gun - named simply "Type 2 SMG". With moderate rate of fire and 30-round magazine.
weapons: Adjusted some discrepancies with grenades and AT weapons' performances between the IJA and USMC.
weapons: Adjusted performance of some explosive weapons, and enabled Type 98, Oerlikon, and Anti-Air Gun to damage Tanks.
weapons: Can no longer respawn with Type 99 LMG Scoped variation after dying. This will give it the rare 'blue' colour of a special weapon.
weapons: Satchel Charge renamed to Anti-Tank Satchel Charge in English, for a bit of extra clarity.
weapons: Mk II Grenade Fuse set from 3 seconds to 4 seconds (bug fix).
weapons: Type 100 moved to early war IJA arsenal, MP34 "Type STE" given to IJN.
weapons: SMG/Carbine "base" weapon (affects many SMGs/Carbines) - max spread reduced by 5%, running accuracy raised from 5% (affects first shot fired while moving.)
weapons: Sniper Rifle "base" weapon standing accuracy reduced by 6%. This was to give it a more distinct disadvantange when compared with non-scoped Bolt-Action Rifles.
weapons: Bolt-Action Rifles (non-scoped) crouching accuracy raised by 5%. This is mostly to make them more reliable during online play on Invasion servers, where net lag can hinders these weapons most.
weapons: M1A1 Thompson heavily rebalanced for more mid-range performance.
weapons: M1928 Thompson w/ 100-round drum renamed to M1921 Thompson w/ 100-round drum, to better reflect how it lacks a muzzle-brake.
weapons: The M1921 Thompson w/ 100-round drum has had its reload speed reduced, and its movement speed from -0.05 to -0.075.
weapons: Type 100 SMG - kill probability raised by 6%, kill decay start time raised by 12.5%. Result is a bit more power in short range, vastly more at longer ranges.
weapons: Type 100/44 SMG heavily rebalanced for less long-range performance, while still being superior to most SMGs in short / medium-short range.
weapons: C96 Carbine renamed to Type MO Carbine to reflect its Japanese nomenclature.
weapons: M1 Carbine and C96 "Type MO Carbine" kill decay start time raised by 40%, end time by 10%. Result is better medium and long range performance.
weapons: MP 34 renamed to Type STE to reflect its Japanese-contracted version. Rechambered in 7.63mm Mauser. Statistics adjusted - generally, higher velocity and lower recoil.
weapons: Type 2 Model A renamed to Type 1 SMG, reflecting a more accurate nomenclature for the weapon.
weapons: M2 Carbine and Bayonet variant - recoil reduced by 15%, kill decay start time raised by 40%, end time by 10%, walking accuracy reduced by 16%.
weapons: M1 Garand and Bayonet variant - recoil recovery improved by 45%, kill decay start time raised by 40%. Able to fire accurately at long range much faster, and hit harder too.
weapons: Scoped M1D Garand - recoil recovery improved by 45%, velocity reduced by 7% (so it matches other Snipers now).
weapons: Type 4 Rifle - recoil recovery improved by 17%. While still poor in accuracy compared to most rifles, it is easy to fire quick, deadly bursts with this weapon.
weapons: Type 44 Carbine - velocity raised by 2.5%. This improves both accuracy at long range, kill probability, and requires less leading of targets. It is a bigger boost than it sounds.
weapons: M1941 Johnson Rifle - velocity raised by 2.5%, recoil recovery improved by 7%. Much more efficient at long and medium ranges.
weapons: M1918A2 BAR crouching accuracy raised by 20%, standing accuracy raised by 19%, reload speed increased by 5%.
weapons: M1919A6 can now be respawned with, accuracy raised by 3%. The respawn change is significant, and the slight accuracy boost helps it keep up with the new M1 Garand.
weapons: M1941 Johnson LMG crouching accuracy raised by 22%, but rate of fire reduced by 19%. Overall it is more versatile and controllable, but doesn't have such insane DPS when prone.
weapons: ANM2 'Stinger' accuracy slightly raised. This improves its damage output at range to be a bit closer to the Type 98 LMG.
weapons: All 'mobile' hip fired machine guns have had their movement speed raised from -0.25 to -0.2.
weapons: Type 96 LMG, Bayonet, and Trench variants - kill probability raised by 8.5%.
weapons: Type 99 LMG and Bayonet variant - kill probability raised by 3%, kill decay start time raised by 40%.
weapons: Scoped Type 99 LMG - kill probability raised by 3%, kill decay start time raised by 30%.
weapons: Type 38 kill probability raised to match other bolt-action rifles, kill decay start time reduced by 20%. This overall improves its reliablity in short range.
weapons: Type 14 pistol recoil reduced by 3%.
weapons: M1919 HMG and Type 92 HMG kill probability reduced by 12.5%, kill decay start time improved by 17%.
weapons: Adjusted the commonness of a variety of weapons. SMGs are generally a more common than LMGs on AI soldiers now. Some rares are also a bit more common. HMG deploys are more rare.
weapons: Type 100 Grenade Discharger can now be respawned with.
invasion: changing player faction to IJA in official Pacific invasion
misc: new medikit model added.
misc: new demolitions charge model added.
misc: C96 "Type MO" model adjusted.
misc: M1919A6 model and HUD icon adjusted.
misc: MP 34 "Type STE" sound changed.
misc: Type 99 LMG Bayonet model slightly adjusted.
misc: new M1918 BAR sound, and model adjusted.
misc: new M1941 Johnson LMG sound.
misc: new models for overencumbered backpacks; both light encumbrance and heavy encumbrance.
misc: adjusted position of the Type 93 Flamethrower model so that it is better held by the soldier's hands.
misc: the Imperial Japanese Navy faction has been placed on Tarawa and Downfall.
misc: Binoculars XP requirement in Campaign lowered from 10k to 1k.
misc: new model for the US Willy's Jeep.
