Vietnam And The Planned Changes For 2019 - Part 2!
Happy Friday!
Happy Friday everyone! Today we have a continuation of the community messaging that went out earlier this week. We’ve heard your feedback and want to address some concerns that were passionately raised.
Objective Blocking
Earlier this week we announced some planned changes to how objectives work and stirred up some controversy over this change.
This quote is from that previous community message:
“Objectives that are occupied by more than 1 enemy will block an Objective’s capture but will not block capture progress. An objective will be allowed to progress to 99% but will not fully complete if more than one enemy occupies the Objective’s capture area. Two or more enemies in an objective can stall out an opposing force from completing capturing a point, allowing reinforcements to provide backup to the contested objective. Additionally, this means that attacking teams cannot just overpower an objective by having more players in the objective and avoiding engagements with the enemy altogether.”
The use of “...1 enemy will block an Objective’s capture…” is a placeholder value and probably should have been left out of that message.
Our goal is to prevent instances where an objective is captured by the attackers when the defending team had a significant amount of forces in an objective (10-20, for example). The value we use for determining the block will likely be a percentage value based on the number of friendly forces the attackers have in the objective area. Defenders would need to match 50-75% of the attacker’s forces in the objective area before a block would occur.
We have not finalized a value for this change and will we run a few CTB playtests in the future to collect feedback before implementing this in the Live game.
Free-rotation for Helicopter Gunners
Helicopter gunners, such as the door gunners on the Huey and the Corba’s chin turret, will have the weapon’s rotation changed to be independent from the vehicle’s rotation. This means gunners will have an easier time keeping their sights on a target without having their aim disrupted by the vehicle’s movement.
Improving North Vietnamese Camouflage Ability
North Vietnamese have a passive ability to hide from recon and avoid being spotted by helicopters. This ability is only active if you are crouched or prone and are not moving or firing your weapon. The vegetation vignette that appears at the bottom of the screen indicates when this passive ability is active.
Currently you must remain still while crouched for 3 seconds and for prone, 1.5 seconds (firing your weapon will cancel this effect). These values will be reduced to make this passive ability more responsive and useful to the North Vietnamese.
We also looking into changing how Squad Tunnels are spotted by helicopters and recon so that they are only spotted after a player spawns near one.
Whitelisting of Community Content
We are adding GOM and Green Army Men to our official whitelist. This means that any server running the latest versions of these mods will be ranked and players will earn XP normally.
Update 1.2.4
We will have a preview of our work in progress changelog for the upcoming Update 1.2.4 later today, so stay tuned!
Thank you for your continued feedback and support.
Happy New Years And The Planned Changes For 2019!
Happy New Year everyone! We want to start 2019 off on the right foot by communicating what we have planned for the next 2 updates. Please note that some of this information may be vague as details can change through playtesting and feedback. Our goal is to share with you the high level goals for these updates so we can start a public discussion regarding major changes to the game.
What about “X”? You’re probably wondering, where is the M113? Are we getting any new weapons? Etc.
All of that is still being worked on, but the point of this discussion is to highlight what is changing, not what is new. We will be discussing all newly coming content in a future post.
Anti-Vote Kicking Abuse We’ve heard your complaints about griefers abusing the vote kicking system, plus microphone spamming as Spectators. Changes are coming to address these issues and here are the highlights:
Players will not be allowed to change teams if a vote against them is in progress
Disallow Spectators from communicating via Voice Chat
Limit how often players can change teams
Additional logging for Admins to see who is starting vote kicks and who is being voted against
I was boosted to level 99 but want to go back my original level Some players were boosted to level 99 by a modified community server around the time the Christmas event kicked off. We do not have the capability to revert or rollback accounts to a previous level. However, we want to implement an option that allows the player to reset themselves to any level they want if they are currently level 99.
Map Balance The following maps will be reviewed and modified to allow for a better balance between attacker and defender wins/loss ratios.
VNTE-ASau
VNTE-Resort
VNTE-AnLaoValley
VNTE-QuangTri
VNTE-LongTan
VNSU-HueCity
Major Revision to Territories Song Be The Territories version of Song Be does not get played very often so we are planning a major revision to make this map more interesting and fun to play. Stay tuned for more details.
Overhauled Leaning System Currently in progress is a major overhaul of how Leaning works in RS2. Currently the Leaning system does not allow you to move and lean at the same time. There are other legacy issues with the current system such as a lack of animation support for rotation, stance changes, or weapon actions.
http://media.tripwirecdn.com/011419/lean_hue.webm
The new system supports movement while leaning as well as stance changes and various weapon actions. This makes “slicing the pie”, or the ability to aim while rounding a corner, easier while maintaining a leaned stance. You will also be able to switch to a grenade, weapon, reload, etc, without moving out of your leaned position.
Weapon Balance According to the recent Community Survey, a majority of you agree that the Australian weapons really underperform. We agree too. Recoil and general weapon handling is being reviewed - these weapons will receive buffs:
L1A1
L2A1
Owen Gun
F1 SMG
Additionally, there are other weapons that are due for a buff. I won’t get into details about those changes yet, but we will have a round or two of CTB feedback regarding these changes when they are ready.
