Translations for our friends around the world.

Author Topic: RUNNING WITH RIFLES  (Read 14805 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
RUNNING WITH RIFLES
« on: January 01, 2019, 05:13:18 PM »


RUNNING WITH RIFLES is a top-down tactical shooter with open world RPG elements. In RWR, you join the ranks of an army as a common soldier, just like the thousands around you.


Home Page: Here
Steam: Here
Forum: Here
YouTube: Here
WIKI: Here

FREE Demo:

Single-player, Multi-player, Co-op, Cross-Platform Multiplayer


RUNNING WITH RIFLES - Steam Launch Trailer 2015





About

RUNNING WITH RIFLES is a top-down tactical shooter with open-world RPG elements.

In RWR, you join the ranks of an army as a common soldier, just like the thousands around you.

The open world approach lets you define your own path and story in the campaign. Push back the enemy with your comrades or go deep behind enemy lines to sabotage their efforts and loot valuable items.



As you gain experience, you are promoted with higher command over soldiers and equipment. Call in artillery fire missions or paratrooper reinforcements when the situation gets tight! Use your squad to man armed boats, tanks and APC's, or, become the expert lone wolf you always aspired to be - it's up to you!



KEY FEATURES

•   hundreds of locations to explore from trenches to towns, deserts to snowy valleys
•   emergent AI that will question if you're as smart as you think you are
•   realistic cover system
•   dozens of different weapons, support and cover items, radio calls, vehicles
•   side objectives to keep you busy: destroy radio towers and other assets, steal cargo trucks, rescue prisoners
•   40+ multiplayer support, dedicated servers, coop, PvP, PvPvE
•   speech bubbles!
•   deaths and fails, a lot of them, including your own!
•   ...and of course, mods!

















funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #1 on: January 01, 2019, 05:21:27 PM »
RUNNING WITH RIFLES: PACIFIC DLC



This content requires the base game RUNNING WITH RIFLES on Steam in order to play.


Home Page: Here
Steam: Here


RUNNING WITH RIFLES:PACIFIC (DLC) - Steam announcement trailer





About

RUNNING WITH RIFLES: PACIFIC is an expansion to the highly rated, top-down tactical shooter RUNNING WITH RIFLES.

In RUNNING WITH RIFLES: PACIFIC, 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) - fighting over tiny specs of turf you've never heard of.

Battle with the enemy over islands carved into history - Guadalcanal, Tarawa, Saipan, and more, all based on the real terrain where the IJA and the USMC clashed. Take part in a unique campaign for each faction; will you defend Henderson Airfield at Guadalcanal as the USMC, or strive to take it back as the IJA? Make history or change it - it's up to you.



KEY FEATURES
•   2 full campaigns spanning the major battles of the Pacific theatre
•   7 unique maps based on historical locations and battles
•   unique set of historical vehicles, ranging from light tanks, jeeps, land defenses, landing craft, and patrol boats
•   historical arsenal of weapons that evolves as the war progresses
•   new types of weapons such as Flamethrowers, Bayonetted Rifles, and the Katana
•   side objectives such as destroying coastal guns and anti-aircraft guns to rescuing prisoners or repairing abandoned tanks
•   40+ multiplayer support, dedicated servers, coop, PvP, PvPvE














funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #2 on: January 01, 2019, 05:23:12 PM »
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #3 on: January 13, 2019, 12:02:42 AM »
1.70.3 update released!
12 JANUARY - JACKMAYOL
Hello Runners!

Here comes the first update of 2019!
Not awfully much new and mainly balancing changes and some fixes!



Changelogs v1.70.3:
•   maps: fixed a few collision and pathing issues of ruins buildings
•   maps: added a stair between junkyard and TV station in Rattlesnake Crescent, to have a more direct path option
•   fix: removed unused animations in mortar weapons to clear warnings in the logs
•   vehicles: the ATV has the backseat passenger now turned by 180°. Driver now sits more upright
•   vehicles: fixed non-collideable vehicle respawn handling
•   vehicles: added collision damage for Machinegun, Minigun and Grenade Launcher deployables
•   vehicles: deployable sandbags are now easier destroyable on vehicle collision. Before only heavy vehicles could destroy them on collision
•   AI: made AI squadmate stay sitting in an additional seat in a multiseat stationary weapon
•   localization: fixed some typos

Changelogs v1.70.3 (PACIFIC DLC):
•   weapons: Type 99 "Hi-Grade" Rifle added - an elite version fitted with a monopod, anti-air sights, a bolt-cover, bayonet, and a quality wood furnish. The bolt action cycles very fast and accuracy is exceptional
•   gameplay: Veteran Difficulty now enables true Field of View for extreme challenge. You can set up a "Custom" campaign with similar values to Veteran if you wish to avoid it
•   gameplay: added Player Survivability Boost to Easy (+50%) and Hard (+20%). xp and rp modifiers also tweaked
•   gameplay: flatlined all weapon XP requirements to max at 10,000xp. Raised commonness of some of the super-rare guns. This will make these guns more accessible for single-run playthroughs (does not affect online Invasion)
•   single player: adjusted the Banzai Vest worn by AI soldiers to take damage much more reliably. Pacific Invasion remains unchanged
•   items: adjusted weight of most vests so there is more room for picking up loot when carrying reserve vests in your backpack

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #4 on: April 16, 2019, 07:16:20 PM »
Update 1.71 released!
16 Apr @ 5:09pm - JackMayol

Hey Runners,

in update 1.71 we continued improving the game and added some new content which will please especially the online invasion players, but we of course also have goodies for the campaign!

For those who have the Pacific DLC, you should know the final map of the campaign, "Operation Downfall". We decided to convert it to be added to the vanilla online invasion map rotation.

There has been several changes to better match the vanilla experience. The challenge is tough and we tested it with a couple of beta testers the last couple of days and we loved it! :)

We also added a "reverse" version of the assault map "Rattlesnake Crescent" where you start at the Mosque without any combat vehicle while the enemy is constantly pushing with mass of vehicles - the freshly implemented Radar Tank being one of them!



In this update, we also added a special lonewolf sniper. He is equipped with a ghillie suit and a suppressed sniper rifle and tends to go behind enemy lines taking out enemies without them to notice. If an hostile enemy unit comes too close, he will crouch and retreat to the closest cover in hopes of not being detected.
At least they don't have any body armor under their ghillie suit and are therefore relatively easy to take out unless they notice you first! Sometimes, when they feel that stealth isn't helping as they would hope for, they might call Elite reinforcement, which is a new radio call, of course also usable for the player!
It paradrops 4 special units, 3 armored paratroopers with unique SMGs and an elite medic which can heal indefinitely (and fast) while having a very strong armored vest! It tries to stay back from the fights focusing on its duty but has a taser as primary weapon in case.



Community Box #3

The first 2 community box projects were a great success! This is why we launched a new modding contest to bring even more community creations into the game.

This time we focused more on useful and realistic items rather than goofy stuff. It's fine to run in a banana costume but it won't always help you during war :)

We at Osumia Games were especially pleased with the fact that some scripting efforts have been done to extend the boundaries of the average modding work that has been done so far for previous community boxes, nice!
This goes from repair crane vehicles that can (over)-repair vehicles to GPS laptops to locate strategic enemy locations on the map. We even have a repair kit to fix your broken vests but of course we also have some new and unique weapons, neat!

