Dec 21, 2017
Greetings Runners!

Today we're releasing the last of 11 major updates in 2017. Just recently many people noticed how unintentionally easy it had become to crush soldiers with tanks, unfortunately friendlies as well, which lead to lots of teamkills and thus irritation when fighting near tanks.

To remedy that, the character-vehicle collision has been tuned for tanks back more what it used to be but also the AI now attempts to get out of the way of vehicles to avoid those unintentional teamkills. Seems to work out pretty well from our tests!

There is also the option to activate a speed limiter when driving a vehicle by holding down walk key which will slow down the vehicle to be on the safe side. It has been there for a while now but obviously it's a bit of hidden feature right now - now you know right? :)

Another change we made is regarding XP loss on death: in fact we entirely removed it unless it's a teamkill or a suicide. The XP loss was a serious slowdown for new players who tend to die a lot when they first play the game, hence some people even had more XP loss than gain which could be frustrating when still reaching for the first ranks and learning basics. For veteran players or players with higher ranks in general, the XP loss didn't have much of an impact though.

In the last couple of days we set up new official servers in China and yesterday in Brasil, all of those should be considered experimental at the moment yet from our first feedback from players the China servers are doing well. For the Brasilian one(s), we're counting on the South-American community to populate the server(s) and report!

2017 is coming to an end and it has been another pleasantly successful year for Osumia Games. We even sold 17% more units (not counting in the Pacific DLC) than the same period last year which was also a very good year for us given the launch itself was back in 2015. The growth of the Chinese player base on Steam surely helped boost the numbers!

2018 will hopefully start like 2017 ended, with an overall happy community and we can't wait at Osumia Games to provide you some new content in Vanilla but of course now also in the Pacific DLC!

Merry Xmas holidays to everyone and a happy new year!

Osumia Games

Changelog v1.63:

  • campaign: added an extraction to Fridge Valley from Keepsake Bay, as Vigil Island might be too hard as only second map option when starting at Keepsake Bay
  • maps: few fixes here and there
  • weapons: overall MG weapon type adjustment (avg. of 10% accuracy, 20% kill proba improvements among other individual tweaks for some MGs)
  • weapons: pulldown of the TOW projectile decreased from 2 to 0.5
  • fix: Stoner 62 was only available in the campaign and not in invasion
  • fix: fixed key names in key config menu and tutorial text injections when using certain keyboard layouts
  • general: no more XP loss on death, only on self-kill
  • dominance: small balancing changes in the map Railroad Gap
  • ai: bots now attempt to move aside from incoming vehicles
  • config: relayout
  • network: fixed a vehicle related crash when joining a server having loaded a campaign in specific state
  • tools: Inkscape extension ( now compatible with newer versions of Inkscape

Changelog v1.63 (PACIFIC DLC):

  • weapons: Ho-Ha MG sight range increased by 20%
  • vehicles: Ho-Ha speed/HP/acceleration re-balanced
  • vehicles: pillboxes re-spawn time increased from 180 to 300 seconds
Dec 8, 2017
Hey there!

RUNNING WITH RIFLES version 1.62 is out! As another fine tuning update, this time we worked on improving vehicles, boats and tanks in particular, along with vehicle "ghost" rendering when occluded by other visuals and some new particle effects. Another rare weapon has also been added in campaign and Invasion, there can never be enough of those!

Boats behave more smoothly with beach areas now, having a larger range how far into beach you can steer and moving slower when in partial contact with ground. Tracked vehicles such as tanks now allow finer rotations while in motion and the so called "neutral steering" behaves more reliably - appears the AI drivers think highly of these improvements as well. Additionally, the AI can now handle straight driving better (surprisingly difficult if you think about it) with much less zigzag from side to side.

Additionally, we have some new vehicles for the Pacific DLC as shown in the picture; an armory boat for the IJA and one for the USMC. Those can be pretty handy when landing at a beach without any static armory far and wide.