*** Dev blog *** update 1.70 presentation + announcement
Hey Runners,
First of all, we hope you all had a wonderful sunny summer time! Today we'll talk a little about what's planned next for RUNNING WITH RIFLES, and at the end of this dev blog we'll have a surprise for you guys!
The game has been out for quite some time now and we've constantly improved it over the years, also with the help of our community - but if you think we're done, you are wrong!
Usability Update
The lack of a solid tutorial explaining high level game elements has been an issue among new players and we decided to do something about it now. There isn't going to be a typical tutorial level and the little puzzle playground we had previously will be removed (hey we still think it was cool! - Well Jack does...), but, in the new approach you'll get informed about things you encounter while playing the campaign in the form of journal notes, which are usually triggered by mousing over objects or by simply gaining XP. While there are still a few things you'll have to figure out on your own, this should definitely help players get into the game better!
In the picture below there's a preview what it will look like:
The upcoming update 1.70, also known as the usability update, will make certain game features more accessible for experienced players too. For example, deploying sandbags or heavy weapons on the roof only to see them fall over the edge from a slight misplacement of its position is about to come to an end. Now, besides using improved collision models for the deployables, we also have a visual emplacement marker which turns red if the space in front of the player is not suitable for deployment. Alongside that, you can now order squadmates to man deployable weapons by giving them a move order over the gun! If (for some reason) you want to build 5 miniguns and 5 mortars side-by-side and want them all manned, no problem at all! Isn't that cool?
In the picture below you can see it in action:
We entirely re-balanced the campaign after making some changes to the commander AI logic in pursuit of an improved pace for the game. Once a base has been captured, the next attack doesn't begin immediately - rather the commander will regroup his forces to defend against a counterattack and also gather for a larger attack when it does occur. In addition, we seized the occasion to add a new "veteran" difficulty which has same settings as the "hard" difficulty but with FoV enabled, which makes for a much more challenging experience.
The first community box submission work was a great success and the modders had a lot of fun making experimental stuff and a good part of it made its way into the game. They gave us feedback that they had enough ideas for another community project so here we go. In 1.70 there will be a new community box with new exciting content!
We've been experimenting with some rework in the "Dominance" (PvP) mode, but we can't promise the changes will make it into the game yet. The main idea would be to remove most of the RNG by simulating a healthpoint system, where there is no longer a kill probability system from bullet damage. Most weapons would have a smaller bullet decay (apart from sniper rifles) and some rare weapons would also be included, like the F2000, the XM-8, 44 Magnum, etc.
Pacific Update
Pacific in update 1.70 aims to improve upon some of the major balance concerns in the community, and to implement a few new weapons and units within the game. Some of the major balance changes include reducing the power of the Banzai Charge call-in, making the US forces start with more troops on beach-landing maps (allowing them better opportunity to secure that initial foot-hold), and a lot of performance changes to the game's small-arms weapons. Some other changes include reducing the spawn frequency of the armored Sentry soldiers, and making Guadalcanal a bit more challenging with large numbers of players in an Invasion server (reducing the number of Friendly AI soldiers more per each joined player. This will not affect Solo Players and has very minimal impact on small numbers of players.) Lastly, there is an assortment of new weapons being added, from the iconic M55 Reising sub-machine gun to the pre-war experimental Type Hei automatic rifle. The Imperial Japanese Navy (IJN) will also been added to the game in the form of their Special Naval Landing Forces - essentially Japanese Marines. They will replace the IJA on Tarawa and Downfall - using a few different weapons from the IJA, and being able to call-in a special Heavy Amphibious Tank (the Type 4 Ka-Tsu,) a behemoth of a personnel carrier equipped with double 13mm Machine Guns.
New DLC Announcement
And now, time for a big announcement! We have been hard at work on a SECOND DLC pack for RWR! We are now publicly announcing RUNNING WITH RIFLES: EDELWEISS - a WW2 campaign set on the Western Front late in the war! Focusing on Allied Paratroopers fighting their way across Europe, EDELWEISS will begin with the Allied airborne landings in Normandy, before moving on through the Netherlands and the Battle of the Bulge. EDELWEISS will feature the US, British, and German factions complete with a plethora of weapons, vehicles, and abilities, all battling over authentically-represented locations. As a teaser, check out this pic below!
There is no release date yet as it's still early alpha phase, we will provide some more information in the future, stay tuned!
As for the update 1.70 release date, we haven't defined any date yet but safe to say that it will happen around the next 3-6 weeks
Your Osumia Games
1.65 update released!
