RAID: World War II - LeonTheo02
Hello Raiders

Once again, a considerable time has passed since the last update, so we wanted to share the current progress of the next update. Truth be told, most of this should have been released a while ago, but as is tradition the update's scale has outgrown the initial plans.
Next to the previously mentioned daily bounties and operation additions, we've been working on a shakeup for the enemy AI, along with new convenience features and a Crash Reporter Tool.

We also fell down a lot of rabbit holes we have to dust out for our own good, and while these code cleanups may not immediately improve the game, they do help us in the long run by having less useless code to skim through when chasing issues. (it also feels good to throw all that junk out)

We cant give an ETA on the update yet since we're not sure how long it will take to iron out the remaining issues, but still wanted to share what's going on and gather some feedback on the update, so let's get to the breakdown:

Bounty RAIDs
We have showcased the new bounty RAID system on our devstreams before, but those who arent in the loop, bounties are daily missions that assigned a level and a randomly generated bounty card from most card effects in the game. The effects can range from simple stat modifications, to more interesting gameplay changes. (yes, even crab people)


Upon completing a daily bounty, you will be rewarded with gold, card packs, outfits or melee weapons, all based on the cards rarity.

Of course, we know these rewards are not much different from drops you can already get from end of mission chests, and we understand if some of you won't find them satisfactory enough. We are actively trying to find what we can include as fun unlockable stuff, but lot of them are not simple to implement.

We would like to ask for you feedback on this matter. If you have any ideas for interesting unlockable items you'd like to see drop from bounties that would be possible for us to implement, let it be player name tags, commwheel customization options or what have you, please let us know!

Operation Free-Play
Not all of you like playing through the two current operations, but you may still like certain stages in them, so we're adding the option to play any of the stages as standalone missions whenever you'd like. We debated whenever we should lock the ability to play these to finishing the operations, but decided its better to let people play them whenever they like, in the event they wont play through the operations even once.


This solution also technically adds more immediate content to the game, which is always good!

Blitz Operations
Blitzes are a simple concept, they are a new operation type that take existing missions from the game and strings them together in a series. There are some rules with the generation to make sure the narrative they create somewhat makes sense, but they can be any mission from the game.
There are 3 versions available:
  • Short Blitz - Two stages with lower stake missions
  • Medium Blitz - Four stages with one gold gathering mission and a longer finale.
  • Long Blitz - Six stages with two gold gathering missions and a longer finale.
Regular operation xp bonuses do count with these, so they will be a good opportunity for gaining xp, as well as giving you maps to play on when you cant decide for yourself.
In the future we might try other type of operations as well, such as ones that keep applying harder modifiers after every mission. Let us know if you'd be interested in that!

Our focus on AI
(Enemy AI, to be clear.)

The AI in the game is undeniably a mess. Inherited from the game's progenitor, the enemies in this game has always had a ton of issues, from unbearable spawn rates, nonsensical voice lines, broken behavior and simply failing to think at all. Some of these issues have been addressed in previous updates, but now we are taking action to reduce the the worst offenders.

Previously unused enemy behaviors have been re-implemented, so enemies should be seen utilizing more tactics to flank you, defend exit locations, guard downed players, and charge in when the time is right. This doesn't mean that every issue has been solved- not at all! There will still be many cases of AI acting unusual due to the sheer complexity of their code and how many potential mistakes there can be. But we hope this will be a good stepping point in the never ending fight against AI goofs.

Additionally with this change, some enemy groups have also been tuned, giving more weapon variations to all enemy groups. We also began working on an AI loadout system, allowing AI to carry different weapons and equipment. For now, this is only used to make friendly bots swap to pistols if they go into bleedout. In a later update we hope to implement more interesting enemy tactics, maybe also utilizing weapon switching.


Radio Officers will now come with some goons at his side.

Team AI has been tuned up as well. Before they would almost instantly regain full health if they had not taken damage for about 2-3 seconds which made them sometimes extremely tanky and sometimes fall like a sack of potatoes. Now the Team AI will constantly regen only a part of their health but at a much faster rate. Expect them to last longer in regular combat, but go down if they're caught in a mortar barrage or a flamers frenzy of fire.
We also increased their movement speed, this should make the AI more capable of reviving you if they need to take odd routes to get to you.

And a final note on AI. Many unused voice lines for enemies will be implemented, Hope you've brushed up on your German so you can understand if they're running away from you or running towards you!

