Rising Storm 2: Vietnam - [TW]Yoshiro


Hello everyone!

It has been great to see so many new names in the servers and communities after the recent 1.08 ARVN update and free weekend. Right now, the teams are focused on digging into any issues that have been sticking out like a punji stick, with a keen eye for trying to find some of the more hidden ones!

As part of that effort we currently have two updates planned for the near future. The first, 1.08.2, should be with players by the end of the week. This update will focus on map balance issues, such as changes to Resort gameplay, opening up the flanks for landings as well as adding more cover on the beach. It will also feature further sound improvements to older weapons to bring them in line with the newer additions, animation changes to weapons based on community feedback and a fix for hitching caused by going out of bounds as well as addressing other bugs.

The team is continuing to investigate other community reports for another patch, update 1.08.3, next week. This update will target other map balance changes and we are on the lookout for reproduction cases related to stats not saving, movement issues (such as the jitter that can happen after proning) and hit detection. If you believe you have one, please make sure you let us know in the bug forums located here: https://steamcommunity.com/app/418460/discussions/1/

And don’t forget to join us for the Ask Us (Almost) Anything on the subreddit this Thursday - June 7th, starting from 3 PM EST (-5 GMT) and running for 3 hours. https://www.reddit.com/r/rs2vietnam/

We are looking forward to answering your questions,

Tripwire Interactive & Antimatter Games
Rising Storm 2: Vietnam - [TW]Yoshiro


Hello everyone!

As promised, in the State of the Game post from Tripwire Producer Mike Stone, we have gathered 9 top community questions. Don’t worry if you do not see your personal top questions asked and answered here below, as we have an Ask Me (Almost) Anything planned for our reddit community next week (more details at the end!). Let’s get started with Red Orchestra/Rising Storm Project Lead - Alan Wilson and Lead Designer - Adam Hatch:

Question: Will we be adding more weapons for the North Vietnamese?
Alan: Yes, absolutely. We can go in a number of directions here. The PAVN (NVA) were fairly well equipped by their allies in Russia and China, so we can call on a good stock of modern weapons there. For the NLF (VC), we can play much more to their guerilla roots. They were generally operating on “hand-me-downs”, including everything from random old rifles and shotguns, to old stocks of WWII-era weaponry pulled out of Russian warehouses, boxed up, shipped and buried in a hole in the ground before use.

Adam: The two Northern factions are due for some new weapons. As Alan mentioned you can expect some older WW2 weapons being passed down to the NLF and more conventional weapons for the PAVN. However, we are working towards creating more different types of traps and deployables to counter Southern infantry and vehicles.

Question: Do we have plans to make NLF/PAVN more distinct from one another?
Alan: Yes, we actually want to make each of the factions/armies more unique. The PAVN again were equipped more along the lines of a modern, main-force army, albeit with some lighter equipment than their American enemies. The NLF had to make do with whatever they could get - sometimes light mortars, sometimes a few rockets.

Adam: Our plans for Multiplayer Campaign really require us to make a noticable difference in how the PAVN vs. NLF are armed and how their weaponry and equipment affect the the strategy of the team. NLF for instance may have their selection of AKs greatly reduced in favour of WW2 rifles and SMGs. We will also be looking at changing Commander Abilities between the two armies or adding additional abilities.

Question: Are we still working on a multiplayer campaign, and if so, will we be sharing any specifics?
Alan: Yes, we’re still very much working on multi-player campaign. It’s a piece that has been well-loved in previous titles, so certainly going to make it in here. Before we added it in, we did want to get a wide range of other content in as well - which we’ve done now. We’ll be looking to test it with the community in the coming weeks/months - it really needs multiple full playthroughs to get a good handle on the balance. And that will take a good number of hours of actual play, so we’ll need the fans’ help and feedback. We’ll roll out more information before then as well.

Adam: Absolutely. We are taking advantage of the Vietnam War’s timeline to showcase how military might and technology changed throughout the war.

Question: When will the community see more maps added to the game?
Alan: We’ve got plenty planned. We’re working on some internally, plus looking to work with the best mappers in the community to bring on extra maps at full production quality.