Hey Runners,
Today it's once again update-time! One of the main focus of this update is "Man vs. World" balancing, as we saw a bunch of people showing interest in the gamemode but unfortunately it being too hard for most to even pass the first stage. We enjoy hard difficulty ourselves but surely there are ways to make it more accessible to everyone! Therefore we added a new casual difficulty setting which reduces the accuracy of the enemy as well as adding a new self-healing item which is specific for this gamemode - the bandage!
You can't find it in the armory, it's a enemy soldier loot drop. Make sure to keep your eyes open to not miss them, they can easily decide the outcome of the campaign! You'll also find them in the hard and veteran difficulty modes, just at a lower drop rate.
Next, we took the first steps into implementing some of our upcoming usability improvement plans to help (new) players get into the game more easily.
One part of it is the backpack design which didn't always make sense in it former state. We found out that especially new people were confused about the abrupt speed and accuracy penalty for having e.g. 1 extra weapon in their backpack and not realizing where the penalty comes from, leading to the decision to tweak the encumbrance system.
Now the accuracy and speed penalties increase linearly as you can see in the following chart where you can compared the old (1.64) and the new (1.65) ways.
As for a typical example, when you carry an extra stock weapon in your backpack such as a M16A4, in 1.64 your moving speed was reduced by 20% and your accuracy by 15% (respectively the dotted blue and red lines). In 1.65, the speed penalty would be 10% (blue line) and the accuracy 0% (red line) as it just starts to kick at 20% encumbrance.
Therefore having an alternative weapon in your backpack and nothing else would only affect your movement speed by 10% but not your accuracy. Having more items in the backpack will affect your movement even more and the accuracy will start to reduce too.
Visually, your character will have a visible small backpack on his back once the encumbrance reaches 20% and a big backpack once the encumbrance reaches 50%. We also added a backpack HUD icon with the encumbrance percentage below so that you won't have to check your inventory to get that information.
For online players, profile passwords have been another source of confusion since forever, and we're now switching to another mechanism that avoids a manual password input while achieving the very same thing by utilizing Steam. For new players or profiles on servers, you no longer need to come up with a password, instead you just pick a username and get into the game. For old profiles, the game requires you to supply the password once more after trying to join with the existing username, or, if you have used the "Remember me" option the game will automatically feed it.
In the last update (1.64) we added some new experimental netcode techniques which should help with synchronization issues some people have, especially when their network performance tends to fluctuate. We were rather cautious about those additions, therefore we didn't apply them as a default setting but only optional via command line. During the last 3 weeks, we activated the mode on some official servers, which ran surprisingly smooth without causing any issues that could have come along. We've now made the netcode mode the default setting for all servers and clients.
For Pacific, we've optimized some maps to avoid certain crash issues due to RAM consumption, and made a variety of gameplay changes.
Most of these gameplay changes are 'quality of life' for weapons - raising the effectiveness of certain firearm classes,
or reducing the performance of some of the incredibly powerful weapons. Additionally, commonness of some of the extremely-rare guns has been raised,
so that they might be encountered slightly more often. The player's version of the Sentry Vest has been nerfed (the enemy AI remains the same),
and there is also 1 new weapon variation - a rare Type 99 Light Machine Gun outfitted with a Scope.
Changelogs v1.65:
maps: few modifications/fixes here and there
gameplay: backpack system revamped - accuracy and movement speed are now decreasing linearly by increasing encumbrance
weapons: commonness for elites to spawn with the M202 FLASH as secondary increased by 30%
weapons: Lahti L-39 now semi-auto with a 44% increased rate of fire and damage boosted by 25%
weapons: Buckshot Bess reloading speed increased by 25% and amount of projectiles increased by 50%
weapons: AA-12 FRAG slightly re-balanced - less spread when not moving, 12% blast radius increased
weapons: deployable mortar AI sight range decreased by 15%
weapons: TOW AI sight range decreased by 20%, player sight range increased by 10%
equipment: Claymore carrier is not forced to walk anymore
equipment: "Bandage" item added (Man vs. World gamemode only)
vehicles: decreased the DarkCat tank HP by 33%
Man vs. World: casual mode added - reduced enemy AI accuracy and high amount of bandage item drops
Man vs. World: low amount of bandage item drops for hard/veteran difficulty
deathmatch: added Copehill Down map to the map rotator
sounds: added more distinct sound effects on bullet character impact
sounds: stabbing an enemy now always plays a distinct sound when the hit connects
sounds: Desert Eagle shot sound reworked
fix: bug were soldiers were stucked on roofs of refinery tanks or churches fixed
fix: bug where Claymores didn't explode in Man vs World mode
misc: fuel barrels lethal explosion radius increased from 3 to 4m
misc: new "president" rank added for extremely high ranks - XP requirement is 10 million
online: changed password mechanism for official servers when playing through Steam; manual password no longer needed for new profiles, old profiles need to give it once more
character: added some animations specific to being without weapon
network: experimental mode to avoid out of sync and rubber banding due to unstable lag applied on all hosts
modding: added walk_footstep_interval and run_footstep_interval for character files, by default 0.45 and 0.3
modding: use class weapons can do vest equipment "untransform" for own vest repair with untransform_count set greater than 0
modding: added ability to enable character_spawn/die/kill events from game/server to script, see heal_on_kill.as
modding: update_inventory xml command can be given untransform_count to do vest repair for the given character, see heal_on_kill.as
modding: stab_receive sound key added in character
modding: stab_hit_any sound key in weapon, happens with any colliding stab/melee regardless of outcome
Changelogs v1.65 (PACIFIC DLC):
maps: removed one radio jammer location from Peleliu Airfield.
