Vail cover
Vail screenshot
Genre: Shooter, Tactical

Vail

VAIL Early Access

Damn what a ride it has been! VAIL VR Early Access! We hope that all players, both new and veteran, have an amazing time tapping those heads, building friendships and continue to lift VAIL to greater heights. This is an amazing milestone for both, AEXLAB and our community, as the journey has always been together. This is only the beginning! Thank you for those that have been with us and to those who are trying VAIL for the first time, welcome <3

If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.



Highlights



Capture the Orb (CTO)





Capture the Orb is a 5v5 capture the flag game mode. The aim of the game mode is to capture your opponent's orb and deliver it to your base, the first team to 3 points wins. The mode has a time limit of 6 minutes.



With this new game mode, we are launching a brand-new map made from the ground up! This new map goes by the name of 'Nine'. it features jump pads and zip lines in an arena style layout ideal for such a fast-paced mode,

In Game Cosmetics - Founder Pack





With the launch of the game, we are also launching a first pass on in-game cosmetics! If you own any character skins, you’ll be able to swap it in a designated section of the armory for player customization. If you own any gun skins, you’ll be able to select them in the loadouts menu.

With the launch of cosmetics, we are launching for a limited time the Founder Pack, available to purchase for $9.99.

https://store.steampowered.com/app/2222440/VAIL_VR_Founder_Pack/

Dominate your opponents while flexing the VAIL VR Founder Pack, featuring 8 exclusive skins:
• Founder Pack Weapon Skins ( "Founder" G17 Pistol and AK303N Rifle)
• Founder Pack Faction Skins ("Founder" REYAB + Colonist Helm, Cloak and Gloves)

2 new firearms



MK418





Same gun, new look! This is a Hybrid M4A1 / MK18 Mod 0 rifle with a more modernized approach and upgrades.

AK303





Based on the AK 100 series platform, being a more modernized 300 series design. While the 03 designates military use, it is using a milled lower receiver gaining the model designation of N.

General Changes



Changes





• Integrated vote kick functionality into matches. In order to vote kick, a team must have more than 2 players and majority of the team must decide to vote kick a player in order for it to succeed
• (Artifact game mode) Team swaps are now only granted at the end of Artifact rounds
• Deafen button added (can be located in the bottom right of the tablet)
• Adjusted the speed in which the smoke tactical's smoke FX expands and shrinks
• Adjusted the hand pose of holding a flash tactical

Map Changes


• Miru - Fixed visual seam in mid-wall near rocks
• Miru - Added physical materials to all surfaces that were missing any
• Miru - Removed visual black artifacts on the surrounding landscape
• Miru - Improved collision on floors
• Miru - Material fidelity pass on the entire map
• Suna - Improved the visual fidelity of materials in Colonist spawn and Mid
• Suna - Adjusted collision on REYAB side of A-site to not block tacticals
• Suna - Improved materials and lightmap resolution around the map
• Suna - Gate is no longer floating when exiting Colonist spawn
• Suna - Updated spectator blockers in Mid to prevent spectators from escaping the map bounds
• Maar - Optimization pass on Mid and B-site
• Maar - Material optimization on sky box
• Maar - Full collision pass on the entire map due to some buildings not allowing guns or tacticals to pass through
• Maar - Updated glass to be more performant in Condensation and REYAB spawn
• Maar - Improved and adjusted collision on B-site
• Maar - Updated the rock tunnel mesh to remove overlapping textures and lightmaps
• Maar - Material fidelity pass on the entire map
• Maar - Adjusted draw distance on specular lights
• Maar - Improved performance of glass in Lab
• Maar - Removed dynamic shadows on ziplines
• Maar - Adjusted lighting on B-site
• Maar - Blocked visibility into side-entry of Pumping Station from both doorways
• Maar - Performance pass on the entire map
• Volt - Updated underground lighting to improve the visibility of REYAB models
• Volt - Improved post-processing color in Tunnels
• Armory - Optimized the floor mesh, removing all visual seams and overlapping geometry
• Armory - Removed visual black artifacts on front facade
• Armory - Material fidelity pass on the entire map
• Armory - Updated the Patreon wall

Audio changes


• Increased the volume of ping sounds
• General updates and improvements to existing in-game audio (ambience, VO's etc)