We also added a new armored transport vehicle for the IJA: Type 1 Ho-Ha. It's a relatively fast half-track with 3 mounted MGs that are covering the front part of the vehicle. It has been added as a radio call as a counter-part of the USMC LVT-4.

Changelog v1.62:

  • boats: speed and acceleration made to drop when in contact with beach
  • boats: extended range to stay alive when in contact with beach
  • vehicles: tweaked collision handling when broken
  • vehicles: improved tracked vehicle steering control when switching between accelerate and reverse while turning
  • vehicles: tracked vehicles now have a short window for smooth rotation when in movement
  • vehicles: added ghost rendering
  • vehicles: added marker_offset support for offsetting player and squad member markers
  • visuals: improved beach - land transition area
  • visuals: added smoke particle emitter for vehicles under 25% HP
  • visuals: added custom effects/sounds for some blast projectiles when hitting a vehicle
  • visuals: fixed vehicle "Spawn disabled" text color
  • inventory: fixed narrow item background frame rendering
  • lobby: reduced loading time when processing individual maps for quickmatch menu
  • ai: fixed bug with leaders not calling for medic when wounded
  • ai: improved vehicle steering, less zigzag now
  • ai: fixed vehicle weapon slot indexing for sight range
  • ai: overall higher sight range for AI vehicle gunners
  • invasion: official invasion servers set to Graycollars as player faction
  • weapons: very rare Stoner 62 added (LMG with scope)
  • weapons: mesh based weapons no longer show ghost visual over character
  • modding: added support for vehicle and terrain tags in hit type projectile sound effects
  • modding: added support for vehicle tags in projectile particle effects

Changelog v1.62 (Pacific DLC):

  • invasion: official pacific invasion servers set to IJA as player faction
  • weapons: AN/M2 "Stinger" commonness from 0.0001 to 0.05
  • weapons: Type 98 commonness from 0.0001 to 0.05
  • vehicles: Higgins Armory boat for the USMC added
  • vehicles: Daihatsu Armory boat for the IJA added
  • vehicles: Type 1 Ho-Ha transport half-track for the IJA added
  • calls: Reinforcements - Type 1 Ho-Ha radio call for the IJA added

Happy Running!
Nov 16, 2017
Hello Runners!

Today we bring you an update, which is for the most part about fixing stuff for the initial release of the PACIFIC DLC.

Changelog v1.61 (Vanilla):

  • vehicles: fixed reverse speed limiting
  • modding: vehicles - added individual tire visual control with index keyword
  • modding: vehicles - added character_leave_request_mode keyword, possible values any, friendly, none
  • general: removed a few unnecessary savings and profile loads at start of match
  • maps: few fixes here and there
  • maps: lowered max pixel error for terrain lod handling to preserve full quality near beach areas
  • bug: fuel barrel debris meshes expect a texture but no texture is given; ogre/opengl shows weird yellow/black checker texture when texture is missing
  • visuals: added some margin for disabling water rendering to prevent water disappearing in certain cases
  • ai: fixed a case of medic healing without request
  • ai: added bots to request for a medic when wounded with a random time delay
  • config: added option for using OpenGL on Windows
  • config: added a resort to launch the config in OpenGL if there's a DirectX related error
  • game: if there's a video mode or DirectX device name related issue when starting the game, config will run after dismissing the error dialog
  • campaign: fixed back to main menu button in continue as new campaign menu to actually say back to main menu and go to main menu and not campaign selection (different campaign implementations are not compatible)
  • dominance: fixed certain stages crashing

Changelog v1.61 (Pacific DLC):

General Bug Fixes:

  • translations: several fixes here and there
  • fixed southern tip of Saipan beaching landing craft
  • fixed climbable netting on island5 attack ship
  • fixed a building collision on Downfall
  • fixed foxhole at Bougainville
  • corrected Type 98 Autocannon Deploy price and xp requirements - 200 RP, 5k XP , 1 max carry
  • fixed flamethrowers not giving a weapon name when killing players
  • fixed Saipan pillbox placement
  • fixed Saipan in IJA campaign starting with 2 bases
  • added Type 2 Model A prone animations
  • IJA at USMC Guadalcanal now surrender when final base is lost
  • fixed M1903A1 Sniper not being unlockable by the IJA
  • fixed Bougainville campaign map not showing faction colors
  • xp of Veterans increased, may now spawn with all listed weapons
  • Corrected faster Type 11 LMG reload while prone