QoL Features
Adding little bits of polish and convenience is matters a lot in making the game feel smoother, and this update contains a few requested features along with the usual UI improvements:

Controller hotswapping has been reworked to work real time, allowing you to quickly jump between input methods by simply pressing a button on the desired one. No need to keep plugging stuff in and out anymore.
We hope to do even more for controllers later on, with this update we have set up the systems required to support controller key rebinding in a future update (after we figure out a few more things), as well as support for unique controller features.

Some players have complained about hand pains from having to spam click the mouse with semi-automatic weapons, so we'll be adding a new "weapons always full-auto" option to allow for continued fire even with semi-auto weapons. For fairness sake, the fire rate with this will be lower then if you were manually clicking, but it should help players with hand problems.

Player names have been freed from their forced uppercase prisons, and now they'll be displayed with the capitalizations you've intended. A setting to return the old shouting names will be available though for those who prefer it.

Crash Handler
We’ll be adding a new in-engine crash handler to help streamline the bug-reporting process and improve the game’s stability.


If the game crashes, you’ll now see a crash report window with the following features:
  • Crash Log Viewer – A detailed, read-only crash log is automatically filled in to capture what went wrong.
  • Optional User Note – You can describe what you were doing just before the crash to give us more context. This gets packaged in with the crash report file.
  • Save Crash Report – Save a full report to your system with one click. This contains the crashlog, along with a memory dump that can help us identify engine sided crashes.
  • Open Crashlog Folder – Instantly access the folder where crash reports are stored.
  • Restart Game – Try launching the game again directly from the crash window.
  • Close Button – Exit without a report.
You will be able to share crash logs in the bug-reports channel on our Discord server or post them to the Steam forums.

This will help us identify and fix issues faster—and make the game more stable for everyone long term.

Other Surprises
There are more things waiting in the update that we are not ready to talk about just yet, but will hopefully be able to showcase soon, once we figure out the best way for it. We hope it'll be worth the long wait.

There are also features such as the camp rework and card crafting we previously talked about, which are progressing, but will still require a lot more time to complete, so will post an update on them when we have something

- M.U.G Team
RAID: World War II - LeonTheo02
Hello Raiders

On this stream, we’re taking a nostalgic dive into the console version of the game – that’s right, the classic PS4/XB1 build that hasn’t seen updates since 2017!

We’ll be streaming it as a throwback session, revisiting the old-school feel and seeing how it holds up. We’ll be playing on PS4 and will have an open lobby running, so if any fellow Raiders are on PS4 and want to jump in, you’re more than welcome!

Catch us HERE LIVE on the 26th of April at 19:00 CEST!

Hope to see you there!
RAID: World War II - Xeletron™
Hello Raiders
In the last developer stream, we have showcased the upcoming Daily RAID feature, which come with randomized bounty cards. To bring everyone up to speed, these will be unique cards attached to a RAID every day with randomly picked names, effects and rewards.
Which means, this is a great opportunity for another community contest!

The cards have a wanted poster theme, and each of them needs a pool of names that can be randomly chosen, to allow for a good variety of cards.

Write down your ideas, and we'll pick the ones we liked the most.
The winners will be announced live on twitch on the 12th of April at 19:00 CEST!

Example Titles:
Wicked West Berlin Spaghetti Hans Poker Faces Wild Warcry

The Rules:
  • Send them in this announcements comments (or the forums) until April 11th.
  • Keep it appropriate to the game and try to loosely stick to the western theme.
  • Keep the character limit reasonable, stick to 1-3 main words.
  • You are allowed to post multiple suggestions.

- The M.U.G Team
RAID: World War II - Rex
Raiders!
We have some wonderful news for you all, for the duration of April 1st all card drops will be... *drum-roll*
"Crab People", the beloved challenge card that everyone wants and just can't get enough of!



Disclaimer: We are not kidding.
RAID: World War II - Xeletron™
Hello Raiders

It's time for another devstream! This time, we'll be showing off some new ways to play the game, like the previously teased Operation Free Play feature, as well as new Randomized Operations.
Catch us HERE LIVE today on the 29th of March at 19:00 CET!

Hope to see you there!
Mar 19
RAID: World War II - Xeletron™
Greetings, Raiders!
Small update to fix some of the odd issues reported recently.
If you have further issues after the update remember to make a report on the forums to let us know!

Changelog
Update size: 156.8 MB
  • Reduced movement speed for Flamers to the previous values on Easy and Normal.

  • Fixed critical hit chance card effects increasing by 110% instead of 10%.
  • Fixed dogtags not spawning on operation stages. (already started operations will remain broken)
  • Fixed joining games in the camp with an operation selected not displaying the operation objectives.
  • Fixed operation challenge cards not activating from saved slots.