Bug fixes


• Fixed - Cannot move in Heaven while aiming at the screen
• Fixed - Gun keeps firing on players after death
• Fixed - Cannot move in Heaven (artifact death room) if you are aimed at the spectator screen
• Fixed - Voice chat randomly crashes players
• Fixed - Two people grabbing a zipline at the same time kicks them both off
• Fixed - Falling off the zipline keeps the zipline sound playing sometimes
• Fixed - Dropping off a zipline in specific zones kill you unexpectedly
• Fixed - Mesh cage around Maar Armory site blocks bullet penetration
• Fixed - Spinning on the Miru ladder can fling you out of the map
• Fixed - Smoke rings around the smoke tactical effect spin wildly after hitting the ground when detonated in the air
• Fixed - Frag tacticals desync on the server when you arm it and put it on your wrist at the same time
• Fixed - Grabbing a gun while someone is holding the mag partially inserted in the gun breaks the gun
• Fixed - Cannot grab an ejected mag until it clears the magwell of the gun
• Fixed - Half inserting a mag and holding the gun upside-down, then removing the mag, causes the gun to no longer accept mags
• Fixed - Vector45 and UMP45 ejected shell casings are missing textures
• Fixed - MK23 was ejecting 9mm shell casings instead of 45aco
• Fixed - Your feet try to unexpectedly walk up some walls
• Fixed - Your feet go over your head when you stand on the grate underground in Volt
• Fixed - Hiding player nameplates does not work for cross eye dominant players
• Fixed - Players cannot pick up living player's dropped grenades
• Fixed - Joining mid match in Artifact mode plays several injury sounds
• Fixed - Calibrate height model has missing textures for REYAB
• Fixed - Can hit 'Calibrate Height' button after closing the tablet if you are still aiming in the same spot
• Fixed - Switching a custom game server from 'Open' to 'Closed', then back to 'Open', retains the closed game settings despite saying 'Open'
• Fixed - Flash effect persists through respawn after round end

Love you all, AEXLAB<3

VAIL 0.7.95 Patch Notes

With one more week to go, there is a lot happening behind the scenes to not only make the launch as successful as it can be, but to also deliver a game you will all love and enjoy playing. Our engineering team is working extremely hard to patch up existing bugs and improve existing game systems while our art team focuses on improving the performance and playability of our existing maps. All of this has been made possible with all of the amazing and helpful feedback, you have all been providing. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

General Patch Notes



Changes



• Updated the grip poses on the flash tactical
• Updated change team logic, more specifically for Artifact game mode. Player's that now request a team swap will only be granted it at the end of an Artifact round

Map Changes


• Khidi (TDM) - Geometry is no longer Z-fighting in Skatepark
• Khidi(Artifact) - Scanner now spawns behind the spawn blockers
• Khidi - Xeno motorcycle and ring sculptures no longer LOD pop at close distances
• Khidi - Wall in Club no longer eats player firearms while they traverse against it
• Khidi - Increased the size of the REYAB spawn
• Miru - Removed visual seam on the wall across from mid-rock in Garden
• Miru - Removed visual seam in ceiling in Mid
• Miru - Improved the collision of ladders
• Armory - Removed visual seams near rocks in the shooting range
• Armory - Improved the look, visual fidelity and reduced the number of triangles on all rocks
• Armory - Improved the visual fidelity of walls and floor
• Armory - Removed flowers
• Armory - Patreon wall updated
• Armory - Adjusted all cliping meshes to not clip
• Suna - Freight container is no longer LOD popping at close distances
• Este - Improved the collision on the chain link fences

Audio changes


• New ping system audio integrated

Bug fixes


• Fixed - Cannot move in heaven while aiming at the screen
• Fixed - Left hand dominant player's gun sometimes visually inverted
• Fixed - Ping trace sometimes goes through certain objects
• Fixed - Haptics on grenades and ladders sometimes stop working
• Fixed - Placing a tactical on your wrist as you active it can desync its location for other players
• Fixed - Thrown grenades swap teams with player
• Fixed - AK mags can continue to be held when the gun is taken by another player
• Fixed - HP Reverb controls are missing keybinds
• Fixed - Hands twist weird directions sometimes while climbing a ladder
• Fixed - Players sometimes spawn with the wrong loadout when first joining server
• Fixed - Launchpads sometimes do not launch player
• Fixed - Players can grab the charging handles/slides of the hidden holstered weapons of other players
• Fixed - Weapons and tacticals acquired off of dead players are being de-spawned out of the new player's hands
• Fixed - Players can spam the 'calibrate height' button after closing the tablet if you hold in the trigger after the tablet is closed

Love you all, AEXLAB<3

VAIL 0.7.95 Patch Notes

With one more week to go, there is a lot happening behind the scenes to not only make the launch as successful as it can be, but to also deliver a game you will all love and enjoy playing. Our engineering team is working extremely hard to patch up existing bugs and improve existing game systems while our art team focuses on improving the performance and playability of our existing maps. All of this has been made possible with all of the amazing and helpful feedback, you have all been providing. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

General Patch Notes



Changes



• Updated the grip poses on the flash tactical
• Updated change team logic, more specifically for Artifact game mode. Player's that now request a team swap will only be granted it at the end of an Artifact round

Map Changes


• Khidi (TDM) - Geometry is no longer Z-fighting in Skatepark
• Khidi(Artifact) - Scanner now spawns behind the spawn blockers
• Khidi - Xeno motorcycle and ring sculptures no longer LOD pop at close distances
• Khidi - Wall in Club no longer eats player firearms while they traverse against it
• Khidi - Increased the size of the REYAB spawn
• Miru - Removed visual seam on the wall across from mid-rock in Garden
• Miru - Removed visual seam in ceiling in Mid
• Miru - Improved the collision of ladders
• Armory - Removed visual seams near rocks in the shooting range
• Armory - Improved the look, visual fidelity and reduced the number of triangles on all rocks
• Armory - Improved the visual fidelity of walls and floor
• Armory - Removed flowers
• Armory - Patreon wall updated
• Armory - Adjusted all cliping meshes to not clip
• Suna - Freight container is no longer LOD popping at close distances
• Este - Improved the collision on the chain link fences

