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Offline Asid

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Re: RUNNING WITH RIFLES
« Reply #15 on: December 23, 2020, 02:03:28 AM »
Update 1.81 released!
Tue, 22 December 2020



multiple fixes and some balancing work
Hey Runners,

It has been a week since release of our second WW2 DLC, RUNNING WITH RIFLES: EDELWEISS and we are happy that the DLC has been positively received so far. Thank you all for being a part of this adventure, and we'll make sure that it continues for a long while!

We're extremely grateful for the feedback and suggestions the community has given us for balancing and bugs throughout the first week of EDELWEISS' life! After two hotfixes post-release, the time has come for a third, more substantial hotfix.



Hell's Highway was a major focus of this update; the Allied campaign variant proved too difficult due to a combination of new players unfamiliar with RWR's mechanics and unforeseen AI movements. Steps have been taken to reduce the amount of back capping that happens on this map, but that doesn't mean you shouldn't ignore the snipers that sneak by your lines!

The Axis campaign variant had the Bergetiger moving forward too quickly. We've made it so you can now stop the Bergetiger whenever you want by clicking on it, and the Bergetiger now receives over 6x more repairs, which means that a small wrench now repairs 2%!

To serve a wider audience, we've added a new difficulty setting called "Normal", which has become the standard difficulty. Casual was too easy for people who wanted a challenge to start with, and the difficulty jump to Hard was too much for most newcomers.

Some of the Official WW2 servers will now rotate through all 4 WW2 Invasion campaigns instead of just the two EDELWEISS campaigns. You can carry over your stash throughout all the WW2 maps: let's see how you perform against against the Banzai assault troops of the Imperial Japanese Army with an MG42 in hand!


Global changelog v1.81:
•   factions: changed faction capacity handling when baseless to avoid a negative effect
•   AI: changed taxi request comment, tries vehicle tags first, resorts to default Waiting for squad
•   AI: added ai_handle_taxi_request_when_full (default 0) to vehicle parameters
•   vehicles: added repair_factor to vehicle parameters
•   man-vs-world: fixed capture timer regression
•   man-vs-zombies: fixed capture timer regression
•   quickmatch: fixed ordering of mods when the map package has required overlay packages
•   journal: fixed handling of show_journal campaign option in client main menu
•   characters: fixed handling of addon visual when hidden by vehicle


WW2 changelog v1.81:
•   invasion: more overall balancing changes
•   campaign: added in a new difficulty mode between "Casual" and "Hard", called "Normal". "Normal" became the new difficulty mode. We recommand players who are not new to the game to play on "Hard" though
•   weapons: All weapons now have new limits to their maximum damage range. Snipers and Deployable HMGs are 100m, SMGs, Pistols, and Carbines are 50m, and everything else 80m. This will hopefully help reduce the frequency of being killed by bullets from offscreen.
•   weapons: M3 Greasegun further tweaked, it was overtuned and now dialed back slightly
•   weapons: M3 Greasegun Folded has now receives improvements alongside the standard
•   weapons: Standard MG 42 slightly improved for better long range (includes extended belt variation)
•   weapons: Fixed issue where Lanchester Bayonet had no stab sound
•   weapons: Raised commonness of Kar 98k Scout, Scoped Gewehr 43, Scoped Gewehr 43 Ostveteran, Scoped StG 44, Gewehr 98, Scoped Kar 98k Hi-Grade, M12 Trench Gun
•   weapons: Improved Morphine HUD icon and animation, price reduced to 5rp
•   weapons: Changed the move speed penalty of the Scoped StG 44 from -0.1 to -0.05, matching the standard StG 44
•   equipment: repair tools of any kind now repair the Bergetiger in Hell's Highway axis campaign 6x as much (3x in invasion)
•   items: Player Assault Webbing cost raised from 15 to 20
•   items: Changed names of all Vests to have greater clarity for new players
•   AI: Standardized AI sight ranges with various vehicle weapons, this includes reducing sight range of Type 92 Heavy MG
•   AI: Reduced sight range with all Edelweiss tanks slightly (except Bosses)
•   AI: Lowered AI Assault Trooper and Banzai accuracy, should mostly be effective only when they're very close, though stray shots can always occur
•   will be monitoring its effect
•   music: made an attempt to better fade out the Victory Music when advancing maps in Invasion, will be monitoring its effect
•   soldiers: Split AI Assault Trooper vest to be distinct from AI Banzai
•   soldiers: Fixed an issue where Assault Troopers were getting stunned by their own grenades
•   soldiers: Replaced M1A1 Thompsons with M1928A1 Thompsons on USF Veterans and Assaults, and added M1928A1 Thompsons to UKF Veterans and Assaults
•   soldiers: Frequency of Snipers who can spawn with rare weapons changed from 2/10 spawns to 3/10
•   soldiers: Assaults and Snipers now have a 50% and 100% chance of dropping loot, respectively
•   maps: Arnhem: fixed accidentally climbable elevated roofs that would launch players sideways
•   maps: Arnhem: added stash to Kampfgruppe HQ
•   maps: Bastogne: players in the unsafezone around Foy will now retain items when killed by the script
•   maps: Bastogne: added stash to Farmhouse
•   maps: Sainte-Marie-du-Mont: fixed missing marram throwing errors in log
•   maps: Sealion: removed trees south of Drop Redoubt to allow trucks to get closer to The Citadel
•   maps: Sealion: addressed some pathing issues between trees and barbed wire
•   maps: Sealion: fixed missing silos at Port of Dover
•   maps: Hell's Highway (Allied Campaign): changes made to reduce amount of back capping
•   maps: Hell's Highway: more stashes added
•   maps: Varsity: added stash to Southern Wesel
•   maps: Varsity: added more tank traps around The Castle entrance
•   maps: Varsity: fixed floating platform in southeast Wesel Crater
•   calls: Hill 262: fixed UKF infantry call-in not working
•   calls: Strafing Run added to UKF on Hill 262 and Fallschirmjager on Operation Sealion
•   navigation: fixed small vehicle navigation issues in Hell's Highway
•   vehicles: Sherman firefly hull MG offset to lower hitting self
•   vehicles: fixed the Bergetiger to have 2 driver slots
•   vehicles: adjusted entry locations on all halftracks
•   vehicles: adjustments made to all halftracks so driver does not get shot out as often, while remaining vulnerable to grenades
•   vehicles: fixed SdKfz 251/17 flak halftrack being unrepairable at certain angles
•   localizations: some encoding issues fixed
•   misc: Fixed USF Veterans not spawning with the Winchester Automatic Rifle or the M2 Hyde


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Offline Asid

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Re: RUNNING WITH RIFLES
« Reply #16 on: February 10, 2021, 12:44:28 AM »
join the EDELWEISS 1.82 Beta
Tue, 9 February 2021



Hey Runners,

We're bringing you some good news regarding RUNNING WITH RIFLES: EDELWEISS. We've been hard at work improving the game and invite you to test our changes and give your feedback on our Discord server - #edelweiss-beta channel! https://discord.com/invite/JAyvdk6F

To activate the public beta, right-click RUNNING WITH RIFLES in your Steam library and select Properties. Go to the Betas tab, then select the "beta - 1.82" option from the drop-down menu. Once you close out of the window, the requisite files will be downloaded. You can opt out of this by selecting "none" in the same menu.

Here's a rundown of the major changes made: in the art realm, we've made some tweaks to German and Allied uniform colours, particularly the brightness/darkness, to help differentiate their soldier models more easily - especially on the maps Sicily and Arnhem. On the AI front, we've made regular soldiers (but not veterans) be less accurate with bolt-action rifles, especially while moving. Additionally, Sentries no longer see further than players, Assault Soldiers can now spawn with bayonet rifles again but are much less accurate while moving, and spawn less often on Sicily and St. Marie du Mont. In regards to vehicles, Light Tanks now fire their cannon much quicker but deal less damage, the King Tiger fires slower but deals much more damage, and all AI-controlled Tanks have less sight range. In terms of map balancing, some vehicles now spawn slower on Hill 262 and Hell's Highway, the Bergetiger escort vehicle has received tweaks to prevent it from advancing when below a certain amount of health (requiring repairs), Axis campaign's Bastogne final objective has been made easier, and there has been a variety of weapon balance tweaks.

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Offline Asid

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Re: RUNNING WITH RIFLES
« Reply #17 on: February 12, 2021, 02:10:46 AM »
Update 1.82 released - Edelweiss balancing patch
Thu, 11 February 2021



Hey Runners,

here some news from the WW2-DLC fronts! We've put our focus in this still young year mainly at adjusting the balance and improving some of the visuals to help EDELWEISS be more accessible to inexperienced players, primarily focusing on changes to the campaign. We initially planned to have a beta 1.82 running for a week and thus release this update in about a week from now but we have a good feeling about the state of the update, so that it shouldn't require more testing.



Here's a rundown of the major changes made: for soldier visuals, we've made some tweaks to German and Allied uniform colours - particularly the brightness/darkness - to help differentiate their soldier models more easily, especially on the maps Sicily and Arnhem.

On the AI front, regular soldiers (but not veterans) are now less accurate with bolt-action rifles, especially while moving. Those drastic changes in their accuracy will certainly please the people complaining about getting "sniped" by running soldiers.

Additionally, Sentries no longer see further than players, Assault Soldiers can now spawn with bayonet rifles again but are much less accurate while moving, and spawn less often on Sicily and St. Marie du Mont. Also, Infantry reinforcement call-ins are cheaper in a campaign (not in Invasion). In regards to vehicles, all Medium Tanks can now crush hedgerows, Light Tanks now fire their cannon much quicker but deal less damage, the King Tiger fires slower but deals much more damage, and the Ka-Tsu autocannons now deals area-of-effect damage, making it effective against light vehicles. Additionally, all AI-controlled Tanks have less sight range

For map balance, some vehicles now spawn slower on Hill 262 and Hell's Highway, the Bergetiger escort vehicle has received tweaks to prevent it from advancing when below a certain amount of health (requiring repairs), Axis campaign's Bastogne final objective has been made easier, and there has been a large variety of weapon balance tweaks.

For a full list of changes, check the changelog below.

As for Vanilla, we also made some changes, one being the addition of a custom map called "Dry Enclave" in the online invasion rotation. The map is a "King of the Hill" adaptation of "Iron Enclave". As the name of the map may suggest, the water enclave and the seas and ponds have been dried out. The surroundings of the "hill" base have been slightly modified and you can expect a heavy clash of vehicles in this dried out area! Legion tank, Noxe Ghost and M528, they're all there!



