RUNNING WITH RIFLES - JackMayol
Hey Runners,

It’s come time that we share more details about RUNNING WITH RIFLES: EDELWEISS!



Starting from the bottom - MAPS!
RWR:EDELWEISS will launch with 8 unique maps. Due to the nature of locations, the look and feel of the maps in EDELWEISS will vary wildly from one to the next. Take on the rocky cliffs of Sicily, the claustrophobic hedgerows of Normandy, the paved and cobblestoned streets of Arnhem and the snow-covered landscape of the Ardennes. Furthermore, EDELWEISS maps have been designed from the ground up to take advantage of destructible fences - tracked vehicles and high-explosives will be able to clear these previously insurmountable obstacles off the battlefield.

The Allied and Axis campaigns will also feature unique variations on gameplay. For example, some of the Allied campaign maps will feature a unique paratrooper game mode, where you start the game with no bases owned but you have the option to spawn in one of many different paradrop locations throughout the entire battle. Finally, both campaigns will end with their own unique boss map - be prepared for a tough fight against new foes!



With EDELWEISS also comes a wide variety of medium and heavy armor available to both sides. These vehicles are far more powerful on the battlefield than their vanilla counterparts, not only because many WW2 anti-tank weapons were weaker, but also because of a new AI target prioritization system. This system allows AI gunners to prioritize the the largest threat to them based on distance, angle to target, their weapon, and others (such as enemy tanks, anti-tank cannons, and soldiers wielding anti-tank weaponry). However, with this increase to their prowess on the battlefield, their use will be limited to their respective factions. No stealing Panzer IVs as paratroopers!



Regarding modding, many features have been added! Perhaps the most requested feature has been the ability to switch to an alternate weapon without switching to your secondary, and we have delivered with flying colors! With a new system we’ve dubbed "chain swapping", select weapons can alternate between any number of different variations, completely separate weapons in and of themselves. While PACIFIC and EDELWEISS will begin with only swapping between bayonet and non-bayonet version of weapons, this opens the door for much more interesting combinations for modders. Underbarrel grenade launchers and rocket launchers with multiple kinds of ammunition, perhaps…?
A full, exhaustive list can be found in the patch note below.

Here is the first public gameplay video of EDELWEISS to shorten the waiting time! We hope you enjoy watching as much as we enjoy playing/testing the DLC! :)



The EDELWEISS (DLC) store page can be found here[/u] and don't forget to join the community on Discord

Happy running,
Osumia Games


Changelog RWR v1.78:

  • ai: added burst_time/variance, in_vehicle_burst_time/variance, longer_burst_time/variance, wait_time/variance
  • ai: added shooting_expose_time parameter
  • ai: changed ai not to default to primary weapon when restarting combat, instead change latently if needed
  • ai: changed bazooka using ai to consider penetrable walls impenetrable
  • ai: changed combat capable vehicle driver to never leave the vehicle except when unsteerable
  • ai: changed cover providing object handling
  • ai: changed how picking attack target base checks water on direct route
  • ai: changed vehicle seating order to handle vehicly occupy assignments
  • ai: crouch override handling for firing weapons that are intended for explicitly standing up behind cover
  • ai: fix: simulated vehicle pick checks larger range if someone else has already claimed the vehicle
  • ai: fixed stuck deploy state
  • ai: multiple changes with preserving squads between active and simulation
  • bases: added faction specific capture_by_timer parameter for start_game
  • bases: countdown timer is now stopped if capturability changes when it's already running
  • character: added chute_y_offset
  • character: avoid detecting jumpability when on a cliff edge
  • character: changed chute render queue group
  • character: changes with squad configs, most have been removed now
  • character: ignore characters in vehicle for vehicle occupy order
  • character: increased fog effect blending
  • character: major over wall handling changes
  • character: skip death effects when spawning as dead
  • character: start vehicle collision safety on grenade already when holding the nade in hand
  • character: using-state to use lower body direction instead of upper body
  • commander: added behavior when baseless
  • commander: changed how combat vehicles behave, also now returning to the closest base to refill squads and for defense when not attacking
  • commander: some changes with script based attack target requesting
  • faction: changed how soldier groups are saved
  • game: added custom lock range for spawn points, with lock_range parameter
  • game: added randomization seed value, parameter seed with start_game
  • game: added see_through and penetrability for custom meshes
  • game: added support for bringing up map view automatically when spawning dead, show_map_at_start_if_dead with start_game
  • game: added support for visual_rotation for mesh based walls
  • game: added win_with_all_bases faction setting in start_game
  • game: changed how vehicle and character block changing works near active and simulation boundaries
  • game: changed stab impact on crate collision detection
  • game: increased item type capacity
  • game: map view now closes automatically on spawn
  • game: reset celebrate timer at start
  • game: save/load map_view_overlay_texture
  • game: some minor changes with game timer
  • game: when spawning dead at start, body is instantly removed
  • general: changed game load to halt if xml loading fails
  • hud: clear potential press space to continue bubbles
  • input: explicit clear of aim when in vehicle if still aiming
  • input: if spawning dead at start, allow instant respawn
  • inventory: added horizontal scrolling support for more item types
  • items: added support for checking dlc access tags
  • koth: fixed losing faction charge behavior near the end of timer
  • map: few fixes here and there
  • map making: added offset parameter for building configs
  • menu: added possibility to setup continue to a different campaign once a campaign is completed, from a defined subset of available campaigns
  • particles: more intense character blood particles when hit with high caliber bullets
  • script: added base_key in base_owner_change_event
  • scripts: added preserve_items for update_character
  • scripts: added some null checks to avoid crashes
  • scripts: added start_script command, added run_init_match_commands in start_game
  • scripts: fixed some issues with map restart
  • scripts: added volume parameter for set_soundtrack
  • sounds: added map specific loading screen soundtrack support, soundtrack1.xml and loading_screen_fadeout parameter
  • sounds: tweaked a couple of sounds
  • static_objects: added usable_for_cover parameter
  • terrain: added more effect splat map layer configurability
  • textures: fixed an offset issue in the wall atlas
  • tree: configs exposed
  • vehicles: legion tank collision box tweaked to avoid shooting self
  • vehicles: added ai_force_designated_driver_xp, ai_use_throwables, tracked_visual_tire_max_rotation, tracked_visual_tire_rotation_smoothening, simulated_speed_factor, broken_mass, remove_collision_threshold
  • vehicles: changes with broken handling
  • vehicles: fixed simulation to react to live changes in ai uses_vehicles property
  • vehicles: added possibility to destroy other vehicles by colliding with vehicles
  • vehicles: changed object destruction effect handling when colliding with vehicle
  • vehicles: fixed snaps and plops when handling vehicle engine sounds
  • visuals: fixed fog leaving not set if day/night color stay same
  • visuals: fixed shadow texture cleanup
  • weapons: XM-25 alternate fire added - now time and remote detonation
  • weapons: FN FAL aternate fire added - now with and without bayonet
  • weapons: added ai_stand_manually_to_shoot_over_wall
  • weapons: added ammo sharing between weapon chains
  • weapons: added last_ammo sound support
  • weapons: added leave_crouch_accuracy_penalty
  • weapons: added stance_accuracy_rate parameter separate from sustained_fire_diminish_rate * 8 by default
  • weapons: added support for addon_model
  • world_loader: fixed some svg path parsing
RUNNING WITH RIFLES - JackMayol
Hey Runners!

Onto some unfortunate news for RWR:EDELWEISS - we have decided to delay the release. Recent events have conspired against much of the DLC development team, and as a result we believe we would be unable to keep true to the original release date. We have chosen not to set a fixed release date, and have resolved to deliver a more polished and complete experience that we otherwise would have been able to originally. We would like to thank our community for understanding that we have made this decision with their best interests in mind! We will keep you updated with progress, and in the future we will allow testers to share some gameplay footage to keep you excited!



We also decided to release this update, which is intended to mainly address some potential campaign balance issues for RWR:PACIFIC. We noticed a couple bugs which were causing issues that affected balance, and are addressing them here (see PACIFIC changelog).
Another really interesting part of this small update, and long overdue, is that you can finally join the game of your friend directly over Steam friend list. It was already possible before, but only if the friend you wanted to join was playing on a dedicated server, thus not hosting e.g. a campaign himself.
In this update, deployed weapons, such as the deployable MG, mortar, minigun, TOW, Hornet, etc won't respawn on destruction anymore. It was already the case for 2 non-campaign missions but has been extended to the whole game. This should make parts of maps with a strong emplacement defense easier, especially the final mission "Frozen Canyon".

Happy Running everyone!
Your Osumia Games



Changelog RWR v1.77.3 (vanilla):

  • online: added support for Steam Join Friend for non-dedicated hosts
  • general: fixed a missing radio call related comment when comms is disabled
  • modding: added support for custom fonts
  • modding: extended use-type weapons (medikit, deployments, etc) to support stance specific animations
  • vehicles: legion tank low collision box face higher to avoid being stucked on small ramps
  • vehicles: all map deployables are now set to not respawn
  • dominance: mortar 2 call replaced with cluster bombing call - like in vanilla
  • dominance: fixed a bug where there were no spawn points in the Vigil Island map
  • misc: fixed some HUD color issues


Changelog RWR v1.77.3 (pacific):


  • campaign balance: fixed a bug where enemy squad leaders were able to order around squads of up to 50 men to max 10 as how it should have been
  • campaign balance: changed radio jammers to no longer respawn
  • campaign balance: AI sentries, flamethrower operators, and snipers can only have a max squad size of 5 men
  • general: fixed an issue where the Japanese faction could not call in their halftracks on the first map of the Japanese campaign
  • general: fixed an occasional issue with missing Ka-Tsu call-in on the maps where players would be playing as the Imperial Japanese Navy troops
RUNNING WITH RIFLES - JackMayol
Hey Runners,

OMG Ze Germans are invading the Steam store!
Indeed, the RUNNING WITH RIFLES: EDELWEISS (DLC) store is finally online! Make sure to WISHLIST EDELWEISS to be informed about it's release which is planned for August 27!
We also seized the occasion to make a couple of fixes for both vanilla and Pacific which you can see in the Changelog below.



