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RAID: World War II News

Update 25 - Bounty Blitz

[h2]Greetings, Raiders![/h2][p]Time has flown us by once again (seriously, how is it summer already), and brought along with it a brand new update. The main focus of the update is to provide new ways to play the game, along with making the enemies act more tactically.[/p][p]And of course, what most of you are probably here for, after much difficulty and lucky coincidences, the weapon that has been the most requested weapon for years. We are happy to finally be able to release this coveted item, and hope it has been worth the wait![/p][p][/p][h2]The Parabellum P08[/h2][p]Better late then never.[/p][p][/p][p]What kind of world war would it be without this piece of kit? This long overdue addition is finally available in the arsenal, providing a middle ground between the Webley and the M1911.[/p][p]It also includes collectible designs thanks to the revamped weapon skin system. Skins can be purchased with gold, or earned randomly from end mission crate drops.[/p][p][/p][p][/p][p]The following are the stats for the weapon:[/p]
[p]Stat[/p]
[p]Default[/p]
[p]Upgraded[/p]
[p]Damage[/p]
[p]56[/p]
[p]67[/p]
[p]Magazine[/p]
[p]8[/p]
[p]10[/p]
[p]Total Ammo[/p]
[p]48[/p]
[p]"[/p]
[p]Rate Of Fire[/p]
[p]330[/p]
[p]"[/p]
[p]Accuracy[/p]
[p]61[/p]
[p]69[/p]
[p]Stability[/p]
[p]32[/p]
[p]35[/p]
[p][/p][h2]Daily Bounties[/h2][p][/p][p]Introducing a new way to play, every day you will have a randomly assigned mission to complete with varying rewards and difficulty through randomly generated bounty challenge cards. These effects aren't limited to your normal challenge cards you may already be familiar with. There's a lot of unique effects to see out there. So you've got a job to do![/p][p][/p][h2]Blitz Operations[/h2][h2][/h2][p]For those that cant decide what missions to play next 3 new operations called "Blitz" can be selected to play a random assortment of missions strung together for an operation like experience.[/p][p]The longer Blitz operations will contain high paying missions if you're keen on gold robbing![/p][p][/p][h2]Operation Free-Play[/h2][p][/p][p]For the raiders who would rather play only their favorite slice of a full operation we also took the time to split up operations into their own missions that can be chosen at will. This allows for a much bigger immediate mission pool then before.[/p][p]At Level 10 or higher, Free-play operations can be found in the Operations tab and then the gold "Free Play" option.[/p][p][/p][h2]Quality of Life[/h2][p]A few notable things to recap. If you want more detailed explanations, they can be found on the previous Progress Report post.[/p]
  • [p]Enemy AI Changes, Enemies should behave a bit more tactically and not rush you as brainlessly. This is an ongoing effort due to the lack of professional AI programmers on the team. If you see something weird mention it in bug reporting or on the discord![/p]
  • [p]Controller Hot-swapping, You should be able to swap to and from controller and keyboard on the fly without a game restart![/p]
  • [p]Team AI Health system, This should fix moments where a team AI dies immediately if they accidentally roam into a crowd of enemies. Their health is now visible on the HUD. [/p]
  • [p]Equipment Outlines with settings to disable it. Now you can find your coins and lead bars![/p]
  • [p]Crash Handler, gone are the days of figuring out where the appdata folder is! In the case of a game crash you should now get a new window that gives you the brief explanation on what to do to keep us informed on what happened.[/p][p][/p]
[h2]Developer Stream[/h2][p]To celebrate the launch of the update, we will be streaming it on Twitch on the 28th of June at 19:00 CEST![/p][p][/p][h2]Changelog[/h2][p]Update size: 2.8 GB[/p]
  • [p]Added a more robust controller hotswapping system.[/p]
  • [p]Added an option to auto-fire while holding fire for all primary and secondary weapons.[/p]
  • [p]Added support for weapon skins being awarded from chests.[/p]
  • [p]Added more steam stat tracking. You can see what those stats are here![/p]
  • [p]Large health kits can now be used with full health if any lives are missing.[/p]
  • [p]Restarting or returning to camp will no longer have a countdown when no other players are present in the lobby[/p]
  • [p]Randomized music will no longer play the same tracks in a row without playing others first.[/p]
  • [p]Increased the volume on the dogtag shimmer sounds.[/p]