M1917 Revolver
MAT-49
Makarov
M1911
M3A1 Grease Gun
SKS
M1 and M2 Carbine
M18 Claymore
Type 56 / 56-1
M1918 BAR
There are few weapons which will receive a nerf:
M1 Garand
M1A1 Thompson
00 Buckshot
Sniper Scopes Overall, sniper scopes have been moved closer to the camera, allowing for more zoomable screen real estate. Smaller optics like the scope found on the 1891/30 PU have their iron sight sensitivity increased, allowing them to be more agile for medium distance shooting.
Additionally, the 1891/30 PU’s reticle will be centered like it was in RO2. Its current reticle position is realistic but not user friendly at all.
Loadout Changes Loadout changes are coming to every faction. The goal here is to better distribute primary weapons between different roles and allow for more weapon choices.
The following images show primary weapon selection for each Army’s Roles throughout the war, including Early, Mid and Late War weapon loadouts. Weapon names that are bold are new additions to the Role and a strike-thru weapon name means it has been removed from the Role.
Early War (1965-1967)
Mid War (1968-1972)
Late War (1973-1975)
Feedback regarding Campaign weapon loadouts are welcomed. We are looking to finalize these changes for update 1.3.
Campaign Ability and Initiative Changes Currently both teams have one “special ability” that can be used every 3 turns during the Campaign. This will be changed to be automatically applied Army specific bonuses. When a specific Army is used during the Campaign, its bonus will be applied to the results of the battle automatically. Some Armies will be more useful than other Armies, depending on the situation in the war.
Additionally, we want to introduce mechanics for the Initiative to exchange hands more often, rather than always going to the winner of the previous battle. This will give both teams more chances to decide the staging area of the next battle.
Level Requirements for More Roles We are looking at introducing level requirements to roles that tend to require more skill such as Pilots and Marksman. New level requirements would not be very high but will allow us to funnel players through simpler infantry roles before moving on to roles that have a bigger impact on the team.
Changes to Objectives Points will be awarded incrementally every few seconds while spending time in a Objective that’s being captured. Players will still receive points for a completed capture on an enemy objective.
Squad Leader and Squad bonuses will be allowed to stack, rewarding teams who put whole squads in the objective with faster capture / uncapture rates.
Objectives already being captured lose the “progress” if the attackers on the objective are killed - they will now lose that progress much slower than before, if there is no-one on the objective. This allows attacking waves more time to take advantage of progress already made on an objective after a team wipe.
Objectives that are occupied by more than 1 enemy will block an Objective’s capture but will not block capture progress. An objective will be allowed to progress to 99% but will not fully complete if more than one enemy occupies the Objective’s capture area. Two or more enemies in an objective can stall out an opposing force from completing capturing a point, allowing reinforcements to provide backup to the contested objective. Additionally, this means that attacking teams cannot just overpower an objective by having more players in the objective and avoiding engagements with the enemy altogether.
We are going to try out reducing the distance North Vietnamese’s Squad Tunnels can be placed from an objective to help Squad Leaders find useful spots for their tunnels close to an objective when attacking or defending.
Radioman Radioman will have an option to spawn on the team’s Commander in addition to the other spawns normally available to a squad member.
Changes to AH-1 Cobra Gunner Ammunition Currently the Cobra’s Gunner position has 50 grenades in its chin turret (M129 Grenade Launcher). This number of grenades allows the Cobra Gunner to shoot wildly into the jungle and destroy tunnels / squads of players without any concern for precision.
The number of grenades given to the Cobra’s Gunner position will be reduced to 30 from 50.
We'll have more on future additions soon, so stay tuned!
Rising Storm 2 Client Hotfix 1.2.3 Part 2
We've pushed a client only update. This update fixes a localization issue that could cause game clients with the Spanish language selected to crash after the 1.2.3 update.
Rising Storm 2 Christmas Hotfix 1.2.3 is live
Hey folks! We hope you’re having as much fun as we are with the Green Army Men Mod Christmas Event!
We’ve had some reports coming in from Custom Mappers that there was an issue introduced with this update which has affected the SDK. As such, we are rolling out a hotfix to address the issue.
Editor Fix: Blocking Volumes Tool
Fixed an issue where Level Designers using the Rising Storm 2: Vietnam SDK were unable to create new Blocking Volumes in their maps. This means that people can continue making incredible Custom Content over the Holidays!
As always, thank you for your continued support! We are continuing to work hard on Rising Storm 2: Vietnam, and would not be able to provide fixes like these without your feedback.
Antimatter Games & Tripwire Interactive
The Green Army Men Christmas Event Is Here!
https://www.youtube.com/watch?v=esoFO3r8F5M
Green Army Men Christmas Event
Ho! Ho! Ho! Tis’ the season to round up your little army men soldiers and set them up in the house! Tripwire Interactive and Antimatter Games and the Green Army Men mod team are proud to bring you a brand new event for the holiday season!