Here again, there has been more stuff submitted than what we expected, so we had to make a cut at some point, but those ideas aren't buried and rather get a new chance for the next Community Box!




See you on the battlefield!

Your Osumia Games



Changelog v1.71:
•   projectiles: activated projectiles such as the Claymores, C4, AT mines, etc. can be detonated with blasts
•   fix: disappearing flares on throw
•   fix: map defined paratrooper spawn flares don't respawn after being destroyed
•   fix: grenade class projectiles sometimes going through walls at high speeds (e.g. tank cannon)
•   fix: fixed item drop handling with disconnecting while stunned
•   fix: fixed periodic map legend flicker on screen when streaming with obs while playing online
•   localization: added some overall missing translations
•   quick match: assault maps with fixed starting bases now don't show the option to show the amount of starting base as it's fix anyway
•   maps: "Green Coast" map added to online invasion - a modified version of the "Downfall" Pacific map but suited for Vanilla gameplay
•   maps: added a variant of "Rattlesnake Crescent" in the invasion map rotation where you start at the Mosque with no combat vehicles at your disposal
•   maps: fixed minor pathing issues of the broken bunkers in Misty Height, also you can't jump out of the bunkers anymore
•   maps: few fixes here and there
•   weapons: Tracer dart gun despawn time increased to match other rare gun
•   weapons: M79 ballistics tweaked
•   vehicles: Radar Tank added to online invasion for 2 maps.
•   vehicles: Repair crane added on 2 maps maps
•   vehicles: Ice cream Van added in online invasion. 15% chance to spawn on each map, you can buy ice cream there (oh really?) but also lottery tickets
•   items: community box #3 added. More than a dozen of new goodies includes!
•   calls: new paratrooper call added: elite reinforcement consisting of 3 armored paratroopers and 1 elite medic
•   invasion: player faction swapped to Greycollars on official invasion servers
•   dominance: "Green Coast" map added to the map rotator
•   deathmatch: "Green Coast" map added to the map rotator
•   minimodes: adding some player AI reduction
•   ai: added lonewolf sniper behavior
•   characters: characters now automatically jump out from vehicle after surrendering
•   modding: added process_tires as vehicle tag parameter to disable wheel physics entirely
•   modding: added blast_damage_threshold projectile parameter so that activated projectiles (C4, mines...) can be destroyed with blast damage
•   modding: added kill reward XP multiplier parameter for weapons
•   modding: added blood effect control in character files
•   modding: added general foot_step sound key in character files
•   modding: fixed item buy_price and sell_price handling
•   modding: fixed xp and rp configs not reverting to default when left undefined when using copy_from with soldier groups
•   modding: added soldier_group_name parameter for resources query command


Changelog v1.71 (PACIFIC DLC):
•   weapons: Type 4 Rocket Launcher's area of effect now matches Bazooka (was raised.)
•   weapons: set Type 99 hi-grade rifle's text to have a blue colour like other rare weapons when on the ground.
•   weapons: outside of Online Invasion mode, the Type 1 SMG and Type Hei now have matching commonness (rather than Type Hei being far more common.) Invasion remains unchanged where the Type Hei actually is the rarest weapon.
•   items: Sentry Vest "0%" layer fixed to still provide some very minor benefit like all other vests
•   misc: edited tip regarding M1 Carbine being an effective side-arm for 'Bazooka crews', as Bazookas have been a secondary slot as well for a very long time.

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #5 on: April 16, 2019, 07:17:58 PM »
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #6 on: June 15, 2019, 08:34:44 PM »
Update 1.72 released!
14 Jun @ 12:02pm - JackMayol

Hello Runners!

First of all: 환영합니다, 한국인 장병 여러분!
Indeed, with the help of the awesome community, RWR has been localized in Korean, special thanks to MarsCow, Leechrang and ith3322!



While the update is mainly focusing on this translation work, there's also a bunch of bug fixes and a new modified version of the map "Moorland Trenches" called "Moorland Apocalypse" included in online Invasion and as single-player quickmatch. The alternative take on the map is likely well known by people playing Dominance or the mod "Running with the dead".

In "Moorland Apocalypse", you start at the center of the map and need to push two enemy factions back who are encircling you. The third and outer faction is rather peaceful until you start messing with them. You can use this as for own advantage when you feel the timing is right.



Happy running,
your Osumia Games

Changelog v1.72:

•   translation: Korean (special thanks to MarsCow, Leechrang and ith3322!)
•   maps: Moorland Apocalypse (variation of Moorland Trenches) has been added to the invasion map rotator but is also available as quick match map
•   weapons: enforcer de-spawn time increased to match rare weapons
•   vehicles: Guntruck shooting itself with the front MGs fixed
•   invasion: fixed an exploit where you still got XP when repairing a destroyed vehicle
•   campaign: fixed a bug where in some cases the final missions didn't automatically unlock after annihilating a faction completely
•   visuals: fixed a shadow bug on DirectX
•   mac: fixed issue with ctrl key in inventory view
•   misc: Elite medics now have a small spawn score - not only existing as part of the elite paratrooper call anymore
•   misc: fixed a few typos
•   misc: fixed detonating multiple C4's with squad command modifier + throw key in fov mode
•   misc: optimized character animation loading
•   misc: moved c4 blast on blast to dominance only
•   modding: added soldier_group_name in character info query

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #7 on: August 08, 2019, 11:59:19 PM »
1.73 update released!
8 Aug @ 9:42am - JackMayol

Hey Runners,

Dominance (PvP) mode has gone through some balance improvements and bug fixing, and we're looking forward to organize a new Dominance event in the next couple of days. To be informed on time, feel free to join the RWR Discord[discord.gg]; enter !subscribe there to be informed about the next events.



Another online related issue that has been fixed is about the recently added lonewolf snipers, which, unlike other units, didn't stop attacking even when the player faction had only one base left. This could lead to the last spawn points being locked and therefore making it impossible for the players to spawn.



While Edelweiss continues under development, Pacific is getting some minor changes to make beach landing maps easier to tackle. To address this we raised the performance of the Higgin's Boat's machine guns, allowing them to better secure a foothold and lock down the beach with heavy suppressive fire, both when controlled by the AI and players. Alongside this we've made some rate of fire changes to all Heavy Machine Guns to make them more akin to their real life versions; and damage performance was adjusted to compensate.

v1.73:
•   dominance: fixed a crash in the map rotator
•   dominance: increased the soldier capacity variance so that a faction with less bases than the opponent gets a slight soldier capacity boost
•   dominance: initial soldier capacity added so that the maximum soldier capacity (for a single base) is reached right at start
•   dominance: fixed map balancing issues on all assault maps which made one faction more defensive, while the other more offensive
•   dominance: vehicle distribution partially reworked
•   dominance: fixed dimensioning of some weapons which made them useless (Benelli M4 and Golden Desert Eagle)
•   man vs. world: fixed issue that AI soldiers could spawn with a suppressed weapon
•   man vs. world 2 players: fixed issue where AI soldiers could spawn on the player faction due to over capacity parameters of some vehicles
•   maps: few fixes here and there
•   ai: return lonewolves back to own bases if attack percentage goes to 0
•   visuals: reduced flag marker size a little bit
•   modding: added spawn_y_offset for character specs
•   modding: exposed splat map effects layers via objects.svg with effect_splat_layer similar to terrain_layer objects with texture and scale control

