Halloween event: scripted elements from items such as the werewolf frenzy, vampire blood thirsty and scream costumes are removed
valuables: non-Halloween typical weapons from the Pumpkin Box are now being dropped at a low score rate by other existing community/gift boxes
WW2 Changelog:
maps: Bougainville now showing the proper mapview in the respective campaigns
weapons: M1 Garand Large Mag and G 43 Large Mag have faster accuracy stance recovery (from 1.8 to 2.0)
soldiers: Sentry AI soldiers in Campaign (Invasion unaffected) have less armoured vest layers (from 8 to 6) and are slightly more vulnerable to Melee and Explosive attacks
translations: few fixes here and there
UNDEAD WW2 Changelog:
enemy count: reduced total soldier capacity on map by -20, reduced bonus enemy compensation per player from 4 to 3
calls: reduced cost of Airdropped Armoury from 350 to 175
difficulty modes: lowered enemy capacity percentage on Easy and Normal
soldiers: Axis Remnant elite enemy types all spawn less often
soldiers: Undead elite enemy types all spawn less often, though the reduction is not as signficant as Axis Remnant
soldiers: Axis Remnant Sentry, heavy Machine-Gun Sentry, and Officer are more vulnerable to Melee and Explosive attacks
soldiers: Axis Remnant Sentry and heavy Machine-Gun Sentry have slightly less armoured vest layers
dogs: Axis Remnant Kampfhund (dog) is now more vulnerable to Melee and Explosive attacks
dogs: Undead dog model has been adjusted so it has a more prominent skeletal spine visible, slightly highlighting the threat visually
summoning: Undead 'Resurrectors' and dog 'Howlers' now summon less allies. Resurrectors from 3-5 randomly to 2-3 randomly. Dogs from 3-4 randomly to a fixed amount of 2.
valuables: Undead Brutes and Resurrectors now have a chance to drop loot when killed
vests: Veteran Gear vests now resist Melee for one strike and will result in wound from it at the end
vests: Sniper Gear vests now result in wound from Melee
vests: Assault Gear vests now resist one Melee strike, but still do NOT result in wound at the end
briefcase crates: breaking open a Briefcase Crate now spawns randomly 1-2 Briefcases, instead of a guaranteed 2
briefcase unlocks: removed the Large Wrench and HE Rifle Grenade from the possible Briefcase unlocks from the Undead mode
Osumia Games doesn't have a history of Halloween goodies buuuut it's never too late for that, isn't it? Today, in invasion and until Monday, November 8, we'll have some pumpkin boxes for you. Lot of goodies such as new powerful weapons, but on the more humorous (hey, it's Halloween after all!) also new costumes with custom effects behind them, such as spawning skeletons when you kill an enemy with the Reaper's Scythe while wearing a fancy Reaper costume! Or going berserk as a werewolf when on a melee streak. You can even disguise as vampire and replenish your vest. We want to thank the modding community especially for the ideas they submitted for this box! Boo!
We also made a few fixes and balancing tweaks which will especially please the XP-addicted among you guys. Indeed, the XP per kills is average 35% higher than it was in 1.87 (base on a 10 kill streak - Godlike Pwnage). Lower kill streaks especially will take advantage of the change, as the XP boost has never been higher!
We've also prepared a big update for owners of RUNNING WITH RIFLES: EDELWEISS!
We're very excited to debut a new game scenario: WW2 Undead! In the spirit of Halloween, this is a zombies-based mode. Taking place just after the end of the war, Axis Remnant forces have resurrected the dead in an attempt to overthrow the victorious Allies (Unbeknownst to them, the Undead share little sympathy to their cause). Set in the aftermath of Operation: Varsity, play as a lone member of the Allied forces (or team up with friends in co-op) to defeat the Axis Remnant and the Undead! To launch the mission, locate it under the Campaigns menu. You must be an owner of RUNNING WITH RIFLES: EDELWEISS to have access to it. To win the mission, you must visit each base marked on the map as having an occult 'pentagram' within it and stand on the pentagram seal until it completely lights up. Finishing all the pentagrams will unlock the Castle Gate in the north-east corner of the map; within the Castle you must defeat the enemy Overlord boss to win! Can you stop the evil forces at hand and bring an end to this great villainy? Good luck soldier!