As a special thank-you to everyone who has played the game, we're delighted to bring you the Green Army Men Christmas Special, free to everyone who owns Rising Storm 2: Vietnam, produced by the Green Army Men Team that won the Vietnam Modding Contest earlier this year!
While the base game is completely unaffected, you will be able to jump into the new Christmas-themed map, from an extra option on the main menu (see below for instructions). As a break from the brutal, gritty battlefields of Vietnam, come home to play as plastic toy soldiers on the living room floor, through to the first week of January 2019. If you need an extra incentive, you'll earn a special seasonal M1 helmet for playing, that you can keep forever.
All you need to do is download the latest update and login to the main menu of Rising Storm 2: Vietnam. Once at the main menu, at the right of your screen you will see an button for the Green Army Men Christmas event. Click the button, as seen below, and you will be placed in to a quick match queue
Notice strange text in a few locations while playing the map?
Users who were subscribed to the original Green Army Men mod and are now playing the XMAS event version will have outdated English localization files instead of the new ones. You may see incorrect information in the following locations:
Commander ability descriptions
Team descriptions
MP40 and Thompson names
To correct this, browse to the following locations on your computer:
If you see files relating to the Green Army Men Mod in these locations, you will want to delete those files and then restart the game. It should automatically populate those locations with the up to date content.
Additional Fixes Base Game
Character Lighting
Improved character and vehicle transitions between character light samples
Materials
PBR materials in game now correctly use specular on lightmapped surfaces
Fix for the Out of Sync custom content error for custom content on the workshop.
As always, thank you for your continued support and feedback!
Antimatter Games and Tripwire Interactive
Rising Storm 2: AMA Roundup
Hello everyone!
As we draw closer to the end of the year, we’ve got a bit of a surprise waiting in the wings. What is it? Well that would be telling and would ruin the surprise!
For those who may have missed it, members of the Antimatter Games and Tripwire Vietnam teams took the time to answer player questions in an Ask Me Anything format and we’ve gathered up the highlights to make sure everybody knows what was talked about. Please keep in mind that any and all talk about future items is subject to change as development progresses!
Weapons: Top 3 NLF Weapons Poll Results
1) MAS-49 (On the way next!)
2) MP-40 (released!)
3) MG-34 (On the way next!)
Top 3 PAVN Weapons Poll Results
1) K-50M (Needs more time)
2) Vz. 58 (Needs more time)
3) 9K32 Strela (Needs more time)
Top 3 Traps Poll Results
1) Molotov (On the way next!)
2) Fougasse Mine (released!)
3) Viper Trap (Needs more time)
MAS-49
Factions:
Adding completely new factions is unlikely. Focusing more on new features that will bring something new to the game.
PAVN/NLF related updates have begun and will continue with the next set of weapons.
We want to work on creating more distinction between the various faction, including putting some time into differentiating the commander abilities between all the factions.
Gameplay and Other Mechanics:
Campaign balance is a major issue that the team is currently looking at.
There are tasks under consideration to update Skirmish.
We are continuing to look at some old RO/RS community favorite maps to bring forward.
We are bringing over some of the weapons from older RO franchise games.
We'll be looking at doing some level of destruction with the inclusion of the M113.
No plans for tanks at the moment. However, the M113 may show up in a few existing maps
Party system for friends is on the list of new features to consider.
Black April was purchased. It will include polish to map-specific art assets and gameplay changes.
General Development:
Hard to compare RS2 to older RO1/RO2 games. Sales wise we are pleased. Seems as though players find the Vietnam theater is more accessible compared to the older weaponry found in WW2.
The development of RS2 is a collaborative effort between TWI and AMG, the nature of which is constantly evolving. Prior to the game's launch, a good deal of the Game Design was also handled in-house at AMG, however as time has continued on, there's been a far more collaborative approach to the game's core feature design. Some areas of the game are handled almost entirely one office or the other. Example: AMG handles Level Design, Code, Animation, Art, and TWI handles QA, Sound, Engine Programming (which gave us systems like Instanced Rendering) and Distribution.
Improving lack luster areas of the game is going to continue to be a major focus for us through 2019.
"Updating" voice packs is not likely to happen - very expensive for what it is. Given a choice, we’re more likely to put resources elsewhere for greater returns.
In general, we (TWI) like to keep working on our games for as long as we are able. In a general nut shell (and this is abstract and not to be taken too literally) - new game sales help us invest in the next game, while optional DLC and other purchases is how we invest in our current titles.
Cosmetics/ Customization:
We are considering different types of customization in the future. Vehicle, weapon, squad tunnel, etc are certainly areas we could allow players to choose realistic alternatives. However, this really isn't our priority at the moment.
Per-class customization is being actively worked on, however it is a massive new feature which touches a lot of other features. Making sure it doesn't destroy your old configs, and is presented in a good way takes a lot of time both on design and on code for implementation.
Beyond Rising Storm 2:
There are plans for the Red Orchestra/Rising Storm franchise to continue, but the big questions are still being discussed by the team which include:
When?
What front?
What factions?
What target specs/platforms?
Some of the big community requested features will likely be built into the future titles such as staged reloading
Bagels or Doughnuts?