Audio changes


• New ping system audio integrated

Bug fixes


• Fixed - Cannot move in heaven while aiming at the screen
• Fixed - Left hand dominant player's gun sometimes visually inverted
• Fixed - Ping trace sometimes goes through certain objects
• Fixed - Haptics on grenades and ladders sometimes stop working
• Fixed - Placing a tactical on your wrist as you active it can desync its location for other players
• Fixed - Thrown grenades swap teams with player
• Fixed - AK mags can continue to be held when the gun is taken by another player
• Fixed - HP Reverb controls are missing keybinds
• Fixed - Hands twist weird directions sometimes while climbing a ladder
• Fixed - Players sometimes spawn with the wrong loadout when first joining server
• Fixed - Launchpads sometimes do not launch player
• Fixed - Players can grab the charging handles/slides of the hidden holstered weapons of other players
• Fixed - Weapons and tacticals acquired off of dead players are being de-spawned out of the new player's hands
• Fixed - Players can spam the 'calibrate height' button after closing the tablet if you hold in the trigger after the tablet is closed

Love you all, AEXLAB<3

VAIL 0.7.93 Patch Notes

With Early Access knocking on our door, we are squashing bugs, polishing and finalizing features and as always...optimizing and improving maps. The next few weeks will be a tough few weeks, but as always and with the support of our amazing community, we will continue to work towards the Early Access milestone and make VAIL even more amazing than it already is. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

Patch Highlights



Ping System


See an enemy? Want your teammate to move to a specific location? You can now just ping it! To aim a ping, hold down your mag eject key and to shoot a ping, press down your trigger key. This can be done with any hand that is not holding anything.

Firearm hints


Ever get stuck on how to reload a specific gun? Or new to the game? The hint system will highlight exactly what you need to do in order to jump right into the action. But if you are a veteran, it can be disabled in the settings.

New magnified optics shader


The new magnified optics shader is not only more performant than our previous one but much more immersive. It is a big visual gain as we decided to implement the physical phenomena that occurs inside real scopes such as lens distortion, subtle iridescence, specific multicolor lens coating and realistic front sight post ghosting. Additionally, the effect is much more reminiscent of a true optic with its lens structure being represented inside the shader only and not using any additional meshes.


General Patch Notes



Changes


• Player highlight intensity slider added
• Flash animation poses now added for side grip and trigger grip

Map Changes


• All Artifact maps - Updated all spawn blockers to not allow players beyond the original spawn points
• Maar - Thickened the floors of upper catwalk to prevent player model's feet from clipping through
• Maar - Updated geometry of rocks to remove holes that player's could look through and gain info
• Maar - Updated the readability of signage coming out of Reyab spawn
• Maar - Thickened the geometry of the cage surrounding B-site
• Maar - Pushed fog more further out on the map to not fog up the lava surrounding the playable area
• Maar - Optimization pass (triangle reduction and material optimizations)
• Maar - Adjusted lighting on B-site to slightly raise visibility
• Maar - Fixed bullet penetration on glass vestibules
• Maar - Rocks no longer clip through pipes near Rock Tunnel
• Maar - Removed plane that was clipping through wall in Power Station
• Maar(Artifact) - Artifact Scanner now spawns within the bounds of the spawn blockers
• Este - Decals are no longer stretching in side alley
• Este - Removed visual seam on wall near Elevator
• Este - Adjusted the color of god-rays to match the sunlight color
• Este - God-rays now lineup with sun light entry
• Este - God-rays no longer clip with their surroundings
• Este - Adjusted the length of god-rays
• Este - Updated the material of god-rays to be one sided
• Este - Removed visual seam near stairs on office side
• Este - Decals are no longer stretching near Rock Tunnel entry
• Este - Patched pixel walk on Ivy
• Este - Added water accents to couch room
• Este - Willow tree leaves no longer block bullets
• Khidi - Removed visual seam on wall outside of Reyab spawn
• Khidi - Updated light fixtures to behave as expected on low graphical settings
• Khidi - Removed visual seam on wall near garden
• Khidi - Adjusted the material on foliage to not look so darkened and softened
• Khidi - Improved lighting on A-site
• Khidi - Fixed the physical material on modular pontoons
• Khidi (Artifact) - Removed gap in spawn blockers in Colonist spawn
• Miru - Griefing pass (areas where player's can throw the scanner and it cannot be obtained)
• Miru - Removed seam in the boxes near the container units where players could see through
• Miru (Artifact) - Removed redundant spawn blockers
• Miru (Artifact) - Artifact Scanner now spawns within the bounds of the spawn blockers
• Suna (Artifact)- Spawn blocker is no longer floating in REYAB spawn
• Suna - Adjusted blocking volumes on map to not abruptly stop player movement
• Suna - Barrels are no longer clipping on B-site
• Suna - Adjusted collider in pipe wall that slows player's movement
• Volt - Updated the collision on launchpads
• Armory - Removed Halloween decorations
• Armory - Adjusted the material of the cat statue to not be so dark

