RUNNING WITH RIFLES

RUNNING WITH RIFLES

Running with the Dead
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Update: Oct 14, 2020 @ 7:07am

0.28

BloodSplat2.particle removed as the file is now located within the vanilla files

Update: Oct 13, 2020 @ 7:11am

0.28

Rolled out a quick fix to vehicles and weapons for the latest RWR version to this date.

Update: Apr 17, 2019 @ 4:46am

Changelog v0.28 (17/04/2018):

* fixed compatibility with latest vanilla update 1.71

Update: Dec 30, 2018 @ 11:34am

Changelog v0.27 (29/12/2018):

* factions: capacity of the infected slightly increased
* vehicles: adapting physics and size to the vehicle changes in vanilla version 1.70
* animations: added a proper walk without weapon animation from vanilla
* equiment: stash/hq resource encumbrance lowered to avoid snail-speed when in backpack
* weapons: Chain Saw added for the survivors
* map: minor map fixes

Update: May 1, 2018 @ 7:00am

Changelog v0.26 (28/04/2018):

* factions: vampirism added to the Infected - a kill give them 40% HP back
* equipment: self-healing bandage item added - heal 2 layers of "vest" for the human factions
* weapons: AI-only sawn-off hunting rifle was set to automatic class - changed to bolt-action
* vehicles: Basecamp of the bandits healthpoints reduced by 50%
* balancing: small balancing here and there - also more infected overall

Update: Mar 23, 2018 @ 6:38pm

Changelog v0.25 (21/03/2018):

* gameplay: the player can choose between FoV enabled or not. FoV is enabled on default on dedicated servers
* gameplay: Cargo helicopter is still an infected hive with 30 over capacity (was 24 before). Make sure to destroy it to have a slight chance against the infected faction
* gameplay: wooden crates randomly scattered
* balancing: capacity variance increased so that a faction with low amount of bases will have a slightly unit number boost
* balancing: player AI compensation decreased from 4 to 2
* balancing: factions defend about 10% more overall
* balancing: infected have a 10% increase in units
* balancing: initial RP increased from 60 to 100RP
* balancing: radar tower now have 8 protectors and 12 over capacity soldiers (was 10/10)
* balancing: infected faction players can now have up to 6 followers, unstoppable infected 4 (was 0 for the entire infected faction)
* AI: more infected enemy types are using acid clouds vs. vehicles
* AI: fixed infected enemies to rarely using acid clouds. Infected are now much more of a threat vs. vehicles when you let them come closer
* AI: Bandit AI squads go 3x more often after a random side base (thus more faction spread)
* visuals: some fog added to the world (gives better apocalyptic feeling)
* visuals: cloud particle effect added (even more apocalyptic feeling :) )
* visuals: bandit spear now with just a discreet activated fuse particle
* animations: infected faction now with proper crouch moving animations
* map: Moorland Apocalypse (default map) has been partially reworked, such as e.g. some new world props added, height differences toned down, etc.
* sounds: customn menu sound added (Disturbed Soundscape by Eric Matyas)
* sounds: custom ambient day/night sound more suitable to a post-apocalyptic scenario
* rewards: overall less reward for spotting, base capturing. More penalty on self-kill
* rewards: no more RP/min for staying alive
* rewards: killing an enemy now gives you RP bonus which also is highly depending on his rank
* equipment: faction specific vests can't be replaced at the armory anymore, neither purchased
* equipment: changing faction online won't make it possible to use an other faction's vest anymore
* equipment: Ghillie Suit price increased from 20 to 40RP
* equipment: military now have repair wrench
* items: armory building resource XP requirement increased from 0 to 4000XP
* fix: crash because of missing animations from some recent vanilla updates which wasn't in sync with the mod anymore
* fix: crash due to amount of ram usage (mainly during map loading)
* fix: particle offset of the firework/mortar fixed
* vehicles: Quad added
* vehicles: overall terrain friction increased
* vehicles: radar tower and radio jammer have +50% HP
* vehicles: pickup and technical now with map markers
* weapons: flamethrower reworked
* weapons: Slug Cannon bullet decay time, accuracy and kill probability reduced
* weapons: P90 price decrease from 45 to 35RP and kill probability slightly increased
* weapons: Nail rifle now reloads 2 at time (was 1)
* weapons: MAC-10 SD speed boost bonus removed (was +10%)
* weapons: AT mines price decreased from 10 to 5RP
* weapons: acid bombs now don't push vehicles anymore, nor are they making vehicle hitting sounds
* textures: few textures reworked

Update: Mar 23, 2018 @ 6:29pm

Update: Sep 16, 2016 @ 10:51am

Changelog v0.22

* map: the default RWD map has been extended to 20 bases (was 16 before) with also some visual adjustments
* balancing: overall faction spawn score overhaul to have all playable factions to be similar strong
* throwables: acid cloud less deadly (goes through one layer of vest instead of 2)
* throwables: less acid clouds per spawn to avoid spam (the main attack of an infected player should still be melee and not ranged)
* weapons: sawn off hunting rifle commonness decreased by half for the bandits faction
* vehicles: cargo truck respawn time increased from 10s to 90s
* equipment: ghillie suit player model disappearing after 1 hit fixed
* rewards: overall spot/destroy event reward adjusted

Update: Sep 11, 2016 @ 1:35pm

Changelog v0.21

* weapons: P90, AR-15, AK47 and AKS-74 (all bandits) slightly nerfed
* weapons: secondary claw weapon added fpr the infected player. It deals twice as much damage but in this state, the character will be 10% slower and the attack animation is 40% slower
* equipment: ghillie suit not set to be respawnable with anymore
* throwables: Acid Cloud range increased by ca. 60%
* visuals: Acid Cloud particle slightly tweaked
* animations: stun duration lowered by 30%
* animations: overall zombie attack speeds slightly reduced