Yes, next question (Please do not look at the fight happening over this very debate every Friday)
As always, thank you for your continued interest in our games and support! Keep an eye on the Road Map to see more of what's coming next and what ideas we are prototyping (not all will see a release)!
Have a happy and safe new year!
Hotfix 1.2.1 Is Now Live
Hi folks!
We hope you’ve been enjoying the release of Rising Storm 2: Vietnam update 1.2 - Rearmed and Reloaded. Thanks to your feedback and bug reports we’ve been able to make the following changes to the game:
MP40 Audio Changes
Following community feedback we have adjusted the third person firing sounds for the MP40, reducing volume and remixing the audio for players hearing the weapon fire at range
Ho Chi Minh Trail Changes
Adjusted the Ho Chi Minh trail to affect players waiting in the deployment queue when the ability is triggered, rather than only affecting players who died and were added to the queue after the ability was called. This reduces the spawn timer for all players waiting to spawn on the Northern team.
Additionally, the Ho Chi Minh Trail now halves the Northern team’s resupply point cooldown timer from 60 seconds to 30, allowing players to rearm at resupply points more frequently.
Bugfixes Gameplay
Fixed an issue where ‘weapon bob’ would cause unnatural and exaggerated movement or ‘flickering’ during moments of low performance
Fixed an issue where players would be unable to pick up placeable DSHKs from resupply points due to inventory weight limits
Fixed an issue where placeable DSHKs would not despawn as intended if a player was killed while using it rather than manually dismounting
Fixed an issue where Southern Forces Pointmen would not be able to use their trap-sight ability to detect Fougasse mines
Fixed an issue where the placeable DSHK would appear to ‘sway’ after a player had mounted the HMG
Audio
Fixed an issue where gunshots would sound muffled if the player firing their weapon was partially obscured by cover
Fixed an issue where firing the M2 Browning using the middle mouse button in semi-automatic would be silent
Art and Animation
Fixed an issue where the Mosin Nagant and M40 both had incorrectly sized shell ejects
Fixed an issue where crouching while aiming down sights could cause the player’s weapon to appear to stutter slightly
Fixed an issue with the M2 Browning’s reload animation where a single bullet would appear on the empty ammo box before being replaced
Fixed an issue where performing a full-reload of the M2 Browning caused the player’s right hand to jerk unexpectedly during the animation
Maps VNTE-Mekong
Fixed several areas across the map where players could mantle out of bounds or become stuck in rocks
Fixed an issue on Mekong where smoke grenades would not spread as intended
Fixed an issue where tiny fires would hurt players who moved near them
Added a missing light source to a lamp asset which had an emissive (glowing) texture
Added a lamp asset to a point light which had been added to the level with no apparent light source from
UI
Fixed an issue which caused the ingame cosmetics/DLC shop to display incorrectly
As always, thank you for your continued support! We are continuing to work hard on Rising Storm 2: Vietnam, and would not be able to provide fixes like these without your feedback.
Antimatter Games & Tripwire Interactive
Ask Us Almost Anything Tomorrow!
We've put up our AMAA thread for tomorrow's event! You can find it here:
https://www.reddit.com/r/rs2vietnam/comments/9wrueh/ask_us_almost_anything_amaa_about_rising_storm_2/
We'll be hoping into this thread November 14th starting around 10 AM EST (-5 GMT) and answering questions through the day!
Of course anything about the game is fair, but don't by shy! We are also happy to talk about game development in general and handle other topics as well!
Update 1.2: Rearmed and Remastered Is Now Live!
Rising Storm 2: Vietnam - 1.2 Patch Notes
Optimization The major focus of update 1.2 is the rollout of optimization and visual improvements to Rising Storm 2: Vietnam. Players will notice increased performance across the board, based on targeted community feedback and extensive internal review.As always, the development teams are eager to hear your feedback.
Characters
Reduced the number of character draw calls created by wearing any type of Glasses cosmetic
Particle Effects
Significantly reduced the hitching caused by having many Smoke Grenades spawned in the world
Optimized shell eject effects to no longer use PhysX fluid emitters as this was causing hitches due to a legacy version of PhysX. Shell ejects now use a normal mesh emitter
Optimized muzzle flash effects to have less draw calls and overdraw when firing weapons
Reduced number of draw calls and overdraw added to the scene by gameplay related effects like impacts, explosions, etc
Reduced overdraw of level placed effects like smoke, dust, etc
Reduced number of particles using collision calculations
Level Optimizations
Updated all maps with the following:
Turned off dynamic shadows being casted on small or thin objects
Cull distance pass; setting the draw distances of meshes so that they are not rendered when not visible to the player
Turned off decals, rice paddy meshes and some facade meshes when using ‘Low World Detail’ setting
Refinements to cull distance settings - fixing distances that were too short and making culling more aggressive for other objects
Adjusted Terrain Component sizes on some levels that either had this value set too high or too low
Increased threshold for static meshes to be considered for ‘Instanced Rendering’ on some maps to reduce draw calls to a more reasonable number
Instanced Rendering
Instanced Static Meshes now properly respects cull distances set in the Editor
Instanced Static Meshes now properly respects settings for turning off receiving dynamic shadows
World Objects
Fixed a trench mesh using perpoly collision
Fixed a log error related to a dynamic actor that had no collision
Reduced vertex shader complexity on small foliage objects like ivy and rice paddies
Texture Optimizations
Added option to use a Pool Size for texture accollocation, this can be found in the Video Settings menu under Advanced Settings
Fixed several instances of large uncompressed textures
Corrected several instances of textures using the incorrect Texture Group
Reduced the overall number of mipmaps being used and constantly being streamed from the HDD
Updated Texture Sharpness Applied a sharpen filter on almost all textures to counteract the effects of compression, allowing textures to retain their original detail. The result of this is a cleaner appearance to the game, with increased detail and improved vertex painting across textures and buildings.
