RUNNING WITH RIFLES

RUNNING WITH RIFLES

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Update: 28 Apr, 2020 @ 7:06am

0.12.1 Public Beta
- 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: 26 Apr, 2020 @ 6:55am

0.12.0 Public Beta
- 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: 4 Mar, 2020 @ 3:56am

0.11.6 Public Beta
- Map refresh: Corrected issues with texture layers / relaid asphalt :-D
- Dedicated server script added as /scripts/start_snd_server.as

0.11.5
- Map update: Islet of Eflen map updated by RWR developers. Changes have been integrated with SnD mod.

0.11.4
- Bugfix: Fixed bomb tracking (marker placement) logic.

0.11.3
- Bugfix: Maverick M4A1 Carbine and ES C90 weapons now appear in armoury as intended
- Bugfix: Improved player death handling after round end
- Workaround: Improved logic issue that prevented bomb marker from updating position after being picked up from ground. Needs more work...

0.11.2
- Bugfix: Indirect deaths (e.g. run over by driverless vehicle) are now handled without causing a script error
- Bugfix: M249 can now be fired standing, crouching, or prone without seeming to jam on occasion
- Map fix: Humvees and mobile armouries replaced with static vehicles / objects. No more free rides / escapes for AI units :-P
- Balance tweak: An armed / planted bomb now takes 60 seconds to detonate (up from 45)
- Vest tweak: The 'wounded' state has been replaced with a stunned effect. Characters becoming wounded is not applicable in SND because medkits are not available.

0.11.1
- Bugfix: DE stages now correctly wait for a planted bomb to detonate or be defused (or the round timer expires) before ending the round, event if there are no surviving terrorist units.

0.11.0
- All HUD icons for weapons and equipment updated.

Update: 4 Mar, 2020 @ 3:38am

0.11.6 Public Beta
- Map refresh: Corrected issues with texture layers / relaid asphalt :-D
- Dedicated server script added as /scripts/start_snd_server.as

Update: 4 Mar, 2020 @ 3:37am

0.11.6 Public Beta
- Map refresh: Corrected issues with texture layers / relaid asphalt :-D
- Dedicated server script added as /scripts/start_snd_server.as

Update: 2 Mar, 2020 @ 3:15am

0.11.5 Public Beta
- Map update: Islet of Eflen map updated by RWR developers. Changes have been integrated with SnD mod.

0.11.4
- Bugfix: Fixed bomb tracking (marker placement) logic.

0.11.3
- Bugfix: Maverick M4A1 Carbine and ES C90 weapons now appear in armoury as intended
- Bugfix: Improved player death handling after round end
- Workaround: Improved logic issue that prevented bomb marker from updating position after being picked up from ground. Needs more work...

0.11.2
- Bugfix: Indirect deaths (e.g. run over by driverless vehicle) are now handled without causing a script error
- Bugfix: M249 can now be fired standing, crouching, or prone without seeming to jam on occasion
- Map fix: Humvees and mobile armouries replaced with static vehicles / objects. No more free rides / escapes for AI units :-P
- Balance tweak: An armed / planted bomb now takes 60 seconds to detonate (up from 45)
- Vest tweak: The 'wounded' state has been replaced with a stunned effect. Characters becoming wounded is not applicable in SND because medkits are not available.

0.11.1
- Bugfix: DE stages now correctly wait for a planted bomb to detonate or be defused (or the round timer expires) before ending the round, event if there are no surviving terrorist units.

0.11.0
- All HUD icons for weapons and equipment updated.

Update: 15 Feb, 2020 @ 2:34am

0.11.4 Public Beta
- Bugfix: Fixed bomb tracking (marker placement) logic.

0.11.3
- Bugfix: Maverick M4A1 Carbine and ES C90 weapons now appear in armoury as intended
- Bugfix: Improved player death handling after round end
- Workaround: Improved logic issue that prevented bomb marker from updating position after being picked up from ground. Needs more work...

0.11.2
- Bugfix: Indirect deaths (e.g. run over by driverless vehicle) are now handled without causing a script error
- Bugfix: M249 can now be fired standing, crouching, or prone without seeming to jam on occasion
- Map fix: Humvees and mobile armouries replaced with static vehicles / objects. No more free rides / escapes for AI units :-P
- Balance tweak: An armed / planted bomb now takes 60 seconds to detonate (up from 45)
- Vest tweak: The 'wounded' state has been replaced with a stunned effect. Characters becoming wounded is not applicable in SND because medkits are not available.

0.11.1
- Bugfix: DE stages now correctly wait for a planted bomb to detonate or be defused (or the round timer expires) before ending the round, event if there are no surviving terrorist units.

0.11.0
- All HUD icons for weapons and equipment updated.

Update: 14 Feb, 2020 @ 10:09pm

0.11.3 Public Beta
- Bugfix: Maverick M4A1 Carbine and ES C90 weapons now appear in armoury as intended
- Bugfix: Improved player death handling after round end
- Workaround: Improved logic issue that prevented bomb marker from updating position after being picked up from ground. Needs more work...

0.11.2
- Bugfix: Indirect deaths (e.g. run over by driverless vehicle) are now handled without causing a script error
- Bugfix: M249 can now be fired standing, crouching, or prone without seeming to jam on occasion
- Map fix: Humvees and mobile armouries replaced with static vehicles / objects. No more free rides / escapes for AI units :-P
- Balance tweak: An armed / planted bomb now takes 60 seconds to detonate (up from 45)
- Vest tweak: The 'wounded' state has been replaced with a stunned effect. Characters becoming wounded is not applicable in SND because medkits are not available.

0.11.1
- Bugfix: DE stages now correctly wait for a planted bomb to detonate or be defused (or the round timer expires) before ending the round, event if there are no surviving terrorist units.

0.11.0
- All HUD icons for weapons and equipment updated.

Update: 13 Feb, 2020 @ 5:34am

0.11.2 Public Beta
- Bugfix: Indirect deaths (e.g. run over by driverless vehicle) are now handled without causing a script error
- Bugfix: M249 can now be fired standing, crouching, or prone without seeming to jam on occasion
- Map fix: Humvees and mobile armouries replaced with static vehicles / objects. No more free rides / escapes for AI units :-P
- Balance tweak: An armed / planted bomb now takes 60 seconds to detonate (up from 45)
- Vest tweak: The 'wounded' state has been replaced with a stunned effect. Characters becoming wounded is not applicable in SND because medkits are not available.

0.11.1
- Bugfix: DE stages now correctly wait for a planted bomb to detonate or be defused (or the round timer expires) before ending the round, event if there are no surviving terrorist units.

0.11.0
- All HUD icons for weapons and equipment updated.

Update: 9 Feb, 2020 @ 5:39am

0.11.1 Public Beta
- Bugfix: DE stages now correctly wait for a planted bomb to detonate or be defused (or the round timer expires) before ending the round, event if there are no surviving terrorist units.

0.11.0
- All HUD icons for weapons and equipment updated.