Adam: Current maps are going to receive some love and improvements in the near future. Some maps could be more optimized or have choke points relieved/flanks widened, etc. Additional maps we create will be geared towards making Multiplayer Campaign feel complete with major battles represented.

Question: Is bot support still being considered as an addition to the game?
Alan: Absolutely. Clearly there’s a portion of the community who want offline bots - and online. And for those who hate bots - we’ll make sure that you can just blank out any servers with bots.

Adam: Our goals with bot support is to make playing offline by yourself entertaining and good for some practice. Bots can be added by Server Admins to help seed low population servers but we intend to keep full and mostly populated servers free of bots. We may experiment with a co-op mode in the future.

Question: Are additional vehicles coming, either helicopter or land based, such as the M113 APC?
Alan: The focus from here will be on land-based vehicles, really. But that is still a way off - a good bit of work to be done there.

Adam: In terms of vehicles, M113 APC is next. After that we look into early/late war support and combat vehicles for the North Vietnamese.

Question:Will there be any additional factions added to the game after ARVN?
Alan: “Most likely”. Our plans for the rest of this year don’t include any additional faction, so it will be next year before we do. We’ve also got work we want to do to make the existing factions stand apart from each other better first.

Adam: ARVN will be the last of the armies for this year. Our focus post-ARVN is to make Multiplayer Campaign complete and have as much complimenting content as possible.

Question: Are any further optimizations being worked on for clients or servers?
Alan: Having had a big blitz on stability and performance in the first few months of the year, we were really pleased with the results. And we’re monitoring both after each update, looking for anywhere else that we can improve on. So if there are specific areas that anyone in the community knows of, please make sure we’re aware!

Adam: We are going to revisit the worse performing maps and optimize those further. Hitches and momentary FPS drops during gameplay will be ironed out as well.

Question: Are there any additional planned changes coming?
Alan: Well, we’ve got lots of new stuff actually on the plans, plus a whole bunch of ideas of new things to try out. While we know everyone wants “more”, part of the trick to keeping everyone entertained is to keep finding something “new” as well as just more of the same. Watch this space...

Adam: The biggest change to gameplay coming next is to split out some of the weapons and make the PAVN and NLF more unique and interesting in their own way. Beyond that - and adding Multiplayer Campaign - we want to take some of the map’s static elements and put them in the hands and control of players. This includes things like deployable heavy weapons, resupply points and defensive objects. We are also looking at other mechanics that would allow interaction between team mates and improve team coordination.

We hope you enjoyed the answers provided here today! And as we stated at the start, if you have another burning question you would love to ask the teams from Tripwire and Antimatter Games, for three hours next week on JUNE 7th starting at 3 PM EST members of both teams will be answering your questions on the game, its future, past, current state or even game development in general! If you aren’t already a part of our Reddit community, you can join us at: https://www.reddit.com/r/rs2vietnam/

We look forward to seeing you there,

Tripwire Interactive and Antimatter Games
Rising Storm 2: Vietnam - Valve
Play Rising Storm 2: Vietnam for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Rising Storm 2: Vietnam at 50% off the regular price!*

If you already have Steam installed, click here to install or play Rising Storm 2: Vietnam. If you don't have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time
Rising Storm 2: Vietnam - [TW]Yoshiro


Hi folks! As announced earlier, we’re rolling out a hotfix now for the top issues reported in the last 24 hours. An additional hotfix will be released in the near future, which will be addressing other, less critical, issues reported with the 1.08 update.

The fixes included with this patch are:
  • Hitreg and Weapon Accuracy

This hotfix includes fixes for the following issues pertaining to weapon accuracy and hit registration:
  • Issues with aiming caused by leaning. This is a system-wide fix which affects all weapons, however special attention has been given to weapons mentioned in specific feedback, including the RPG-7 and AK47 family of weapons.
  • Issues with aiming while proning on rough terrain or sloped
  • Issues caused by going prone and leaning at the same time
  • Fixes to hit registration caused by the client and server becoming desynchronised by the issues listed above
  • A potential fix/improvement for hit registration across the entirety of Rising Storm 2: Vietnam implemented while investigating the above issues

  • ‘Blacking Out’ bug when shot and injured

Some users were reporting that when shot and injured, but not killed, the screen would temporarily darken. This issue no longer occurs as of this patch.