Changelog v1.73 (Pacific):
•   weapons: M1919A4 on the Higgins Boat has been improved dramatically for balance, so that beach landing assaults are easier. Its stats now match regular HMG version of M1919A4.
•   weapons: M1919A4 (including vehicle-born versions) rate of fire raised 28% for greater realism, damage and velocity adjusted for balance
•   weapons: Bofors on the PT boat has raised sight range
•   weapons: Type 92 HMG rate of fire reduced 29% for greater realism, damage and velocity raised for balance
•   weapons: Type 92 HMG now has extended sight range since many were issued with high-powered optics
•   vehicles: Reduced AI vision with the LVT Water Buffalo machine guns from 1.3 to 1.15
•   vehicles: Pillboxes and Heavy MGs now add their crewsize to the faction Soldier Capacity so that factions do not lose attackers when they own a plethora of them
•   vehicles: Pillboxes now respawn every 10 minutes instead of 5
•   vehicles: Landing Craft now add some Soldier capacity to help with beach landings
•   vehicles: Landing Craft health raised 50% to allow them to survive one additional strike from infantry-based Anti-Tank weapons
•   vehicles: Destroyed Heavy MG's no longer block vehicles
•   vehicles: size of the Ka Tsu reduced by 15%
•   maps: Bougainville eastern beach has been slightly reworked (landing beach area increased and the coastal guns now hit less the terrain bumps around them but rather you :)
•   balance: Operation Downfall map has been re-balanced (made easier)
•   script: Operation Downfall phase controller script has been reworked to avoid situations, where the capture order became messed up

Happy running,
your Osumia Games

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #8 on: October 24, 2019, 01:04:57 AM »
update 1.74 released!
Wed, 23 October 2019

Hey Runners,

in update 1.74, we focused on fixing several bugs but also added a new radio call provided by the community, the "A-10 Gun Run"! BRRRRRRRRRRRRRT!
We also added new community goodies, see the section below.



Community Box #4

Our awesome community still has great fun contributing with custom made content. Say hello to our fourth community box which brings a dozen of new weapons going from faction specific grenade launchers being introduced by the new soldier class "grenadiers", a blowgun with poisonous darts, a compound bow which is a great long distance stealth weapon and a golden AK47 for yo running pimps out there! Only to name a few of them. We also have a new repair tank which will certainly help to support armored vehicles pushing through the front lines.



Community Edelweiss DLC interview

We decided to open the floor up to some community questions about RWR: EDELWEISS, inviting you to ask us what you wanted to know. We selected a few of these questions and have prepared some answers below. *We've shortened some of the questions to reduce length of text.

*********************************************************************
Unit G17 asks:
Tell me more about how the equipment sharing system between RWR:PACIFIC and EDELWEISS will work. For example if somebody only owns one of the DLCs, do the weapons from the other one still install to make the sharing system work (like PACIFIC weapons and equipment being installed for EDELWEISS-only owners)? Are they duplicated or stay in their respective folders?

Karl (Tremozl) replies:
Players who do not own both DLCs will still be able to play online in Invasion and access most of the content. All maps will be available to them in multiplayer; but only a limited assortment of weapons can be used in combat (such as basic Bolt-Action Rifles.) The rare weapons that they cannot use are still able to be carried in a backpack and placed in the persistent Stash, in case they choose to make the purchase at a later date to gain access to weapons they've acquired over time.

Chris (TheSoldier) replies:
Regarding modding, the folder structure has been overhauled. All weapons are stored in a 'ww2_base' folder now, rather than the Pacific folder in the past.

*********************************************************************

Unit G17 asks:
Tell us more about the tank battle map. Is the map open or does it feature bottle-necks? Are the tank numbers by chance scale with player/bot count? How much infantry play will be available?

Chris (TheSoldier) replies:
The map will be wide-with a few close-quarters areas where you'll have to watch out for infantry. There will be a significant number of tanks available to both sides - and though they might be the most powerful force on the battlefield, in the end, the infantry are the ones who have to be there to capture the objectives, so they still hold a vital role.

*********************************************************************

BulletMagnet asks:
Do all the maps take place during or after D-Day, or are there some before?

Chris (TheSoldier) replies:
At launch, there will be one map set before D-Day centering around the airborne side of Operation Husky - the invasion of Sicily.

Karl (Tremozl) replies:
Most of our maps take place after D-Day. They follow a general path along or around the major battles that took place during the Western Front's conflict, and many of them focus on the Allied Airborne operations (though not exclusively.) We go from Sicily to Normandy to the Netherlands, and finally end up launching a major incursion into Germany itself.

*********************************************************************

Fiesty asks:
Is there anything somewhat more personal that the devs included in the DLCs, maybe something from family history or even Easter eggs, funny AI comments that are inside jokes....etc etc?

Karl (Tremozl) replies:
There's a few Easter eggs (references) mostly in some of the voice-acting; or rather, the dying sounds. You might catch one or two. The title of the project itself is a subtle nod to a particular Television series about American paratroopers, in which one soldier remarks how the Edelweiss flower was a symbol of a 'true warrior'.

*********************************************************************

Fiesty asks:
Why did you choose the maps you did and what niche historical stuff can you tell us about that might be exciting in the game?

Chris (TheSoldier) replies:
We curated our map-list based on their significance to airborne operations of WWII, or those that involved airborne units. All the major Allied airborne operations of the Western Front will be present and accounted for.
The technology of the enemy will become increasing more sophisticated as you approach their homeland, and when you do reach it, expect them to come out swinging with everything they have...

*********************************************************************

Anoshi asks:
I've read reports that suggest a common sales figure of 5% for DLC when compared to the base title it belongs to. What are some of the stand-out elements in Edelweiss that you believe will convince existing RWR owners to purchase it and help you achieve (and perhaps even surpass) this figure?
Do you plan to include a discount on the base game as well, when the DLC is released?

Chris (TheSoldier) replies:
One of the downsides of the original PACIFIC expansion was that player rank and RP did not carry over from the base game due to how player data was saved. We sought to rectify that partially with the EDELWEISS expansion, which will share rank, RP, and stash with the PACIFIC accounts.

*********************************************************************

Lastly we wanted to share a bit of music from EDELWEISS with the community. EDELWEISS will have more music than either of our previous two projects, with a unique loading-screen cue for each level. The one we wanted to share today is for the map St. Marie du Mont; a small road-junction town in France which American paratroopers seized early on the morning of D-Day. Composer Karl Feuerstake had this to say about the music:

PACIFIC's theme was very well-received. It's catchy and epic, and adds certain instruments to the Orchestra such as the Taiko Drum and Shakuhachi Flute that capture the atmosphere of Pacific warfare well. For a European battlefield, these instruments would've been inappropriate; so I had to make do with something else. I decided to employ a bit more restraint with EDELWEISS' underscore. Battles in the Pacific were intense and brutal, but battles across Western Europe still left a good portion of the countryside undamaged and the beauty of nature remained. To illustrate this in the music I dialed back the intensity and laid greater emphasis on the colours of the Woodwind section; while thunderous Brass and Percussion still have their occasional place, there are many more delicate moments in the music of EDELWEISS.
 




