With less than a week left to go until launch (May 30th) the team at Antimatter Games and Tripwire Interactive are very excited (and hard at work)! Don’t forget that the pre-order discount of 25% off the Digital Deluxe ends at launch, when the standard version of the game will be available for a 10% discount of $22.49 but without any of the DD extras!
Speaking of the Digital Deluxe version, the soundtrack should be making its way into your Steam folders at launch! The KF 2 weapon skins will be available to play within KF2 at the next major Killing Floor 2 update (They’ll actually be granted in the back end before that, but they need to actually be added into the game before you can use them).
And since Open Beta ended the team has continued to work towards squashing many bugs. The following list covers many of them that should be fixed in the launch build:
New Additions
Non-English language support! Players can now enjoy Rising Storm 2: Vietnam in French, German, Spanish, and Portuguese-Brazil. To select a language, right click on the game in your steam library and select a language from the ‘Language’ tab.
Rising Storm 2: Vietnam Steam trading cards are now available. Collect the whole set!
Major Changes
Stats Wipe for pre-release players - thank you to everyone who participated in the Closed Alpha, Closed Beta and Open Beta waves! Based on the level of progression observed in the Beta, the leveling thresholds have been altered to make leveling in RS2: Vietnam a challenging and rewarding experience. Player stats and achievements have been wiped and all players will begin again at the same level on May 30th.
General Changes & Updates Gameplay
Motion blur has been removed from the settings menu. This will provide for a much smoother play experience. (Should you wish to turn motion blur back on, you may do so by editing an .ini file directly. The .ini file is called ROEngine.ini and is located under your “My Games” Rising Storm directory. Once in the .ini file, search for the word “blur” and change the line MotionBlur = False to MotionBlur = True)
Increased the distance at which players can disarm traps
Made it easier to pick up dropped weapons when playing online
Maps
Prevented an exploit where players using the DShK at C on Hill 937 could see and fire at helicopters taking off from the helicopter base
Prevented players on top of the water tower on Cu Chi from sniping players at US spawn
Increased the NVA reinforcements counter from 330 to 500 on Hill 937
Added 32 and 64 player reinforcement counts for the Territories versions of Compound and Firebase
Improved interior post-processing and lighting on building interiors in Hue City
GUI
Adjusted suppression indicators to increase their visibility
Modified the helicopter resupply icon for greater clarity
Changed the flamethrower tank ammo icon to match the tank design of the M9A1 flamethrower
Removed pre-launch materials from the main menu
Audio
Improved bullet cracks and whiz sounds and functionality
Adjusted the radius of explosion sound effect for the surface-to-air missile to make it play at a longer range
Bug Fixes Crashes
Fixed a crash on launch that was affecting some users
Gameplay
We believe we have fixed the notorious ‘sprint zoom’ bug. We are interested to hear further reports if players still encounter this
Fixed an issue where destroying a helicopter engine did not reduce the engine’s RPM
Fixed an issue where MD82 mines were prone to being set off by the player who had planted them, when firing weapons near the mines
Fixed an issue where Huey Co-Pilots could not right click to send the ‘get out’ message
Fixed an issue where Huey Pilots would receive team kills when the helicopter crashed due to enemy weapons fire if passengers were killed
Fixed an issue where players were force-spawned before hitting ‘Join’
Fixed an issue where the fire effect for napalm strikes would appear different to the area in which players would receive fire damage
Maps
Fixed an issue on Cu Chi where spawns and combat area volumes would break if the US failed to capture Objective F on the first round of a match
Fixed an issue where a floor inside a shed on Cu Chi was not rendering at long distances, allowing players to easily see enemies trying to take cover inside
Increased the draw distance on the sides of the rubber factory on Cu Chi
Fixed additional snags and collision issues across all maps
Fixed an area of the tunnels in Hue City where players could see through the map while prone
Fixed an issue where players were being blocked by invisible collision on the balcony of Objective B on Hue City
Fixed an issue on Hue City where a balcony was unintentionally tall and prevented players from shooting over the parapet
Fixed a visual bug where running up a sloped tunnel in Hue City would cause players to appear to bounce up the slope
Fixed various mantling and LMG deployment issues with sandbags on Hue City
Fixed an area where players could fall through the floor in Objective B on Hue City
Fixed an area of Song Be where players could prone underwater
Fixed an issue where players could spawn under the map on Hill 937
Fixed various gaps between map boundary volumes on Hill 937
Fixed various areas on Hill 937 where helicopters could fly and land out-of-bounds
Fixed an exploit on Hill 937 where players could move through a blocked tunnel entrance with no collision and see under the map
Fixed the draw distance on environment assets in objective A on An Lao Valley
Fixed an area of An Lao Valley where players could become permanently stuck
Fixed various holes in the terrain across An Lao Valley and Cu Chi
Fixed the draw distance on a tunnel mesh on Cu Chi which allowed players to see under the map when approaching Objective E
Fixed an issue where players were unable to run or mantle over a log blocking a path on Song Be
Added a missing tunnel icon on Hill 937
