Community Test Branch - Second Update 1.2 Build Now Available with Remastered Maps - Play With The Devs This Wednesday!
Hello everyone,
We are updating the CTB to a newer build of the upcoming 1.2 Update. Included in this build will be the newly remastered Rising Storm maps:
DongHa (Guadalcanal)
Mekong Delta (Hanto)
SU-Operation Forrest is the third map in this CTB, to test out further performance improvements. Please let us know your feedback with these maps, with the focus for Operation Forrest being performance.
The previously posted changelog for this CTB can be found here:
https://steamcommunity.com/gid/103582791441057506/announcements/detail/1700565164687650007
For those that have not been a part of a CTB test already, you will find it available in your Steam Library.
Join us at 3 PM EST Wednesday, October 31st for a play with the devs session on the CTB!
When testing this feature, please provide feedback of any kind at the following link: https://steamcommunity.com/app/418460/discussions/2/ Doing so will allow the development team to adjust things prior to the release of 1.2!
As always, thank you for your continued support!
New Community Test Branch Build - Upcoming Update 1.2 Is Now Available For Test And Performance Feedback!
Hello everyone!
The focus of this weeks CTB will be performance optimizations - and we will want your feedback on those. We will have a survey link posted in the coming days which will allow you to submit your feedback about the optimizations we've made. More about that in the patch notes!
For those that have not been a part of a CTB test already, you will find it available in your Steam Library on Friday.
The following maps will be included for the server map rotation: SU-Forrest, Firebase Georgina, Hue, and Song Be.
Here’s a list of all the new changes players will be getting their hands on soon!
Optimization The big focus of the Community Performance Test is to test the effectiveness of changes made to Rising Storm 2: Vietnam in order to aid players who get poor performance when playing the game. Many of these changes are visual, but some are purely on the back-end, and we’d like feedback both on the changes made to the visual elements of the game, but also to hear how much/how little these changes have affected your performance!
Your feedback is very important to us. As such, we will be posting an optimization specific survey link once the CTB has gone live. We will post the link at multiple locations (in-game main menu, forums, social media etc.) as we want to gather as much data as possible to further fine tune the game. Stay tuned!
Characters
Reduced the number of character draw calls created by wearing any type of glasses cosmetic
Particle Effects
Optimized muzzle flash effects to have less draw calls and overdraw when firing weapons
Optimized shell eject effects to no longer use PhysX fluid emitters as this was causing hitches due a legacy version of PhysX. Shell ejects now use a normal mesh emitter
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
Significantly reduced the hitching caused by having many Smoke Grenades spawned in the world
Level Optimizations
Updated all maps with the following:
Turned off dynamic shadows being casted on small or thin objects
Cull distance pass
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
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
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
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 machine gunners RPD 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.
Other Major Changes Audio Occlusion Added ‘audio occlusion’ to RS2, ensuring that gunshots and other ingame 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.
When testing this feature, please provide feedback of any kind at the following link: https://steamcommunity.com/app/418460/discussions/2/ Doing so will allow the development team to adjust things prior to the release of 1.2!
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.
We will be pushing an update today with some localization changes. 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
Minor Localization Updates
Fixed a minor bug where the ammo loadout option text on the Role Select screen was incorrect for the ammunition players would receive. This update is automatic for game clients, however it is an optional update for servers (with the next scheduled server update rolling out with Update 1.2).
Hello from the Rising Storm 2: Vietnam team! We hope you’ve been enjoying the release of 1.1 Multiplayer Campaign. We already patched some of the most pressing community concerns with our 1.1.1 hotfix, and in soon will be rolling out 1.1.2 to address further concerns and issues pointed out by you: The RS2 Community.
The big item for 1.1.2 is new default settings for Campaign Servers and a new system to address Multiplayer Campaign balance.
Team Balance
Balance Teams is now on by default by when Campaign is running
Maximum difference in player count is forced to 2
If the difference becomes larger than 2, the campaign will pause and ask players to help balance out the teams (for an XP bonus). If no players opt for this, the game will force a balance to happen (excluding commanders from the previous round).
XP Bonus for Winning
The Winning team of a battle will no longer receive more XP than the losing team. Both teams will receive a bonus of 150 XP.
In addition to this, the ‘Attacker’ role loadouts for the PAVN now also apply in Campaign matches, in addition to non-campaign play, providing a more offense-focus arsenal for the North when playing on attack.
Increased Campaign Information Awareness
We have added information pertaining to ongoing Multiplayer Campaigns to allow people to more easily gain tactical information about the current state of the war. In addition to the standard, interactive campaign map which appears between rounds, the campaign map can now be accessed from the escape menu, and is displayed to players if they join a server mid-battle.
The scoreboard now also shows which year of the campaign you are on in the bottom left when playing on Campaign Servers.
Campaign Role Changes
Per community feedback, we are making some changes to the role loadouts for the Northern Liberation Front for the early war, including the addition of the SKS and two WW2-era machine guns to the Machine Gunner and Sapper. We have also added 30-round-magazine variants of the M16 and XM177 selectable in the role menu for ARVN soldiers in the late war.
Added SKS to NLF Guerilla in Early War
Added M1919A6 to NLF Machine Gunner in Early War
Added M1918 BAR to NLF Sapper in Early War
Added 30rd magazine for M16 to ARVN Rifleman in Late War
Added 20rd and 30rd magazine XM177s to ARVN Pointman in Late War
Ability to Restrict Attacking Team Per-Map In Campaign
We have given our Mappers the ability to determine which teams may be allowed to play on Attack or Defense in a round of campaign on their maps, which is set through a simple flag in the map’s config (bNeverReverseTeams).
This is in response to certain maps being placed into campaign rotations which were unwinnable as certain teams, due to that certain team being spawned in its entirety on an island in the middle of the sea.
Additions to the Server Info-Box
We have added the following information to the server info-box on the server browser to allow people to see admins’ server setup:
Round Limit
Ping Limit
Balance Teams
Balance Teams on Death
Maximum Team Difference
Map Voting
Kick Voting
Role Voting
Dead-to-Dead VOIP
Positional 3D VOIP
Public Text Chat
Public VOIP Channel
Team VOIP Channel
Force Helicopter Advanced Flight Model
Friendly Player Names
Bugfixes
Campaign
Fixed an issue where the Campaign ‘Attack/Defend’ vote screen would display as 255 votes to the defenders and force a team to defend
Fixed an issue where Voting during Campaign Events could be cut short, not giving players enough time to make a selection
Fixed an issue where cancelling a Canberra Bombing Run as the Australian Forces Commander would cause the Napalm commander ability to enter cooldown
Fixed an issue where servers could display a role as ‘full’ when it appeared there were slots remaining in that role, when teams were reversed during Campaign
General Gameplay
Fixed an issue where the new Vote Kick Menu could sometimes not update if a second vote was cast
Levels
Fixed an issue on VNSU-QuangTri where players were unable to plant traps on wet, muddy terrain
Art
Fixed an issue where players could not see new brown US helmets when playing online
Audio
Fixed an issue where players’ battlechatter and in-game voice would play as a different ethnicity to one they had selected in Character Customization. This bug would only occur in Campaign mode - thank you to those of you who submitted logs and information to let us track down this issue.
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
Shake and Bake 2XP Weekend! - And Work In Progress Changelog for Hotfix 1.1.2
Hello everyone!
Starting this afternoon, Rising Storm 2: Vietnam will be starting a Shake and Bake Double XP Weekend event. But before you head into the jungle we have a work in progress changelog to share with you for next weeks upcoming hotfix 1.1.2 which you can find below:
New Features Campaign Balance Changes The big item for 1.1.2 is new default settings for Campaign Servers and a new system to address Multiplayer Campaign balance.