Audio changes


• Updates and adjustments to player barks
• Fixed an issue with jump pad audio not playing
• Added music for when the round timer is almost up

Bug fixes


Fixed Scanner audio cutting out
• Fixed - PL14 collision issues
• Fixed - PL14 and PM9 magazine grip animations
• Fixed - Gun skins are being applied to your secondary when changing your weapon sights
• Fixed - Able to apply skins to the wrong gun
• Fixed - Grenade grabbing sound playing locally for all players on the map
• Fixed - Scanner gets stuck if you swap loadouts while it is on your chest
• Fixed - Magazine is pushed back into the gun immediately when grabbed on the AK12 and UMP
• Fixed - Magazine rotation sometimes wrong when being inserted into a gun
• Fixed - Secondary grip release distance on handguns
• Fixed - It's difficult to swap a grenade to another hand
• Fixed - Launchpads launch you in the direction of your head no matter which movement settings you have
• Fixed - No coughing sound in smokes

Love you all, AEXLAB<3

VAIL 0.7.93 Patch Notes

With Early Access knocking on our door, we are squashing bugs, polishing and finalizing features and as always...optimizing and improving maps. The next few weeks will be a tough few weeks, but as always and with the support of our amazing community, we will continue to work towards the Early Access milestone and make VAIL even more amazing than it already is. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

Patch Highlights



Ping System


See an enemy? Want your teammate to move to a specific location? You can now just ping it! To aim a ping, hold down your mag eject key and to shoot a ping, press down your trigger key. This can be done with any hand that is not holding anything.

Firearm hints


Ever get stuck on how to reload a specific gun? Or new to the game? The hint system will highlight exactly what you need to do in order to jump right into the action. But if you are a veteran, it can be disabled in the settings.

New magnified optics shader


The new magnified optics shader is not only more performant than our previous one but much more immersive. It is a big visual gain as we decided to implement the physical phenomena that occurs inside real scopes such as lens distortion, subtle iridescence, specific multicolor lens coating and realistic front sight post ghosting. Additionally, the effect is much more reminiscent of a true optic with its lens structure being represented inside the shader only and not using any additional meshes.


General Patch Notes



Changes


• Player highlight intensity slider added
• Flash animation poses now added for side grip and trigger grip

Map Changes


• All Artifact maps - Updated all spawn blockers to not allow players beyond the original spawn points
• Maar - Thickened the floors of upper catwalk to prevent player model's feet from clipping through
• Maar - Updated geometry of rocks to remove holes that player's could look through and gain info
• Maar - Updated the readability of signage coming out of Reyab spawn
• Maar - Thickened the geometry of the cage surrounding B-site
• Maar - Pushed fog more further out on the map to not fog up the lava surrounding the playable area
• Maar - Optimization pass (triangle reduction and material optimizations)
• Maar - Adjusted lighting on B-site to slightly raise visibility
• Maar - Fixed bullet penetration on glass vestibules
• Maar - Rocks no longer clip through pipes near Rock Tunnel
• Maar - Removed plane that was clipping through wall in Power Station
• Maar(Artifact) - Artifact Scanner now spawns within the bounds of the spawn blockers
• Este - Decals are no longer stretching in side alley
• Este - Removed visual seam on wall near Elevator
• Este - Adjusted the color of god-rays to match the sunlight color
• Este - God-rays now lineup with sun light entry
• Este - God-rays no longer clip with their surroundings
• Este - Adjusted the length of god-rays
• Este - Updated the material of god-rays to be one sided
• Este - Removed visual seam near stairs on office side
• Este - Decals are no longer stretching near Rock Tunnel entry
• Este - Patched pixel walk on Ivy
• Este - Added water accents to couch room
• Este - Willow tree leaves no longer block bullets
• Khidi - Removed visual seam on wall outside of Reyab spawn
• Khidi - Updated light fixtures to behave as expected on low graphical settings
• Khidi - Removed visual seam on wall near garden
• Khidi - Adjusted the material on foliage to not look so darkened and softened
• Khidi - Improved lighting on A-site
• Khidi - Fixed the physical material on modular pontoons
• Khidi (Artifact) - Removed gap in spawn blockers in Colonist spawn
• Miru - Griefing pass (areas where player's can throw the scanner and it cannot be obtained)
• Miru - Removed seam in the boxes near the container units where players could see through
• Miru (Artifact) - Removed redundant spawn blockers
• Miru (Artifact) - Artifact Scanner now spawns within the bounds of the spawn blockers
• Suna (Artifact)- Spawn blocker is no longer floating in REYAB spawn
• Suna - Adjusted blocking volumes on map to not abruptly stop player movement
• Suna - Barrels are no longer clipping on B-site
• Suna - Adjusted collider in pipe wall that slows player's movement
• Volt - Updated the collision on launchpads
• Armory - Removed Halloween decorations
• Armory - Adjusted the material of the cat statue to not be so dark

Audio changes


• Updates and adjustments to player barks
• Fixed an issue with jump pad audio not playing
• Added music for when the round timer is almost up

