Beta 0.98.5 released

Hey there!

RWR 0.98.5 has just been released! Mostly the polishing and tweaking work continues as seen in the change log, including the earlier 0.98.4, 0.98.3, and the two hot fix updates 0.98.2 and 0.98.1. For 0.98.5 we’ve also added a new online gamemode targeted to provide a tighter PvP(vE) experience versus the sandboxy Classic mode.

The gamemode – we shall refer to it as minimodes until someone comes up with a name for it – features several short objective based scenarios for team based battling between two factions with preferably players for at least 3 vs 3, but the more the merrier. The scenarios take place in varying active zones in Moorland Trenches consisting usually of 2-3 base areas with restricted access outside the zone. To get started, we’ve got modes set up such as

    Team Deathmatch, pretty self-explanatory
    King Of The Hill, fight over one base and defend it for a given time to win
    Team Teddy Hunt, where a crate is spawned at a random location guarded by a few bots, a hint is given about the location and the teams must locate the crate, fight for it and destroy it, and deliver the contents to an armory; while delivering the cargo, both factions see the carrier in the map view

There is a total of 16 zones where the modes take place, and by default, the modes last for 10 minutes each or less in case the target objective score is reached.

Additional modes will be worked on in the next updates. We’ve been bouncing ideas about at least

    a vehicle escort / ambush mode, where one team escorts a vehicle from location A to B while the other attempts to stop the delivery
    assault / defend, where one team builds and defends a base which the other team attempts to reach
    capture the flag mode
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RWR 0.98 is out!

Hey there – the wait is finally over, RWR 0.98 has been released!

This update was a huge crunch for us taking 9 weeks to get here. We began the work with the finale battles, bringing out the first one in this update. What it means is that once you defeat an enemy faction so that they have no presence in any of the areas in campaign, the final mission extraction point becomes available in all maps. In Invasion online, the final battles are just fought after all regular maps.

The final mission against the first fallen enemy is a stealth themed mission. This effectively made us take a closer look at the AI stealth defense behavior and we found a number of things we could adjust to improve the experience. The behavior of the defending AI should be a bit more predictable this way, also you can use distraction to a greater effect now. The AI is more aggressive though so you may need to bail out more often; good to change position a lot anyway!

The mission is designed for single player or for a small number of cooperative players. We have no idea if it makes sense in Invasion with 20-50 players in the same team but it’s there, will be interesting to find out!

We are mainly in polishing phase currently on our way towards the 1.0 release. This results in crazy amount of tiny but much needed changes here and there – here’s a few:

* squad names and color matching, for organizing players into squads in online, with squad chat
* new player markers, with Steam friends shown differently
* sortable scoreboard
* pause state for single player, check your key config
* bigger capacity for stashes, you’ll need it, trust me!
* a bunch of vehicle delivery objective fixes
* ladder visualization behind buildings
* new settings for quick matches, also with possibility to play with customized start commands
* more audio volume controls
* some RP rewards tweaked
* connection error messages now show properly inside menu
* a short celebration occurs after a map is completed, will be further worked on in the next update
* speech bubble fader option, fades out all bubbles if mouse hovers over one
* riot shield can now stop one blast, second stuns and consumes the shield
* neutral faction related reports removed
* server mode shown in server list
* see the complete list here

We also worked a bit with a few active community members (thanks to warbrand, DoomMetal and harr for the great character models) to extend the racing mod that has been floating around for a while. It’s now included in the RWR release so make sure you join us sometime on a racing server for some serious laughs, we’ll be setting up a server soon!

Mac port is also starting to be in a pretty good shape. It runs fine already so what’s on the lacking side is just the packaging and making it available in Steam and get a few more people testing it out and find if anything’s missing.

Chances are we’ll be making a few smaller update releases before 0.99, the Mac variant will likely be included in one of those. We’ll see what happens in the coming month!

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Beta 0.97 released

Hey there!

It’s update time again, beta 0.97 is available starting now.

Gonna keep the post short this time, mostly highlighting that the 9th map has been added in the game – huge thanks to Bonzaibier for the backbone of the map! Other changes include some new stuff to do in campaign, i.e. the possibility to unlock enemy weapons and to find hidden cargo pickups around the maps. Most other improvements are related to usability, the boring stuff -> feel free to read more about it in the change log.

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Beta 0.96 released

Hey there runners!

RWR 0.96 is done and available in Steam now, soon in Desura and BMTMicro. Check out the full change log here.

This time, the soldier level AI has been extended with the ability to determine spots where to deploy sandbag barriers to provide more cover in the battle area. I had had this one on the radar to implement for a long while, feels great to see it in action now!

On the general usability and indication improvements, the map view now visualizes troops distribution using squad size based cloud visuals rather than the numbers. This effectively also makes squad movement visible in the map view, enabling you to anticipate better where the troops in the faction are moving to and how long is it taking.

We’ve also extended the badge / award system a great deal. Campaign now comes with an initial set of ranked medals and titles that are granted to the player when reaching specific milestones. Currently there are vehicle destroying, sabotaging, general killing, stealth and exploration focused paths, we’ll likely see plenty more of these in the following updates. In one sense the awards feature makes a nice feedback system of what’s your typical playing style, but it may also hint new players of what you can / should do in the game.

Some new destroy targets have been placed around the maps, namely water tanks and mortar ammunition crates, but also an anti-air weapon emplacement in campaign for one of the enemy factions with an ability to prevent air drops until destroyed, making it a hugely important sabotaging target.

Finally, a feature requested by many since the game went to Steam Early Access a few months ago, the campaign now features the possibility to play with any available faction in the game!

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  • Desura Digital Distribution