Fixed an issue where one tunnel on Hill 937 was darker than all other tunnels on the overhead map
Fixed various floating objects across all maps
Art
Fixed an issue where FXAA anti-aliasing would not cause any noticeable difference to the game’s graphics
Fixed a bug where all characters were set to an incorrect (low) level of detail when viewed at close range. This was seen during Open Beta
Fixed an issue where disabling Anti-Aliasing would break the character customization screen in various ways
Fixed a ‘light bleeding’ issue primarily visible on interiors on Hue City
Fixed an issue where objects would briefly disappear and then reappear on the transition between LODs, primarily seen on Cu Chi
Fixed lighting issues on various meshes found on Cu Chi
Fixed an issue where Northern Pawns would run with two hands on the weapon with one arm clipping through their body
Fixed an issue where the second floor of the rubber factory on Cu Chi would not display shadows
Deleted several development placeholder packages which has significantly reduced the file size of the game
Fixed an issue where light was bleeding through the short walls around objective C on Cu Chi
Fixed a collision issue with wooden plank debris found on Hue City
GUI
Fixed an issue where filters in the server browser would not display correctly
Fixed an issue where objective icons on the deployment screen would be rendered at the wrong size
Fixed an issue where Ammo Request icons did not scale properly on the overhead map
Fixed an issue with the orders widget where orders would display as being issued by the enemy commander
Fixed an issue where changing weapons while the tip widget was displayed would remove the background and make the text stay on the screen
Audio
Removed Japanese speech from Vietnamese lines
Fixed an issue where moving while crouched with the pick mattock would cause the player’s footsteps to be silent
Fixed an issue where shooting enemies would not cause them to play ‘wounded’ sounds and voice lines
Fixed an issue where the impact of projectiles from the Spooky’s miniguns could be heard further away than artillery explosions
Fixed a bug where headshot and body shot impact audio would sometimes not play
Miscellaneous Fixes & Updates
Fixed an issue where the achievement ‘The Gang Solves the North Vietnam Problem’ would not unlock for the correct squad
Fixed a log warning caused by improper usage flags set on the Glass material
Fixed a log warning caused by the M79 projectile’s collision
Fixed a log warning for the Signal Smoke grenade
Changed the name of the IZH-43 to the IZH-58
Fixed an issue where build increments would not prevent players from selecting servers running different builds
Fixed an issue where Tree Canopy Volumes would rapidly break and then repair helicopter rotors
Removed the word ‘STUUUUUF’ from the server browser as the translators were having problems with it...
Optimization Passes
Fixed a log spam issue caused by VOIP that would affect game performance
Fixed an issue where Squad leaders not viewing the ‘Rally Here’ icon would receive log spam and would affect game performance
Web Admin
The Webadmin header no longer displays as ‘Red Orchestra 2’
Fixed an issue where 50% of kicks via Webadmin resulted in a client side crash for the player being kicked
Defaulted friendly fire damage and kill limits to zero
Prevented training maps from appearing in the ‘GameType’ field
Fixed an issue where modifying the welcome screen would untick ‘Enable Screen’ option on saving the new message
Steam Workshop
Corrected an issue where the SDK Frontend was not reading files from the Rising Storm 2 folder in My Documents
The final thing we are happy to announce today is that the game has received its PEGI and USK ratings (both 18) for the boxed versions of the games. This means that we can now be sure there will be no cuts for any versions (boxed or digital). We know this tends to be a major concern from our German fans so spread the word to your friends.
We look forward to seeing many of you in game on the 30th! And as a reminder, this is only the end of the beginning, with much more to come! We’ll soon be updating the Trello Board both with the outlines for our update plans for the next couple of years (currently down as we reset it for launch), plus the community requests in general.
With less than a week left to go until launch (May 30th) the team at Antimatter Games and Tripwire Interactive are very excited (and hard at work)! Don’t forget that the pre-order discount of 25% off the Digital Deluxe ends at launch, when the standard version of the game will be available for a 10% discount of $22.49 but without any of the DD extras!
Speaking of the Digital Deluxe version, the soundtrack should be making its way into your Steam folders at launch! The KF 2 weapon skins will be available to play within KF2 at the next major Killing Floor 2 update (They’ll actually be granted in the back end before that, but they need to actually be added into the game before you can use them).
And since Open Beta ended the team has continued to work towards squashing many bugs. The following list covers many of them that should be fixed in the launch build:
New Additions
Non-English language support! Players can now enjoy Rising Storm 2: Vietnam in French, German, Spanish, and Portuguese-Brazil. To select a language, right click on the game in your steam library and select a language from the ‘Language’ tab.
Rising Storm 2: Vietnam Steam trading cards are now available. Collect the whole set!
Major Changes
Stats Wipe for pre-release players - thank you to everyone who participated in the Closed Alpha, Closed Beta and Open Beta waves! Based on the level of progression observed in the Beta, the leveling thresholds have been altered to make leveling in RS2: Vietnam a challenging and rewarding experience. Player stats and achievements have been wiped and all players will begin again at the same level on May 30th.
