RWR 0.93 released

As said a few weeks ago RWR 0.93 was coming in a few weeks and now it’s indeed here! Most of the crucial changes were covered that time, go check it out if you’re eager for a refresher. A cleaned up and probably incomplete change log can be seen here.

On other news, my Mac mini has finally arrived, so completing (read: starting) the Mac port gets closer every day. We’re also preparing a new demo, so if any of you, the beta-testers, stumble on any crashes or critical launch issues, would be gold for us to know about it. We of course know each and every other bug the game has, so we’ll process the other bug reports a bit later, obviously they are welcome too :P Just stop by at the forum and speak your mind!

Any feedback on the current state of campaign would also be highly useful for us. We’ve obviously played the game for a long time, and to keep the campaign challenging for us, it can become unbearable for newcomers. Campaign difficulty settings are also coming, but aren’t there yet. We haven’t finished balancing the campaign, far from it, and especially the maps you see in the later phases might be a bit so-so in terms of balance, depending on which route you take. Also writing (faction, map and base names, dialogue, item naming and descriptions) can be considered placeholders at this stage, that is something we will start working with with a clearer mind for the Steam Early Access.

Speaking of which, RWR Steam Early Access release should soonish follow the release of the demo, the biggest time sink being the promotional video. The last ones are starting to look dated by now so we’ve got to step up in that department as well.

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Peek on the biggest RWR update yet

Long time no see! We’ve been taking a bit of extra time to improve RWR over a longer stretch recently before hitting Steam Early Access. Version 0.93 will be released soon (hating that word as much as you do), within 1-2 weeks I dare say, soon to follow with an updated demo and 0.94 for Steam. Also it’s that voting time of the year again, so give us a thumbs up by clicking somewhere on the enormous banner at indiedb.com 2013 IOTY awards.

One of the bigger changes coming in 0.93 is the new inventory view. The new approach is more fluent to use with item type based arrangement and shortcuts on mouse buttons, and we also wanted to make it less obtrusive with the floating design.

Another big changer is the way how the campaign is played out from now on. Previously the system was a linear sequence of maps, not a very open world approach, so now it will allow more free adventuring to ensue instead by traveling between maps using marked extraction points. Conveniently it also enables retreating when it seems you’re hitting a dead end.

In the combat toolset, a sticky remote-detonable C4 explosive has been added for destroying static targets such as radio towers now featured in certain maps. It also sticks on to vehicles allowing to execute certain stunts or create traps – can see plenty of hilarity coming up in online because of this! The grenade launcher, M79, has been added in the available set as a new primary weapon type too. Moreover, the complete faction specific weapon sets are now in, so all three factions have their unique weapons.

In addition to these major changes, the minor changes go almost in hundreds!

Once we’re done with 0.93, quick update 0.94 for Steam and all the promo video work, 0.95 will feature some exciting changes as well. We’ll be adding the mini-bosses, strong high rank enemy AI bots with different outfits to create that occasional disrupt in balance, and also the final stage battle setups for campaign to mark a proper ending for defeating another faction. Some new quests/objectives for the campaign will be added as well, and I hope I can get around to teach the AI to utilize the sandbag barrier construction soon too.

Have faith my fellow runners, 0.93 is almost there, then we’ll do everything we can to get RWR in Steam Early Access as soon as possible!

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RWR 0.92 out, also greenlit

All right, another milestone reached with RWR receiving the greenlit status in Steam! Thanks to all who voted and helped us get there! The hope’s up RWR finds its way in Steam Early Access soon, but don’t have any data available at the moment.

Also, 0.92 has just been released, we’re sort of skipping 0.91 as it took so long this time. This also means lots of juicy changes.

Like seen in the screenshot below, there’s some new tech in the game that allows having plenty of effects of warfare on the ground. Especially those bloodthirsty runners may now rejoice, but there’s also skidmarks, dirty footprints, and well, just more dirt in general.

