The subject tells the most of it, download the zip here
http://www.modulaatio.com/runningwithrifles/running_with_rifles_alpha_0.2.zip.
Changes in 0.2:
- aim target on ground increased, to make bullets fly farther to hit enemies behind the crosshair better
- M240 machine gun, shoots either on prone or if there's a wall/crate of suitable height, either from standing or crouch, limited turning range
- AI pushes reinforcements constantly towards attack target if situation in attack target is tight -- helps with winning areas alone while one enemy is somewhere hard to find
- AI trench steering improved, less aimless spinning
- color model revamped; terrain is also shaded by height relative to player soldier position (requires vertex program support in graphics card); different fog
- run animation made more bouncy, varied animation speed
- HK MP5 SD -like suppressed submachine gun
- improved AI for nearby alerts; AI now "sees" the gun muzzle at night, so shooting draws fire from the enemy for some time unless suppressed smg is used
- when a battle starts, the AI on the team not-firing-first suffers a random reaction time penalty
- AI reacts to suppressive fire by staying in cover more
- AI uses knife
- added ability to change weapon by picking up a new one
- crates sometimes pop out weapons when smashed
- added option for number of initial occupied bases on player's team when creating a new game
- added controls for managing team members amount: page down/page up
- soldier amount model tweaked -- the less occupied areas you have, the more soldiers you get per area -- the more occupied areas you have, the less soldiers you get per area -- let's see how it works
- AI leader selection tweaked; attacking team (including player's) should be more interesting to join to in AI's choices
- loading a previously saved game near map boundaries should work better now
- the Town became bigger, and got divided into east and west sides
- Hotel base added
Have fun! Let me know if you spot new issues.