RUNNING WITH RIFLES

RUNNING WITH RIFLES

Search and Destroy
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Update: 11 Apr, 2022 @ 7:41pm

0.14.0 Public Beta
- Feature: Added Smoke Grenade to the armoury for both teams. Thank you to Unit G17 for creating this weapon and sharing with the RWR community

0.13.1
- Documentation: Added per-faction 'commander' help text at the start of each round to help new players learn the rules
- Documentation: Added text cue for solo players to type '/start' on launch to be able to test out the game on their own

0.13.0
- Weapon tweaks: Maverick M4A1 Carbine and KM .45 Tactical allow attaching/detaching silencer as alternative fire mode
- Weapon tweaks: 9x19mm Sidearm and Clarion 5.56 support toggling between burst and automatic fire modes
- Documentation: Included instructions for setting up a standalone/dedicated server (can also be adapted for use with other mods)
- UI bugfix: Planted bomb now appears on map overlay as a bomb icon instead of a jeep...

Update: 28 Dec, 2020 @ 4:09am

0.13.1 Public Beta
- Documentation: Added per-faction 'commander' help text at the start of each round to help new players learn the rules
- Documentation: Added text cue for solo players to type '/start' on launch to be able to test out the game on their own

0.13.0
- Weapon tweaks: Maverick M4A1 Carbine and KM .45 Tactical allow attaching/detaching silencer as alternative fire mode
- Weapon tweaks: 9x19mm Sidearm and Clarion 5.56 support toggling between burst and automatic fire modes
- Documentation: Included instructions for setting up a standalone/dedicated server (can also be adapted for use with other mods)
- UI bugfix: Planted bomb now appears on map overlay as a bomb icon instead of a jeep...

Update: 3 Nov, 2020 @ 4:42am

0.13.0 Public Beta

- Weapon tweaks: Maverick M4A1 Carbine and KM .45 Tactical allow attaching/detaching silencer as alternative fire mode
- Weapon tweaks: 9x19mm Sidearm and Clarion 5.56 support toggling between burst and automatic fire modes
- Documentation: Included instructions for setting up a standalone/dedicated server (can also be adapted for use with other mods)
- UI bugfix: Planted bomb now appears on map overlay as a bomb icon instead of a jeep...

Update: 6 May, 2020 @ 5:15am

0.12.7 Public Beta
- Bugfix: More work addressing the double win issue. Actions that occurred after a win condition in a round are now completely cleared from the game's state before the following round is initialised.

0.12.6
- Bugfix: Undamaged 'Kevlar' armour was not detected on a player at round end and thus was not being applied in the following round. Corrected.

0.12.5
- Weapon balancing: Shotgun per-shot pellet counts reduced by 2 because they were 2 powerful;
- Weapon balancing: Pistol accuracy and damage improved;
- Weapon balancing: M249 Machine Gun accuracy improved, particularly when crouched or prone;
- Weapon balancing: Sub-machine gun damage increased across the board;
- Effect tweak: Stun effect time increased to 2.5 seconds;
- Economy tweak: All items now sell for 0 RP;
- Bugfix: More work on addressing double win issue (causing the next round to be instantly won);
- Bugfix: Addressed an issue where the bomb carrier did not drop the bomb if team-killed;
- Bugfix: Addressed issue with field of view restriction not being lifted on player death;
- AI tweak: VIP should remain in current squad (i.e. not change player squad) if multiple friendly players are nearby;
- Level balancing: All spawn points now roughly equal distance from the nearest armoury.

0.12.4
- Weapon balancing: Small penalty applied to Shotguns when in 'standing' stance;
- Bugfix: Spawnpoint indicators hidden from map overlay.

0.12.3
- Weapon balancing: Further buffs to shotgun damage (per-pellet) to offset armour penetration defense;
- Weapon balancing: All weapons now have class-specific accuracy ratings per stance type. In most cases, prone > crouching > standing > moving > running;
- Bugfix: Addressed a 'double win' issue in HR mode when final hostage is rescued just as final surviving member of either team is killed;
- Bugfix: Online servers will kick players who have not connected to steam prior to joining the server.