  • Rebalanced M1919A6

Based on your feedback that the M1919A6’s recoil was too low, we have dramatically upped the recoil on this weapon when not deployed using its bipod. This should more closely match player expectations of such a heavy weapon.

As always, we owe a huge thank you to the Rising Storm 2: Vietnam community for the feedback regarding 1.08 which made this patch possible!

The team(s) are diligently working on additional fixes for other known/reported issues, before continuing on the road to Update v1.09. It is important that the current live game meets our and your expectations.

As always, if you encounter any issues with Rising Storm 2: Vietnam please continue to report bugs and feedback through the official Rising Storm 2: Vietnam bug section: https://steamcommunity.com/app/418460/discussions/1/

Thank you,

Antimatter Games & Tripwire Interactive
May 30, 2018
Rising Storm 2: Vietnam - [TW]Yoshiro


Hello everyone!

It's the day after the 1.08 ARVN update and we're happy to report that many of you (including us at TW & AMG) are having a blast with this update. However, many of you have reported a few critical issues which we are actively working on a hotfix for, that we believe will address these issues in a very near future update.

We are targeting and have fixed the following issues (currently being QA verified before release):
  • Fix for a new hit registration issue that could occur when a player was prone
  • Fix for a new hit registration issue that could occur when a player was leaning
  • Fix for a combination of the above issues that would make both worse
  • In finding and fixing these issues, we believe we have also found the cause of a more rare hit registration issue that some players have experienced and have put in a potential fix
  • Fix for a screen blackout that could occur when shot
  • Increased recoil of the M1919A6 based on feedback
  • Increased the rate at which the M1919A6’s barrel heats up


The team is also continuing to work on other fixes and changes for a previously planned follow up patch before focusing on 1.09, so keep your feedback and bug reports coming!

Thank you,

Tripwire Interactive & Antimatter Games
Rising Storm 2: Vietnam - [TW]Yoshiro


To celebrate the 1.08 Update, Rising Storm 2 Vietnam players can now enjoy double XP until June 5th!

The full changelog can be found here:
https://steamcommunity.com/games/418460/announcements/detail/1663397329524503760

And don't forget to check out the launch trailer:
https://www.youtube.com/watch?v=uMzL0x3U4ww

Finally, take a look behind the scene of the new ARVN voice acting with ARVN Joe:
https://www.youtube.com/watch?v=Pci_gJmcof8

As always, let us know what you think!

Tripwire Interactive and Antimatter Games
Rising Storm 2: Vietnam - [TW]Yoshiro
The server files are available now, the client files will follow shortly.

https://www.youtube.com/watch?v=uMzL0x3U4ww

New Additions

Main Menu Overhaul



New for 1.08 is the Main Menu overhaul. Included in this overhaul is the following:

  • Displaying your custom characters
  • Allowing customization within the menu itself
  • Quick match functionality


After listening to your feedback about the new menu, we have implemented the ability for players to switch back to the game’s original main menu background style, while retaining the updated functionality being rolled out in 1.08. This can be found in the Player View & HUD Settings, as shown below:




Quick Match is new to Rising Storm 2: Vietnam and we’re excited for everyone to give it a spin! This feature is still in development and issues may arise. Please be sure to report all issues on the Rising Storm 2: Vietnam Steam forums.

Quick Match example below:



ARVN Faction



New to Rising Storm 2: Vietnam is the ARVN (Army of the Republic of Vietnam), a new faction for the Southern forces. Included in the ARVN update is the following:
  • Fully voiced ARVN soldiers
  • New commander abilities:
    • Mortar strike
    • Skyraider Napalm Run

  • 2 new maps featuring famous ARVN battles:
    • Supremacy - Quang Tri
    • Territories - A Sau

  • 5 New weapons
    • M1 Garand
    • M1-D Sniper
    • M1918 Bar
    • M1919 A6
    • Thompson SMG

  • New Achievements
  • New Customization Area


Maps

A Sau (Territories)