General Changes & Updates Gameplay
Motion blur has been removed from the settings menu. This will provide for a much smoother play experience. (Should you wish to turn motion blur back on, you may do so by editing an .ini file directly. The .ini file is called ROEngine.ini and is located under your “My Games” Rising Storm directory. Once in the .ini file, search for the word “blur” and change the line MotionBlur = False to MotionBlur = True)
Increased the distance at which players can disarm traps
Made it easier to pick up dropped weapons when playing online
Maps
Prevented an exploit where players using the DShK at C on Hill 937 could see and fire at helicopters taking off from the helicopter base
Prevented players on top of the water tower on Cu Chi from sniping players at US spawn
Increased the NVA reinforcements counter from 330 to 500 on Hill 937
Added 32 and 64 player reinforcement counts for the Territories versions of Compound and Firebase
Improved interior post-processing and lighting on building interiors in Hue City
GUI
Adjusted suppression indicators to increase their visibility
Modified the helicopter resupply icon for greater clarity
Changed the flamethrower tank ammo icon to match the tank design of the M9A1 flamethrower
Removed pre-launch materials from the main menu
Audio
Improved bullet cracks and whiz sounds and functionality
Adjusted the radius of explosion sound effect for the surface-to-air missile to make it play at a longer range
Bug Fixes Crashes
Fixed a crash on launch that was affecting some users
Gameplay
We believe we have fixed the notorious ‘sprint zoom’ bug. We are interested to hear further reports if players still encounter this
Fixed an issue where destroying a helicopter engine did not reduce the engine’s RPM
Fixed an issue where MD82 mines were prone to being set off by the player who had planted them, when firing weapons near the mines
Fixed an issue where Huey Co-Pilots could not right click to send the ‘get out’ message
Fixed an issue where Huey Pilots would receive team kills when the helicopter crashed due to enemy weapons fire if passengers were killed
Fixed an issue where players were force-spawned before hitting ‘Join’
Fixed an issue where the fire effect for napalm strikes would appear different to the area in which players would receive fire damage
Maps
Fixed an issue on Cu Chi where spawns and combat area volumes would break if the US failed to capture Objective F on the first round of a match
Fixed an issue where a floor inside a shed on Cu Chi was not rendering at long distances, allowing players to easily see enemies trying to take cover inside
Increased the draw distance on the sides of the rubber factory on Cu Chi
Fixed additional snags and collision issues across all maps
Fixed an area of the tunnels in Hue City where players could see through the map while prone
Fixed an issue where players were being blocked by invisible collision on the balcony of Objective B on Hue City
Fixed an issue on Hue City where a balcony was unintentionally tall and prevented players from shooting over the parapet
Fixed a visual bug where running up a sloped tunnel in Hue City would cause players to appear to bounce up the slope
Fixed various mantling and LMG deployment issues with sandbags on Hue City
Fixed an area where players could fall through the floor in Objective B on Hue City
Fixed an area of Song Be where players could prone underwater
Fixed an issue where players could spawn under the map on Hill 937
Fixed various gaps between map boundary volumes on Hill 937
Fixed various areas on Hill 937 where helicopters could fly and land out-of-bounds
Fixed an exploit on Hill 937 where players could move through a blocked tunnel entrance with no collision and see under the map
Fixed the draw distance on environment assets in objective A on An Lao Valley
Fixed an area of An Lao Valley where players could become permanently stuck
Fixed various holes in the terrain across An Lao Valley and Cu Chi
Fixed the draw distance on a tunnel mesh on Cu Chi which allowed players to see under the map when approaching Objective E
Fixed an issue where players were unable to run or mantle over a log blocking a path on Song Be
Added a missing tunnel icon on Hill 937
Fixed an issue where one tunnel on Hill 937 was darker than all other tunnels on the overhead map
Fixed various floating objects across all maps
Art
Fixed an issue where FXAA anti-aliasing would not cause any noticeable difference to the game’s graphics
Fixed a bug where all characters were set to an incorrect (low) level of detail when viewed at close range. This was seen during Open Beta
Fixed an issue where disabling Anti-Aliasing would break the character customization screen in various ways
Fixed a ‘light bleeding’ issue primarily visible on interiors on Hue City
Fixed an issue where objects would briefly disappear and then reappear on the transition between LODs, primarily seen on Cu Chi
Fixed lighting issues on various meshes found on Cu Chi
Fixed an issue where Northern Pawns would run with two hands on the weapon with one arm clipping through their body
Fixed an issue where the second floor of the rubber factory on Cu Chi would not display shadows
Deleted several development placeholder packages which has significantly reduced the file size of the game
Fixed an issue where light was bleeding through the short walls around objective C on Cu Chi
Fixed a collision issue with wooden plank debris found on Hue City
GUI
Fixed an issue where filters in the server browser would not display correctly
Fixed an issue where objective icons on the deployment screen would be rendered at the wrong size
Fixed an issue where Ammo Request icons did not scale properly on the overhead map
Fixed an issue with the orders widget where orders would display as being issued by the enemy commander
Fixed an issue where changing weapons while the tip widget was displayed would remove the background and make the text stay on the screen
Audio
Removed Japanese speech from Vietnamese lines
Fixed an issue where moving while crouched with the pick mattock would cause the player’s footsteps to be silent
Fixed an issue where shooting enemies would not cause them to play ‘wounded’ sounds and voice lines
Fixed an issue where the impact of projectiles from the Spooky’s miniguns could be heard further away than artillery explosions
Fixed a bug where headshot and body shot impact audio would sometimes not play
Miscellaneous Fixes & Updates
Fixed an issue where the achievement ‘The Gang Solves the North Vietnam Problem’ would not unlock for the correct squad
Fixed a log warning caused by improper usage flags set on the Glass material
Fixed a log warning caused by the M79 projectile’s collision
Fixed a log warning for the Signal Smoke grenade
Changed the name of the IZH-43 to the IZH-58
Fixed an issue where build increments would not prevent players from selecting servers running different builds
Fixed an issue where Tree Canopy Volumes would rapidly break and then repair helicopter rotors
Removed the word ‘STUUUUUF’ from the server browser as the translators were having problems with it...