Join us on Discord and discuss the changes with the community!
Also, we are always very thankful for a thumb up on Steam if you like what we have to offer!

Happy running,
your Osumia Games

Changelog v1.82:
•   maps: "Dry Enclave" map added to the invasion map rotator - King of the Hill map adaptation of "Iron Enclave"
•   vehicles: NOXE Ghost is set to be friend only, therefore not stealable by the enemy faction anymore. Spawn timer increased from 80 to 100 seconds
•   vehicles: Legion tank is set to be friend only
•   vehicles: M528 tank is set to be friend only
•   vehicles: SEV90 tank is set to be friend only
•   invasion: minor balancing tweaks. Keepsake Bay and Vigil Island should be slightly more challenging
•   invasion: added a NOXE spawn location on Keepsake Bay for the enemy
•   invasion: player faction set to Brownpants
•   AI: increased default taxi request time from 10 to 15 seconds
•   gameplay: use defense block boost with combat vehicles that are in defense, up to number of vehicle seats
•   modding: added a vehicle parameter to make a vehicle becoming disable to not have his crew to bail out: ai_abandon_when_unsteerable
•   modding: exposed character parameter taxi_request_time
•   misc: exposed and bind vehicle marker size via hud.xml, vehicle_marker_atlas_size
•   misc: expand vehicle ID limit from 255
•   misc: added a spawn position hint for match start


Changelog v1.82 (WW2):
•   soldiers: changed brightness/darkness of soldiers on some maps to help differentiate between the two armies - primarily on Sicily and Arnhem
•   soldiers: regular AI soldiers (not Veteran Troopers) using common Bolt-Action Rifles (and the M1 Garand as well) will deal much less damage and also have a bit less accuracy, especially while moving
•   soldiers: Sentry AI soldiers no longer have bonus sight range over other troops
•   soldiers: fixed issues where USF Paratrooper Sentries would spawn with the M1 Carbine instead of the M1A1 Carbine, and UKF Veterans would spawn with the Vickers K (intended only for UKF Sentries)
•   soldiers: fixed issue where UKF Sentry on Operation Sealion would be using the wrong model
•   soldiers: Axis Veteran soldiers on Sicily now have a darker tunic
•   soldiers: Assault AI soldiers can now use bolt-action rifles again, but they are very inaccurate and have a very short damage range
•   soldiers: Assault AI soldiers are now less common Sicily and St. Marie du Mont, should help ease players more into dealing with them
•   soldiers: removed 'captured' Axis weapons from UKF elite soldiers on Arnhem, due to it being potentially confusing
•   vehicles: raised damage but reduced reload speed of Tiger, King Tiger, ToG II, and Maus tanks
•   vehicles: raised reload speed but reduced damage of Stuart, Ha-Go - improving effectiveness against Infantry but reducing it against Armour
•   vehicles: the ability to crush hedgerows has now been added to the normal M4 Shermans, Panzer IVs, and StuG IIIs
•   vehicles: re-adjusted several vehicle weapon sight range, mainly reduced sight range for the AI
•   vehicles: King Tiger turret MG rotation speed reduced by 50%
•   vehicles: spawn time of fast spawning combat vehicles (Hill 262 and Hell's Highway) increased from 20 to 30 seconds
•   vehicles: Bergetiger in Hell's Highway axis campaign now becomes unsteerable (until repaired) when healthpoints are below 10% without the crew to bail out
•   vehicles: Bergetiger added to axis campaign in Bastogne
•   vehicles: Ka-Tsu now fires explosive rounds with mild anti-tank damage and modest area of effect against infantry targets
•   vehicles: Ka-Tsu now makes use of AI turning plan for driver to turn to prioritized targets
•   vehicles: StuG III top machine-gunner now has more arc
•   vehicles: standardized various vehicle-weapon icons
•   vehicles: SdKfz 251/17 Flak respawn time reduced by 33% and health by 17%
•   maps: Sainte-Marie-Du-Mont (axis campaign) replaced a transport truck with a Panzer IV in the axis starting base, a Panzer IV with a mobile Flak in Brécourt, added a Panzer IV spawn in Hauchemail and a Stuart in St-Marie
•   maps: Hill 262 has now 1 tank less on each side (and for both campaigns)
•   maps: Hell's Highway - Ridges area slightly reworked to add navigation paths and providing some more cover for the attackers
•   maps: Arnhem (axis campaign) - main starting base "South Bridge" became uncapturable to avoid multiple enemies to swim across the river. The secondary starting base "Kampfgruppe HQ" has its spawnpoints disable at start of the map to force the player to spawn at the south bridge
•   maps: Bastogne (axis campaign) - tank distribution reworked so final attack on Bastogne is easier, but rest of map features same number of tanks
•   maps: Varsity - added a second allies Sherman tank spawn location. Added several hedgehogs around the castle to prevent the abuse of transport trucks to get to close to the wall
•   maps: Sealion - citadel base partially reworked
•   maps: fixed missing palmtrees in the Peleliu Island map
•   maps: fixed cliff height at Mount Suribachi on Iwo Jima, so that you can't climb on the top platform anymore without using the ladders
•   maps: fixed several collision issues on the Attack ships
•   maps: fixed visual glitches on the carriers
•   maps: few fixes here and there
•   AI: commander attack target order reworked in Arhem and Bastogne
•   modding: added ai_abandon_when_unsteerable vehicle parameter (default 1)
•   Invasion: player-only version of King-Tiger has had its health reduced
•   effects: added new G43 Ostveteran bullet impact effect
•   sound: fixed missing Scoped Gewehr 98 reload audio
•   sound: corrected G43 reload audio
•   animation: new pistol reload animations
•   call-ins: Infantry and Paratrooper call-ins can no longer spawn soldiers with super-rare weapons. Regular rares are still possible
•   call-ins: Infantry and Paratrooper call-ins cost reduced from 350RP to 250RP for Players in Solo and Co-op (Invasion still 350RP)
•   weapons: included the PPSh 41 (carried by Axis Assaults and Veterans) onto all maps except Sicily
•   weapons: included the Beretta M38 (carried by Axis Assaults and Veterans) on Varsity
•   weapons: Type 1 SMG standardized damage model to match Type 2 SMG / Type 100 SMG, slightly improving damage
•   weapons: Type 2 SMG raised velocity, improving long-range performance
•   weapons: M1918 BAR (all variants) raised max damage range from 50m to 80m, improving long-range performance
•   weapons: Browning Hi-Power and P 08 Pistols - slightly raised damage model
•   weapons: All Carbines - slightly raised damage model
•   weapons: StG 44 Vampir and Sten Mk II SD - considerably raised drop chance in non-Invasion games (solo, private co-op)
•   weapons: HMG 42 Deploy - raised recoil recovery, standardized velocity to other MG 42s, improving long-range performance
•   weapons: Lanchester SMG fixed issues with max spread and damage being inconsistent with other 9mm SMGs
•   weapons: MP 40 standardized max damage to match other 9mm SMGs
•   weapons: Type 97 Sniper Rifle damage no longer decays over distance - but it remains weaker damage than most other Snipers. its advantages are faster aiming time and recoil recovery
•   weapons: No. 4 Enfield raised cost from 2rp to 5rp due to it being a very potent bolt-action rifle
•   weapons: Kar 98k velocity reduced from 145 to 135, elite and sniper Kar 98ks from 145 to 140
•   weapons: M1903A3, Kar 98k, No. 4 Enfield, and Type 99 Rifle damage raised from 1.0 to 1.125, so players can more reliably shoot through enemy AI wearing vests
•   weapons: HE anti-personnel rifle grenade launchers' blast radius raised, and slightly improved spread while moving
•   weapons: Mobile (Sentry) Machine Guns all rebalanced, most of them improved, except MG 34 which was slightly nerfed and Ho-104 which remains the same
•   weapons: Type 97 Anti-Tank Rifle damage reduced against vehicles
•   translations: encoding issues in Portugese fixed
•   misc: detectability of "walking" and "still" stances have been adapted to match vanilla values

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Offline Asid

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Re: RUNNING WITH RIFLES
« Reply #18 on: March 03, 2021, 01:14:45 AM »
Update 1.83 released!
Tue, 2 March 2021



Hey Runners,

target of this update is mainly about Vanilla balancing, more precisely the invasion part. Some of the balancing efforts have already been live on the servers since mid-February. Invasion players might have noticed it already.
The invasion servers are usually a good mix of newcomers and veterans and we want all of them to have equally fun, which is not a self-evident task as both parties are usually acting on a different skill level.

From our experience, we can say that there are always at least a couple of veteran players on populated servers and they will have (and are expected) to use a more tactical approach to the metagame while newer players will help pushing the frontlines until they feel confident and fulfill some tactical tasks themselves. Of course, they can also do it right away, there are certainly some tactical talents out there :)

Therefore, we hope to have found a good compromise to satisfy all runners out there!



We also reworked the artillery strikes to have less spread as it was just too much. Now they have a smaller, yet more focused effective area damage zone. You can see in the image right below a random example of artillery strikes before and after the update.



Speaking of artillery stuff, elite soldier AI can now also use higher Tier Artillery, Gunship and A10 gun runs. Beware!

As for the vehicles overall, the wrecks now behave similar to what you've been used to in the WW2 DLCs, hence having a reduced wreck mass so that they can be bulldozed away, unless a jeep tries to push a heavy tank, that will not work. A bump into those wrecks can also cause them to disappear, which should help with vehicle jams.

We also put some work into the "man vs. zombies" mode for those of you who want to slay some monsters. Beside adding a new monster race, the Elite Ripper, we also made some adjustments, try it out!


Don't forget to give us some love in the reviews, as not a lot of you guys wrote or adapted their review since our last WW2 balancing patch which had fixed pretty much all issues people were complaining about! Much appreciated!
Feel also free to join other Runners on our Discord!

