In today's release, we want to highlight a new map called SWAN RIVER based on a community map of the same name originally developed by a Runner named Trudin in the workshop. We contacted him and he agreed right away that we can adapt it to be included among the various game modes. Again, thanks for the opportunity!
The original map was designed to be played with the Edelweiss DLC so we needed to convert it for Vanilla. A few days ago, we thought that why wouldn't we make the map playable in Vanilla Invasion AND in WW2 Invasion after all? So here we go, we have the first map included in both! If you guys want to give Trudin a thumbs up on the map, feel free to leave him a message under his project here!
The map is also playable in Dominance PvP and while mentioning this gamemode, it'll be time to organize the next PvP session for those who are interested. Usually events are being organized in Discord!
We also reworked the Man vs. Zombies gamemode as a pre-Halloween release by adding difficulty progression relying on monster difficulty increasing across the campaign, rather than controlling the difficulty through the overall amount of enemies. Therefore, no more high tier mobs in the first stage but quite a few of them in later stages!
For a complete list of changes, please check the changelog below!
Keep on Running, your Osumia Games
changelog v1.94:
maps: few fixes here and there
maps: new conquest 19 bases map "Swan River" added in invasion and quick match for Vanilla and Edelweiss
vehicles: new defense structure added, the missile launcher, only in the Swan River map
vehicles: sandbags are not repairable anymore
vehicles: made mortar ammunition crates sensitive to vehicle bumps
vehicles: FT-Croc model slightly reworked
vehicles: Legion has now significantly more steer smoothening for easier turning handling
weapons: disarming a Claymore now doesn't make the item vanish anymore, but returns the Claymore resource instead
weapons: disarming an AT mine (dominance/minimodes) now doesn't make the item vanish anymore, but returns the AT mine resource instead
First of all, this month we celebrated the 7th anniversary of the release of RWR! We discussed internally various milestones we've reached the last couple of years and we certainly didn't anticipate what we have today. The number of weapons and equipment has grown from around 50 to over 200 these days, and the amount of maps has doubled and the vehicles have gone even beyond that!
Today, we also have something totally new! Indeed, we have a new VETERAN PACK DLC for you!
The main feature of the DLC is the extended stash capacity which extends your stash slots from 300 to 500! It also adds 64 new/alternate and mainly more realistic soldier models for the players who own the DLC, alternate airdrop vehicle skins, a special radio call, a new chat player icon and some new animations and poses! Thanks to GK_PPSH41, Pogonop, RedFox, Return_dirt, TerranConfederacy for their contributions! You can find the new DLC and more info HERE!
Something New On The Horizon:
Time for a big announcement! We have been hard at work on a THIRD DLC pack for RWR! We are now publicly announcing RUNNING WITH RIFLES: EASTERN FRONT - another WW2 expansion pack! This pack will add the Soviet Red Army to the game and cover a variety of famous battles from the conflict. You will journey across some of the most famous locations of the Eastern front, including Stalingrad, Kursk, Berlin, and more, all based on the historical terrain where these clashes occurred! Though we are not announcing a release date at this time, the game's storepage is already being set up so you can Wishlist the DLC and get news about it as development comes along! We are hoping to release some time in 2023, but as said above, we won't set a release date yet, as we don't know how quickly things will move.
With the expansion we'd also like to mention we have officially expanded our team with the addition of community member "Unit G17". He's been a great help to the team over the past several months and was heavily involved in the development of the WW2: UNDEAD gamemode, and will be working with us in creating the EASTERN FRONT expansion pack! He brings his expertise in scripting to the team and is helping out with a variety of other tasks as well. Warm welcome to you, Unit!
Development began some time ago, shortly after the release of RUNNING WITH RIFLES: EDELWEISS. We were eager to make an Eastern Front-themed DLC to complete our coverage of the most well-know theaters of WWII - the Pacific, the Western Front, and the Eastern Front. However, current events made us reexamine our position when the Russo-Ukrainian War began in February, just days before we were set to announce the DLC, and we thought it too distasteful to announce it then. Nonetheless, we still wish to move on with our plans to develop and release RUNNING WITH RIFLES: EASTERN FRONT. We're lucky to have such a diverse community of gamers from all over the world, and no matter what country you come from, we hope to have your support. You can look forward to fighting some of the largest and most well-know battles of the Eastern Front!