0.12.2
- Bugfix: Some stacked containers in the map were causing player characters to teleport/jump around when climbing them. Corrected;
- Bugfix: Corrected logic where the count of alive players per faction would decrement if a dead player character disconnected from the server.

0.12.1
- Weapon balancing: Shotguns were ineffective against armoured opponents. This has been corrected.

0.12.0
- Improved health system. Players are automatically equipped with a 'vest' that provides a solution to the one-hit kill system RWR uses as standard. The Kevlar and Kevlar + Helmet vests provide their usual protection above and beyond this default 'vest'. All weapons have been adjusted to deal significantly more damage to partially offset the additional layers of armour/health granted to players;
- New weapon: Single-use 'Medi-shot' introduced to complement new health system. This item acts similarly to the RWR Bandage, healing/patching two layers of armour (or health). Players are granted three Medi-shot items at the start of each round and can buy additional shots (which do not persist between rounds!) at the armoury;
- Weapon tweak: Armed bomb now emits an audible 'beep' every second (more often as the timer approaches zero) from the location it has been planted in until it is defused or explodes;
- Weapon tweak: Schmidt Scout grants a minor movement speed boost when equipped, similar to CS;
- Weapon tweak: Dual Elites model now shows both pistols in character's arms when equipped;
- Effect tweak: Stun effect time reduced to one second;
- Spectator improvement: FoV disabled after death, allowing you to see enemies on the playing field while you count your sorrows;
- Inventory reset on map rotation: Saved inventories and accumulated RP and XP values reset to CS defaults on the first map of each rotation;
- Bugfix: Double win issue (which caused the next map to be skipped immediately after launching) has, unsurprisingly, been tracked down to occurring when two win conditions were achieved within a fraction of a second of each other. This has been addressed;
- Bugfix: Defusal kit now correctly disarms the bomb in the time it was meant to (5 seconds vs 7 for wire cutters);
- Bugfix: Sound byte declaring round winner now plays correctly at the end of every round.

Update: 5 May, 2020 @ 4:13am

0.12.6 Public Beta
- Bugfix: Undamaged 'Kevlar' armour was not detected on a player at round end and thus was not being applied in the following round. Corrected.

0.12.5
- Weapon balancing: Shotgun per-shot pellet counts reduced by 2 because they were 2 powerful;
- Weapon balancing: Pistol accuracy and damage improved;
- Weapon balancing: M249 Machine Gun accuracy improved, particularly when crouched or prone;
- Weapon balancing: Sub-machine gun damage increased across the board;
- Effect tweak: Stun effect time increased to 2.5 seconds;
- Economy tweak: All items now sell for 0 RP;
- Bugfix: More work on addressing double win issue (causing the next round to be instantly won);
- Bugfix: Addressed an issue where the bomb carrier did not drop the bomb if team-killed;
- Bugfix: Addressed issue with field of view restriction not being lifted on player death;
- AI tweak: VIP should remain in current squad (i.e. not change player squad) if multiple friendly players are nearby;
- Level balancing: All spawn points now roughly equal distance from the nearest armoury.

0.12.4
- Weapon balancing: Small penalty applied to Shotguns when in 'standing' stance;
- Bugfix: Spawnpoint indicators hidden from map overlay.

0.12.3
- Weapon balancing: Further buffs to shotgun damage (per-pellet) to offset armour penetration defense;
- Weapon balancing: All weapons now have class-specific accuracy ratings per stance type. In most cases, prone > crouching > standing > moving > running;
- Bugfix: Addressed a 'double win' issue in HR mode when final hostage is rescued just as final surviving member of either team is killed;
- Bugfix: Online servers will kick players who have not connected to steam prior to joining the server.

0.12.2
- Bugfix: Some stacked containers in the map were causing player characters to teleport/jump around when climbing them. Corrected;
- Bugfix: Corrected logic where the count of alive players per faction would decrement if a dead player character disconnected from the server.

0.12.1
- Weapon balancing: Shotguns were ineffective against armoured opponents. This has been corrected.