maps: optimized Guadalcanal and Peleliu Airfield
gameplay: adjusted weights of weapons in accordance with the new backpack mechanics
gameplay: reduced the RP avialable to AI Sentries, which should reduce their ability to spam call-ins
gameplay: reduced the frequency of AI using calls slightly
gameplay: restricted firing arcs on PT Boat Oerlikon Guns to prevent gunners from killing eachother
weapons: Type 99 Light MG with SCOPE variation has been added
weapons: added prone reload animations to Sentry MGs.
weapons: raised Flamethrower ranges slightly.
weapons: changed name of M1 Garand Field Modified Launcher to M1 Garand 60mm Launcher
weapons: M1 Garand 60mm Launcher - cost raised from 175 to 250, damage from 2.0 to 1.5, lowered rate of fire
weapons: adjusted accuracy of M1 Garand 60mm Launcher and Type100 Grenade Discharger while overencumbered
weapons: raised commonness of M1 Garand 60mm Launcher
weapons: raised commonness of Type 98 LMG, Type 11 LMG, M1919 Stinger, Thompson w/100rnd Drum, Type97 AT Rifle and Type 2 Machine Pistol
weapons: reduced magazine size of M1917 'Mobile' from 250 to 200
weapons: Type 96 Trench sight range from 1.5 to 1.6, recoil from 0.15 to 0.14, cost from 300 to 425
weapons: raised commonness of Type96 "Trench"
weapons: raised rate of fire of bolt-action weapons by 10% across the board
weapons: recoil recovery of Type 44 Carbine from 1.4 to 1.6
weapons: M1A1 Thompson recoil from 0.375 to 0.365
weapons: raised kill probability of M1911 and Officer variant from 0.8 to 1.05. Reduced kill-decay-start from 0.2 to 0.11
weapons: raised kill probability of Type 14 Nambu and Officer variant from 0.55 to 0.65. Reduced kill-decay-start from 0.275 to 0.25
weapons: all Pistols now change in faster, enabling them to be brought out more quickly in an emergency
weapons: reduced recoil of Type100 Folding Stock from 0.28 to 0.25, raised kill probability from 0.47 to 0.5
weapons: M1 Carbine and C96 Carbine cycle time from 0.15 to 0.135, cost from 8 to 15
weapons: M1919 Heavy MG and Type92 Heavy MG kill probability from 0.5 to 0.675, kill-decay-start from 0.4 to 0.6, AI sight range to 1.05
weapons: raised commonness of M1919 Heavy MG deploy and Type92 Heavy MG deploy being carried by AI
equipment: reduced the effectiveness of player's Sentry Armour against small-arms (no change to AI version). Players will also be stunned on their 2nd last layer of armour
equipment: increased damage of Demolition Charge from 15 to 24
sounds: added a new sound for the Stinger LMG
fix: optimized RAM consumption on a few maps that could cause a crash
fix: fixed bug with Binoculars' XP requirement.
fix: fixed M1 Garand Field Modified firing over cover issues
misc: adjusted cascading of secondary weapons in armoury
1.64 update released!
Greetings Runners!
In the first major update for 2018 we'd like to introduce you some tasty additions to the main game as well as for the PACIFIC DLC! On top of that, the game will be on sale until April 2 which is the date of the third anniversary of RWR, woohoo! :)
To start off, we adapted the "Man vs. World" mode into a campaign playable as 2-player cooperative. It continues to be an unforgiving perma-death mode but having a mate to join you on your adventure could make you feel more comfortable and you'd have someone to revive you in case you are wounded. We highly suggest playing this mode with FoV enabled (veteran mode) as it adds a lot to the excitement and also requires more tactical approach to not get surprised by the enemy.
Over the years, the community has constantly provided us with interesting suggestions and a lot of them have made it into the game. Also, the modding community got bigger, especially since the implementation of Steam Workshop and even more since we have a Discord server with a modding channel which makes it easier and faster for modders to help each other. Therefore we decided to include the community even more in the game development by starting a "community box" contest. This box is similar to how the gift box works, but with goodies provided by community members. There has been a lot of submissions but only a part of it made it into this update. We have no doubt that there will be more community boxes in the future!
This big roll-out for Pacific will focus on the battle of Peleliu Airfield! As have all our Pacific maps it was researched well to represent it in a historical demeanor; we laid out all the major iconic structures and the shape of the island relative to real maps and photos. It is available in both Quickmatch and Campaign.
Alongside the map is being introduced several all-new gear pieces, both weapons and items, which when combined fortify the player into virtually a "walking" bunker. Of course, the AI makes use of all this gear as well! And so being introduced is also an all new "mini-boss" adversary, the "Sentry" Soldier! Similar to RWR's EOD armoured troops, the Sentry is a tough, thickly armoured adversary (and occasionally an ally too), and in Pacific, alongside his heavy Sentry Armour, he always comes equipped with a hip-fired Heavy Machine Gun.