characters: added custom animations usable with Veteran Pack
characters: added Veteran Pack skins
stash: added 500 capacity for Veteran Pack
calls: added a new light armored anti-tank vehicle drop for Veteran Pack called the VFS
icons: added Veteran Pack chat icon
effects: changed splat_map and particle effects to use both tag and surface_tag for tagging with specific surface types, fixing some existing effects
vehicles: made repair_factor 0 to ignore repairing attempts
vehicles: reworked chute implementation
dialogue: changed tags to get characters say tank specific comments for all tanks
camera: fixed regression with stuttery free camera rotation
modding: changed how weapon and vehicle "overloading" works in several ways, works better with base resources which have the key set, also improved reload.txt live reloading
It's update time with some really exciting news for you guys! First of all, this update will include 2 "new" maps, one for Vanilla and one for Pacific (see WW2 section below). They are not entirely new, hence the quotes, as the Vanilla map "Warsalt Legacy" is based on the EDELWEISS map "Varsity" but has been heavily reworked and adapted for Vanilla needs, implying larger roads and also a bigger ruin city part as we all loooove those massive close quarter combats in destroyed cities, don't we? The map will be playable in quick match as an assault map and has been added to the online invasion map rotator.
The map has also been added to the Dominance map rotator, more precisely the ruin part as "King of the Hill" mode but also as a normal conquest substage. We also added a new soldier type, the "Ranger". He is about as rare as the grenadier but is behaving differently on most aspects. Beside being a squad leader (max 3 squad members though!), he is rather aggressive, faster and is equipped with an automatic rifle and tends to switch to his underbarrel grenade launcher when facing larger groups of enemies. As secondary, he is equipped with a SMAW which makes him a versatile tank destroying unit. He has a strong body armor on top of it and likes to call for Gunship support, ouch!
Next, let's come to a topic that has been on the suggestion list of several Runners or potential Runners pretty much since the first versions of the game were made public: controller support. We stated repeatedly that in RWR, albeit being a top down shooter, not only the aiming direction matters but also the distance of the crosshair as the projectiles have ballistics, and the world is entirely 3D like on most conventional shooters that are not top-down. This made us come to the conclusion that having a controller support would not bring the joy that one would expect.
After the announcement of the Steam Deck, we brought this option on the table again, as the Steam Deck features a trackpad for aiming, similar to the Steam Controller, both in that aspect having potential to be seriously taken into consideration. The next thought was if regular twin stick controllers without trackpad could be an option too, and after some testing, tweaking and the addition of a minor aim assist it was indeed surprisingly playable in so that we decided to add general gamepad support as well. This has been tested with PS4 controller, Trust GTX 1230, Steam Controller and last but not least of course also on the Steam Deck, which was the device that fired up the whole idea.
Playing with gamepad, we'd suggest to start with the "casual difficulty", which gives enough challenge to sink your teeth into your controller - at least this was the case for us but we are definitely not the most advanced controller players out there! :)
For a full list of change, check the changelog below!
We also do have some new content for RUNNING WITH RIFLES: PACIFIC being published today. We're bringing over an RWR: Vanilla map into Pacific; "Vigil Island" is being transformed into "Wake Island". With some modifications to the terrain, this will be a King-of-the-Hill style map set in the middle of the campaign. Included is also two new weapons - a Scoped M1941 Johnson Rifle for the US Marine Snipers, and a rare Type Ko semi-automatic rifle for the Japanese forces. Some extra tweaks have been made to a few Japanese weapons - the Type 4 Garand and Type 100 Paratrooper SMG can now both equip bayonets, and the Type 100/44 SMG now makes use of a full-size bayonet instead of a short one. Paired with this are the usual assortment of some bug fixes and balance adjustments to keep things alive.
We can't make this post without dropping a line about the actual situation in the Ukraine. We at Osumia Games are blessed having a community from all over the world with different cultures, who just want to have fun together. Military conflicts should only be fiction and we are vehemently rejecting any kind of aggression. We stand with peace!
MAKE LOVE, NOT WAR!
