First of all, we hope you all had a wonderful sunny summer time! Today we'll talk a little about what's planned next for RUNNING WITH RIFLES, and at the end of this dev blog we'll have a surprise for you guys! The game has been out for quite some time now and we've constantly improved it over the years, also with the help of our community - but if you think we're done, you are wrong!
Usability Update
The lack of a solid tutorial explaining high level game elements has been an issue among new players and we decided to do something about it now. There isn't going to be a typical tutorial level and the little puzzle playground we had previously will be removed (hey we still think it was cool! - Well Jack does...), but, in the new approach you'll get informed about things you encounter while playing the campaign in the form of journal notes, which are usually triggered by mousing over objects or by simply gaining XP. While there are still a few things you'll have to figure out on your own, this should definitely help players get into the game better!
In the picture below there's a preview what it will look like:
The upcoming update 1.70, also known as the usability update, will make certain game features more accessible for experienced players too. For example, deploying sandbags or heavy weapons on the roof only to see them fall over the edge from a slight misplacement of its position is about to come to an end. Now, besides using improved collision models for the deployables, we also have a visual emplacement marker which turns red if the space in front of the player is not suitable for deployment. Alongside that, you can now order squadmates to man deployable weapons by giving them a move order over the gun! If (for some reason) you want to build 5 miniguns and 5 mortars side-by-side and want them all manned, no problem at all! Isn't that cool?
In the picture below you can see it in action:
We entirely re-balanced the campaign after making some changes to the commander AI logic in pursuit of an improved pace for the game. Once a base has been captured, the next attack doesn't begin immediately - rather the commander will regroup his forces to defend against a counterattack and also gather for a larger attack when it does occur. In addition, we seized the occasion to add a new "veteran" difficulty which has same settings as the "hard" difficulty but with FoV enabled, which makes for a much more challenging experience.
The first community box submission work was a great success and the modders had a lot of fun making experimental stuff and a good part of it made its way into the game. They gave us feedback that they had enough ideas for another community project so here we go. In 1.70 there will be a new community box with new exciting content!
We've been experimenting with some rework in the "Dominance" (PvP) mode, but we can't promise the changes will make it into the game yet. The main idea would be to remove most of the RNG by simulating a healthpoint system, where there is no longer a kill probability system from bullet damage. Most weapons would have a smaller bullet decay (apart from sniper rifles) and some rare weapons would also be included, like the F2000, the XM-8, 44 Magnum, etc.
Pacific Update
Pacific in update 1.70 aims to improve upon some of the major balance concerns in the community, and to implement a few new weapons and units within the game. Some of the major balance changes include reducing the power of the Banzai Charge call-in, making the US forces start with more troops on beach-landing maps (allowing them better opportunity to secure that initial foot-hold), and a lot of performance changes to the game's small-arms weapons. Some other changes include reducing the spawn frequency of the armored Sentry soldiers, and making Guadalcanal a bit more challenging with large numbers of players in an Invasion server (reducing the number of Friendly AI soldiers more per each joined player. This will not affect Solo Players and has very minimal impact on small numbers of players.) Lastly, there is an assortment of new weapons being added, from the iconic M55 Reising sub-machine gun to the pre-war experimental Type Hei automatic rifle. The Imperial Japanese Navy (IJN) will also been added to the game in the form of their Special Naval Landing Forces - essentially Japanese Marines. They will replace the IJA on Tarawa and Downfall - using a few different weapons from the IJA, and being able to call-in a special Heavy Amphibious Tank (the Type 4 Ka-Tsu,) a behemoth of a personnel carrier equipped with double 13mm Machine Guns.
New DLC Announcement
And now, time for a big announcement! We have been hard at work on a SECOND DLC pack for RWR! We are now publicly announcing RUNNING WITH RIFLES: EDELWEISS - a WW2 campaign set on the Western Front late in the war! Focusing on Allied Paratroopers fighting their way across Europe, EDELWEISS will begin with the Allied airborne landings in Normandy, before moving on through the Netherlands and the Battle of the Bulge. EDELWEISS will feature the US, British, and German factions complete with a plethora of weapons, vehicles, and abilities, all battling over authentically-represented locations. As a teaser, check out this pic below!
There is no release date yet as it's still early alpha phase, we will provide some more information in the future, stay tuned!