See you on the battlefield and don't forget to join the community on Discord,
Your Osumia Games



Changelog v1.74:

•   calls: A10 gun run call added in invasion, BRRRRRT!
•   maps: fixes here and there
•   weapons: Milkor MGL can now reload 1 round at time again
•   weapons: Shotgun types got a small accuracy boost
•   weapons: Projectile speed of the elite paratroopers SMGs slightly reduced
•   weapons: Taser no longer damage any kind of vest/costume
•   vehicles: AAV7's GL damage per projectile has been increased
•   vehicles: invasion radar tank received new, ERA covered chassis to visually reflect it's increased armor
•   items: community box #4 added. More than a dozen of new goodies includes!
•   dominance: fixed dimensioning of the mortar tank mg damage
•   invasion: player faction set to brownpants
•   team elimination: made a few fixes
•   ai: new soldier class - the grenadier. Armed with a faction specific grenade launcher and a vest
•   ai: detectability of the standing still state being reduced while walking detectability being increased
•   ai: fixed a bug with approaching the entrance point when occupying a stationary weapon
•   misc: fixed XML tag issue on Dragon's Breath


Changelog v1.74 (PACIFIC DLC):

•   invasion: player faction set to USMC

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #9 on: April 03, 2020, 02:40:06 PM »
Update 1.76 released!
Thu, 2 April 2020

includes 2 news maps and a complete coop balancing overhaul!




Hey Runners,

Today, RUNNING WITH RIFLES turns 5 years old, woohoo! It's incredible how fast the time flies! So yeah, happy birthday to you...game! <3

Over the years, we've seen 700 000 players enjoying RWR, some staying with us for amazing amounts of time. We'd like to thank you, the veterans and all other players as well, for the loyalty and pushing us take RWR forward. Feel free to join our Discord channel to celebrate this day with us!

For the day of celebration, we've prepared a juicy update with 1.76.

In today's update we have 2 new maps, both playable in "invasion" and in "quick match". For those who are familiar with Vanilla PvP and Pacific, you might recognize on what already existing maps those 2 are based on.

"Tropical Blizzard" is a winter theme map based on the map "Vigil Island" but not as "King of the Hill" mode but the default conquest mode. The water areas are frozen and therefore it's technically not really an island anymore which changes a lot! Also, the harsh weather conditions don't allow any plane to fly, therefore paratroopers and any vehicle drop won't be available per during the whole stage. Hard to not being able to call for reinforcement and supplies but try it out for yourself!



The second map called "Gotcha Island" is a mix of the Pacific map "Saipan" and the PvP map "Islet of Eflen" with its own twists!
"Islet of Eflen" has never been released as a campaign/invasion map and have also been revamped in the process.



A new feature coming in this update is the expanded shot target scoring system for the AI. This enables AI to be more easily configured to prioritize certain targets to shoot at more than others, e.g. a tank gunner preferring to shoot at an enemy tank in the distance or a soldier with a bazooka instead of just a regular soldier that is closer. This certainly makes large and varied combat situations make more sense, and it also opens new possibilities for footmen to get closer to enemy combat vehicles.

And now to the bit less pleasant stuff that unfortunately affects the whole world right now. We at Osumia Games are also affected by the Corona slowdowns as we have families to care of which messes up our schedules to an extent. In that sense, we couldn't bring you the Community Box #5 on time but will certainly be delivered, along some other things relatively shortly after.

As for the RWR:EDELWEISS DLC, it is not certain we'll reach Q2 with the release like we intended to. If not, it shouldn't be a long delay from there. We hope you can understand!



Keep running and stay healthy!


Changelog v1.76:

•   maps: "Tropical Blizzard" map added. A winter theme map based on Vigil island
•   maps: "Gotcha Island" map added
•   maps: Vigil Island night time is set to be less dark
•   maps: Reversed Rattlesnake Crescent (invasion only) starting base slightly modified to reduce spawn locks
•   maps: Moorland Apocalypse (invasion only) starting base modified to have easier access to the stash and slightly better defense
•   maps: few fixes here and there
•   weapons: blast radius of the C4 reduced by 30%, also reduced the push effect and the screen shakiness
•   calls: A-10 gun run launch time reduced
•   calls: Artillery Strike tier 2 now fires 5 rounds instead of 8.
•   campaign: added possibility to restart the current map in the menu
•   man_vs_zombies: fixed crash when deploying a cover
•   man_vs_world: enemy can now toss grenades at the player
•   invasion: entirely re-balancing (should also be harder now)
•   invasion: player faction changed to Greenbelts
•   invasion (Pacific): player faction changed to IJA
•   misc: increased the player slots of the official invasion servers from 24 to 32
•   misc: Ice cream van is now listing content of the community box #4 in his lottery pool
•   misc: fixed missing kill text notifications
•   misc: a player can now be picked in map view for hotkey purposes
•   online: reworked kick/ban/penalty notifications
•   online: fixed in-game kick in menu to work correctly in all cases
•   online: fixed current weapon indicator showing up in wrong place when joining a server with no spawn points
•   online: improved info in ui after connecting to a server where resource checksum is mismatched with client
•   vehicles: fixed damage modifier causing sign change in damage (becoming repair) in certain cases
•   items: slightly re-balanced the item reward pool of the community box #4
•   ai: added support for improved target prioritization
•   radioview: moved the radio call menu lower
•   visuals: hand grenade model modified to look more realistic
•   visuals: Plants and bushes now render after characters/models (no ghost shader anymore which can be used to hide in PvP)
•   visuals: tweaked some smoke particle effects
•   misc: deployed sandbag are not processed by FoV anymore
•   modding: added "check_enemies_while_driving_time" and "check_enemies_while_driving_in_turnmode_time" ai parameters
•   modding: added "ai_driver_turns_to_target" for vehicles that feature fixed guns where driver must turn instead
•   modding: added "spawn_interval" for faction settings in match options
•   modding: added "disable_fov_when_dead" for match options
•   modding: added "min_number_of_enemies_to_throw_grenade" in ai parameters
•   modding: added "server_mode" text for campaign options


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #10 on: June 20, 2020, 01:25:14 AM »
Update 1.77 released!
Fri, 19 June 2020

Hello Runners!

KABOOM!... next update! In this update, we worked closer than ever with the modding community to bring you some sexy goodies to your favorite running simulator! (wait what...?)

But first thing first.
We decided to add 2 new zombie types to the "Man vs. Zombies" mode. An acid spitting baddie as we had the feeling that range attacks are not enough of a threat in this mode - actually it wasn't one at all. Better not try to stab the spitter, as he explodes with an acid blast on death damaging his surroundings. The other not so friendly dude is a fast moving and jumping creature call the ripper! While having a low amount of health, his attacks are insanely fast and if you let him get too close, he might lock you down and rip you apart!




In vanilla, we also added 2 new radio calls. The first one, the "CLUSTER BOMBING" is available in invasion, campaign and even in quick matches and replaces the former "Mortar II" which felt a bit redundant these days. It's basically a fast flying jet dropping 2 cluster bomb containers which open at low altitude and unload dozens of small cluster bombs exploding over the ground. While it is effective versus infantry units, it's not damaging armored vehicles at all.

The other radio call is a "GUNSHIP RUN" which is basically hell from above and targets every hostile presence within a 30 meter radius while your own units are safe. But, you'd better make sure to not be close to a potential target to avoid collateral damage. Note that this radio call is only available in online invasion.

