May 11, 2021
RUNNING WITH RIFLES - JackMayol
Hello runners,

It's update time! Beside some minor bugfixes, we focused on equipment balancing in this update. Several suggestions came straight from the active community on the Running with Rifles Discord.
The modding community also spent some energy on creating new content after we announced that we are open for a new community box. And today, we have the COMMUNITY BOX 6 ready for you!
Thanks to all the modders for the submissions and also to those whose work didn't make it into this community box.
In no particular order, credits go to Mr. Bang, Unit G17, KF Redfox, Warbro, Xe-No, MarcusKrug, Kiruex, oche34, NC0032, Veliki Shef, CN memories, GhostNZ, Waltarron, Return_Dirt, P90 rush B and MoistGoat.



While we thought pretty much everything has been covered, we have some new interesting weapons there, from an explosive arrow alternate fire mode for the Compound bow to an incendiary grenade launcher by way of a reverse-recoil light machine gun. Most new weapons in today's community box use the feature we implemented for EDELWEISS release, i.e. an alternate fire mode.





We've also prepared an update for PACIFIC and EDELWEISS!
The major content includes the Enfield P14 Sniper Rifle and Beardmore-Farquhar LMG for the UKF, the Boys Mk I AT Rifle carried by all Allied forces in both PACIFIC and EDELWEISS, and the M9A1 Bazooka for the USF. For vehicles, the M10 Wolverine tank destroyer has been added for USF forces! The M4A3 Sherman has also been made available on late-war Pacific maps.



Alongside these, a wide variety of balance and quality-of-life changes have been deployed that are sure to make playing more enjoyable, of these the most noticeable being the removal of friendly fire for certain explosive weapons. For the full list of changes, look below!




Changelog 1.84 (Vanilla):

NEW CONTENT:

  • equipment: binoculars now show the distance to target when "shooting" at it (not in quick matches)
  • items: community box #6 added
  • weapons: Compound bow - alt version with explosive arrow added
  • weapons: Buckshot Bess Musket - alt version with bayonet added
  • weapons: Ninjato - alt version using firecrackers (stun) instead of ninja stars added
  • weapons: Ares Shrike - alt semi-automatic version added
  • weapons: 44 Magnum - alt rapid fire version added
  • weapons: AK47 with alt fire underbarrel grenade launcher (GP25) added
  • weapons: M16 with alt fire underbarrel grenade launcher (M203) added
  • weapons: G36 with alt fire underbarrel grenade launcher (AG36) added
  • weapons: Zweihander melee primary weapon added
  • weapons: Cavalry Saber secondary melee weapon added
  • weapons: Mac10 secondary MP added and alt suppressed fire version (MAC10 SD) added
  • weapons: Hunter double-barrel shotgun with double shot alt fire mode added
  • weapons: Kulakov incendiary grenade launcher added
  • weapons: Golden MP5SD primary suppressed weapon added
  • weapons: RPD light machine gun with bipod alt version added
  • weapons: Ultimax 100 reverse-recoil light machine gun with magazine and and alt fire version with drum added
  • weapons: ASh-12.7 battle rifle with alt fire underbarrel flash grenade launcher added
  • misc: Ammo backpacks for WB-II Microgun, Flamethrower and KAC Chain SAW

BALANCE CHANGES:

  • equipment: stronger vest version for EOD ai soldiers
  • weapons: EOD soldiers now can be equipped with a TTI-Combat Shield
  • weapons: stock MPs - accuracy increased slightly when walking and also overall improvements (recoil, bullet decay)
  • weapons: Stoner62 - improved recoil
  • weapons: Chainsaw - damage significantly increased to reliably cut down weaker vehicles and emplacements
  • weapons: Compound bow - increased kill decay start time significantly
  • weapons: Buckshot Bess Musket - reload time decreased by 25%
  • weapons: Shotguns - recoil recovery rate slightly increased
  • weapons: Sawn-off shotgun - reload speed increased
  • weapons: Dragon's Breath - reload speed increased and projectile pulldown decreased
  • weapons: APR - recoil recovery rate slightly increased
  • weapons: M712 Schnellfeuer - projectile speed increased
  • weapons: PF-98 - reload time decreased by 30%
  • weapons: Milkor MGL - uses a cycle animation instead of retrigger timer to prevent reload spam
  • weapons: 44 Magnum - animations reworked
  • weapons: Ares Shrike - recoil reworked
  • weapons: TTI-Combat Shield - overall effectiveness increased

FIXES and TWEAKS:

  • maps: minor tweaks here and there
  • models: standard winter soldier model colors tweaked so that brown and grey are easier to distinguish from each other
  • animations: Claymore placing animation reworked - takes less time to activate
  • equipment: Claymore despawn time increased from 90 to 180 seconds
  • equipment: C4 despawn time increased from 30 to 45 seconds
  • wearables: all costumes now have a broken state, instead of just disappearing when damaged
  • wearables: Black Ops vest can survive one small blast to be more effective against grenadiers
  • weapons: Milkor MGL uses a cycle animation instead of retrigger timer to prevent reload spam
  • minimodes: players drop items on teamkills to avoid respawning with the teddy close to an armory in teddy hunt substages
  • minimodes: players drop items on disconnection too
  • minimodes: encumbrancy of the Teddy carry item increased from 22 to 50%
  • minimodes: Teddy Hunt - teddy now showing properly on the map when carried by a player
  • minimodes: fixed a case where Islet of Eflen was spawnlocked
  • dominance: weapons adapted to the changes in other game modes
  • invasion: online invasion player faction from Brownpants to Greenbelts
  • objects: fixed destructible wall material handling
  • ai: fixed a collision avoidance issue with steering around vehicles while in water
  • campaign: fixed a bug with campaign continue while hosting the game online causing stuck script
  • online: added workaround for possible problems with Steam Cloud based authentication




Changelog 1.84 (WW2):

NEW CONTENT:

  • vehicles: M10 Wolverine added to USF faction, available through call-in on every USF map except for Sicily and Bastogne
  • weapons: Enfield P14 Sniper Rifle, UKF medium-tier rare carried by Sniper soldiers, can be unlocked via Briefcase
  • weapons: Beardmore-Farquhar LMG, UKF high-tier rare carried by Veteran soldiers
  • weapons: Boys Mk I Anti-Tank Rifle, Allied medium-tier rare carried by UKF, USF, and USMC Sniper soldiers, can be unlocked via Briefcase for UKF and USMC
  • weapons: M9A1 Bazooka, Allied medium-tier rare carried by new USF Tank Hunter soldiers, can be unlocked via Briefcase
  • soldiers: USF Paratrooper "Tank Hunter" AI soldier, behaves exactly like the Wehrmacht "Tank Hunter" soldier and will spawn on St. Marie, Bastogne, and Varsity
  • features: the following weapons can no longer deal damage to friendly infantry or the shooter: all AT rifles, AT rifle grenades, autocannons, flamethrowers, and the Panzerwurfmine
  • bayonets: the M1941 Johnson can now attach a bayonet
  • bayonets: the Type 44 Carbine can now toggle its bayonet on or off
  • sounds: Panzerfaust and PIAT have a new sound distinguishing them from other Rocket Launchers
  • sounds: Heavy and Light tank cannons have new sounds distinguishing them from Medium Tanks

BALANCE CHANGES:

  • map balance: M4A3 Sherman added to US Marine Corps call-ins on Iwo Jima, Peleliu and Downfall (both Axis and Allied campaign)
  • map balance: M4A3 Sherman added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
  • map balance: M3 Halftrack added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
  • map balance: enemy "special soldiers" during the Varsity and Sealion boss fights no longer spawn with RP in Campaign (still possible in Invasion)
  • map balance: removed a respawning Panzer IV from Arnhem to make it a bit less vehicle-crowded for the Allies to fight against (Allied campaign only)
  • weapons: adjusted commonness of many weapons to become more standardized across all factions, should also raise commonness of high-tier rares in Campaign
  • weapons: cost of Flamethrowers reduced from ~150RP to ~100RP
  • weapons: StG 44 Vampir damage range raised to represent how its IR optics make for easier targeting
  • weapons: M1941 Johnson LMG firepower greatly boosted and cost raised to better reflect its high-tier rare status
  • weapons: MG 42 Extended Belt reload time set same as other belt-fed MGs
  • weapons: MG 42 Mobile belt size raised from 100 to 150
  • weapons: VGO No. 2 Mk I - improved firepower both when hip-firing and when using bipod
  • weapons: MG 34 completely redesigned - moved from being a medium-tier rare weapon to being a common armoury weapon
  • weapons: Winchester Automatic Rifle has had its accuracy and recoil control improved to better reflect its high-tier rare status
  • weapons: M2 Hyde reload speed slowed down, long-range firepower slightly nerfed
  • weapons: Type 96 LMG is no longer replaced by the Type 99 LMG but rather augmented by it once it becomes available
  • weapons: M1903A3 is now available alongside the M1 Garand on the Western Front (formerly only mid/late-war Pacific maps)
  • weapons: minor changes to most LMGs, HMGs, secondary-slot Carbines, the M1941 Johnson Rifle, Scoped FG 42, Sterling
  • weapons: adjusted the cost of some rare guns to better reflect performance
  • briefcases: UKF now unlocks the Lanchester SMG instead of the M1928 Thompson w/ Drum
  • briefcases: USMC can now unlock Scoped M1D Garand
  • briefcases: IJA can now unlock Scoped Type 99 Rifle and Type BE SMG
  • briefcases: WH can now unlock the Panzerschreck
  • briefcases: IJA must now unlock the Sniper Gear camouflage suit with Briefcases like every other faction
  • soldiers: Tank Hunter soldiers can no longer kill themselves or friendlies with their Rocket Launcher
  • soldiers: Assault soldiers can no longer spawn with medium-tier or high-tier rare guns
  • soldiers: Banzai soldiers can now spawn with SMGs and occasionally the Type BE
  • soldiers: IJA Veterans can now spawn with the Type BE (not just the IJN)

FIXES and TWEAKS:

  • soldiers: Added rank names and icons for the UKF and the Polish Armoured
  • soldiers: fixed an issue where Axis Veterans were not spawning with HE Rifle Grenades
  • soldiers: Banzai Chargers more reliably follow their Officer into attack
  • soldiers: Banzai Officer will be less likely to join player squads
  • quickmatch: added some Heavy Tanks to some of the maps
  • quickmatch: all items and weapons normally unlocked by Briefcase sales in Campaign are now immediately available in Quickmatch
  • soldier models: carrying an M9A1 Bazooka or Panzerschreck will now attach a rocket-ammo backpack onto the soldier model
  • soldier models: improved the model of the USMC Assault soldier
  • AI: fixed a bug regarding collision avoidance while in water
  • calls: fixed an issue where Jeep call-ins were not working for the UKF Paratroopers on Arnhem
  • calls: fixed an issue in Quickmatch where the M3 Halftrack call-in on Hell's Highway would spawn a bunch of other vehicles and cost a ton
  • calls: fixed Strafing Run call in not working in Quickmatch
  • calls: Wehrmacht Infantry call-in can now deploy from the base 'Best' on Hell's Highway
  • calls: now show barrage radius outlines in Quickmatch
  • items: adjusted the appearance of the Victoria Cross and Iron Cross HUD icons
  • maps: placed a Stash on the South Bridge base for Axis to use when arriving at Arnhem
  • maps: adjusted the extraction point on Arnhem leading to Hell's Highway for Axis campaign to make more sense
  • sounds: added some airplane airdrop ambience to maps that feature Paratrooper drops
  • music: raised the distance boss-music plays at when away from the tank for all bosses, especially on Sealion where the nearest on-map Armoury is quite far
  • weapons: tweaked the HUD icon and model of the Scoped M1D Garand sniper rifle
  • weapons: tweaked the HUD icon of the Type 44 Carbine to show its bayonet turned out
  • weapons: added explosive visual effect to Bofors and AA guns projectiles
  • weapons: fixed an issue where the 20mm Anti-Aircraft Gun was not able to damage Sentry soldiers
  • weapons: increased the size of all Grenade models to make them more visible (like Vanilla)
  • weapons: fixed an issue where the UKF were unable to buy Binoculars on Arnhem
  • briefcases: fixed an issue where the Commander would not report back 'nothing left to unlock' when that was the case
  • vehicles: tweaked spots of Opel Blitz and Austin K5 so that no crew will die when disembarking at full speed
  • vehicles: adjusted animations of the Ka-Tsu machine gun crew
  • vehicles: fixed missing weapon-mount mesh on Willy's MB Jeeps
Mar 2, 2021
RUNNING WITH RIFLES - JackMayol
Hey Runners,