0.12.0
- Improved health system. Players are automatically equipped with a 'vest' that provides a solution to the one-hit kill system RWR uses as standard. The Kevlar and Kevlar + Helmet vests provide their usual protection above and beyond this default 'vest'. All weapons have been adjusted to deal significantly more damage to partially offset the additional layers of armour/health granted to players;
- New weapon: Single-use 'Medi-shot' introduced to complement new health system. This item acts similarly to the RWR Bandage, healing/patching two layers of armour (or health). Players are granted three Medi-shot items at the start of each round and can buy additional shots (which do not persist between rounds!) at the armoury;
- Weapon tweak: Armed bomb now emits an audible 'beep' every second (more often as the timer approaches zero) from the location it has been planted in until it is defused or explodes;
- Weapon tweak: Schmidt Scout grants a minor movement speed boost when equipped, similar to CS;
- Weapon tweak: Dual Elites model now shows both pistols in character's arms when equipped;
- Effect tweak: Stun effect time reduced to one second;
- Spectator improvement: FoV disabled after death, allowing you to see enemies on the playing field while you count your sorrows;
- Inventory reset on map rotation: Saved inventories and accumulated RP and XP values reset to CS defaults on the first map of each rotation;
- Bugfix: Double win issue (which caused the next map to be skipped immediately after launching) has, unsurprisingly, been tracked down to occurring when two win conditions were achieved within a fraction of a second of each other. This has been addressed;
- Bugfix: Defusal kit now correctly disarms the bomb in the time it was meant to (5 seconds vs 7 for wire cutters);
- Bugfix: Sound byte declaring round winner now plays correctly at the end of every round.

Update: 5 May, 2020 @ 3:30am

0.12.5 Public Beta
- Weapon balancing: Shotgun per-shot pellet counts reduced by 2 because they were 2 powerful;
- Weapon balancing: Pistol accuracy and damage improved;
- Weapon balancing: M249 Machine Gun accuracy improved, particularly when crouched or prone;
- Weapon balancing: Sub-machine gun damage increased across the board;
- Effect tweak: Stun effect time increased to 2.5 seconds;
- Economy tweak: All items now sell for 0 RP;
- Bugfix: More work on addressing double win issue (causing the next round to be instantly won);
- Bugfix: Addressed an issue where the bomb carrier did not drop the bomb if team-killed;
- Bugfix: Addressed issue with field of view restriction not being lifted on player death;
- AI tweak: VIP should remain in current squad (i.e. not change player squad) if multiple friendly players are nearby;
- Level balancing: All spawn points now roughly equal distance from the nearest armoury.

0.12.4
- Weapon balancing: Small penalty applied to Shotguns when in 'standing' stance;
- Bugfix: Spawnpoint indicators hidden from map overlay.

0.12.3
- Weapon balancing: Further buffs to shotgun damage (per-pellet) to offset armour penetration defense;
- Weapon balancing: All weapons now have class-specific accuracy ratings per stance type. In most cases, prone > crouching > standing > moving > running;
- Bugfix: Addressed a 'double win' issue in HR mode when final hostage is rescued just as final surviving member of either team is killed;
- Bugfix: Online servers will kick players who have not connected to steam prior to joining the server.

0.12.2
- Bugfix: Some stacked containers in the map were causing player characters to teleport/jump around when climbing them. Corrected;
- Bugfix: Corrected logic where the count of alive players per faction would decrement if a dead player character disconnected from the server.

0.12.1
- Weapon balancing: Shotguns were ineffective against armoured opponents. This has been corrected.