Happy Running!
Osumia Games


Changelog v1.83 (Vanilla):

•   vehicles: FT-Croc tank buff - doubled the amount of ammo, increased the turret rotation speed by 25% and increased the flame projectile radius by 20%
•   vehicles: added broken_mass physics parameter to most medium to heavy vehicles to that other vehicles can easier bulldoze them when destroyed, avoiding navigation paths bottleneck situations
•   vehicles: added remove_collision_threshold physics parameter to most medium to heavy vehicles to remove the wrecks on collision
•   vehicles: increased the simulated_speed_factor control parameter of the Legion tank
•   vehicles: supply quad now has the camouflage suit and the faction's silenced stock pistol in his inventory
•   weapons: VVS-Vintorez XP requirement increased. Also lowered the commonness (invasion only)
•   projectiles: cleaning activated projectiles after 90 seconds (Claymore), 30 seconds (C4) and 10 seconds (XM-25)
•   equipment: slightly increased the sight range of binoculars
•   calls: "A-10 gun run" radio call added to campaign - was invasion only
•   calls: "Gunship run" radio call added to campaign - was invasion only
•   calls: effective area of the Artillerie calls has been slightly reduced. The amount of shell fired has been reduced accordingly
•   gameplay: in "King of the Hill" mode maps, the final enemy assault timer starts 30 seconds earlier
•   invasion: tweaking the difficulty to make it a bit more challenging for veterans while still being accessible for newcomers - official servers already have those values gone live mid-February
•   invasion: "Vigil island" map now has destructible sandbags around the Airfield base to dissuade the player from camping
•   invasion: "Power Junction" map have heavy artilleries disabled - this should avoid the usual artillery spam on this map
•   invasion: Elite soldiers now can use higher Tier radio strikes such as Gunship run and Artillery II.
•   man vs. zombies: added a new rare monster type - the Elite Ripper
•   man vs. zombies: the acid explosion caused by a spitter now also affects other monsters
•   man vs. zombies: spitter spawn commonness lowered by 33%
•   man vs. zombies: spitter acid explosion (explosion of death) AoE reduced by 0.5m
•   man vs. zombies: removed medikit from resources - only available in MvZ coop
•   maps: minor fixes here and there
•   ai: spawn score of higher ranked elite soldiers increased to have more of them to be able to use high rank radio calls - overall elite soldier spawn score remains the same
•   ai: strike frequency time parameter reduced by 33%
•   sounds: fixed missing step sounds on some platforms and static objects
•   online: fixed unintended map view close bug
•   animations: most weapons have now proper prone animations


Changelog v1.83 (WW2):

•   cover: adjusted the collision of the deployable Cover item so that it collides less with sticky Satchel weapons. It may still collide when not manually standing up to throw the grenade, but manual throws are now safer
•   call-ins: fixed an issue where the Ka-Tsu vehicle call-in was not working in Campaign or Invasion

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Offline Asid

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Re: RUNNING WITH RIFLES
« Reply #19 on: May 11, 2021, 11:51:30 PM »
Update 1.84 released!
Tue, 11 May 2021



Update 1.84 released! Including community box #6 and new content for WW2!
Hello runners,

It's update time! Beside some minor bugfixes, we focused on equipment balancing in this update. Several suggestions came straight from the active community on the Running with Rifles Discord.
The modding community also spent some energy on creating new content after we announced that we are open for a new community box. And today, we have the COMMUNITY BOX 6 ready for you!

Thanks to all the modders for the submissions and also to those whose work didn't make it into this community box.

In no particular order, credits go to Mr. Bang, Unit G17, KF Redfox, Warbro, Xe-No, MarcusKrug, Kiruex, oche34, NC0032, Veliki Shef, CN memories, GhostNZ, Waltarron, Return_Dirt, P90 rush B and MoistGoat.



While we thought pretty much everything has been covered, we have some new interesting weapons there, from an explosive arrow alternate fire mode for the Compound bow to an incendiary grenade launcher by way of a reverse-recoil light machine gun. Most new weapons in today's community box use the feature we implemented for EDELWEISS release, i.e. an alternate fire mode.





We've also prepared an update for PACIFIC and EDELWEISS!
The major content includes the Enfield P14 Sniper Rifle and Beardmore-Farquhar LMG for the UKF, the Boys Mk I AT Rifle carried by all Allied forces in both PACIFIC and EDELWEISS, and the M9A1 Bazooka for the USF. For vehicles, the M10 Wolverine tank destroyer has been added for USF forces! The M4A3 Sherman has also been made available on late-war Pacific maps.



Alongside these, a wide variety of balance and quality-of-life changes have been deployed that are sure to make playing more enjoyable, of these the most noticeable being the removal of friendly fire for certain explosive weapons. For the full list of changes, look below!

Changelog 1.84 (Vanilla):

NEW CONTENT:

•   equipment: binoculars now show the distance to target when "shooting" at it (not in quick matches)
•   items: community box #6 added
•   weapons: Compound bow - alt version with explosive arrow added
•   weapons: Buckshot Bess Musket - alt version with bayonet added
•   weapons: Ninjato - alt version using firecrackers (stun) instead of ninja stars added
•   weapons: Ares Shrike - alt semi-automatic version added
•   weapons: 44 Magnum - alt rapid fire version added
•   weapons: AK47 with alt fire underbarrel grenade launcher (GP25) added
•   weapons: M16 with alt fire underbarrel grenade launcher (M203) added
•   weapons: G36 with alt fire underbarrel grenade launcher (AG36) added
•   weapons: Zweihander melee primary weapon added
•   weapons: Cavalry Saber secondary melee weapon added
•   weapons: Mac10 secondary MP added and alt suppressed fire version (MAC10 SD) added
•   weapons: Hunter double-barrel shotgun with double shot alt fire mode added
•   weapons: Kulakov incendiary grenade launcher added
•   weapons: Golden MP5SD primary suppressed weapon added
•   weapons: RPD light machine gun with bipod alt version added
•   weapons: Ultimax 100 reverse-recoil light machine gun with magazine and and alt fire version with drum added
•   weapons: ASh-12.7 battle rifle with alt fire underbarrel flash grenade launcher added
•   misc: Ammo backpacks for WB-II Microgun, Flamethrower and KAC Chain SAW

BALANCE CHANGES:

•   equipment: stronger vest version for EOD ai soldiers
•   weapons: EOD soldiers now can be equipped with a TTI-Combat Shield
•   weapons: stock MPs - accuracy increased slightly when walking and also overall improvements (recoil, bullet decay)
•   weapons: Stoner62 - improved recoil
•   weapons: Chainsaw - damage significantly increased to reliably cut down weaker vehicles and emplacements
•   weapons: Compound bow - increased kill decay start time significantly
•   weapons: Buckshot Bess Musket - reload time decreased by 25%
•   weapons: Shotguns - recoil recovery rate slightly increased
•   weapons: Sawn-off shotgun - reload speed increased
•   weapons: Dragon's Breath - reload speed increased and projectile pulldown decreased
•   weapons: APR - recoil recovery rate slightly increased
•   weapons: M712 Schnellfeuer - projectile speed increased
•   weapons: PF-98 - reload time decreased by 30%
•   weapons: Milkor MGL - uses a cycle animation instead of retrigger timer to prevent reload spam
•   weapons: 44 Magnum - animations reworked
•   weapons: Ares Shrike - recoil reworked
•   weapons: TTI-Combat Shield - overall effectiveness increased

FIXES and TWEAKS:

•   maps: minor tweaks here and there
•   models: standard winter soldier model colors tweaked so that brown and grey are easier to distinguish from each other
•   animations: Claymore placing animation reworked - takes less time to activate
•   equipment: Claymore despawn time increased from 90 to 180 seconds
•   equipment: C4 despawn time increased from 30 to 45 seconds
•   wearables: all costumes now have a broken state, instead of just disappearing when damaged
•   wearables: Black Ops vest can survive one small blast to be more effective against grenadiers
•   weapons: Milkor MGL uses a cycle animation instead of retrigger timer to prevent reload spam
•   minimodes: players drop items on teamkills to avoid respawning with the teddy close to an armory in teddy hunt substages
•   minimodes: players drop items on disconnection too
•   minimodes: encumbrancy of the Teddy carry item increased from 22 to 50%
•   minimodes: Teddy Hunt - teddy now showing properly on the map when carried by a player
•   minimodes: fixed a case where Islet of Eflen was spawnlocked
•   dominance: weapons adapted to the changes in other game modes
•   invasion: online invasion player faction from Brownpants to Greenbelts
•   objects: fixed destructible wall material handling
•   ai: fixed a collision avoidance issue with steering around vehicles while in water
•   campaign: fixed a bug with campaign continue while hosting the game online causing stuck script
•   online: added workaround for possible problems with Steam Cloud based authentication


Changelog 1.84 (WW2):

NEW CONTENT:

•   vehicles: M10 Wolverine added to USF faction, available through call-in on every USF map except for Sicily and Bastogne
•   weapons: Enfield P14 Sniper Rifle, UKF medium-tier rare carried by Sniper soldiers, can be unlocked via Briefcase
•   weapons: Beardmore-Farquhar LMG, UKF high-tier rare carried by Veteran soldiers
•   weapons: Boys Mk I Anti-Tank Rifle, Allied medium-tier rare carried by UKF, USF, and USMC Sniper soldiers, can be unlocked via Briefcase for UKF and USMC
•   weapons: M9A1 Bazooka, Allied medium-tier rare carried by new USF Tank Hunter soldiers, can be unlocked via Briefcase
•   soldiers: USF Paratrooper "Tank Hunter" AI soldier, behaves exactly like the Wehrmacht "Tank Hunter" soldier and will spawn on St. Marie, Bastogne, and Varsity
•   features: the following weapons can no longer deal damage to friendly infantry or the shooter: all AT rifles, AT rifle grenades, autocannons, flamethrowers, and the Panzerwurfmine
•   bayonets: the M1941 Johnson can now attach a bayonet
•   bayonets: the Type 44 Carbine can now toggle its bayonet on or off
•   sounds: Panzerfaust and PIAT have a new sound distinguishing them from other Rocket Launchers
•   sounds: Heavy and Light tank cannons have new sounds distinguishing them from Medium Tanks

BALANCE CHANGES:

•   map balance: M4A3 Sherman added to US Marine Corps call-ins on Iwo Jima, Peleliu and Downfall (both Axis and Allied campaign)
•   map balance: M4A3 Sherman added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
•   map balance: M3 Halftrack added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
•   map balance: enemy "special soldiers" during the Varsity and Sealion boss fights no longer spawn with RP in Campaign (still possible in Invasion)
•   map balance: removed a respawning Panzer IV from Arnhem to make it a bit less vehicle-crowded for the Allies to fight against (Allied campaign only)
•   weapons: adjusted commonness of many weapons to become more standardized across all factions, should also raise commonness of high-tier rares in Campaign
•   weapons: cost of Flamethrowers reduced from ~150RP to ~100RP
•   weapons: StG 44 Vampir damage range raised to represent how its IR optics make for easier targeting
•   weapons: M1941 Johnson LMG firepower greatly boosted and cost raised to better reflect its high-tier rare status
•   weapons: MG 42 Extended Belt reload time set same as other belt-fed MGs
•   weapons: MG 42 Mobile belt size raised from 100 to 150
•   weapons: VGO No. 2 Mk I - improved firepower both when hip-firing and when using bipod
•   weapons: MG 34 completely redesigned - moved from being a medium-tier rare weapon to being a common armoury weapon
•   weapons: Winchester Automatic Rifle has had its accuracy and recoil control improved to better reflect its high-tier rare status
•   weapons: M2 Hyde reload speed slowed down, long-range firepower slightly nerfed
•   weapons: Type 96 LMG is no longer replaced by the Type 99 LMG but rather augmented by it once it becomes available
•   weapons: M1903A3 is now available alongside the M1 Garand on the Western Front (formerly only mid/late-war Pacific maps)
•   weapons: minor changes to most LMGs, HMGs, secondary-slot Carbines, the M1941 Johnson Rifle, Scoped FG 42, Sterling
•   weapons: adjusted the cost of some rare guns to better reflect performance
•   briefcases: UKF now unlocks the Lanchester SMG instead of the M1928 Thompson w/ Drum
•   briefcases: USMC can now unlock Scoped M1D Garand
•   briefcases: IJA can now unlock Scoped Type 99 Rifle and Type BE SMG
•   briefcases: WH can now unlock the Panzerschreck
•   briefcases: IJA must now unlock the Sniper Gear camouflage suit with Briefcases like every other faction
•   soldiers: Tank Hunter soldiers can no longer kill themselves or friendlies with their Rocket Launcher
•   soldiers: Assault soldiers can no longer spawn with medium-tier or high-tier rare guns
•   soldiers: Banzai soldiers can now spawn with SMGs and occasionally the Type BE
•   soldiers: IJA Veterans can now spawn with the Type BE (not just the IJN)

FIXES and TWEAKS:

•   soldiers: Added rank names and icons for the UKF and the Polish Armoured
•   soldiers: fixed an issue where Axis Veterans were not spawning with HE Rifle Grenades
•   soldiers: Banzai Chargers more reliably follow their Officer into attack
•   soldiers: Banzai Officer will be less likely to join player squads
•   quickmatch: added some Heavy Tanks to some of the maps
•   quickmatch: all items and weapons normally unlocked by Briefcase sales in Campaign are now immediately available in Quickmatch
•   soldier models: carrying an M9A1 Bazooka or Panzerschreck will now attach a rocket-ammo backpack onto the soldier model
•   soldier models: improved the model of the USMC Assault soldier
•   AI: fixed a bug regarding collision avoidance while in water
•   calls: fixed an issue where Jeep call-ins were not working for the UKF Paratroopers on Arnhem
•   calls: fixed an issue in Quickmatch where the M3 Halftrack call-in on Hell's Highway would spawn a bunch of other vehicles and cost a ton
•   calls: fixed Strafing Run call in not working in Quickmatch
•   calls: Wehrmacht Infantry call-in can now deploy from the base 'Best' on Hell's Highway
•   calls: now show barrage radius outlines in Quickmatch
•   items: adjusted the appearance of the Victoria Cross and Iron Cross HUD icons
•   maps: placed a Stash on the South Bridge base for Axis to use when arriving at Arnhem
•   maps: adjusted the extraction point on Arnhem leading to Hell's Highway for Axis campaign to make more sense
•   sounds: added some airplane airdrop ambience to maps that feature Paratrooper drops
•   music: raised the distance boss-music plays at when away from the tank for all bosses, especially on Sealion where the nearest on-map Armoury is quite far
•   weapons: tweaked the HUD icon and model of the Scoped M1D Garand sniper rifle
•   weapons: tweaked the HUD icon of the Type 44 Carbine to show its bayonet turned out
•   weapons: added explosive visual effect to Bofors and AA guns projectiles
•   weapons: fixed an issue where the 20mm Anti-Aircraft Gun was not able to damage Sentry soldiers
•   weapons: increased the size of all Grenade models to make them more visible (like Vanilla)
•   weapons: fixed an issue where the UKF were unable to buy Binoculars on Arnhem
•   briefcases: fixed an issue where the Commander would not report back 'nothing left to unlock' when that was the case
•   vehicles: tweaked spots of Opel Blitz and Austin K5 so that no crew will die when disembarking at full speed
•   vehicles: adjusted animations of the Ka-Tsu machine gun crew
•   vehicles: fixed missing weapon-mount mesh on Willy's MB Jeeps

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Re: RUNNING WITH RIFLES
« Reply #20 on: October 05, 2021, 11:37:35 PM »
Update 1.87 released!
Tue, 5 October 2021



Update 1.87 released! Tons of balancing and tweaks and even dogs, woof!
Hey Runners!

Summer has come to an end, the weather is getting colder, perfect conditions to drop the next update. Get yourself a hot cup of tea, make yourself comfortable and let's rock!

Starting with some major bug fixes, AI tank gunners will now properly prioritize targeting other heavy combat vehicles as intended. Destroyed vehicle wrecks won't instantly respawn after being crushed, now only after the defined vehicle respawn time has elapsed. Furthermore, deployable turrets, sandbags, and other assets have had their mass reduced significantly so that heavier combat vehicles will crush them instead of trying to drive around, which could cause some serious road bottlenecks. Sandbags will also get destroyed by smaller vehicles easier than before, which helps the aforementioned navigation bottlenecks.



For balancing changes, we worked on pretty much every mode starting with Dominance (PvP)
where the 150% HP vest was too strong due to its immunity to stun projectiles. In Man vs. World
, we increased the player's speed by 15%, it's Rambo after all! Next is Man vs. Zombies
, where the player also benefits from the speed boost - a buff maybe even more important than in the previous mode. Also in this game mode, the odds of a crate being empty is lower in this update so that you'll have more opportunities to replenish your equipment when an armory isn't at your disposal or when short on RP. Last but not least in this mode, we also fixed a bug where the Ripper and Elite Ripper were moving back and forth, taking more time to reach you than intended - this makes it harder, so make sure to get rid of them ASAP!

Beside several map changes to remove power farming locations in online invasion, some combat vehicles spawn flares were removed from specific maps that were also sources of farming abuse. While farming is tolerated when the team is not struggling to advance, it isn't anymore as soon as the team is getting a disadvantage through farmers not actively going after the objectives. To underline this, we also made a few rules changes and/or adjustments.
Another change to make the online experience a bit smoother was the addition of a script to kick idle players
so that after a few minutes, the idler will get booted from the server and open their slot for others.



Not only have we worked on bugfixes and balancing, there are also new additions you can experience in this update!

The first is the introduction of a new soldier group: the combat dog! woof! :D
The dog spawns are limited to campaign and invasion as a rare spawning unit and only for the player faction. We don't want PETA to knock at our doors for letting players shoot those doggos!
They bark, bite, run around and can even heal wounded units <3
Another addition (in invasion only) is the rare chance that a DarkCat tank
can spawn for the enemies on selected maps, not just in the arena of Frozen Canyon! The chances are low, but be ready for a sudden death out of nowhere!
We've also added 6 new ranks
between the "General of the Army" and "President" to close large gap in-between. These also have unique faction-specific skins!



Last but not least, and probably the coolest new addition is the AI awareness of cover when throwing grenades
. While the grenade would always fall short in previous versions, the AI will now try to lob the grenade over and behind cover. It's been slightly randomized so that the grenade throw will not always land successfully behind cover (for balancing reasons), so keep on your toes! :)



We've also prepared a big update for our WW2 DLCs!
Major content additions involve a new Medium Tank for the IJA, the Type 97 Chi-Ha Kai
. Alongside this comes a new emplaced weapon, the Fortified Turret
, a static Medium Tank turret that will present a new challenge to players in the later parts of the Pacific campaign. There are new weapons as well; a powerful Elite Pistol
(usually a light Revolver) can be unlocked for all factions with the sale of briefcases, a suppressed De Lisle Carbine
can be found on British Commandos during the Sealion Boss Battle, and powerful but slow-firing Elite Revolvers
can be found on any enemy Veteran soldiers. Lastly, Elite Heavy MG
deploys have been returned to the player's armory but must be unlocked with briefcase sales; these weapons include the HMG 42, Type 98 Autocannon, and Browning M2HB.



Various balance changes and bug fixes have been made as well, including a rebalance of the Bergetiger Escort Mission
on Hell's Highway, alterations to the behavior of Heavy Machine Guns, an increase to the Scoped FG 42 spawn chance (with a few Fallschirmjaeger Snipers helping out the Volkssturm on Varsity now), protective armored shields for the IJN Ka-Tsu
's machine guns, and the addition of Guadalcanal
to the Quickmatch playlist. Two of the more significant bug fixes address enabling the missing in-game Difficulty options and Journal in the Campaign. Lastly, a variety of other tweaks, including many suggested by the community, round out the patch.

Extensive changelog below!

Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!

Thank you!