target of this update is mainly about Vanilla balancing, more precisely the invasion part. Some of the balancing efforts have already been live on the servers since mid-February. Invasion players might have noticed it already.
The invasion servers are usually a good mix of newcomers and veterans and we want all of them to have equally fun, which is not a self-evident task as both parties are usually acting on a different skill level.

From our experience, we can say that there are always at least a couple of veteran players on populated servers and they will have (and are expected) to use a more tactical approach to the metagame while newer players will help pushing the frontlines until they feel confident and fulfill some tactical tasks themselves. Of course, they can also do it right away, there are certainly some tactical talents out there :)

Therefore, we hope to have found a good compromise to satisfy all runners out there!



We also reworked the artillery strikes to have less spread as it was just too much. Now they have a smaller, yet more focused effective area damage zone. You can see in the image right below a random example of artillery strikes before and after the update.



Speaking of artillery stuff, elite soldier AI can now also use higher Tier Artillery, Gunship and A10 gun runs. Beware!
As for the vehicles overall, the wrecks now behave similar to what you've been used to in the WW2 DLCs, hence having a reduced wreck mass so that they can be bulldozed away, unless a jeep tries to push a heavy tank, that will not work. A bump into those wrecks can also cause them to disappear, which should help with vehicle jams.

We also put some work into the "man vs. zombies" mode for those of you who want to slay some monsters. Beside adding a new monster race, the Elite Ripper, we also made some adjustments, try it out!




Don't forget to give us some love in the reviews, as not a lot of you guys wrote or adapted their review since our last WW2 balancing patch which had fixed pretty much all issues people were complaining about! Much appreciated!
Feel also free to join other Runners on our Discord!

Happy Running!
Osumia Games


Changelog v1.83 (Vanilla):

  • vehicles: FT-Croc tank buff - doubled the amount of ammo, increased the turret rotation speed by 25% and increased the flame projectile radius by 20%
  • vehicles: added broken_mass physics parameter to most medium to heavy vehicles to that other vehicles can easier bulldoze them when destroyed, avoiding navigation paths bottleneck situations
  • vehicles: added remove_collision_threshold physics parameter to most medium to heavy vehicles to remove the wrecks on collision
  • vehicles: increased the simulated_speed_factor control parameter of the Legion tank
  • vehicles: supply quad now has the camouflage suit and the faction's silenced stock pistol in his inventory
  • weapons: VVS-Vintorez XP requirement increased. Also lowered the commonness (invasion only)
  • projectiles: cleaning activated projectiles after 90 seconds (Claymore), 30 seconds (C4) and 10 seconds (XM-25)
  • equipment: slightly increased the sight range of binoculars
  • calls: "A-10 gun run" radio call added to campaign - was invasion only
  • calls: "Gunship run" radio call added to campaign - was invasion only
  • calls: effective area of the Artillerie calls has been slightly reduced. The amount of shell fired has been reduced accordingly
  • gameplay: in "King of the Hill" mode maps, the final enemy assault timer starts 30 seconds earlier
  • invasion: tweaking the difficulty to make it a bit more challenging for veterans while still being accessible for newcomers - official servers already have those values gone live mid-February
  • invasion: "Vigil island" map now has destructible sandbags around the Airfield base to dissuade the player from camping
  • invasion: "Power Junction" map have heavy artilleries disabled - this should avoid the usual artillery spam on this map
  • invasion: Elite soldiers now can use higher Tier radio strikes such as Gunship run and Artillery II.
  • man vs. zombies: added a new rare monster type - the Elite Ripper
  • man vs. zombies: the acid explosion caused by a spitter now also affects other monsters
  • man vs. zombies: spitter spawn commonness lowered by 33%
  • man vs. zombies: spitter acid explosion (explosion of death) AoE reduced by 0.5m
  • man vs. zombies: removed medikit from resources - only available in MvZ coop
  • maps: minor fixes here and there
  • ai: spawn score of higher ranked elite soldiers increased to have more of them to be able to use high rank radio calls - overall elite soldier spawn score remains the same
  • ai: strike frequency time parameter reduced by 33%
  • sounds: fixed missing step sounds on some platforms and static objects
  • online: fixed unintended map view close bug
  • animations: most weapons have now proper prone animations

Changelog v1.83 (WW2):

  • cover: adjusted the collision of the deployable Cover item so that it collides less with sticky Satchel weapons. It may still collide when not manually standing up to throw the grenade, but manual throws are now safer
  • call-ins: fixed an issue where the Ka-Tsu vehicle call-in was not working in Campaign or Invasion
RUNNING WITH RIFLES - JackMayol
Hey Runners,

here some news from the WW2-DLC fronts! We've put our focus in this still young year mainly at adjusting the balance and improving some of the visuals to help EDELWEISS be more accessible to inexperienced players, primarily focusing on changes to the campaign. We initially planned to have a beta 1.82 running for a week and thus release this update in about a week from now but we have a good feeling about the state of the update, so that it shouldn't require more testing.