The new scenario comes complete with many new types of enemy units and a variety of assets specific to it. In addition, changes to the standard EDELWEISS and PACIFIC mode have also been made; you can find the changelog below.
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, Your Osumia Games
Changelog v1.88:
NEW content:
items: added Halloween Box for online invasion
modding: added grenade specific throw animation support
modding: added allow_rare for armory_item_spawn result
modding: added vehicle spawn_point lock_range
BALANCE Changes:
weapons: player_death_drop_owner_lock_time increased from 30 to 45 seconds
weapons: G11 slightly rebalanced and alternate fire mode (full auto) added
weapons: medical dart gun now only unwounds friendly units and been slightly reworked overall
misc: kill XP now relies more on the XP of an enemy unit
misc: kill XP increased by average 35%
calls: combat vehicles and rubber boat drops not possible on objects/buildings anymore
ui: fix for menu scroll bug with initially selected quickmatch map
vehicles: DarkCat XP damage reward significantly improved while final blow reward has been decreased. Added a damage RP reward
dominance: soldiers now get stunned by the pepperdust
WW2 changelog v1.88:
NEW Content:
campaigns: NEW WW2 Undead mission available (found in Campaign list) - featuring a chaotic post-war battle between the Allies, Axis Remnant, and the Undead!
BALANCE Changes:
vehicles: landing craft spawn point lockout reduced from 45m to 30m, AI machine gunner sight range reduced
soldiers: enemy Assault Trooper, Banzai, and Flamethrower Operator are no longer immune to stun / the Mk 3 Concussion Grenade
weapons: Mk 3 Concussion Grenade can no longer stun the user or friendly troops
weapons: PPSh 41 (MP 717) boosted damage over distance
weapons: M1 Thompson (20rnd) raised recoil slightly, was extremely overperforming when using short bursts; still decent now
weapons: Reichsrevolver and M1899 Revolver accuracy nerfed, rarity also increased
Summer has come to an end, the weather is getting colder, perfect conditions to drop the next update. Get yourself a hot cup of tea, make yourself comfortable and let's rock!
Starting with some major bug fixes, AI tank gunners will now properly prioritize targeting other heavy combat vehicles as intended. Destroyed vehicle wrecks won't instantly respawn after being crushed, now only after the defined vehicle respawn time has elapsed. Furthermore, deployable turrets, sandbags, and other assets have had their mass reduced significantly so that heavier combat vehicles will crush them instead of trying to drive around, which could cause some serious road bottlenecks. Sandbags will also get destroyed by smaller vehicles easier than before, which helps the aforementioned navigation bottlenecks.
For balancing changes, we worked on pretty much every mode starting with Dominance (PvP) where the 150% HP vest was too strong due to its immunity to stun projectiles. In Man vs. World, we increased the player's speed by 15%, it's Rambo after all! Next is Man vs. Zombies, where the player also benefits from the speed boost - a buff maybe even more important than in the previous mode. Also in this game mode, the odds of a crate being empty is lower in this update so that you'll have more opportunities to replenish your equipment when an armory isn't at your disposal or when short on RP. Last but not least in this mode, we also fixed a bug where the Ripper and Elite Ripper were moving back and forth, taking more time to reach you than intended - this makes it harder, so make sure to get rid of them ASAP!
Beside several map changes to remove power farming locations in online invasion, some combat vehicles spawn flares were removed from specific maps that were also sources of farming abuse. While farming is tolerated when the team is not struggling to advance, it isn't anymore as soon as the team is getting a disadvantage through farmers not actively going after the objectives. To underline this, we also made a few rules changes and/or adjustments. Another change to make the online experience a bit smoother was the addition of a script to kick idle players so that after a few minutes, the idler will get booted from the server and open their slot for others.
Not only have we worked on bugfixes and balancing, there are also new additions you can experience in this update! The first is the introduction of a new soldier group: the combat dog! woof! :D The dog spawns are limited to campaign and invasion as a rare spawning unit and only for the player faction. We don't want PETA to knock at our doors for letting players shoot those doggos! They bark, bite, run around and can even heal wounded units <3 Another addition (in invasion only) is the rare chance that a DarkCat tank can spawn for the enemies on selected maps, not just in the arena of Frozen Canyon! The chances are low, but be ready for a sudden death out of nowhere! We've also added 6 new ranks between the "General of the Army" and "President" to close large gap in-between. These also have unique faction-specific skins!