Team Balance
Balance Teams is now on by default by when Campaign is running
Maximum difference in player count is forced to 2
If the difference becomes larger than 2, the campaign will pause and ask players to help balance out the teams (for an XP bonus). If no players opt for this, the game will force a balance to happen (excluding commanders from the previous round).
XP Bonus for Winning The Winning team of a battle will no longer receive more XP than the losing team. Both teams will receive a bonus of 150 XP.
In addition to this, the ‘Attacker’ role loadouts for the PAVN now also apply in Campaign matches, in addition to non-campaign play, providing a more offense-focus arsenal for the North when playing on attack.
Increased Campaign Information Awareness We have added information pertaining to ongoing Multiplayer Campaigns to allow people to more easily gain tactical information about the current state of the war. In addition to the standard, interactive campaign map which appears between rounds, the campaign map can now be accessed from the escape menu, and is displayed to players if they join a server mid-battle.
The scoreboard now also shows which year of the campaign you are on in the bottom left when playing on Campaign Servers.
Campaign Role Changes Per community feedback, we are making some changes to the role loadouts for the Northern Liberation Front for the early war, including the addition of the SKS and two WW2-era machine guns to the Machine Gunner and Sapper. We have also added 30-round-magazine variants of the M16 and XM177 selectable in the role menu for ARVN soldiers in the late war.
Added SKS to NLF Guerilla in Early War
Added M1919A6 to NLF Machine Gunner in Early War
Added M1918 BAR to NLF Sapper in Early War
Added 30rd magazine for M16 to ARVN Rifleman in Late War
Added 20rd and 30rd magazine XM177s to ARVN Pointman in Late War
Ability to Restrict Attacking Team Per-Map In Campaign We have given our Mappers the ability to determine which teams may be allowed to play on Attack or Defense in a round of campaign on their maps, which is set through a simple flag in the map’s config (bNeverReverseTeams).
This is in response to certain maps being placed into campaign rotations which were unwinnable as certain teams, due to that certain team being spawned in its entirety on an island in the middle of the sea.
Additions to the Server Info-Box We have added the following information to the server info-box on the server browser to allow people to see admins’ server setup:
Round Limit
Ping Limit
Balance Teams
Balance Teams on Death
Maximum Team Difference
Map Voting
Kick Voting
Role Voting
Dead-to-Dead VOIP
Positional 3D VOIP
Public Text Chat
Public VOIP Channel
Team VOIP Channel
Force Helicopter Advanced Flight Model
Friendly Player Names
Bugfixes Campaign
Fixed an issue where the Campaign ‘Attack/Defend’ vote screen would display as 255 votes to the defenders and force a team to defend
Fixed an issue where losing a round of Campaign with ‘Search and Destroy’ active caused more Combat Power to be subtracted from the attacking team than expected
Fixed an issue where Voting during Campaign Events could be cut short, not giving players enough time to make a selection
Fixed an issue where cancelling a Canberra Bombing Run as the Australian Forces Commander would cause the Napalm commander ability to enter cooldown
Fixed an issue where servers could display a role as ‘full’ when it appeared there were slots remaining in that role, when teams were reversed during Campaign
General Gameplay
Fixed an issue where the new Vote Kick Menu could sometimes not update if a second vote was cast
Levels
Fixed an issue on VNSU-QuangTri where players were unable to plant traps on wet, muddy terrain
Art
Fixed an issue where players could not see new brown US helmets when playing online
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
Updated Plan Of Attack - Post Hotfix 1.1.1
Hello everyone,
With the release of Update 1.1 and Hotfix 1.1.1 the team has continued to look into player reported concerns and issues around Multiplayer Campaign, covering everything from balance, quality of life improvements and bugs.
The current plan of attack has us releasing Hotfix 1.1.2 next week to address these issues. The big item will be new default settings and a new system to help out with MP Campaign balance. These are:
By default the settings to balance teams will be on
The max difference will be set to 2
If the difference becomes larger than 2, the campaign will pause and ask players to help balance out the teams (for an XP bonus). If no players opt for this, the game will force a balance to happen (excluding commanders from the previous round).
Teams will also no longer get an XP bonus for winning the campaign, removing the incentive to swap teams to get the winning XP bonus, further unbalancing the campaign.
Joining the fight in the hands of the NLF during the early war will be the BAR and 1919A6, and joining the campaign and the game with Hotfix 1.1.2 will be the addition of 30 round M16’s and XM-177’s for the ARVN during the late war period!
Once Hotfix 1.1.2 is in player hands next week, the team will shift focus towards the upcoming Update 1.2, more details coming soon!
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
Rising Storm 2: Vietnam - 1.1.1 Hotfix Patchnotes
Hello from the Rising Storm 2: Vietnam team! We hope you’ve been enjoying the release of 1.1 Multiplayer Campaign. Thanks to your feedback, we’ve been able to address a few issues discovered in the vanilla release of Campaign in 1.1, and are using this opportunity to roll out some other general bugfixes and quality-of-life improvements. We will continue to monitor your feedback and react accordingly.
The community has made us aware of some issues with our Vote Kick system, which we have changed to prevent abuse and exploits. In addition to some back end changes to prevent these issues, we have made the following Quality of Life changes to the Vote Kick System:
Added a cooldown to kick voting to prevent people from abusing the vote kick system.
Kick votes are no longer anonymous by default, and show the name of the person who initiated the vote. This can be toggled by server operators in WebAdmin
If a vote has been started against you, you are now informed with the name of the instigator, and the reason for the vote to kick (unless kick votes are set to anonymous)
Campaign UI Fixes
We have addressed a number of User Interface and HUD issues the community has found in the new Multiplayer Campaign mode. These fixes are as follows:
The Campaign UI Chatbox no longer overflows below the text input box, and the font size has been reduced
Fixed an issue where your team losing the Campaign through running out of CP would cause the current year on the timeline to disappear
Fixed an issue where the Campaign Map UI could display incorrect or outdated information on the screen if a client connected to a server in the middle of a Campaign Voting sequence
Fixed an issue where players who hadn’t selected a team would be wrongly presented with the opportunity to vote on which army to attack using during Campaign Voting sequences
Fixed an issue where resetting territories to Default in WebAdmin caused incorrect, or non-existent maps to appear in various regions across the campaign map
Campaign Role Changes: Adjusted number of Smoke Grenade Classes
With the addition of the ability for the North to attack certain maps, such as Hue and Cu Chi, some community members have pointed out that there are not enough classes with smoke grenades to cross problematic stretches of open ground in those maps.
As such, we have increased the number of Scout (and Pointman) roles available to Attackers on those maps during Campaign play.
Silent Music Fix
We have fixed an issue introduced in 1.1 which would cause the ingame music to stop playing.
Added Information On Texture Streaming
Some players have been asking about what the new ‘Texture Streaming’ options in the Graphics Settings menu do. We’ve added a tooltip to explain this new setting. The text for the respective video options reads:
Texture Streaming
ONLY recommended for users with 6GB of VRAM or more. Turning off Texture Streaming will fully load textures into video memory at their highest resolution. This will increase map load times.
Texture Steam-In Only
ONLY recommended for users with 6GB of VRAM or more. Textures are only Streamed in, never out - video memory usage will increase over the course of a match. This gives similar benefits to fully loading textures without the increased map load times.
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
Be Heard - Take The Community Survey
Hello everyone!
It has been great to see everybody in the servers playing the newly released Multiplayer Campaign! If you haven’t already followed the in-game link to the latest community survey, be sure to follow the link here (www.rs2vietnam.com/survey/) and let us know your thoughts and opinions about the current state of the game. We use these survey to help us prioritize what we are working on next, and you opinion matters!
We are keeping a close eye on how Campaign games are playing out and the overall balance. While several bug fixes will be in place in Update 1.1.1 that currently can impact this, the team is currently evaluating several more in depth solutions in the days ahead.