Last but not least, we got a NEW COMMUNITY BOX, the 5th one!
We again got tons of submissions and had to drop a few ideas but at least we now have finally chickens and a balloon! (doh, you serious?), new weapons, 5 new vehicle drops, a squad equipment tool and more! We'd want to thank again the modding community for all the submissions (I won't name them all individually as I might forget someone) and even if it was a long run, it surely was worth the effort. Special thanks to "Unit G17" who took the lead of the community project and also actively worked on several scripts.



For the RWR:EDELWEISS DLC, the development pace has suffered a slight bump due to factors stemming from the COVID-19, and the release is now targeted for Q3 2020. While at it, we're also pushing in one map more than we had planned initially as well as some extra vehicles and weapons.



Our current stage of development is nearing the private testing stage. Most of the campaign is completed, as are models and animations for soldiers and vehicles, sound effects and music. Some of our remaining tasks involve adding some new engine functionality for new gameplay features, conducting translations, and doing some 'finishing touches' such as implementing loot items, artillery call-ins, interface icons, 3D map assets and overall polishing the maps and balancing.

We're very excited to be sharing the DLC and set up an early Store page for you. We are just waiting for Valve to approve it, it should happen very soon, stay tuned!

In the meanwhile we have a teaser for you:
 



Changelog RWR v1.77:
•   maps: few fixes here and there
•   calls: "Cluster bombing" radio call added
•   calls: "Gunship run" radio call added (invasion only). Aerial bombardment at random enemies inside the target area
•   calls: "A-10 gun run" script improved and launch time reduced by 2 seconds
•   calls: "Mortar strike II" removed
•   calls: "Mortar strike I" has a faster launch time of the salves and slightly less spread
•   calls: "Artillery strike I" price increased from 250 to 300 RP
•   calls: "Artillery strike II" price decreased from 800 to 700 RP
•   items: community box #5 added! More than a dozen of new goodies included!
•   weapons: replaced the shuriken with a "ballistic knife". Similar purpose but faster throwing speed and more range
•   weapons: tracer darts can't be disarmed anymore
•   weapons: M240 damage slightly increased
•   weapons: M24-A2 sniper rifle's stats slightly increased
•   weapons: G11 recoil recovery slightly increased
•   weapons: XM-25 ballistics reworked and projectile now doesn't need to detonate anymore
•   weapons: Portable mortar reload time increased by 33%. Accuracy slightly decreased - big penalty when shooting out of movement
•   vehicles: Legion very heavy tank added - good to push vehicles from the road. 165mm caliber mortar as main weapon - high area damages vs infantry
•   vehicles: SEV-90 tank added - main cannon shooting 40mm burst grenades. Effective distance is restricted but can hit targets behind lower cover
•   vehicles: NOXE Ghost APC added - launches 2 rockets per shot. Medium arc, good to shoot behind cover
•   vehicles: FT-CROC added - medium range flame firing APC
•   vehicles: M528 added - tank with a fast firing medium caliber canon and anti-personal rocket launchers as secondary weapons
•   vehicles: fuel tanks now have vehicle collision damage
•   invasion: player faction swapped to Greycollars
•   invasion: some maps have new vehicles spawns
•   invasion: "Power Junction" map now has a radio jammer spawning at the "Power Plant" base
•   invasion: radar tower/jammers removed from player resources in "Misty Heights"
•   invasion: disabled all air spawns in "Final Mission I" (Cophill Down). Added a second Spawn truck instead.
•   Man vs. Zombies: Berserker now explodes on death, stunning its surrounding
•   Man vs. Zombies: added 2 new zombie classes, "Spitter" (spitting acid and fast movement - explodes on death) and "Ripper" (fast crawling, leaping and extreme fast attack)
•   Man vs. Zombies: stun animation time reduced by 10%
•   Man vs. Zombies: medikit removed from drops/crates
•   Man vs. Zombies 2p: zombies amount increased by 12%
•   Man vs. World/Zombies: crates are not respawning anymore
•   gameplay: radio call queue added - max 2 calls queued. Radio HUD texture is overlaid by an animated texture when call processing is busy
•   gameplay: Radio HUD texture is overlaid by a "denied" texture when radio calls are not available (comms down or within jamming range)
•   misc: lone wolve snipers have now 50% spawn score decrease. Should lead to less backcaps (has already been added experimentally in invasion as silent update end of April)
•   misc: grenadiers now don't carry sandbags anymore - they use a suppressing MG as secondary weapon instead
•   misc: flares (vehicles/paratroopers) disabled in map "Copehill Down"
•   misc: new faction specific president models
•   misc: custom soldier model when wearing vests Type III
•   journal: increased entry notification life time
•   journal: added insta-open first note
•   menu: fixed initial campaign selection scroll
•   menu: changed campaign faction picker to allow scrolling
•   bug: fixed a crash when closing the game during the loading process
•   bug: fixed visibility of soldier with stunned status. Was like standing still before and now crouched
•   visuals: tweaked post processing shaders to make characters less visible in foggy environment
•   modding: exposed "dry_fire" sound key for weapons
•   modding: added "use_time_to_live" (default "-1") and "time_to_live" for projectiles
•   modding: added "drop_on_death_result" (an object can spawn another object on death)
•   network: improved handling of over 32 players (has already been added experimentally as silent update in April)
•   network: improved vehicle handling (has already been added experimentally as silent update in April)


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #11 on: July 04, 2020, 01:40:31 AM »
Update 1.77.2 released!
Fri, 3 July 2020



Hotfix #2 and Pacific DLC re-balancing - say hello to the Edelweiss DLC store page!
Hey Runners,

OMG Ze Germans are invading the Steam store!
Indeed, the RUNNING WITH RIFLES: EDELWEISS (DLC) store is finally online! Make sure to WISHLIST EDELWEISS to be informed about it's release which is planned for August 27!
We also seized the occasion to make a couple of fixes for both vanilla and Pacific which you can see in the Changelog below.



Don't forget to join Discord to discuss the upcoming EDELWEISS DLC with us and there's also a community event planned for this Sunday. The chosen mod for this event is "Overlord Defense", matching well the WW2 theme!


Changelog v1.77.2 (vanilla)
•   maps: few fixes here and there
•   weapons: P416 recoil recovery slightly increased
•   weapons: fixed map-spawn deployables not spawning at all
•   script: fixed P416 not appearing from the community box #5


Changelog v1.77.2 (pacific)
•   balancing: campaign re-balancing - making it easier overall, as this was the main complaint
•   maps: Bougainville island reworked
•   AI: sentry soldiers can now be stunned by explosives at an earlier stage of their armour's damage, and can always be stunned by melee
•   AI: sentry soldiers and Snipers can no longer call-in vehicles
•   AI: fixed an issue where 50% of Regular IJA Infantry were getting 500RP on Iwo Jima and Peleliu (should reduce call-in spam)
•   AI: reduced the minimum bracket of RP that Veterans can spawn with to encourage less spam of call-ins (higher RP brackets still exist)
•   invasion: player faction changed to USMC

 
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #12 on: August 15, 2020, 02:26:36 AM »
update 1.77.3 and Edelweiss delay announcement
Fri, 14 August 2020



Hey Runners!