Last but not least, and probably the coolest new addition is the AI awareness of cover when throwing grenades. While the grenade would always fall short in previous versions, the AI will now try to lob the grenade over and behind cover. It's been slightly randomized so that the grenade throw will not always land successfully behind cover (for balancing reasons), so keep on your toes! :)
We've also prepared a big update for our WW2 DLCs! Major content additions involve a new Medium Tank for the IJA, the Type 97 Chi-Ha Kai. Alongside this comes a new emplaced weapon, the Fortified Turret, a static Medium Tank turret that will present a new challenge to players in the later parts of the Pacific campaign. There are new weapons as well; a powerful Elite Pistol (usually a light Revolver) can be unlocked for all factions with the sale of briefcases, a suppressed De Lisle Carbine can be found on British Commandos during the Sealion Boss Battle, and powerful but slow-firing Elite Revolvers can be found on any enemy Veteran soldiers. Lastly, Elite Heavy MG deploys have been returned to the player's armory but must be unlocked with briefcase sales; these weapons include the HMG 42, Type 98 Autocannon, and Browning M2HB.
Various balance changes and bug fixes have been made as well, including a rebalance of the Bergetiger Escort Mission on Hell's Highway, alterations to the behavior of Heavy Machine Guns, an increase to the Scoped FG 42 spawn chance (with a few Fallschirmjaeger Snipers helping out the Volkssturm on Varsity now), protective armored shields for the IJN Ka-Tsu's machine guns, and the addition of Guadalcanal to the Quickmatch playlist. Two of the more significant bug fixes address enabling the missing in-game Difficulty options and Journal in the Campaign. Lastly, a variety of other tweaks, including many suggested by the community, round out the patch.
Extensive changelog below!
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, Your Osumia Games
Changelog v1.87:
NEW content:
soldiers: added a dog soldier group as random rare spawn for the player faction. It attacks enemies and heals friendly units, woof!
invasion: DarkCat tank has a small chance to spawn in other maps than the map "Frozen Canyon"
invasion: idling players will be automatically booted from the server after a maximum idling time has been exceeded
ranks: added 6 news high ranks in online invasion between General of the Army and President
AI: grenade tossing ballistics behaviour added for potentially reaching a target behind a cover
items: added CB6 goodies to the lottery pool
modding: added kill_probability_offset_on_successful_hit weapon parameter, which is a penetration mutliplier if a bullet connects, to allow lower probability weapons to make "critical" hits if the projectile connects
modding: added use_ladders ai parameter
modding: added grenade_throw_over_obstacle_offset_min ai parameter
modding: added grenade_throw_over_obstacle_offset_max ai parameter
BALANCE Changes:
dominance: added a 150ms reaction time to the AI when choosing target to compensate the situation unawareness penalty because of FoV
dominance: 150% HP vest not immune to stun projectiles anymore for upper vest layers
Man vs World: player movement speed increased by 15%
Man vs Zombies: player movement speed increased by 15%
Man vs Zombies: Elite Ripper has now a reduced movement speed when very low on health
Man vs Zombies: increased the chance of crates to drop equipment (less empty crates)
items: AAV and SEV-90 vehicle flares do not deploy on King of the Hill type maps (Power Junction, Vigil Island, Dry Enclave) and Iron Enclave for online invasion anymore
vehicles: standard radio jammer respawning time increased from 180s to 300s
AI: taxi request time increased from 15 to 20 seconds
misc: XP combo bonus capped at 10 kills to infinitely increased linearly after the 10th kill instead of exponentially, which was abused by a minority of players
BUG Fixes and Tweaks:
maps: several fixes here and there
maps: Tropical Blizzard is now less foggy
maps: terrain in Vigil Island is a bit less steep
weapons: Benelli M4 and the suppressed Benelli M4 are now a single weapon with alternate (suppressor) fire
translations: few fixes mainly in PT(-BR) and RU
dominance: fixed the map "Moorland Apocalypse" where the vehicle spawn locations were faulty (already handled in a quick fix)