As for the update 1.70 release date, we haven't defined any date yet but safe to say that it will happen around the next 3-6 weeks
Today it's once again update-time! One of the main focus of this update is "Man vs. World" balancing, as we saw a bunch of people showing interest in the gamemode but unfortunately it being too hard for most to even pass the first stage. We enjoy hard difficulty ourselves but surely there are ways to make it more accessible to everyone! Therefore we added a new casual difficulty setting which reduces the accuracy of the enemy as well as adding a new self-healing item which is specific for this gamemode - the bandage!
You can't find it in the armory, it's a enemy soldier loot drop. Make sure to keep your eyes open to not miss them, they can easily decide the outcome of the campaign! You'll also find them in the hard and veteran difficulty modes, just at a lower drop rate.
Next, we took the first steps into implementing some of our upcoming usability improvement plans to help (new) players get into the game more easily. One part of it is the backpack design which didn't always make sense in it former state. We found out that especially new people were confused about the abrupt speed and accuracy penalty for having e.g. 1 extra weapon in their backpack and not realizing where the penalty comes from, leading to the decision to tweak the encumbrance system.
Now the accuracy and speed penalties increase linearly as you can see in the following chart where you can compared the old (1.64) and the new (1.65) ways. As for a typical example, when you carry an extra stock weapon in your backpack such as a M16A4, in 1.64 your moving speed was reduced by 20% and your accuracy by 15% (respectively the dotted blue and red lines). In 1.65, the speed penalty would be 10% (blue line) and the accuracy 0% (red line) as it just starts to kick at 20% encumbrance. Therefore having an alternative weapon in your backpack and nothing else would only affect your movement speed by 10% but not your accuracy. Having more items in the backpack will affect your movement even more and the accuracy will start to reduce too.
Visually, your character will have a visible small backpack on his back once the encumbrance reaches 20% and a big backpack once the encumbrance reaches 50%. We also added a backpack HUD icon with the encumbrance percentage below so that you won't have to check your inventory to get that information.
For online players, profile passwords have been another source of confusion since forever, and we're now switching to another mechanism that avoids a manual password input while achieving the very same thing by utilizing Steam. For new players or profiles on servers, you no longer need to come up with a password, instead you just pick a username and get into the game. For old profiles, the game requires you to supply the password once more after trying to join with the existing username, or, if you have used the "Remember me" option the game will automatically feed it.
In the last update (1.64) we added some new experimental netcode techniques which should help with synchronization issues some people have, especially when their network performance tends to fluctuate. We were rather cautious about those additions, therefore we didn't apply them as a default setting but only optional via command line. During the last 3 weeks, we activated the mode on some official servers, which ran surprisingly smooth without causing any issues that could have come along. We've now made the netcode mode the default setting for all servers and clients.
For Pacific, we've optimized some maps to avoid certain crash issues due to RAM consumption, and made a variety of gameplay changes. Most of these gameplay changes are 'quality of life' for weapons - raising the effectiveness of certain firearm classes, or reducing the performance of some of the incredibly powerful weapons. Additionally, commonness of some of the extremely-rare guns has been raised, so that they might be encountered slightly more often. The player's version of the Sentry Vest has been nerfed (the enemy AI remains the same), and there is also 1 new weapon variation - a rare Type 99 Light Machine Gun outfitted with a Scope.