As for the more immediate future, the team is already working towards update 1.1.1 and more based on your feedback so far across the survey and social media. We are expecting update 1.1.1 to go live next week with several improvements and fixes including such things as improved messaging around Campaign and other new features. An example we want to share with the community now is the improved tooltips for the texture streaming settings:
Texture Streaming
ONLY recommended for users with 6GB of VRAM or more. Turning off Texture Streaming will fully load textures into video memory at their highest resolution. This will increase map load times.
Texture Stream-In Only
ONLY recommended for users with 6GB of VRAM or more. Textures are only Streamed in, never out - video memory usage will increase over the course of a match. This gives similar benefits to fully loading textures without the increased map load times.
And we can’t wait to start sharing more with you in the coming weeks as we head towards the battles of Update 1.2 and onward!
Thank you for your continued support,
Antimatter Games & Tripwire Interactive
Multiplayer Campaign Is Here - Update 1.1 Is Now Live!
Hello everyone!
Update 1.1 with Multiplayer Campaign is now live! You can find the update launch trailer here:
https://www.youtube.com/watch?v=_EBfK2lROjU
And the changelog is as follows:
New Additions
Gameplay
Campaign Brand new to Rising Storm 2: Vietnam is the Multiplayer Campaign mode! A deep, tactical mode which takes place over several battles, where the fate of the Vietnam War will be decided. Players must choose a side, and vote on tactical decisions, such as where to attack, where to defend, and which of their faction’s armies they will proceed in to battle with.
In order to win the Campaign, you must either end the 11-year period of the war with more Victory Points than the opposing team, or capture every territory on the map. Each year comprises of a single battle where winning those battles will earn you new territory along with victory points.
As the timeline of the war moves forwards through the Campaign, each of the armies’ equipment and available commander abilities change. For example, after the Paris peace accords in ‘73, the US and ANZAC forces withdraw, which leaves the Southern team with the ARVN for the last two years of the war. As you fight your way through the duration of the war, real-life technological advancements and political events have a meaningful impact on the flow of battle.
Each faction also has a special ability - the Ho Chi Minh trail for the North, and Search and Destroy for the South. These both grant unique, asymmetric advantages for a single battle, and run on a three-turn cooldown which players must vote to either use or not once they become available.
In order to more clearly explain the flow of the Multiplayer Campaign, a hypothetical Campaign flow has been posted at the below link:
Changes to Campaign since the CTB Thank you to everyone who came along to the CTB testing of the Campaign! Your feedback has been instrumental to some tweaks to the mode, which will are listed below:
One of the major pieces of feedback we received from the CTB was that there was community desire for end-of-Campaign cinematics or flare for the winning team - we hear you and are working towards getting these together for a future patch. This means that in its first iteration with 1.1 there will not be any cinematic for the end of Campaign, however expect to see something at the end of a Campaign in the near future.
Improved messaging as to why a Campaign was won or lost - the victory condition fulfilled now appears on the Campaign end screen
Improved indication of what resources or technology are available for each period of the war - an indicator now displays on the right of the Region infobox showing what is available.
Added the year completed to the After Action Report that displays at the end of a round of Campaign
The HUD now hides when the Campaign map is visible, reducing visual clutter behind the translucent background
Added an XP bonus for completing a Campaign! Players who have played in more than 6 rounds (regardless of whether it's long or regular Campaign) will get a bonus of 250xp, and players on the winning team who meet the same above criteria will receive an additional 500xp
We want to express our gratitude to everyone who took part in the CTB and gave us their feedback! We couldn’t have made those changes without you.
Weapon Changes Per community feedback, we have made some changes to certain weapons in Rising Storm 2: Vietnam. Those changes are as follows:
Universal Weapon Changes Recoil reduction while in a supported stance such as Crouch or Prone have been increased to make their effects more noticable and useful.
Increased recoil reduction when Crouched from 5% to 10%
Increased recoil reduction when Prone from 10% to 15%
Rested Weapon Mechanic Resting your weapon is a great way to reduce its sway and recoil. The effect from resting your weapon has been increased to also have a noticeable benefit.
Increased recoil reduction when your weapon is Rested from 10% to 15%
M1 and M2 Carbine
Reduced M1 and M2 Carbines horizontal recoil by 22%
Reduced sight misalignment when rotating with the M1 and M2 Carbines
AK-47 and Variants
AKM variant is no longer available to the NLF
Reduced horizontal recoil of the Type 56 / 56-1 by 10%
MAT-49 SMG
Decreased the reload time of the MAT-49 SMGs by 0.66 seconds
Sniper Rifles
Fixed a bug that caused sniper rifles to have more sway from suppression and stamina loss than any other weapon.
Reduced sway on all Sniper Rifles - especially for the SVD and XM21
Machine Guns
Greatly reduced recoil when using Machine Gun bipods so that they are much more controllable under full auto
Increased the Suppression Power of all machine guns from 20 to 25
Traps
Decreased the thickness of the wire portion of the Tripwire Trap
Decreased the time it takes to place Punji Traps from 3 strikes to 2
Added the ability to place Tripwire Traps on a larger variety of surfaces, with a time penalty for harder surfaces such as rock and concrete.
Made it easier to dig tunnels and plant traps and explosives, which no longer require players to look directly at the ground
Squad Tunnels
Added the ability to place squad tunnels on more surfaces types, including hard surfaces such as concrete and rock. It takes longer to dig a Squad Tunnel on these surfaces. The tunnel preview will change color to indicate a longer digging time
Shotguns
40% ADS movement speed increase for M37 Riot Shotgun and the Sawn-off IZH shotgun
NLF Role Changes To create more distinction between the NLF and PAVN factions who fight for Communist North Vietnam, NLF roles have been changed to reflect the guerilla nature of their forces, versus the standing army of the PAVN.
The role changes are as follows:
NLF Guerilla
Added M1 Carbine
Removed AKM variant
NLF Sapper
Added MAT-49
Removed SKS
NLF Machine Gunner
Added Punji Trap
NLF Radioman
Added Mosin Nagant 91/30
Added IZH-58
Added Punji Trap
Removed AK-47
NLF RPG
Added Punji Trap
NLF Commander
Added Punji Trap
Multiplayer Campaign Roles Throughout the Multiplayer Campaign players will experience loadout changes throughout the war. There are three periods in which resources and technology changes in the Campaign. These periods are Early, Mid and Late War.
Maps
Territories: Highway 14
1.1 marks the official and long awaited release of Highway 14 into the Official map rotation. Please note, this map is still considered as Beta. Thank you to community mapper DzigaVertov for letting us use this gargantuan map!
Highway 14 sees the United States Army square off against the NLF in a gruelling conflict up a beautiful highway, and through several small towns. It also features the largest number of objectives to fight over in any of our stock maps, going all the way up to Objective M.There’s been a massive amount of bug fixes and optimization work done on the road to making Highway an official map, and we can’t wait for everyone to check it out!
Reinforcement Balancing Reinforcement numbers have been tweaked for the following maps. We aim for reinforcements being the reason for a win/loss at rate of 10-15% overall. Some of the following map’s had reinforcements deciding the winner 20-40% of the time.
VNTE - Firebase Georgina, removed 50 tickets from the north
VNTE - Hill937, added 70 tickets to the south
VNTE - HueCity, added 30 tickets to both teams
VNTE - QuangTri, added 100 tickets to the north
VNTE - Resort, added 100 tickets to both teams
VNTE - OperationForrest, added 100 tickets to the north
VNTE - NinhPhu, added 50 tickets to the south
VNTE - CuChi, added 75 tickets to the north
VNTE - RungSac, added 100 tickets to the south
Performed an optimization pass on Firebase Georgina, Territories and Supremacy versions of Operation Forrest after community feedback that these maps struggled on some machines
Audio We have remixed the audio in Rising Storm 2: Vietnam to ensure proper directionality of combat sound. We have also increased the volume of environmental audio, foley and footstep sounds, and rebalanced various audio elements.