Bug fixes


Fixed Scanner audio cutting out
• Fixed - PL14 collision issues
• Fixed - PL14 and PM9 magazine grip animations
• Fixed - Gun skins are being applied to your secondary when changing your weapon sights
• Fixed - Able to apply skins to the wrong gun
• Fixed - Grenade grabbing sound playing locally for all players on the map
• Fixed - Scanner gets stuck if you swap loadouts while it is on your chest
• Fixed - Magazine is pushed back into the gun immediately when grabbed on the AK12 and UMP
• Fixed - Magazine rotation sometimes wrong when being inserted into a gun
• Fixed - Secondary grip release distance on handguns
• Fixed - It's difficult to swap a grenade to another hand
• Fixed - Launchpads launch you in the direction of your head no matter which movement settings you have
• Fixed - No coughing sound in smokes

Love you all, AEXLAB<3

VAIL 0.7.90 Patch Notes

With the Miami VAIL Major now complete, our eyes and goals are now set on the release of Early Access on the 17th of November. The next few weeks will unVAIL many exciting new features, spaces, and quality of life improvements that are aimed to create a welcoming space for both, casual and competitive players. From here, the sky is the limit and VAIL will continue to grow and improve, with a strong focus on our amazing community. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

Patch Highlights



Spawn Blockers



Spawn blockers have been added into both Artifact and Team Deathmatch game modes. What this means is that players will be able to move around in a closed area while waiting for the round or match to start. Things to remember:
1. Firearms and tacticals can be gripped but not used during this period
2. (Artifact) The Artifact Scanner can be picked-up and holstered during this period

General Patch Notes



Changes


• Added more grippables to the Armory
• Server browser now has a refresh button to refresh the listed servers

Map Changes


• All Artifact maps - Updated signage to be aligned and have a uniform scale
• Maar - Updated collision on B-site cages to interact better with weapons and bullet penetration
• Maar - Visually updated goo geometry to remove visual seam and unalignment
• Maar - Updated collision on Armory vestibule walls to unwalkable
• Maar - Fixed visual seams when looking through cracks on Mid sightline blockers
• Maar - Fixed bad LOD popping on rocks near container units
• Maar - Fixed visual seems in Rock Tunnel
• Maar - Updated the material on the rocks in the lava crater in Mid
• Maar - Updated the material on the blast doors in Condensation
• Maar - Updated the landscape mesh near Colonist spawn stairs to not have such sharp edges
• Maar - Updated the lighting and reflections in Armory
• Maar - Patched spot where players could get stuck behind the pipes when jumping into Armory
• Maar - General optimization pass on the entire map
• Maar - Optimized glass throughout the entire map
• Maar - Triangle reduction pass in Power Station and team spawns
• Maar - Updated and improved the LOD's of cables in Power Station
• Maar - Landscape is no longer clipping through floor in Pumping Station connector
• Khidi - Fixed visual seam in Museum ceiling
• Khidi - Lowered rebar on A-site to prevent interference with gunfire
• Khidi - Removed visual seam on the park ramp and grass in Skatepark
• Khidi - Updated the lightmaps of foliage and grass to remove black splotches
• Khidi - Updated the lightmaps on concrete to remove black splotches
• Khidi - Patched pixel peak behind the cylindrical covert at A-Long
• Khidi - Patched all pixel peaks near/around the monolith at A-Short
• Khidi - Visually updated the material on the monolith
• Khidi - Fixed visual seams and stretches on garden rocks
• Khidi - Updated collision on Skatepark barricades to respond to penetration correctly
• Khidi - Updated collision on scaffolding to respond to penetration correctly
• Khidi - Removed visual seam on the ramps in Skatepark
• Khidi - Updated the lightmaps on concrete cubes to remove black splotches
• Khidi - Fixed bad LOD popping on the cypress tree
• Khidi - Minor adjustments to the overall lighting quality and shadows of the map
• Khidi - Patched pixel peak at REYAB spawn
• Khidi - Updated grass material to remove transparency issue
• Khidi - Removed invisible collider outside REYAB spawn
• Khidi - Fixed bad LOD popping on bridge pillars when behind arches
• Suna - General collision pass on assets that wouldn't register penetration correctly
• Suna - Removed bullet blocker behind the tarp at B-Long/Construction
• Suna(Artifact) - Removed visual seams above B-site objective marker
• Suna - Fixed bad LOD popping on tarp at a close distance
• Miru - Patched more griefing spots where the Artifact scanner can be thrown and can't be retrieved
• Miru - Fixed bad lightmaps on crates
• Miru - Updated the initial spawn locations of REYAB to not be as far out of spawn as they were
• Miru - Patched spots where players could climb into windows and scale walls
• Volt - Updated the lightmaps of multiple assets to remove the black splotches
• Volt - General lightmap optimization pass on the entire map
• Volt - Improved the maps lighting fidelity
• Armory - IVRL MVM Winning Team banner added
• Armory - Patreon wall updated
• Armory - Updated and improved the LOD's of crayons and pencils
• Este - Updated the lightmaps of the broken fence party wall to remove the black splotches