General Changes:

  • PT Boat gunners and driver have shields
  • Daihatsu driver protected by frontal shield
  • vehicles: friendly units (only) can now be pulled out of a tank and pillbox
  • added more armories and stashes to all maps
  • map views more transparent
  • adjusted Small Wrench animations
  • added vehicle spawn points on maps
  • added morphine to briefcase unlockable list
  • bayonet variants no longer unlock in the armory
  • removed artillery calls from USMC on Guadalcanal until Phase 6
  • made Veteran and Banzai vests droppable (30 second lifetime, only visible to player who dropped it)
  • USMC Guadalcanal enemy counts tweaked
  • maps: added more fortifications to The Heights objective on Downfall
  • maps: ambient color tweakings (e.g. brighter nights)
  • invasion: added the gold bar item in the armory
  • ai: banzai charger behavior tweaked and improved
  • smoothed and improved various animations
  • added a check for being hidden in vehicles that it'll deny stabs and close range weapons
  • made all reinforcement calls require a 3-block radius where no enemies are allowed
  • vehicles: added character_leave_request_mode vehicle parameter, options are "friendly", "none" and "any" - applied to combat vehicles/pillboxes
  • vehicles: AI will leave stationary weapons when the base swaps to the enemy faction
  • Flamethrower Flame: gravity from 25 to 21 (should have a higher arc now, allowing it to fire more easily over certain cover.)
  • Banzai (player vest) Layer 1 speed reduced from +0.18 to +0.15, Layer 2 speed increased from +0.12 to +0.2, hit success decreased from +1.5 to -0.35, detectability increased from +1.5 to +2.5
  • Banzai (AI troops) Layer 2 speed increased from +0.15 to +0.225, hit success decreased from +1.5 to -0.25, detectability increased from +1.5 to +2.5

New Content:

  • translations: Russian language added
  • ANM2 'Stinger' Light MG (rare) added
  • Type 98 'MG-15' Light MG (rare) added
  • M1928 Thompson w/ Large 100-round Drum (variant) added
  • M2 Carbine w/ Bayonet (variant) added

Weapon Balance:
  • 5-Inch Gun projectile no longer affected by gravity
  • Small Wrench repair amount increased from 1.0 to 1.5
  • Large Wrench repair amount increased from 1.5 to 2.0
  • Morphine weight reduced from 2 to 1, max carry increased from 2 to 4 depending on rank, price increased from 5 to 10
  • M1 Garand Field-Modified Launcher price increased from 50 RP to 175 RP, radius increased from 3.5 to 4.5, and damage increased from 1.5 to 2.0
  • M12 Trench Gun single reload reduced from 0.82s to 0.7s
  • M1928 Thompson reload time increased from 1.80s to 2.0s (new animation)
  • M1A1 Thompson reload time reduced from 1.80s to 1.34s (new animation), kill probabiliy increased from 0.6 to 0.65, kill decay start time decreased from 0.23 to 0.22
  • M1918A2 Bar crouching accuracy increased from 0.68 to 0.75
  • Type 11 recoil reduced from 0.182 to 0.165
  • M1 Garand + bayonet variant velocity increased from 120 to 125
  • M1903A3 kill decay start time increased from 0.2 to 0.5, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
  • Type 4 "Garand" recoil reduced from 0.3 to 0.28
  • Type 14 Nambu + engraved kill probability increased from 0.525 to 0.55
  • Type 38 Rifle + bayonet variant kill decay start time increased from 0.1 to 0.3, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
  • Type 96 LMG + bayonet variant kill decay start time increased from 0.35 to 0.4
  • Type 99 Rifle + bayonet variant kill decay start time increased from 0.2 to 0.4, sight range increased from 1.0 to 1.10, crouching and over wall accuracy increased from 0.915 to 0.925
  • Type 100/44 Bayonet price reduced from 50 to 20
  • M2 Flamethrower fuel capacity increased from 150 to 175
  • Type 93 Flamethrower fuel capacity increased from 125 to 150, jet fuel arc set the same as M2 Flamethrower
  • all sniper rifles view range increased from 1.7 to 1.725
Good day, Runners!