Optimization Passes
Fixed a log spam issue caused by VOIP that would affect game performance
Fixed an issue where Squad leaders not viewing the ‘Rally Here’ icon would receive log spam and would affect game performance
Web Admin
The Webadmin header no longer displays as ‘Red Orchestra 2’
Fixed an issue where 50% of kicks via Webadmin resulted in a client side crash for the player being kicked
Defaulted friendly fire damage and kill limits to zero
Prevented training maps from appearing in the ‘GameType’ field
Fixed an issue where modifying the welcome screen would untick ‘Enable Screen’ option on saving the new message
Steam Workshop
Corrected an issue where the SDK Frontend was not reading files from the Rising Storm 2 folder in My Documents
The final thing we are happy to announce today is that the game has received its PEGI and USK ratings (both 18) for the boxed versions of the games. This means that we can now be sure there will be no cuts for any versions (boxed or digital). We know this tends to be a major concern from our German fans so spread the word to your friends.
We look forward to seeing many of you in game on the 30th! And as a reminder, this is only the end of the beginning, with much more to come! We’ll soon be updating the Trello Board both with the outlines for our update plans for the next couple of years (currently down as we reset it for launch), plus the community requests in general.
Our open beta for Vietnam has just come to a close. If you have not yet, please take the time to fill out as many of the surveys here ( http://risingstorm2.com/survey ) that apply to you. We would like to once again thank everyone who has participated, old and new alike. Thank you!
We are continuing to work on many of the community’s top issues, including targeted fixes which we’ll be sharing later this week as they go into internal testing in time for launch on the 30th. But development does not stop there.
While many of the team continue to work towards launch, the rest of the team continues to forge ahead. Level designers and artists are working towards post-release content, such as maps and weapons, while the engine team is prototyping sweeping changes to the rendering system to help tackle performance bottlenecks.
As you can see, launch is just another beginning for us here at Tripwire Interactive, Antimatter Games, and you, the players. We are planning for some exciting new content already and can’t wait to see what the community comes up with via the modding SDK! We look forward to running through the jungles with you once more on the 30th. Signing off.
Our open beta for Vietnam has just come to a close. If you have not yet, please take the time to fill out as many of the surveys here ( http://risingstorm2.com/survey ) that apply to you. We would like to once again thank everyone who has participated, old and new alike. Thank you!
We are continuing to work on many of the community’s top issues, including targeted fixes which we’ll be sharing later this week as they go into internal testing in time for launch on the 30th. But development does not stop there.
While many of the team continue to work towards launch, the rest of the team continues to forge ahead. Level designers and artists are working towards post-release content, such as maps and weapons, while the engine team is prototyping sweeping changes to the rendering system to help tackle performance bottlenecks.
As you can see, launch is just another beginning for us here at Tripwire Interactive, Antimatter Games, and you, the players. We are planning for some exciting new content already and can’t wait to see what the community comes up with via the modding SDK! We look forward to running through the jungles with you once more on the 30th. Signing off.
ROSWELL, GA – May 19, 2017 – Tripwire Interactive is pleased to announce today the official release date for Rising Storm 2: Vietnam, the sequel to the smash hit Rising Storm, PC Gamer’s 2013 ‘Multiplayer Game of the Year’. The game will be available to play at 12:00PM Pacific Time on Tuesday 30th May. Fans who pre-ordered should be able to pre-load before that. The game will also be available to buy via Steam, at a 10% discount for the day, with the Standard Edition available for $24.99 and the Digital Deluxe Edition priced at $29.99 normally.
To celebrate the impending release of Rising Storm 2: Vietnam, Publisher Tripwire Interactive and developer Antimatter Games are kicking off an Open Beta that begins today and runs until 4:00PM EDT on Monday, May 22nd. This will act just like a Free Weekend - head for the Steam Store page, download and play!
Tripwire Interactive is also including a new “goodie” for Killing Floor 2 PC owners who pre-order or buy the Rising Storm 2: Vietnam Digital Deluxe Edition. They will receive four bonus Rising Storm 2: Vietnam themed weapons skins to use in Killing Floor 2 for the PC. Those weapon skins include the RPG-7 rocket launcher, the M16 with M203 grenade launcher attachment, the M1911 automatic pistol and the classic Lever Action Rifle. Note – the weapon skins will be available as part of Killing Floor 2’s next major update which will be announced at a later date.
Tripwire and Antimatter Games have also created and released a series of tutorial videos for Rising Storm 2: Vietnam that offer up some great insights into the various aspects of gameplay. They can be viewed here.
Rising Storm 2: Vietnam is currently under development by Antimatter Games and will be published by Tripwire Interactive for PC.