  • [p]Increased the damage grace period for Team AI.[/p]
  • [p]Adjusted the way lobbies are networked to support custom modded levels better.[/p]
  • [p]Updated localization files.
    [/p]
  • [p]Fixed crouching, aiming down sights, or other similar actions causing slight framerate drops.[/p]
  • [p]Fixed slides and bolts on empty weapons not staying locked open after cancelling a reload or switching weapons.[/p]
  • [p]Fixed Kurgan not being able to call out Wolfgang during a control phase.[/p]
  • [p]Fixed raider dialog getting cut off when picking up dogtags.[/p]
  • [p]Fixed a crash related to an unused legacy bipod feature.[/p]
  • [p]Fixed mouse sensitivity being set incorrectly after unplugging a controller.[/p]
  • [p]Fixed a slowdown when opening the tabscreen after restarting a bunch in online lobbies.[/p]
  • [p]Fixed many instances of Team AI weapons floating below ground (still more to fix).[/p]
  • [p]Fixed screen blur areas not being cleaned up.[/p]
  • [p]Fixed restart and return to camp timers being longer then displayed.[/p]
  • [p]Fixed some loot items not having an interaction if a player drops them from dying.[/p]
  • [p]Fixed item rarities not being properly accounted for in chest rewards.[/p]
  • [p]Fixed flicker with some sniper rifles when using medium to high FOV.[/p]
  • [p]Fixed shader override mods not being loaded.[/p]
  • [p]Fixed rare crash when the host leaves the game on the mission complete screen.[/p]
[p][/p][h3]Enemies and Team AI[/h3]
  • [p]Restored enemy group tactics, such as flanking, defending and pushing.[/p]
  • [p]Added an escort group for radio officers.[/p]
  • [p]Added fire and explosion resistance for team AI.[/p]
  • [p]Added damage resistance for team AI while they are reviving teammates.[/p]
  • [p]Added enemy callouts when retreating.[/p]
  • [p]Added enemy callouts for loosing detection over a player in stealth.[/p]
  • [p]Added enemy callouts for being lured by a coin but not finding it.[/p]
  • [p]Added checks to make enemies exit the level faster if they are extremely far away from players.[/p]
  • [p]Reduced the frequency of enemy reload callouts.[/p]
  • [p]Added "Death guard" to some enemy tactics, to quickly approach and surround downed players.[/p]
  • [p]Added complete roster of enemy weapon types for all difficulties.[/p]
  • [p]Increased the movement speed and awareness of Team AI.[/p]
  • [p]Team Ai will now slowly regenerate health instead of healing to full after not being shot.[/p]
  • [p]Team Ai health has been cut roughly down to 100 (scaling up to 150 at max difficulty) to account for the 4.5%/s health regen.[/p]
  • [p]Team Ai will now swap to a pistol when downed.[/p]
  • [p]Removed bleedout health from Team AI, making them more inline with players.[/p]
  • [p]Removed third eye from enemies, allowing them to always know the players exact location.
    [/p]
  • [p]Fixed many enemy groups being assigned to incorrect group tactics.[/p]
  • [p]Fixed enemies sometimes thinking for too long (thanks Fugsystem for the tips!)[/p]
  • [p]Fixed downed Team AI shooting dead enemies.[/p]
  • [p]Fix enemies not disembarking from turrets properly for clients.[/p]
  • [p]Fixed weapons dropped by enemies not despawning after a restart.[/p]
  • [p]Fixed enemy firing sounds sometimes being inaudible.[/p]
[p][/p][h3]Interface[/h3]
  • [p]Added a setting for changing the Communication Wheel to a toggle input.[/p]
  • [p]Added the option to outline thrown equipment.[/p]
  • [p]Added an option for capitalized player names. (off by default)[/p]
  • [p]Added a new weapon skin selection menu.[/p]
  • [p]Added missing Simplified Chinese characters.[/p]
  • [p]Added health bars for team AI.[/p][p][/p]
  • [p]Fixed the card descriptions cutting out on the host card selection menu.[/p]
  • [p]Fixed not being able to back out of the card suggestion menu on a controller.[/p]
  • [p]Fixed not being able to back out from the ready up menu on a controller.[/p]
  • [p]Fixed multiple menus being in an incorrect state when a controller is connected, but not being used.[/p]
  • [p]Fixed closing the card selection table not returning to the pause menu as intended.[/p]
  • [p]Fixed operation stages using the wrong proceed objectives in the camp.[/p]
  • [p]Fixed selected operation slots not being colored correctly.[/p]
  • [p]Fixed the title for proficiencies being cut off in Simplified Chinese.[/p]
  • [p]Fixed the minigames interface being hidden when using the Toggle Hud keybind.[/p]