Changelogs v1.65:
maps: few modifications/fixes here and there
gameplay: backpack system revamped - accuracy and movement speed are now decreasing linearly by increasing encumbrance
weapons: commonness for elites to spawn with the M202 FLASH as secondary increased by 30%
weapons: Lahti L-39 now semi-auto with a 44% increased rate of fire and damage boosted by 25%
weapons: Buckshot Bess reloading speed increased by 25% and amount of projectiles increased by 50%
weapons: AA-12 FRAG slightly re-balanced - less spread when not moving, 12% blast radius increased
weapons: deployable mortar AI sight range decreased by 15%
weapons: TOW AI sight range decreased by 20%, player sight range increased by 10%
equipment: Claymore carrier is not forced to walk anymore
equipment: "Bandage" item added (Man vs. World gamemode only)
vehicles: decreased the DarkCat tank HP by 33%
Man vs. World: casual mode added - reduced enemy AI accuracy and high amount of bandage item drops
Man vs. World: low amount of bandage item drops for hard/veteran difficulty
deathmatch: added Copehill Down map to the map rotator
sounds: added more distinct sound effects on bullet character impact
sounds: stabbing an enemy now always plays a distinct sound when the hit connects
sounds: Desert Eagle shot sound reworked
fix: bug were soldiers were stucked on roofs of refinery tanks or churches fixed
fix: bug where Claymores didn't explode in Man vs World mode
misc: fuel barrels lethal explosion radius increased from 3 to 4m
misc: new "president" rank added for extremely high ranks - XP requirement is 10 million
online: changed password mechanism for official servers when playing through Steam; manual password no longer needed for new profiles, old profiles need to give it once more
character: added some animations specific to being without weapon
network: experimental mode to avoid out of sync and rubber banding due to unstable lag applied on all hosts
modding: added walk_footstep_interval and run_footstep_interval for character files, by default 0.45 and 0.3
modding: use class weapons can do vest equipment "untransform" for own vest repair with untransform_count set greater than 0
modding: added ability to enable character_spawn/die/kill events from game/server to script, see heal_on_kill.as
modding: update_inventory xml command can be given untransform_count to do vest repair for the given character, see heal_on_kill.as
modding: stab_receive sound key added in character
modding: stab_hit_any sound key in weapon, happens with any colliding stab/melee regardless of outcome
Changelogs v1.65 (PACIFIC DLC):
maps: removed one radio jammer location from Peleliu Airfield.
maps: optimized Guadalcanal and Peleliu Airfield
gameplay: adjusted weights of weapons in accordance with the new backpack mechanics
gameplay: reduced the RP avialable to AI Sentries, which should reduce their ability to spam call-ins
gameplay: reduced the frequency of AI using calls slightly
gameplay: restricted firing arcs on PT Boat Oerlikon Guns to prevent gunners from killing eachother
weapons: Type 99 Light MG with SCOPE variation has been added
weapons: added prone reload animations to Sentry MGs.
weapons: raised Flamethrower ranges slightly.
weapons: changed name of M1 Garand Field Modified Launcher to M1 Garand 60mm Launcher
weapons: M1 Garand 60mm Launcher - cost raised from 175 to 250, damage from 2.0 to 1.5, lowered rate of fire
weapons: adjusted accuracy of M1 Garand 60mm Launcher and Type100 Grenade Discharger while overencumbered
weapons: raised commonness of M1 Garand 60mm Launcher
weapons: raised commonness of Type 98 LMG, Type 11 LMG, M1919 Stinger, Thompson w/100rnd Drum, Type97 AT Rifle and Type 2 Machine Pistol
weapons: reduced magazine size of M1917 'Mobile' from 250 to 200
weapons: Type 96 Trench sight range from 1.5 to 1.6, recoil from 0.15 to 0.14, cost from 300 to 425
weapons: raised commonness of Type96 "Trench"
weapons: raised rate of fire of bolt-action weapons by 10% across the board
weapons: recoil recovery of Type 44 Carbine from 1.4 to 1.6
weapons: M1A1 Thompson recoil from 0.375 to 0.365
weapons: raised kill probability of M1911 and Officer variant from 0.8 to 1.05. Reduced kill-decay-start from 0.2 to 0.11
weapons: raised kill probability of Type 14 Nambu and Officer variant from 0.55 to 0.65. Reduced kill-decay-start from 0.275 to 0.25
weapons: all Pistols now change in faster, enabling them to be brought out more quickly in an emergency
weapons: reduced recoil of Type100 Folding Stock from 0.28 to 0.25, raised kill probability from 0.47 to 0.5
weapons: M1 Carbine and C96 Carbine cycle time from 0.15 to 0.135, cost from 8 to 15
weapons: M1919 Heavy MG and Type92 Heavy MG kill probability from 0.5 to 0.675, kill-decay-start from 0.4 to 0.6, AI sight range to 1.05
weapons: raised commonness of M1919 Heavy MG deploy and Type92 Heavy MG deploy being carried by AI
equipment: reduced the effectiveness of player's Sentry Armour against small-arms (no change to AI version). Players will also be stunned on their 2nd last layer of armour
equipment: increased damage of Demolition Charge from 15 to 24
sounds: added a new sound for the Stinger LMG
fix: optimized RAM consumption on a few maps that could cause a crash
fix: fixed bug with Binoculars' XP requirement.