ROSWELL, GA – May 19, 2017 – Tripwire Interactive is pleased to announce today the official release date for Rising Storm 2: Vietnam, the sequel to the smash hit Rising Storm, PC Gamer’s 2013 ‘Multiplayer Game of the Year’. The game will be available to play at 12:00PM Pacific Time on Tuesday 30th May. Fans who pre-ordered should be able to pre-load before that. The game will also be available to buy via Steam, at a 10% discount for the day, with the Standard Edition available for $24.99 and the Digital Deluxe Edition priced at $29.99 normally.
To celebrate the impending release of Rising Storm 2: Vietnam, Publisher Tripwire Interactive and developer Antimatter Games are kicking off an Open Beta that begins today and runs until 4:00PM EDT on Monday, May 22nd. This will act just like a Free Weekend - head for the Steam Store page, download and play!
Tripwire Interactive is also including a new “goodie” for Killing Floor 2 PC owners who pre-order or buy the Rising Storm 2: Vietnam Digital Deluxe Edition. They will receive four bonus Rising Storm 2: Vietnam themed weapons skins to use in Killing Floor 2 for the PC. Those weapon skins include the RPG-7 rocket launcher, the M16 with M203 grenade launcher attachment, the M1911 automatic pistol and the classic Lever Action Rifle. Note – the weapon skins will be available as part of Killing Floor 2’s next major update which will be announced at a later date.
Tripwire and Antimatter Games have also created and released a series of tutorial videos for Rising Storm 2: Vietnam that offer up some great insights into the various aspects of gameplay. They can be viewed here.
Rising Storm 2: Vietnam is currently under development by Antimatter Games and will be published by Tripwire Interactive for PC.
Added a numerical value to ‘Mouse Sensitivity’ in the settings menu
Changed team chat colors from white to the color of your team
Tutorial videos have been added (if you are new to the franchise, we recommend you watch them all!)
General Changes & Updates
Gameplay
Made changes to players’ IK to reduce ‘jittering/bouncing’. This improvement is especially noticeable on steep terrain
Set Framerate Smoothing to ‘On’ by default, to improve motion blur. You can uncap your framerate by disabling Framerate Smoothing in the graphics setting menu. Note, to do so, you must select the ‘custom’ graphics quality option
Maps
Standardized the brightness and saturation on all overhead maps
Standardized objective outlines on all overhead maps
Improved lighting on the US character customization menu of Hill 937
Added ‘no tunnel’ areas to Hill 937 to destroy forward Squad Tunnels as the US team captured objectives
GUI
Added the ‘player-feedback survey’ link back to the main menu. Please be sure to send in your feedback!
Audio
Increased the volume of surface-to-air missile explosions
Bug Fixes
Crashes
Fixed several crashes that would occur for some folks when attempting to launch the game
Fixed a random crash caused by a Rendering Thread Exception
Fixed a random crash that would occur when you tried to change maps
Gameplay
Fixed an issue where smoke grenades would not be affected by wind and the smoke would only rise straight up
Fixed an issue where players would be stuck in spectator mode if a round ended while in character customization menus
Fixed a bug which caused a delay in spawning when swapping sides at round end
Fixed an issue where spectator camera would be set to the incorrect mode by default
Fixed a bug where fire support assist points were given to all squad leaders rather than the one whose mark had been selected by the commander
Fixed an issue where the ‘Get Out’ message triggered by Transport Pilots would appear for players in other helicopters
Fixed an issue where players would briefly equip a grenade after picking up a weapon
Fixed an exploit where commanders could extend their active recon ability through an exploit in the cooldown timer
Fixed an issue where bullets would spawn behind the player when using LMGs
Maps
Fixed numerous snags, player-stuck areas and collision issues across all maps
Removed various invisible walls near the US spawn on Hue City
Fixed an issue where NLF players would spawn near US spawn points on Hue City
Fixed an issue on Hue City where players could mantle onto a roof with no collision, south east of Objective B
Fixed an issue where there were no active spawn points for the US immediately after objectives A & B were captured
Fixed an issue which allowed NLF players to mark arty at C at any time during a match on Hue City
Fixed an issue on Cu Chi where spawns and combat-area volumes would break if the US failed to capture objective F on the first round
Fixed an issue on Cu Chi where if the US captured objective F in the first round the NLF side could mark artillery at any point on the map in subsequent rounds
Fixed an issue where the US team would have no active spawn locations after capturing objective F
Fixed an issue on Firebase where crater decals were not displaying due to a missing material
Fixed an area of Firebase where players could walk through barbed wire due to no collision being present
Fixed an issue where the Ho Chi Minh Trail commander ability would roll over into the second round
Fixed an issue on Cu Chi where the DShK did not reset at round end and would be present for the entirety of the subsequent round
Fixed various holes in the terrain and rocks on Hill 937
Fixed an exploit on Hill 937 which allowed players access to an out-of-bounds area
Fixed an invisible wall on Compound which prevented attackers from flanking on the far-right of objective A
Fixed an issue where certain parts of the school building on Compound lacked collision
Fixed an unclimbable slope on Hill 937
Fixed an exploit on Cu Chi where NLF defenders could fire into US spawn from the water tower in the Rubber Factory objective