We have also improved third person weapon sounds, and ensured that third person weapon firing and third person weapon decay are split out and handled independently.
Additional Audio Notes:
Added a volume slider to the main menu that allows players to adjust the level of the first person audio for being shot in the head
Added foley for movement from prone to stand and prone to crouch
Added sounds to the trap disarmament animations
Art and Animation
Added the ability to wear two facial accessories at the same time
Updated the C4 explosion PFX to better match its blast radius
Added physics-based animations to all first person animations so that weapons’ dust flaps, swivels and sling hooks now move realistically during gameplay
Created a spotting animation for the third person viewers, including crouched and prone variants
Improved the appearance of shadows at a distance, which would appear overly dark on assets at low LODs
UI
Changed the color of Commander and Spectator chat to prevent confusion/mistaking these messages for server messages. The new colors are: Orange for Commander, and Seafoam for Spectators.
Added an indicator on the main menu to show when ‘double xp’ is enabled
Added a progress bar for Commanders that shows when they initiate their Commander Ability, confirming that the order has been received and how long before the ability has completed the call-in process.
Added a cooldown indicator to ammo resupply messages
Added a checkbox to the Video Settings menu to enable or disable Texture Streaming. Additionally, an option was added for “Only Stream in Textures”.
Random pop-up Tips will now only show when the player is dead and spectating. Triggered Tips are still triggered during gameplay.
Bugfixes
Gameplay
Fixed an issue where sometimes Commanders could not use Commander Abilities as they appeared grayed out on the radio UI
Fixed an issue where reloading a weapon whilst prone and on a slope would result in the first person camera clipping through the ground
Fixed an issue where, sometimes, Combat Pilots in the Cobra who were shot at with the DSHK but not killed would be considered under suppression even when if firing stopped
Fixed an issue where if a player crouched in deep water they would occasionally and incorrectly be moved without player input
Fixed an issue where if the match ended whilst a player was spectating, the spectator would become bound to a panning camera after the team swap and would be unable to move freely
Fixed an issue where the cool down for ammo resupply would not take effect and players were able to continuously receive ammo whilst standing on the resupply point
Fixed an issue where the wind source from helicopters didn’t correctly react with the environment
Fixed an issue where the collision for both the Tripwire Traps and MD82 mine was too big
Fixed an issue where players who disarmed their own traps as North Vietnamese did not return the trap to their inventory
Fixed an issue where players who mounted the DSHK and fired into the air recieved log spam when their bullets went out of bounds
Fixed an issue where the DSHk no longer spawned first person projectile impact particle effects and bullet-hole decals
Fixed an issue where sometimes, after dying, the player camera would lag behind the player character’s head
Fixed an issue where log spam would occur if another player mounted or dismounted a DSHK anywhere on the map
Fixed an issue where log span would occur when players called in the Canberra Bomber
Fixed an issue where log spam would occur if players spawned with a XM177, M16 or Mosin Sniper
Fixed an issue where log spam would occur when players fired the helicopter weapons or were nearby when another player fired a helicopter weapon
Fixed an issue where log spam would occur if players attempted to place a punji trap on uneven terrain or on an object
Fixed an issue where Pilots could appear as ‘Best Squad Leaders’ in the After Action Report without being Squad Leaders
Fixed an issue where the SVD Scope illumination setting was not saved on player death
Fixed an issue where players were able to plant Punji Traps and Claymores whilst looking at the sky
Fixed a hitching issue when trying to zero the scopes of the M1 Garand-D and XM21 Sniper Rifles
Campaign Bugs fixed since CTB
Fixed an issue where players’ name and faction icon would be set to an incorrect name and icon during Campaign matches - thank you to everyone who provided screenshots of this issue and repro steps
Fixed a number of Localization issues with Campaign when playing in Non-English languages
Removed the ‘no attached Pilot’ message from Northern Players’ UI when fighting on vehicle maps in Campaign mode
Fixed several map issues present in the CTB - including broken lighting in small areas of Hue and Hill 937
Fixed an issue where in the last round of Campaign, the match would be forced to a second round with a mandatory team swap between the two
Maps
An Lao Valley
Fixed an issue on VNTE and VNSU An Lao Valley, between Objectives C and D, where players could become caught on a rock
Fixed an issue on VNSU An Lao Valley where, in a DSHK pit to the south of Objective A, the first person and third person character model would incorrectly darken
Fixed an issue on VNTE and VNSU An Lao Valley where, after Napalm is dropped, the correct decals materials did not appear on huts throughout the level
Asau
Fixed an issue on Asau where the player failed to perform a mantle over a jeep bonnet on Objective F and instead returned their original position
Fixed an issue on Asau, on Objective C, where two beds were blocking sightlines and were able to be bounced on
Fixed an issue on Asau where the South Vietnamese spawn protection didn’t cover the entire spawn zone for Objective F
Fixed an issue on Asau where, in a destroyed house on Objective A, players could get snagged between the wall and floor
Fixed an issue on Asau where grass was floating in a variety of locations
Fixed an issue on Asau where a number of trees on the outskirts of the map were incorrectly lit
Fixed an issue on Asau where the prompt to mantle was incorrectly shown in a number of locations
Cu Chi
Fixed an issue on Cu Chi where, on Objective F, hanging lights did not have the correct emissive textures
Fixed an issue on Cu Chi where two buildings on Objective B became invisible at long range, leaving players inside them exposed
Fixed an issue on Cu Chi where, on Objective F, there was a hole in the level that allowed players to see the skybox through the ground
Firebase
Fixed an issue on VNSK Firebase where players could get snagged whilst turning in a trench in the out of bounds area
Firebase Georgina
Fixed an issue on Firebase Georgina where the marksman and sniper roles were not available to the northern forces or southern forces respectively
Removed an invisible vine ladder from Firebase Georgina
Hill937
Fixed an issue on Hill 937 where a section of terrain was missing collision near the helicopter landing pad
Fixed an issue on Hill 937 where if the United States captured Objective A then the United States spawn protection south of Objective B would disappear
Fixed an issue on Hill 937 where when players tried to customize their Northern Forces character whilst on the map the customization screen was underground
Fixed an issue on Hill 937 where players were unable to plant traps on some dirt patches on and around Objective A
Fixed an issue on Hill 937 where, when turning corners in a tunnel, players could sometimes see a white flash as the rendering tried to compensate for the speed and position of the camera
Hue City
Fixed an issue on Hue City where terrain blocking an inaccessible part of the map had no collision, meaning a player could walk through the terrain
Fixed an issue on Hue City where, west of Objective C, players could access an out of bounds rooftop
Fixed an issue on Hue City where, on Objective C, players could walk up a bush
Fixed an issue on a tower in Hue City where the reverb volume for the DSHK was set to play the outside shooting audio
Fixed an issue on Hue City where, outside of Objective A, players could get caught on a pile of bricks
Fixed an issue on Hue City where a number of trees had no collision
Fixed an issue on Hue City where a section of wall in grid reference G4 lacked collision
Long Tan
Fixed an issue on Long Tan where areas to the north of the map were accessible when they should have been out of bounds
Ninh Phu
Fixed an issue on VNTE Ninh Phu where, south of Objective B, players could be snagged on a piece of raised terrain
Operation Forrest
Fixed an issue on Operation Forrest where, south of Objective A, a selection of plants in a field had incorrect collision resulting in players being unable to walk through them
Fixed an issue on Operation Forrest where, southeast of Objective B, a section of a sandbag wall with barbed wire was incorrectly able to be mantled
Fixed an issue on VNSU Operation Forrest where, east of Objective A, there was a bolder that players could shoot through
Fixed an issue on Operation Forrest where, south of Objective B, players could get caught on the incline to a wooden bridge
Fixed an issue on VNTE Operation Forrest where the fire on Objective C did not cause damage to the player
Fixed an issue on VNTE Operation Forrest where, near Objective A, players could get snagged on a set of rocks
Fixed an issue on VNSU Operation Forrest where, north east of Objective E, there was a seam in the road where two textures met
Riverbed