fix: fixed M1 Garand Field Modified firing over cover issues
misc: adjusted cascading of secondary weapons in armoury
In the first major update for 2018 we'd like to introduce you some tasty additions to the main game as well as for the PACIFIC DLC! On top of that, the game will be on sale until April 2 which is the date of the third anniversary of RWR, woohoo! :)
To start off, we adapted the "Man vs. World" mode into a campaign playable as 2-player cooperative. It continues to be an unforgiving perma-death mode but having a mate to join you on your adventure could make you feel more comfortable and you'd have someone to revive you in case you are wounded. We highly suggest playing this mode with FoV enabled (veteran mode) as it adds a lot to the excitement and also requires more tactical approach to not get surprised by the enemy.
Over the years, the community has constantly provided us with interesting suggestions and a lot of them have made it into the game. Also, the modding community got bigger, especially since the implementation of Steam Workshop and even more since we have a Discord server with a modding channel which makes it easier and faster for modders to help each other. Therefore we decided to include the community even more in the game development by starting a "community box" contest. This box is similar to how the gift box works, but with goodies provided by community members. There has been a lot of submissions but only a part of it made it into this update. We have no doubt that there will be more community boxes in the future!
This big roll-out for Pacific will focus on the battle of Peleliu Airfield! As have all our Pacific maps it was researched well to represent it in a historical demeanor; we laid out all the major iconic structures and the shape of the island relative to real maps and photos. It is available in both Quickmatch and Campaign.
Alongside the map is being introduced several all-new gear pieces, both weapons and items, which when combined fortify the player into virtually a "walking" bunker. Of course, the AI makes use of all this gear as well! And so being introduced is also an all new "mini-boss" adversary, the "Sentry" Soldier! Similar to RWR's EOD armoured troops, the Sentry is a tough, thickly armoured adversary (and occasionally an ally too), and in Pacific, alongside his heavy Sentry Armour, he always comes equipped with a hip-fired Heavy Machine Gun.
Last but not least, we've fixed the popular "RUNNING WITH THE DEAD" mod which had some nasty crash issues due to some recent vanilla updates. Ultimately we didn't just fix those but also put some work into the mod overall. As a mod should be something coming from the community, we'd invite every motivated modder to join the team and continue the project as we unfortunately don't have much time left to sustain the continuation of this mod. New maps would be something great we'd like to see worked on for the mod. Feel free to join Discord to discuss it with us and other modders!
The updated mod should be uploaded a couple of hours after the 1.64 vanilla release, thanks for your patience!
We'll also set up 2 new servers in mainland China to host DOMINANCE (PvP) and most likely a RUNNING WITH THE DEAD mod server. Those will still be experimental servers.
Happy Running, Osumia Games
Changelog v1.64:
gamemodes: "Man vs. World 2-players coop" added
gamemodes: "Man vs. World" single player mode difficulty slightly decreased
invasion: changing player faction to Brownpants in official invasion
items: community box added. Similar to the gift boxes but with modding community provided goodies
resources: flare added to the supply squad
maps: small fixes here and there
AI: navigation network resolution for some locations increased
AI: sight range of the mortar reduced by 12%
AI: fixed squad command boost for faster reaction while fighting
AI: ability to disable vehicle avoidance behavior
AI: tweaked steering a tracked vehicle
AI: fixed a case of AI squad ending up on wrong seats in a vehicle i.e. leader not driving
gameplay: EOD soldiers now carry only stun grenades, which they are themselves immune against
weapons: MGL Flasher/Milkor reload animation speed up by 30%
weapons: Taser added - wounds the target at closer range. Only available in the community box
weapons: Tracer added - secondary consumable weapon shooting a sticky dart that calls a missile on the target. Only available in the community box
weapons: Flamethrower added - similar to the Pacific one with slightly more range. Only available in the community box
weapons: AA-12 Frag added - automatic shotgun with explosive ammunition. Only available in the community box
network: optional experimental mode to avoid out of sync and rubber banding due to unstable lag
vehicles: spawnpoint disabled text now only shows for own faction vehicles and enemy if the spawnpoint is for players
vehicles: tanks are about 12% faster but have smaller acceleration
vehicles: Mustela fast TOW mounted mini-tank added. Only available in the community box
