After the release of the new map "Swan River" last week, we made a small Dominance PvP session and had a blast! We want to do that again next Saturday and hope to bring the server to smoke! We'll select the best maps for the session, featuring Swan River (which just has been extended by a new KotH substage).
Server: "DOMINANCEEU2" - 64 server slots
communication: Join Discord for better communication. An event voice chat channel will be created (link for Discord in the game menu)
Reward: no reward, just pure fun! Make sure to make the teams even and let's rock!
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