Fixed an issue with VNSK Riverbed where, on Objective B, certain spears would not cause the player to take damage when walked into or jumped upon
Fixed an issue on VNSK Riverbed where on Objective B and Objective C a large hole was visible in the out of bounds area of the map
Fixed an issue with VNSK Riverbed where, on Objective A, there was an incorrect shadow on a table
RungSac
Fixed an issue on VNTE Rung Sac where Commander and Squad Leader rally marks would appear in the sky rather than on the ground
Fixed an issue on VNTE Rung Sac where, in the sewer beneath Objective F, the smoke particle effects were incorrectly rendering behind the water and making the water appear washed out
Fixed an issue on VNTE - Rung Sac where, when Objective E was active, the final two US radios could also be used by the Vietnamese Commander
SongBe
Fixed an issue on VNTE SongBe where the ammo resupply in the tunnels of Objective C was incorrectly aligned with its static mesh volume, resulting in an inability to resupply ammo at most angles
Fixed an issue on VNTE Song Be where, on Objective A, the red Vietnamese flag would turn black when approached
Fixed an issue on VNSU Song Be where, on Objective A, the Vietnamese flag was spinning
Fixed an issue on VNSU Song Be where Pilots flying over a small village on the south of the map incorrectly received the ‘Return to the Combat Area’ message
Fixed an issue on VNSU Song Be where, at a tunnel entrance between A and B, the ‘Can’t Shoot in Tunnel’ marker appeared in the incorrect place
QuangTri
Fixed an issue on VNTE Quang Tri where, southwest of Objective A, players could become snagged on a pile of broken wood
Fixed an issue on VNTE Quang Tri where, on Objective E, players were able to mantle over a series of sandbags to access an out of bounds roof
Fixed an issue on VNTE Quang Tri where, in a building to the south of Objective A, there was a hole in the ground that showed the skybox underneath the map
Fixed an issue on VNTE Quang Tri where, in a ruined building near Objective B, there were a number of small holes in the map
Fixed an issue on VNTE Quang Tri where, in a tunnel south of Objective C, a wall was incorrectly lit
Fixed an issue on VNTE and VNSU Quang Tri where the grass across the maps appeared to be moving at a slow frame rate
Fixed an issue on VNSU Quang Tri where, north of objective D, players were unable to perform a full mantle over a car
Fixed an issue on VNTE Quang Tri where, in a cellar to the south of objective C, first person weapons were erroneously illuminated
Audio
Fixed an issue where player ‘battle chatter’ incorrectly said “Smoke out” when throwing a M34 WP grenade - it was technically true, but it wasn’t the kind of smoke you would want to advance through
Fixed an issue where the battlechatter for the United States would play the voiceline for killing a North Vietnamese soldier even when team killing
Fixed an issue where the first person foley for an action would play even if the action could not be completed, for example, if a player was in a tunnel and attempted to stand from crouching, the foley for standing would play even though the action could not be completed
Fixed an issue where the sound effects for climbing a bamboo ladder would incorrectly play the sound effects for climbing a metal ladder
Fixed an issue with the panning third person weapon audio where, at a certain radius, the audio incorrectly became stereo
Fixed an issue with the AC-47 Spooky audio where if the plane was shot down the engine sound would remain the same
Art and Animation
Fixed an issue where certain bushes became see through when Instanced Rendering was turned off
Fixed an issue with the third person L2A1 animation where the weapon would appear in the braced bi-podded position even when the bipod was up
Fixed an issue where if a player was defusing a trap on the objective whilst said objective was captured the trap defusing animation would loop and become stuck
Fixed an issue where spotting an enemy whilst leaning would remove the player from the lean for the duration of the enemy spotted animation
Fixed an issue with the third person binocular animation where, if a player went into an enemy controlled area with their binoculars equipped and then left the enemy controlled area, their hand would hold the binoculars at an incorrect angle
Fixed an issue with the first person SKS animation where the bolt would remain open after players had finished a single feed reload
Fixed an issue with all LMG animations where they would not automatically enter a bipodded, iron sight state if a player went prone and then crawled immediately after going prone
Fixed an issue with all first person trap disarm animations where the hands would flicker before playing the correct animation
Fixed an issue with the third person Mosin Nagant animation where, if fired quickly, the character would not bolt for every shot
Fixed an issue with the third person ARVN character models where pistols would float at the players hips when holstered with certain roles
Fixed an issue where White Phosphorous and C4 explosions did not play the correct PFX when exploded in water and instead played the grenade water explosion PFX
Fixed an issue where the third person prone mattock attack animation played the animation for a rifle attack
Fixed an issue with the M1918A2 BAR third person animation where the weapon would clip with the character body whilst leaning and reloading
Fixed an issue with the M1918A2 BAR third person animation where the character’s head would clip with the weapon whilst prone and leaning
Fixed an issue with the M1 Garand third person animation where the character’s hands would clip with the body whilst leaning and reloading
Fixed an issue with the first person RPG animation where, when climbing a ladder, the weapon erroneously remained on screen
Fixed an issue with the first person Sawed Off Shotgun animation where, if a player was sprinting and then suddenly stopped to iron-sight, the hands would move erroneously up the stock before the animation completed
Fixed an issue with some of the trees, across all maps, where the trunk and roots of the tree were clipping with one another
UI
Fixed an issue where Commanders who had the overhead map open and then hit tab to view the leaderboard would have the commander abilities left of screen after releasing the tab button
Fixed an issue where players’ locations would not match their apparent position on the overhead map when playing the game at 4K
Fixed an issue where Commanders saw all players as Squad Leaders on the overhead map regardless of their Squad Leader Status
Fixed an issue where the new head customizations had no thumbnails in the customization menu
Fixed an issue where the facial hair selections in the Australian Army customization screen were not labelled and had no title
Fixed an issue for players with Ultra Wide Screens where, on very wide aspect ratios, players couldn’t click on spawn locations located on the deployment screen
Fixed an issue with the text version of the killfeed where, when hitting a vital zone, the killfeed would incorrectly relay the vital zone twice and would not relay the weapon used at all
Fixed an issue where the Spooky’s in game text was difficult to read
Fixed an issue where players who were Commanders or Squad Leaders could sometimes cause massive log spam when looking at the overhead maps
Fixed an issue where the first time user’s weapon configuration screen would show an option to switch all fire modes to semi-automatic. This feature has been replaced by the Persistent Weapons system
Fixed an issue with the role vote screen where the player’s display names would only take up half of the designated box and would require players to scroll downwards to see the complete list
Fixed an issue where the resupply ammo icons did not always reflect the ammo type being resupplied
Fixed an issue where all Commander arty markers would be shown to Squad Leaders as ‘your target’
Web Admin
Fixed an issue in Web Admin where if a player was kicked and banned due to friendly fire, the majority of information included in the Banned IDs section of Web Admin would appear blank
Fixed an issue in Web Admin where all unique ID bans were set to never end and could only be manually revoked
Fixed an issue in Web Admin where players who attempted to join a server before their ban was revoked would get kicked to the main menu with no warning message
Fixed an issue in Web Admin where when selecting the game type on a community modded map each of the game types would appear twice
Removed an unused third team from the Webadmin’s team selection widget
Misc
Fixed an issue where the SteamAppID was incorrect in the SDKFrontEnd resulting in duplicate items being uploaded to the same Steam profile under different SteamAppIDs
Fixed an issue where Squad Leaders who opened the command widget using ‘V’ or ‘H’ would get a few lines of spam in their log which would stack on repeated key strikes
Fixed an issue where resupplied ammo was always, sometimes incorrectly, referred to as a magazine
Fixed encoding issues with the Turkish Localization - players should be able to play in Turkish now without corrupt-looking text
Fixed an issue where players playing in Japanese would be unable to configure the frequency of their character’s battle-chatter
Thank you for your continued support,
Antimatter Games & Tripwire Interactive
Update 1.1 Is Coming Next Week - WIP Changelog and Future Content Sneak Peek!