Keep on running,
Your Osumia Games



Changelog v1.87:

NEW content:

    soldiers: added a dog soldier group as random rare spawn for the player faction. It attacks enemies and heals friendly units, woof!
    invasion: DarkCat tank has a small chance to spawn in other maps than the map "Frozen Canyon"
    invasion: idling players will be automatically booted from the server after a maximum idling time has been exceeded
    ranks: added 6 news high ranks in online invasion between General of the Army and President
    AI: grenade tossing ballistics behaviour added for potentially reaching a target behind a cover
    items: added CB6 goodies to the lottery pool
    modding: added kill_probability_offset_on_successful_hit weapon parameter, which is a penetration mutliplier if a bullet connects, to allow lower probability weapons to make "critical" hits if the projectile connects
    modding: added use_ladders ai parameter
    modding: added grenade_throw_over_obstacle_offset_min ai parameter
    modding: added grenade_throw_over_obstacle_offset_max ai parameter



BALANCE Changes:

    dominance: added a 150ms reaction time to the AI when choosing target to compensate the situation unawareness penalty because of FoV
    dominance: 150% HP vest not immune to stun projectiles anymore for upper vest layers
    Man vs World: player movement speed increased by 15%
    Man vs Zombies: player movement speed increased by 15%
    Man vs Zombies: Elite Ripper has now a reduced movement speed when very low on health
    Man vs Zombies: increased the chance of crates to drop equipment (less empty crates)
    items: AAV and SEV-90 vehicle flares do not deploy on King of the Hill type maps (Power Junction, Vigil Island, Dry Enclave) and Iron Enclave for online invasion anymore
    vehicles: standard radio jammer respawning time increased from 180s to 300s
    AI: taxi request time increased from 15 to 20 seconds
    misc: XP combo bonus capped at 10 kills to infinitely increased linearly after the 10th kill instead of exponentially, which was abused by a minority of players



BUG Fixes and Tweaks:

    maps: several fixes here and there
    maps: Tropical Blizzard is now less foggy
    maps: terrain in Vigil Island is a bit less steep
    weapons: Benelli M4 and the suppressed Benelli M4 are now a single weapon with alternate (suppressor) fire
    translations: few fixes mainly in PT(-BR) and RU
    dominance: fixed the map "Moorland Apocalypse" where the vehicle spawn locations were faulty (already handled in a quick fix)
    Man vs Zombies: fixed Ripper and Elite Ripper's movement to go back and forth
    vehicles: destroyed vehicle wrecks will not instantly respawn anymore if crushed but after the vehicle set respawn time
    vehicles: all deployable static combat vehicles (MG, GL, TOW, Hornet, mortar, etc.) are now easier to destroy through vehicle collision
    vehicles: deployable sandbags are now easier to destroy through vehicle collision
    vehicles: fuel tanks don't change the faction anymore when the base owner has changed
    vehicles: fixed a bug where the SEV-90 got unsteerable even though he had enough health left
    vehicles: fixed missing broken mass and remove collision threshold of the radar tank
    calls: markers for rubber boat drop added
    script: fixed the icecream van not showing on the map when using the GPS laptop
    script: GPS Laptop now also shows the location of the DarkCat
    AI: fixed a bug where some heavier combat tanks had a low target priorization
    AI: drivers of tank class vehicles are not trying to steer around deployable static vehicles anymore
    AI: drivers of tank class vehicles are not trying to steer around deployable sandbags anymore
    ui: fixed a bug where vehicle_marker_atlas_size in hud.xml was locked to 8x8 atlas size
    misc: online rules slightly reworked



WW2 changelog v1.87:


NEW content:

    vehicles: Type 97 Chi-Ha Kai added (medium tank). Begins to spawn on Tarawa (Island4) and is available through the call-in menu
    weapons: Elite Secondary Pistols added - available as a random unlock via selling the Briefcase (Type 26 Revolver (IJA), C 96 Pistol (WH), Enfield No.II (UKF) and M1917 Revolver (USF and USMC)
    weapons: Officer's Engraved variant of the Enfield No. II has been added
    weapons: rare Elite Revolvers added - the Reichsrevolver (WH) and Model 1899 Revolver (all other factions including IJA)
    weapons: De Lisle suppressed carbine added - rare suppressed bolt-action rifle carried by British Commandos
    weapons: reintroduced Elite Heavy MG Deploys - available as a random unlock via selling the Briefcase (Type 98 Autocannon (IJA), MG 42 HMG (WH), and M2 HB (Allies))



BALANCE Changes:

    Bergetiger mission: speed in Hell's Highway has been increased by 40%
    Bergetiger mission: repair multiplier has been doubled (campaign only)
    Bergetiger mission: Hell's Highway (Axis) Bergetiger escort mission has been rebalanced to be less challenging (significantly more attacking friendly units)
    maps: Operation Sealion now has more Allied Homeguard soldiers defending at the start of the map
    maps: Operation Downfall now spawns 3 Medium Tanks on the enemy force during the final phase instead of 3 Light Tanks
    maps: Saipan now has a new capture zone added, and a new armoury located somewhere in the town before the airfield
    heavy MGs: completely re-balanced, more forgiving recoil control resulting in greater firepower, but with slower turning speed and lower velocity, plus more vulnerability to explosives
    heavy MGs: now limited to carrying only 1 in inventory (formerly 2 when high enough rank)
    elite heavy MGs: alongside being re-balanced, have additional health to resist explosives slightly more than normal heavy MGs
    items: Veteran Vest's reverted a change in previous patch to the resistance (it was affecting enemy veterans too much)
    items: Assault Vest slightly lowered the bullet resistance of the final layers
    weapons: Heavy MG 34 cost raised from 60 RP to 75 RP
    weapons: Type 98 Autocannon (IJA elite heavy MG) anti-tank damage reduced, cost raised from 200 RP to 250 RP
    weapons: M12 Trench Gun adjusted damage profile; it is now far more powerful in short ranges and good against enemy Elite Soldiers, but has slightly shorter maximum range
    weapons: Light MG 34 and Beardmore-Faruqhar LMG slightly lowered recoil
    weapons: Vickers Mk VI Bipod raised damage profile
    weapons: Type 96 slightly raised damage, intending to improve reliability
    weapons: PPSh 41 "MP 717R" increased stance recovery, reload speed slightly slowed down
    weapons: LP 08 Carbine slightly lowered damage range
    weapons: Sten Mk II SD (suppressed) lowered the maximum range to 40m
    weapons: Enfield No. 4 (regular) reduced velocity - this change does not affect the sniper version
    weapons: M1 Garand 60mm Launcher blast radius raised to 5.5m
    weapons: M1918 BAR (heavy) raised crouching accuracy to be much closer to Light and Rapid Fire BAR's; keeps its slow stance recovery
    weapons: SMGs: slightly lowered recoil of the following: Type 100/44, MP 34, Lanchester, Type BE, and Type STE
    weapons: Bayonet range of Type 44 Carbine and Type 99 LMG have been raised
    Scoped FG 42-G: Fallschirmjager Snipers spawn more often on Sealion
    Scoped FG 42-G: occasionally, Fallschirmjager Snipers and Veterans can now spawn on Operation Varsity to support the Volkssturm (giving a few more opportunities to collect a Scoped FG 42-G)
    Scoped FG 42-G: slightly raised commonness of the weapon to show up on Fallschirmjager Veterans and Snipers
    vehicles: Deployable Sandbag's mass reduced by 90% so that tanks don't see them as obstacles, which could lead to traffic jams
    vehicles: Bofors raised projectile blast radius from 1.5m to 3.75m
    vehicles: Ka-Tsu is no longer immune to Anti-Tank Rifle Grenades, however like Medium Tanks it remains immune to Flamethrowers
    vehicles: Ka-Tsu machine gunners are now protected by a shield, but the guns turn slower
    vehicles: M10 GMC has had its health increased (will absorb 1 extra Panzerfaust shot but same amount of Medium Tank shots) and its cost lowered to 1000 RP
    vehicles: Willys MB Recoilless Rifle Jeep raised the damage and area-of-effect of recoilless rifle
    vehicles: Coastal Gun raised the reload time from 4 seconds to 6.5 seconds
    call-ins: M4 Sherman can now be called in by the USMC on Tarawa and Saipan as well as the rest of the late-war maps
    call-ins: Airborne Paratrooper call-ins now guarantee one soldier with a medkit (ground-based infantry call-ins are unaffected)


BUG Fixes and Tweaks:
    difficulty options: fixed an issue where in-game difficulty changing was not possible for WW2
    journal: fixed issue that Journal was not accessible in WW2 Campaigns
    soldier models: when combining Sniper Gear with the Sten Mk II SD or De Lisle Carbine on the UKF faction, you now receive a Commando uniform
    soldier models: when combining Assault Gear with the Vampir StG 44 on the German factions, you now receive a Nachtjaeger uniform, though without the black tunic
    soldier models: adjusted brightness of USF Varsity soldier model set to help differentiate them better from the Volkssturm
    weapons: Kar98k Elite fixed missing reload sound
    weapons: Folded M3 Greasegun now uses the proper reload animation
    weapons: Kar98k Scout now can toggle bayonet
    weapons: SMGs: fixed an issue where bayonet melee range was not being extended on all IJA SMGs as well as the 9mm MP 34
    icons: M43 Stick Grenade icon tweaked to remove the (nearly impossible to see) fragmentation sleeve
    items: Sniper Gear can now be dropped like other vests
    maps: Pacific Campaign - fixed some issues with captureable attack-ship bases
    maps: Pacific Quickmatch - removed attack-ship spawn points since the bases are not objectives anyways
    maps: Guadalcanal can now be played in Quickmatch
    maps: Saipan has fixed attack-ship platforming
    vehicles: Type 98 Autocannon Ka-Tsu 13mm Machine Guns can no longer damage themselves
    vehicles: Maus guns slightly repositioned as they formerly sat too low
    call-ins: US Army Rifle soldiers no longer have a 20% chance to spawn with a vest, but the Squad Leader will still keep theirs
    soldiers: Sniper soldiers (AI) are now more accurate
    soldiers: IJA regular soldiers - addressed an issue where some could spawn with unintended weapons on some maps of the campaign


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Re: RUNNING WITH RIFLES
« Reply #21 on: December 22, 2021, 11:28:05 PM »
Update 1.90 released!
Wed, 22 December 2021

Update 1.90 released! Merry Xmas and Happy New Year everyone!

Hey Runners!

First of all... Ho-Ho-Ho! Osumia Games wish you all a...



2021 is coming to an end and it has been a very special period for us. Thank you all so much for the support over the years, as we know some Runners are still here from the beginning of our journey!
This year 2021,
the RUNNING WITH RIFLES family has grown by another 315.000 members
and on top of that, over
150.000 DLC units sold
complete those insane numbers. This is by far a record year, and that is 6 years after the release of the game! It looks like continuously publishing updates and having a very strong modding scene has paid off.
Speaking about records, we broke another one for concurrent players back in May with over
14.000 Runners playing at the same time
!
We certainly weren't prepared for the sudden influx yet with some intense server management we came through it! :)
Some other insights about the year 2021's review include 30 updates with 7 major ones and still having an awesome community which provided new goodies for 2 community boxes!



Alright, enough with the numbers as we also have another update being released!
While the Halloween event was mainly a success, we decided to make a (small this time!) Xmas event by including a new enemy type,
the Grinch
!
The Grinch is similar to the Elite Ripper from the Halloween event, hence a pain! He will always drop a Xmas gift on death, which is mainly stuff for sale to avoid the dogged hunt for temporary rares that we experienced during the last event.



We've also prepared an update for owners of the RUNNING WITH RIFLES: WW2 DLCs!

