maps: several navigation paths tweaked/roads made larger/distances from static objects to navigation pathes increase to reduce bottlenecks and AI in vehicle to get stuck
modding: added aim_shoot_threshold for vehicle weapons to improve multi-cannon shoot-or-aim handling
PS: don't forget tonight's PVP event, during the event (around 90 minutes) SASinvasion will be shut down!
maps: several navigation paths tweaked/roads made larger/distances from static objects to navigation pathes increase to reduce bottlenecks and AI in vehicle to get stuck
modding: added aim_shoot_threshold for vehicle weapons to improve multi-cannon shoot-or-aim handling
PS: don't forget tonight's PVP event, during the event (around 90 minutes) SASinvasion will be shut down!
0.99 is now available in Steam, also with Mac OSX support! To celebrate the addition of a new platform support, we've also added RWR in the Steam Holiday Sale with 33% discount! Effectively this can get you RWR still with the in-dev phase price, go go go!
To us, 0.99 marks the spot when we consider feature development, and largely content too, complete for what comes to the single player/small scale coop campaign. From this point on, only minor changes will go through into that part of the game, some vehicle texture work, more AI dialogue, tweaking map and campaign win moments, things like that.That means that the campaign is becoming complete with 9 regular maps and 2 special maps for final missions, with the very final mission being introduced in this update. The other major addition this time is the faction specific vehicle models for APC, tank and jeep.
Other than those, there have been several fixes, some new support added for stuff specific to the new final mission, and new stuff for modding.
We're pretty new to Mac OSX, so the support shall begin with Mac OSX version 10.9 Mavericks, based on early tests 10.10 Yosemite works as well. We will be looking into options on how to get the earlier OSX versions supported in the near future.Talking about future, what's next then? Possibility for remote profiles / profile sharing and online Invasion teamkill penalty mode have been hot topics lately, which we will be working on for the next weeks targeting 0.99.1 update still on this year's side. Minimodes development continues as well, as does the usability tweaking.
Here the changelog for version 0.99:
vehicles: faction specific jeeps, apcs and tanks added
vehicles: added vehicle parameter designated_squad_as_driver_only, defaults to 1
ai: basic support for designated combat vehicle protector; uses normal combat driving logic vs the fleeing logic
maps: general fixes here and there
maps: final mission 2 map added for campaign, not for online invasion
sounds: promotion and achievement sounds added
achievements: updated tracking to include new vehicles
effects: tweaked how surface effect is saved/loaded in regards to loading screen alt-tabbing in fullscreen and default matches
campaign: '-character with campaign savegames no longer fail
campaign: if game is saved & quit after having lost a map, the match is now restarted when continuing
campaign: final mission extraction marker tweaked
input: being in vehicle without firing possibility no longer shows line of sight or aim helper, same for being weaponless
input: mouse sensitivity range increased
input: fixed not being able to shoot sometimes after dying with inventory open
hud: items on ground are no longer inspected when in vehicle, water, not ground, or dead
hotkeys: more hotkey slots added
Steam: join game issue fixed
Linux: changed a bit how the scripting component connects to RWR, making it more similar to Windows; should work better with closing itself if the game process ends abruptly
modding: added xml command to set soldier objective and move target
modding: character experience_blasts_multiplied to cause blast damage times blast results against characters
modding: push value added for blasts, defaults to same as damage
modding: added vehicle parameter allow_character_leave_request to deny pulling out soldiers from specific vehicles
Here is a small reminder about the indieDB of the year 2014. There are around 36h left to vote so please help us to get some more votes and feel free to share the link, it just requires a single click on "VOTE" left to Running with Rifles and you don't even need a login! Let's win this! Because why not... ;)
0.99 is now available in Steam, also with Mac OSX support! To celebrate the addition of a new platform support, we've also added RWR in the Steam Holiday Sale with 33% discount! Effectively this can get you RWR still with the in-dev phase price, go go go!
To us, 0.99 marks the spot when we consider feature development, and largely content too, complete for what comes to the single player/small scale coop campaign. From this point on, only minor changes will go through into that part of the game, some vehicle texture work, more AI dialogue, tweaking map and campaign win moments, things like that.That means that the campaign is becoming complete with 9 regular maps and 2 special maps for final missions, with the very final mission being introduced in this update. The other major addition this time is the faction specific vehicle models for APC, tank and jeep.
Other than those, there have been several fixes, some new support added for stuff specific to the new final mission, and new stuff for modding.
We're pretty new to Mac OSX, so the support shall begin with Mac OSX version 10.9 Mavericks, based on early tests 10.10 Yosemite works as well. We will be looking into options on how to get the earlier OSX versions supported in the near future.Talking about future, what's next then? Possibility for remote profiles / profile sharing and online Invasion teamkill penalty mode have been hot topics lately, which we will be working on for the next weeks targeting 0.99.1 update still on this year's side. Minimodes development continues as well, as does the usability tweaking.