Onto some unfortunate news for RWR:EDELWEISS - we have decided to delay the release. Recent events have conspired against much of the DLC development team, and as a result we believe we would be unable to keep true to the original release date. We have chosen not to set a fixed release date, and have resolved to deliver a more polished and complete experience that we otherwise would have been able to originally. We would like to thank our community for understanding that we have made this decision with their best interests in mind! We will keep you updated with progress, and in the future we will allow testers to share some gameplay footage to keep you excited!



We also decided to release this update, which is intended to mainly address some potential campaign balance issues for RWR:PACIFIC. We noticed a couple bugs which were causing issues that affected balance, and are addressing them here (see PACIFIC changelog).

Another really interesting part of this small update, and long overdue, is that you can finally join the game of your friend directly over Steam friend list. It was already possible before, but only if the friend you wanted to join was playing on a dedicated server, thus not hosting e.g. a campaign himself.

In this update, deployed weapons, such as the deployable MG, mortar, minigun, TOW, Hornet, etc won't respawn on destruction anymore. It was already the case for 2 non-campaign missions but has been extended to the whole game. This should make parts of maps with a strong emplacement defense easier, especially the final mission "Frozen Canyon".

Happy Running everyone!
Your Osumia Games


Changelog RWR v1.77.3 (vanilla):
•   online: added support for Steam Join Friend for non-dedicated hosts
•   general: fixed a missing radio call related comment when comms is disabled
•   modding: added support for custom fonts
•   modding: extended use-type weapons (medikit, deployments, etc) to support stance specific animations
•   vehicles: legion tank low collision box face higher to avoid being stucked on small ramps
•   vehicles: all map deployables are now set to not respawn
•   dominance: mortar 2 call replaced with cluster bombing call - like in vanilla
•   dominance: fixed a bug where there were no spawn points in the Vigil Island map
•   misc: fixed some HUD color issues



Changelog RWR v1.77.3 (pacific):

•   campaign balance: fixed a bug where enemy squad leaders were able to order around squads of up to 50 men to max 10 as how it should have been
•   campaign balance: changed radio jammers to no longer respawn
•   campaign balance: AI sentries, flamethrower operators, and snipers can only have a max squad size of 5 men
•   general: fixed an issue where the Japanese faction could not call in their halftracks on the first map of the Japanese campaign
•   general: fixed an occasional issue with missing Ka-Tsu call-in on the maps where players would be playing as the Imperial Japanese Navy troops
More About This Game
 
Game

 

-75%
£10.99
£2.74



funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #13 on: October 13, 2020, 02:15:15 AM »
EDELWEISS DLC Dev Blog + Update 1.78 release
Mon, 12 October 2020



*** dev blog *** dev blog *** dev blog *** dev blog ***

Hey Runners,

It’s come time that we share more details about RUNNING WITH RIFLES: EDELWEISS!



Starting from the bottom - MAPS!
RWR:EDELWEISS will launch with 8 unique maps. Due to the nature of locations, the look and feel of the maps in EDELWEISS will vary wildly from one to the next. Take on the rocky cliffs of Sicily, the claustrophobic hedgerows of Normandy, the paved and cobblestoned streets of Arnhem and the snow-covered landscape of the Ardennes. Furthermore, EDELWEISS maps have been designed from the ground up to take advantage of destructible fences - tracked vehicles and high-explosives will be able to clear these previously insurmountable obstacles off the battlefield.

The Allied and Axis campaigns will also feature unique variations on gameplay. For example, some of the Allied campaign maps will feature a unique paratrooper game mode, where you start the game with no bases owned but you have the option to spawn in one of many different paradrop locations throughout the entire battle. Finally, both campaigns will end with their own unique boss map - be prepared for a tough fight against new foes!



With EDELWEISS also comes a wide variety of medium and heavy armor available to both sides. These vehicles are far more powerful on the battlefield than their vanilla counterparts, not only because many WW2 anti-tank weapons were weaker, but also because of a new AI target prioritization system. This system allows AI gunners to prioritize the the largest threat to them based on distance, angle to target, their weapon, and others (such as enemy tanks, anti-tank cannons, and soldiers wielding anti-tank weaponry). However, with this increase to their prowess on the battlefield, their use will be limited to their respective factions. No stealing Panzer IVs as paratroopers!



Regarding modding, many features have been added! Perhaps the most requested feature has been the ability to switch to an alternate weapon without switching to your secondary, and we have delivered with flying colors! With a new system we’ve dubbed "chain swapping", select weapons can alternate between any number of different variations, completely separate weapons in and of themselves. While PACIFIC and EDELWEISS will begin with only swapping between bayonet and non-bayonet version of weapons, this opens the door for much more interesting combinations for modders. Underbarrel grenade launchers and rocket launchers with multiple kinds of ammunition, perhaps…?
A full, exhaustive list can be found in the patch note below.

Here is the first public gameplay video of EDELWEISS to shorten the waiting time! We hope you enjoy watching as much as we enjoy playing/testing the DLC! :)
 



The EDELWEISS (DLC) store page can be found here https://store.steampowered.com/app/1210750/RUNNING_WITH_RIFLES_EDELWEISS/ and don't forget to join the community on Discord https://discord.com/invite/runningwithrifles