  • Operation Rhinegold 3/4 - Urgent Delivery
    • Fixed the truck not stopping at obstacles.

  • Pickpocket talent
    • Can now steal ammo regardless of equipped weapon. (Supports Pain Train charging)


Mod users; Please check for broken mods!
If your game is not launching and you may have outdated or incompatible mods installed, please be sure to completely uninstall mods if you are having immediate issues!
In your RAID World War II directory remove IPHLPAPI.dll or WSOCK32.dll files by hand, as verifying game cache will not remove these files.
Mar 13
RAID: World War II - Xeletron™
Greetings, Raiders!
Got a somewhat larger update for you all, as we have been getting much more feedback these past couple of weeks then we were used to. You guys definitely kept us busy, keep em' coming!

There have been a few common community concerns that came up we tried to address in this update, as we keep trying to keep up with all the work that needs to be done. Thanks to everyone for all the positive feedback and increased interest. We have a lot of plans for the future, and hope we can deliver!

Flamer Changes
Flamers lately have been underperforming a bit against players, so they received some of changes to make them harder, better, faster, stronger. We hope these changes will make the Flamer a little scarier at a distance and less of a pushover if you were to just run up to him.
Read more in the changelog below.

Crit Changes
After some community feedback brought bad critical hit chances to light, we took a little dive in to see what's up with that, R&Gesus was just not in your favor. After some meddling we came up with a way to cheat the system to make crits feel more consistent.

Crit chance is now cumulative, meaning each time you hit an enemy and don't roll a crit, the chances increase until you score one.

Dogtag Sounds
Some adjustments have been made to make dogtag hunters happier, you will now be able to hear a shimmer if there is a dogtag nearby. Silent at first, the shimmer sounds become more audible the more dogtags you have collected in the mission.

We will keep monitoring the discourse around this topic, and make further adjustments if the sounds prove to not be enough.

Future Feature - Daily Bounties
This feature is still in development and is subject to changes!

A new system we're experimenting on (based on the mod of the same name), would give players a shuffled mission and a randomly generated challenge card every day.
The rewards for beating the mission scale based on the difficulty of the card itself, with effects ranging from lower player health, increased enemy damage, up to effects like melee only and crab walking!

Future Feature - Operations Free Play
This feature is still in development and is subject to changes!

We know a lot of players aren't a fan of operations, but would still like to play some of the level variations, so this new free play system would allow you to pick stages from both operations. The exact way of how this will work is not decided yet, so we are open to suggestions.

Changelog
Update size: 2.3 GB

  • Added a shimmering sound effect for dogtags, that get louder the more that's been picked up.
  • Added instanced rendering to even more props and shadow casters to improve performance.
  • Added a cumulative effect to critical hits, for every failed attempt the chances slightly increase until a crit occurs.
  • Added a new hitmarker variation for critical hit kills.
  • Adjusted critical hit chance card effects to be additive rather than multiplicative to make it function without crit skills.
  • Adjusted loot chest drops to be more rewarding in mid-tiers.
  • Adjusted the throw angle of flak shells to be easier to throw above cover.
  • Slightly decreased the dogtag requirements for all reward chest tiers.
  • Improved the spectator camera when spectating vehicles.
  • Lowered the audible range of some explosion sounds.
  • Updated localization files.

  • Fixed crate supplies showing 1 frame of the drop animation when spawning.
  • Fixed supply drop pods not being cleaned up on level completion.
  • Fixed the halloween machete melee weapon incorrectly being awarded by loot drops.
  • Fixed entering a vehicle and dying at the same time putting players into a limbo state.
  • Fixed card effects modifying weapon damage being nonfunctional.
  • Fixed a crash when joining a game with a challenge card applied.
  • Fixed a Team AI related crash when joining a game.
  • Fixed a crash related to challenge cards that use ammo pickup to grenade refill effects.
  • Fixed a crash related to weapon challenges not updating properly on launch.
Enemies
  • Added new sounds for the Flamer's incendiary grenades.
  • Added new explosion effects to the Flamer's gas tank.
  • Adjusted the Flamer incendiary grenade throw logic to be more common on higher difficulties.
  • Increased the movement speed of Flamers.
  • Increased the health of Flamer gas tank.
  • Increased the damage and range of Flamer gas tank explosions.
  • Increased the range of Flamer incendiary grenades.
  • Reduced the duration of Flamer incendiary grenades.