Don't forget to join Discord to discuss the upcoming EDELWEISS DLC with us and there's also a community event planned for this Sunday. The chosen mod for this event is "Overlord Defense", matching well the WW2 theme!


Changelog v1.77.2 (vanilla)

  • maps: few fixes here and there
  • weapons: P416 recoil recovery slightly increased
  • weapons: fixed map-spawn deployables not spawning at all
  • script: fixed P416 not appearing from the community box #5

Changelog v1.77.2 (pacific)

  • balancing: campaign re-balancing - making it easier overall, as this was the main complaint
  • maps: Bougainville island reworked
  • AI: sentry soldiers can now be stunned by explosives at an earlier stage of their armour's damage, and can always be stunned by melee
  • AI: sentry soldiers and Snipers can no longer call-in vehicles
  • AI: fixed an issue where 50% of Regular IJA Infantry were getting 500RP on Iwo Jima and Peleliu (should reduce call-in spam)
  • AI: reduced the minimum bracket of RP that Veterans can spawn with to encourage less spam of call-ins (higher RP brackets still exist)
  • invasion: player faction changed to USMC
RUNNING WITH RIFLES - JackMayol
Hello Runners!

KABOOM!... next update! In this update, we worked closer than ever with the modding community to bring you some sexy goodies to your favorite running simulator! (wait what...?)
But first thing first.
We decided to add 2 new zombie types to the "Man vs. Zombies" mode. An acid spitting baddie as we had the feeling that range attacks are not enough of a threat in this mode - actually it wasn't one at all. Better not try to stab the spitter, as he explodes with an acid blast on death damaging his surroundings. The other not so friendly dude is a fast moving and jumping creature call the ripper! While having a low amount of health, his attacks are insanely fast and if you let him get too close, he might lock you down and rip you apart!





In vanilla, we also added 2 new radio calls. The first one, the "CLUSTER BOMBING" is available in invasion, campaign and even in quick matches and replaces the former "Mortar II" which felt a bit redundant these days. It's basically a fast flying jet dropping 2 cluster bomb containers which open at low altitude and unload dozens of small cluster bombs exploding over the ground. While it is effective versus infantry units, it's not damaging armored vehicles at all.
The other radio call is a "GUNSHIP RUN" which is basically hell from above and targets every hostile presence within a 30 meter radius while your own units are safe. But, you'd better make sure to not be close to a potential target to avoid collateral damage. Note that this radio call is only available in online invasion.

Last but not least, we got a NEW COMMUNITY BOX, the 5th one!
We again got tons of submissions and had to drop a few ideas but at least we now have finally chickens and a balloon! (doh, you serious?), new weapons, 5 new vehicle drops, a squad equipment tool and more! We'd want to thank again the modding community for all the submissions (I won't name them all individually as I might forget someone) and even if it was a long run, it surely was worth the effort. Special thanks to "Unit G17" who took the lead of the community project and also actively worked on several scripts.



For the RWR:EDELWEISS DLC, the development pace has suffered a slight bump due to factors stemming from the COVID-19, and the release is now targeted for Q3 2020. While at it, we're also pushing in one map more than we had planned initially as well as some extra vehicles and weapons.



Our current stage of development is nearing the private testing stage. Most of the campaign is completed, as are models and animations for soldiers and vehicles, sound effects and music. Some of our remaining tasks involve adding some new engine functionality for new gameplay features, conducting translations, and doing some 'finishing touches' such as implementing loot items, artillery call-ins, interface icons, 3D map assets and overall polishing the maps and balancing.

