In RWR, you have been told that you are just one among thousands. That may have been true until today with the Man vs. World mode! This time you're completely on your own, with nothing but your wits and tenacity to win you through. You've got only one life, no respawning - yes, that's permadeath! The enemies follow the same rule, so at least there's a hypothetical chance for you to make it... There is also a "Veteran" difficulty with FoV activated for those who want to push the challenge to an extreme! Find the mode in the campaign start menu, check it out and see how far you can get!
And that's not all, Runners! The update features a new 3-faction map called Iron Enclave in Online Invasion! You'll find a lot of vehicles, flanking enemies and other interesting surprises in this brand new map!
Below you can find a complete list of changes for version 1.40:
vehicles: grenade launcher Humvee added - replaced the radio call Humvee. Map specific Humvee will remain with a MG
vehicles: patrol ship health reduced by 35%
weapons: deployable grenade launcher added - unlocking item in the campaign/invasion
weapons: TOW rebalanced - more damage (single shots any APC), slower projectile speed, 20% longer reload time
weapons: Milkor MGL commonness doubled
weapons: Model 29 Revolver renamed to 44 Magnum, doubled the damage and reload animation speed increased by 20%
equipment: wrench added to invasion
maps: new 3-faction map "Iron Enclave" added to quick match and the invasion map rotator
maps: minor fixes here and there
invasion: player faction switched to Graycollars
dominance: Iron Enclave added to the map rotator
animations: weapon changing animation speed increased by 20% and for one-handed weapons by 33%
misc: UV mapping of the Trox-80 tank fixed
campaign: new "Man vs. World" purely single player campaign added. You start as a single soldier and have to capture all bases of a map to progress to the next stage. Permadeath with 2 difficulty levels.
campaign: once a campaign completes, it's possible restart it with new settings while keeping the character progression and items
campaign: Final mission I now has markers in the mapview to locate the objectives
campaign: Final mission II initial enemy rush time (phase 1) reduced by 50%
modding: added "draggable" parameter for wearable carry items
modding: added "backpack_weight_capacity" parameter (value as an offset)
fix: added ai_handles_avoid_regions parameter for platforms (default value = 0) to make avoid regions work for platforms
fix: wall/fence elements with penetrability on a platform don't allow bullets to be created when too close to the wall
fix: auto-shooting when entering a vehicle weapon slot fixed
fix: defensive structures entering non-simulated blocks are now occupied instantly
gameplay: fixed a bug with over vehicle shooting allowing prone only weapons to shoot in opposite direction as well
gameplay: fixed a bug with stabbing an enemy near vehicle being neglected
gameplay: fixed a bug with shooting over walkable object sides
gameplay: fixed a bug with stabbing when on certain walkable meshes
gameplay: made it easier to shoot over low vehicles on uneven ground
menu: added translation support for campaign description and custom campaign menu ui controls
menu: added support for custom choice buttons in campaign menu
In RWR, you have been told that you are just one among thousands. That may have been true until today with the Man vs. World mode! This time you're completely on your own, with nothing but your wits and tenacity to win you through. You've got only one life, no respawning - yes, that's permadeath! The enemies follow the same rule, so at least there's a hypothetical chance for you to make it... There is also a "Veteran" difficulty with FoV activated for those who want to push the challenge to an extreme! Find the mode in the campaign start menu, check it out and see how far you can get!
And that's not all, Runners! The update features a new 3-faction map called Iron Enclave in Online Invasion! You'll find a lot of vehicles, flanking enemies and other interesting surprises in this brand new map!
Below you can find a complete list of changes for version 1.40:
vehicles: grenade launcher Humvee added - replaced the radio call Humvee. Map specific Humvee will remain with a MG
vehicles: patrol ship health reduced by 35%
weapons: deployable grenade launcher added - unlocking item in the campaign/invasion
weapons: TOW rebalanced - more damage (single shots any APC), slower projectile speed, 20% longer reload time
weapons: Milkor MGL commonness doubled
weapons: Model 29 Revolver renamed to 44 Magnum, doubled the damage and reload animation speed increased by 20%
equipment: wrench added to invasion
maps: new 3-faction map "Iron Enclave" added to quick match and the invasion map rotator
maps: minor fixes here and there
invasion: player faction switched to Graycollars
dominance: Iron Enclave added to the map rotator
animations: weapon changing animation speed increased by 20% and for one-handed weapons by 33%
misc: UV mapping of the Trox-80 tank fixed
campaign: new "Man vs. World" purely single player campaign added. You start as a single soldier and have to capture all bases of a map to progress to the next stage. Permadeath with 2 difficulty levels.