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 v1.91:
NEW content and features:
maps: map "Warsalt Legacy" added for online invasion and quick match
ai: new soldier class - the "Ranger". Armed with a faction specific underbarrel AR and as secondary SMAWs
dominance: added Warsalt Legacy to the map rotator
dominance: added King of the Hill substage of Warsalt Legacy to the map rotator
dominance: added neutral troups at the "Hill" bases in King of the Hill substages to avoid instant capture
weapons: added alt fire mode for the Benelli M9 and Glock 17 which removes the suppressor
controls: added Steam Input game controller support
controls: added analog movement, throttle and brake for game controllers
controls: added vehicle drive lookahead in driving direction for game controllers
controls: added haptics/rumble events for game controllers
controls: added optional aim assist for game controllers
controls: change mouse sensitivity to adjust to resolution
controls: added mousewheel handling for menu ui sliders and scrollers
BALANCE Changes:
invasion: couple of balancing tweaks implying partial minor map redesign
weapons: stock machine pistols bullet spread and bullet decay start time slightly buffed
weapons: QBS-09 shotgun spread decreased
weapons: XP requirement for the SMAW increased
BUG Fixes and Tweaks:
maps: few fixes here and there
weapons: Dragon's Breath projectile class changed to bullet to avoid going through thin walls
weapons: XM25 has slightly faster reload speed but lower blast radius
weapons: Claymore's time to live extended from 3 to 4 minutes
weapons: shielded weapons received the parameter usable_for_cover="0", so friendly ai won't group around their users
vehicles: passenger AI slot queue of the Technical reworked to have front seat to be occupied last
misc: extended the lock on death from rare weapons only to backpack valuables and healthy vests
animations: fixed a bug where the dog was in a looping attacking stance
animations: fixed a missing animation for the shock paddles
animations: suppressed pistol mount animation speed increased
particles: corrected syntax error in flare.particle
bug: fixed a crash when the neutral faction tried to make a radio call but missing the resources
modding: added the rest of vest modifiers to weapons
items: added drop_count_limit_in_range for items to reduce the less important item clutter
controls: reduced some input lag related to mouse positioning
controls: radio view now works as both tap to toggle visibility or hold to show/release to hide as usual
ui: changed clipping in menu render for Deck/Proton compatibility
ui: changed radio view to center on screen
WW2 changelog v1.91:
NEW content:
maps: "Wake Island" map added to campaign, invasion, and quick match - a modified version of the "Vigil Island " vanilla map but suited for Pacific gameplay
weapons: NEW Type Ko semi-automatic rifle - a low-recoil 6.5mm weapon carried by IJA and IJN Veteran soldiers in early- and mid-war maps
weapons: NEW Scoped M1941 Johnson rifle - semi-automatic sniper rifle carried by USMC Snipers in all stages of the war
weapons: Type 4 Rifle can now mount a bayonet
weapons: Type 100 Folding SMG can now mount a bayonet
BALANCE Changes:
calls: Light Artillery barrages now deal remarkably less damage to all vehicles, but cost has been lowered -50RP; encouraging use against infantry groups
calls: Strafing Run radius of each bullet raised from 3m to 3.35m
soldiers: the specialist Tank Hunter AI soldiers now wield small-arms when fighting infantry, drawing their heavy Rocket Launchers only when engaging Tanks
weapons: variety of tweaks to nearly all Sub-machine Guns, Semi-automatic Rifles, and Semi-automatic Snipers, focusing on tweaks to reloading time, but with others too
weapons: Sten Mk V now costs only 10rp instead of 15rp
weapons: Type 100/44 now utilizes full-length bayonet instead of short bayonet
weapons: M1 Garand 60mm Launcher - reduced blast radius of High-Explosive by 0.5m, raised Anti-Tank mode damage; 1 less shot against Medium Tanks
weapons: Type I Carcano now has more differences from Type 38; better standing-accuracy, longer damage range, but slightly lower velocity
UNDEAD BALANCE Changes:
weapons: semi-automatic rifles no longer have special boosted damage in this mode
zombies: common zombies now receive slightly more damage from all small-arms weapon sources
BUG Fixes and Tweaks:
calls: fixed a sorting issue with Allied call-ins on Hill 262
models: improved the weapon models of all Type 100 SMG variants, Type 2 SMG, and the Type 4 Garand
hud: Type 100/44 now utilizes full-length bayonet instead of short bayonet
hud: Type 99 Rifle and LMG now visually illustrate a late-war pattern of Japanese bayonet instead of early-war
First of all... Ho-Ho-Ho! Osumia Games wish you all a...
2021 is coming to an end and it has been a very special period for us. Thank you all so much for the support over the years, as we know some Runners are still here from the beginning of our journey! This year 2021, the RUNNING WITH RIFLES family has grown by another 315.000 members and on top of that, over 150.000 DLC units sold complete those insane numbers. This is by far a record year, and that is 6 years after the release of the game! It looks like continuously publishing updates and having a very strong modding scene has paid off. Speaking about records, we broke another one for concurrent players back in May with over 14.000 Runners playing at the same time! We certainly weren't prepared for the sudden influx yet with some intense server management we came through it! :) Some other insights about the year 2021's review include 30 updates with 7 major ones and still having an awesome community which provided new goodies for 2 community boxes!