  • [p]Fixed renaming the selected proficiency profile not updating the name correctly on the interface.[/p]
  • [p]Fixed incorrect graphic on the end screen when unlocking multiple proficiencies.[/p]
  • [p]Fixed several navigation issues in the options menus.[/p]
  • [p]Fixed the communication and carry wheels not working after switching between keyboard and controller.[/p]
  • [p]Fixed options menus saving even when no options were changed.[/p]
  • [p]Fixed the description of the mission restart confirmation dialog not being displayed properly.[/p]
  • [p]Fixed key bindings sometimes not applying properly.[/p]
  • [p]Fixed alignment issues in the suggested cards menu.[/p]
  • [p]Fixed hitting the equip weapon button playing double sounds in the weapons menu.[/p]
  • [p]Fixed proficiency descriptions sometimes being colored incorrectly.[/p]
  • [p]Fixed bleedout counters being incorrect for dropin players.[/p]
  • [p]Fixed bleedout counters being misaligned.[/p]
  • [p]Fixed the "Exiting Vehicle" progress bar memory leak.[/p]
[p][/p][h3]Levels[/h3]
  • [p]Fixed small loot items not spawning on operation levels.[/p][p][/p]
  • [p]Operation Rhinegold 1/4 - Cloak and Dagger [/p]
    • [p]Fixed an instance where the spy's crashed car was clipping through a street light.[/p][p][/p]
  • [p]Operation Rhinegold 3/4 - Urgent Delivery[/p]
    • [p]Fixed invisible walls blocking multiple items from being picked up.[/p][p][/p]
  • [p]Operation Clear Skies 5/6 - Rolling Stock[/p]
    • [p]Added XP bonuses. Each destroyed gun is +1% XP, Destroying every gun is +25% XP.[/p]
    • [p]Added mounted guns to prevent melee only card softlocks.[/p][p][/p]
  • [p]Operation Clear Skies 6/6 - Blinding Heimdall
    • [p]Fixed throwing in multiple AA shells into the elevator too quickly softlocking the mission.[/p]
    • [p]Fixed picking up AA shells playing the voicelines on the wrong characters.[/p]
    • [p]Fixed collision overlap issues with explosive shells used.[/p]
    • [p]Fixed Sabre Squadron accidentally dropping two parachute canisters.[/p]
    [/p]
  • [p]Amber Train
    • [p]Fixed a stuck spot.[/p]
    [/p]
  • [p]Countdown
    • [p]Fixed a few navigation issues.[/p]
    [/p]
  • [p]Forest Convoy
    • [p]Added a path for team Ai to climb an obstacle near the escape.[/p]
    • [p]Fixed some stuck spots near the end.[/p]
    [/p]
  • [p]Full Stop
    • [p]Fixed softlock after restarting the level many times.[/p]
    [/p]
  • [p]Strongpoint
    • [p]Fixed the Russian generals sometimes deciding to run to a turret.[/p]
    [/p]
  • [p]Rogue's Gallery
    • [p]The escape truck will now flee even if loot has been secured.[/p]
    • [p]The escape truck will now flee faster when the alarm is raised.[/p]
    • [p]Fixed bug that would leave a floating escape zone if you secured loot a second before the truck fled.[/p]
    [/p]
  • [p]Gold Rush[/p]
    • [p]Attempted to fix a turret related crash.[/p]
    • [p]Fixed a stuck spot with a supply crate.[/p]
    [p][/p]
  • [p]Gold Diggers[/p]
    • [p] Rebaked lighting.[/p]
    [p][/p]
  • [p]Wiretap[/p]
    • [p]Fixed a stuck spot at the middle area.[/p]
[p][/p][h3]Weapons[/h3]
  • [p]Equipped weapon skins are now saved per character profile. [/p]
  • [p]Fixed bolt action rifles rechambering themselves after opening the weapons menu while reloading.[/p]
  • [p]Fixed other players' equipment being able to be picked up by dropin clients.[/p]
  • [p]Fixed bug where some throwables could fail to be picked up and become broken ghost pickups.
    [/p]
  • [p]Lead Bar
    • [p]The gold bar skin can now be purchased, or obtained from reward drops.[/p]
    [/p]
[p][/p][h3]Proficiencies[/h3]
  • [p]Fixed crash when the Ignition or Scorched Earth warcries end while parachuting.[/p]
  • [p]Fixed a crash that could occur when spectating with certain proficiencies equipped. [/p][p][/p]
  • [p]Blamm-Fu talent[/p]
    • [p]Fixed crash when hitting an enemy with a grenade just before dying.[/p][p][/p]
  • [p] Revenant talent: [/p]
    • [p]T4 Increased critical chance time after being revived from 7s to 12s.[/p]
[p]
[hr][/hr]Mod users; Please check for broken mods! If your game is not launching and you may have outdated or incompatible mods installed, please be sure to completely uninstall mods if you are having immediate issues!
In your RAID World War II directory remove IPHLPAPI.dll or WSOCK32.dll files by hand, as verifying game cache will not remove these files.
[/p]