campaign: once a campaign completes, it's possible restart it with new settings while keeping the character progression and items
campaign: Final mission I now has markers in the mapview to locate the objectives
campaign: Final mission II initial enemy rush time (phase 1) reduced by 50%
modding: added "draggable" parameter for wearable carry items
modding: added "backpack_weight_capacity" parameter (value as an offset)
fix: added ai_handles_avoid_regions parameter for platforms (default value = 0) to make avoid regions work for platforms
fix: wall/fence elements with penetrability on a platform don't allow bullets to be created when too close to the wall
fix: auto-shooting when entering a vehicle weapon slot fixed
fix: defensive structures entering non-simulated blocks are now occupied instantly
gameplay: fixed a bug with over vehicle shooting allowing prone only weapons to shoot in opposite direction as well
gameplay: fixed a bug with stabbing an enemy near vehicle being neglected
gameplay: fixed a bug with shooting over walkable object sides
gameplay: fixed a bug with stabbing when on certain walkable meshes
gameplay: made it easier to shoot over low vehicles on uneven ground
menu: added translation support for campaign description and custom campaign menu ui controls
menu: added support for custom choice buttons in campaign menu
Today, we bring back some memories from the past. Some veterans, who had the game already in Early Access might remember. Indeed, we dusted the old "Teddy Hunt", "Team Elimination" and "Deathmatch" modes. To celebrate that, we will play a 2-faction Teddy Hunt event the upcoming Saturday, October 1st. For more informations, see the announcement below:
Here is a complete list of the changes in v1.36:
weapons: Beretta 93R slightly buffed
weapons: Buggy MG slightly buffed and bullet protection of the gunner increased
gamemode: "Team Elimination" package updated - FoV is now enabled on default. Faction's resources updated
gamemode: "Deathmatch" package adapted for better experience with FoV enabled
gamemode: "Team Teddy Hunt" package updated. Time for a new event, eh?
maps: minor map fixes
ai: reverted reaction time to old value
fov: some bugs fixed
network: increased supported item type count
modding: added start_game parameters preserve_items_on_team_kill and preserve_items_on_disconnect
Today, we bring back some memories from the past. Some veterans, who had the game already in Early Access might remember. Indeed, we dusted the old "Teddy Hunt", "Team Elimination" and "Deathmatch" modes. To celebrate that, we will play a 2-faction Teddy Hunt event the upcoming Saturday, October 1st. For more informations, see the announcement below:
Here is a complete list of the changes in v1.36:
weapons: Beretta 93R slightly buffed
weapons: Buggy MG slightly buffed and bullet protection of the gunner increased
gamemode: "Team Elimination" package updated - FoV is now enabled on default. Faction's resources updated
gamemode: "Deathmatch" package adapted for better experience with FoV enabled
gamemode: "Team Teddy Hunt" package updated. Time for a new event, eh?
maps: minor map fixes
ai: reverted reaction time to old value
fov: some bugs fixed
network: increased supported item type count
modding: added start_game parameters preserve_items_on_team_kill and preserve_items_on_disconnect
we wanted to wait a bit longer with the next update but there was a critical bug in the campaign, where you spawned dead in the Vigil Island map after comming back to it. For those concerned, if you want to continue your savegame on this map, you'll have to enter "/warp 0" in the ingame chat to load another map, then "/warp 7" to come back to Vigil Island again.
In this update we also added some more modding support, e.g. you can now have a faction that can't pick up items or interact with the equipment. This was done for the mod "Running with the dead" to have the infected faction to be playable in the next mod update later tonight. We could also see mods like "Alien vs. Predator" to be possible now that this is implemented. So if any modders are interested, just go for it! ;)
Here is a complete list of the latest changes:
campaign: fixed spawn dead issue after winning Vigil Island map and coming back again at a later stage
maps: minor fixes here and there
modding: added faction awareness also for blast result, e.g. faction_compare="any" (default) or "equal" or "not_equal"
modding: added character class parameter "can_use_inventory"
modding: added character class parameter "can_use_vehicles"
modding: externalized character class parameter "wounded_auto_death_time"
modding: added character class parameter "reaction_time_after_choosing_target"
AI: added a short reaction time delay for the AI combat in vanilla, slightly helps when popping up around e.g. a building corner
dominance: suicide time (by holding stab key) raised from 3 seconds (vanilla) to 6 seconds to avoid punishment dodge abusing
fov: fixed online synchronization equipping a weapon out of fov
characters: fixed standing behing a deployed cover not facing the right direction after being crouched first
we wanted to wait a bit longer with the next update but there was a critical bug in the campaign, where you spawned dead in the Vigil Island map after comming back to it. For those concerned, if you want to continue your savegame on this map, you'll have to enter "/warp 0" in the ingame chat to load another map, then "/warp 7" to come back to Vigil Island again.
In this update we also added some more modding support, e.g. you can now have a faction that can't pick up items or interact with the equipment. This was done for the mod "Running with the dead" to have the infected faction to be playable in the next mod update later tonight. We could also see mods like "Alien vs. Predator" to be possible now that this is implemented. So if any modders are interested, just go for it! ;)
Here is a complete list of the latest changes:
campaign: fixed spawn dead issue after winning Vigil Island map and coming back again at a later stage
maps: minor fixes here and there
modding: added faction awareness also for blast result, e.g. faction_compare="any" (default) or "equal" or "not_equal"
modding: added character class parameter "can_use_inventory"
modding: added character class parameter "can_use_vehicles"
modding: externalized character class parameter "wounded_auto_death_time"
modding: added character class parameter "reaction_time_after_choosing_target"
AI: added a short reaction time delay for the AI combat in vanilla, slightly helps when popping up around e.g. a building corner
dominance: suicide time (by holding stab key) raised from 3 seconds (vanilla) to 6 seconds to avoid punishment dodge abusing
fov: fixed online synchronization equipping a weapon out of fov
characters: fixed standing behing a deployed cover not facing the right direction after being crouched first