  • Fixed Flamer incendiary grenades not dealing detonation damage.
Interface
  • Added critical strike chance stat to the proficiencies menu.
  • Added card suggest sounds to the cards table.
  • Changed sorting in the card menu to be based on amount owned, unowned cards will still be listed.

  • Fixed accuracy upgrade stats on shotguns not being displayed properly.
Levels
    Fixed the sound effect for tanks exiting rubble being heard globally on operation missions.
  • Amber Train
    • Adjusted some props around the area behind the train to make mantling easier.

  • Forest Convoy
    • Adjusted logic exploding trucks, they should explode less often.

  • Full Stop
    • Fixed incorrect voicelines playing when opening bunker rooms.
    • Fixed a typo in the mission description.

  • Gold Diggers
    • Moved a floating lamp.

  • Kelly
    • Fixed some typos in objective descriptions.

  • Last Orders
    • Added revive pumpkins for the Season of Resurrection challenge card.
    • Switched the loot in the trucks to be securable carry items.

    • Fixed the "Taking over guard duty" achievement incorrectly triggering when failing the level in stealth.
    • Fixed an outlaw intel not being able to be picked up.

  • Strongpoint
    • Increased the delay between Mrs White reminder lines.

    • Fixed some inconsistencies in subtitles.
    • Fixed the dynamite drop pod not playing any sound.

  • Wiretap
    • Optimized vegetation.
Weapons
  • Reduced the spread on all sniper rifles.
  • Increased weapon butt melee range from 1.5m to 1.65m.

  • Fixed accuracy upgrades on secondary shotgun being incorrect.
  • Fixed a lot of third person weapon sounds missing proper 3D spatialization.
  • Fixed bullet auto-hit calculations being inverted.
  • Fixed rare crash when killing enemies with grenades.

  • M1 Garand
    • Reduced base ammo pickup from 8 to 7.
    • Reduced total reserve ammo from 64 to 48. (6x Magazines)
    • Slightly increased the per-shot spread.
    • Slightly increased the kick values.



Mod users; Please check for broken mods!
If your game is not launching and you may have outdated or incompatible mods installed, please be sure to completely uninstall mods if you are having immediate issues!
In your RAID World War II directory remove IPHLPAPI.dll or WSOCK32.dll files by hand, as verifying game cache will not remove these files.
RAID: World War II - Xeletron™
Hello Raiders

Today on stream, we'll be showing off a few early versions of the new Full Stop RAID, and talk about how the map started life as, and what kind of changes have been made to it over time.
Catch us HERE LIVE today on the 9th of March at 19:00 CEST!

Hope to see you there!




p.s. Still working on the game, we promise :)
Feb 27
RAID: World War II - Rex
Greetings, Raiders!
Got a smaller update for you all. Mostly stability fixes but also some minor gameplay changes.

Important fix first, operations now should not softlock!, and shotguns got their accuracy upgrades back to how they were since they will now benefit from it.

Changelog
Update size: 418.2 MB

  • Added new explosive effect for exploding barrels.

  • Fixed the description of the "Why do we fall?" achievement still displaying it requires 4 players instead of 2.
Weapons
  • Reverted 'Spread' stat upgrades on shotguns to use 'Accuracy' again, upgrades to shotguns will now benifit again after we made the per-pellet damage model changes.
Levels
  • Added vehicle waypoint to the Kubelwagen for city missions.
  • Adjusted the bomber planes attack timers used on several maps.

  • Operation Rhinegold - Cloak and Dagger
    • Fixed missing filters that caused a softlock.
  • Full Stop
    • The boss commander should now attempt to go to another roof defend point if he somehow breaks and becomes stuck from it. (this should fix him getting softlocked in his spawn area)

    • Fixed more floating grass.
  • Countdown
    • Disabled sun shadows on all indoor props to increase performance.
    • Fixed scripting resetting some doors to incorrect states.
  • Last Orders
    • Optimized vegetation.
  • Odin's Fall
    • Fixed a whoopsie on the staircases.



Mod users; Please check for broken mods!
If your game is not launching and you may have outdated or incompatible mods installed, please be sure to completely uninstall mods if you are having immediate issues!
In your RAID World War II directory remove IPHLPAPI.dll or WSOCK32.dll files by hand, as verifying game cache will not remove these files.
Feb 20
RAID: World War II - Rex
Our bad! Sometimes, despite our best efforts, little quirks sneak through.

Changelog:
  • Fixed misaligned collision on Odins Fall blocking players.
  • Fixed stuck spot in Countdown from a door opening the wrong way.
  • Fixed softlock in Tutorial when pulling the chain.
  • Fixed softlock in Operations when pulling the chain.
...

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