We're very excited to be sharing the DLC and set up an early Store page for you. We are just waiting for Valve to approve it, it should happen very soon, stay tuned!

edit: EDELWEISS (DLC) store page has been approved you can find it >>> HERE <<<

In the meanwhile we have a teaser for you:



Changelog RWR v1.77:

  • maps: few fixes here and there
  • calls: "Cluster bombing" radio call added
  • calls: "Gunship run" radio call added (invasion only). Aerial bombardment at random enemies inside the target area
  • calls: "A-10 gun run" script improved and launch time reduced by 2 seconds
  • calls: "Mortar strike II" removed
  • calls: "Mortar strike I" has a faster launch time of the salves and slightly less spread
  • calls: "Artillery strike I" price increased from 250 to 300 RP
  • calls: "Artillery strike II" price decreased from 800 to 700 RP
  • items: community box #5 added! More than a dozen of new goodies included!
  • weapons: replaced the shuriken with a "ballistic knife". Similar purpose but faster throwing speed and more range
  • weapons: tracer darts can't be disarmed anymore
  • weapons: M240 damage slightly increased
  • weapons: M24-A2 sniper rifle's stats slightly increased
  • weapons: G11 recoil recovery slightly increased
  • weapons: XM-25 ballistics reworked and projectile now doesn't need to detonate anymore
  • weapons: Portable mortar reload time increased by 33%. Accuracy slightly decreased - big penalty when shooting out of movement
  • vehicles: Legion very heavy tank added - good to push vehicles from the road. 165mm caliber mortar as main weapon - high area damages vs infantry
  • vehicles: SEV-90 tank added - main cannon shooting 40mm burst grenades. Effective distance is restricted but can hit targets behind lower cover
  • vehicles: NOXE Ghost APC added - launches 2 rockets per shot. Medium arc, good to shoot behind cover
  • vehicles: FT-CROC added - medium range flame firing APC
  • vehicles: M528 added - tank with a fast firing medium caliber canon and anti-personal rocket launchers as secondary weapons
  • vehicles: fuel tanks now have vehicle collision damage
  • invasion: player faction swapped to Greycollars
  • invasion: some maps have new vehicles spawns
  • invasion: "Power Junction" map now has a radio jammer spawning at the "Power Plant" base
  • invasion: radar tower/jammers removed from player resources in "Misty Heights"
  • invasion: disabled all air spawns in "Final Mission I" (Cophill Down). Added a second Spawn truck instead.
  • Man vs. Zombies: Berserker now explodes on death, stunning its surrounding
  • Man vs. Zombies: added 2 new zombie classes, "Spitter" (spitting acid and fast movement - explodes on death) and "Ripper" (fast crawling, leaping and extreme fast attack)
  • Man vs. Zombies: stun animation time reduced by 10%
  • Man vs. Zombies: medikit removed from drops/crates
  • Man vs. Zombies 2p: zombies amount increased by 12%
  • Man vs. World/Zombies: crates are not respawning anymore
  • gameplay: radio call queue added - max 2 calls queued. Radio HUD texture is overlaid by an animated texture when call processing is busy
  • gameplay: Radio HUD texture is overlaid by a "denied" texture when radio calls are not available (comms down or within jamming range)
  • misc: lone wolve snipers have now 50% spawn score decrease. Should lead to less backcaps (has already been added experimentally in invasion as silent update end of April)
  • misc: grenadiers now don't carry sandbags anymore - they use a suppressing MG as secondary weapon instead
  • misc: flares (vehicles/paratroopers) disabled in map "Copehill Down"
  • misc: new faction specific president models
  • misc: custom soldier model when wearing vests Type III
  • journal: increased entry notification life time
  • journal: added insta-open first note
  • menu: fixed initial campaign selection scroll
  • menu: changed campaign faction picker to allow scrolling
  • bug: fixed a crash when closing the game during the loading process
  • bug: fixed visibility of soldier with stunned status. Was like standing still before and now crouched
  • visuals: tweaked post processing shaders to make characters less visible in foggy environment
  • modding: exposed "dry_fire" sound key for weapons
  • modding: added "use_time_to_live" (default "-1") and "time_to_live" for projectiles
  • modding: added "drop_on_death_result" (an object can spawn another object on death)
  • network: improved handling of over 32 players (has already been added experimentally as silent update in April)
  • network: improved vehicle handling (has already been added experimentally as silent update in April)


edit:

the bigger the updates, the bigger the chance that a small hotfix patch follows, like this time.
We didn't want you to wait for a bigger update to include this, so here we go!

Changelog hotfix v1.77.1:
  • calls: cluster bombing projectile handling slightly reworked
  • translations: XML syntax error in the Chinese localization causing empty text
  • misc: loot drop rate fixed
  • misc: players now drop all their stuff from the backpack on death, nothing gets lost
  • campaign: P416 not in the game resources fixed
  • equipment: squad equipment kit disabled in both vanilla and invasion fixed
  • equipment: chicken carrier now spawn 5 chickens instead of 1
  • AI: neutral faction spawning on maps with neutral bases. Removed vehicles with capacity offsets from their resources
  • moderation: Penalization message not showing up on linux servers fixed
  • maps: fixed Vigil Island having no spawn points in quick match
Apr 2, 2020
RUNNING WITH RIFLES - JackMayol
Hey Runners,

Today, RUNNING WITH RIFLES turns 5 years old, woohoo! It's incredible how fast the time flies! So yeah, happy birthday to you...game! <3

Over the years, we've seen 700 000 players enjoying RWR, some staying with us for amazing amounts of time. We'd like to thank you, the veterans and all other players as well, for the loyalty and pushing us take RWR forward. Feel free to join our Discord channel to celebrate this day with us!