Bug fixes


• Fixed - Armory music stops playing after a period of time
• Fixed - Dropping a mag out of a gun without touching it will cause other teammates to see it highlighted through walls
• Fixed - Changing the magazine in a gun will not highlight the new mag in the gun for the player's teammates
• Fixed - Gun desyncs when two players both grab it within a window of latency
• Fixed - Scanner desyncs when two players grab it within a window of latency
• Fixed - Dying just before round start by jumping in the water on Khidi can duplicate your weapons
• Fixed - If all Colonists jump into the water on Khidi just before round start, Colonists get a victory
• Fixed - Players can lead base at round start by moving in their playspace during countdown
• Fixed - A gun can get stuck firing infinitely with unlimited ammo
• Fixed - " has left the game" displays at the end of a match
• Fixed - UMP grip breaks when firearm hand swapping is enabled and is grabbed in specific spots to the side of the gun.
• Fixed - Players cannot swap teams mid match while dead on Artifact mode
• Fixed - Push-to-Talk does not work on HP Reverb controllers
• Fixed - Dropping a tactical and putting it back on your wrist will allow you to bend your hand back and grab it off the arm of the same hand grabbing it
• Fixed - Tacticals are labeled incorrectly for left and right hands when settings are set to "Left Hand Dominant"
• Fixed - Performance issue over time when guns repeatedly collide
• Fixed - Can see teammate highlights through a reloaded gun mag as if it's a wall

Love you all, Aexlab <3

VAIL 0.7.90 Patch Notes

With the Miami VAIL Major now complete, our eyes and goals are now set on the release of Early Access on the 17th of November. The next few weeks will unVAIL many exciting new features, spaces, and quality of life improvements that are aimed to create a welcoming space for both, casual and competitive players. From here, the sky is the limit and VAIL will continue to grow and improve, with a strong focus on our amazing community. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

Patch Highlights



Spawn Blockers



Spawn blockers have been added into both Artifact and Team Deathmatch game modes. What this means is that players will be able to move around in a closed area while waiting for the round or match to start. Things to remember:
1. Firearms and tacticals can be gripped but not used during this period
2. (Artifact) The Artifact Scanner can be picked-up and holstered during this period

General Patch Notes



Changes


• Added more grippables to the Armory
• Server browser now has a refresh button to refresh the listed servers

Map Changes


• All Artifact maps - Updated signage to be aligned and have a uniform scale
• Maar - Updated collision on B-site cages to interact better with weapons and bullet penetration
• Maar - Visually updated goo geometry to remove visual seam and unalignment
• Maar - Updated collision on Armory vestibule walls to unwalkable
• Maar - Fixed visual seams when looking through cracks on Mid sightline blockers
• Maar - Fixed bad LOD popping on rocks near container units
• Maar - Fixed visual seems in Rock Tunnel
• Maar - Updated the material on the rocks in the lava crater in Mid
• Maar - Updated the material on the blast doors in Condensation
• Maar - Updated the landscape mesh near Colonist spawn stairs to not have such sharp edges
• Maar - Updated the lighting and reflections in Armory
• Maar - Patched spot where players could get stuck behind the pipes when jumping into Armory
• Maar - General optimization pass on the entire map
• Maar - Optimized glass throughout the entire map
• Maar - Triangle reduction pass in Power Station and team spawns
• Maar - Updated and improved the LOD's of cables in Power Station
• Maar - Landscape is no longer clipping through floor in Pumping Station connector
• Khidi - Fixed visual seam in Museum ceiling
• Khidi - Lowered rebar on A-site to prevent interference with gunfire
• Khidi - Removed visual seam on the park ramp and grass in Skatepark
• Khidi - Updated the lightmaps of foliage and grass to remove black splotches
• Khidi - Updated the lightmaps on concrete to remove black splotches
• Khidi - Patched pixel peak behind the cylindrical covert at A-Long
• Khidi - Patched all pixel peaks near/around the monolith at A-Short
• Khidi - Visually updated the material on the monolith
• Khidi - Fixed visual seams and stretches on garden rocks
• Khidi - Updated collision on Skatepark barricades to respond to penetration correctly
• Khidi - Updated collision on scaffolding to respond to penetration correctly
• Khidi - Removed visual seam on the ramps in Skatepark
• Khidi - Updated the lightmaps on concrete cubes to remove black splotches
• Khidi - Fixed bad LOD popping on the cypress tree
• Khidi - Minor adjustments to the overall lighting quality and shadows of the map
• Khidi - Patched pixel peak at REYAB spawn
• Khidi - Updated grass material to remove transparency issue
• Khidi - Removed invisible collider outside REYAB spawn
• Khidi - Fixed bad LOD popping on bridge pillars when behind arches
• Suna - General collision pass on assets that wouldn't register penetration correctly
• Suna - Removed bullet blocker behind the tarp at B-Long/Construction
• Suna(Artifact) - Removed visual seams above B-site objective marker
• Suna - Fixed bad LOD popping on tarp at a close distance
• Miru - Patched more griefing spots where the Artifact scanner can be thrown and can't be retrieved
• Miru - Fixed bad lightmaps on crates
• Miru - Updated the initial spawn locations of REYAB to not be as far out of spawn as they were
• Miru - Patched spots where players could climb into windows and scale walls
• Volt - Updated the lightmaps of multiple assets to remove the black splotches
• Volt - General lightmap optimization pass on the entire map
• Volt - Improved the maps lighting fidelity
• Armory - IVRL MVM Winning Team banner added
• Armory - Patreon wall updated
• Armory - Updated and improved the LOD's of crayons and pencils
• Este - Updated the lightmaps of the broken fence party wall to remove the black splotches