We're adding in one new weapon to the game, as well as one new 'undead' enemy type to the special Undead gamemode, plus a variety of other changes.
The new weapon is the Sauer M30 Luftwaffe 'Drilling', a unique shotgun and rifle combination weapon meant to help a crashed Pilot survive in the wilderness. Featuring a powerful double-barrel Shotgun mode that can switch to a devastating 9.3x74mm Rifle mode, this gun packs a punch! It can be found carried by Fallschirmjaeger 'Veteran' and 'Sniper' soldiers on the game's final maps, Operation: Sealion and Operation: Varsity. It is also available to the player in the WW2: Undead mode right in the Armory, but locked behind a bit of XP!

Speaking of the Undead mode, regarding that new enemy type being added: the "
Undead Spitter "! This armless abomination horks acidic gobs of liquid to a medium distance, and can put some pressure on the player to stay mobile. With the new Spitter we are also adding in Opel Blitz trucks to the map, as the Spitter can damage those, and occasionally a regular Shambler might spit acid on them too (but they will only spit on vehicles, not on regular soldiers.)



Alongside these changes, back to the PACIFIC theatre, the M1 Garand 60mm Grenade Launcher weapon is being redesigned - it will now feature two firemodes which switch its projectile type. The main firemode will now be the M49A2 High Explosive Mortar shell (adapted to fire from a rifle), and the other will be the M9A1 Anti-Tank Grenade.
Furthermore a couple balance changes and bug fixes have been made, and we updated the names of a couple weapons discovered to be inaccurate. Full changelog below!

Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!

Thank you!

Keep on running,
Your Osumia Games

Changelog v1.90 (Vanilla):

•   maps: few fixes here and there
•   dominance: added stashes in most maps
•   dominance: added on more base and reworked Blackgold Estuary
•   Man vs. Zombies: all higher tier zombies have different damage models to get an idea about how damaged they are
•   Man vs. Zombies: player damage models added
•   invasion: Grinch enemy added over the xmas event
•   invasion: Xmas box added

Changelog v1.90 (WW2):

NEW Content:
•   WW2 Undead enemy types: NEW Zombie "Spitter" type enemy added to the Undead mode!
•   WW2 Undead: Opel Blitz trucks now spawn around the map
•   WW2 Undead: Common Zombies now have a small chance to use acid-spit, but only against vehicles, such as the Opel Blitz
•   weapons: NEW Sauer M30 Luftwaffe "Drilling" Shotgun added to the game! This double-Shotgun + underbarrel Rifle combo packs a lot of punch. Can be found on Fallschirmjaeger Veterans and Snipers on Sealion and Varsity, and is also available to the Player's armoury on the WW2 Undead mode!
•   weapons: REDESIGNED M1 Garand 60mm Grenade Launcher. Can now change grenade types between High-Explosive (anti-personnel) and Anti-Tank

BALANCE Changes:
•   maps: Arnhem wave-defense section has been rebalanced, reducing the number of enemy soldiers, vehicles, and artillery strikes to make it easier when playing alone
•   maps: Hill 262 in Allied campaign - added an Allied Armoury Truck
•   weapons: M1 Garand 60mm Grenade Launcher - the High-Explosive mode now has a 6m blast radius instead of 5.5m. Reload speed is slightly slowed down to compensate. The new Anti-Tank Grenade mode works mostly like the secondary-slot AT Rifle Grenades, but deals slightly more damage
•   calls: Strafing Run projectiles' blast radius raised from 2.75m to 3m
•   vehicles: raised the respawn time of most Landing Craft in the Pacific campaign based on community request

UNDEAD BALANCE Changes:
•   weapons: all Semi-Automatic Rifles now deal slightly more damage
•   weapons: all Mobile style Heavy Machine Guns no longer have a penalty to their damage

BUG Fixes and Tweaks:
•   calls: addressed an issue where airborne Paratrooper calls were not spawning a guaranteed medic in Invasion mode
•   calls: Airdropped Armoury call-ins no longer have random spread for where it will land
•   weapons: M1D Garand renamed to M1C Garand, since no M1D's were used in WW2. The weapon's model has been slightly altered as well, but the HUD icon was already appropriate
•   weapons: Type STE (the Japanese MP 34 in 7.63x25mm) now renamed to Type SU; new information was discovered, and this new name is more correct
•   soldiers: UKF Commando model combination with suppressed weapon and sniper suit - fixed issue where the Commando model was not drawing when wounded
•   Undead soldiers: slightly tweaked the Resurrector summoning sound


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Re: RUNNING WITH RIFLES
« Reply #22 on: February 27, 2022, 11:41:11 PM »
Update 1.91 released!
Fri, 25 February 2022



Now with controller support and 2 new maps!

Hey Runners,

It's update time with some really exciting news for you guys!
First of all, this update will include 2 "new" maps, one for Vanilla and one for Pacific (see WW2 section below). They are not entirely new, hence the quotes, as the Vanilla map "Warsalt Legacy" is based on the EDELWEISS map "Varsity" but has been heavily reworked and adapted for Vanilla needs, implying larger roads and also a bigger ruin city part as we all loooove those massive close quarter combats in destroyed cities, don't we? The map will be playable in quick match as an assault map and has been added to the online invasion map rotator.

The map has also been added to the Dominance map rotator, more precisely the ruin part as "King of the Hill" mode but also as a normal conquest substage.
We also added a
new soldier type, the "Ranger"
. He is about as rare as the grenadier but is behaving differently on most aspects. Beside being a squad leader (max 3 squad members though!), he is rather aggressive, faster and is equipped with an automatic rifle and tends to switch to his underbarrel grenade launcher when facing larger groups of enemies. As secondary, he is equipped with a SMAW which makes him a versatile tank destroying unit.
He has a strong body armor on top of it and likes to call for Gunship support, ouch!



Next, let's come to a topic that has been on the suggestion list of several Runners or potential Runners pretty much since the first versions of the game were made public:
controller support
.
We stated repeatedly that in RWR, albeit being a top down shooter, not only the aiming direction matters but also the distance of the crosshair as the projectiles have ballistics, and the world is entirely 3D like on most conventional shooters that are not top-down. This made us come to the conclusion that having a controller support would not bring the joy that one would expect.

After the announcement of the
Steam Deck
, we brought this option on the table again, as the Steam Deck features a trackpad for aiming, similar to the
Steam Controller
, both in that aspect having potential to be seriously taken into consideration. The next thought was if regular twin stick controllers without trackpad could be an option too, and after some testing, tweaking and the addition of a minor
aim assist
it was indeed surprisingly playable in so that we decided to add general gamepad support as well. This has been tested with PS4 controller, Trust GTX 1230, Steam Controller and last but not least of course also on the Steam Deck, which was the device that fired up the whole idea.

Playing with gamepad, we'd suggest to start with the "casual difficulty", which gives enough challenge to sink your teeth into your controller - at least this was the case for us but we are definitely not the most advanced controller players out there! :)

For a full list of change, check the changelog below!




We also do have some new content for RUNNING WITH RIFLES: PACIFIC being published today.
We're bringing over an RWR: Vanilla map into Pacific; "Vigil Island" is being transformed into "Wake Island". With some modifications to the terrain, this will be a King-of-the-Hill style map set in the middle of the campaign. Included is also two new weapons - a Scoped M1941 Johnson Rifle for the US Marine Snipers, and a rare Type Ko semi-automatic rifle for the Japanese forces. Some extra tweaks have been made to a few Japanese weapons - the Type 4 Garand and Type 100 Paratrooper SMG can now both equip bayonets, and the Type 100/44 SMG now makes use of a full-size bayonet instead of a short one. Paired with this are the usual assortment of some bug fixes and balance adjustments to keep things alive.


We can't make this post without dropping a line about the actual situation in the Ukraine. We at Osumia Games are blessed having a community from all over the world with different cultures, who just want to have fun together.
Military conflicts should only be fiction and we are vehemently rejecting any kind of aggression.
We stand with peace!


MAKE LOVE, NOT WAR!

Don't forget to join the fun on Running with Rifles Discord and
we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!

Thank you!

Keep on running,
Your Osumia Games


changelog v1.91:

NEW content and features:
•   maps: map "Warsalt Legacy" added for online invasion and quick match
•   ai: new soldier class - the "Ranger". Armed with a faction specific underbarrel AR and as secondary SMAWs
•   dominance: added Warsalt Legacy to the map rotator
•   dominance: added King of the Hill substage of Warsalt Legacy to the map rotator
•   dominance: added neutral troups at the "Hill" bases in King of the Hill substages to avoid instant capture
•   weapons: added alt fire mode for the Benelli M9 and Glock 17 which removes the suppressor
•   controls: added Steam Input game controller support
•   controls: added analog movement, throttle and brake for game controllers
•   controls: added vehicle drive lookahead in driving direction for game controllers
•   controls: added haptics/rumble events for game controllers
•   controls: added optional aim assist for game controllers
•   controls: change mouse sensitivity to adjust to resolution
•   controls: added mousewheel handling for menu ui sliders and scrollers

BALANCE Changes:
•   invasion: couple of balancing tweaks implying partial minor map redesign
•   weapons: stock machine pistols bullet spread and bullet decay start time slightly buffed
•   weapons: QBS-09 shotgun spread decreased
•   weapons: XP requirement for the SMAW increased

BUG Fixes and Tweaks:
•   maps: few fixes here and there
•   weapons: Dragon's Breath projectile class changed to bullet to avoid going through thin walls
•   weapons: XM25 has slightly faster reload speed but lower blast radius
•   weapons: Claymore's time to live extended from 3 to 4 minutes
•   weapons: shielded weapons received the parameter usable_for_cover="0", so friendly ai won't group around their users
•   vehicles: passenger AI slot queue of the Technical reworked to have front seat to be occupied last
•   misc: extended the lock on death from rare weapons only to backpack valuables and healthy vests
•   animations: fixed a bug where the dog was in a looping attacking stance
•   animations: fixed a missing animation for the shock paddles
•   animations: suppressed pistol mount animation speed increased
•   particles: corrected syntax error in flare.particle
•   bug: fixed a crash when the neutral faction tried to make a radio call but missing the resources
•   modding: added the rest of vest modifiers to weapons
•   items: added drop_count_limit_in_range for items to reduce the less important item clutter
•   controls: reduced some input lag related to mouse positioning
•   controls: radio view now works as both tap to toggle visibility or hold to show/release to hide as usual
•   ui: changed clipping in menu render for Deck/Proton compatibility
•   ui: changed radio view to center on screen



WW2 changelog v1.91:

NEW content:
•   maps: "Wake Island" map added to campaign, invasion, and quick match - a modified version of the "Vigil Island " vanilla map but suited for Pacific gameplay
•   weapons: NEW Type Ko semi-automatic rifle - a low-recoil 6.5mm weapon carried by IJA and IJN Veteran soldiers in early- and mid-war maps
•   weapons: NEW Scoped M1941 Johnson rifle - semi-automatic sniper rifle carried by USMC Snipers in all stages of the war
•   weapons: Type 4 Rifle can now mount a bayonet
•   weapons: Type 100 Folding SMG can now mount a bayonet

BALANCE Changes:
•   calls: Light Artillery barrages now deal remarkably less damage to all vehicles, but cost has been lowered -50RP; encouraging use against infantry groups
•   calls: Strafing Run radius of each bullet raised from 3m to 3.35m
•   soldiers: the specialist Tank Hunter AI soldiers now wield small-arms when fighting infantry, drawing their heavy Rocket Launchers only when engaging Tanks
•   weapons: variety of tweaks to nearly all Sub-machine Guns, Semi-automatic Rifles, and Semi-automatic Snipers, focusing on tweaks to reloading time, but with others too
•   weapons: Sten Mk V now costs only 10rp instead of 15rp
•   weapons: Type 100/44 now utilizes full-length bayonet instead of short bayonet
•   weapons: M1 Garand 60mm Launcher - reduced blast radius of High-Explosive by 0.5m, raised Anti-Tank mode damage; 1 less shot against Medium Tanks
•   weapons: Type I Carcano now has more differences from Type 38; better standing-accuracy, longer damage range, but slightly lower velocity

UNDEAD BALANCE Changes:
•   weapons: semi-automatic rifles no longer have special boosted damage in this mode
•   zombies: common zombies now receive slightly more damage from all small-arms weapon sources

BUG Fixes and Tweaks:
•   calls: fixed a sorting issue with Allied call-ins on Hill 262
•   models: improved the weapon models of all Type 100 SMG variants, Type 2 SMG, and the Type 4 Garand
•   hud: Type 100/44 now utilizes full-length bayonet instead of short bayonet
•   hud: Type 99 Rifle and LMG now visually illustrate a late-war pattern of Japanese bayonet instead of early-war
•   translation: couple of fixes
 
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Re: RUNNING WITH RIFLES
« Reply #23 on: April 23, 2022, 11:16:29 PM »
Update 1.93
Sat, 23 April 2022




Changelog for 1.93:

    weapons: fixed the alternate stock pistols to not being respawnable with
    vehicles: fixed a physics bug where the VFS wasn't repairable
    vehicles: VFS now enterable not only by Veteran pack owners
    vehicles: fixed missing drop parachute for the VFS radio call
    vehicles: VFS speed and acceleration slightly increased
    vehicles: alternate Veteran pack rubber boat now enterable not only by Veteran pack owners
    radio calls: added xp requirement text for locked calls
    veteran pack:models - few of them reworked
    veteran pack: radio call menu - added airdrop skin selector, separated from character skin
    veteran pack: inventory - added third skin alternative for high rank
    veteran pack: added custom icon for airdrop vehicle calls
    veteran pack: adjusted the DLC to work properly in Dominance

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Re: RUNNING WITH RIFLES
« Reply #24 on: September 17, 2022, 02:08:31 AM »
Update 1.94 released! ...with a new map!
Fri, 16 September 2022

Update 1.94 released! ... with a new map!

Hey Runners!

In today's release, we want to highlight a new map called SWAN RIVER
based on a community map of the same name originally developed by a Runner named Trudin
in the workshop. We contacted him and he agreed right away that we can adapt it to be included among the various game modes. Again, thanks for the opportunity!



The original map was designed to be played with the Edelweiss DLC so we needed to convert it for Vanilla. A few days ago, we thought that why wouldn't we make the map playable in Vanilla Invasion AND in WW2 Invasion after all? So here we go, we have the first map included in both!
If you guys want to give Trudin a thumbs up on the map, feel free to leave him a message under his project here!



The map is also playable in Dominance PvP
and while mentioning this gamemode, it'll be time to organize the next PvP session for those who are interested. Usually events are being organized in Discord!



We also reworked the Man vs. Zombies
gamemode as a pre-Halloween release by adding difficulty progression relying on monster difficulty increasing across the campaign, rather than controlling the difficulty through the overall amount of enemies. Therefore, no more high tier mobs in the first stage but quite a few of them in later stages!



For a complete list of changes, please check the changelog below!

Keep on Running,
your Osumia Games


changelog v1.94:

    maps: few fixes here and there
    maps: new conquest 19 bases map "Swan River" added in invasion and quick match for Vanilla and Edelweiss
    vehicles: new defense structure added, the missile launcher, only in the Swan River map
    vehicles: sandbags are not repairable anymore
    vehicles: made mortar ammunition crates sensitive to vehicle bumps
    vehicles: FT-Croc model slightly reworked
    vehicles: Legion has now significantly more steer smoothening for easier turning handling
    weapons: disarming a Claymore now doesn't make the item vanish anymore, but returns the Claymore resource instead
    weapons: disarming an AT mine (dominance/minimodes) now doesn't make the item vanish anymore, but returns the AT mine resource instead
    weapons: missing FT-Croc flamethrower projectile burned ground particle effect added
    weapons: FT-Croc flamethrower main weapon has now infinite ammo but added a cooldown
    weapons: Patrol ship mortar slightly reworked
    weapons: C4 shaking effect reduced by 25%
    weapons: fixed the Golden MP5SD not being tagged as rare weapon properly
    weapons: added AI burst time logic to most vehicle MGs
    calls: increase the reveal time of the GPS Laptop call from 10 to 20 seconds
    scripts: fixed an issue where the sandbags could still be repaired by the repair vehicle/crane
    script: added invisible mine fields for the Dry Enclave map to make the player focus on the objective
    dominance: Swan River map added to the dominance rotation with 2 substages
    dominance: Model29 secondary from vanilla added
    dominance: stock sniper rifles don't 100% kill anymore but have a smaller chance to make only 90% damage instead
    dominance: stun duration reduced by 33%
    dominance: fixed a script issue where the leading faction wasn't shown properly (countdown text in faction color)
    dominance: fixed a script issue which ended in a round tied even if one faction had more bases then the enemy at the end of the round
    dominance: added bandage to the supply quad
    dominance: fixed crash when using the VFS MG
    man vs. world: added dedicated medical crates that always spawn 1-2 bandages
    man vs. world: stun animation time reduced by 50% for players
    man vs. zombies: added dedicated medical crates that always spawn 1-2 bandages
    man vs. zombies: high rank zombies spawn score increases throughout the campaign
    man vs. zombies: doubled the damage of the Desert Eagle to be more effective especially against higher tier zombies
    man vs. zombies: multiplied the damage of the Claymore by a factor of 4
    man vs. zombies: increased the damage of the M202 by 36%, price halved
    man vs. zombies: damage of the Microgun increased significantly, price increased by 20%
    man vs. zombies: adjusted the RP income and added a RP gain per kill
    man vs. zombies: stun animation time reduced by 50% for players and 25% for enemies
    modding: added disarm_instance_class and disarm_instance_key (see e.g. claymore.projectile)
    modding: added cooldown_start and cooldown_end as weapon parameters (see e.g. patrol_ship_mortar.weapon)
    misc: issue with model swap happening out of camera frustum fixed
    misc: potential crash with remote detonable grenades fixed
    misc: fixed repair_rate parameter of the hesco barrier to be in the wrong tag
    misc: added destructible fences in vanilla
    misc: added destructible fences in Pacific
    misc: extended the destructible fences to also include security fences
    misc: swimming character can't be stunned anymore
    misc: added dayphase to online sync to prevent apparent day time shifting in long matches
    misc: deployable GL now has a dedicated map marker
    misc: TOW's map marker size decreased by 30%
    misc: fixed number of animations being limited to 1000
    misc: changed the way items are saved
    misc: removed a specific file existence check when loading the game when not running in debugmode


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Re: RUNNING WITH RIFLES
« Reply #25 on: September 25, 2022, 12:27:41 AM »
Update 1.94 Content Patch 1
Sat, 24 September 2022




Vanilla:

    maps: few tweaks on Swan River map
    scripts: antifarm script fix to not apply on Iron Enclave map but Dry Enclave only
    scripts: minor balancing tweaks in the Swan River map
    vehicles: mortar now has a 360° shooting angle
    vehicles: missile launcher has 8 protectors instead of 5
    dominance: added new KotH substage to the Swan River map
    dominance: fixed some deployable weapons who had a wrong weight



WW2:

    maps: Swan River armory trucks have proper tags and will now spawn properly
    maps: added decoration cars in the Swan River map
    misc: barbed wire obstacle are now crushable by tanks
    misc: reworked the broken decoration cars textures
    maps: few fixes here and thereon Swan River WW2 version

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Re: RUNNING WITH RIFLES
« Reply #26 on: October 08, 2022, 12:50:04 AM »
Update 1.94 Content Patch 2
Fri, 7 October 2022



Vanilla:

    weapons: added weapon name to several blast projectiles which were still using generic "rocket" or "grenade" names
    weapons: Tracer Dart is now locked during penalty


Dominance:

    dominance: fixed a base capturable status in the KotH substage of Swan River
    weapons: factions now have faction specific grenade launchers instead of just the M79 for all
    weapons: overall grenade launcher damage increased to better deal with the 150% HP vest
    weapons: Dragunov SVD recover time increased as the weapon really needed a nerf in PvP
    weapons: Famas G1, SG552 and L85A2 price significantly decreased
    weapons: Deployable weapon prices decreased as they were barely bought as result of the high RP cost
    throwables: Spawn flare price decreased from 50 to 30RP
    calls: Artillery strike Tier2 removed from the radio call list
    calls: readjusted the radio call costs, globally decreased for most

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Re: RUNNING WITH RIFLES
« Reply #27 on: October 26, 2022, 12:41:08 AM »
Update 1.95 released!
Tue, 25 October 2022



Hey Runners!

Focus of this update is mainly to re-introduce the Pumpkin boxes during our Halloween event but also a juicy update of the WW2 Undead mode! More information about the event can be found HERE : https://store.steampowered.com/news/app/270150/view/3298348314778297901



We've also updated the WW2 Undead mode
with a new map! Experience the community-made Swan River map in all its extravagance in the Undead mode. The Swan River map was a recent addition to the game and its urban close-quarters environment are perfect for chaotic battles with the undead and the Axis remnants!



Some additional changes have been made to the standard WW2 mode as well, including some new content. See the changelog below.


