Beta is out

Hey there,

Gonna keep the blog post tight this time, but first take a look at this fine moment of bots doing the riot shield train!

In this weekly update we tackled the following issues:
- AI: fixed driving with long and slow vehicles occasionally being detected stuck in perfectly open road
- AI: new dialogue and comments added
- campaign: fixed koth maps not respecting faction multiplier settings
- rewards: fixed kill combo bonuses not working in online anymore
- rewards: fixed rounding errors with +1XP/RP rewards
- items: default item drop counts set back to 50% from 100%
- items: fixed item duplication exploit when stunned
- weapons: fixed several cases of character getting stuck when aiming and shooting close to self
- vehicles: fixed far away vehicles getting saved in incorrect orientation
- vehicles: added hint_text support, to be used in playground / tutorial
- dominance: squad “xp cost” reduced to enable squadmates earlier
- dominance: various settings and map tweaks
- scoretable: fixed score sorting in xp score mode
- scoretable: fixed correct text to show for total / match stats when opening it after closing it as match stats
- menu: official dominance server list added
- menu: cleaned up server list entries from showing up momentarily when switching between server lists
- modding: added possibility for different bullet trail effects
- modding: added possibility to remove the default muzzle smoke effect

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Beta 0.99.8 released!

Hey there runners!

The inevitable 1.0 just keeps getting closer and that’s awesome! But let’s back up a little bit and take a brief look at the just released 0.99.8. (I have no idea what happened to 0.99.7 news post, but certainly there was such a version)

In 0.99.8, we’re jumping head-first into expanding RWR PvP by introducing a series of new gameplay options which will be used in the Classic online mode revamp. See the change log here.

Classic, being mostly quick match based capture / king-of-the-hill objective mode map rotation system with open choice for players to join any faction per match – we might have even called it sandbox at some point – is now being transformed into a proper PvP oriented game mode, which shall be referred to as Dominance from here on.

The basics are the same. The general objective is to capture more bases than the enemy faction(s). Capture-based maps end when one faction gains total control, king-of-the-hill -maps end when a faction manages to hold a central base for a given time to win. Matches can also end by a timer if the objective is not met in 45min/30min: the faction holding more bases at the end wins.

In Dominance, the capture maps will be using a new base capture system based on the idea of being able to capture specific marked enemy bases only which are close to the current border. This increases options where to attack/defend over the single base capture mode which was in use in Classic recently, but it also attempts to avoid the exaggerated focus on backdooring that the open base capture mode system suffered in Classic back in the day. Capturable, both own and enemy, bases are denoted with markers in the map view.

Moreover, Dominance now features persistent profiles in PvP environment making long-time stats tracking more interesting. Both match and total stats are being tracked, which you can view and toggle in the scoreboard. This also allows a level of progression to take place in Dominance, which we still want to keep subtle enough for balanced PvP regardless of player ranks. Dominance comes with customized XP / RP rewards and related requirements for most elements, and loot items have been removed in favor of focusing to fighting rather than adventuring.

We’re currently testing and tweaking the settings for Dominance, and I hope we’ll see more people get in regularly for some PvP fun with us. Also, it’s Sunday and time for the weekly PvP event soon, so obviously we’ll be trying out the new stuff there. Currently SAS Beerdrinkers is working as our main test site, again big thanks to DocStone! Suggestions are welcome as always, and we’ve been having a fine discussion going on in this thread, join in!

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Beta 0.99.6 released

Hey there, again!

This time we’re a bit early with the weekly update, but always better to get it out in time for the weekend!

Campaign now comes with a proper ending view to mark the long journey over. I won’t go into details here as I want you guys to see it for yourself, let’s just say some new stats tracking was added for that particular reason, should be some interesting facts there, and obviously works accurately only for new campaigns.

Mac port got some new important fixes for bugs stopping campaign saves from progressing due to extraction points not appearing, was actually happening because of some bad implementation in the game <-> script data communications. The saves should now function ok without manual tampering, contact me at if problems persist!

Other stuff mostly includes just bug fixes and tweaking, see the shopping list on the forum.

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Beta 0.99.5 released

Hey there!

It’s time for our almost weekly update for RWR with 1.0 launch getting closer every day! Check out the full change log here on the forum.

Major topics this time were improving certain HUD aspects, adding some effects for vehicles, getting Mac also use the Steam support we’ve already got in place, and of course fixing bugs.

In the HUD, font was once again changed back to more what it used to be, just with wider translation support for future. Being in base capture region is now visualized by an attack/defense marker on the capture force meter. Some players had also requested for an option to reduce the amount of text shown when hovering with mouse over various targets, it’s now possible to switch it off completely or choose between reduced and normal modes.

Vehicles now explode when they’re being cleaned up, with varying ranges to stun characters nearby the vehicle, rather than just vanishing in thin air. Vehicle off-road driving has been made a little bit more fluent, that one had been annoying me too for quite a while now :)

The next update, 0.99.6, is targeted to be released next weekend again, after which we will concentrate on server side finalization for a while. We’re doing some improvements with Classic, Minimodes and Deathmatch game modes, it’s important to get them in proper shape as well for the 1.0 launch. Exciting times!

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