New LODs Several art elements in the game were displaying LODs with far higher poly-counts than necessary at distance. These included both weapons and vehicles. Here is a full list of art with new LODs:
BAR
Browning Hi-Power
M1911
F1 SMG
L1A1
L2A1
M1917
M1919
M1A1
M1 Carbine
M1 Garand
M1-D Sniper
M2 Carbine
Makarov PM
Owen Gun
RPG-7
XM21 Suppressed Variant
Spawn Tunnel
Bird Dog
Canberra Bomber
Skyraider
F4 Phantom
AC-47 Spooky
Various particle effects
Campaign End Cinematics After we released the Multiplayer Campaign update, players requested suitable cinematic sequences for the end of a Campaign. You spoke, we listened, we agreed - so here they are. Thank you for your patience, we hope you like them!
Remastered Red Orchestra 2/Rising Storm Maps This update marks the release of two ‘remasters’ of fan-favourite Red Orchestra 2/Rising Storm maps, taking them from their original settings and into the war-torn jungles of Vietnam:
Mekong (remastered from "Hanto") - the NLF, fighting their way through the jungle to a US Marine Corps base.
Dong Ha (remastered from "Guadalcanal") - a night-time assault by the NLF, through the jungle, against the outskirts of an airbase defended by the US Army.
Since the CTB we have rebalanced both of the new maps. Dong Ha’s round timer has been extended and more tickets have been added to both sides. Mekong has had its cooldown for the Commander Ability reduced as well as more tickets added to both sides.
We have also fixed a number of bugs on both maps:
Dong Ha
Fixed an issue on VNTE Dong Ha where the spawn locations for Objective C and Objective D were missing artillery spawn protection
Fixed an issue on VNTE Dong Ha where the objective outlines on the overhead maps did not match their capture areas
Mekong
Fixed an issue on VNTE Mekong where players could spawn underground on Objective D
Fixed an issue on VNTE Mekong where an out of bounds area west of Objective C was not blocked off
Fixed an issue on VNTE Mekong where players could fall through a hole in the map to the south east of Objective B
Fixed an issue on VNTE Mekong where the objective outlines on the overhead maps did not match their capture areas
Fixed an issue on VNTE Mekong where players could fall through a hole in the map to the north west of Objective A
Fixed an issue on VNTE Mekong where players could become stuck on a pile of rocks to the south west of Objective D
As always, thank you for your feedback on these issues and enjoy the new maps!
New Weapons MP40 Designed by the Germans during the Second World War this fully automatic submachine gun can fire up to 550 round per minute. Tens of thousands of these short range weapons were put in the hands of the NLF during the Vietnam War, sourced from Soviet stockpiles.
RPD - 200 Round Belt Variant PAVN players will see a new ammunition variant for the RPD machine gunners with this update. The new 200 round belt holds 100 more rounds than the drum and can be optionally changed in the Role Select out screen.
Deployable DShK
Available at any ammo resupply point, the North have a new weapon to add to their arsenal - a deployable version of the (previously static) DSHK .50 caliber machine gun. Simply pick up the tripod, find a quiet patch of Jungle and set up to become a portable anti-air emplacement.
These guns can be destroyed by explosives, however, so staying in one place for too long is bound to get you blown up, giving the Southern forces a counter to this devastating new weapon.
Fougasse Mine A brand new trap for the NLF Sapper, the Fougasse Mine is an improvised explosive device planted under the ground and activated by a pressure plate. It leaves a cloud of toxic vapour behind, making it a great tool for area denial.
M2 Browning
New to Southern defense maps is the M2 Browning, a .50 caliber heavy machine gun. This can be found on the two remastered maps, and on the final objective of A Sau.
Other Major Changes
Six New Heads
For a little more variety, we are providing you with 3 new heads for the North Vietnamese, plus 3 for the US Army and Marine Corps. The 3 US heads represent the diverse ethnicity of the US forces of the period, with one being Hispanic, one Native American, and one Asian.
Audio Occlusion With 1.2 we have added ‘audio occlusion’ to RS2, ensuring that gunshots and other in-game sounds are appropriately affected by their environment. This does not apply to all sounds in the game, but will affect any sound loud enough to be heard through walls, and be muffled/occluded by obstacles such as buildings or terrain.