Here's a rundown of the major changes made: for soldier visuals, we've made some tweaks to German and Allied uniform colours - particularly the brightness/darkness - to help differentiate their soldier models more easily, especially on the maps Sicily and Arnhem.
On the AI front, regular soldiers (but not veterans) are now less accurate with bolt-action rifles, especially while moving. Those drastic changes in their accuracy will certainly please the people complaining about getting "sniped" by running soldiers.
Additionally, Sentries no longer see further than players, Assault Soldiers can now spawn with bayonet rifles again but are much less accurate while moving, and spawn less often on Sicily and St. Marie du Mont. Also, Infantry reinforcement call-ins are cheaper in a campaign (not in Invasion). In regards to vehicles, all Medium Tanks can now crush hedgerows, Light Tanks now fire their cannon much quicker but deal less damage, the King Tiger fires slower but deals much more damage, and the Ka-Tsu autocannons now deals area-of-effect damage, making it effective against light vehicles. Additionally, all AI-controlled Tanks have less sight range
For map balance, some vehicles now spawn slower on Hill 262 and Hell's Highway, the Bergetiger escort vehicle has received tweaks to prevent it from advancing when below a certain amount of health (requiring repairs), Axis campaign's Bastogne final objective has been made easier, and there has been a large variety of weapon balance tweaks.
For a full list of changes, check the changelog below.

As for Vanilla, we also made some changes, one being the addition of a custom map called "Dry Enclave" in the online invasion rotation. The map is a "King of the Hill" adaptation of "Iron Enclave". As the name of the map may suggest, the water enclave and the seas and ponds have been dried out. The surroundings of the "hill" base have been slightly modified and you can expect a heavy clash of vehicles in this dried out area! Legion tank, Noxe Ghost and M528, they're all there!



Join us on Discord and discuss the changes with the community!
Also, we are always very thankful for a thumb up on Steam if you like what we have to offer!

Happy running,
your Osumia Games

Changelog v1.82:

  • maps: "Dry Enclave" map added to the invasion map rotator - King of the Hill map adaptation of "Iron Enclave"
  • vehicles: NOXE Ghost is set to be friend only, therefore not stealable by the enemy faction anymore. Spawn timer increased from 80 to 100 seconds
  • vehicles: Legion tank is set to be friend only
  • vehicles: M528 tank is set to be friend only
  • vehicles: SEV90 tank is set to be friend only
  • invasion: minor balancing tweaks. Keepsake Bay and Vigil Island should be slightly more challenging
  • invasion: added a NOXE spawn location on Keepsake Bay for the enemy
  • invasion: player faction set to Brownpants
  • AI: increased default taxi request time from 10 to 15 seconds
  • gameplay: use defense block boost with combat vehicles that are in defense, up to number of vehicle seats
  • modding: added a vehicle parameter to make a vehicle becoming disable to not have his crew to bail out: ai_abandon_when_unsteerable
  • modding: exposed character parameter taxi_request_time
  • misc: exposed and bind vehicle marker size via hud.xml, vehicle_marker_atlas_size
  • misc: expand vehicle ID limit from 255
  • misc: added a spawn position hint for match start

Changelog v1.82 (WW2):