Last but not least, we've fixed the popular "RUNNING WITH THE DEAD" mod which had some nasty crash issues due to some recent vanilla updates. Ultimately we didn't just fix those but also put some work into the mod overall. As a mod should be something coming from the community, we'd invite every motivated modder to join the team and continue the project as we unfortunately don't have much time left to sustain the continuation of this mod. New maps would be something great we'd like to see worked on for the mod. Feel free to join Discord to discuss it with us and other modders!
The updated mod should be uploaded a couple of hours after the 1.64 vanilla release, thanks for your patience!
We'll also set up 2 new servers in mainland China to host DOMINANCE (PvP) and most likely a RUNNING WITH THE DEAD mod server. Those will still be experimental servers.
Happy Running,
Osumia Games
Changelog v1.64:
gamemodes: "Man vs. World 2-players coop" added
gamemodes: "Man vs. World" single player mode difficulty slightly decreased
invasion: changing player faction to Brownpants in official invasion
items: community box added. Similar to the gift boxes but with modding community provided goodies
resources: flare added to the supply squad
maps: small fixes here and there
AI: navigation network resolution for some locations increased
AI: sight range of the mortar reduced by 12%
AI: fixed squad command boost for faster reaction while fighting
AI: ability to disable vehicle avoidance behavior
AI: tweaked steering a tracked vehicle
AI: fixed a case of AI squad ending up on wrong seats in a vehicle i.e. leader not driving
gameplay: EOD soldiers now carry only stun grenades, which they are themselves immune against
weapons: MGL Flasher/Milkor reload animation speed up by 30%
weapons: Taser added - wounds the target at closer range. Only available in the community box
weapons: Tracer added - secondary consumable weapon shooting a sticky dart that calls a missile on the target. Only available in the community box
weapons: Flamethrower added - similar to the Pacific one with slightly more range. Only available in the community box
weapons: AA-12 Frag added - automatic shotgun with explosive ammunition. Only available in the community box
network: optional experimental mode to avoid out of sync and rubber banding due to unstable lag
vehicles: spawnpoint disabled text now only shows for own faction vehicles and enemy if the spawnpoint is for players
vehicles: tanks are about 12% faster but have smaller acceleration
vehicles: Mustela fast TOW mounted mini-tank added. Only available in the community box
items: fixed an issue with weapon and carry item transform chain loops
menu: changed how aspect ratio affects menu size
Changelog v1.64 (PACIFIC DLC):
maps: new map available in Campaign and Quickmatch - Peleliu Airfield. Situated near end of Campaign, just before the final mission
invasion: changing player faction to USMC in official Pacific invasion
AI: new AI Soldier type added - "SENTRY" - he is a defense-focused soldier equipped with a hip-fired Heavy Machine Gun and very strong body armour
AI: all Veteran AI soldiers are slightly more accurate
items: Sentry Vest added - a highly protective vest available to all at the armoury
items: Veteran Vests: -0.1 Hit Success to -0.125 (wearing the vest now grants slightly more resistance)
weapons: Browning M1917 'Mobile' added - heavy Machine Gun carried by AI "Sentries" of the USMC forces. Slow firing, but powerful, and fed by a 250-round belt
weapons: Te-4 Light Machine Gun added - an aircraft MG dismounted and carried by AI "Sentries" of the IJA forces, with high rate of fire and a 69-round drum magazine
weapons: Ho-104 'Mobile' added - a very rare, dismounted aircraft MG - a .50 Cal HMG carried by AI "Sentries" of the IJA forces. Powerful, but very slow rate of fire
weapons: greatly lowered XP requirements on the Thompson 100-rnd Drum, M1919 Stinger, and Type 98 LMG
weapons: slightly raised velocity of Type 98 Light Machine Gun and M1919 "Stinger"
weapons: lowered damage of Sniper Rifles against armoured vests
weapons: raised damage and drop-off range on the Type 96 "Trench" variation
models: new Imperial Japanese uniform for very late war maps, used on Peleliu, Iwo Jima, and Downfall. Only affects the default uniform set
gameplay: fixed issue where Type 97 Anti-Tank Rifle was far more common on IJA Snipers then the regular Sniper Rifle
gameplay: fixed an issue with some Sniper Rifle damage ranges being shorter than regular Rifles
gameplay: raised the frequency of AI calling in reinforcements
gameplay: tweaked ordering of vests in IJA's armoury to properly follow the unlock progression from right to left
vehicles: adjusted volume of tank treads
animations: adjusted length of hip fire recoil animations
1.63 update released!
Greetings Runners!
Today we're releasing the last of 11 major updates in 2017. Just recently many people noticed how unintentionally easy it had become to crush soldiers with tanks, unfortunately friendlies as well, which lead to lots of teamkills and thus irritation when fighting near tanks.
To remedy that, the character-vehicle collision has been tuned for tanks back more what it used to be but also the AI now attempts to get out of the way of vehicles to avoid those unintentional teamkills. Seems to work out pretty well from our tests!
There is also the option to activate a speed limiter when driving a vehicle by holding down walk key which will slow down the vehicle to be on the safe side. It has been there for a while now but obviously it's a bit of hidden feature right now - now you know right? :)
Another change we made is regarding XP loss on death: in fact we entirely removed it unless it's a teamkill or a suicide. The XP loss was a serious slowdown for new players who tend to die a lot when they first play the game, hence some people even had more XP loss than gain which could be frustrating when still reaching for the first ranks and learning basics. For veteran players or players with higher ranks in general, the XP loss didn't have much of an impact though.