Happy running,
Osumia Games


Changelog RWR v1.78:
•   ai: added burst_time/variance, in_vehicle_burst_time/variance, longer_burst_time/variance, wait_time/variance
•   ai: added shooting_expose_time parameter
•   ai: changed ai not to default to primary weapon when restarting combat, instead change latently if needed
•   ai: changed bazooka using ai to consider penetrable walls impenetrable
•   ai: changed combat capable vehicle driver to never leave the vehicle except when unsteerable
•   ai: changed cover providing object handling
•   ai: changed how picking attack target base checks water on direct route
•   ai: changed vehicle seating order to handle vehicly occupy assignments
•   ai: crouch override handling for firing weapons that are intended for explicitly standing up behind cover
•   ai: fix: simulated vehicle pick checks larger range if someone else has already claimed the vehicle
•   ai: fixed stuck deploy state
•   ai: multiple changes with preserving squads between active and simulation
•   bases: added faction specific capture_by_timer parameter for start_game
•   bases: countdown timer is now stopped if capturability changes when it's already running
•   character: added chute_y_offset
•   character: avoid detecting jumpability when on a cliff edge
•   character: changed chute render queue group
•   character: changes with squad configs, most have been removed now
•   character: ignore characters in vehicle for vehicle occupy order
•   character: increased fog effect blending
•   character: major over wall handling changes
•   character: skip death effects when spawning as dead
•   character: start vehicle collision safety on grenade already when holding the nade in hand
•   character: using-state to use lower body direction instead of upper body
•   commander: added behavior when baseless
•   commander: changed how combat vehicles behave, also now returning to the closest base to refill squads and for defense when not attacking
•   commander: some changes with script based attack target requesting
•   faction: changed how soldier groups are saved
•   game: added custom lock range for spawn points, with lock_range parameter
•   game: added randomization seed value, parameter seed with start_game
•   game: added see_through and penetrability for custom meshes
•   game: added support for bringing up map view automatically when spawning dead, show_map_at_start_if_dead with start_game
•   game: added support for visual_rotation for mesh based walls
•   game: added win_with_all_bases faction setting in start_game
•   game: changed how vehicle and character block changing works near active and simulation boundaries
•   game: changed stab impact on crate collision detection
•   game: increased item type capacity
•   game: map view now closes automatically on spawn
•   game: reset celebrate timer at start
•   game: save/load map_view_overlay_texture
•   game: some minor changes with game timer
•   game: when spawning dead at start, body is instantly removed
•   general: changed game load to halt if xml loading fails
•   hud: clear potential press space to continue bubbles
•   input: explicit clear of aim when in vehicle if still aiming
•   input: if spawning dead at start, allow instant respawn
•   inventory: added horizontal scrolling support for more item types
•   items: added support for checking dlc access tags
•   koth: fixed losing faction charge behavior near the end of timer
•   map: few fixes here and there
•   map making: added offset parameter for building configs
•   menu: added possibility to setup continue to a different campaign once a campaign is completed, from a defined subset of available campaigns
•   particles: more intense character blood particles when hit with high caliber bullets
•   script: added base_key in base_owner_change_event
•   scripts: added preserve_items for update_character
•   scripts: added some null checks to avoid crashes
•   scripts: added start_script command, added run_init_match_commands in start_game
•   scripts: fixed some issues with map restart
•   scripts: added volume parameter for set_soundtrack
•   sounds: added map specific loading screen soundtrack support, soundtrack1.xml and loading_screen_fadeout parameter
•   sounds: tweaked a couple of sounds
•   static_objects: added usable_for_cover parameter
•   terrain: added more effect splat map layer configurability
•   textures: fixed an offset issue in the wall atlas
•   tree: configs exposed
•   vehicles: legion tank collision box tweaked to avoid shooting self
•   vehicles: added ai_force_designated_driver_xp, ai_use_throwables, tracked_visual_tire_max_rotation, tracked_visual_tire_rotation_smoothening, simulated_speed_factor, broken_mass, remove_collision_threshold
•   vehicles: changes with broken handling
•   vehicles: fixed simulation to react to live changes in ai uses_vehicles property
•   vehicles: added possibility to destroy other vehicles by colliding with vehicles
•   vehicles: changed object destruction effect handling when colliding with vehicle
•   vehicles: fixed snaps and plops when handling vehicle engine sounds
•   visuals: fixed fog leaving not set if day/night color stay same
•   visuals: fixed shadow texture cleanup
•   weapons: XM-25 alternate fire added - now time and remote detonation
•   weapons: FN FAL aternate fire added - now with and without bayonet
•   weapons: added ai_stand_manually_to_shoot_over_wall
•   weapons: added ammo sharing between weapon chains
•   weapons: added last_ammo sound support
•   weapons: added leave_crouch_accuracy_penalty
•   weapons: added stance_accuracy_rate parameter separate from sustained_fire_diminish_rate * 8 by default
•   weapons: added support for addon_model
•   world_loader: fixed some svg path parsing


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: RUNNING WITH RIFLES
« Reply #14 on: December 16, 2020, 02:30:38 AM »
RUNNING WITH RIFLES:EDELWEISS... OUUUUT NOW!
Tue, 15 December 2020



we're excited to announce RUNNING WITH RIFLES: EDELWEISS has been released!


https://store.steampowered.com/app/1210750

Hello Runners!

It’s been a long time coming, but we're excited to announce RUNNING WITH RIFLES: EDELWEISS has finally released! More than two years of love and labor have gone into this project, and we're proud to finally be able to share it with all of you!



EDELWEISS will launch with 8 maps, detailed below:
•   Sicily: Scale rocky cliffs and hills as you root the enemy out of Biazza Ridge.
•   Sainte-Marie-du-Mont: Parachute into a labyrinth of hedgerows that surround Brecourt Manor and the quiet town of Sainte-Marie-du-Mont on the morning of D-Day.
•   Hill 262: A classic King-of-the-Hill map that centers around the vital ridge of Mont Ormel during the German Army's retreat from France.
•   Hell's Highway: Fight along Highway 69 as it passes over Joe's Bridge, through Eindhoven, and into Son.
•   Arnhem: Give battle to the streets of this beautiful Dutch city that was a bridge too far for the British paratroopers trapped there.
•   Bastogne: Snowy fields give way to muddy streets as you fight between the towns of Bastogne and Foy.
•   Operation Varsity: As winter fades into a cold spring, fight through the bitter fields and ruined streets of Wesel, Germany - in the final mission of the Allied campaign.
•   Operation Sealion: With autumn in full swing, fight on the beaches, fight on the landing grounds, in the fields and in the streets and in the hills - in the final mission of the Axis campaign.





Joining us throughout both campaigns are the new United Kingdom Forces and Wehrmacht with completely new arsenals in addition to the United States Forces with an updated arsenal.

Each campaign features different approaches to playing each map - many Axis missions begin with a ground assault, while Allied missions heavily feature the new Paratrooper game mode with selectable points of entry.

Additionally, with these new factions comes new Medium and Heavy armor such as the M4 Sherman, Panzer IV, and the venerable Tiger. With these vehicles comes great power, especially in the hands of the player - taking that in consideration, Medium and Heavy tanks cannot be stolen by the enemy! Keep that at the forefront of your mind next time you run up to a Panzer IV as a paratrooper and wonder why the hatches have been locked.



Along with the addition of EDELWEISS, the file structure has been reworked for PACIFIC along with various new additions. The structure has been reworked such that player progression is preserved between official EDELWEISS and PACIFIC DLC servers - not only will your experience and RP transfer, but so will your stash! Bring the weapons of PACIFIC into EDELWEISS and vice-versa.

Alongside this change, some servers will dynamically switch between campaigns. As you finish one campaign, the server will automatically switch to that campaign from the other perspective, then afterwards switch to a campaign from the other DLC. For a short period after launch however, all DLC servers will only rotate through EDELWEISS campaigns.

 


Finally, anyone can join official PACIFIC or EDELWEISS servers, even if they don't own either DLC! You can rank up and progress as normal, but your selection of weapons is restricted to standard faction rifles, grenades, and vehicle crew limitations, depending on which DLC you own (if any). However, you can still pick up and stash any item you find while playing, which you will be able to trade freely with other players or use if you decide to purchase a DLC at a later date. Some weapons are shared between both DLCs, while some are unique to one or the other.



Also - to talk about the music! EDELWEISS features more music than ever present before in RUNNING WITH RIFLES - written by Karl Feuerstake, composer behind the PACIFIC theme. The soundtrack features unique music for each level, charting an adventure from the humble beginnings of the campaign in Sicily all the way to its culmination in the final missions. There are also a select few action cues for special moments in the campaign. If you like the music, feel free to support our artist here:

RUNNING WITH RIFLES: EDELWEISS Sountrack https://store.steampowered.com/app/1484480

In addition to all this, both PACIFIC and vanilla RUNNING WITH RIFLES have received the usual assortment of balance changes, along with a few modding and miscellaneous additions. Read up the exact changes below!

Last but not least, we'd like to shout a big THANK YOU to all of you who supported us over the years.
Especially the testers, the translators, the people who annoyed us with requests and everyone from our awesome Discord community!
A special thank to EpocDotFr helping us setting a translation platform and for his RWRS statistic page! https://rwrstats.com/

Keep Running!