  • soldiers: changed brightness/darkness of soldiers on some maps to help differentiate between the two armies - primarily on Sicily and Arnhem
  • soldiers: regular AI soldiers (not Veteran Troopers) using common Bolt-Action Rifles (and the M1 Garand as well) will deal much less damage and also have a bit less accuracy, especially while moving
  • soldiers: Sentry AI soldiers no longer have bonus sight range over other troops
  • soldiers: fixed issues where USF Paratrooper Sentries would spawn with the M1 Carbine instead of the M1A1 Carbine, and UKF Veterans would spawn with the Vickers K (intended only for UKF Sentries)
  • soldiers: fixed issue where UKF Sentry on Operation Sealion would be using the wrong model
  • soldiers: Axis Veteran soldiers on Sicily now have a darker tunic
  • soldiers: Assault AI soldiers can now use bolt-action rifles again, but they are very inaccurate and have a very short damage range
  • soldiers: Assault AI soldiers are now less common Sicily and St. Marie du Mont, should help ease players more into dealing with them
  • soldiers: removed 'captured' Axis weapons from UKF elite soldiers on Arnhem, due to it being potentially confusing
  • vehicles: raised damage but reduced reload speed of Tiger, King Tiger, ToG II, and Maus tanks
  • vehicles: raised reload speed but reduced damage of Stuart, Ha-Go - improving effectiveness against Infantry but reducing it against Armour
  • vehicles: the ability to crush hedgerows has now been added to the normal M4 Shermans, Panzer IVs, and StuG IIIs
  • vehicles: re-adjusted several vehicle weapon sight range, mainly reduced sight range for the AI
  • vehicles: King Tiger turret MG rotation speed reduced by 50%
  • vehicles: spawn time of fast spawning combat vehicles (Hill 262 and Hell's Highway) increased from 20 to 30 seconds
  • vehicles: Bergetiger in Hell's Highway axis campaign now becomes unsteerable (until repaired) when healthpoints are below 10% without the crew to bail out
  • vehicles: Bergetiger added to axis campaign in Bastogne
  • vehicles: Ka-Tsu now fires explosive rounds with mild anti-tank damage and modest area of effect against infantry targets
  • vehicles: Ka-Tsu now makes use of AI turning plan for driver to turn to prioritized targets
  • vehicles: StuG III top machine-gunner now has more arc
  • vehicles: standardized various vehicle-weapon icons
  • vehicles: SdKfz 251/17 Flak respawn time reduced by 33% and health by 17%
  • maps: Sainte-Marie-Du-Mont (axis campaign) replaced a transport truck with a Panzer IV in the axis starting base, a Panzer IV with a mobile Flak in Brécourt, added a Panzer IV spawn in Hauchemail and a Stuart in St-Marie
  • maps: Hill 262 has now 1 tank less on each side (and for both campaigns)
  • maps: Hell's Highway - Ridges area slightly reworked to add navigation paths and providing some more cover for the attackers
  • maps: Arnhem (axis campaign) - main starting base "South Bridge" became uncapturable to avoid multiple enemies to swim across the river. The secondary starting base "Kampfgruppe HQ" has its spawnpoints disable at start of the map to force the player to spawn at the south bridge
  • maps: Bastogne (axis campaign) - tank distribution reworked so final attack on Bastogne is easier, but rest of map features same number of tanks
  • maps: Varsity - added a second allies Sherman tank spawn location. Added several hedgehogs around the castle to prevent the abuse of transport trucks to get to close to the wall
  • maps: Sealion - citadel base partially reworked
  • maps: fixed missing palmtrees in the Peleliu Island map
  • maps: fixed cliff height at Mount Suribachi on Iwo Jima, so that you can't climb on the top platform anymore without using the ladders
  • maps: fixed several collision issues on the Attack ships
  • maps: fixed visual glitches on the carriers
  • maps: few fixes here and there
  • AI: commander attack target order reworked in Arhem and Bastogne
  • modding: added ai_abandon_when_unsteerable vehicle parameter (default 1)
  • Invasion: player-only version of King-Tiger has had its health reduced
  • effects: added new G43 Ostveteran bullet impact effect
  • sound: fixed missing Scoped Gewehr 98 reload audio
  • sound: corrected G43 reload audio
  • animation: new pistol reload animations
  • call-ins: Infantry and Paratrooper call-ins can no longer spawn soldiers with super-rare weapons. Regular rares are still possible
  • call-ins: Infantry and Paratrooper call-ins cost reduced from 350RP to 250RP for Players in Solo and Co-op (Invasion still 350RP)
  • weapons: included the PPSh 41 (carried by Axis Assaults and Veterans) onto all maps except Sicily
  • weapons: included the Beretta M38 (carried by Axis Assaults and Veterans) on Varsity
  • weapons: Type 1 SMG standardized damage model to match Type 2 SMG / Type 100 SMG, slightly improving damage
  • weapons: Type 2 SMG raised velocity, improving long-range performance
  • weapons: M1918 BAR (all variants) raised max damage range from 50m to 80m, improving long-range performance
  • weapons: Browning Hi-Power and P 08 Pistols - slightly raised damage model
  • weapons: All Carbines - slightly raised damage model
  • weapons: StG 44 Vampir and Sten Mk II SD - considerably raised drop chance in non-Invasion games (solo, private co-op)
  • weapons: HMG 42 Deploy - raised recoil recovery, standardized velocity to other MG 42s, improving long-range performance
  • weapons: Lanchester SMG fixed issues with max spread and damage being inconsistent with other 9mm SMGs
  • weapons: MP 40 standardized max damage to match other 9mm SMGs
  • weapons: Type 97 Sniper Rifle damage no longer decays over distance - but it remains weaker damage than most other Snipers. its advantages are faster aiming time and recoil recovery
  • weapons: No. 4 Enfield raised cost from 2rp to 5rp due to it being a very potent bolt-action rifle
  • weapons: Kar 98k velocity reduced from 145 to 135, elite and sniper Kar 98ks from 145 to 140
  • weapons: M1903A3, Kar 98k, No. 4 Enfield, and Type 99 Rifle damage raised from 1.0 to 1.125, so players can more reliably shoot through enemy AI wearing vests
  • weapons: HE anti-personnel rifle grenade launchers' blast radius raised, and slightly improved spread while moving
  • weapons: Mobile (Sentry) Machine Guns all rebalanced, most of them improved, except MG 34 which was slightly nerfed and Ho-104 which remains the same
  • weapons: Type 97 Anti-Tank Rifle damage reduced against vehicles
  • translations: encoding issues in Portugese fixed
  • misc: detectability of "walking" and "still" stances have been adapted to match vanilla values
RUNNING WITH RIFLES - JackMayol
Hey Runners,

We're bringing you some good news regarding RUNNING WITH RIFLES: EDELWEISS. We've been hard at work improving the game and invite you to test our changes and give your feedback on our Discord server - #edelweiss-beta channel!

To activate the public beta, right-click RUNNING WITH RIFLES in your Steam library and select Properties. Go to the Betas tab, then select the "beta - 1.82" option from the drop-down menu. Once you close out of the window, the requisite files will be downloaded. You can opt out of this by selecting "none" in the same menu.

Here's a rundown of the major changes made: in the art realm, we've made some tweaks to German and Allied uniform colours, particularly the brightness/darkness, to help differentiate their soldier models more easily - especially on the maps Sicily and Arnhem. On the AI front, we've made regular soldiers (but not veterans) be less accurate with bolt-action rifles, especially while moving. Additionally, Sentries no longer see further than players, Assault Soldiers can now spawn with bayonet rifles again but are much less accurate while moving, and spawn less often on Sicily and St. Marie du Mont. In regards to vehicles, Light Tanks now fire their cannon much quicker but deal less damage, the King Tiger fires slower but deals much more damage, and all AI-controlled Tanks have less sight range. In terms of map balancing, some vehicles now spawn slower on Hill 262 and Hell's Highway, the Bergetiger escort vehicle has received tweaks to prevent it from advancing when below a certain amount of health (requiring repairs), Axis campaign's Bastogne final objective has been made easier, and there has been a variety of weapon balance tweaks.
Dec 22, 2020
RUNNING WITH RIFLES - JackMayol
Hey Runners,

It has been a week since release of our second WW2 DLC, RUNNING WITH RIFLES: EDELWEISS and we are happy that the DLC has been positively received so far. Thank you all for being a part of this adventure, and we'll make sure that it continues for a long while!

We're extremely grateful for the feedback and suggestions the community has given us for balancing and bugs throughout the first week of EDELWEISS' life! After two hotfixes post-release, the time has come for a third, more substantial hotfix.



Hell's Highway was a major focus of this update; the Allied campaign variant proved too difficult due to a combination of new players unfamiliar with RWR's mechanics and unforeseen AI movements. Steps have been taken to reduce the amount of back capping that happens on this map, but that doesn't mean you shouldn't ignore the snipers that sneak by your lines!

The Axis campaign variant had the Bergetiger moving forward too quickly. We've made it so you can now stop the Bergetiger whenever you want by clicking on it, and the Bergetiger now receives over 6x more repairs, which means that a small wrench now repairs 2%!