Bug fixes


• Fixed - Armory music stops playing after a period of time
• Fixed - Dropping a mag out of a gun without touching it will cause other teammates to see it highlighted through walls
• Fixed - Changing the magazine in a gun will not highlight the new mag in the gun for the player's teammates
• Fixed - Gun desyncs when two players both grab it within a window of latency
• Fixed - Scanner desyncs when two players grab it within a window of latency
• Fixed - Dying just before round start by jumping in the water on Khidi can duplicate your weapons
• Fixed - If all Colonists jump into the water on Khidi just before round start, Colonists get a victory
• Fixed - Players can lead base at round start by moving in their playspace during countdown
• Fixed - A gun can get stuck firing infinitely with unlimited ammo
• Fixed - " has left the game" displays at the end of a match
• Fixed - UMP grip breaks when firearm hand swapping is enabled and is grabbed in specific spots to the side of the gun.
• Fixed - Players cannot swap teams mid match while dead on Artifact mode
• Fixed - Push-to-Talk does not work on HP Reverb controllers
• Fixed - Dropping a tactical and putting it back on your wrist will allow you to bend your hand back and grab it off the arm of the same hand grabbing it
• Fixed - Tacticals are labeled incorrectly for left and right hands when settings are set to "Left Hand Dominant"
• Fixed - Performance issue over time when guns repeatedly collide
• Fixed - Can see teammate highlights through a reloaded gun mag as if it's a wall

Love you all, Aexlab <3

Miami VAIL Major Finals 0.7.89 Patch Notes

It is time!! The moment we have all been waiting for...the finals are here! With a strong focus on locking down a version of the game that will ensure the finals play out smoothly, the team over at AEXLAB has been prioritizing bug and map fixes. Once the tournament is over, we will keep on rolling out major and minor content updates. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.



General Patch Notes



Changes


• Caster mode improvements
• Players now spawn in facing the spectator screen in Heaven

Map Changes


• All maps - Patched more spots/locations in the map that the scanner can be thrown and become unobtainable
• Miru - Slightly adjusted the map's overall lighting
• Miru - Patched visual seam on the wall near A-site
• Miru - Fixed bad lightmaps on Icelandic rocks in the team spawns and their surrounding areas
• Miru - Fixed bad lightmaps on the surrounding landscape of the map
• Miru - Adjusted and improved the collision on crates, this ensures that weapons accurately react to colliding with them
• Miru - Adjusted the collision on tarps to not block bullets
• Suna - Updated the collision on the battle tank props
• Suna - Adjusted and fixed remaining props that would LOD pop at very close distances
• Suna - Adjusted collision on CAT to not block player movement
• Suna - Patched pixel peak behind the barrels when entering Cat
• Suna - Patched unfair angle through the pipes in Mid
• Suna - Patched pixel peak behind the barrels in Mid
• Suna - Adjusted collision on CAT near pipes that would cause players to step up on the pipes
• Suna - Patched slither pixel peak from Construction to Cat where players could see
• Khidi (TDM) - Minor adjustment and fix to the map's skybox
• Khidi - Adjusted collision on railings in Club which would cause players to step up on to them
• Khidi - Adjusted and improved the collision on escalators to make traversing up and down them more smooth
• Khidi - Patched visual hole in rock near A-site
• Khidi - Patched multiple visual seams on concrete blocks in Mid
• Khidi - Adjusted and improved the collision on the exterior wall rocks of Museum
• Maar - Disabled firearm collision on zipline handles to prevent the handle from having a chance to swallow a ziplining player's gun when landing
• Maar - Patched a hole in the wall in Armory where players could see through and get an advantage
• Este - Lighting pass to fix a number of props that had incorrect/bad lightmaps
• Este - LOD pass on the map's ground to prevent it from LOD popping at close distances
• Volt - Patched spots in Pergulas where players could see through the map/sand to upper areas
• Volt (Artifact) - Adjusted B-site to not be off-centered

Bug fixes


Fixed - Desktop observer view snaps to previous viewed player after switching off player to free cam
Fixed - Gun can get stuck infinitely firing
Fixed - " has left the game" message appears at the end of every match
Fixed - Player scopes appear solid black in Heaven Spectator mode
Fixed - Player scopes appear solid black in Desktop Observer mode
Fixed - 2 players can sometimes grab the same gun
Fixed - Players can see and hear from dead teammate's perspective when viewing the Heaven spectator screen
Fixed - Desktop Observer minimap still display sites labeled as A-site and B-site
Fixed - Sometimes when a player dies, their gun keeps firing for a brief period

Miami VAIL Major Finals 0.7.89 Patch Notes

It is time!! The moment we have all been waiting for...the finals are here! With a strong focus on locking down a version of the game that will ensure the finals play out smoothly, the team over at AEXLAB has been prioritizing bug and map fixes. Once the tournament is over, we will keep on rolling out major and minor content updates. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.