CHANGELOG v1.80:
•   modding: added faction specific lose_last_base_without_spawnpoints
•   misc: improved character model loading time
•   visuals: water foam is no longer handled for wall object without side material
•   modding: added damage_origin_vehicle control for projectiles, can be used to ignore blast damage for vehicle which the projectile originated from
•   ai: added ai_stop_to_fight for vehicles, -1 do the usual thing, 0 don't stop, 1 stop
•   ai: added ai_attack_spread_block_multiplier for vehicles, used to override commander spread multiplier
•   ai: added ai_navigation_offset for vehicles, by default 1.7, controls how much driver aims to drive offset from road midline
•   modding: added allow_player_to_use for vehicles
•   modding: added simulated_damage for vehicles
•   misc: added comms_marker_atlas_size for hud
•   misc: fixed comms marker game view flag handling
•   misc: changed edge comms marker to interpolate small position changes
•   misc: added climbable keyword for building config
•   misc: added type keyword for update_map_view command, "default" or "frame"
•   misc: added render_queue_offset for set_marker command


CHANGELOG v1.80 (Pacific):
•   weapons: new Bayonet toggling system from EDELWEISS added into Pacific, Bayonets can now be toggled on appropriate weapons at a slight cost to accuracy
•   weapons: T22 Large Mag Garand now has a Bayonet
•   weapons: Semi-automatic Rifles, secondary-slot Carbines, and Assault Rifles now have better recoil recovery
•   weapons: M1 Garand and variants damage reduced to compensate for its superior recoil recovery
•   weapons: Automatic Rifles, LMGs, MMGs and Snipers now have a slower accuracy recovery when changing from running to standing still, but have more maximum accuracy in all postures while still
•   weapons: M1921 SMG with the 100-round drum and T22 Garand have been given a slower stance recovery as well
•   weapons: SMGs and carbines have slightly superior moving accuracy
•   weapons: lowered the recoil of the M55 Reising and its folded variant
•   weapons: All sniper rifles' recoil recovery rates reduced; creating a larger disparity in rate of fire between them and regular bolt-action rifles
•   weapons: All sniper rifles' damage raised, making them more effective against soldiers wearing body armor
•   weapons: M1903A1 Sniper has been rebalanced to better represent the advantages and disadvantages of its very high power scope: sight range increased, rate of fire lowered
•   weapons: USMC M1918A2 BAR has been changed to a Lightweight configuration, with slightly more speed and better accuracy from standing / crouching position, but not as great accuracy in prone or over walls compared to the USF Paratrooper BAR
•   weapons: raised range of Type STE bayonet melee
•   weapons: all secondary-slot SMGs now only cost 20RP and can be respawned with, but still require briefcase sales to randomly unlock
•   weapons: M12 Trench Gun and Type 2 SMG now only cost 25rp and can be respawned with, but still require briefcase sales to randomly unlock
•   weapons: M12 Trench Gun fires 1 less pellet per shot
•   weapons: M1941 Johnson LMG standing and crouching accuracy improved
•   weapons: Some weapons have been removed from the ability to be unlocked via briefcase sale
•   weapons: Type 100 Grenade Discharger removed from standard armory to requiring a briefcase sale. It also sometimes carried by IJA Veteran soldiers, and shows up a bit more frequently.
•   weapons: New Item from RWR: Edelweiss - M1903 Rifle Grenade HE added to USMC. Is unlocked by briefcase sales, and sometimes carried by USMC Veteran soldiers.
•   weapons: Lowered sight of Type 92 HMG from 2.0 to 1.725.
•   weapons: Rebalanced all explosive / area of effect weapons. Anti-Tank Rifle Grenades are now much weaker but have infinite ammo like other weapons, Flamethrowers are now very effective against Bunkers and can even be used against Light Tanks.
•   weapons: All AT Rifle Grenades now remain available in the standard armory even in late-war maps, due to their new utility as reloadable, low damage AT weapons.
•   weapons: Slightly reduced the AoE of the M1 Bazooka and Type 4 Rocket Launcher.
•   vehicles: changed radio jammer to no longer respawn, and be easier to hit with various explosive weapons
•   vehicles: adjusted rotation speed of many machine gun turrets, including Heavy MGs and some vehicle-born MGs.
•   vehicles: the machine guns on the Ho-Ha and Ka-Tsu have been improved for better long-range performance
•   vehicles: LVT max speed and reverse speed both lowered
•   vehicles: adjustments made to many vehicles' RP and XP rewards for dealing damage and killing them; placing higher rewards on bigger tanks such as the LVT and Ka-Tsu.
•   vehicles: slightly raised the maximum kill chance range on all vehicle-born M1919s.
•   vehicles: slightly raised the maximum kill chance value on the Ha-Go tank's Type 97 Machine Gun.
•   vehicles: Landing Craft can now only be crewed by their owner's faction, are marked as "should be destroyed" by the enemy, and have a minimum fill capacity before AI will take them.
•   vehicles: Added the ability to crush sandbags and heavy machine guns with vehicles, like Vanilla.
•   vehicles: Adjusted some AI sight range values on Higgins' MGs and the Type 92 HMG.
•   vehicles: Heavy MGs no longer add soldier capacity, and Landing Craft soldier added capacity reduced.
•   vehicles: Heavy MGs that exist as 'map-based' weapons (i.e. they are not deployed by the player) now have a 3 minute respawn timer.
•   vehicles: Ka-Tsu added an invisible shield in front of the gunners to help protect them a bit from small-arms. It encompasses the 13mm Machine Gun weapons themselves, rather than showing a new 3D model.
•   items: raised protection of the player-owned Banzai vest, slightly lowered protection of only the first layer of the Sentry vest. player can now carry two Banzai vests in backpack before being encumbered
•   items: Camouflage Suit renamed to "Sniper" to keep in line with other class-style naming of vests. Has also been improved with slightly more damage resistance and slightly more detection resistance.
•   items: Sniper Suit added to USMC, is unlocked by briefcase sales.
•   items: New Item from RWR: Edelweiss - Assault Vest added to USMC, is unlocked by briefcase sales.
•   ai: AI sniper accuracy has been increased.
•   ai: AI infantry behaviour modified; regular troops and veterans are slightly more accurate with all weapons, and use cover more.
•   ai: All AI Sniper Soldiers now have additional resistance to firearms, making them a more threatneing mini-boss. They remain vulnerable to explosives, and counter-sniping is probably the most efficient way to deal with them.
•   character: IJA / IJN: now when equipping any kind of Officer's Engraved Pistol and/or the Katana alongside the Banzai vest, the Officer model will be shown. You must have both the vest and one of these weapons.
•   character: Carrying a Sniper Rifle as USMC no longer changes the appearance of the player to be a Sniper model; this now requires the Sniper Suit.
•   game: when advancing to the next map, the US commander will now refer to the enemy faction as the "Japanese", rather than be confused about whether you are fighting the IJA or the IJN.


-75%
£10.99
£2.74
Add to your Wishlist
Posted


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Tags:
     

    RIPmotion: VR running in place locomotion

    Started by Asid

    Replies: 0
    Views: 3206
    Last post May 07, 2016, 09:03:12 PM
    by Asid
    Combat Mission Game Engine 4: Withdraw Zones in the Scenario Editor

    Started by Asid

    Replies: 0
    Views: 3329
    Last post February 03, 2017, 12:11:04 AM
    by Asid
    The Withering

    Started by Asid

    Replies: 54
    Views: 26464
    Last post October 22, 2018, 10:52:43 AM
    by Asid
    Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5

    Started by Asid

    Replies: 1
    Views: 1989
    Last post May 14, 2020, 11:53:56 AM
    by Frankie