To serve a wider audience, we've added a new difficulty setting called "Normal", which has become the standard difficulty. Casual was too easy for people who wanted a challenge to start with, and the difficulty jump to Hard was too much for most newcomers.

Some of the Official WW2 servers will now rotate through all 4 WW2 Invasion campaigns instead of just the two EDELWEISS campaigns. You can carry over your stash throughout all the WW2 maps: let's see how you perform against against the Banzai assault troops of the Imperial Japanese Army with an MG42 in hand!



Global changelog v1.81:

  • factions: changed faction capacity handling when baseless to avoid a negative effect
  • AI: changed taxi request comment, tries vehicle tags first, resorts to default Waiting for squad
  • AI: added ai_handle_taxi_request_when_full (default 0) to vehicle parameters
  • vehicles: added repair_factor to vehicle parameters
  • man-vs-world: fixed capture timer regression
  • man-vs-zombies: fixed capture timer regression
  • quickmatch: fixed ordering of mods when the map package has required overlay packages
  • journal: fixed handling of show_journal campaign option in client main menu
  • characters: fixed handling of addon visual when hidden by vehicle

WW2 changelog v1.81:

  • invasion: more overall balancing changes
  • campaign: added in a new difficulty mode between "Casual" and "Hard", called "Normal". "Normal" became the new difficulty mode. We recommand players who are not new to the game to play on "Hard" though
  • weapons: All weapons now have new limits to their maximum damage range. Snipers and Deployable HMGs are 100m, SMGs, Pistols, and Carbines are 50m, and everything else 80m. This will hopefully help reduce the frequency of being killed by bullets from offscreen.
  • weapons: M3 Greasegun further tweaked, it was overtuned and now dialed back slightly
  • weapons: M3 Greasegun Folded has now receives improvements alongside the standard
  • weapons: Standard MG 42 slightly improved for better long range (includes extended belt variation)
  • weapons: Fixed issue where Lanchester Bayonet had no stab sound
  • weapons: Raised commonness of Kar 98k Scout, Scoped Gewehr 43, Scoped Gewehr 43 Ostveteran, Scoped StG 44, Gewehr 98, Scoped Kar 98k Hi-Grade, M12 Trench Gun
  • weapons: Improved Morphine HUD icon and animation, price reduced to 5rp
  • weapons: Changed the move speed penalty of the Scoped StG 44 from -0.1 to -0.05, matching the standard StG 44
  • equipment: repair tools of any kind now repair the Bergetiger in Hell's Highway axis campaign 6x as much (3x in invasion)
  • items: Player Assault Webbing cost raised from 15 to 20
  • items: Changed names of all Vests to have greater clarity for new players
  • AI: Standardized AI sight ranges with various vehicle weapons, this includes reducing sight range of Type 92 Heavy MG
  • AI: Reduced sight range with all Edelweiss tanks slightly (except Bosses)
  • AI: Lowered AI Assault Trooper and Banzai accuracy, should mostly be effective only when they're very close, though stray shots can always occur
  • will be monitoring its effect
  • music: made an attempt to better fade out the Victory Music when advancing maps in Invasion, will be monitoring its effect
  • soldiers: Split AI Assault Trooper vest to be distinct from AI Banzai
  • soldiers: Fixed an issue where Assault Troopers were getting stunned by their own grenades
  • soldiers: Replaced M1A1 Thompsons with M1928A1 Thompsons on USF Veterans and Assaults, and added M1928A1 Thompsons to UKF Veterans and Assaults
  • soldiers: Frequency of Snipers who can spawn with rare weapons changed from 2/10 spawns to 3/10
  • soldiers: Assaults and Snipers now have a 50% and 100% chance of dropping loot, respectively
  • maps: Arnhem: fixed accidentally climbable elevated roofs that would launch players sideways
  • maps: Arnhem: added stash to Kampfgruppe HQ
  • maps: Bastogne: players in the unsafezone around Foy will now retain items when killed by the script
  • maps: Bastogne: added stash to Farmhouse
  • maps: Sainte-Marie-du-Mont: fixed missing marram throwing errors in log
  • maps: Sealion: removed trees south of Drop Redoubt to allow trucks to get closer to The Citadel
  • maps: Sealion: addressed some pathing issues between trees and barbed wire
  • maps: Sealion: fixed missing silos at Port of Dover
  • maps: Hell's Highway (Allied Campaign): changes made to reduce amount of back capping
  • maps: Hell's Highway: more stashes added
  • maps: Varsity: added stash to Southern Wesel
  • maps: Varsity: added more tank traps around The Castle entrance
  • maps: Varsity: fixed floating platform in southeast Wesel Crater
  • calls: Hill 262: fixed UKF infantry call-in not working
  • calls: Strafing Run added to UKF on Hill 262 and Fallschirmjager on Operation Sealion
  • navigation: fixed small vehicle navigation issues in Hell's Highway
  • vehicles: Sherman firefly hull MG offset to lower hitting self
  • vehicles: fixed the Bergetiger to have 2 driver slots
  • vehicles: adjusted entry locations on all halftracks
  • vehicles: adjustments made to all halftracks so driver does not get shot out as often, while remaining vulnerable to grenades
  • vehicles: fixed SdKfz 251/17 flak halftrack being unrepairable at certain angles
  • localizations: some encoding issues fixed
  • misc: Fixed USF Veterans not spawning with the Winchester Automatic Rifle or the M2 Hyde
Dec 16, 2020
RUNNING WITH RIFLES - JackMayol
Hey Runners,

this hotfix focuses "only" on map loading times, But might be worth mentioning as it has been an issue for many of you!

keep running and don't forget to Rock n' Roll!

Changelog Edelweiss hotfix #2:

  • improving map loading time of Edelweiss by a large amount (~50% on dev computer)

Dec 16, 2020
RUNNING WITH RIFLES - JackMayol
Hey Runners,

this hotfix mainly focuses on WW2 invasion balancing as it was hell of a challenge to say the least. Especially the more players were on the servers.
Hopefully it will be better now. Thanks for your patience!