Introducing a new territories mode map in which the PAVN attack an ARVN firebase during a rainy night accompanied by the light of flares which dynamically light objective locations. This valley was a key entry point to the south of Vietnam where the Ho Chi Minh trail cuts though to the south. The 1966 battle of A Sau was a victory for the PAVN resulting in the North taking control of this strategically integral spot



Quang Tri (Supremacy)

Introducing an early morning supremacy map: Quang Tri, set almost entirely within the walls of Quang Tri citadel. The most northern province of South Vietnam, and as such the battle of Quang Tri was an important symbol of ARVN authority. During the Tet Offensive it became a prime target for PAVN forces



Weapons

M1 Garand



A .30 calibre, semi-automatic which saw the most of its service in the hands of US servicemen during WWII. The ARVN received over 200,000 of these heavyweight, ten-pound guns from their American allies

M1-D Sniper Rifle

A variant of the M1 Garand, featuring an optic mounted to the left side of the receiver

M1A1 Thompson

This submachine gun is a classic symbol of prohibition America. The ARVN armed their reconnaissance units with these deadly accurate, fully-automatic weapons until they were replaced by the M16 assault rifle



M1919A6 MG

This 32 pound beast of a machine gun is the younger brother of the M1919A1. Equipped with a lighter barrel and a carry handle to assist with ease of use, the M1919A6 boasts a range of 1.4 km and can fire 600 rounds per minute

M1918A1 BAR

Designed in 1917 to be used as a walking firearm in the trenches of WWI, this was the most prolific of the Browning Automatic Rifles

ARVN Commander Abilities

Mortar Strike

Bombard an area with light mortars, distinct from the airburst artillery of the US and ANZAC forces, or the mixed bag of munitions used by the PAVN and NLF

A-1 Skyraider



The Douglas A-1 Skyraider is a single seat attack plane that was a favourite among the ARVN forces. The first aircraft to be involved in dropping ordnance in Vietnam, the Skyraider is the bringer of Napalm for the ARVN

Community Maps

In addition to Ninh Phu, which is leaving beta as we go into 1.08, we are adding three new Community Maps to the game in update 1.08 - these maps are as follows:

Borderwatch by Oakts



The second map to be made official by Community Mapper Oakts! This time the Aussies face off against the North Vietnamese near the Laotian border.

Resort by Juu



In this Territory map a resort has been overrun by the NLF and must be retaken by the USMC.


Firebase Georgina by Zachary Moe




An epic, large-scale Territory map culminating in a battle over a firebase in the Gia Lai province.

All three of these maps have been included in the default map rotation, and are released in a ‘beta’ state, with some bugfixes already included. More updates to these maps will be released in subsequent versions, so watch this space!

Misc. Gameplay Changes

  • Changed the way bleeding and bandaging works: lowered the number of bandages to one and reduced the time it takes to bleed out. You can still get the ‘survive’ achievement, but you will need to resupply bandages at a supply point.




  • Improved the leaning system (by default on Q and E) to improve player experience. For example, new camera animations, sounds, and weapon ‘cant’ (angling, which affects bullet trajectory) have all been implemented to the improve the look and feel of leaning.




  • Added an indicator pointing back to the battlefield in the ‘Out of Bounds’ display. This should help players better orientate themselves when landing out of bounds
  • Changed the timer on all stock maps. Territory maps now last 35 minutes and supremacy maps are now at 25 minutes
  • Added a more gradual outro at the end of the round so the transition into the After Action Report is less abrupt
  • Added new Achievements for the ARVN expansion - with more puns than ever before! Now that’s punny!
  • Updated camera effects when shot and bleeding.
  • Improved movement interaction with steep angles. Movement around rocks and cliffs should be smoother.
  • Character lighting and shadowing is much more consistent from map to map. Players and Helicopters no longer appear to glow on Song Be.
  • Reduced overall brightness of overhead maps to make icons easier to see.

