Put in Games\Running with rifles\ and select it before running a map or campaign in the mod setup menu

Hints for the new calls system (intended usage)
 - Mortars for when your enemy is making a push and the front is focused in a salient, due to its innacurate nature
 - Artillery for slow/stuck vehicles, or for entrenched enemy in small radius (bombs don't go through sandbags, rocks, et cetera)
 - Tactical airstrikes only useful against vehicles and pockets of unentrenched enemies far from the nearest cover, or if its high delivery speed is required

- 1.6 -
- Updated all files with new models, slightly tweaked down new secondary SMGs to balance with existing
- Fixed vest unlock requirements (reverted files to 1.58)
- set special crates to pay out a lump-sum of RP as well as now dropping a random armory item
- Increased time for mortars to spawn by 2 seconds, raised number of projectiles to 18
- Raised arty range of damage

- 1.59 -
- Reset loot to vanilla, only lowering commonness of the most common rare drops (closer to lighters), instead of changing any prices (made possible with massive loot drop overhaul in previous versions)
- Slight balancing changes to nation ARs
- Fixed minigun drop price (was same as MG)
- Slightly raised cost of minigun
- Nerfed aa-12 (problem was it was firing 6 projectiles instead of four, so one of them was bound to be near the maximum dropoff leading to rediculously reliable kills at very distant ranges

- 1.58 -
- Buffed artillery call, was nigh useless except for its very small niche in the intended purpose, with other two calls being far too jack-of-all-trades, but without wanting to nerf the other two
- Reordered calls (AI should now use 8 para call)
- reimplemented minigun drop (so much fun)
- Slightly buffed deployable minigun, raised price 3 credits
- Raised machinegun emplacement resource commonness
- Tweaked default.ai and elite.ai
- Buffed patboat cannon range
- Further mpmg accuracy buff, both factor and step increment
- Slightly lowered aks minimum kill range
- Increased chance of default soldiers spawning with flak jacket now (33%)
- Slightly increased final two rank requirements

- 1.57 -
Fixed vest1 wouldn't block explosions (even though it tested working when I implemented it) and rebalanced so that it stuns and never wounds before it kills, medics were in too short supply

- Changed vest4's 25% state, now explosions only stun and do not wound, with the wound occuring to use the last 25%
- Rebalanced grenade rank capacities
- Tweaked rewards.xml
- Nerfed dragunov (holy FUCK did it recenter fast, like an old vintorez)
- Increased rank requirement for vest3 (vest4 should bridge the gap that it was lowered to fill)
- Fixed vest1 damaged state rank requirement (And changed all damaged vests to require no xp, so you can use a found damaged vest no matter what rank)
- buffed impact grenade
- Increased percent of default soldiers that spawn with type 1 vests
- Increased chance of default soldiers spawning with secondaries to increase number of medics (and commonness of medikit slightly to compensate)
- Lowered specialist drop call price, raised rank requirement
- Lowered specialist maximum rank, too many captains, too difficult to control
- Tweaked spawn scores, minibosses should be less prevelant with more specialists (more player controllable pawns)

- 1.56 -
- Fixed character models with vests (vest4 didn't display on models)
- Fixed minibosses spawning with vest1s 
- Lowered price of c4, increased maximum carry stack, increased rank requirements of each addition c4
- Increased weight and health of cover blocks slightly
- Lowered price of humvee call and increased rank requirement

- 1.55 -
- MaJOR Fixed fridge valley, 'winter' themed maps have completely separate but otherwise entirely the same faction files, and required overwriting

- Added neostead 2000 (Forgot to add to common.resources for it to show up in armories)
- Took vest2's ability to block explosions, added new 'flak jacket' (vest1), added 'vestIV' which is an even combination of the first two, and vest3 is still left completely alone in its OP position at the top of the pyramid

- Forgot to add ak74u to brown miniboss item pool (weak brown)
- Nerfed g36 accuracy while walking (was highest of all nations)
- Sped strike calls up a bit
- Greatly reduced commonness of sg552 (AI bad at using it, weak brown)
- Slightly lowered faction shotty commonness (AI bad at using them)

-1.54 -
- Added neostead 2000 to weapons list (Will need further balancing)
- Spread weapon unlocks out a bit to make leveling more meaningful