Changelog Edelweiss hotfix #1:

  • invasion: soldier compensation counts for both the Allied and Axis campaigns have received a pass
  • balancing: Assault units toughness reduced
  • balancing: Assault units don't spawn with bolt-action or semi-auto rifles anymore
  • AI: Panzerschreck units will no longer back-cap sectors
  • AI: fixed a minor issue where US Paratroopers could not call in Strafing Runs
  • AI: US Airborne Forces on St.Marie-du-Mont can now call in Heavy Naval Artillery Support
  • weapons: M3 'Grease Gun' spread range, bullet range, recoil, and max recoil buffed substancially
  • weapons: M1 Garand kill chance buffed slightly
  • vehicles: fixed Austin K5 passenger slots and enabled it to transport a full 10-man squad plus driver
  • vehicles: fixed Universal Carrier being unrepairable
  • calls: Strafing Run projectile count increased, price increased from 150 to 175RP
  • calls: .50cal Jeep display price fixed, now correctly displays 200 rather than 175RP
  • misc: fixed some text encoding issues
RUNNING WITH RIFLES - JackMayol
Hello Runners!

It’s been a long time coming, but we're excited to announce RUNNING WITH RIFLES: EDELWEISS has finally released! More than two years of love and labor have gone into this project, and we're proud to finally be able to share it with all of you!




EDELWEISS will launch with 8 maps, detailed below:
  • Sicily: Scale rocky cliffs and hills as you root the enemy out of Biazza Ridge.
  • Sainte-Marie-du-Mont: Parachute into a labyrinth of hedgerows that surround Brecourt Manor and the quiet town of Sainte-Marie-du-Mont on the morning of D-Day.
  • Hill 262: A classic King-of-the-Hill map that centers around the vital ridge of Mont Ormel during the German Army's retreat from France.
  • Hell's Highway: Fight along Highway 69 as it passes over Joe's Bridge, through Eindhoven, and into Son.
  • Arnhem: Give battle to the streets of this beautiful Dutch city that was a bridge too far for the British paratroopers trapped there.
  • Bastogne: Snowy fields give way to muddy streets as you fight between the towns of Bastogne and Foy.
  • Operation Varsity: As winter fades into a cold spring, fight through the bitter fields and ruined streets of Wesel, Germany - in the final mission of the Allied campaign.
  • Operation Sealion: With autumn in full swing, fight on the beaches, fight on the landing grounds, in the fields and in the streets and in the hills - in the final mission of the Axis campaign.




Joining us throughout both campaigns are the new United Kingdom Forces and Wehrmacht with completely new arsenals in addition to the United States Forces with an updated arsenal.

Each campaign features different approaches to playing each map - many Axis missions begin with a ground assault, while Allied missions heavily feature the new Paratrooper game mode with selectable points of entry.

Additionally, with these new factions comes new Medium and Heavy armor such as the M4 Sherman, Panzer IV, and the venerable Tiger. With these vehicles comes great power, especially in the hands of the player - taking that in consideration, Medium and Heavy tanks cannot be stolen by the enemy! Keep that at the forefront of your mind next time you run up to a Panzer IV as a paratrooper and wonder why the hatches have been locked.



Along with the addition of EDELWEISS, the file structure has been reworked for PACIFIC along with various new additions. The structure has been reworked such that player progression is preserved between official EDELWEISS and PACIFIC DLC servers - not only will your experience and RP transfer, but so will your stash! Bring the weapons of PACIFIC into EDELWEISS and vice-versa.

Alongside this change, some servers will dynamically switch between campaigns. As you finish one campaign, the server will automatically switch to that campaign from the other perspective, then afterwards switch to a campaign from the other DLC. For a short period after launch however, all DLC servers will only rotate through EDELWEISS campaigns.




Finally, anyone can join official PACIFIC or EDELWEISS servers, even if they don't own either DLC! You can rank up and progress as normal, but your selection of weapons is restricted to standard faction rifles, grenades, and vehicle crew limitations, depending on which DLC you own (if any). However, you can still pick up and stash any item you find while playing, which you will be able to trade freely with other players or use if you decide to purchase a DLC at a later date. Some weapons are shared between both DLCs, while some are unique to one or the other.



Also - to talk about the music! EDELWEISS features more music than ever present before in RUNNING WITH RIFLES - written by Karl Feuerstake, composer behind the PACIFIC theme. The soundtrack features unique music for each level, charting an adventure from the humble beginnings of the campaign in Sicily all the way to its culmination in the final missions. There are also a select few action cues for special moments in the campaign. If you like the music, feel free to support our artist here:

RUNNING WITH RIFLES: EDELWEISS Sountrack

In addition to all this, both PACIFIC and vanilla RUNNING WITH RIFLES have received the usual assortment of balance changes, along with a few modding and miscellaneous additions. Read up the exact changes below!

Last but not least, we'd like to shout a big THANK YOU to all of you who supported us over the years.
Especially the testers, the translators, the people who annoyed us with requests and everyone from our awesome Discord community!
A special thank to EpocDotFr helping us setting a translation platform and for his RWRS statistic page!

Keep Running!

CHANGELOG v1.80:
  • modding: added faction specific lose_last_base_without_spawnpoints
  • misc: improved character model loading time
  • visuals: water foam is no longer handled for wall object without side material
  • modding: added damage_origin_vehicle control for projectiles, can be used to ignore blast damage for vehicle which the projectile originated from
  • ai: added ai_stop_to_fight for vehicles, -1 do the usual thing, 0 don't stop, 1 stop
  • ai: added ai_attack_spread_block_multiplier for vehicles, used to override commander spread multiplier
  • ai: added ai_navigation_offset for vehicles, by default 1.7, controls how much driver aims to drive offset from road midline
  • modding: added allow_player_to_use for vehicles
  • modding: added simulated_damage for vehicles
  • misc: added comms_marker_atlas_size for hud
  • misc: fixed comms marker game view flag handling
  • misc: changed edge comms marker to interpolate small position changes
  • misc: added climbable keyword for building config
  • misc: added type keyword for update_map_view command, "default" or "frame"
  • misc: added render_queue_offset for set_marker command