Audio Changes
  • Added audio to to the fire left behind by Napalm and Flamethrowers
  • Added audio feedback for when a player is shooting and hitting a helicopter
  • Added audio to RPG projectiles when passing near player
  • Added sound effects which play when players stray into enemy territory
  • Modified the grenade explosion sound as per community feedback
  • Adjusted the AC47’s audio to fade out rather than abruptly cut off as the plane exits the battlefield
  • Added foley sounds to a variety of ingame actions. Some examples of this are:
    • Stance changing
    • Leaning
    • Aiming down sights
    • Mantling
    • Moving in and out of objectives

Faction Changes
  • Split out the ‘artillery’ style Commander Abilities between the two Northern armies - the NLF’s Barrage remains unchanged, however the PAVN now have access to conventional Heavy Artillery
  • Changed the Southern faction on Ninh Phu from USMC to ARVN

Weapon Changes
  • M18 Claymore now persists after player death
  • Increased the firing rate of the M1917 Revolver
  • Updated the positioning of on all weapons while hipped or shouldered, moving them further from the camera
  • SVD ironsights are no longer obstructed by the scope mount.
  • SVD illuminated reticle no longer blooms and should be easier to use on dark maps.
  • Added the ARVN weapons to the Shooting Range
  • Updated shader for the North Vietnamese Binoculars
  • Reduced the overall brightness of MG tracers. Tracers are still visible but are more visually subtle on day maps.

Misc
  • Added first person camera animation to melee charging, making the action feel more dynamic
  • Removed the mute players button from the escape menu. Players are encouraged to use the scoreboard to mute other players instead.
  • Added Japanese, Korean and Simplified Chinese achievements to the stat screen
  • Added an indicator to the team select screen to display the team you are currently on
  • Added new third person animations for holstering the Pick Mattock, Punji Shovel and RPG-7
  • Visual improvements to blood splatters and pooling. Blood pools now correctly receive shadows from the environment.
  • “Obstacle Glow” is now consistent from object to object.




Major Changes Since the Open Community Test Branch Weekend Session

Thank you to everyone who helped us playtest v1.08, and the ARVN content during the open CTB! Thanks to your feedback and support we iterated heavily to bring the content more in line with community expectations (and we fixed a few bugs to boot!)

  • Improved performance across both maps
  • Reworked Objective C on A Sau to make it easier for defenders to reinforce, and for attackers to attack
  • Tweaked the Thompson’s MOA due to reports that it was extremely inaccurate when in full-auto mode, even when firing single shots
  • Various tweaks to weapon performance and handling
  • Adding the missing ‘shift zoom’ function of the M1919A6
  • Fixed an issue where the En Bloc clip would only be ejected from the M1 Garand on the first reload of the weapon
  • Fixes to the sandbag walls which lacked collision on A Sau, as well as collision and lighting issues across both maps
  • Exploitable spots on the rooftops of Quang Tri have been eradicated
  • Fixed an issue where leaning could cause rounds to fire in the wrong direction
  • Fixed an issue where the BAR’s bullets would be fired from the position of the iron sight rather than the weapon’s barrel
  • Fixed several issues with the new return-to-combat-zone arrow, including it not working for passengers in helicopters or it pointing to the wrong location
  • Fixed an issue where the new lean foley sound would lean regardless of whether or not the player leaned
  • Fixed an audio issue with the new foley where players in helicopters would hear the returning to combat voice over at inappropriate times


These are only some of the changes which have been actioned since the CTB testing so far! More changes are incoming in further hotfixes and patches, including fixes to weapon animations, more minor map issues, and a half-reload for the M1 Garand.

Bugfixes

Crashes

  • Fixed an issue where the client crashed upon closing the game through console commands



Gameplay

  • Fixed an issue where mounting the bipods on LMGs and hitting ‘S’ at the same time could move the player camera to the map’s origin point
  • Fixed an issue where other players looking at a DSHK caused the frame rate to drop
  • Fixed an issue where players encroaching steep collision surfaces would cause the character to bounce and jitter
  • Fixed an issue where clearing coordinates for an Artillery Strike before a response is given causes the grid references to be rejected
  • Fixed a visual issue where the Surface to Air Missiles failed to register that they had killed aircraft and would repeatedly send SAMs to intercept aircraft as they fell out of the sky
  • Fixed an issue where the DSHKs were ejecting two casings per shot
  • Fixed an issue where the M1917 remained ‘up’ while sprinting while being dry-fired
  • Fixed an issue where friendly incendiary damage would not kill friendlies on servers with Friendly Fire turned off. The affected player would, however, be unable to use weapons, and appear to be burning infinitely until their death
  • Fixed an issue where reloading the M60 after diving to prone disrupted the player camera
  • Fixed an issue where the sniper tripwire traps and punji traps remained on the battlefield after the player switched to a role which didn’t have access to those traps
  • Fixed an issue where helicopters wouldn’t explode when crashing at high speed
  • Fixed an issue where pistols floated away from the player’s hand when standing up from prone iron-sighting
  • Fixed an issue where the DSHK moved to its originally placed rotation for several frames when mounted
  • Fixed an issue where C4 could fail to stick to walls, and would return to the player’s hands after attempting to plant
  • Fixed an issue where machine gunners would continue to resupply grenades at resupply points, even when carrying their maximum number of grenades.
  • Fixed an issue where the player’s right arm clipped with the camera when reloading the DSHK