Fixed an area of Hue City where the player could mantle onto a blocking volume and appear to hover
Fixed various areas on Hill 937 where helicopters could land out-of-bounds
Fixed an issue where map boundary volumes were interacting in unintended ways with helicopters on Hill 937
Fixed an issue where NLF players could continue to place squad tunnels on the East side of the river on Hue City when objectives A & B had fallen
Fixed a location on Hue City where players could access an out-of-bounds room through a door with no collision
Fixed an issue with Temple objective C on Cu Chi where short walls would not cast shadows
Removed invisible walls from a tunnel near objective G on Song Be
Removed an invisible wall from a tunnel near objective B on Hill 937
Made it possible for players to walk up a high step at objective F on Hue City
Fixed an issue where players could become stuck in the bridge near objective C on Hue City if they spawned on a Squad Tunnel under the bridge
Fixed an exploit on Hill 937 where placing a Squad Tunnel inside a spawn room would allow players to deploy out of bounds
Fixed an exploit on Hue City where players could access the rooftops on the South end of the moat
Fixed an area on Hue City where mantling over a specific wall caused players to fall through the world
Fixed a lighting issue on the sandbag supports on Firebase
Fixed an issue where objects in a bunker on Firebase appeared unlit
Removed invisible walls from tunnels on Hue City
Fixed an area on Hue City where players could fall out of the map
Fixed an issue on An Lao Valley and Hue City where radios were not appearing and disappearing as intended, as objectives changed from side to side
Fixed various gaps in the terrain and incorrect materials on Firebase
Fixed an exploit on Hue City where players could move through a bush near objective C and climb into the air
Fixed an issue where players could prone and see under the terrain on Jungle Camp
Fixed broken vine ladders on Objective B of Compound
Art
Fixed an issue which would cause sniper scopes’ glass to turn purple and not render correctly
Fixed an issue which caused several particle effects to flicker
Fixed an issue where other players would appear to bounce around when aiming down sights on the DShK
Fixed an issue which caused the lids and surrounding ground of Squad Deployment Tunnels to appear unlit when placed in shadows
Fixed an issue where the helicopter’s main rotor blade did not break correctly and appeared blurred and still attached
Improved the placement of characters’ feet when sprinting up steep inclines
Fixed an issue where players would spawn with invisible hands when using certain weapons after using character customization while in game
Fixed an issue with the DShK reload animation where US players carrying the M1911 would appear to be holding their pistol upside-down
Fixed an issue where the Cobra’s rockets were missing their ‘smoke trails’
Fixed an issue where smoke grenades’ smoke would vanish abruptly at the end of the effect
GUI
Fixed an issue where all spotting icons were offset from their targets
Fixed an issue where the orders/vote prompt text could overlap
Added a prompt for ‘reinforcements depleted’
Fixed an issue where overhead maps would appear too bright on the spawn and escape menus
Fixed an issue where the M79 smoke grenade kill icon rendered incorrectly as a skull and crossbones
Fixed an issue where links would fail to render for Supremacy games on the overhead map
Fixed an issue where the enemy spotted icon rendered as nearly invisible
Fixed a player-messaging issue where the Ho Chi Minh Trail commander ability was not active for the time stated in the hint widget
Fixed an issue where ping would not be displayed on the scoreboard
Fixed various graphical issues and text-clipping on the server browser
Fixed an issue where the Profile & Stats button on the Skirmish Ready-Up screen would be inactive
Fixed an issue where the ‘safe to exit’ icon in helicopters would obscure the ‘changed voice channel’ dialogue
Audio
Fixed an issue where being killed by a headshot would sometimes play incorrect audio
Fixed an issue where fire damage to Vietnamese characters would trigger screams in English
Fixed an issue where the volume of grenade bouncing was incorrect
Fixed an issue where players would continue to hear their own death sounds upon returning to the location of their death
Added a cooldown to the ‘vehicle has low ammo’ voiceover
Miscellaneous Fixes & Updates
Fixed an issue which would cause rocket trails, certain smoke and wind-affected particle effects not to render properly
Changed ‘Rising Storm 2’ to ‘Rising Storm 2 Vietnam’ in the Steam Directory
Optimization Passes
Various sound optimizations to reduce CPU load
Fixed a log spam issue on Hill 937
Web Admin
Fixed an issue where if one enabled multi-admins through the Web Admin tool, all admin abilities would break
Added a numerical value to ‘Mouse Sensitivity’ in the settings menu
Changed team chat colors from white to the color of your team
Tutorial videos have been added (if you are new to the franchise, we recommend you watch them all!)
General Changes & Updates
Gameplay
Made changes to players’ IK to reduce ‘jittering/bouncing’. This improvement is especially noticeable on steep terrain
Set Framerate Smoothing to ‘On’ by default, to improve motion blur. You can uncap your framerate by disabling Framerate Smoothing in the graphics setting menu. Note, to do so, you must select the ‘custom’ graphics quality option
Maps
Standardized the brightness and saturation on all overhead maps
Standardized objective outlines on all overhead maps
Improved lighting on the US character customization menu of Hill 937
Added ‘no tunnel’ areas to Hill 937 to destroy forward Squad Tunnels as the US team captured objectives
GUI
Added the ‘player-feedback survey’ link back to the main menu. Please be sure to send in your feedback!