Hello everyone!
After a some exciting rounds on the Community Test Branch we are almost ready to push Update 1.1, featuring Multiplayer Campaign, to the live build! Our current projection has this update deploying next week.
Thanks to player feedback it features several improvements to help players understand what is happening as the campaign unfolds which you can check out in the Work In Progress changelog below:
New Additions
Gameplay
Campaign Brand new to Rising Storm 2: Vietnam is the Multiplayer Campaign mode! A deep, tactical mode which takes place over several battles, where the fate of the Vietnam War will be decided. Players must choose a side, and vote on tactical decisions, such as where to attack, where to defend, and which of their faction’s armies they will proceed in to battle with.
In order to win the Campaign, you must either end the 11-year period of the war with more Victory Points than the opposing team, or capture every territory on the map. Each year comprises of a single battle where winning those battles will earn you new territory along with victory points.
As the timeline of the war moves forwards through the Campaign, each of the armies’ equipment and available commander abilities change. For example, after the Paris peace accords in ‘73, the US and ANZAC forces withdraw, which leaves the Southern team with the ARVN for the last two years of the war. As you fight your way through the duration of the war, real-life technological advancements and political events have a meaningful impact on the flow of battle.
Each faction also has a special ability - the Ho Chi Minh trail for the North, and Search and Destroy for the South. These both grant unique, asymmetric advantages for a single battle, and run on a three-turn cooldown which players must vote to either use or not once they become available.
In order to more clearly explain the flow of the Multiplayer Campaign, a hypothetical Campaign flow has been posted at the below link:
Changes to Campaign since the CTB Thank you to everyone who came along to the CTB testing of the Campaign! Your feedback has been instrumental to some tweaks to the mode, which will are listed below:
One of the major pieces of feedback we received from the CTB was that there was community desire for end-of-Campaign cinematics or flare for the winning team - we hear you and are working towards getting these together for a future patch. This means that in its first iteration with 1.1 there will not be any cinematic for the end of Campaign, however expect to see something at the end of a Campaign in the near future.
Improved messaging as to why a Campaign was won or lost - the victory condition fulfilled now appears on the Campaign end screen
Improved indication of what resources or technology are available for each period of the war - an indicator now displays on the right of the Region infobox showing what is available.
Added the year completed to the After Action Report that displays at the end of a round of Campaign
The HUD now hides when the Campaign map is visible, reducing visual clutter behind the translucent background
Added an XP bonus for completing a Campaign! Players who have played in more than 6 rounds (regardless of whether it's long or regular Campaign) will get a bonus of 250xp, and players on the winning team who meet the same above criteria will receive an additional 500xp
We want to express our gratitude to everyone who took part in the CTB and gave us their feedback! We couldn’t have made those changes without you.
Weapon Changes Per community feedback, we have made some changes to certain weapons in Rising Storm 2: Vietnam. Those changes are as follows:
Universal Weapon Changes Recoil reduction while in a supported stance such as Crouch or Prone have been increased to make their effects more noticable and useful.
Increased recoil reduction when Crouched from 5% to 10%
Increased recoil reduction when Prone from 10% to 15%
Rested Weapon Mechanic Resting your weapon is a great way to reduce its sway and recoil. The effect from resting your weapon has been increased to also have a noticeable benefit.
Increased recoil reduction when your weapon is Rested from 10% to 15%
M1 and M2 Carbine
Reduced M1 and M2 Carbines horizontal recoil by 22%
Reduced sight misalignment when rotating with the M1 and M2 Carbines
AK-47 and Variants
AKM variant is no longer available to the NLF
Reduced horizontal recoil of the Type 56 / 56-1 by 10%
MAT-49 SMG
Decreased the reload time of the MAT-49 SMGs by 0.66 seconds
Sniper Rifles
Fixed a bug that caused sniper rifles to have more sway from suppression and stamina loss than any other weapon.
Reduced sway on all Sniper Rifles - especially for the SVD and XM21
Machine Guns
Greatly reduced recoil when using Machine Gun bipods so that they are much more controllable under full auto
Increased the Suppression Power of all machine guns from 20 to 25
Traps
Decreased the thickness of the wire portion of the Tripwire Trap
Decreased the time it takes to place Punji Traps from 3 strikes to 2
Added the ability to place Tripwire Traps on a larger variety of surfaces, with a time penalty for harder surfaces such as rock and concrete.
Made it easier to dig tunnels and plant traps and explosives, which no longer require players to look directly at the ground
Squad Tunnels
Added the ability to place squad tunnels on more surfaces types, including hard surfaces such as concrete and rock. It takes longer to dig a Squad Tunnel on these surfaces. The tunnel preview will change color to indicate a longer digging time
Shotguns
40% ADS movement speed increase for M37 Riot Shotgun and the Sawn-off IZH shotgun
NLF Role Changes To create more distinction between the NLF and PAVN factions who fight for Communist North Vietnam, NLF roles have been changed to reflect the guerilla nature of their forces, versus the standing army of the PAVN.
The role changes are as follows:
NLF Guerilla
Added M1 Carbine
Removed AKM variant
NLF Sapper
Added MAT-49
Removed SKS
NLF Machine Gunner
Added Punji Trap
NLF Radioman
Added Mosin Nagant 91/30
Added IZH-58
Added Punji Trap
Removed AK-47
NLF RPG
Added Punji Trap
NLF Commander
Added Punji Trap
Multiplayer Campaign Roles Throughout the Multiplayer Campaign players will experience loadout changes throughout the war. There are three periods in which resources and technology changes in the Campaign. These periods are Early, Mid and Late War.
Maps
Territories: Highway 14
1.1 marks the official and long awaited release of Highway 14 into the Official map rotation. Please note, this map is still considered as Beta. Thank you to community mapper DzigaVertov for letting us use this gargantuan map!
Highway 14 sees the United States Army square off against the NLF in a gruelling conflict up a beautiful highway, and through several small towns. It also features the largest number of objectives to fight over in any of our stock maps, going all the way up to Objective M.There’s been a massive amount of bug fixes and optimization work done on the road to making Highway an official map, and we can’t wait for everyone to check it out!
Reinforcement Balancing Reinforcement numbers have been tweaked for the following maps. We aim for reinforcements being the reason for a win/loss at rate of 10-15% overall. Some of the following map’s had reinforcements deciding the winner 20-40% of the time.
VNTE - Firebase Georgina, removed 50 tickets from the north
VNTE - Hill937, added 70 tickets to the south
VNTE - HueCity, added 30 tickets to both teams
VNTE - QuangTri, added 100 tickets to the north
VNTE - Resort, added 100 tickets to both teams
VNTE - OperationForrest, added 100 tickets to the north
VNTE - NinhPhu, added 50 tickets to the south
VNTE - CuChi, added 75 tickets to the north
VNTE - RungSac, added 100 tickets to the south
Performed an optimization pass on Firebase Georgina, Territories and Supremacy versions of Operation Forrest after community feedback that these maps struggled on some machines
Audio We have remixed the audio in Rising Storm 2: Vietnam to ensure proper directionality of combat sound. We have also increased the volume of environmental audio, foley and footstep sounds, and rebalanced various audio elements.
We have also improved third person weapon sounds, and ensured that third person weapon firing and third person weapon decay are split out and handled independently.