Bounty Blitz Update Trailer

Hello Raiders
[p]The next update day draws near, and Rivet has a little surprise for everyone.[/p][previewyoutube][/previewyoutube][p]The Bounty Blitz update launches on June 26th, and includes a weapon the community has been requesting for a long time :)[/p][p]It also includes daily bounties, randomized operations, amongst many other things.[/p][p][/p][hr][/hr][p][/p][p]Thanks for everyone who kept with us for so long. Also thank you to every creator and streamer who has covered the game, everyone giving positive reviews, giving us feedback, and helping out with the update. It's been a huge help![/p][p]Special thanks to SkeleBen for making the trailer, and vladimir_kurgan for providing the voice for the officer.[/p][p] This update has been a big challenge for us, largely due to real life reasons, but we are very happy to be able to finally release it for you all![/p][p][/p][p]- The M.U.G Team[/p]

Progress Report - Update 25

Hello Raiders


Once again, a considerable time has passed since the last update, so we wanted to share the current progress of the next update. Truth be told, most of this should have been released a while ago, but as is tradition the update's scale has outgrown the initial plans.
Next to the previously mentioned daily bounties and operation additions, we've been working on a shakeup for the enemy AI, along with new convenience features and a Crash Reporter Tool.

We also fell down a lot of rabbit holes we have to dust out for our own good, and while these code cleanups may not immediately improve the game, they do help us in the long run by having less useless code to skim through when chasing issues. (it also feels good to throw all that junk out)

We cant give an ETA on the update yet since we're not sure how long it will take to iron out the remaining issues, but still wanted to share what's going on and gather some feedback on the update, so let's get to the breakdown:

[h2]Bounty RAIDs[/h2]
We have showcased the new bounty RAID system on our devstreams before, but those who arent in the loop, bounties are daily missions that assigned a level and a randomly generated bounty card from most card effects in the game. The effects can range from simple stat modifications, to more interesting gameplay changes. (yes, even crab people)


Upon completing a daily bounty, you will be rewarded with gold, card packs, outfits or melee weapons, all based on the cards rarity.

Of course, we know these rewards are not much different from drops you can already get from end of mission chests, and we understand if some of you won't find them satisfactory enough. We are actively trying to find what we can include as fun unlockable stuff, but lot of them are not simple to implement.

We would like to ask for you feedback on this matter. If you have any ideas for interesting unlockable items you'd like to see drop from bounties that would be possible for us to implement, let it be player name tags, commwheel customization options or what have you, please let us know!

[h2]Operation Free-Play[/h2]
Not all of you like playing through the two current operations, but you may still like certain stages in them, so we're adding the option to play any of the stages as standalone missions whenever you'd like. We debated whenever we should lock the ability to play these to finishing the operations, but decided its better to let people play them whenever they like, in the event they wont play through the operations even once.

This solution also technically adds more immediate content to the game, which is always good!

[h2]Blitz Operations[/h2]
Blitzes are a simple concept, they are a new operation type that take existing missions from the game and strings them together in a series. There are some rules with the generation to make sure the narrative they create somewhat makes sense, but they can be any mission from the game.
There are 3 versions available:
  • Short Blitz - Two stages with lower stake missions
  • Medium Blitz - Four stages with one gold gathering mission and a longer finale.
  • Long Blitz - Six stages with two gold gathering missions and a longer finale.

Regular operation xp bonuses do count with these, so they will be a good opportunity for gaining xp, as well as giving you maps to play on when you cant decide for yourself.
In the future we might try other type of operations as well, such as ones that keep applying harder modifiers after every mission. Let us know if you'd be interested in that!

[h2]Our focus on AI[/h2]
(Enemy AI, to be clear.)

The AI in the game is undeniably a mess. Inherited from the game's progenitor, the enemies in this game has always had a ton of issues, from unbearable spawn rates, nonsensical voice lines, broken behavior and simply failing to think at all. Some of these issues have been addressed in previous updates, but now we are taking action to reduce the the worst offenders.

Previously unused enemy behaviors have been re-implemented, so enemies should be seen utilizing more tactics to flank you, defend exit locations, guard downed players, and charge in when the time is right. This doesn't mean that every issue has been solved- not at all! There will still be many cases of AI acting unusual due to the sheer complexity of their code and how many potential mistakes there can be. But we hope this will be a good stepping point in the never ending fight against AI goofs.