Updated to the latest Easy Anti-Cheat SDK for RS2: Vietnam
Bug Fixes
Gameplay
Fixed an issue where the Quick Match function would search for campaign servers even if the campaign option was not selected
Fixed an issue where when a player waited in a full server queue and then left and rejoined the same server they would get kicked to the main menu with no explanatory message
Fixed an issue where the server browser would not filter out campaign when looking for other modes
Fixed an issue where players would sometimes only see Squads Alpha and Bravo on the Squad menu and be unable to select another Squad. During this issue players would see the incorrect team on the role select menu
Fixed an issue where claymore mines could not be placed on high surfaces such as sandbags
Fixed an issue where the M79 would consume primary ammo even if the player had a secondary ammo selected
Fixed an issue where switching between primary and secondary weapons would cause a momentary hitch
Fixed an issue where players picking up dropped weapons would not immediately switch to the weapon they had picked up
Fixed an issue where players were able to melee attack each other on helicopter airfields by reloading
Fixed an issue where planting a single stake in a tripwire trap would result in the single stake exploding when stepped upon
Fixed an issue where players who were in deep water occasionally had their weapons automatically lowered
Fixed an issue where spectators would see a Win or Loss screen before the team swap
Fixed an issue where log spam would occur when a player was dismembered by an explosion
Campaign
Fixed an issue where the client would crash after winning a match during the campaign
Fixed an issue where the client would crash during campaign whilst a player was changing teams
Fixed an issue where the client would crash whilst voting for a map during the campaign
Fixed an issue with the campaign timeline where the final round would display the loser rather than the winner
Fixed an issue where Server Admins were able to change the length of the campaign in the middle of the game
Fixed an issue with VNTE Resort where server admins could add the map to the campaign rotation which could result in the North attacking without helicopters. This fix means that the Northern factions can no longer be placed on attack on VNTE Resort
Fixed an issue with campaign where if the Southern faction activated ‘Search & Destroy’ and then lost the battle, the After Action Report would state that the defenders held the region
Fixed an issue where if a player starting a new server set the Campaign Game to True in ROGame, the server would not automatically launch into Campaign mode and the player would have to restart the campaign in WebAdmin
Fixed a variety of instances where campaign text was not localized
Fixed an issue where players were not able to back out of the campaign pause menu by pressing the ESC key
Fixed an issue where the German localization on the campaign ‘Need Help’ menu clipped into the UI
Fixed an issue where if a WebAdmin installed the Green Man Army mod for campaign then the ‘Region Maps’ drop down menu would show both ‘Territories’ and ‘Supremacy’ twice
Art & Animation
Fixed an issue where the 20 round first person M16 reloading and melee attack animation appeared to have a 30 round magazine
Fixed an issue where the first person animation would bounce and wobble during moments of poor performance
Fixed an issue where players colliding with very steep angles would briefly play the falling state animation
Fixed an issue where the MaxDrawDistance on Static Meshes were ignored by Instanced Static Meshes
Fixed an issue where bAcceptsDynamicDominantLightShadows did not propagate to Instanced Static Meshes
Fixed an issue with the IZH Shotgun Animation where it did not show shells when reloading
Fixed an issue with all weapon animations where pressing the reload key and the fast equip keys in quick succession caused the weapon to disappear from the player’s hands
Fixed an issue where player’s proning on hills would occasionally dip beneath the terrain and then, when reloading, would drop lower and expose the underneath of the map
Fixed an issue where Physx Shell eject emitters were causing hitches when they were first spawned
Fixed an issue where the writing on wooden crates throughout the game would blur from a short distance whilst the wooden texture underneath remained crisp
Fixed an issue where the texture on the North Vietnamese radio would blur at too short a range
Fixed an issue where explosives and traps were not showing the correct texture upon areas where they had detonated
Fixed an issue where the burnt clothing texture was extremely low resolution
Fixed an issue where trap preview meshes were not disappearing after players switched weapons
Fixed an issue where the third person claymore planting animation did not show a clacker
Fixed an issue where the DSHK would be highlighted when in use by another player
Fixed an issue where if a player planted a claymore and then died they would be unable to switch to the clacker after spawning without first laying another claymore
Fixed an issue with the Type 56 AK where if a player died whilst the bayonet was unfolded, upon respawn the bayonet would not be visible in first person but would be visible in third person, the player would also be able to perform melee attacks as though the bayonet was unfolded
Fixed an issue where if a player was bipodded on a machine gun while prone, then crawled forward, when they stopped moving the weapon would snap into ironsights
Fixed an issue with the first person M79 animation where if a player switched to the buckshot animation they still appeared to reload the standard shell
Fixed an issue where the DSHK was not showing the bullet impact texture in first person