Additional Audio Notes:
Added a volume slider to the main menu that allows players to adjust the level of the first person audio for being shot in the head
Added foley for movement from prone to stand and prone to crouch
Added sounds to the trap disarmament animations
Art and Animation
Added the ability to wear two facial accessories at the same time
Updated the C4 explosion PFX to better match its blast radius
Added physics-based animations to all first person animations so that weapons’ dust flaps, swivels and sling hooks now move realistically during gameplay
Created a spotting animation for the third person viewers, including crouched and prone variants
Improved the appearance of shadows at a distance, which would appear overly dark on assets at low LODs
UI
Changed the color of Commander and Spectator chat to prevent confusion/mistaking these messages for server messages. The new colors are: Orange for Commander, and Seafoam for Spectators.
Added an indicator on the main menu to show when ‘double xp’ is enabled
Added a progress bar for Commanders that shows when they initiate their Commander Ability, confirming that the order has been received and how long before the ability has completed the call-in process.
Added a cooldown indicator to ammo resupply messages
Added a checkbox to the Video Settings menu to enable or disable Texture Streaming. Additionally, an option was added for “Only Stream in Textures”.
Random pop-up Tips will now only show when the player is dead and spectating. Triggered Tips are still triggered during gameplay.
Bugfixes
Gameplay
Fixed an issue where sometimes Commanders could not use Commander Abilities as they appeared grayed out on the radio UI
Fixed an issue where reloading a weapon whilst prone and on a slope would result in the first person camera clipping through the ground
Fixed an issue where, sometimes, Combat Pilots in the Cobra who were shot at with the DSHK but not killed would be considered under suppression even when if firing stopped
Fixed an issue where if a player crouched in deep water they would occasionally and incorrectly be moved without player input
Fixed an issue where if the match ended whilst a player was spectating, the spectator would become bound to a panning camera after the team swap and would be unable to move freely
Fixed an issue where the cool down for ammo resupply would not take effect and players were able to continuously receive ammo whilst standing on the resupply point
Fixed an issue where the wind source from helicopters didn’t correctly react with the environment
Fixed an issue where the collision for both the Tripwire Traps and MD82 mine was too big
Fixed an issue where players who disarmed their own traps as North Vietnamese did not return the trap to their inventory
Fixed an issue where players who mounted the DSHK and fired into the air recieved log spam when their bullets went out of bounds
Fixed an issue where the DSHk no longer spawned first person projectile impact particle effects and bullet-hole decals
Fixed an issue where sometimes, after dying, the player camera would lag behind the player character’s head
Fixed an issue where log spam would occur if another player mounted or dismounted a DSHK anywhere on the map
Fixed an issue where log span would occur when players called in the Canberra Bomber
Fixed an issue where log spam would occur if players spawned with a XM177, M16 or Mosin Sniper
Fixed an issue where log spam would occur when players fired the helicopter weapons or were nearby when another player fired a helicopter weapon
Fixed an issue where log spam would occur if players attempted to place a punji trap on uneven terrain or on an object
Fixed an issue where Pilots could appear as ‘Best Squad Leaders’ in the After Action Report without being Squad Leaders
Fixed an issue where the SVD Scope illumination setting was not saved on player death
Fixed an issue where players were able to plant Punji Traps and Claymores whilst looking at the sky
Fixed a hitching issue when trying to zero the scopes of the M1 Garand-D and XM21 Sniper Rifles
Campaign Bugs fixed since CTB
Fixed an issue where players’ name and faction icon would be set to an incorrect name and icon during Campaign matches - thank you to everyone who provided screenshots of this issue and repro steps
Fixed a number of Localization issues with Campaign when playing in Non-English languages
Removed the ‘no attached Pilot’ message from Northern Players’ UI when fighting on vehicle maps in Campaign mode
Fixed several map issues present in the CTB - including broken lighting in small areas of Hue and Hill 937
Fixed an issue where in the last round of Campaign, the match would be forced to a second round with a mandatory team swap between the two
Maps
An Lao Valley
Fixed an issue on VNTE and VNSU An Lao Valley, between Objectives C and D, where players could become caught on a rock
Fixed an issue on VNSU An Lao Valley where, in a DSHK pit to the south of Objective A, the first person and third person character model would incorrectly darken
Fixed an issue on VNTE and VNSU An Lao Valley where, after Napalm is dropped, the correct decals materials did not appear on huts throughout the level
Asau
Fixed an issue on Asau where the player failed to perform a mantle over a jeep bonnet on Objective F and instead returned their original position
Fixed an issue on Asau, on Objective C, where two beds were blocking sightlines and were able to be bounced on
Fixed an issue on Asau where the South Vietnamese spawn protection didn’t cover the entire spawn zone for Objective F
Fixed an issue on Asau where, in a destroyed house on Objective A, players could get snagged between the wall and floor
Fixed an issue on Asau where grass was floating in a variety of locations
Fixed an issue on Asau where a number of trees on the outskirts of the map were incorrectly lit
Fixed an issue on Asau where the prompt to mantle was incorrectly shown in a number of locations
Cu Chi
Fixed an issue on Cu Chi where, on Objective F, hanging lights did not have the correct emissive textures
Fixed an issue on Cu Chi where two buildings on Objective B became invisible at long range, leaving players inside them exposed
Fixed an issue on Cu Chi where, on Objective F, there was a hole in the level that allowed players to see the skybox through the ground
Firebase
Fixed an issue on VNSK Firebase where players could get snagged whilst turning in a trench in the out of bounds area
Firebase Georgina
Fixed an issue on Firebase Georgina where the marksman and sniper roles were not available to the northern forces or southern forces respectively
Removed an invisible vine ladder from Firebase Georgina
Hill937
Fixed an issue on Hill 937 where a section of terrain was missing collision near the helicopter landing pad
Fixed an issue on Hill 937 where if the United States captured Objective A then the United States spawn protection south of Objective B would disappear
Fixed an issue on Hill 937 where when players tried to customize their Northern Forces character whilst on the map the customization screen was underground
Fixed an issue on Hill 937 where players were unable to plant traps on some dirt patches on and around Objective A
Fixed an issue on Hill 937 where, when turning corners in a tunnel, players could sometimes see a white flash as the rendering tried to compensate for the speed and position of the camera
Hue City
Fixed an issue on Hue City where terrain blocking an inaccessible part of the map had no collision, meaning a player could walk through the terrain
Fixed an issue on Hue City where, west of Objective C, players could access an out of bounds rooftop
Fixed an issue on Hue City where, on Objective C, players could walk up a bush
Fixed an issue on a tower in Hue City where the reverb volume for the DSHK was set to play the outside shooting audio
Fixed an issue on Hue City where, outside of Objective A, players could get caught on a pile of bricks
Fixed an issue on Hue City where a number of trees had no collision
Fixed an issue on Hue City where a section of wall in grid reference G4 lacked collision
Long Tan
Fixed an issue on Long Tan where areas to the north of the map were accessible when they should have been out of bounds
Ninh Phu
Fixed an issue on VNTE Ninh Phu where, south of Objective B, players could be snagged on a piece of raised terrain
Operation Forrest
Fixed an issue on Operation Forrest where, south of Objective A, a selection of plants in a field had incorrect collision resulting in players being unable to walk through them
Fixed an issue on Operation Forrest where, southeast of Objective B, a section of a sandbag wall with barbed wire was incorrectly able to be mantled
Fixed an issue on VNSU Operation Forrest where, east of Objective A, there was a bolder that players could shoot through
Fixed an issue on Operation Forrest where, south of Objective B, players could get caught on the incline to a wooden bridge
Fixed an issue on VNTE Operation Forrest where the fire on Objective C did not cause damage to the player
Fixed an issue on VNTE Operation Forrest where, near Objective A, players could get snagged on a set of rocks
Fixed an issue on VNSU Operation Forrest where, north east of Objective E, there was a seam in the road where two textures met
Riverbed