In the last couple of days we set up new official servers in China and yesterday in Brasil, all of those should be considered experimental at the moment yet from our first feedback from players the China servers are doing well. For the Brasilian one(s), we're counting on the South-American community to populate the server(s) and report!
2017 is coming to an end and it has been another pleasantly successful year for Osumia Games. We even sold 17% more units (not counting in the Pacific DLC) than the same period last year which was also a very good year for us given the launch itself was back in 2015. The growth of the Chinese player base on Steam surely helped boost the numbers!
2018 will hopefully start like 2017 ended, with an overall happy community and we can't wait at Osumia Games to provide you some new content in Vanilla but of course now also in the Pacific DLC!
Merry Xmas holidays to everyone and a happy new year!
Osumia Games
Changelog v1.63:
campaign: added an extraction to Fridge Valley from Keepsake Bay, as Vigil Island might be too hard as only second map option when starting at Keepsake Bay
maps: few fixes here and there
weapons: overall MG weapon type adjustment (avg. of 10% accuracy, 20% kill proba improvements among other individual tweaks for some MGs)
weapons: pulldown of the TOW projectile decreased from 2 to 0.5
fix: Stoner 62 was only available in the campaign and not in invasion
fix: fixed key names in key config menu and tutorial text injections when using certain keyboard layouts
general: no more XP loss on death, only on self-kill
dominance: small balancing changes in the map Railroad Gap
ai: bots now attempt to move aside from incoming vehicles
config: relayout
network: fixed a vehicle related crash when joining a server having loaded a campaign in specific state
tools: Inkscape extension (rwr.py) now compatible with newer versions of Inkscape
Changelog v1.63 (PACIFIC DLC):
weapons: Ho-Ha MG sight range increased by 20%
vehicles: Ho-Ha speed/HP/acceleration re-balanced
vehicles: pillboxes re-spawn time increased from 180 to 300 seconds
1.62 update released!
Hey there!
RUNNING WITH RIFLES version 1.62 is out! As another fine tuning update, this time we worked on improving vehicles, boats and tanks in particular, along with vehicle "ghost" rendering when occluded by other visuals and some new particle effects. Another rare weapon has also been added in campaign and Invasion, there can never be enough of those!
Boats behave more smoothly with beach areas now, having a larger range how far into beach you can steer and moving slower when in partial contact with ground. Tracked vehicles such as tanks now allow finer rotations while in motion and the so called "neutral steering" behaves more reliably - appears the AI drivers think highly of these improvements as well. Additionally, the AI can now handle straight driving better (surprisingly difficult if you think about it) with much less zigzag from side to side.
Additionally, we have some new vehicles for the Pacific DLC as shown in the picture; an armory boat for the IJA and one for the USMC. Those can be pretty handy when landing at a beach without any static armory far and wide.
We also added a new armored transport vehicle for the IJA: Type 1 Ho-Ha. It's a relatively fast half-track with 3 mounted MGs that are covering the front part of the vehicle. It has been added as a radio call as a counter-part of the USMC LVT-4.
Changelog v1.62:
boats: speed and acceleration made to drop when in contact with beach
boats: extended range to stay alive when in contact with beach
vehicles: tweaked collision handling when broken
vehicles: improved tracked vehicle steering control when switching between accelerate and reverse while turning
vehicles: tracked vehicles now have a short window for smooth rotation when in movement
vehicles: added ghost rendering
vehicles: added marker_offset support for offsetting player and squad member markers
visuals: improved beach - land transition area
visuals: added smoke particle emitter for vehicles under 25% HP
visuals: added custom effects/sounds for some blast projectiles when hitting a vehicle
visuals: fixed vehicle "Spawn disabled" text color
general: removed a few unnecessary savings and profile loads at start of match
maps: few fixes here and there
maps: lowered max pixel error for terrain lod handling to preserve full quality near beach areas
bug: fuel barrel debris meshes expect a texture but no texture is given; ogre/opengl shows weird yellow/black checker texture when texture is missing
visuals: added some margin for disabling water rendering to prevent water disappearing in certain cases
ai: fixed a case of medic healing without request
ai: added bots to request for a medic when wounded with a random time delay
config: added option for using OpenGL on Windows
config: added a resort to launch the config in OpenGL if there's a DirectX related error
game: if there's a video mode or DirectX device name related issue when starting the game, config will run after dismissing the error dialog
campaign: fixed back to main menu button in continue as new campaign menu to actually say back to main menu and go to main menu and not campaign selection (different campaign implementations are not compatible)
dominance: fixed certain stages crashing