Man vs Zombies: fixed Ripper and Elite Ripper's movement to go back and forth
vehicles: destroyed vehicle wrecks will not instantly respawn anymore if crushed but after the vehicle set respawn time
vehicles: all deployable static combat vehicles (MG, GL, TOW, Hornet, mortar, etc.) are now easier to destroy through vehicle collision
vehicles: deployable sandbags are now easier to destroy through vehicle collision
vehicles: fuel tanks don't change the faction anymore when the base owner has changed
vehicles: fixed a bug where the SEV-90 got unsteerable even though he had enough health left
vehicles: fixed missing broken mass and remove collision threshold of the radar tank
calls: markers for rubber boat drop added
script: fixed the icecream van not showing on the map when using the GPS laptop
script: GPS Laptop now also shows the location of the DarkCat
AI: fixed a bug where some heavier combat tanks had a low target priorization
AI: drivers of tank class vehicles are not trying to steer around deployable static vehicles anymore
AI: drivers of tank class vehicles are not trying to steer around deployable sandbags anymore
ui: fixed a bug where vehicle_marker_atlas_size in hud.xml was locked to 8x8 atlas size
misc: online rules slightly reworked
WW2 changelog v1.87:
NEW content:
vehicles: Type 97 Chi-Ha Kai added (medium tank). Begins to spawn on Tarawa (Island4) and is available through the call-in menu
weapons: Elite Secondary Pistols added - available as a random unlock via selling the Briefcase (Type 26 Revolver (IJA), C 96 Pistol (WH), Enfield No.II (UKF) and M1917 Revolver (USF and USMC)
weapons: Officer's Engraved variant of the Enfield No. II has been added
weapons: rare Elite Revolvers added - the Reichsrevolver (WH) and Model 1899 Revolver (all other factions including IJA)
weapons: De Lisle suppressed carbine added - rare suppressed bolt-action rifle carried by British Commandos
weapons: reintroduced Elite Heavy MG Deploys - available as a random unlock via selling the Briefcase (Type 98 Autocannon (IJA), MG 42 HMG (WH), and M2 HB (Allies))
BALANCE Changes:
Bergetiger mission: speed in Hell's Highway has been increased by 40%
Bergetiger mission: repair multiplier has been doubled (campaign only)
Bergetiger mission: Hell's Highway (Axis) Bergetiger escort mission has been rebalanced to be less challenging (significantly more attacking friendly units)
maps: Operation Sealion now has more Allied Homeguard soldiers defending at the start of the map
maps: Operation Downfall now spawns 3 Medium Tanks on the enemy force during the final phase instead of 3 Light Tanks
maps: Saipan now has a new capture zone added, and a new armoury located somewhere in the town before the airfield
heavy MGs: completely re-balanced, more forgiving recoil control resulting in greater firepower, but with slower turning speed and lower velocity, plus more vulnerability to explosives
heavy MGs: now limited to carrying only 1 in inventory (formerly 2 when high enough rank)
elite heavy MGs: alongside being re-balanced, have additional health to resist explosives slightly more than normal heavy MGs
items: Veteran Vest's reverted a change in previous patch to the resistance (it was affecting enemy veterans too much)
items: Assault Vest slightly lowered the bullet resistance of the final layers
weapons: Heavy MG 34 cost raised from 60 RP to 75 RP
weapons: Type 98 Autocannon (IJA elite heavy MG) anti-tank damage reduced, cost raised from 200 RP to 250 RP
weapons: M12 Trench Gun adjusted damage profile; it is now far more powerful in short ranges and good against enemy Elite Soldiers, but has slightly shorter maximum range
weapons: Light MG 34 and Beardmore-Faruqhar LMG slightly lowered recoil
weapons: Vickers Mk VI Bipod raised damage profile
weapons: Type 96 slightly raised damage, intending to improve reliability
weapons: LP 08 Carbine slightly lowered damage range
weapons: Sten Mk II SD (suppressed) lowered the maximum range to 40m
weapons: Enfield No. 4 (regular) reduced velocity - this change does not affect the sniper version
weapons: M1 Garand 60mm Launcher blast radius raised to 5.5m
weapons: M1918 BAR (heavy) raised crouching accuracy to be much closer to Light and Rapid Fire BAR's; keeps its slow stance recovery
weapons: SMGs: slightly lowered recoil of the following: Type 100/44, MP 34, Lanchester, Type BE, and Type STE
weapons: Bayonet range of Type 44 Carbine and Type 99 LMG have been raised