0.12.0
- Improved health system. Players are automatically equipped with a 'vest' that provides a solution to the one-hit kill system RWR uses as standard. The Kevlar and Kevlar + Helmet vests provide their usual protection above and beyond this default 'vest'. All weapons have been adjusted to deal significantly more damage to partially offset the additional layers of armour/health granted to players;
- New weapon: Single-use 'Medi-shot' introduced to complement new health system. This item acts similarly to the RWR Bandage, healing/patching two layers of armour (or health). Players are granted three Medi-shot items at the start of each round and can buy additional shots (which do not persist between rounds!) at the armoury;
- Weapon tweak: Armed bomb now emits an audible 'beep' every second (more often as the timer approaches zero) from the location it has been planted in until it is defused or explodes;
- Weapon tweak: Schmidt Scout grants a minor movement speed boost when equipped, similar to CS;
- Weapon tweak: Dual Elites model now shows both pistols in character's arms when equipped;
- Effect tweak: Stun effect time reduced to one second;
- Spectator improvement: FoV disabled after death, allowing you to see enemies on the playing field while you count your sorrows;
- Inventory reset on map rotation: Saved inventories and accumulated RP and XP values reset to CS defaults on the first map of each rotation;
- Bugfix: Double win issue (which caused the next map to be skipped immediately after launching) has, unsurprisingly, been tracked down to occurring when two win conditions were achieved within a fraction of a second of each other. This has been addressed;
- Bugfix: Defusal kit now correctly disarms the bomb in the time it was meant to (5 seconds vs 7 for wire cutters);
- Bugfix: Sound byte declaring round winner now plays correctly at the end of every round.

Update: 1 May, 2020 @ 7:28am

0.12.4 Public Beta
- Weapon balancing: Small penalty applied to Shotguns when in 'standing' stance
- Bugfix: Spawnpoint indicators hidden from map overlay

0.12.3
- Weapon balancing: Further buffs to shotgun damage (per-pellet) to offset armour penetration defense
- Weapon balancing: All weapons now have class-specific accuracy ratings per stance type. In most cases, prone > crouching > standing > moving > running.
- Bugfix: Addressed a 'double win' issue in HR mode when final hostage is rescued just as final surviving member of either team is killed.
- Bugfix: Online servers will kick players who have not connected to steam prior to joining the server

0.12.2
- Bugfix: Some stacked containers in the map were causing player characters to teleport/jump around when climbing them. Corrected.
- Bugfix: Corrected logic where the count of alive players per faction would decrement if a dead player character disconnected from the server.

0.12.1
- Weapon balancing: Shotguns were ineffective against armoured opponents. This has been corrected.

0.12.0
- Improved health system. Players are automatically equipped with a 'vest' that provides a solution to the one-hit kill system RWR uses as standard. The Kevlar and Kevlar + Helmet vests provide their usual protection above and beyond this default 'vest'. All weapons have been adjusted to deal significantly more damage to partially offset the additional layers of armour/health granted to players;

- New weapon: Single-use 'Medi-shot' introduced to complement new health system. This item acts similarly to the RWR Bandage, healing/patching two layers of armour (or health). Players are granted three Medi-shot items at the start of each round and can buy additional shots (which do not persist between rounds!) at the armoury;

- Weapon tweak: Armed bomb now emits an audible 'beep' every second (more often as the timer approaches zero) from the location it has been planted in until it is defused or explodes;
- Weapon tweak: Schmidt Scout grants a minor movement speed boost when equipped, similar to CS;
- Weapon tweak: Dual Elites model now shows both pistols in character's arms when equipped;

- Effect tweak: Stun effect time reduced to one second;

- Spectator improvement: FoV disabled after death, allowing you to see enemies on the playing field while you count your sorrows;

- Inventory reset on map rotation: Saved inventories and accumulated RP and XP values reset to CS defaults on the first map of each rotation;

- Bugfix: Double win issue (which caused the next map to be skipped immediately after launching) has, unsurprisingly, been tracked down to occurring when two win conditions were achieved within a fraction of a second of each other. This has been addressed;
- Bugfix: Defusal kit now correctly disarms the bomb in the time it was meant to (5 seconds vs 7 for wire cutters);
- Bugfix: Sound byte declaring round winner now plays correctly at the end of every round.

Update: 1 May, 2020 @ 6:03am

0.12.3 Public Beta
- Weapon balancing: Further buffs to shotgun damage (per-pellet) to offset armour penetration defense
- Weapon balancing: All weapons now have class-specific accuracy ratings per stance type. In most cases, prone > crouching > standing > moving > running.
- Bugfix: Addressed a 'double win' issue in HR mode when final hostage is rescued just as final surviving member of either team is killed.
- Bugfix: Online servers will kick players who have not connected to steam prior to joining the server

0.12.2
- Bugfix: Some stacked containers in the map were causing player characters to teleport/jump around when climbing them. Corrected.
- Bugfix: Corrected logic where the count of alive players per faction would decrement if a dead player character disconnected from the server.