- Buffed dragunov
- Buffed all faction jeeps
- Bumped miniboss minimum XP up a b)it (was seeing too many in my squads)
- Buffed pistol kill range
- Buffed OP-90 (AI could NOT use it at all)
- Buffed f2000
- Buffed stoner
- Rebalanced aks-74u (AI was bad at using it, good at xm8, leading to brown leaders being inept)
- Tweaked VSS for AI use (Then completely butchered its commonness instead as they all seem to be stupid as hell with it)
- Buffed patrol ship main weapons
- Tweaked apc turret rotate up, lowered accuracy, lowered apc traverse speed
- Rebalanced l85a2
- Buffed famas (I really can't get this to a point where I enjoy using it)
- Tweaked artillery a bit

- 1.53 -
- Added tenth passenger slot to transport truck
- Added two passenger slots to tanks
- Balanced APC passenger slots (GT-C only had 4) to 6 a piece, plus driver and gunner (Supporting an 9 man squad with commander on foot)

- Lowered time to despawn of all special rules weapons
- Rebalanced transport trucks (less health, less acceleration as it was overbuffed with mass increases)
- Lowered price of SMGs
- Lowered commonness of rockets to account for specialists always having them
- tweaked call prices
- Buffed humvee
- raised xm8 and aks47 commonness
- Tweaked aa12

- 1.52 -
- Hotfixing major bugs

- 1.51 -
- Reverted and rewrote default.ai (left most values default, documentation on what these variables actually change is scarce and I found out the only source I had was unreliable and/or outdated)
- Completely reworked faction ranks, should be much more consistant now
- Fixed 8 paratrooper call (When the hell did I manage to break this?)
- Added anti-tank minefield call (Takes quite an awful long time to arrive)
- Added bomb drop (high precision, extreme damage, single projectile, FAST delivery)
- Re-implemented AT mine (Quickly realised why they were removed, careful you don't place it near friendly vehicles, they don't care who they blow up)
- Reworked claymores, should be proximity detonate now without regards to who sets them off (careful where you set these)
- Removed TOW call

- Lowered price of calls
- Tweaked faction rifle commonness higher
- Lowered commonness of VSS and barrett
- Slightly buffed VSS (overnerfed)
- Lowered all weapon prices slightly
- Added more capacity steps for grenades, you can have up to 5 now
- Lowered min kill decay range of most ARs slightly (Less long range suppression, this is sniper job)
- Rebalanced faction alternate ARs slightly, increased commonness
- Tweaked soldier groups (spawn chance, loot drop, starting RP, starting XP)
- Nerfed artillery and mortar arrival time
- Tweaked mortar explosion radius down
- Buffed stationary mortar emplacement significantly
- Buffed deployable MG
- Adjusted para drop price down
- Slightly balanced loot prices (Needs complete rework)
- Lowered vest prices
- MOAR MPMG buffs

-1.5 -
- Completely reworked faction NPC spawn RP and XP, old weighted system was broken, should be much more consistent split between miniboss officers, miniboss generals and normal soldier officers
- Implemented 'Specialist' group, has access to all non-standard weapons (including both faction improved ARs) which should help support the minibosses if they're around or take command of a push themselves (leading to more organized attacks)

- nerfed APC handling characteristics, buffed health
- Slightly buffed humvee MG
- Lowered commonness of faction shotties
- Changed all faction SMG commonness to 0 (Don't see npcs using their secondaries aside deployables and medikits)
- Tweaked balance of SMGs, should be a bit closer now while keeping to nation weapon doctrine of vanilla
- Removed flasher for rebalancing
- Tweaked all faction weapon commonness values
- Slightly rebalanced faction rifles, should all have further max kill range
- Further MPMG tweaking, negev was broken for some reason and the PKM was the OP one, with the m240 mostly not changing in its being the least MG of the three
- Nerfed AA-12, never got the shogun nerf so its minimum kill decay distance was basically the same as is its maximum
- Fixed everyone's major league pitcher arm only for impact grenades (been putting this off too long)
- Nerfed xm8 (mostly kill rate, was like 70% compared to most AR's 48-55%)
- Buffed aks74u
- Rebalanced faction ARs
- Slightly reduced mortar1 accuracy, reduced price
- Rebalanced arty, made one volley highly accurate with decent range, lowered price slightly
- Raised individual soldiers' loot drop chance, reduced miniboss'
- Raised miniboss spawn chance
- Tweaked paratrooper calls, almost doubling small squad deployment speed and increasing all initial medic arrival speed
- Tweaked resources.xml
- Fixed f2000 (Had broken unlock XP quantity)

- 1.42 -
- Added new APC drop call
- Re-enabled TOW drop (iunno how it got disabled, added a couple versions back iirc)
- Removed cover drop (Never have used it, never will)
- Added kill XP rewards to all vehicles (Was only RP, with a bit of xp for each damage inflicted)