Fixed an issue where the first player camera would clip into the terrain when bandaging while prone on a slope
Fixed an issue with the first person pistol animation where there would be a flicker when moving from ironsighting to mantling
Fixed an issue where if a player was sprinting and then threw C4 the clacker would be raised but the sprint animation would not continue, instead the player would stand still
Fixed an issue where the third person prone mattock attack animation would incorrectly play the third person prone rifle attack animation
Fixed an issue with the M1918A2 BAR third person animation where the weapon would clip with the character’s body whilst reloading and leaning
Fixed an issue with the M1918A2 BAR third person animation where the weapon would clip with the head whilst prone and leaning
Levels
Fixed an issue across a number of our maps where Squad Tunnels were destroyed when an Objective was captured
Fixed an issue across a number of our maps where a widely used grass asset appeared with low resolution
Fixed an issue where the pillbox asset used on a variety of maps appeared at a very low resolution
AnLao Valley
Fixed an issue on VNTE AnLao Valley where players could get caught on terrain outside of Objective B
Borderwatch
Fixed an issue on VNTE Border Watch where, after capturing Objectives C and D, Objective F would not become active
Fixed an issue on VNTE Border Watch where players could become snagged on some rocks on Objective A
Fixed an issue on VNTE Border Watch where the ambient wind sound effect would duplicate and play over each other at the same time
Firebase Georgina
Fixed an issue on VNTE Firebase Georgina where the overheap map appeared discoloured and of poor quality
Fixed an issue on VNTE Firebase Georgina where fired bullets were leaving marks on the water on Objective A
Highway 14
Fixed and issue on VNTE Highway 14 where various interiors were very dark
Fixed an issue on VNTE Highway 14 where there were tears in the road texture to the south of Objective A
Fixed an issue on VNTE Highway 14 where there was an invisible wall outside of Objective G that blocked players from a vantage point over Objective J
Fixed an issue on VNTE Highway 14 where one of the helicopter landing zones was partially out of bounds
Fixed an issue on VNTE Highway 14 where plants were growing out of a packed dirt road south of Objective A
Fixed an issue on VNTE Highway 14 where a dip in the water south of Objective A dragged the player away from the land
Fixed an issue on VNTE Highway 14 where a wooden floor asset was not being lit in the correct way across the map
Fixed an issue on VNTE Highway 14 where the poles on a bamboo ladder asset did not have collision
Fixed an issue on VNTE Highway 14 where player fails to mantle over a white car found south of Objective A
Fixed an issue on VNTE Highway 14 where plants were levitating to the south east of Objective G
Hill 937
Fixed an issue on VNTE Hill 937 where part of a tunnel on Objective C had a blacked out texture
Fixed an issue on VNTE Hill 937 where a tree was floating at the US Spawn site
Hue City
Fixed an issue on VNTE Hue City where Objective C building culled out when viewed from the east
Fixed an issue on VNTE Hue City near Objectives A and B where players could jump into an out of bounds area and subsequently become stuck
Fixed an issue on VNTE and VNSU Hue City where various trees did not have collision
Fixed an issue on VNTE Hue City where the reverb volume extended beyond the roof of a building on Objective E
Fixed an issue on VNTE Hue City where a blocking volume on Objective A made it difficult for players to climb up and down a ladder
Fixed an issue on VNTE Hue City where a part of the terrain on Objective C was shadowed incorrectly
Long Tan
Fixed an issue on VNTE Long Tan where log spam pertaining to FX_VN_RAIN_MOONSOONAL would occur when connecting to the map
Ninh Phu
Fixed an issue on VNTE Ninh Phy where a sandbag roof bunker on Objective A was not casting a shadow
Operation Forrest
Fixed an issue on VNSU Operation Forrest where parts of the terrain were overhanging in the rice paddies south of Objective F
Fixed an issue on VNSU Operation Forrest where players could jump on the water to the south of Objective F
Fixed an issue on VNSU and VNTE Operation Forrest where players were able to mount on top of a fern to the north of Objective A
Fixed an issue on VNSU Operation Forrest where a water bank to the south east of the map would cause players to bounce when stepped on
Fixed an issue on VNTE Operation Forrest where a tiled floor texture had permeated outside of the building to the south west of Objective A
Fixed an issue on VNSU and VNTE Operation Forrest where areas of the map did not contain wind direction for smoke grenades
Fixed an issue on VNTE and VNSU Operation Forrest where a banana tree was floating above the ground to the west of Objective A
Fixed an issue on VNTE Operation Forrest where player could get snagged on a wooden bridge outside of Objective B
Fixed an issue on VNSU and VNTE Operation Forrest where the correct collision was not applied to a rock at Objective AA and players were able to get inside the asset
Quang Tri
Fixed an issue on VNTE Quang Tri where players were able to mantle into an out of bounds area on Objective E
Fixed an issue on VNSU Quang Tri where players were unable to walk through an opening in a wall without performing a mantle to the south of Objective E
Fixed and issue on VNSU Quang Tri where interior lighting was behaving incorrectly inside a house on the south side of the map
Fixed an issue on VNTE and VNSU Quang Tri where a sandbag was obstructing players from entering and exiting a building near Objective C
Fixed an issue on VNSU and VNTE Quang Tri where players could become snagged on the ceiling of a wine cellar to the south of Objective C
