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Update 1.82 released - Edelweiss balancing patch

Hey Runners,

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



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

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



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

Happy running,
your Osumia Games

Changelog v1.82:

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


Changelog v1.82 (WW2):

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

join the EDELWEISS 1.82 Beta

Hey Runners,

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

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

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

Update 1.81 released!

Hey Runners,

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

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



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

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

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

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



Global changelog v1.81:

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


WW2 changelog v1.81:

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

EDELWEISS hotfix #2

Hey Runners,

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

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

Changelog Edelweiss hotfix #2:

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


EDELWEISS hotfix #1

Hey Runners,

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

Changelog Edelweiss hotfix #1:

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