For the day of celebration, we've prepared a juicy update with 1.76.

In today's update we have 2 new maps, both playable in "invasion" and in "quick match". For those who are familiar with Vanilla PvP and Pacific, you might recognize on what already existing maps those 2 are based on.

"Tropical Blizzard" is a winter theme map based on the map "Vigil Island" but not as "King of the Hill" mode but the default conquest mode. The water areas are frozen and therefore it's technically not really an island anymore which changes a lot! Also, the harsh weather conditions don't allow any plane to fly, therefore paratroopers and any vehicle drop won't be available per during the whole stage. Hard to not being able to call for reinforcement and supplies but try it out for yourself!



The second map called "Gotcha Island" is a mix of the Pacific map "Saipan" and the PvP map "Islet of Eflen" with its own twists!
"Islet of Eflen" has never been released as a campaign/invasion map and have also been revamped in the process.



A new feature coming in this update is the expanded shot target scoring system for the AI. This enables AI to be more easily configured to prioritize certain targets to shoot at more than others, e.g. a tank gunner preferring to shoot at an enemy tank in the distance or a soldier with a bazooka instead of just a regular soldier that is closer. This certainly makes large and varied combat situations make more sense, and it also opens new possibilities for footmen to get closer to enemy combat vehicles.

And now to the bit less pleasant stuff that unfortunately affects the whole world right now. We at Osumia Games are also affected by the Corona slowdowns as we have families to care of which messes up our schedules to an extent. In that sense, we couldn't bring you the Community Box #5 on time but will certainly be delivered, along some other things relatively shortly after.

As for the RWR:EDELWEISS DLC, it is not certain we'll reach Q2 with the release like we intended to. If not, it shouldn't be a long delay from there. We hope you can understand!



Keep running and stay healthy!


Changelog v1.76:

  • maps: "Tropical Blizzard" map added. A winter theme map based on Vigil island
  • maps: "Gotcha Island" map added
  • maps: Vigil Island night time is set to be less dark
  • maps: Reversed Rattlesnake Crescent (invasion only) starting base slightly modified to reduce spawn locks
  • maps: Moorland Apocalypse (invasion only) starting base modified to have easier access to the stash and slightly better defense
  • maps: few fixes here and there
  • weapons: blast radius of the C4 reduced by 30%, also reduced the push effect and the screen shakiness
  • calls: A-10 gun run launch time reduced
  • calls: Artillery Strike tier 2 now fires 5 rounds instead of 8.
  • campaign: added possibility to restart the current map in the menu
  • man_vs_zombies: fixed crash when deploying a cover
  • man_vs_world: enemy can now toss grenades at the player
  • invasion: entirely re-balancing (should also be harder now)
  • invasion: player faction changed to Greenbelts
  • invasion (Pacific): player faction changed to IJA
  • misc: increased the player slots of the official invasion servers from 24 to 32
  • misc: Ice cream van is now listing content of the community box #4 in his lottery pool
  • misc: fixed missing kill text notifications
  • misc: a player can now be picked in map view for hotkey purposes
  • online: reworked kick/ban/penalty notifications
  • online: fixed in-game kick in menu to work correctly in all cases
  • online: fixed current weapon indicator showing up in wrong place when joining a server with no spawn points
  • online: improved info in ui after connecting to a server where resource checksum is mismatched with client
  • vehicles: fixed damage modifier causing sign change in damage (becoming repair) in certain cases
  • items: slightly re-balanced the item reward pool of the community box #4
  • ai: added support for improved target prioritization
  • radioview: moved the radio call menu lower
  • visuals: hand grenade model modified to look more realistic
  • visuals: Plants and bushes now render after characters/models (no ghost shader anymore which can be used to hide in PvP)
  • visuals: tweaked some smoke particle effects
  • misc: deployed sandbag are not processed by FoV anymore
  • modding: added "check_enemies_while_driving_time" and "check_enemies_while_driving_in_turnmode_time" ai parameters
  • modding: added "ai_driver_turns_to_target" for vehicles that feature fixed guns where driver must turn instead
  • modding: added "spawn_interval" for faction settings in match options
  • modding: added "disable_fov_when_dead" for match options
  • modding: added "min_number_of_enemies_to_throw_grenade" in ai parameters
  • modding: added "server_mode" text for campaign options
RUNNING WITH RIFLES - JackMayol
Hey Runners,

let's slay some zombies in this modification of the mod "Running with the Dead" (in case this makes sense...).
Players can only join the survivors faction. Will you be able to clean out Moorland Apocalypse?
We don't think so ;)

