Full notes
Full RUNNING WITH RIFLES update
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Repeated intro
Hey Runners,
What changed
- Gameplay
- Maps
- Events
- Server
- Balance
- Fixes
RUNNING WITH RIFLES changes
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:
- factionschanged faction capacity handling when baseless to avoid a negative effect
- AIchanged taxi request comment, tries vehicle tags first, resorts to default Waiting for squad
- AIadded ai_handle_taxi_request_when_full (default 0) to vehicle parameters
- vehiclesadded repair_factor to vehicle parameters
- man-vs-worldfixed capture timer regression
- man-vs-zombiesfixed capture timer regression
- quickmatchfixed ordering of mods when the map package has required overlay packages
- journalfixed handling of show_journal campaign option in client main menu
- charactersfixed handling of addon visual when hidden by vehicle
WW2 changelog v1.81:
invasion: more overall balancing changes
- campaignadded 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
- weaponsAll 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.
- weaponsM3 Greasegun further tweaked, it was overtuned and now dialed back slightly
weapons: M3 Greasegun Folded has now receives improvements alongside the standard
- weaponsStandard MG 42 slightly improved for better long range (includes extended belt variation)
- weaponsFixed issue where Lanchester Bayonet had no stab sound
- weaponsRaised 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
- weaponsImproved Morphine HUD icon and animation, price reduced to 5rp
- weaponsChanged 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)
- itemsPlayer Assault Webbing cost raised from 15 to 20
- itemsChanged 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
- AIReduced sight range with all Edelweiss tanks slightly (except Bosses)
- AILowered 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
- soldiersFixed an issue where Assault Troopers were getting stunned by their own grenades
- soldiersReplaced M1A1 Thompsons with M1928A1 Thompsons on USF Veterans and Assaults, and added M1928A1 Thompsons to UKF Veterans and Assaults
- soldiersFrequency 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
- mapsArnhem: fixed accidentally climbable elevated roofs that would launch players sideways
- mapsArnhem: added stash to Kampfgruppe HQ
maps: Bastogne: players in the unsafezone around Foy will now retain items when killed by the script
- mapsBastogne: added stash to Farmhouse
- mapsSainte-Marie-du-Mont: fixed missing marram throwing errors in log
- mapsSealion: removed trees south of Drop Redoubt to allow trucks to get closer to The Citadel
- mapsSealion: addressed some pathing issues between trees and barbed wire
- mapsSealion: fixed missing silos at Port of Dover
maps: Hell's Highway (Allied Campaign): changes made to reduce amount of back capping
- mapsHell's Highway: more stashes added
- mapsVarsity: added stash to Southern Wesel
- mapsVarsity: added more tank traps around The Castle entrance
- mapsVarsity: fixed floating platform in southeast Wesel Crater
- callsHill 262: fixed UKF infantry call-in not working
- callsStrafing Run added to UKF on Hill 262 and Fallschirmjager on Operation Sealion
- navigationfixed small vehicle navigation issues in Hell's Highway
vehicles: Sherman firefly hull MG offset to lower hitting self
- vehiclesfixed the Bergetiger to have 2 driver slots
- vehiclesadjusted 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
- vehiclesfixed SdKfz 251/17 flak halftrack being unrepairable at certain angles
- localizationssome encoding issues fixed
- miscFixed USF Veterans not spawning with the Winchester Automatic Rifle or the M2 Hyde
Source
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