Woohoo the DLC is finally there, waiting for you!

The idea for Pacific initially rose before the release of Running with Rifles on Steam, thus in the beta phase of the game. 3 modders and fans of military history games who all made solid mods for RWR (Overlord, Running with Trench Foot, Running in the Trenches...) decided around 2 years ago to work together to bundle their talents in a common project, that's when the Pacific project started.
Some time later, after we at Osumia Games got informed about the ongoing project, we decided to develop it together to make it a DLC-worthy project.

The Pacific DLC has been translated to all the same languages as RWR except for Russian which is still under work at the moment. It should follow in the next few days!

Here's the changelog for RWR 1.60:

  • visuals: fixed flare particle offset
  • visuals: fixed looping particle effect lighting color handling
  • servers: penalty manager cleanup
  • character: fixed an issue with ending up between wall and ladder when climbing down ladders from a fence or wall
  • character: added a little bit of rounding when colliding with a box corner for easier steering (mainly for ai)
  • ai: fixed chat comments related to specific weapons and vehicles
  • ai: changed separation steering behavior when in ladders and very near to higher rank soldiers
  • ai: added optional method of steering suitable for tight spaces, only applied to specific areas like the ships in Pacific
  • ai: tweaked how simulated areas handle squads to preserve vehicle personnel
  • ai: fixed vehicle weapon "reset" handling
  • menu: changed load menu savegame sorting
  • modding: fixed an issue with handling material and shader script overloading
  • modding: added support for difficulty presets in package_config.xml
  • modding: fixed various issues with destructible fences
  • modding: added load=campaign3 style launch parameter for instant savegame loading
  • modding: added map_config=map_config_test1.xml style launch parameter for picking settings from a different map config file
  • modding: added update_camera XML command for doing camera runs like Pacific trailer, requires debugmode and free camera mode

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

Happy running,
Osumia Games
Greetings Runners!

We've got some great news to share with you guys today! After having to postpone the release date of the DLC, we now have better news for you; the release of the PACIFIC DLC is right around the corner, just a bit more than a week to wait and you will be able to play as the United States Marine Corps or the Imperial Japanese Army in 2 brand new campaigns set in the WW2 Pacific theater.

We just finished a trailer that we will add to the medias of the Pacific Steam store page. You can also find a version on Youtube and for those who like the theme, we also provided a video of the official RWR:PACIFIC theme to please your ears!

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


Happy running,
Osumia Games
Konnichiwa Runners!

The Steam page for RUNNING WITH RIFLES: PACIFIC DLC is now up and open!

We have often been asked about the price tag; it will be around 66% of the price of RWR vanilla, which will be e.g. 9.99 USD for the US people.

In the two campaigns included in the DLC, you jump back in time to the Pacific theater of World War II,
to witness the epic clash between the Imperial Japanese Army (IJA) and the United States Marine Corps (USMC).

The DLC features 7 brand new maps, tons of weapons and a number of unique vehicles all created based on actual WWII events and equipment.

The DLC will be released during September, safe to say we're on the finish line here with development now. The exact release date will be announced during the following weeks.

Today we also have a vanilla update coming out. The shadow rendering has been revamped for higher quality options, most other changes are various minor but nice tweaks here and there or added support for features required by Pacific which could also turn out useful for mods; see the changelog below.