items: fixed an issue with weapon and carry item transform chain loops
menu: changed how aspect ratio affects menu size
Changelog v1.64 (PACIFIC DLC):
maps: new map available in Campaign and Quickmatch - Peleliu Airfield. Situated near end of Campaign, just before the final mission
invasion: changing player faction to USMC in official Pacific invasion
AI: new AI Soldier type added - "SENTRY" - he is a defense-focused soldier equipped with a hip-fired Heavy Machine Gun and very strong body armour
AI: all Veteran AI soldiers are slightly more accurate
items: Sentry Vest added - a highly protective vest available to all at the armoury
items: Veteran Vests: -0.1 Hit Success to -0.125 (wearing the vest now grants slightly more resistance)
weapons: Browning M1917 'Mobile' added - heavy Machine Gun carried by AI "Sentries" of the USMC forces. Slow firing, but powerful, and fed by a 250-round belt
weapons: Te-4 Light Machine Gun added - an aircraft MG dismounted and carried by AI "Sentries" of the IJA forces, with high rate of fire and a 69-round drum magazine
weapons: Ho-104 'Mobile' added - a very rare, dismounted aircraft MG - a .50 Cal HMG carried by AI "Sentries" of the IJA forces. Powerful, but very slow rate of fire
weapons: greatly lowered XP requirements on the Thompson 100-rnd Drum, M1919 Stinger, and Type 98 LMG
weapons: slightly raised velocity of Type 98 Light Machine Gun and M1919 "Stinger"
weapons: lowered damage of Sniper Rifles against armoured vests
weapons: raised damage and drop-off range on the Type 96 "Trench" variation
models: new Imperial Japanese uniform for very late war maps, used on Peleliu, Iwo Jima, and Downfall. Only affects the default uniform set
gameplay: fixed issue where Type 97 Anti-Tank Rifle was far more common on IJA Snipers then the regular Sniper Rifle
gameplay: fixed an issue with some Sniper Rifle damage ranges being shorter than regular Rifles
gameplay: raised the frequency of AI calling in reinforcements
gameplay: tweaked ordering of vests in IJA's armoury to properly follow the unlock progression from right to left
vehicles: adjusted volume of tank treads
animations: adjusted length of hip fire recoil animations
In the first major update for 2018 we'd like to introduce you some tasty additions to the main game as well as for the PACIFIC DLC! On top of that, the game will be on sale until April 2 which is the date of the third anniversary of RWR, woohoo! :)
To start off, we adapted the "Man vs. World" mode into a campaign playable as 2-player cooperative. It continues to be an unforgiving perma-death mode but having a mate to join you on your adventure could make you feel more comfortable and you'd have someone to revive you in case you are wounded. We highly suggest playing this mode with FoV enabled (veteran mode) as it adds a lot to the excitement and also requires more tactical approach to not get surprised by the enemy.
Over the years, the community has constantly provided us with interesting suggestions and a lot of them have made it into the game. Also, the modding community got bigger, especially since the implementation of Steam Workshop and even more since we have a Discord server with a modding channel which makes it easier and faster for modders to help each other. Therefore we decided to include the community even more in the game development by starting a "community box" contest. This box is similar to how the gift box works, but with goodies provided by community members. There has been a lot of submissions but only a part of it made it into this update. We have no doubt that there will be more community boxes in the future!
This big roll-out for Pacific will focus on the battle of Peleliu Airfield! As have all our Pacific maps it was researched well to represent it in a historical demeanor; we laid out all the major iconic structures and the shape of the island relative to real maps and photos. It is available in both Quickmatch and Campaign.
Alongside the map is being introduced several all-new gear pieces, both weapons and items, which when combined fortify the player into virtually a "walking" bunker. Of course, the AI makes use of all this gear as well! And so being introduced is also an all new "mini-boss" adversary, the "Sentry" Soldier! Similar to RWR's EOD armoured troops, the Sentry is a tough, thickly armoured adversary (and occasionally an ally too), and in Pacific, alongside his heavy Sentry Armour, he always comes equipped with a hip-fired Heavy Machine Gun.
Last but not least, we've fixed the popular "RUNNING WITH THE DEAD" mod which had some nasty crash issues due to some recent vanilla updates. Ultimately we didn't just fix those but also put some work into the mod overall. As a mod should be something coming from the community, we'd invite every motivated modder to join the team and continue the project as we unfortunately don't have much time left to sustain the continuation of this mod. New maps would be something great we'd like to see worked on for the mod. Feel free to join Discord to discuss it with us and other modders!