Server: "RWTD Official Server"

Misc: NO DOWNLOAD REQUIRED from the workshop - just attempted to connect to the server and the mod should be acquired automatically. Note that you have to join through Steam to be able to play

Reward: 3x community boxes #4 will be given out to participants chosen randomly by the moderator team who will be also participating

communication: Join Discord for better communication and to get the rewards if you are chosen! (link for Discord in the game menu)


RUNNING WITH RIFLES - JackMayol
Hey Runners,

Our last major update was just a week ago yet today we want to celebrate with you Halloween with some fancy stuff matching the theme, "Man vs. Zombies"!
In this "Man vs. World" adaptation, we added some zombies because who doesn't like to shoot zombies? :)
Similar to "Man vs. World" which it is based on, you can play the campaign either solo or with a friend to which isn't a bad idea to watch each others back. Different types of zombies spices it up, from the low health very fast walker or the very high health Berserker. It's highly recommended to play in "Veteran mode" to get the most thrill, as it adds FoV mode which helps for the jump-scares!
In this gamemode, the enemies don't drop loot, you'll have to break the crates scattered around the world to loot for helpful equipment. Of course you can also buy most stuff at the armories.
The weapon range has also been adapted to better match a zombie apocalypse. From flamethrower to sawn-off shotgun to even a microgun, you should have enough fire power to meow them down!



On top of that we also made the occasional hotfix and added some new modding parameters, see the changelog below!

Happy Hallowunning,
Your Osumia Games


Changelog v1.75:

  • gamemode: NEW HALLOWEEN SPECIAL game mode added: "Man vs. Zombies" based on "Man vs. World"
  • gamemode: NEW HALLOWEEN SPECIAL 2 player game mode added: "2-player Man vs. Zombies"
  • campaign: fixed grenadiers spawning without weapons
  • calls: changed A-10 comms marker handling
  • calls: A-10 launch time reduced from 12 to 10s
  • calls: A-10 damage increased
  • modding: added ai parameters following_target_range, following_target_slowdown_range, following_separation_range and squad_join_range
  • modding: squad_size added for character info
  • modding: added volume and position for play_sound
  • modding: added new result type: notify_script with key parameter, includes character_id, position, direction, and key on script side event
  • modding: added damage_as_probability in blast result
Oct 23, 2019
RUNNING WITH RIFLES - JackMayol
Hey Runners,

in update 1.74, we focused on fixing several bugs but also added a new radio call provided by the community, the "A-10 Gun Run"! BRRRRRRRRRRRRRT!
We also added new community goodies, see the section below.




Community Box #4

Our awesome community still has great fun contributing with custom made content. Say hello to our fourth community box which brings a dozen of new weapons going from faction specific grenade launchers being introduced by the new soldier class "grenadiers", a blowgun with poisonous darts, a compound bow which is a great long distance stealth weapon and a golden AK47 for yo running pimps out there! Only to name a few of them. We also have a new repair tank which will certainly help to support armored vehicles pushing through the front lines.




Community Edelweiss DLC interview


We decided to open the floor up to some community questions about RWR: EDELWEISS, inviting you to ask us what you wanted to know. We selected a few of these questions and have prepared some answers below. *We've shortened some of the questions to reduce length of text.

*********************************************************************
Unit G17 asks:
Tell me more about how the equipment sharing system between RWR:PACIFIC and EDELWEISS will work. For example if somebody only owns one of the DLCs, do the weapons from the other one still install to make the sharing system work (like PACIFIC weapons and equipment being installed for EDELWEISS-only owners)? Are they duplicated or stay in their respective folders?

Karl (Tremozl) replies:
Players who do not own both DLCs will still be able to play online in Invasion and access most of the content. All maps will be available to them in multiplayer; but only a limited assortment of weapons can be used in combat (such as basic Bolt-Action Rifles.) The rare weapons that they cannot use are still able to be carried in a backpack and placed in the persistent Stash, in case they choose to make the purchase at a later date to gain access to weapons they've acquired over time.

Chris (TheSoldier) replies:
Regarding modding, the folder structure has been overhauled. All weapons are stored in a 'ww2_base' folder now, rather than the Pacific folder in the past.

*********************************************************************

Unit G17 asks:
Tell us more about the tank battle map. Is the map open or does it feature bottle-necks? Are the tank numbers by chance scale with player/bot count? How much infantry play will be available?

Chris (TheSoldier) replies:
The map will be wide-with a few close-quarters areas where you'll have to watch out for infantry. There will be a significant number of tanks available to both sides - and though they might be the most powerful force on the battlefield, in the end, the infantry are the ones who have to be there to capture the objectives, so they still hold a vital role.

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BulletMagnet asks:
Do all the maps take place during or after D-Day, or are there some before?

