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RUNNING WITH RIFLES News

Update June 28 2021

Pacific / Edelweiss DLC changes

  • 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
  • weapons: M1 Garand w/ 60mm Launcher - increased blast radius and slightly raised damage
  • weapons: MG 34 bipod variants - slightly raised damage
  • weapons: Bren - slightly lowered recoil
  • visuals: updated map view frames for 21:9 screens
  • maps: minor fix for island8 map

Update June 26 2021

Fix for launching Man-vs-World gamemodes

Update 1.86 released!

Hey Runners!

Update number 146, check!

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

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Changelog v1.86:

[h3]NEW content:[/h3]

  • 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


[h3]BALANCE Changes:[/h3]

  • 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)


[h3]BUG Fixes and Tweaks:[/h3]

  • maps: few fixes here and there
  • translations: some improvements in the Chinese localizations
  • weapons: Kulakov now can't be used when TK penalized
  • weapons: Patrol Ship mortar doesn't damage self anymore
  • 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


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WW2 changelog v1.86:

[h3]NEW content:[/h3]

  • campaign: players may pick their spawn point on any ww2 levels when starting a new map or joining a server


[h3]BALANCE Changes:[/h3]

  • 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: M1918 BAR (all variants) raised damage-start distance, slightly improving long-range reliability
  • weapons: MG 42 (bipod variants) raised accuracy
  • 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


[h3]BUG Fixes and Tweaks:[/h3]
  • 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

Update 1.85 released!

Hey Runners!

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!




[h3]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).[/h3]





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

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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


[hr][/hr]

WW2 changelog v1.85:

[h3]BALANCE Changes:[/h3]
  • 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 of HMG 34, M1919A4 HMG, M2HB, Vickers HMG
  • 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



[h3]BUG Fixes and Tweaks:[/h3]
  • 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)

Top-down tactical shooter RUNNING WITH RIFLES had a massive surge in players recently

After being available in some form since 2012, RUNNING WITH RIFLES seems to be finally hitting it big with a sudden surge of thousands flocking to the top-down tactical shooter.

Read the full article here: https://www.gamingonlinux.com/2021/05/top-down-tactical-shooter-running-with-rifles-had-a-massive-surge-in-players-recently