Scoped FG 42-G: Fallschirmjager Snipers spawn more often on Sealion
Scoped FG 42-G: occasionally, Fallschirmjager Snipers and Veterans can now spawn on Operation Varsity to support the Volkssturm (giving a few more opportunities to collect a Scoped FG 42-G)
Scoped FG 42-G: slightly raised commonness of the weapon to show up on Fallschirmjager Veterans and Snipers
vehicles: Deployable Sandbag's mass reduced by 90% so that tanks don't see them as obstacles, which could lead to traffic jams
vehicles: Bofors raised projectile blast radius from 1.5m to 3.75m
vehicles: Ka-Tsu is no longer immune to Anti-Tank Rifle Grenades, however like Medium Tanks it remains immune to Flamethrowers
vehicles: Ka-Tsu machine gunners are now protected by a shield, but the guns turn slower
vehicles: M10 GMC has had its health increased (will absorb 1 extra Panzerfaust shot but same amount of Medium Tank shots) and its cost lowered to 1000 RP
vehicles: Willys MB Recoilless Rifle Jeep raised the damage and area-of-effect of recoilless rifle
vehicles: Coastal Gun raised the reload time from 4 seconds to 6.5 seconds
call-ins: M4 Sherman can now be called in by the USMC on Tarawa and Saipan as well as the rest of the late-war maps
call-ins: Airborne Paratrooper call-ins now guarantee one soldier with a medkit (ground-based infantry call-ins are unaffected)
BUG Fixes and Tweaks:
difficulty options: fixed an issue where in-game difficulty changing was not possible for WW2
journal: fixed issue that Journal was not accessible in WW2 Campaigns
soldier models: when combining Sniper Gear with the Sten Mk II SD or De Lisle Carbine on the UKF faction, you now receive a Commando uniform
soldier models: when combining Assault Gear with the Vampir StG 44 on the German factions, you now receive a Nachtjaeger uniform, though without the black tunic
soldier models: adjusted brightness of USF Varsity soldier model set to help differentiate them better from the Volkssturm
weapons: Kar98k Elite fixed missing reload sound
weapons: Folded M3 Greasegun now uses the proper reload animation
weapons: Kar98k Scout now can toggle bayonet
weapons: SMGs: fixed an issue where bayonet melee range was not being extended on all IJA SMGs as well as the 9mm MP 34
icons: M43 Stick Grenade icon tweaked to remove the (nearly impossible to see) fragmentation sleeve
items: Sniper Gear can now be dropped like other vests
maps: Pacific Campaign - fixed some issues with captureable attack-ship bases
maps: Pacific Quickmatch - removed attack-ship spawn points since the bases are not objectives anyways
maps: Guadalcanal can now be played in Quickmatch
maps: Saipan has fixed attack-ship platforming
vehicles: Type 98 Autocannon Ka-Tsu 13mm Machine Guns can no longer damage themselves
vehicles: Maus guns slightly repositioned as they formerly sat too low
call-ins: US Army Rifle soldiers no longer have a 20% chance to spawn with a vest, but the Squad Leader will still keep theirs
soldiers: Sniper soldiers (AI) are now more accurate
soldiers: IJA regular soldiers - addressed an issue where some could spawn with unintended weapons on some maps of the campaign
items: Sentry Vest now has lower weight when at 40% health, to make swapping it out for another vest in the backpack slightly more viable when at this stage of damage
calls: lowered cost of Nebelwerfer barrage from 500RP to 450RP, this should also hopefully result in more consistent sorting in the call-in list
In this update right on time for the Steam Summer Sale, we focused once again on improving the quality of life of the gamers, especially new ones. We've added the possibility to change campaign difficulty on the fly, which as a feature makes a whole lot of sense when the campaign can be pretty long. No longer you have to restart the campaign from scratch after you realize halfway into it that either you've learnt the ropes so casual difficulty isn't giving you enough challenge or that hard difficulty is actually too much to handle.
At first, the option to change the difficulty is hidden - we still want players to keep trying for a while - but when you are badly struggling to capture territories or latest within a few hours into the campaign depending on difficulty, you'll be notified with a journal entry that the option is now enabled and you will find the button added in the campaign menu. After that the option stays available in other Vanilla campaign runs.