Fixed an issue with VNSK Riverbed where, on Objective B, certain spears would not cause the player to take damage when walked into or jumped upon
Fixed an issue on VNSK Riverbed where on Objective B and Objective C a large hole was visible in the out of bounds area of the map
Fixed an issue with VNSK Riverbed where, on Objective A, there was an incorrect shadow on a table
RungSac
Fixed an issue on VNTE Rung Sac where Commander and Squad Leader rally marks would appear in the sky rather than on the ground
Fixed an issue on VNTE Rung Sac where, in the sewer beneath Objective F, the smoke particle effects were incorrectly rendering behind the water and making the water appear washed out
Fixed an issue on VNTE - Rung Sac where, when Objective E was active, the final two US radios could also be used by the Vietnamese Commander
SongBe
Fixed an issue on VNTE SongBe where the ammo resupply in the tunnels of Objective C was incorrectly aligned with its static mesh volume, resulting in an inability to resupply ammo at most angles
Fixed an issue on VNTE Song Be where, on Objective A, the red Vietnamese flag would turn black when approached
Fixed an issue on VNSU Song Be where, on Objective A, the Vietnamese flag was spinning
Fixed an issue on VNSU Song Be where Pilots flying over a small village on the south of the map incorrectly received the ‘Return to the Combat Area’ message
Fixed an issue on VNSU Song Be where, at a tunnel entrance between A and B, the ‘Can’t Shoot in Tunnel’ marker appeared in the incorrect place
QuangTri
Fixed an issue on VNTE Quang Tri where, southwest of Objective A, players could become snagged on a pile of broken wood
Fixed an issue on VNTE Quang Tri where, on Objective E, players were able to mantle over a series of sandbags to access an out of bounds roof
Fixed an issue on VNTE Quang Tri where, in a building to the south of Objective A, there was a hole in the ground that showed the skybox underneath the map
Fixed an issue on VNTE Quang Tri where, in a ruined building near Objective B, there were a number of small holes in the map
Fixed an issue on VNTE Quang Tri where, in a tunnel south of Objective C, a wall was incorrectly lit
Fixed an issue on VNTE and VNSU Quang Tri where the grass across the maps appeared to be moving at a slow frame rate
Fixed an issue on VNSU Quang Tri where, north of objective D, players were unable to perform a full mantle over a car
Fixed an issue on VNTE Quang Tri where, in a cellar to the south of objective C, first person weapons were erroneously illuminated
Audio
Fixed an issue where player ‘battle chatter’ incorrectly said “Smoke out” when throwing a M34 WP grenade - it was technically true, but it wasn’t the kind of smoke you would want to advance through
Fixed an issue where the battlechatter for the United States would play the voiceline for killing a North Vietnamese soldier even when team killing
Fixed an issue where the first person foley for an action would play even if the action could not be completed, for example, if a player was in a tunnel and attempted to stand from crouching, the foley for standing would play even though the action could not be completed
Fixed an issue where the sound effects for climbing a bamboo ladder would incorrectly play the sound effects for climbing a metal ladder
Fixed an issue with the panning third person weapon audio where, at a certain radius, the audio incorrectly became stereo
Fixed an issue with the AC-47 Spooky audio where if the plane was shot down the engine sound would remain the same
Art and Animation
Fixed an issue where certain bushes became see through when Instanced Rendering was turned off
Fixed an issue with the third person L2A1 animation where the weapon would appear in the braced bi-podded position even when the bipod was up
Fixed an issue where if a player was defusing a trap on the objective whilst said objective was captured the trap defusing animation would loop and become stuck
Fixed an issue where spotting an enemy whilst leaning would remove the player from the lean for the duration of the enemy spotted animation
Fixed an issue with the third person binocular animation where, if a player went into an enemy controlled area with their binoculars equipped and then left the enemy controlled area, their hand would hold the binoculars at an incorrect angle
Fixed an issue with the first person SKS animation where the bolt would remain open after players had finished a single feed reload
Fixed an issue with all LMG animations where they would not automatically enter a bipodded, iron sight state if a player went prone and then crawled immediately after going prone
Fixed an issue with all first person trap disarm animations where the hands would flicker before playing the correct animation
Fixed an issue with the third person Mosin Nagant animation where, if fired quickly, the character would not bolt for every shot
Fixed an issue with the third person ARVN character models where pistols would float at the players hips when holstered with certain roles
Fixed an issue where White Phosphorous and C4 explosions did not play the correct PFX when exploded in water and instead played the grenade water explosion PFX
Fixed an issue where the third person prone mattock attack animation played the animation for a rifle attack
Fixed an issue with the M1918A2 BAR third person animation where the weapon would clip with the character body whilst leaning and reloading
Fixed an issue with the M1918A2 BAR third person animation where the character’s head would clip with the weapon whilst prone and leaning
Fixed an issue with the M1 Garand third person animation where the character’s hands would clip with the body whilst leaning and reloading
Fixed an issue with the first person RPG animation where, when climbing a ladder, the weapon erroneously remained on screen
Fixed an issue with the first person Sawed Off Shotgun animation where, if a player was sprinting and then suddenly stopped to iron-sight, the hands would move erroneously up the stock before the animation completed
Fixed an issue with some of the trees, across all maps, where the trunk and roots of the tree were clipping with one another
UI
Fixed an issue where Commanders who had the overhead map open and then hit tab to view the leaderboard would have the commander abilities left of screen after releasing the tab button
Fixed an issue where players’ locations would not match their apparent position on the overhead map when playing the game at 4K
Fixed an issue where Commanders saw all players as Squad Leaders on the overhead map regardless of their Squad Leader Status
Fixed an issue where the new head customizations had no thumbnails in the customization menu
Fixed an issue where the facial hair selections in the Australian Army customization screen were not labelled and had no title
Fixed an issue for players with Ultra Wide Screens where, on very wide aspect ratios, players couldn’t click on spawn locations located on the deployment screen
Fixed an issue with the text version of the killfeed where, when hitting a vital zone, the killfeed would incorrectly relay the vital zone twice and would not relay the weapon used at all
Fixed an issue where the Spooky’s in game text was difficult to read
Fixed an issue where players who were Commanders or Squad Leaders could sometimes cause massive log spam when looking at the overhead maps
Fixed an issue where the first time user’s weapon configuration screen would show an option to switch all fire modes to semi-automatic. This feature has been replaced by the Persistent Weapons system
Fixed an issue with the role vote screen where the player’s display names would only take up half of the designated box and would require players to scroll downwards to see the complete list
Fixed an issue where the resupply ammo icons did not always reflect the ammo type being resupplied
Fixed an issue where all Commander arty markers would be shown to Squad Leaders as ‘your target’
Web Admin
Fixed an issue in Web Admin where if a player was kicked and banned due to friendly fire, the majority of information included in the Banned IDs section of Web Admin would appear blank
Fixed an issue in Web Admin where all unique ID bans were set to never end and could only be manually revoked
Fixed an issue in Web Admin where players who attempted to join a server before their ban was revoked would get kicked to the main menu with no warning message
Fixed an issue in Web Admin where when selecting the game type on a community modded map each of the game types would appear twice
Removed an unused third team from the Webadmin’s team selection widget
Misc
Fixed an issue where the SteamAppID was incorrect in the SDKFrontEnd resulting in duplicate items being uploaded to the same Steam profile under different SteamAppIDs
Fixed an issue where Squad Leaders who opened the command widget using ‘V’ or ‘H’ would get a few lines of spam in their log which would stack on repeated key strikes
Fixed an issue where resupplied ammo was always, sometimes incorrectly, referred to as a magazine
Fixed encoding issues with the Turkish Localization - players should be able to play in Turkish now without corrupt-looking text
Fixed an issue where players playing in Japanese would be unable to configure the frequency of their character’s battle-chatter
And what is that? A hint at what is coming next (not included in Update 1.1)?