Changelog v1.54:

  • maps: lowered RAM consumption in Moorland trenches
  • maps: the 2 radio jammers in the map "Misty Heights" (map14) have a significantly longer respawn time (60 instead of 6 minutes)
  • maps: some fixes here and there
  • menu: added Pacific link button in the lobby main menu
  • visuals: added shadow quality options
  • visuals: reduced character base voxel size a little bit
  • visuals: fixed destructible static object mesh material handling
  • visuals: fixed particle emitters starting emitting at an old position in certain case
  • visuals: added support to use particle emitter script position value as an offset
  • visuals: changed cord rendering to suit larger shadow texture sizes
  • visuals: fuel barrels are now destructible
  • vehicles: spawn point vehicles now show "spawn disabled" if spawning is disabled by movement, enemy proximity or theft
  • vehicles: fixed an issue with turret aiming when turret is not positioned at vehicle center
  • campaign: fixed an issue with map and campaign completion achievements for connected clients
  • campaign: added initial 50 RP to players
  • dominance: "islet of Eflen" map resources were missing, which caused server crash/restart when the script loaded the map
  • online: disabling Add to serverlist now also disables master server connection; useful especially for LAN
  • loading: map files are no longer parsed for header data when loading into a campaign, quickmatch or online, reducing some loading time
  • ai: a squad leader using a stationary weapon disbands the squad now
  • ai: fixed ai commander issue with organizing final attack when last base is uncapturable
  • character: character no longer dies when colliding with a moving vehicle he's entering into
  • character: character no longer goes prone if trying to shoot while reloading when carrying a weapon that requires prone to shoot
  • modding: changed how auto-spawning vehicles are removed before respawning to help with a case of having faction specific stationary weapons
  • modding: added show_target_marker option to calls
  • modding: added initiation_comment and radio_view_text to calls
  • modding: added support to tag a call to be used as reinforcements drop call by the bots, even if the call rounds do not spawn soldiers, with a tag named as reinforcements
  • modding: added support for vehicle health based particle effects with event_key="health" and value attributes
  • modding: added support to prevent vehicle driving based on health with min_health_to_steer in vehicle control tag
  • modding: added blast_damage modifier for vehicles, and blast_damage_threshold
  • modding: extended support for character-vehicle collision handling with vehicle attributes max_character_collision_speed and max_character_collision_speed_on_normal
  • modding: added ai parameters: force_as_leader, uses_vehicles, max_squad_size_to_pick_static_vehicles
  • modding: added support to reload particle scripts live with reload.txt method
  • modding: added make_vehicle_hit_sound keyword to projectile blast results
  • modding: match end view now adjusts table column size to fit faction names
  • modding: added support for dock platform walls to use can_go_around_start and can_go_around_end flags for ai navigation, useful when merging platform walls
  • modding: added projectile parameter can_be_detected_by_footmen
Jul 5, 2017
Hey fellow Runners!

Here's a quick bug splat update! The new FoV visualization introduced two weeks ago had some occasional but drastic performance issues and random white blinking happening from time to time, those should be in a better shape now.

During the Summer Sales, plenty of new faces appeared on Discord (more than 200!). We got some great feedback and community interactions, keep 'em coming!

To celebrate the growth of our Discord channel, we’re organizing a PVP event this Thursday evening European time. The game mode will be announced later!

Here’s the change log for 1.53’s tweaks and fixes:

Changelog v1.53:
  • maps: minor changes here and there
  • invasion: player faction swapped to Greenbelts
  • dominance: "Islet of Eflen" (known from team elimination) map added to the map rotator as capture and king of the hill mode
  • dominance: default PLAYER_AI_REDUCTION changed from 2 to 3.
  • dominance: added mobile armory to the "Copehill Down" map
  • dominance: fixed the deploy_gl resource to not deploy anything
  • dominance: adding TOW in armory
  • dominance: adapting the price of deploy_gl, deploy_minig and TOW resources
  • deathmatch: FoV enabled on default
  • deathmatch: minor resources tweaks
  • fix: vulcan and mortar tank now don't spawn on a reserved slot anymore
  • fix: fixed several item specific backwards crouch and walk animations
  • fov: adjusted claymore detection offset in FoV mode
  • fov: optimized FoV visualization some bit
  • fov: fixed FoV visualization causing white blinking occasionally
  • AI: fixed regression with boats travelling on ground occasionally when simulated i.e. far away from players
  • HUD: changed how vehicle hover-over info works: now shows "stolen" when operated by other faction than owner, and spawnpoint vehicles show "disabled" when spawnpoint not usable
  • modding: added USABLE_FOR_COVER for vehicles
  • modding: added VISIBLE_HEIGHT for items, goes to the main tag weapon, carry_item, etc.
  • modding: added PLAYER_AIM_TO_CROSSHAIR character parameter, 0 or 1
Jun 24, 2017
Hello everyone!

Good to see that you guys are still out there and running, and for those who aren't yet, make sure you grab the game while the price is hot. Right now, we indeed have the highest discount we've ever had on Steam!

Also right on time for the Summer Sale, we've got an exciting update for you guys.

First of all, we took another look at the field of view (FOV or line of sight, if you will) feature, and added a new field visualization aid for it as the PvP mode Dominance confused some players with its suddenly disappearing and reappearing enemies and items. It'll still do that, obviously, but now you'll have a much better idea where the seen and unseen regions are thanks to the visualization. You can enable/disable it in Options > Quality and performance options; by default it'll activate for Dominance only. The effect is rather taxing in terms of performance, so players with an older system might want to skip this one.

Speaking of Dominance PvP, we've updated the RWR Demo with the ability to play online by joining official Dominance servers! It's just like full version, apart from XP and RP limits.

With the FOV visualization in place, it made a lot of sense to also change the character behavior so that it'll turn to face the direction of aim and sight - previously you basically saw the character turn only when actively shooting or moving. It doesn't change gameplay too much in other modes but for Dominance it can help you understand where the enemy players are looking at and thus tell you if they see you or not - that's pretty important!

Hope you started well in the Summer,
Keep running,
Osumia Games

Changelog v1.52:

  • characters: added live aiming, changes character behavior in various ways
  • visuals: added optional FOV/LOS field visualization, by default on for gamemodes with fov rules, can also be useful in regular gameplay; not recommended for slower PC's
  • vehicles: mobile armory respawn time decreased from 5 to 3 minutes
  • weapons: ARES Shrike rate of fire increased by 6%
  • weapons: PAW-20 projectile blast radius increased by 20%
  • maps: minor fixes
  • dominance: modified version of Moorland Trenches added to the map rotator with 3 new sub-stages
  • dominance: some balancing tweaks
  • misc: social media buttons (Discord, Facebook, Twitter) added to the game menu
  • modding: fixed free cam in debugmode so that roll doesn't occur
  • modding: added a vehicle flag for non-destructible on collision with terrain (destroy_on_top_hit in physics tag, by default 1, destroy_on_top_hit_time in physics tag, by default -1.0 meaning insta, top_hit_tracking_time in physics tag, by default 2.0)
May 30, 2017
Hey Runners!

RWR version 1.51 is out! Along the bug fixes, we've made some re-balancing by raising the importance of the support player role by adding, besides the already existing repair wrench, a new wrench type into the supply quad resources. Also C4 has been added in the supply quad to further increase the impact of this fun vehicle.

Kill combo has gone through another look too. Recently it was decreased all too much after giving cosmic rewards for big artillery combos, so we came up with a formula to reach a new golden mean. Higher than ever rewards are given for smaller combos, but also big combos still give substantial rewards. This should hopefully make everyone happy and encourage vets once again to use those important strikes in Online Invasion!

As by popular request, two new rare weapons have also been added to the already huge collection of over 70 firearms!