Update: Sep 10, 2016 @ 10:04am

Changelog v0.20

* factions: infected faction now... PLAYABLE! This is still the first implementation, expect it to not be too well balanced yet
* factions: infected faction can't use any kind of vehicles, neither when played by a human
* factions: infected faction can't interact with the equipment/armory, nor can they pick up items
* balancing: bandits - movement speed reduced
* balancing: stab XP multiplicator removed
* weapons: AP mine now only triggers on enemy character impact, not on friendlies anymore
* weapons: Firework launcher spread and commonness reduced
* equipment: ghillie suit added for the survivors, -20% detectability for 20 RP
* equipment: repair wrench added for the survivors
* throwables: infected now barf acid clouds which can also damage vehicles
* weapons: infected now use different primary claw weapons, which allows them to have damage mutlipliers and different attack animaton speeds. The big bosses insta kills any units!
* misc: infected has proper hud textures in case the zombies will be properly playable, one day ;)
* misc: bleed out time raise from 25 to 40 seconds (remember that you can commit suicide by holding the stab key for 4 seconds)

Changelog v0.17:

* weapons: overall price adjustments (basically cheaper weapons)
* weapons: some weapons have been slightly re-balancer
* weapons: modified fireworks now explodes on impact instead of timer
* weapons: the survivor's pipe mine now isn't a throwable anymore but a secondary (similar to the new Claymore in vanilla). Some parameters tweaked
* weapons: primary long range firework launcher added
* equipment: survivors don't have armory building resource anymore but a stash building resource instead
* vehicles: basecamp now can also spawn AI units
* vehicles: static cargo helicopter added. It crashed on initial infected territory. Looks like it's swarmed by infected, destroy it to reduce the overall amount of infected on the map! Might also drop some goodies
* vehicles: cargo truck added. Abandoned vehicle with some unique stuff you can purchase at the back of the truck. Destroying it might give you the stuff for free? Just try it out
* calls: the military can now call airdrop reinforcement (requires high rank)
* online: when a campaign is activated, the host can choose the clients joinable factions
* gameplay: there is a 45% chance that an infected will attack a random base rather than the commander target base (before it was 5%). This will make them spread more and less overrunning their target base
* gameplay: 1RP reward for kill an enemy, 10RP per minute you stay alive
* gameplay: when a faction loses the last base, it now has 5 minutes to recapture a base before losing the game entirely (starving to death)
* gameplay: factions don't surrender anymore
* gameplay: smaller RP reward for (side-)base capturing
* maps: few map modifications


Changelog v0.16:

* weapons: deployable MG - shot frequency reduced
* weapons: M4 EBR - bullet decay time significantly reduced (no more off-screen kills)
* weapons: crossbow - bullet decay time significantly reduced, projectile speed increased
* weapons: modified fireworks ballistics tweaked, reduced fuse time by 0.8s
* misc: deployable armory - added spotting/destroying RP reward. Destruction paticle effects added
* calls: airstrike call now available at 5000XP and also used very rarely by the AI. Price increased from 500 to 600RP
* bug: particle fix which caused crash on Linux and Mac
* vehicles: technical - speed and acceleration reduced
* vehicles: Humvee - acceleration reduced, respawn time increased, exists only once per map
* vehicles: sandbag - health points reduced
* maps: the map is now custom and not the vanilla one anymore (new base added, some base offset, small visual changes and new daycycle color scheme)



Changelog v0.15:

* balancing: military - slightly less defensive + vest 20% less effective and can be stunned easier + speed slightly increased, can be wounded
* balancing: infected - slightly less aggressive
* balancing: bandits - slightly lowered the spawn amount, can be wounded
* balancing: survivors - speed slightly increased, can be wounded
* misc: characters spawning weaponless fixed
* misc: length of the custom sound files reduced by avergae 70% to avoid max sound channel amount to be used which resulted in lot of sounds not being played
* misc: faction specific AI chat added
* misc: backbone for for making the infected being playable in the future done. Several vanilla code additions would need to be done to allow it
* visuals: faction specific vest huds with "health" status indication
* visuals: proper basecamp hud added, some hud images tweaked
* vehicles: speed, acceleration an effectiveness of the mounted weapons reduced. Health point adjusted
* call: added airstrike radio call for the military, level restriction for higher ranked soldiers
* weapons: binoculars added for every faction
* weapons: Medikits added for every faction
* weapons: Flamer reworked to be less of a resource hog. Still experimental
* weapons: Model 29 renamed to 44 Magnum. Also fixed an issue where the weapon was pointing in the opposite direction (ouch!)
* weapons: m1 garand projectile, and accuracy increased
* weapons: Crossbow clip reduced to 1
* weapons: Crossbow sight range reduced slightly
* weapons: Crossbow reload animation time reduced
* weapons: Sawn off rifle accuracy and damage increased
* weapons: m79 no longer has unlimited ammo. You must purchase each shot like vanilla rocket launchers
* weapons: Sawn off shotgun added to the bandits and survivors
* weapons: M107 has prone to fire requirement
* weapons: M14 ebr fire rate reduced
* weapons: M14 ebr has crouch to fire requirement
* weapons: Desert Eagle higher chance to spawn with
* weapons: Added an anti vehicle weapon for the survivors called: "modified" fireworks
* weapons: AP mine added for survivors
* weapons: Aks 74u damage increased slightly
* weapons: Overall price adjustments