Furthermore, we changed the difficulty presets for the campaign similar to how it has been in the WW2 DLCs. Instead of just "casual", "hard" (was default) and "veteran", we now have "casual", "normal" (now default), "hard" and "veteran".
The new default difficulty is accordingly easier than what it was in earlier versions and by now having a "normal" difficulty option, there isn't such a big step in difficulty between "casual" and "hard".
We also made some small tweaks for the final missions, you can find about it among other changes in the Changelog below.
We've also prepared an update for PACIFIC and EDELWEISS! Bigger changes include being able to select your initial spawn point when joining a server, a redesign of Bayonet penalties and a buff to the M10 Tank Destroyer
Attaching a Bayonet will no longer provide an accuracy penalty on most weapons, while the penalty on those remaining is now very mild. Instead the main drawback is having slower accuracy 'recovery' when transitioning from running to standing still. This overall makes using a Bayonet much more viable at long range, with a slight impact on how fast you can acquire your first target.
The M10 Tank Destroyer is now as fast as a Light Tank, and has also received a turret turn speed boost to help with firing while strafing or flanking. Furthermore it gets an increase to its main cannon's blast radius, to give it slightly more defensive power against Infantry.
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, your Osumia Games
Changelog v1.86:
NEW content:
weapons: added F2000, XM8 and AKS-74U to be buyable at the ice cream van for 200 RP each
campaign: added change difficulty menu, appears when a campaign has been played long enough or if any stage lasts long enough and is available from then on
campaign: added highlighted commander messages for Final Missions
invasion: added a campaign rotator. Faction rotates after every map rotation
BALANCE Changes:
weapons: some price adjustments - SG552 (20->10RP), FAMAS-G1 (10 ->8RP) and L85A2 (10 ->8RP)
weapons: SMAW max carry capacity lowered from 3 to 2. Rank requirement raised
vehicles: bots use faction accuracy setting when shooting with vehicle weapons
vehicles: Legion tank destroy reward down from 350 to 50 RP
vests: EOD AI vest now can't be dropped on dead by EOD AI soldiers anymore
vests: EOD AI vest stun state on projectile damage kicks in at later vest damage stages, while blast damage earlier
calls: A10 gun run XP requirement increased from 1000 to 6000 XP and amount of projectiles increased by 33%
campaign: Final Mission II (Frozen Canyon) script has been slightly reworked with e.g. less chance for the AI to backcap in phase 3 and also the minigun emplacement to not be left by the enemy on Castle capture by allied forces
campaign: changed Final Mission I enemies to guard more likely and made them spawn more scattered
invasion: added a supply quad at Leg SW in Tropical Blizzard (was mentioned for 1.85 but not applied)
BUG Fixes and Tweaks:
maps: few fixes here and there
translations: some improvements in the Chinese localizations
weapons: Kulakov now can't be used when TK penalized
weapons: DarkCat tank missile launcher doesn't damage self anymore
vehicles: DarkCat tank has slightly improved navigation
script: GPS Laptop now also shows the location of the ice cream van
invasion: basic weapons have a 50% drop chance, instead of 100% to avoid clusters on heavily contested areas which could affect performance
dominance: spawnpoints issue fixed in Islet of Eflen KotH mode (was mentioned for 1.85 but not applied)
items: added CB5 goodies to the lottery pool (was mentioned for 1.85 but not applied)
markers: comms marker textures are now preloaded to avoid a frame stutter on first call
WW2 changelog v1.86:
NEW content:
campaign: players may pick their spawn point on any ww2 levels when starting a new map or joining a server
BALANCE Changes:
maps: increased enemy soldier counts by approx. 2 more soldiers per base on Peleliu and 3 on Downfall, both USMC and IJA campaign
weapons: redesigned Bayonet penalty system; primarily slows down accuracy recovery when stopping to fire after running, rather than affecting the accuracy itself. Bolt-action rifles do receive a minor accuracy penalty anyways, but smaller than before
weapons: all SMGs - reduced crouch accuracy slightly to make them less reliable at max range
weapons: M3 Grease gun - lowered recoil so it will more consistently hit targets at range when firing short bursts
weapons: M1928 Drum, M1921 100-round Drum, and PPSh 41 stance-change rate are improved
weapons: reduced timer on the Type 100 Grenade Discharger's grenades from 3 seconds to 2.35 seconds, returned cost to 25rp
weapons: slightly raised M1 Garand kill-probability to make it more competitive at long-range