CHANGELOG v1.80 (Pacific):
  • weapons: new Bayonet toggling system from EDELWEISS added into Pacific, Bayonets can now be toggled on appropriate weapons at a slight cost to accuracy
  • weapons: T22 Large Mag Garand now has a Bayonet
  • weapons: Semi-automatic Rifles, secondary-slot Carbines, and Assault Rifles now have better recoil recovery
  • weapons: M1 Garand and variants damage reduced to compensate for its superior recoil recovery
  • weapons: Automatic Rifles, LMGs, MMGs and Snipers now have a slower accuracy recovery when changing from running to standing still, but have more maximum accuracy in all postures while still
  • weapons: M1921 SMG with the 100-round drum and T22 Garand have been given a slower stance recovery as well
  • weapons: SMGs and carbines have slightly superior moving accuracy
  • weapons: lowered the recoil of the M55 Reising and its folded variant
  • weapons: All sniper rifles' recoil recovery rates reduced; creating a larger disparity in rate of fire between them and regular bolt-action rifles
  • weapons: All sniper rifles' damage raised, making them more effective against soldiers wearing body armor
  • weapons: M1903A1 Sniper has been rebalanced to better represent the advantages and disadvantages of its very high power scope: sight range increased, rate of fire lowered
  • weapons: USMC M1918A2 BAR has been changed to a Lightweight configuration, with slightly more speed and better accuracy from standing / crouching position, but not as great accuracy in prone or over walls compared to the USF Paratrooper BAR
  • weapons: raised range of Type STE bayonet melee
  • weapons: all secondary-slot SMGs now only cost 20RP and can be respawned with, but still require briefcase sales to randomly unlock
  • weapons: M12 Trench Gun and Type 2 SMG now only cost 25rp and can be respawned with, but still require briefcase sales to randomly unlock
  • weapons: M12 Trench Gun fires 1 less pellet per shot
  • weapons: M1941 Johnson LMG standing and crouching accuracy improved
  • weapons: Some weapons have been removed from the ability to be unlocked via briefcase sale
  • weapons: Type 100 Grenade Discharger removed from standard armory to requiring a briefcase sale. It also sometimes carried by IJA Veteran soldiers, and shows up a bit more frequently.
  • weapons: New Item from RWR: Edelweiss - M1903 Rifle Grenade HE added to USMC. Is unlocked by briefcase sales, and sometimes carried by USMC Veteran soldiers.
  • weapons: Lowered sight of Type 92 HMG from 2.0 to 1.725.
  • weapons: Rebalanced all explosive / area of effect weapons. Anti-Tank Rifle Grenades are now much weaker but have infinite ammo like other weapons, Flamethrowers are now very effective against Bunkers and can even be used against Light Tanks.
  • weapons: All AT Rifle Grenades now remain available in the standard armory even in late-war maps, due to their new utility as reloadable, low damage AT weapons.
  • weapons: Slightly reduced the AoE of the M1 Bazooka and Type 4 Rocket Launcher.
  • vehicles: changed radio jammer to no longer respawn, and be easier to hit with various explosive weapons
  • vehicles: adjusted rotation speed of many machine gun turrets, including Heavy MGs and some vehicle-born MGs.
  • vehicles: the machine guns on the Ho-Ha and Ka-Tsu have been improved for better long-range performance
  • vehicles: LVT max speed and reverse speed both lowered
  • vehicles: adjustments made to many vehicles' RP and XP rewards for dealing damage and killing them; placing higher rewards on bigger tanks such as the LVT and Ka-Tsu.
  • vehicles: slightly raised the maximum kill chance range on all vehicle-born M1919s.
  • vehicles: slightly raised the maximum kill chance value on the Ha-Go tank's Type 97 Machine Gun.
  • vehicles: Landing Craft can now only be crewed by their owner's faction, are marked as "should be destroyed" by the enemy, and have a minimum fill capacity before AI will take them.
  • vehicles: Added the ability to crush sandbags and heavy machine guns with vehicles, like Vanilla.
  • vehicles: Adjusted some AI sight range values on Higgins' MGs and the Type 92 HMG.
  • vehicles: Heavy MGs no longer add soldier capacity, and Landing Craft soldier added capacity reduced.
  • vehicles: Heavy MGs that exist as 'map-based' weapons (i.e. they are not deployed by the player) now have a 3 minute respawn timer.
  • vehicles: Ka-Tsu added an invisible shield in front of the gunners to help protect them a bit from small-arms. It encompasses the 13mm Machine Gun weapons themselves, rather than showing a new 3D model.
  • items: raised protection of the player-owned Banzai vest, slightly lowered protection of only the first layer of the Sentry vest. player can now carry two Banzai vests in backpack before being encumbered
  • items: Camouflage Suit renamed to "Sniper" to keep in line with other class-style naming of vests. Has also been improved with slightly more damage resistance and slightly more detection resistance.
  • items: Sniper Suit added to USMC, is unlocked by briefcase sales.
  • items: New Item from RWR: Edelweiss - Assault Vest added to USMC, is unlocked by briefcase sales.
  • ai: AI sniper accuracy has been increased.
  • ai: AI infantry behaviour modified; regular troops and veterans are slightly more accurate with all weapons, and use cover more.
  • ai: All AI Sniper Soldiers now have additional resistance to firearms, making them a more threatneing mini-boss. They remain vulnerable to explosives, and counter-sniping is probably the most efficient way to deal with them.
  • character: IJA / IJN: now when equipping any kind of Officer's Engraved Pistol and/or the Katana alongside the Banzai vest, the Officer model will be shown. You must have both the vest and one of these weapons.
  • character: Carrying a Sniper Rifle as USMC no longer changes the appearance of the player to be a Sniper model; this now requires the Sniper Suit.
  • game: when advancing to the next map, the US commander will now refer to the enemy faction as the "Japanese", rather than be confused about whether you are fighting the IJA or the IJN.
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
...