- Tweaked SMGs (mostly rank requirement)
- Teaked rewards.xml
- Lowered miniboss starting rp, increased soldiers'
- Tweaked all ranks a bit
- Buffed g36 (grey was too easy to beat)
- Greatly increased all vehicle mass, compensated for with acceleration (should be less getting stuck)
- Buffed all faction jeep speeds
- Nerfed acceleration of all tanks (around 25 whereas jeep's 9, that's why they lurch all over the place)
- Tweaked patrol boat cannon, faster refire
- buffed rubber boat speed
- Lowered call time to drop for new vehicle calls
- Tweaked down tank drop price
- Nerfed humvee MG and reduced call price
- Tweaked default.ai
- Tweaked all vehicle interaction rewards (spot, kill, damage)

- 1.41 -
- Added SMGs to secondary weapons list and increased price slightly, also reduced their maximum kill range significantly, let me know if you find them more useful at extreme close quarters, and whether the OP90 deserves the same treatment or not
- Raised AI time to decide it's stuck and abandon vehicles, was finding an awful lot of jeeps abandoning in perfectly traversable terrain by running into one barrier after another (You can usually clear a vehicle anyway by jumping out, iunno why but when you leave even soldiers that aren't in your squad will disembark, and they'll phase through the barriers if you're not around to see it and it's just simulated far away)
- Tweaked cover resource
- Tweaked deployable guns
- More rank restrictions, tweaked existing (mostly down)
- Buffed all weapons prone accuracy (Finally a reason to go prone)
- Buffed dragunov accuracy overall and refire rate, nerfed accuracy (Felt useless)
- Raised prices of default ARs (No reason to use them after unlocked anyway, they only contribute to the problem of the early game economy)
- Rebalanced MPMGs, should be far more accurate with the negev getting its barrel 200 round mag
- Rebalanced all AR and shotgun stance debuffs, increased prone stance buff and generally increase accuracy while crouching (running for the more smg-oriented ARs)
- added p90 and f2000 stance debuffs
- Raised price of mortar calls
- Nerfed mortarx3 accuracy and shell count, should compete with first mortar strike a bit better now with higher common spread
- Nerfed mortarx1 spread a bit (Careful when calling nearby)

- 1.4 -
- Added time_to_live_out_in_the_open to all faction weapons, reducing their despawn to 20 seconds to prevent pileups, and increased despawn time for weapons over 40rp (m107, VSS) to 120
- Buffed c4 and further reduced carry weight, can now easily fit in backpack to be used later
- Balanced grenades, impact grenades for vehicles and hand grenades for infantry
- Added new vehicle kill payouts for all current vehicles, rebalanced existing (as high as 100 a vehicle)
- Nerfed the FUCK out of all spotting rewards, plus rewards for destroying enemy emplacements and structures (were in the 200-300 range for EACH)
- Added RP rewards for finding special crates to offset nerfing of all their loots' prices with the rebalancing
- Increased m107 maximum view range, lowered recenter speed further slightly
- Changed all ranks to reflect new changes to resources file, I got stuck at rank 5 a lot and it took forever to get a full rankup so I made the math more consistant
- Made vest III able to be spawned with, cheaper, rank restriction harsh enough
- Rebalanced patrol boat and raised call price slightly (Remember it acts as a spawn truck too)
- Raised wounded_auto_death_time to 30 to account for fucktarded AI, made AI more likely to knife player in peacetime, made player more detectable when wounded than when prone (was the same)
- Tweaked default.ai
- Rebalanced humvee, health close to jeeps (To balance MG and also lowered call price) and handling characteristics revamped
- Touched up rewards.xml (as is tradition)
- Substantially raised transport truck health, 1shots were common with new RPGs, combined with the AI taking less time to aim them
- Slightly increased tank speed
- Rebalanced TOW drop, weapon, and resource price XP requirement and weapon characteristics to make it more strictly an anti-vehicle emplacement meant to be dropped in to kill a tank quickly
- Slightly nerfed mg emplacement to give it a massive rotation range, makes for fewer soldiers standing at an emplacement facing the wrong way
- Artillery more accurate first barrage and faster
- Lowered price of specialist call, spread them out a little (Iunno how the spread got so tight)
- Tweaked stun grenades

