Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I will attempt to maintain the mod so it is still functional in the game, and I may update the project a few times between now and the release of RWR2, but I can almost certainly say that there are absolutely zero plans for any major content updates for VGRWR1, remake or no. That being said, I do hope to put together a mod for RWR2 for its (assumedly 2028) release, and the developers of RWR have shown many exciting new mechanics for the next game.
If anybody feels up to working on this project for RWR1, feel free to message me on the official discord, and we can discuss any details or questions you might have!
I've never really dug deep into particle effects and whatnot in RWR before, so this will also be a fun challenge for myself (and other members of the team) to try things out of our comfort zone.
This will stay as a legacy version, mainly because there will be steep gameplay deviations and aesthetic changes going forward.
One thing that I'd like to work into the arsenal, for example, is a "mini armory". Every faction will have at least 2 of these "mini armories." The first would be an Emplacements and Deployables armory, which is a separate armory that holds all kinds of defensive emplacements and obstacles (czech hedgehogs, field guns, machine gun emplacements, mortars etc).
The second mini armory would be a vehicle depot building, where you can trade your RP for different vehicles unique to your faction that don't spawn naturally (and as you rank up, you unlock more variants of them).
Obviously, the vehicle depot idea would require a completely different approach to faction balancing, something that the next version of VGRWR will definitely look into is making every faction capable of engaging enemy armor, whether they're crewed by AI or players!
My only main issue is early game enemy tanks will obliterate your team in no time(didn't saw this issue as Rennland tho), while you have only one APC, which can damage only infatry untis . For some reason friendly NPC will really rarely use anti-tank weapons. But at the same time, this unfairness forced me to use different approaches and tactics(which was turning point and we crushed the enemy in no time).
So yeah, I enjoyed this mod a lot. Would love to see custom maps(if this possible) and colorized weapon icons in inventory.
There is absolutely no balance.
Every map, no matter what faction I select or what faction I chose to oppose me, my team gets pinned down at spawn by enemy tanks