Alright, enough with the numbers as we also have another update being released! While the Halloween event was mainly a success, we decided to make a (small this time!) Xmas event by including a new enemy type, the bad Santa! The bad Santa is similar to the Elite Ripper from the Halloween event, hence a pain! He will always drop a Xmas gift on death, which is mainly stuff for sale to avoid the dogged hunt for temporary rares that we experienced during the last event.
We've also prepared an update for owners of the RUNNING WITH RIFLES: WW2 DLCs!
We're adding in one new weapon to the game, as well as one new 'undead' enemy type to the special Undead gamemode, plus a variety of other changes. The new weapon is the Sauer M30 Luftwaffe 'Drilling', a unique shotgun and rifle combination weapon meant to help a crashed Pilot survive in the wilderness. Featuring a powerful double-barrel Shotgun mode that can switch to a devastating 9.3x74mm Rifle mode, this gun packs a punch! It can be found carried by Fallschirmjaeger 'Veteran' and 'Sniper' soldiers on the game's final maps, Operation: Sealion and Operation: Varsity. It is also available to the player in the WW2: Undead mode right in the Armory, but locked behind a bit of XP!
Speaking of the Undead mode, regarding that new enemy type being added: the "Undead Spitter"! This armless abomination horks acidic gobs of liquid to a medium distance, and can put some pressure on the player to stay mobile. With the new Spitter we are also adding in Opel Blitz trucks to the map, as the Spitter can damage those, and occasionally a regular Shambler might spit acid on them too (but they will only spit on vehicles, not on regular soldiers.)
Alongside these changes, back to the PACIFIC theatre, the M1 Garand 60mm Grenade Launcher weapon is being redesigned - it will now feature two firemodes which switch its projectile type. The main firemode will now be the M49A2 High Explosive Mortar shell (adapted to fire from a rifle), and the other will be the M9A1 Anti-Tank Grenade. Furthermore a couple balance changes and bug fixes have been made, and we updated the names of a couple weapons discovered to be inaccurate. Full 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 v1.90 (Vanilla):
maps: few fixes here and there
dominance: added stashes in most maps
dominance: added on more base and reworked Blackgold Estuary
Man vs. Zombies: all higher tier zombies have different damage models to get an idea about how damaged they are
Man vs. Zombies: player damage models added
invasion: Bad Santa enemy added over the xmas event
invasion: Xmas box added
Changelog v1.90 (WW2):
NEW Content:
WW2 Undead enemy types: NEW Zombie "Spitter" type enemy added to the Undead mode!
WW2 Undead: Opel Blitz trucks now spawn around the map
WW2 Undead: Common Zombies now have a small chance to use acid-spit, but only against vehicles, such as the Opel Blitz
weapons: NEW Sauer M30 Luftwaffe "Drilling" Shotgun added to the game! This double-Shotgun + underbarrel Rifle combo packs a lot of punch. Can be found on Fallschirmjaeger Veterans and Snipers on Sealion and Varsity, and is also available to the Player's armoury on the WW2 Undead mode!
weapons: REDESIGNED M1 Garand 60mm Grenade Launcher. Can now change grenade types between High-Explosive (anti-personnel) and Anti-Tank
BALANCE Changes:
maps: Arnhem wave-defense section has been rebalanced, reducing the number of enemy soldiers, vehicles, and artillery strikes to make it easier when playing alone
maps: Hill 262 in Allied campaign - added an Allied Armoury Truck
weapons: M1 Garand 60mm Grenade Launcher - the High-Explosive mode now has a 6m blast radius instead of 5.5m. Reload speed is slightly slowed down to compensate. The new Anti-Tank Grenade mode works mostly like the secondary-slot AT Rifle Grenades, but deals slightly more damage
calls: Strafing Run projectiles' blast radius raised from 2.75m to 3m
vehicles: raised the respawn time of most Landing Craft in the Pacific campaign based on community request
UNDEAD BALANCE Changes:
weapons: all Semi-Automatic Rifles now deal slightly more damage
weapons: all Mobile style Heavy Machine Guns no longer have a penalty to their damage
BUG Fixes and Tweaks:
calls: addressed an issue where airborne Paratrooper calls were not spawning a guaranteed medic in Invasion mode
calls: Airdropped Armoury call-ins no longer have random spread for where it will land
weapons: M1D Garand renamed to M1C Garand, since no M1D's were used in WW2. The weapon's model has been slightly altered as well, but the HUD icon was already appropriate
weapons: Type STE (the Japanese MP 34 in 7.63x25mm) now renamed to Type SU; new information was discovered, and this new name is more correct
soldiers: UKF Commando model combination with suppressed weapon and sniper suit - fixed issue where the Commando model was not drawing when wounded
Undead soldiers: slightly tweaked the Resurrector summoning sound
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