- 1.3 -
- Begin overhaul of XP to unlocking weapons system (expect MANY changes, please for the love of god input on this especially)
- Forgot to add minigun and TOW deploy and then never noticed it since I haven't playtested since it was added, please give the TOWs a try and let me know if they're OP
- Tweaked all faction-specific weapons
- Raised tank health, rebalanced between nations, subtantially nerfed acceleration, increased drop price slightly
- Added specialist squad call, calls 3 miniboss and 1 medic to assist at an extreme premium (Remember bosses spawn with a lot of RP for calls..)
- Added mobile armory call
- Added patrol ship call
- MG drop call added
- Lowered humvee call price and drop time
- Rebalanced mortars, single shot more accurate with fewer projectiles and 3 round less accurate with more projectiles, prices balanced as such
- First artillery call rebalanced, far more accurate with fewer projectiles
- Further APC tweaks
- Further rewards.xml tweaks
- Lowered VSS mag size, increased accuracy
- Increased barrett mag size, lowered diminish rate (Could autofire and clear a squad before they got me)

- 1.2 -
- Rebalanced tanks acceleration and rotation, overall buffs
- APCs now are slightly slower, rotate their turrets faster, have slower and less damaging projectiles, and have had their weapons specs pegged to eachother
- Visciously murdered vignette
- Further tweaking of the faction xp to rank-up system
- Reworked rewards.xml (as is tradition)
- Lowered artillery price in preparation for rebalance as 'accurate mortar'
- Lowered paratrooper price
- Rebalanced all pistols
- Lowered all starting RP of bots in order to accommodate for RP for kills
- Rebalanced all loot item pricing
- Lowered chance for common soldier to carry loot
- Re-implemented loot time_on_ground multiplier, increasing greatly
- Added new vests to armory, rebalanced prices
-Tweaked default.ai, AI should be less grenade-happy, be more likely to respond to a defense call, increased all soldier sight range, change cover when under fire more often, so on
- Added explosion resistance to type III vest, added to store and balanced price

- 1.1 -
-Completely overhauled all RP rewards, and added new rewards for killing AI, lowest for explosions and highest for knifing

-Rebalanced all rocket launchers and their projectiles to better balance with vehicle changes, overall radius and damage nerf with projectile speed buff, making them almost useless for anything but attacking mechanised infantry/tanks, except the gustav which still has potent anti-infantry capability (at the expensive of armour damage) where the law has the least, prices overall reduced
-MG emplacements health buffed slightly, commonness increase to offset number of soldiers whom die without deploying
-MPMG price reduction, encumbrance nerfed and accuracy buffed slightly
-Changed crates to require blasting
-Increased price of grenades, reduced that of c4
-Buffed shit out of stun grenades
-Rebalanced VSS Vintorez
-Removed can_respawn_with tag from many high-end guns
-Balanced faction-specific special weapons further
-Changed characteristics of f2000 to be more like an assault rifle-SMG hybrid, pegging its performance somewhere between p90 and xm8
-Lowered price of all assault rifles to bring them closer to faction SMGs
-Rebalanced all pistols
-Overhauled weight of all weapons

- 1.0 -
- Rebalance price of all weapons, Sniper rifles most expensive, shotguns and SMGs cheapest, with assault rifles a middleground, and standard weapons cheaper to retain vanilla balance, rockets price nerf, deployables prices substantially reduced to encourage use
- Greatly increased time_to_live_out_in_the_open for loot items, sniper rifles, hopefully to reduce frustration of needing to take back an area to retrieve loot, and hopefully to ease pressure to spend extra time looting in the late game
- Lowered vehicle calls price
-Increased price of paratroopers, raised launch time
- Grenades nerfed a number of ways, except damage
- Slightly rebalanced tanks, should now correspond more to the nation's infantry's anti-armour capabilities
- Completely reworked rank system to be more singleplayer-friendly
- Added weapons to faction files, now you can buy rares at all armories, with a few faction-specific rares
- Greatly increased mortar and artillery speed, rebalanced prices, increased commonality of cover and added the MG and minigun emplacements to the 'commonness' system, hopefully to make the game slower and more defensive
- Changed all MPMGs to not require prone, balanced with high price, low commonness, and even less accuracy
- Most rare weapons made in_stock and can_respawn_with
- Raised sight range modifiers of all scoped rifles
- Substantially lowered sustained_fire_diminish_rate of all sniper rifles, closer to the m107's 0.5
- Increased commonness of non-standard weapons substantially, substantially lowered commonness of rocket launchers
- Increase encumbrance on snipers to 4, shotguns to 3
- Lower encumbrance on assault rifles to 2
- Substantially lower encumbrance on SMGs and pistols