Here the changelog for version 0.99:
vehicles: faction specific jeeps, apcs and tanks added
vehicles: added vehicle parameter designated_squad_as_driver_only, defaults to 1
ai: basic support for designated combat vehicle protector; uses normal combat driving logic vs the fleeing logic
maps: general fixes here and there
maps: final mission 2 map added for campaign, not for online invasion
sounds: promotion and achievement sounds added
achievements: updated tracking to include new vehicles
effects: tweaked how surface effect is saved/loaded in regards to loading screen alt-tabbing in fullscreen and default matches
campaign: '-character with campaign savegames no longer fail
campaign: if game is saved & quit after having lost a map, the match is now restarted when continuing
campaign: final mission extraction marker tweaked
input: being in vehicle without firing possibility no longer shows line of sight or aim helper, same for being weaponless
input: mouse sensitivity range increased
input: fixed not being able to shoot sometimes after dying with inventory open
hud: items on ground are no longer inspected when in vehicle, water, not ground, or dead
hotkeys: more hotkey slots added
Steam: join game issue fixed
Linux: changed a bit how the scripting component connects to RWR, making it more similar to Windows; should work better with closing itself if the game process ends abruptly
modding: added xml command to set soldier objective and move target
modding: character experience_blasts_multiplied to cause blast damage times blast results against characters
modding: push value added for blasts, defaults to same as damage
modding: added vehicle parameter allow_character_leave_request to deny pulling out soldiers from specific vehicles
Here is a small reminder about the indieDB of the year 2014. There are around 36h left to vote so please help us to get some more votes and feel free to share the link, it just requires a single click on "VOTE" left to Running with Rifles and you don't even need a login! Let's win this! Because why not... ;)
ai: fixed preventing throwing grenades at skydiving enemies
ai: entering a vehicle with a large squad with no slots for everyone, the guys to be left without seats do not hump the vehicle anymore while others are entering the vehicle
ai: fixed some corner humping
ai: potential fix for a medic bug, the one where an lmg medic decides to dive over the wounded instead of saving him
items: TOW resource added
items: items now collide more accurately with vehicle collision boxes
items: increased space margin for deployment building
minimodes: teddy hunt crate is automatically spotted for both factions when the crate spawns, making it visible in map
minimodes: no more double countdown when a playlist comes to an end
minimodes: substage logic now switches off when the substage ends, avoiding after match score notifications
minimodes: team deathmatch scores now feature a scaling factor based on player count
minimodes: initial Rattlesnake Crescent adaptation for minimodes
invasion: completing the last map loops back to first with a countdown timer again
campaign: enemy weapon delivery counts now live over map changes
campaign: final map set to start at night time
campaign: final battle extraction helicopter now attracts some AI near the extraction area
online: fixed leaking backpack visual
maps: Keepsake Bay ladder fixes
maps: Moorland Trenches Suburbs spawn points had vanished, now back again
maps: Vigil Island tweaks
maps: loot crates placed here and there in most maps
mapview: click to respawn -hint now shows only when respawn timer has expired
ai: fixed preventing throwing grenades at skydiving enemies
ai: entering a vehicle with a large squad with no slots for everyone, the guys to be left without seats do not hump the vehicle anymore while others are entering the vehicle
ai: fixed some corner humping
ai: potential fix for a medic bug, the one where an lmg medic decides to dive over the wounded instead of saving him
items: TOW resource added
items: items now collide more accurately with vehicle collision boxes
items: increased space margin for deployment building
minimodes: teddy hunt crate is automatically spotted for both factions when the crate spawns, making it visible in map
minimodes: no more double countdown when a playlist comes to an end
minimodes: substage logic now switches off when the substage ends, avoiding after match score notifications
minimodes: team deathmatch scores now feature a scaling factor based on player count
minimodes: initial Rattlesnake Crescent adaptation for minimodes
invasion: completing the last map loops back to first with a countdown timer again
campaign: enemy weapon delivery counts now live over map changes
campaign: final map set to start at night time
campaign: final battle extraction helicopter now attracts some AI near the extraction area
online: fixed leaking backpack visual
maps: Keepsake Bay ladder fixes
maps: Moorland Trenches Suburbs spawn points had vanished, now back again
maps: Vigil Island tweaks
maps: loot crates placed here and there in most maps
mapview: click to respawn -hint now shows only when respawn timer has expired
ai: commander does some proximity demand checking when assigning soldiers to defense; effectively, calling reinforcements in a poorly defended friendly base now assigns the new soldiers to defend in that base, unless a player takes control of the soldiers
maps: fixed several map bugs
general: fixed crash at exit
items: sandbags made less responsive to impacts
items: fixed C4 key helper shown for other people's C4 when hovering over a deployed C4
balancing: impact grenades now make 80 damage (before 100), and normal hand grenade 30 (before 40). The HP of a jeep lower from 100 to 80. Sandbags now have 165 HP to sustain 2 impact grenade hits.
ai: commander does some proximity demand checking when assigning soldiers to defense; effectively, calling reinforcements in a poorly defended friendly base now assigns the new soldiers to defend in that base, unless a player takes control of the soldiers
maps: fixed several map bugs
general: fixed crash at exit
items: sandbags made less responsive to impacts
items: fixed C4 key helper shown for other people's C4 when hovering over a deployed C4
balancing: impact grenades now make 80 damage (before 100), and normal hand grenade 30 (before 40). The HP of a jeep lower from 100 to 80. Sandbags now have 165 HP to sustain 2 impact grenade hits.