General Patch Notes



Changes


• Caster mode improvements
• Players now spawn in facing the spectator screen in Heaven

Map Changes


• All maps - Patched more spots/locations in the map that the scanner can be thrown and become unobtainable
• Miru - Slightly adjusted the map's overall lighting
• Miru - Patched visual seam on the wall near A-site
• Miru - Fixed bad lightmaps on Icelandic rocks in the team spawns and their surrounding areas
• Miru - Fixed bad lightmaps on the surrounding landscape of the map
• Miru - Adjusted and improved the collision on crates, this ensures that weapons accurately react to colliding with them
• Miru - Adjusted the collision on tarps to not block bullets
• Suna - Updated the collision on the battle tank props
• Suna - Adjusted and fixed remaining props that would LOD pop at very close distances
• Suna - Adjusted collision on CAT to not block player movement
• Suna - Patched pixel peak behind the barrels when entering Cat
• Suna - Patched unfair angle through the pipes in Mid
• Suna - Patched pixel peak behind the barrels in Mid
• Suna - Adjusted collision on CAT near pipes that would cause players to step up on the pipes
• Suna - Patched slither pixel peak from Construction to Cat where players could see
• Khidi (TDM) - Minor adjustment and fix to the map's skybox
• Khidi - Adjusted collision on railings in Club which would cause players to step up on to them
• Khidi - Adjusted and improved the collision on escalators to make traversing up and down them more smooth
• Khidi - Patched visual hole in rock near A-site
• Khidi - Patched multiple visual seams on concrete blocks in Mid
• Khidi - Adjusted and improved the collision on the exterior wall rocks of Museum
• Maar - Disabled firearm collision on zipline handles to prevent the handle from having a chance to swallow a ziplining player's gun when landing
• Maar - Patched a hole in the wall in Armory where players could see through and get an advantage
• Este - Lighting pass to fix a number of props that had incorrect/bad lightmaps
• Este - LOD pass on the map's ground to prevent it from LOD popping at close distances
• Volt - Patched spots in Pergulas where players could see through the map/sand to upper areas
• Volt (Artifact) - Adjusted B-site to not be off-centered

Bug fixes


Fixed - Desktop observer view snaps to previous viewed player after switching off player to free cam
Fixed - Gun can get stuck infinitely firing
Fixed - " has left the game" message appears at the end of every match
Fixed - Player scopes appear solid black in Heaven Spectator mode
Fixed - Player scopes appear solid black in Desktop Observer mode
Fixed - 2 players can sometimes grab the same gun
Fixed - Players can see and hear from dead teammate's perspective when viewing the Heaven spectator screen
Fixed - Desktop Observer minimap still display sites labeled as A-site and B-site
Fixed - Sometimes when a player dies, their gun keeps firing for a brief period

VAIL 0.7.88 Patch Notes

Damn, how time flies, the Miami VAIL Major finals are next weekend! With this in mind, the team has been focusing on some minor changes and bug fixes in order to finalize the build that the finals will be played on. The game is in the best state it has ever been in, and this is because of the feedback and insight the community has endlessly been providing, we can see that you all love the game just as much as we do over here at AEXLAB. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

General Patch Notes



Changes


• General observer quality of life improvements
• Flash tacticals now have haptic feedback
• Smoke tacticals now have haptic feedback
• Flinch animation added when being shot
• Added some improvements to the animation system to prevent the severity of stretchy arms

Map Changes


• All artifact maps - Out of bounds and grief prevention pass on all maps. Grief prevention refers to places in the map where a player can throw the Artifact Scanner and it can't be retrieved
• Volt - Added new artifact zone for testing based on community feedback
• Volt - Updated the collision on drains, to fix bullets not passing through gaps
• Volt - Updated the collision on both Tunnel entry point's ledges, preventing players from stepping up on them
• Volt - Collision pass on the entire map
• Volt - Updated the collision on fences, making them unwalkable
• Maar - Updated and improved the materials on the monitors in the Armory vista control room
• Maar - Triangle reduction pass in Mid
• Maar - Patched spot players could wiggle and get stuck behind Xoog vats in Armory
• Maar - Updated and improved the material on glass windows in the Armory
• Maar - Triangle reduction pass in Mid and REYAB spawn
• Maar - Patched visual glitch where looking through glass would not render the lava in the background in REYAB spawn
• Maar - Increased the lighting in darker areas of the map
• Maar - improved the material of the outer Armory wall
• Khidi - Fixed signage scale miss-match
• Khidi - Patched pixel peak on the box, near the bridge, outside the keg
• Khidi - Patched seam in Skatepark near stairs

Bug fixes


• Fixed - Tactical haptics are too strong
• Fixed - Player arms sometimes block bullet damage far more than they should
• Fixed - Ziplines will dismount you unexpectedly
• Fixed - Artifact Scanner can be thrown in areas that cannot be reached