Chris (TheSoldier) replies:
At launch, there will be one map set before D-Day centering around the airborne side of Operation Husky - the invasion of Sicily.

Karl (Tremozl) replies:
Most of our maps take place after D-Day. They follow a general path along or around the major battles that took place during the Western Front's conflict, and many of them focus on the Allied Airborne operations (though not exclusively.) We go from Sicily to Normandy to the Netherlands, and finally end up launching a major incursion into Germany itself.

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Fiesty asks:
Is there anything somewhat more personal that the devs included in the DLCs, maybe something from family history or even Easter eggs, funny AI comments that are inside jokes....etc etc?

Karl (Tremozl) replies:
There's a few Easter eggs (references) mostly in some of the voice-acting; or rather, the dying sounds. You might catch one or two. The title of the project itself is a subtle nod to a particular Television series about American paratroopers, in which one soldier remarks how the Edelweiss flower was a symbol of a 'true warrior'.

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Fiesty asks:
Why did you choose the maps you did and what niche historical stuff can you tell us about that might be exciting in the game?

Chris (TheSoldier) replies:
We curated our map-list based on their significance to airborne operations of WWII, or those that involved airborne units. All the major Allied airborne operations of the Western Front will be present and accounted for.
The technology of the enemy will become increasing more sophisticated as you approach their homeland, and when you do reach it, expect them to come out swinging with everything they have...

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Anoshi asks:
I've read reports that suggest a common sales figure of 5% for DLC when compared to the base title it belongs to. What are some of the stand-out elements in Edelweiss that you believe will convince existing RWR owners to purchase it and help you achieve (and perhaps even surpass) this figure?
Do you plan to include a discount on the base game as well, when the DLC is released?

Chris (TheSoldier) replies:
One of the downsides of the original PACIFIC expansion was that player rank and RP did not carry over from the base game due to how player data was saved. We sought to rectify that partially with the EDELWEISS expansion, which will share rank, RP, and stash with the PACIFIC accounts.

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Lastly we wanted to share a bit of music from EDELWEISS with the community. EDELWEISS will have more music than either of our previous two projects, with a unique loading-screen cue for each level. The one we wanted to share today is for the map St. Marie du Mont; a small road-junction town in France which American paratroopers seized early on the morning of D-Day. Composer Karl Feuerstake had this to say about the music:

PACIFIC's theme was very well-received. It's catchy and epic, and adds certain instruments to the Orchestra such as the Taiko Drum and Shakuhachi Flute that capture the atmosphere of Pacific warfare well. For a European battlefield, these instruments would've been inappropriate; so I had to make do with something else. I decided to employ a bit more restraint with EDELWEISS' underscore. Battles in the Pacific were intense and brutal, but battles across Western Europe still left a good portion of the countryside undamaged and the beauty of nature remained. To illustrate this in the music I dialed back the intensity and laid greater emphasis on the colours of the Woodwind section; while thunderous Brass and Percussion still have their occasional place, there are many more delicate moments in the music of EDELWEISS.




See you on the battlefield and don't forget to join the community on Discord,
Your Osumia Games



Changelog v1.74:
  • calls: A10 gun run call added in invasion, BRRRRRT!
  • maps: fixes here and there
  • weapons: Milkor MGL can now reload 1 round at time again
  • weapons: Shotgun types got a small accuracy boost
  • weapons: Projectile speed of the elite paratroopers SMGs slightly reduced
  • weapons: Taser no longer damage any kind of vest/costume
  • vehicles: AAV7's GL damage per projectile has been increased
  • vehicles: invasion radar tank received new, ERA covered chassis to visually reflect it's increased armor
  • items: community box #4 added. More than a dozen of new goodies includes!
  • dominance: fixed dimensioning of the mortar tank mg damage
  • invasion: player faction set to brownpants
  • team elimination: made a few fixes
  • ai: new soldier class - the grenadier. Armed with a faction specific grenade launcher and a vest
  • ai: detectability of the standing still state being reduced while walking detectability being increased
  • ai: fixed a bug with approaching the entrance point when occupying a stationary weapon
  • misc: fixed XML tag issue on Dragon's Breath

Changelog v1.74 (PACIFIC DLC):
  • invasion: player faction set to USMC
Aug 8, 2019
RUNNING WITH RIFLES - JackMayol
Hey Runners,

Dominance (PvP) mode has gone through some balance improvements and bug fixing, and we're looking forward to organize a new Dominance event in the next couple of days. To be informed on time, feel free to join the RWR Discord; enter !subscribe there to be informed about the next events.



Another online related issue that has been fixed is about the recently added lonewolf snipers, which, unlike other units, didn't stop attacking even when the player faction had only one base left. This could lead to the last spawn points being locked and therefore making it impossible for the players to spawn.



