Forum > Games Discussion

RUNNING WITH RIFLES

<< < (5/7) > >>

Asid:
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


Asid:
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


Asid:
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
 

Asid:
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

Asid:
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


Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version