weapons: M9 Bazooka and Panzerschreck now reload in 3.5 seconds instead of 4 seconds
weapons: various adjustments to the zoom of Scoped weapons to create a more standardized system and better distinguish between the powers of certain scopes
weapons: Reworked M1 Garand 60mm Launcher to function as single-shot to avoid Assault Vest shenanigans
call-ins: slightly raised blast-radius of all Light Artillery shells from 7.5m to 8m
vehicles: raised the turret rotation speed of the Ha-Go and the Stuart Light Tanks
vehicles: raised turret rotation speed, max speed, and slightly raised cannon blast radius of M10 Tank Destroyer
vehicles: added a superior shield for better small-arms protection on the Sdkfz 251 Flak Driver
items: slightly improved the resistance of each layer of the Veteran's vest, it now matches the resistance of the Assault vest
BUG Fixes and Tweaks:
campaign: changing the difficulty settings will affect the amount of enemies spawned on wave defense maps
campaign: fixed missing commander entries on wave defense maps
maps: fixed an issue where a scripted artillery call on Guadalcanal was showing up as being ordered by the USMC instead of the IJA
maps: USF will now correctly spawn M10 Wolverines on Sainte-Marie-du-Mont, Bastogne, and Operation Varsity
maps: added second radio jammer to Operation Downfall
maps: potential fix for crate desync on Operation Downfall
maps: removed ineffective radio jammer spawn on west side of Sainte-Marie-du-Mont on the Allied campaign
vehicles: LVT and Ka-Tsu wrecks can now be pushed around and destroyed by vehicles
weapons: tweaked the appearance of the M12 Trench Gun Bayonet model so it more accurately represents the size of the bayonet
weapons: set M1903A4 Sniper Rifle's cycle time to match the M1903A3 regular rifle
weapons: added various missing animations on machineguns
weapons: added larger explosion FX for Bofors
weapons: new AT gun animation that provides better protection for the gunner
After two crazy weeks it looks like the online attendance has slowed down a bit to give us some time to breathe, pheww. While being very stressful, we were amazed about how much a single influencer could boost the interest for RWR with a single (very well-done though!) video that was responsible for a good chunk of nearly 200.000 new Runners within a week! Thank you so much for that, SONAR! In case you are curious about the video, here is the Bilibili and here the Youtube version.
We seized the occasion of the unprecedented influx of new players to work on making server browsing a bit easier as it was starting to be cumbersome to look for a specific server when you had dozens of pages to browse. In the 2 previous hotfixes, we added a new online play section consisting of a list of servers which Steam friends are playing on, and improved the way player slots are reserved when joining a server so that in the case of an almost full server, it won't be a race of whose computer loads the map resources faster anymore.
As of today's update, we made some changes related to the AI behavior of "backdooring" bases, either by lonewolves units or some offense squads who went after random bases other than the one targeted by the commander. In online, the more players are on a server, the less own AI units are available to defend the back bases, hence the issue with backdooring. It could be very frustrating when you captured almost all the map and suddenly the enemy deploys far behind the frontlines to capture everything back. Now, the more players on the server, the less those backdooring units are spawning. On a 32-men server, they don't spawn anymore at all.
Another topic on today's update is that server browsing now also features a list of dedicated mod servers, so finding your favorite hosted mods is a breeze. Speaking of favorite mods, kudos to the mod "Girls Frontline: Fallen Eagle" which since recently peaks the subscription chart of the RWR mods in the workshop, congrats to Xe-No and his team!
EDIT: It has come to our notice that Girls' Frontline mod has been managing microtransactions from its community for in-game resources and also found using copyrighted content without permission which both are strictly prohibited. We have been in contact with the mod author and the mod is currently under further evaluation by Valve (31.05.2021). The mod has been entirely removed from Steam(02.06.2021). The DMCA takedown was rejected by Valve and the workshop item has been reinstated and reworked under the name Girls Frontline: Nirvana Phoenix (11.06.2021).
We've also prepared a small update for PACIFIC and EDELWEISS. Changes include some bug fixes and balance changes, including a pass over most Sub-Machine Guns intending to improve their lethality at short and medium range, and a nerf to the blast radius of the Light Artillery call-in shells (including the Light Naval Artillery.)