Changelog v1.61 (Pacific DLC):
General Bug Fixes:
translations: several fixes here and there
fixed southern tip of Saipan beaching landing craft
fixed climbable netting on island5 attack ship
fixed a building collision on Downfall
fixed foxhole at Bougainville
corrected Type 98 Autocannon Deploy price and xp requirements - 200 RP, 5k XP , 1 max carry
fixed flamethrowers not giving a weapon name when killing players
fixed Saipan pillbox placement
fixed Saipan in IJA campaign starting with 2 bases
added Type 2 Model A prone animations
IJA at USMC Guadalcanal now surrender when final base is lost
fixed M1903A1 Sniper not being unlockable by the IJA
fixed Bougainville campaign map not showing faction colors
xp of Veterans increased, may now spawn with all listed weapons
Corrected faster Type 11 LMG reload while prone
General Changes:
PT Boat gunners and driver have shields
Daihatsu driver protected by frontal shield
vehicles: friendly units (only) can now be pulled out of a tank and pillbox
added more armories and stashes to all maps
map views more transparent
adjusted Small Wrench animations
added vehicle spawn points on maps
added morphine to briefcase unlockable list
bayonet variants no longer unlock in the armory
removed artillery calls from USMC on Guadalcanal until Phase 6
made Veteran and Banzai vests droppable (30 second lifetime, only visible to player who dropped it)
USMC Guadalcanal enemy counts tweaked
maps: added more fortifications to The Heights objective on Downfall
maps: ambient color tweakings (e.g. brighter nights)
invasion: added the gold bar item in the armory
ai: banzai charger behavior tweaked and improved
smoothed and improved various animations
added a check for being hidden in vehicles that it'll deny stabs and close range weapons
made all reinforcement calls require a 3-block radius where no enemies are allowed
vehicles: added character_leave_request_mode vehicle parameter, options are "friendly", "none" and "any" - applied to combat vehicles/pillboxes
vehicles: AI will leave stationary weapons when the base swaps to the enemy faction
Flamethrower Flame: gravity from 25 to 21 (should have a higher arc now, allowing it to fire more easily over certain cover.)
Banzai (player vest) Layer 1 speed reduced from +0.18 to +0.15, Layer 2 speed increased from +0.12 to +0.2, hit success decreased from +1.5 to -0.35, detectability increased from +1.5 to +2.5
Banzai (AI troops) Layer 2 speed increased from +0.15 to +0.225, hit success decreased from +1.5 to -0.25, detectability increased from +1.5 to +2.5
New Content:
translations: Russian language added
ANM2 'Stinger' Light MG (rare) added
Type 98 'MG-15' Light MG (rare) added
M1928 Thompson w/ Large 100-round Drum (variant) added
M2 Carbine w/ Bayonet (variant) added
Weapon Balance:
5-Inch Gun projectile no longer affected by gravity
Small Wrench repair amount increased from 1.0 to 1.5
Large Wrench repair amount increased from 1.5 to 2.0
Morphine weight reduced from 2 to 1, max carry increased from 2 to 4 depending on rank, price increased from 5 to 10
M1 Garand Field-Modified Launcher price increased from 50 RP to 175 RP, radius increased from 3.5 to 4.5, and damage increased from 1.5 to 2.0
M12 Trench Gun single reload reduced from 0.82s to 0.7s
M1928 Thompson reload time increased from 1.80s to 2.0s (new animation)
M1A1 Thompson reload time reduced from 1.80s to 1.34s (new animation), kill probabiliy increased from 0.6 to 0.65, kill decay start time decreased from 0.23 to 0.22
M1918A2 Bar crouching accuracy increased from 0.68 to 0.75
Type 11 recoil reduced from 0.182 to 0.165
M1 Garand + bayonet variant velocity increased from 120 to 125
M1903A3 kill decay start time increased from 0.2 to 0.5, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
Type 4 "Garand" recoil reduced from 0.3 to 0.28
Type 14 Nambu + engraved kill probability increased from 0.525 to 0.55
Type 38 Rifle + bayonet variant kill decay start time increased from 0.1 to 0.3, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
Type 96 LMG + bayonet variant kill decay start time increased from 0.35 to 0.4
Type 99 Rifle + bayonet variant kill decay start time increased from 0.2 to 0.4, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
Type 100/44 Bayonet price reduced from 50 to 20
M2 Flamethrower fuel capacity increased from 150 to 175
Type 93 Flamethrower fuel capacity increased from 125 to 150, jet fuel arc set the same as M2 Flamethrower
all sniper rifles view range increased from 1.7 to 1.725
RUNNING WITH RIFLES: PACIFIC (DLC) launch and 1.60 update!
Good day, Runners!
Woohoo the DLC is finally there, waiting for you!
The idea for Pacific initially rose before the release of Running with Rifles on Steam, thus in the beta phase of the game. 3 modders and fans of military history games who all made solid mods for RWR (Overlord, Running with Trench Foot, Running in the Trenches...) decided around 2 years ago to work together to bundle their talents in a common project, that's when the Pacific project started.
Some time later, after we at Osumia Games got informed about the ongoing project, we decided to develop it together to make it a DLC-worthy project.
The Pacific DLC has been translated to all the same languages as RWR except for Russian which is still under work at the moment. It should follow in the next few days!