An important note for the next version is an RP cap that will be implemented into vanilla when the Pacific DLC will be released. We decided to inform you properly several weeks prior so that you have time to burn your RP in case you have more than the cap of 600.000 RP. The RP limit is being added because some higher ranked players are collecting RP without spending them for cooperative purposes - just use the RP guys :)

And now to the part most of you were eagerly waiting for since the announcement of a DLC:

The WW2 Pacific war themed "RUNNING WITH RIFLES: PACIFIC" DLC will be available on AUGUST, 4 2017!

Even though we have been asked quite a few times already, we still didn't fix a price tag yet but it will most likely be around 10 USD.

Changelog v1.51:

  • maps: few tweaks here and there
  • weapons: rare ARES Shrike light machinegun with 6 burst-shots and 60 rounds added as giftbox reward - can only be operated prone or crouched
  • weapons: very rare PAW-20 semi-auto grenade launcher added - fires 20mm grenades which detonate on impact
  • weapons: Claymore trigger radius raised from 0.65m to 1.2m
  • weapons: lowered the sound volume of the MG-42 shot. No more ear bleeding
  • equipment: "wrench" is now called "small wrench"
  • equipment: "large wrench" added as a Supply quad resource only - repairs 50% more but more expensive
  • equipment: C4 now also added as a Supply quad resource
  • equipment: Vest-III's last layer puts the wearer into wounded state if hit by a bullet instead of being dead
  • vehicles: slightly lowered the speed limiter to match the avg running speed of the soldiers
  • campaign: adding the wrench to the armory
  • invasion: AI distribution in the map "Misty Heights" (map14) has been tweaked (most official servers have been tweaked since a few weeks already)
  • dominance: claymore not exploding but disappearing on enemy character collision fixed
  • dominance: wrench was missing
  • misc: kill combos reworked to allow better combo bonus on high multi-kills. Smaller combo bonuses are also more effective
  • misc: added an under repair flag for the AI to not drive/enter a vehicle while being repaired
  • misc: equipment hud images realignment
  • fix: crash fixed when inventory is open and the game resets itself, related to online
  • fix: fence/wall combo now use the penetration of the wall instead of the fence
  • fix: map attack and defense map target markers not being applied with zoom in all cases
  • fix: anti-air emplacement after map restart after getting defeated caused radio call drops to show up non-functional
  • fix: some trench walls weren't climbable
  • fix: fixed a bug with AI vehicle usage causing abandoning of the vehicle sometimes
  • fix: fixed building base top material issue
  • online: sync join connect at game init: if it fails for a valid reason (like server full), cancel reconnects
  • campaign: fixed a bug with campaign stats and continuation option not showing up after leaving the last map
  • modding: data*.pak files with various shader programs, materials and particle scripts have been extracted into vanilla for easier overriding
  • modding: added support for package specific loading screen visual: splash.png
Mar 25, 2017
Hello Runners!

Today we have some tasty announcements for you guys!

We initially expected 1.47 to be a quick and small update but we ended up adding much much more in it and release this update as v1.50.

Besides the fixes, we added a new map in online Invasion where you assault a well defended beach fortification and village. Additionally we made some balancing efforts, added new weapons, added some new game mechanics, and a method for NAT punch-through which should allow most players to host a game without having to bother about port forwarding!

For a complete list of changes, check the changelog at the end of this news post.

In a news post earlier this year we talked about an exciting announcement related to RWR, so here we go then!

We are proud to introduce RUNNING WITH RIFLES: PACIFIC, which is an Expansion-DLC for Running with Rifles. Set in World War 2, players will be able to engage in an authentic campaign, choosing to play as either the United States Marine Corps, or the Imperial Japanese Army. Playing as either faction, you will conquer a series of real islands located in the Pacific, with maps based on the general outlines of the actual locations! The full-length campaign features two completely new factions, a huge assortment of historical weapons and items, loads of new maps, and several new vehicles.

RWR: Pacific has been developed in co-ordination between the RWR dev team and several big community modders, namely The Soldier, Tremozl, MasterBlaster, with additional contributions by ChippedChap, Remlly, and Sturmfuhrer. The Expansion-DLC will include loads of new content, and using a more historically-rooted setting, it is complete with realistic soldier uniforms and authentic map designs.