While Edelweiss continues under development, Pacific is getting some minor changes to make beach landing maps easier to tackle. To address this we raised the performance of the Higgin's Boat's machine guns, allowing them to better secure a foothold and lock down the beach with heavy suppressive fire, both when controlled by the AI and players. Alongside this we've made some rate of fire changes to all Heavy Machine Guns to make them more akin to their real life versions; and damage performance was adjusted to compensate.

Changelog v1.73:

  • dominance: fixed a crash in the map rotator
  • dominance: increased the soldier capacity variance so that a faction with less bases than the opponent gets a slight soldier capacity boost
  • dominance: initial soldier capacity added so that the maximum soldier capacity (for a single base) is reached right at start
  • dominance: fixed map balancing issues on all assault maps which made one faction more defensive, while the other more offensive
  • dominance: vehicle distribution partially reworked
  • dominance: fixed dimensioning of some weapons which made them useless (Benelli M4 and Golden Desert Eagle)
  • man vs. world: fixed issue that AI soldiers could spawn with a suppressed weapon
  • man vs. world 2 players: fixed issue where AI soldiers could spawn on the player faction due to over capacity parameters of some vehicles
  • maps: few fixes here and there
  • ai: return lonewolves back to own bases if attack percentage goes to 0
  • visuals: reduced flag marker size a little bit
  • modding: added spawn_y_offset for character specs
  • modding: exposed splat map effects layers via objects.svg with effect_splat_layer similar to terrain_layer objects with texture and scale control

Changelog v1.73 (Pacific):

  • weapons: M1919A4 on the Higgins Boat has been improved dramatically for balance, so that beach landing assaults are easier. Its stats now match regular HMG version of M1919A4.
  • weapons: M1919A4 (including vehicle-born versions) rate of fire raised 28% for greater realism, damage and velocity adjusted for balance
  • weapons: Bofors on the PT boat has raised sight range
  • weapons: Type 92 HMG rate of fire reduced 29% for greater realism, damage and velocity raised for balance
  • weapons: Type 92 HMG now has extended sight range since many were issued with high-powered optics
  • vehicles: Reduced AI vision with the LVT Water Buffalo machine guns from 1.3 to 1.15
  • vehicles: Pillboxes and Heavy MGs now add their crewsize to the faction Soldier Capacity so that factions do not lose attackers when they own a plethora of them
  • vehicles: Pillboxes now respawn every 10 minutes instead of 5
  • vehicles: Landing Craft now add some Soldier capacity to help with beach landings
  • vehicles: Landing Craft health raised 50% to allow them to survive one additional strike from infantry-based Anti-Tank weapons
  • vehicles: Destroyed Heavy MG's no longer block vehicles
  • vehicles: size of the Ka Tsu reduced by 15%
  • maps: Bougainville eastern beach has been slightly reworked (landing beach area increased and the coastal guns now hit less the terrain bumps around them but rather you :)
  • balance: Operation Downfall map has been re-balanced (made easier)
  • script: Operation Downfall phase controller script has been reworked to avoid situations, where the capture order became messed up

Happy running,
your Osumia Games
Jun 14, 2019
RUNNING WITH RIFLES - JackMayol
Hello Runners!

First of all: 환영합니다, 한국인 장병 여러분!
Indeed, with the help of the awesome community, RWR has been localized in Korean, special thanks to MarsCow, Leechrang and ith3322!



While the update is mainly focusing on this translation work, there's also a bunch of bug fixes and a new modified version of the map "Moorland Trenches" called "Moorland Apocalypse" included in online Invasion and as single-player quickmatch. The alternative take on the map is likely well known by people playing Dominance or the mod "Running with the dead".

In "Moorland Apocalypse", you start at the center of the map and need to push two enemy factions back who are encircling you. The third and outer faction is rather peaceful until you start messing with them. You can use this as for own advantage when you feel the timing is right.



Happy running,
your Osumia Games

Changelog v1.72:

  • translation: Korean (special thanks to MarsCow, Leechrang and ith3322!)
  • maps: Moorland Apocalypse (variation of Moorland Trenches) has been added to the invasion map rotator but is also available as quick match map
  • weapons: enforcer de-spawn time increased to match rare weapons
  • vehicles: Guntruck shooting itself with the front MGs fixed
  • invasion: fixed an exploit where you still got XP when repairing a destroyed vehicle
  • campaign: fixed a bug where in some cases the final missions didn't automatically unlock after annihilating a faction completely
  • visuals: fixed a shadow bug on DirectX
  • mac: fixed issue with ctrl key in inventory view
  • misc: Elite medics now have a small spawn score - not only existing as part of the elite paratrooper call anymore
  • misc: fixed a few typos
  • misc: fixed detonating multiple C4's with squad command modifier + throw key in fov mode
  • misc: optimized character animation loading
  • misc: moved c4 blast on blast to dominance only
  • modding: added soldier_group_name in character info query
...