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RUNNING WITH RIFLES

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Asid:
UPTO 75% off

https://store.steampowered.com/app/270150/RUNNING_WITH_RIFLES/

Asid:
Update 1.72 released!
14 Jun @ 12:02pm - JackMayol

Hello Runners!

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



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

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



Happy running,
your Osumia Games

Changelog v1.72:

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

Asid:
1.73 update released!
8 Aug @ 9:42am - JackMayol

Hey Runners,

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



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



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

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

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

Happy running,
your Osumia Games

Asid:
update 1.74 released!
Wed, 23 October 2019

Hey Runners,

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



Community Box #4

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



Community Edelweiss DLC interview

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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




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



Changelog v1.74:

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


Changelog v1.74 (PACIFIC DLC):

•   invasion: player faction set to USMC

Asid:
Update 1.76 released!
Thu, 2 April 2020

includes 2 news maps and a complete coop balancing overhaul!




Hey Runners,

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

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

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

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

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



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



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

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

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



Keep running and stay healthy!


Changelog v1.76:

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


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