More information coming up in the future!

Don't forget the Dominance PvP meet up this evening! More infos here:

Changelog v1.50:

  • maps: new assault map "Misty Heights" (map14) added in invasion/quick match - based on the overlordDefense DDay map
  • maps: few tweaks here and there
  • weapons: UTS-15 pump-action shotgun added as default shotgun for EOD soldiers
  • weapons: rare automatic Jackhammer shotgun weapon added - low spread and high effective range
  • weapons: SMAW rocket launcher added as briefcase unlockable - fast projectile and high zoom, higher damage range damage
  • weapons: balancing out the AKS-74U and P90 basically to have a longer bullet decay frame. Overall slight nerf
  • weapons: Pecheneg Bullpup balancing, overall buff
  • weapons: AA-12 shotgun drum capacity increased from 12 to 20
  • weapons: Javelin commonness reduced by 50%
  • weapons: M202 Flash commonness doubled
  • equipment: added another 5% speed penalty to riot shields, will now be 10% in total
  • achievements: fixed missing achievement levels
  • invasion: removed elite soldiers from player faction
  • invasion: changing player faction to Brownpants in official invasion
  • invasion: map rotation order changed
  • invasion: disabling radio calls once the map is won to avoid unnecessary RP loss or teamkills from happening
  • invasion: radar towers in the map "Iron Enclave" respawns only after 1 hour (instead of 3 minutes) once being destroyed. Also has less protectors assigned
  • dominance: added the map "Misty Heights" (map14) in the map rotator
  • dominance: lowered the price of most radio calls
  • dominance: re-balanced the XP/RP rewards
  • man_vs_world: removed the elites and EOD soldiers from the enemy factions
  • vehicles: vehicle turrets can now aim without shooting - up, down or walk/crouch/prone/command modifier key make the turret point toward the crosshair
  • vehices: adding vehicle speed control key so that the vehicle has the same speed as running soldiers - uses the walk key
  • vehicles: Mortar tank has now the MG on the right side and has a small protection collision box
  • online: NAT punch thru support
  • online: possibility to kick players from menu on player hosted servers
  • ui: number of online people shown in the menu
  • misc: Shotgun types removed from elite soldiers resources, EOD soldiers get them instead
  • misc: item ownership added - when a player gets killed, only himself can pick up the dropped items for 30 seconds (invisibe for others), then it becomes neutral
  • misc: vehicle drops on soldiers won't make them drop their equipment anymore
  • misc: prevent ctrl key controls for character when in inventory view
  • misc: mounted weapons respawn time raised by 15s - affects only weapons loaded with the map
  • misc: added winter model+textures for the black ops vest
  • misc: rocket launchers have their own projectile models
  • misc: Vest Type-II soldier models for Greenbelts and Graycollars are now more distinctive
  • misc: Vest Type-III has now a proper custom hud
  • misc: some mapview/inventory textures have been reworked
  • misc: terrain/vehicles friction tweaked - except more slidings again
  • misc: cleaned the animation file from obsolete animations that aren't in use anymore
  • misc: casual difficulty tweaked to less steamrolly
  • misc: cleaned up noise in font
  • misc: tweaked various sound volumes
  • fix: spawning dead on a map won't make you drop your equipment anymore
  • fix: tank wasn't spawning a tank if the tank is not listed as a resource for the faction; still the tank call was callable and reduced RP
  • fix: item duplication exploit in simulated regions
  • fix: armory interaction with defined soldier group in online
  • fix: AA emplacement mapview marker now visible when spotted
  • fix: kill combo reward bug fixed
  • fix: visual bug with radio call availability meter when calls change
  • fix: character refused to shoot with LMB tap when aiming off motion direction while stopping
  • fix: fixed empty slots in inventory UI from several single item transfers

Thank you to DarkyPwnz and warbrand2 for their contribution!

Keep on running!
Your Osumia Games team

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