Happy Running,
your Osumia Games



Changelog (Vanilla) v1.95:


    modding: added support for manually assigning scores for character models



Changelog (WW2) v1.95:


New Content

    maps: Swan River Udead Map added to the Undead Gamemode! Can be played by starting WW2:UNDEAD under the Campaigns list
    vehicles: Wasp Flamethrower-APC added. Variant of the UKF's Universal Carrier, and can generally be found on any map with that faction present
    soldiers: WW2-Undead Flammenwerfer Soldier added. This threatening enemy soldier is aggressive and resilient, posing a challenge to players in the Undead mode
    weapons: Flammenwerfer 41 added. This flamethrower is used by the Axis on the Arnhem, Bastogne, Varsity, and Sealion levels, as well as in the Undead mode
    weapons: Beardmore-Farquhar .50 cal machine gun added. Devastating and relatively lightweight, but with a small capacity. Carried by UKF Sentry Soldiers
    audio: new music themes for Edelweiss' "Swan River" and "Swan River: Undead" added



Balance Changes

    weapons (ww2 invasion): raised commonness of Vickers K machine gun and Winchester Automatic Rifle in Invasion
    soldiers (ww2 invasion): reduced commonness of Fallschirmjaeger Snipers to spawn on Operation Varsity
    equipment: slightly raised chance of the medical kit to spawn, from 0.18 to 0.19
    weapons: raised damage chance of Type 96 normal and Trench variants
    weapons: raised damage chance of Type 99 LMG normal and Scoped variants
    weapons: raised accuracy of Beardmore-Farquhar when using bipod



Undead balance changes

    ai: adjusted behavior and balance of both the Undead and the Axis boss enemies



Bug Fixes and Tweaks

    factions: modified the Allied Faction on Swan River to represent the Polish Armored Division instead of the regular UKF Forces
    textures: updated the appearance of the Type Hei Automatic Rifle to more closely resemble its real shape
    translation: fixed a minor issue with Ho-Ha deploy call out
    Music: adjusted Varsity Undead music
    weapons: fixed a couple visual issues with the M2 Flamethrower's muzzle flash

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Re: RUNNING WITH RIFLES
« Reply #28 on: April 03, 2023, 12:01:05 AM »
Update 1.96 released!
Sun, 2 April 2023



Update 1.96 released! Including the community box #7, a new map and more!

Hello Runners!


Today, we are celebrating the 8th birthday of RUNNING WITH RIFLES on Steam, woohoo! For this occasion, to celebrate this event, we're offering a large sale and dropping loads of new free content! We also want to seize the occasion to feed you with some information about the upcoming WW2 DLC "RUNNING WITH RIFLES: EASTERN FRONT".

Let's start with the new content.
After 6 community and 2 seasonal boxes (X-mas and Halloween), we thought that it'd be time for the COMMUNITY BOX #7!and here we go!



This brand new community box contains 7 new weapons including a truly special one, the Saw Blade Launcher which is really funny to use once you know how it works. We'll let you find out!
We also have a shovel, which allows you to create sandbag wall elements, as long as you are on the right terrain, as digging on e.g. asphalt won't work!
On the vehicle side, we have 4 brand new vehicles, one being the LAI-109, an extremely powerful mobile missile launcher. Just make sure to have some infantry around to protect it, as it's rather defenseless against AT weapons!
There is also the LAILV-002, an advanced "Spawn Truck" with a dual HMG and holes on the roof for 2 infantry to shoot from.
The MMLS-528 is a "Multiple Mine Laying System" which can shoot AT mines from the front and AP mines from the rear.
Last but not least for the crazy fella out there, a formula 1 vehicle for the lulz, VROOM!
Here again, thanks for the numerous modding community submissions!

Oh and we also have a new map based on the map of the same name, Elk Island
from Trudin, thanks again buddy, much appreciated!
The map has been adapted for Vanilla as well as for Pacific and will respectively be playable in quick matches and online invasion!



As for WW2, this won't be the last map for this update. Beside this Elk Island map for Pacific, we also made an adaptation of the Vanilla map Power Junction
which has been set up to be a unique scenario in the WW2 DLC featuring three (randomly selected) factions battling each other! Both maps are playable as quick matches or for online invasion.
Alongside this, we're dropping in a pair of new weapons alongside some QOL changes and gameplay tweaks. We hope you enjoy!

We also wanted to confirm we are still on track for releasing Eastern Front in late 2023. Development continues, and we have a tasty new screenshot for you to salivate over!
Additionally, we're bringing an "Eastern-Front" themed Submachine Gun over to the Western Front - the venerable Danuvia 43M, an Axis-power weapon made by Hungary, complete with a bayonet, and with its slick folding stock, it can be carried in the sidearms slot!




You can wishlist the EASTERN FRONT DLC HERE! https://store.steampowered.com/app/1962360/RUNNING_WITH_RIFLES_EASTERN_FRONT/

Don't forget to join the community on the Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot!


Thank you and keep on Running,
your Osumia Games




Changelog 1.96 (Vanilla):

NEW CONTENT:

    maps: "Elk Island" map added in quick match and online invasion
    items: community box #7 added
    items: combat dog spawn crates added
    weapons: added a cooldown in all vehicle (H)MGs and some mobile MG type weapons
    weapons: Gilboa DBR double-barrel rifle added
    weapons: MGV-176 submachine gun added
    weapons: SKS semi-auto rifle with explosive ammo alt added
    weapons: SIG MPX submachine gun with hollow point alt added
    weapons: SBL sawblade launcher added
    weapons: AN-94 with burst shot alt rifle added
    equipment: Shovel added - builds infinitely sandbags on terrain tagged as dirt or sand
    equipment: Panda costume added
    vehicles: LAI-109 missile launching truck added
    vehicles: LAIV-002 armored spawn (also AI) truck with MG added
    vehicles: MMLS-258 AT and AP mine laying tank added
    vehicles: F1 vehicle added, vroom vroom!
    ai: Rangers now have a 50% chance to have tracer darts as secondary weapon against vehicles
    crosshair: reticle color going from white to plain red when a weapon with cooldown reached max spread. The crosshair will blink until the end of the cooldown
    ui: added map time in the scoreboard (has been added already in a silent update)
    hotkeys: hotkey list extended to 20 instead of 10 slots - not in game menu. The extended slots are accessible with MOD+key
    modding: added force_as_shoots_blast_projectiles as weapon parameter to force the AI to switch to secondary weapon when facing an enemy vehicle
    modding: "cooldown" sound key for weapons added
    modding: "cooldown_start" and "cooldown_end" specification key for weapons added
    modding: auto_update_tree_foliage command line parameter added to make billboard textures always facing the cam in free cam mode
    misc: emojis added - can be added to the shortkey list optionally



BALANCE CHANGES:

    items: drop rate of all community boxes increased by 20%
    weapons: elites have a 33% higher chance to have the M202 as AT instead of their stock AT weapon
    vehicles: Legion has significantly more weight so that it can now bulldoze other tanks and the AI not trying to drive around
    vehicles: Legion respawn time increased from 140 to 180 seconds
    vehicles: added min health to steer value to the transport trucks
    vehicles: Mustela acceleration and max speed reduced and driving physics slightly improved
    invasion: "Swan River" and "Warsalt Legacy" maps made slightly easier at map start




FIXES and TWEAKS:

    maps: minor tweaks here and there
    vehicles: Legion ai navigation offset in wrong vehicle tag fixed
    projectiles: activated, non-sticky projectiles aren't pushable anymore
    animations: slowed down the sniper prone cycle animation for all sniper weapons but the SVD by 35%
    particles: tracer dart blinking emitter slightly reworked
    ai: dogs not joining squads anymore to avoid issues with vehicle slot queues
    input: fixed gamepad handling for selecting a spawn point in the map view





Changelog 1.96 (WW2):

NEW CONTENT:

    maps: "Elk Island" added into Pacific campaign and quick matches
    maps: "Power Junction" ported over from Vanilla to a special WW2 scenario
    weapons: Danuvia 43M submachine gun added. This Hungarian-made 'Eastern-Front' weapon can be found carried by German elite solders, and features a bayonet as well as a folding stock
    weapons: Browning Auto 5 Semi-automatic Shotgun added. Can be found carried by Allied elite soldiers, featuring a large 8-round capacity and heavy firepower
    weapons: Browning Auto 5 Sawn-Off Shotgun added. Can be found carried by U.S. Marine elite soldiers, featuring a smaller 5-round capacity, but carried like a pistol
    misc: added emoticons to WW2 in the same manner they were handled in Vanilla
    misc: added overheat systems to some weapons, especially static or vehicle-borne machine-guns, in a similar manner to Vanilla



BALANCE CHANGES:

    weapons: increased damage of the Beardmore-Farquhar .50 Cal
    weapons: lowered the capacity but increased the movement speed of the Flammenwerfer 41



FIXES and TWEAKS:

    maps: fixed missing palm trees on Peleliu Airfield
    maps: added missing armory trucks on Swan River
    translation: fixed a minor issue with Ho-Ha deploy call out

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Offline Asid

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Re: RUNNING WITH RIFLES
« Reply #29 on: April 08, 2023, 11:15:51 PM »
Update 1.96 Content Patch 1
Sat 8 April 2023

Vanilla:
weapons: MG42 weapon cooldown slightly reworked
weapons: KAC Chain Saw cooldown added and increased ammunition from 150 to 200
weapons: tracer dart missile makes 15% less damage, has less pulldown and the dart can be disarmed
weapons: added missing weapon lock on player death to the SKS
vehicles: Legion can now better overrun soldiers
throwables: AT mine carrying capacity increase from 2 to 3 at 5000XP
maps: fixed "Elk Island" not always appearing in quick matches
maps: fixed the "churches" for better AI navigation
gamemodes: emoticons added in dominance and minimodes
dominance: cooldowns adapted from Vanilla
dominance: King of the Hill substage added for the map "Black Gold Estuary"
dominance: short information text added on the mapview mask overlays
soldiers: Rangers with tracer darts as secondary have a dedicated and longer change weapon in animation to give the enemy more chance to react
visuals: fixed some emoticons that weren't shown properly
sounds: increased the output volume of a few weapons which had been lowered by mistake in last update


WW2:
weapons: added missing weapon lock on player death to the Browning Auto 5
weapons: fixed cooldown of the Sten Mk IIS, which made the gun overheat too fast
script: fixed the wrong briefcase unlocks in the map WW2: Power junction
misc: fixed mapview for Linux and Mac for Elk Island in invasion
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