New APC features in beta 0.84

Hey there runners!

We are finally wrapping up some loose ends in beta 0.84 which will impact the gameplay with and against AI a huge deal. Check out the full change log here.

You know the APC’s in RWR, which feature a 40mm machine gun, but the AI very rarely fires any rounds and mainly uses those killers for transport? There, that’s changing right now. I just got the highly regarded facepalm award trying to assault an enemy APC alone, now I know I’ll try another tactic the next 4 times :)

Also, we’ve extended the squad commanding through the use of Squad command modifier key to allow having control over your vehicle and infantry separately, especially again for APC, but it’ll function the same for other vehicles as well. This comes especially handy once you rank up enough to have a big squad with you.

Other than that, beta 0.84 features an extended XP rewarding system, currently utilized with enemy vehicle damaging and certain achievements, and the usual stuff, balance tweaks and bug fixes.

Make sure you watch our latest cooperative stealth video, if you haven’t seen it already:

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0.82 thrown out the window, beta 0.83 is here!

Hey there!

Beta 0.82 release barely managed to grow one day old with 0.83 coming out already – a little mishap with some weapon test settings finding their way into the release, but that’s all bygones now!

0.83 adds two new burst mode weapons in the game and generic support for unlocking weapons using rank. The normal sandbox mode people play single player and on most servers won’t restrict weapons other than grenades and bazookas just the way it has been, but we’re starting to experiment with this idea on the Invasion_US now set up as the cooperative-only online campaign test server.

If you join up Invasion_US, you’ll notice that you start off as a Private with access to 3 weapons. Work your way to next rank and new weapons will become usable. More weapons will be added into Invasion mode almost every release, and we’ll make some crucial changes to enable proper looting to take place. Stats and ranks are saved server side over map changes already, you can peek the scoreboard and status here.

Back to topic, we’ve got plenty of major fixes in the AI, weapon handling, stats and online code, check the change log over here.

Last but not least, enjoy the new cooperative stealth video we put together, can’t wait to get to compile the best of outtakes of these sessions :)

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Beta 0.81 is out!

Hey there,

For 0.81, the AI has again learned some new tricks with behaving in water areas. They now basically know how to navigate the boats, and won’t consider the rocks beneath water as desirable place to find cover – that was the biggest reason they used to just swim calmly in the shore when a gun fight was taking place right in front of them :)

The other maps got some weapon racks now as well, Sainte-Anne south area has been changed completely, and Aeolian Coast has got radar trucks driving around now too. Check out the full change log here.

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Beta 0.80 out with a new map!

Hey there!

So, again we bring plenty of AI, vehicle and control fixes, check out the change log for the details, but the highlight of this release is our brand new map, Sainte-Anne!

We also have the initial steering implementation in now for vehicles in water, with Sainte-Anne featuring a few drivable rubber boats. AI currently neglects them pretty much, the navigation logic needs a bit different approach than the on-ground vehicles, looking forward to work on that for 0.81. Hope I can squeeze in the “AI battle-taxi” feature for that too, can’t wait to get into some beach assault action!

Also, the online servers now support persistent player profiles (per server), which means that if the server has been set to store the profiles over battles and map changes, you can have your stats, rank, mortars and weapons with you again when you reconnect. One of the official modulaatio-servers will be soon set up as something we call Invasion; players only join Green faction, they all start with 0 XP to fight through all the maps in randomized order, each map starting with Green faction having one base with some over capacity to get the invasion going, with XP and items carrying over map changes.

We’ll be adding plenty of new items in the near future, we’ve been talking about vests, rare weapons, support items and new calls logically similar to mortar strikes, which will fit the persistent cooperative Invasion mode really well!

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