Fixed an issue on VNTE Quang Tri where a fence was floating to the north of Objective E
Fixed an issue on VNSU Quang Tri where players were forced to lower their weapons too early when entering a tunnel near the riverbank near Objective E
Fixed an issue on VNTE Quang Tri to the south of Objective A where it was difficult to jump due to the blocking volumes on a supporting post
Fixed an issue on VNTE Quang Tri where there was a floating garage to the north west of Objective A
Fixed an issue on VNTE Quang Tri where a piece of grass terrain was floating to the north of Objective B
Fixed an issue on VNTE Quang Tri where the rear of the church on Objective A was missing a crossbeam
Fixed an issue on VNTE Quang Tri where a background bush was placed incorrectly resulting in the asset appearing to be 2D to the north east of Objective A
Fixed an issue on VNTE Quang Tri where some grass assets were duplicated to the south west of Objective C
Fixed an issue on VNTE Quang Tri where a bush outside of Objective D was able to be mantled upon and resulted in the fall animation playing when attempted
Fixed an issue on VNTE Quang Tri where occasionally a player would not correctly mantle over a door on Objective A
Fixed an issue on VNTE Quang Tri where the first person character was erroneously illuminated in a dark cellar to the south of Objective C
Resort
Fixed an issue on VNTE Resort where inside the lighthouse, lighting was behaving incorrectly
Fixed an issue on VNTE Resort where log spam would occur when the ocean applied damage to a player or vehicle
Song Be
Fixed an issue where VNTE SongBe would not appear on the final region of campaign
Fixed an issue on VNTE Song Be where the HUD and overhead map icon for Objective E erroneously displayed the Supremacy homebase icon
Fixed an issue on VNSU Song Be where an incorrectly placed blocking volume in a tunnel on Objective A meant players had to go prone to move forwards
Fixed an issue on VNSU and VNTE Song Be where a roof on Objective G did not have correct collision resulting in players falling through (
Audio
Fixed an issue where the new heads added to United States Faction erroneously had African American voice overs
Fixed an issue where players shooting whilst leaning around a corner would have their shooting audio muffled even when there was a straight line between them and the enemy
Fixed an issue where the automatic fire audio would remain muffled to a long distance listener even when the shooter came out of cover
UI
Fixed an issue where the Radioman’s HUD would show an inaccurate location for the Commander when a new Commander hadn't been deployed
Fixed an issue with the 4K HUD where text for Commander’s initiating a napalm strike would clip into itself
Fixed an issue where the displayed owner of a rally marker could be inaccurate to certain roles
Fixed an issue where “2xp” event indicator did not appear on the main menu
Fixed an issue where the helicopter resupply point did not appear on the HUD compass
Fixed an issue where the commander chat and serverads text chat both appeared with a white font
Webadmin
Fixed a webadmin issue where the Steam Workshop Tool did not display map names within the WebAdmin UI and instead showed an error message
Misc
Fixed an issue reported by our community where a server was repeatedly crashing
Fixed an issue with the Turkish localisation where the character “ı” was not being rendered
Fixed an issue where modders could alter stock packages in an exploitable way. Thanks to modder ‘nymets1104’ for catching this
Fixed an issue where modders were reporting that AKEvents would automatically play and could not be stopped until actors were deleted from the scene. Thanks to ‘Fester’ for his detailed bug report
Fixed an issue with Steam Rich Presence where if a player joined a server and remained on the team select screen without picking a team then periods would be displayed on their friends list until a team and role was chosen
Fixed an issue with the Korean localization where the spectator controls listed on the HUD would clip into each
As always, thank you for your continued support! We are continuing to work hard on Rising Storm 2: Vietnam, and would not be able to provide fixes like these without your feedback.
Plan Of Attack - Update 1.2 Coming Soon and an RS2 AM(A)A!
Plan of Attack: Update 1.2 Coming Soon And an RS2 AMAA!
Hello everyone!
First of all, a big thank you to all who helped in our CTB testing so far! If you’ve had a chance to test the CTB in any way, please take the time to fill out the performance survey if you haven’t already: https://docs.google.com/forms/d/e/1FAIpQLSemKz_TVC3feL4uPAf1C1PmxV3gOLPhajJjsdGd_R5qb5tp7Q/viewform . This will help our development teams know how our efforts to tackle performance issues are progressing.
For those fans who haven’t yet had a chance to join in on the current testing, your wait for Update 1.2 is almost over! We currently expect to ship Update 1.2 Rearmed and Remastered early to mid next week. This update will include:
New weapons and tools for the NVA (such as the MP40 and Fougasse mine)
New features such as player deployable DShK HMG’s
Newly remastered Rising Storm maps
DongHa (GuadalCanal)
Mekong (Hanto)
New System: Audio Occlusion
Improved performance
Following the update, we’ll be hosting an Ask Us (Almost) Anything on Reddit (r/rs2vietnam) to discuss the current state of the game and the future! So, get your questions ready for November 14th (we are planning for the Reddit post to go up on the 13th to allow fans who may not be there during the AMAA itself to have a chance to be heard).
Thank you again, for those who managed to join us in Community Test Branch Testing. We are continuing to work hard on Rising Storm 2: Vietnam, and would not be able to provide fixes like these without your feedback.