Here's the changelog for RWR 1.60:
visuals: fixed flare particle offset
visuals: fixed looping particle effect lighting color handling
servers: penalty manager cleanup
character: fixed an issue with ending up between wall and ladder when climbing down ladders from a fence or wall
character: added a little bit of rounding when colliding with a box corner for easier steering (mainly for ai)
ai: fixed chat comments related to specific weapons and vehicles
ai: changed separation steering behavior when in ladders and very near to higher rank soldiers
ai: added optional method of steering suitable for tight spaces, only applied to specific areas like the ships in Pacific
ai: tweaked how simulated areas handle squads to preserve vehicle personnel
ai: fixed vehicle weapon "reset" handling
menu: changed load menu savegame sorting
modding: fixed an issue with handling material and shader script overloading
modding: added support for difficulty presets in package_config.xml
modding: fixed various issues with destructible fences
modding: added load=campaign3 style launch parameter for instant savegame loading
modding: added map_config=map_config_test1.xml style launch parameter for picking settings from a different map config file
modding: added update_camera XML command for doing camera runs like Pacific trailer, requires debugmode and free camera mode
RUNNING WITH RIFLES:PACIFIC (DLC) - Steam announcement trailer:
https://youtu.be/KoO4oc_sz64
Happy running,
Osumia Games
Pacific launch date - 26 October 2017!
Greetings Runners!
We've got some great news to share with you guys today! After having to postpone the release date of the DLC, we now have better news for you; the release of the PACIFIC DLC is right around the corner, just a bit more than a week to wait and you will be able to play as the United States Marine Corps or the Imperial Japanese Army in 2 brand new campaigns set in the WW2 Pacific theater.
We just finished a trailer that we will add to the medias of the Pacific Steam store page. You can also find a version on Youtube and for those who like the theme, we also provided a video of the official RWR:PACIFIC theme to please your ears!
RUNNING WITH RIFLES:PACIFIC (DLC) - Steam announcement trailer:
https://youtu.be/KoO4oc_sz64
RUNNING WITH RIFLES: PACIFIC theme:
https://youtu.be/ocCNjApWVts
Happy running,
Osumia Games
Pacific DLC store page + 1.54 update released!
Konnichiwa Runners!
The Steam page for RUNNING WITH RIFLES: PACIFIC DLC is now up and open!
http://store.steampowered.com/app/616850
We have often been asked about the price tag; it will be around 66% of the price of RWR vanilla, which will be e.g. 9.99 USD for the US people.
In the two campaigns included in the DLC, you jump back in time to the Pacific theater of World War II,
to witness the epic clash between the Imperial Japanese Army (IJA) and the United States Marine Corps (USMC).
The DLC features 7 brand new maps, tons of weapons and a number of unique vehicles all created based on actual WWII events and equipment.
The DLC will be released during September, safe to say we're on the finish line here with development now. The exact release date will be announced during the following weeks.
Today we also have a vanilla update coming out. The shadow rendering has been revamped for higher quality options, most other changes are various minor but nice tweaks here and there or added support for features required by Pacific which could also turn out useful for mods; see the changelog below.
Changelog v1.54:
maps: lowered RAM consumption in Moorland trenches
maps: the 2 radio jammers in the map "Misty Heights" (map14) have a significantly longer respawn time (60 instead of 6 minutes)
maps: some fixes here and there
menu: added Pacific link button in the lobby main menu
visuals: added shadow quality options
visuals: reduced character base voxel size a little bit
visuals: fixed destructible static object mesh material handling
visuals: fixed particle emitters starting emitting at an old position in certain case
visuals: added support to use particle emitter script position value as an offset
visuals: changed cord rendering to suit larger shadow texture sizes
visuals: fuel barrels are now destructible
vehicles: spawn point vehicles now show "spawn disabled" if spawning is disabled by movement, enemy proximity or theft
vehicles: fixed an issue with turret aiming when turret is not positioned at vehicle center
campaign: fixed an issue with map and campaign completion achievements for connected clients
campaign: added initial 50 RP to players
dominance: "islet of Eflen" map resources were missing, which caused server crash/restart when the script loaded the map
online: disabling Add to serverlist now also disables master server connection; useful especially for LAN
loading: map files are no longer parsed for header data when loading into a campaign, quickmatch or online, reducing some loading time
ai: a squad leader using a stationary weapon disbands the squad now
ai: fixed ai commander issue with organizing final attack when last base is uncapturable
character: character no longer dies when colliding with a moving vehicle he's entering into
character: character no longer goes prone if trying to shoot while reloading when carrying a weapon that requires prone to shoot
modding: changed how auto-spawning vehicles are removed before respawning to help with a case of having faction specific stationary weapons
modding: added show_target_marker option to calls
modding: added initiation_comment and radio_view_text to calls
modding: added support to tag a call to be used as reinforcements drop call by the bots, even if the call rounds do not spawn soldiers, with a tag named as reinforcements
modding: added support for vehicle health based particle effects with event_key="health" and value attributes
modding: added support to prevent vehicle driving based on health with min_health_to_steer in vehicle control tag
modding: added blast_damage modifier for vehicles, and blast_damage_threshold
modding: extended support for character-vehicle collision handling with vehicle attributes max_character_collision_speed and max_character_collision_speed_on_normal
modding: added ai parameters: force_as_leader, uses_vehicles, max_squad_size_to_pick_static_vehicles
modding: added support to reload particle scripts live with reload.txt method
modding: added make_vehicle_hit_sound keyword to projectile blast results
modding: match end view now adjusts table column size to fit faction names
modding: added support for dock platform walls to use can_go_around_start and can_go_around_end flags for ai navigation, useful when merging platform walls