The updated mod should be uploaded a couple of hours after the 1.64 vanilla release, thanks for your patience!
We'll also set up 2 new servers in mainland China to host DOMINANCE (PvP) and most likely a RUNNING WITH THE DEAD mod server. Those will still be experimental servers.
Happy Running, Osumia Games
Changelog v1.64:
gamemodes: "Man vs. World 2-players coop" added
gamemodes: "Man vs. World" single player mode difficulty slightly decreased
invasion: changing player faction to Brownpants in official invasion
items: community box added. Similar to the gift boxes but with modding community provided goodies
resources: flare added to the supply squad
maps: small fixes here and there
AI: navigation network resolution for some locations increased
AI: sight range of the mortar reduced by 12%
AI: fixed squad command boost for faster reaction while fighting
AI: ability to disable vehicle avoidance behavior
AI: tweaked steering a tracked vehicle
AI: fixed a case of AI squad ending up on wrong seats in a vehicle i.e. leader not driving
gameplay: EOD soldiers now carry only stun grenades, which they are themselves immune against
weapons: MGL Flasher/Milkor reload animation speed up by 30%
weapons: Taser added - wounds the target at closer range. Only available in the community box
weapons: Tracer added - secondary consumable weapon shooting a sticky dart that calls a missile on the target. Only available in the community box
weapons: Flamethrower added - similar to the Pacific one with slightly more range. Only available in the community box
weapons: AA-12 Frag added - automatic shotgun with explosive ammunition. Only available in the community box
network: optional experimental mode to avoid out of sync and rubber banding due to unstable lag
vehicles: spawnpoint disabled text now only shows for own faction vehicles and enemy if the spawnpoint is for players
vehicles: tanks are about 12% faster but have smaller acceleration
vehicles: Mustela fast TOW mounted mini-tank added. Only available in the community box
items: fixed an issue with weapon and carry item transform chain loops
menu: changed how aspect ratio affects menu size
Changelog v1.64 (PACIFIC DLC):
maps: new map available in Campaign and Quickmatch - Peleliu Airfield. Situated near end of Campaign, just before the final mission
invasion: changing player faction to USMC in official Pacific invasion
AI: new AI Soldier type added - "SENTRY" - he is a defense-focused soldier equipped with a hip-fired Heavy Machine Gun and very strong body armour
AI: all Veteran AI soldiers are slightly more accurate
items: Sentry Vest added - a highly protective vest available to all at the armoury
items: Veteran Vests: -0.1 Hit Success to -0.125 (wearing the vest now grants slightly more resistance)
weapons: Browning M1917 'Mobile' added - heavy Machine Gun carried by AI "Sentries" of the USMC forces. Slow firing, but powerful, and fed by a 250-round belt
weapons: Te-4 Light Machine Gun added - an aircraft MG dismounted and carried by AI "Sentries" of the IJA forces, with high rate of fire and a 69-round drum magazine
weapons: Ho-104 'Mobile' added - a very rare, dismounted aircraft MG - a .50 Cal HMG carried by AI "Sentries" of the IJA forces. Powerful, but very slow rate of fire
weapons: greatly lowered XP requirements on the Thompson 100-rnd Drum, M1919 Stinger, and Type 98 LMG
weapons: slightly raised velocity of Type 98 Light Machine Gun and M1919 "Stinger"
weapons: lowered damage of Sniper Rifles against armoured vests
weapons: raised damage and drop-off range on the Type 96 "Trench" variation
models: new Imperial Japanese uniform for very late war maps, used on Peleliu, Iwo Jima, and Downfall. Only affects the default uniform set
gameplay: fixed issue where Type 97 Anti-Tank Rifle was far more common on IJA Snipers then the regular Sniper Rifle
gameplay: fixed an issue with some Sniper Rifle damage ranges being shorter than regular Rifles
gameplay: raised the frequency of AI calling in reinforcements
gameplay: tweaked ordering of vests in IJA's armoury to properly follow the unlock progression from right to left
vehicles: adjusted volume of tank treads
animations: adjusted length of hip fire recoil animations
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 (rwr.py) 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
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 (rwr.py) 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
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
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
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
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