Audio
Increased the volume of surface-to-air missile explosions
Bug Fixes
Crashes
Fixed several crashes that would occur for some folks when attempting to launch the game
Fixed a random crash caused by a Rendering Thread Exception
Fixed a random crash that would occur when you tried to change maps
Gameplay
Fixed an issue where smoke grenades would not be affected by wind and the smoke would only rise straight up
Fixed an issue where players would be stuck in spectator mode if a round ended while in character customization menus
Fixed a bug which caused a delay in spawning when swapping sides at round end
Fixed an issue where spectator camera would be set to the incorrect mode by default
Fixed a bug where fire support assist points were given to all squad leaders rather than the one whose mark had been selected by the commander
Fixed an issue where the ‘Get Out’ message triggered by Transport Pilots would appear for players in other helicopters
Fixed an issue where players would briefly equip a grenade after picking up a weapon
Fixed an exploit where commanders could extend their active recon ability through an exploit in the cooldown timer
Fixed an issue where bullets would spawn behind the player when using LMGs
Maps
Fixed numerous snags, player-stuck areas and collision issues across all maps
Removed various invisible walls near the US spawn on Hue City
Fixed an issue where NLF players would spawn near US spawn points on Hue City
Fixed an issue on Hue City where players could mantle onto a roof with no collision, south east of Objective B
Fixed an issue where there were no active spawn points for the US immediately after objectives A & B were captured
Fixed an issue which allowed NLF players to mark arty at C at any time during a match on Hue City
Fixed an issue on Cu Chi where spawns and combat-area volumes would break if the US failed to capture objective F on the first round
Fixed an issue on Cu Chi where if the US captured objective F in the first round the NLF side could mark artillery at any point on the map in subsequent rounds
Fixed an issue where the US team would have no active spawn locations after capturing objective F
Fixed an issue on Firebase where crater decals were not displaying due to a missing material
Fixed an area of Firebase where players could walk through barbed wire due to no collision being present
Fixed an issue where the Ho Chi Minh Trail commander ability would roll over into the second round
Fixed an issue on Cu Chi where the DShK did not reset at round end and would be present for the entirety of the subsequent round
Fixed various holes in the terrain and rocks on Hill 937
Fixed an exploit on Hill 937 which allowed players access to an out-of-bounds area
Fixed an invisible wall on Compound which prevented attackers from flanking on the far-right of objective A
Fixed an issue where certain parts of the school building on Compound lacked collision
Fixed an unclimbable slope on Hill 937
Fixed an exploit on Cu Chi where NLF defenders could fire into US spawn from the water tower in the Rubber Factory objective
Fixed an area of Hue City where the player could mantle onto a blocking volume and appear to hover
Fixed various areas on Hill 937 where helicopters could land out-of-bounds
Fixed an issue where map boundary volumes were interacting in unintended ways with helicopters on Hill 937
Fixed an issue where NLF players could continue to place squad tunnels on the East side of the river on Hue City when objectives A & B had fallen
Fixed a location on Hue City where players could access an out-of-bounds room through a door with no collision
Fixed an issue with Temple objective C on Cu Chi where short walls would not cast shadows
Removed invisible walls from a tunnel near objective G on Song Be
Removed an invisible wall from a tunnel near objective B on Hill 937
Made it possible for players to walk up a high step at objective F on Hue City
Fixed an issue where players could become stuck in the bridge near objective C on Hue City if they spawned on a Squad Tunnel under the bridge
Fixed an exploit on Hill 937 where placing a Squad Tunnel inside a spawn room would allow players to deploy out of bounds
Fixed an exploit on Hue City where players could access the rooftops on the South end of the moat
Fixed an area on Hue City where mantling over a specific wall caused players to fall through the world
Fixed a lighting issue on the sandbag supports on Firebase
Fixed an issue where objects in a bunker on Firebase appeared unlit
Removed invisible walls from tunnels on Hue City
Fixed an area on Hue City where players could fall out of the map
Fixed an issue on An Lao Valley and Hue City where radios were not appearing and disappearing as intended, as objectives changed from side to side
Fixed various gaps in the terrain and incorrect materials on Firebase
Fixed an exploit on Hue City where players could move through a bush near objective C and climb into the air
Fixed an issue where players could prone and see under the terrain on Jungle Camp
Fixed broken vine ladders on Objective B of Compound
Art
Fixed an issue which would cause sniper scopes’ glass to turn purple and not render correctly
Fixed an issue which caused several particle effects to flicker
Fixed an issue where other players would appear to bounce around when aiming down sights on the DShK
Fixed an issue which caused the lids and surrounding ground of Squad Deployment Tunnels to appear unlit when placed in shadows
Fixed an issue where the helicopter’s main rotor blade did not break correctly and appeared blurred and still attached
Improved the placement of characters’ feet when sprinting up steep inclines
Fixed an issue where players would spawn with invisible hands when using certain weapons after using character customization while in game
Fixed an issue with the DShK reload animation where US players carrying the M1911 would appear to be holding their pistol upside-down
Fixed an issue where the Cobra’s rockets were missing their ‘smoke trails’
Fixed an issue where smoke grenades’ smoke would vanish abruptly at the end of the effect
GUI
Fixed an issue where all spotting icons were offset from their targets
Fixed an issue where the orders/vote prompt text could overlap
Added a prompt for ‘reinforcements depleted’
Fixed an issue where overhead maps would appear too bright on the spawn and escape menus
Fixed an issue where the M79 smoke grenade kill icon rendered incorrectly as a skull and crossbones
Fixed an issue where links would fail to render for Supremacy games on the overhead map
Fixed an issue where the enemy spotted icon rendered as nearly invisible
Fixed a player-messaging issue where the Ho Chi Minh Trail commander ability was not active for the time stated in the hint widget
Fixed an issue where ping would not be displayed on the scoreboard
Fixed various graphical issues and text-clipping on the server browser
Fixed an issue where the Profile & Stats button on the Skirmish Ready-Up screen would be inactive
Fixed an issue where the ‘safe to exit’ icon in helicopters would obscure the ‘changed voice channel’ dialogue
Audio
Fixed an issue where being killed by a headshot would sometimes play incorrect audio
Fixed an issue where fire damage to Vietnamese characters would trigger screams in English
Fixed an issue where the volume of grenade bouncing was incorrect
Fixed an issue where players would continue to hear their own death sounds upon returning to the location of their death
Added a cooldown to the ‘vehicle has low ammo’ voiceover
Miscellaneous Fixes & Updates
Fixed an issue which would cause rocket trails, certain smoke and wind-affected particle effects not to render properly
Changed ‘Rising Storm 2’ to ‘Rising Storm 2 Vietnam’ in the Steam Directory
Optimization Passes
Various sound optimizations to reduce CPU load
Fixed a log spam issue on Hill 937
Web Admin
Fixed an issue where if one enabled multi-admins through the Web Admin tool, all admin abilities would break
We’ve been excited to see so many new faces joining us in the jungles of Rising Storm 2: Vietnam over the weekend. We’ve been dropping into games with many of you as well as siphoning up your chatter in the forums and social media!