Additionally with this change, some enemy groups have also been tuned, giving more weapon variations to all enemy groups. We also began working on an AI loadout system, allowing AI to carry different weapons and equipment. For now, this is only used to make friendly bots swap to pistols if they go into bleedout. In a later update we hope to implement more interesting enemy tactics, maybe also utilizing weapon switching.

Radio Officers will now come with some goons at his side.

Team AI has been tuned up as well. Before they would almost instantly regain full health if they had not taken damage for about 2-3 seconds which made them sometimes extremely tanky and sometimes fall like a sack of potatoes. Now the Team AI will constantly regen only a part of their health but at a much faster rate. Expect them to last longer in regular combat, but go down if they're caught in a mortar barrage or a flamers frenzy of fire.
We also increased their movement speed, this should make the AI more capable of reviving you if they need to take odd routes to get to you.

And a final note on AI. Many unused voice lines for enemies will be implemented, Hope you've brushed up on your German so you can understand if they're running away from you or running towards you!

[h2]QoL Features[/h2]
Adding little bits of polish and convenience is matters a lot in making the game feel smoother, and this update contains a few requested features along with the usual UI improvements:

Controller hotswapping has been reworked to work real time, allowing you to quickly jump between input methods by simply pressing a button on the desired one. No need to keep plugging stuff in and out anymore.
We hope to do even more for controllers later on, with this update we have set up the systems required to support controller key rebinding in a future update (after we figure out a few more things), as well as support for unique controller features.

Some players have complained about hand pains from having to spam click the mouse with semi-automatic weapons, so we'll be adding a new "weapons always full-auto" option to allow for continued fire even with semi-auto weapons. For fairness sake, the fire rate with this will be lower then if you were manually clicking, but it should help players with hand problems.

Player names have been freed from their forced uppercase prisons, and now they'll be displayed with the capitalizations you've intended. A setting to return the old shouting names will be available though for those who prefer it.

[h2]Crash Handler[/h2]
We’ll be adding a new in-engine crash handler to help streamline the bug-reporting process and improve the game’s stability.


If the game crashes, you’ll now see a crash report window with the following features:

  • Crash Log Viewer – A detailed, read-only crash log is automatically filled in to capture what went wrong.
  • Optional User Note – You can describe what you were doing just before the crash to give us more context. This gets packaged in with the crash report file.
  • Save Crash Report – Save a full report to your system with one click. This contains the crashlog, along with a memory dump that can help us identify engine sided crashes.
  • Open Crashlog Folder – Instantly access the folder where crash reports are stored.
  • Restart Game – Try launching the game again directly from the crash window.
  • Close Button – Exit without a report.

You will be able to share crash logs in the bug-reports channel on our Discord server or post them to the Steam forums.

This will help us identify and fix issues faster—and make the game more stable for everyone long term.

[h2]Other Surprises[/h2]
There are more things waiting in the update that we are not ready to talk about just yet, but will hopefully be able to showcase soon, once we figure out the best way for it. We hope it'll be worth the long wait.

There are also features such as the camp rework and card crafting we previously talked about, which are progressing, but will still require a lot more time to complete, so will post an update on them when we have something

- M.U.G Team

Stream Announcement - Console Edition Throwback

Hello Raiders


On this stream, we’re taking a nostalgic dive into the console version of the game – that’s right, the classic PS4/XB1 build that hasn’t seen updates since 2017!

We’ll be streaming it as a throwback session, revisiting the old-school feel and seeing how it holds up. We’ll be playing on PS4 and will have an open lobby running, so if any fellow Raiders are on PS4 and want to jump in, you’re more than welcome!

Catch us HERE LIVE on the 26th of April at 19:00 CEST!

Hope to see you there!

Bounty Card Contest

[h2] Hello Raiders[/h2]
In the last developer stream, we have showcased the upcoming Daily RAID feature, which come with randomized bounty cards. To bring everyone up to speed, these will be unique cards attached to a RAID every day with randomly picked names, effects and rewards.
Which means, this is a great opportunity for another community contest!

The cards have a wanted poster theme, and each of them needs a pool of names that can be randomly chosen, to allow for a good variety of cards.

Write down your ideas, and we'll pick the ones we liked the most.
The winners will be announced live on twitch on the 12th of April at 19:00 CEST!

Example Titles:
Wicked West Berlin
Spaghetti Hans
Poker Faces
Wild Warcry


The Rules:
  • Send them in this announcements comments (or the forums) until April 11th.
  • Keep it appropriate to the game and try to loosely stick to the western theme.
  • Keep the character limit reasonable, stick to 1-3 main words.
  • You are allowed to post multiple suggestions.


- The M.U.G Team