On the gameplay side, it’s now possible to create cover barriers, allowing a greater amount of ways to fight through the more open spaces in the maps, highly useful in Stalemate for instance.

Some of those obvious low hanging fruits have been finished in 0.92, vehicle takeover from friendly soldiers is now possible if you have the rank to do it, and you can “whistle” for a driver to stop and wait to get you in. These kind of things make the game feel more responsive to various actions, part of polishing the gameplay towards 1.0.

On another front, loading times are greatly improving, went down a whooping 30 seconds on my dev PC. More commander AI bugs have been eliminated, making attacks function more like intended without that much running back to base.

Invasion is starting to see some additional RP sources emerge, the armories are now asking for specific enemy weapons and will think highly of anyone doing the deed. I know I would’ve needed that in 0.90. The two new maps from 0.90 have been added in the sequence as well, making it now an epic 8-map run through about 60 bases. Plenty of adjustments still coming for Invasion in the later releases, I’m having a gut feeling we’ve perhaps completed roughly 40% of the feasible ideas for content for it.

Call request handling has gone through a revamp, you’re now able to make calls without having to get them first at an armory, meaning as long as you can afford a call, you can do it. We also threw in some new calls, there are 2 artillery strikes now, rubberboat, jeep, humvee and tank drops. That’s right, there’s a humvee! Special thanks for Gniolliv for loaning the model, it is awesome!

I’m running out of space here (what an excuse, eh?), so I’ll just conclude that in addition to these highlights, a lot has changed in the menus, backpack handling, visual quality, maps, plenty of bugs have been fixed – we are after all in the 0.90-1.0 era which means all the stuff made during the past 2.5 years now need to start coming together!

P.S. new demo coming soon and .. did I just see a tiny sparkle of light for Mac port?

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Beta 0.90 out with 2 new KOTH maps and SP Invasion

Hey there runners!

RWR Beta 0.90 has finally seen the light of day and is now available in Desura and BMTMicro. The change log is huge, with highlights at two new maps designed for King of the hill -action for three factions, and the first development iteration of the single player Invasion mode.

The Invasion campaign enables you to play with one profile through the maps in predefined order and settings as familiar from online Invasion, we’ve set XP progression rate much lower than usual for this, the factions have access to specific weapons only now, the cargo truck objective is there in selected maps and so on. 6 maps are included in the campaign currently, so expected playing time is somewhere around 6-9 hours, give or take, but don’t feel bad if it takes longer — I had my timer telling me 7 hours and I was still fighting for the second base in the 5th map :P

You can also activate the server on your single player campaign and invite your friends to play cooperative with you. Their profiles should become similarly stored in your game, so reconnecting with the same username later would allow continuing from the previous soldier status.

The campaign feels pretty challenging, at times it’s even too easy to end up having a stalemate right there in your first base in the region, but most of the time there is a way around it though it might require some initiative on your part. The campaign obviously isn’t complete yet, this is the first cycle, we’ll be adding a few new surprise maps in the coming months and new objectives, settings, resources and possibilities.

Talking about possibilities, 0.90 provides plenty of new stuff for modders! Faction specific resources aside, the generic support in calls and weapons has extended to allow any resource spawning on request, so it would be possible to set things up for transforming an item into a stationary weapon or cover, or calling a tank drop for that matter. Vanilla 0.90 still doesn’t use these, we’re still working on the content and polishing certain bugs, but I’m sure this feature won’t be left unused!

On tactical level, vests have been revamped to fit their purpose better by having 3 stages for reacting to lethal hits – first one gets deflected, second stuns, third finally wounds now. This should give you a bit of clue how close you are to become wounded and consider if you’re in a position where a medic could help you – if there’s a medic in the first place. Shields are also more useful now with AI, they are able to shoot behind a shield better and the shield carrier also gets a reward split from kills made by those protected by the shield. Also, AI now uses paratrooper calls occasionally which can really turn the tide in a battle.

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