Our primary goal right now is sorting through those items, prioritizing and actioning them. This does not mean we will be able to get to everything, and you can find out more about the “Life and Death of a Bug” here. If you would like to help us find and squash these bugs over the life of the game you can see how the QA team likes posts structured and the information they find most useful in the forums: http://steamcommunity.com/app/418460/discussions/1/208684375413802743/
We are also focusing in on user reports of crashes (please send in those BugSplat reports and be sure to include your email in the report!) as well as trying to narrow down performance issues that are being flagged up. We are gathering as much information as we can on that front in the bug section of the forums here (http://steamcommunity.com/gid/103582791441057506/announcements/detail/1300821320426748904) . We did notice that one of our more frequent crashes was users attempting to run the game with sub-DX 11 hardware. If you don’t know that you are one of those users check the BugSplat report that is generated. A message letting you know that you do not have DX 11 hardware will be displayed in the BugSplat crash report.
Some other specific bugs we are working on fixing (or have already fixed) for the next beta are:
Enemy Spotted indicator not saving the Z coordinates
Many collision/geometry issues reported by the community in CB 7 (invisible walls, doors with no collision, hills that were not climbable that should have been and more)
Smoke grenades not spreading on the ground properly
A case where players would not hear the gunfire that killed them
Bullet cracks have been found and returned
Overhead maps (and some menus) overblown lighting is being looked into
Players killed in the character customization menu have recovered their limbs
Grenade impact sounds not attenuating close enough
Web Admin - MultiAdmin permissions not being properly granted
And a big THANK YOU once again to all those who have helped us test the game. Closed beta wave 7 has ended and work has already started on targeted fixes in preparation for the next beta. And as a reminder, if you haven’t yet filled out the survey for wave 7, please do so now: http://rs2vietnam.com/survey/
We’ve been excited to see so many new faces joining us in the jungles of Rising Storm 2: Vietnam over the weekend. We’ve been dropping into games with many of you as well as siphoning up your chatter in the forums and social media!
Our primary goal right now is sorting through those items, prioritizing and actioning them. This does not mean we will be able to get to everything, and you can find out more about the “Life and Death of a Bug” here. If you would like to help us find and squash these bugs over the life of the game you can see how the QA team likes posts structured and the information they find most useful in the forums: http://steamcommunity.com/app/418460/discussions/1/208684375413802743/
We are also focusing in on user reports of crashes (please send in those BugSplat reports and be sure to include your email in the report!) as well as trying to narrow down performance issues that are being flagged up. We are gathering as much information as we can on that front in the bug section of the forums here (http://steamcommunity.com/gid/103582791441057506/announcements/detail/1300821320426748904) . We did notice that one of our more frequent crashes was users attempting to run the game with sub-DX 11 hardware. If you don’t know that you are one of those users check the BugSplat report that is generated. A message letting you know that you do not have DX 11 hardware will be displayed in the BugSplat crash report.
Some other specific bugs we are working on fixing (or have already fixed) for the next beta are:
Enemy Spotted indicator not saving the Z coordinates
Many collision/geometry issues reported by the community in CB 7 (invisible walls, doors with no collision, hills that were not climbable that should have been and more)
Smoke grenades not spreading on the ground properly
A case where players would not hear the gunfire that killed them
Bullet cracks have been found and returned
Overhead maps (and some menus) overblown lighting is being looked into
Players killed in the character customization menu have recovered their limbs
Grenade impact sounds not attenuating close enough
Web Admin - MultiAdmin permissions not being properly granted
And a big THANK YOU once again to all those who have helped us test the game. Closed beta wave 7 has ended and work has already started on targeted fixes in preparation for the next beta. And as a reminder, if you haven’t yet filled out the survey for wave 7, please do so now: http://rs2vietnam.com/survey/