0.12.1
- Weapon balancing: Shotguns were ineffective against armoured opponents. This has been corrected.

0.12.0
- Improved health system. Players are automatically equipped with a 'vest' that provides a solution to the one-hit kill system RWR uses as standard. The Kevlar and Kevlar + Helmet vests provide their usual protection above and beyond this default 'vest'. All weapons have been adjusted to deal significantly more damage to partially offset the additional layers of armour/health granted to players;

- New weapon: Single-use 'Medi-shot' introduced to complement new health system. This item acts similarly to the RWR Bandage, healing/patching two layers of armour (or health). Players are granted three Medi-shot items at the start of each round and can buy additional shots (which do not persist between rounds!) at the armoury;

- Weapon tweak: Armed bomb now emits an audible 'beep' every second (more often as the timer approaches zero) from the location it has been planted in until it is defused or explodes;
- Weapon tweak: Schmidt Scout grants a minor movement speed boost when equipped, similar to CS;
- Weapon tweak: Dual Elites model now shows both pistols in character's arms when equipped;

- Effect tweak: Stun effect time reduced to one second;

- Spectator improvement: FoV disabled after death, allowing you to see enemies on the playing field while you count your sorrows;

- Inventory reset on map rotation: Saved inventories and accumulated RP and XP values reset to CS defaults on the first map of each rotation;

- Bugfix: Double win issue (which caused the next map to be skipped immediately after launching) has, unsurprisingly, been tracked down to occurring when two win conditions were achieved within a fraction of a second of each other. This has been addressed;
- Bugfix: Defusal kit now correctly disarms the bomb in the time it was meant to (5 seconds vs 7 for wire cutters);
- Bugfix: Sound byte declaring round winner now plays correctly at the end of every round.

Update: 30 Apr, 2020 @ 3:46am

0.12.2 Public Beta
- Bugfix: Some stacked containers in the map were causing player characters to teleport/jump around when climbing them. Corrected.
- Bugfix: Corrected logic where the count of alive players per faction would decrement if a dead player character disconnected from the server.

0.12.1
- Weapon balancing: Shotguns were ineffective against armoured opponents. This has been corrected.

0.12.0
- Improved health system. Players are automatically equipped with a 'vest' that provides a solution to the one-hit kill system RWR uses as standard. The Kevlar and Kevlar + Helmet vests provide their usual protection above and beyond this default 'vest'. All weapons have been adjusted to deal significantly more damage to partially offset the additional layers of armour/health granted to players;

- New weapon: Single-use 'Medi-shot' introduced to complement new health system. This item acts similarly to the RWR Bandage, healing/patching two layers of armour (or health). Players are granted three Medi-shot items at the start of each round and can buy additional shots (which do not persist between rounds!) at the armoury;

- Weapon tweak: Armed bomb now emits an audible 'beep' every second (more often as the timer approaches zero) from the location it has been planted in until it is defused or explodes;
- Weapon tweak: Schmidt Scout grants a minor movement speed boost when equipped, similar to CS;
- Weapon tweak: Dual Elites model now shows both pistols in character's arms when equipped;

- Effect tweak: Stun effect time reduced to one second;

- Spectator improvement: FoV disabled after death, allowing you to see enemies on the playing field while you count your sorrows;

- Inventory reset on map rotation: Saved inventories and accumulated RP and XP values reset to CS defaults on the first map of each rotation;

- Bugfix: Double win issue (which caused the next map to be skipped immediately after launching) has, unsurprisingly, been tracked down to occurring when two win conditions were achieved within a fraction of a second of each other. This has been addressed;
- Bugfix: Defusal kit now correctly disarms the bomb in the time it was meant to (5 seconds vs 7 for wire cutters);
- Bugfix: Sound byte declaring round winner now plays correctly at the end of every round.

Update: 30 Apr, 2020 @ 3:24am

0.12.2 Public Beta
- Bugfix: Corrected logic where the count of alive players per faction would decrement if a dead player character disconnected from the server.