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you and keep on running!
Your Osumia Games
Vanilla changelog v1.84.1:
online: Added Steam friends server list view
translations: Fixed some translations
Vanilla changelog v1.84.2:
online: Added player slot reservation on servers which improves joining when servers are close to being full
Vanilla changelog v1.85:
maps: few fixes here and there
dominance: spawnpoints issue fixed in Islet of Eflen KotH mode
invasion: added a supply quad at Leg SW in Tropical Blizzard
items: added CB5 goodies to the lottery pool
ui: server list for dedicated servers running mods
server: serverlist_url added for start_server command
AI: changed enemies to attack less to side bases and spawn less lonewolves when more players are on the server
WW2 changelog v1.85:
BALANCE Changes:
items: player version of Assault Gear no longer grants immunity to Stun (such as from Concussion Grenades). AI soldiers remain immune since they often use those grenades very aggressively
call-ins: reduced the explosive radius of Light Artillery shells from 10m to 7.5m
vehicles: raised damage of the twin-.50cal turrets from the downed B29 Bomber (on Peleliu Island), making it more threatening
vehicles: raised damage of the PT boat twin-.50cal turret
vehicles: increased the rate of fire of the Tiger I main cannon; lowered reload time from 7s to 6.5s
weapons: added extra vision range to the Boys AT Rifle, almost as much as as Sniper Rifle
weapons: Type 100 Grenade Discharger - raised blast radius to match Allied hand grenades (6m) and lowered cost from 25 to 20rp
weapons: added a small amount of extra vision range to the Type 97 AT Rifle, quite mild
weapons: improved reload time and accuracy stance-change rate of FG 42 to match M1918A2 BAR Heavy
weapons: tweaked performance of most SMGs, including secondary-slot folded SMGs. Mostly their recoil recovers faster, giving them more of an edge in short and mid-range engagements
weapons: raised base damage of M2 Carbine to match M1 Carbine and extended maximum damage range to be slightly higher (closer to other "proper" Assault Rifles)
weapons: raised the damage model of the Type 44 Carbine to match the Type 38 Rifle, also raised moving accuracy slightly
weapons: raised damage and damage fall-off range of Type 99 LMGs, raised accuracy of Scoped variant
weapons: lowered recoil of LMG 34 and Extended Belt
weapons: raised damage and velocity of Type 98 LMG, Stinger
weapons: slightly raised damage of LMG 42 and Extended Belt. However since it still feels inferior to the Stinger and Type 98, price is now lowered by 100RP
weapons: raised damage of M1919A6 LMGs and Vickers Mk VI Bipod
weapons: raised range of M12 Trench Gun
weapons: raised damage and range of M712 Schnellfeuer
weapons: slightly raised damage of Type 4 Rifle
weapons: increased performance of Type Hei to make it more comparable to the Winchester Automatic Rifle
BUG Fixes and Tweaks:
items: fixed a bug where dying from explosives while wearing the Banzai or Assault vest would cause the vest to drop undamaged
briefcase unlocks: attempted fix to prevent British unlock weapons from being available to the Americans on Bastogne and Varsity
calls: fixed sorting order on some maps and gamemodes so that the Airstrike Strafing Run shows up before the heavier, more expensive calls
vehicles: fixed an issue where the new Ho-Ha rig was difficult to repair
vehicles: improved the ability of Ho-Ha to shoot without being blocked by its own nose, such as when fighting on hills
vehicles: fixed an issue where the Sdkfz 251 Flak Halftrack had its wheels located off the axel
vehicles: attempt to fix the floating barrel of the Tiger I looking odd when driving
vehicles: adjusted collision of destroyed Coastal Gun so it should clip less
weapons: fixed a bug where the Gewehr 43 Ostveteran explosive rounds could still teamkill
weapons: fixed a bug where the MP 40 Folded was less accurate than its normal counterpart
weapons: fixed an issue where dying with the Type 44 while the bayonet was attached would not allow you to respawn with it
weapons: increased length of the M12 Trench Gun model
weapons: darkened colour of MG 34 bipods
weapons: fixed muzzle-flash position on Beardmore-Farquhar LMG
weapons: set accuracy stance-change rate of Type 38, Type I, and Type 44 to be equal to all other normal rifles (was formerly slower)
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
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: 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
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
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: 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
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