Maps

  • Fixed collision, performance, mantling errors, and floating item bugs across all maps!


CuChi

  • Fixed an issue where a tunnel volume extended too far, causing players to be unable to fire their weapons


Hue City

  • Fixed an issue where the American customization screen wasn’t lit on Supremacy Mode Hue City


Audio

  • Fixed an issue where helicopter weapons could stop making firing sounds after returning to combat
  • Fixed an issue where the Supremacy announcer played the wrong voice over line when a team captured all objectives
  • Fixed an issue where the main menu music looped over itself when hitting F10 to leave a server connection
  • Fixed an issue where the DSHK fire sound was cut off when firing single shots
  • Fixed an issue where destroying any Huey helicopters with a RPG lacked the destruction audio
  • Fixed an issue where the RPG explosion sound was occasionally cut off too soon
  • Fixed an issue where the M37 Ithaca Riot Shotgun variant used the wrong handling sounds


Art and Animation

  • Fixed various clipping issues, open backfaces and collision issues with art across the entire game. As always, please continue to report any problematic assets you find through on the Official Rising Storm 2: Vietnam Steam forums
  • Fixed an issue where large, stretched, black, fire and smoke textures would sometimes appear in the sky following a napalm strike
  • Fixed an issue where equipping a light machine gun would cause animation errors
  • Fixed an issue where leaning right, then aiming down whilst holding an RPG would start the lean on the left
  • Fixed an issue where ducking whilst having a mounted bipod caused the player’s third person head to clip inside the body
  • Fixed an issue where the player character performed the wrong animation when dismounting the DSHK
  • Fixed an issue where if a player equipped a mattock out of another player’s relevancy their third person model would not be holding a mattock
  • Fixed a weapon animation accuracy issue where the unsuppressed XM21’s empty reload animation used the same animation as the suppressed version
  • Fixed an issue where the third person player animations would break when a player was using a MG mounted on an elevated surface while aiming down sights
  • Fixed an issue where customizing key bindings would cause the bandaging animation to break
  • Fixed an issue where the player dismounting the DShK would have their third person rotation set to the direction of the DShK
  • Fixed an issue where equipping a weapon during bandaging would cause the player to have their side-arm ready to fire, skipping the equip animation
  • Fixed an issue where when a player holstered the pick-axe or punji-spade the weapon didn’t disappear
  • Fixed an issue where the m40 cocking indicator moved incorrectly when using manual bolting
  • Fixed an issue where the first person hands gripping the M1/M2 Carbine moved incorrectly whilst prone
  • Fixed an issue where the bayonet of the M1/M2 Carbine could be seen in the stock whilst player was prone
  • Fixed an issue where the player occasionally crouched to mantle and played the incorrect animation
  • Fixed an issue where the American flag had the incorrect number of stars
  • Fixed an issue where in first person the XM21 and the M14 bullet casing sat in the chamber when locked open
  • Fixed an issue where the DSHK mounting and dismounting animation would appear to eject the player forcefully
  • Fixed an issue where the third person model of the DP28 displayed as pitch black on lower LODs
  • Fixed an issue where in third person the PPSH-41 bolt was always closed when reloading
  • Fixed an issue where the third person animation of the SKS bayonet would display inconsistently as either folded or unfolded on certain animations
  • Fixed an issue where after being dropped, the LODs on all variants of the M37 Ithaca shotgun displayed a shotgun shell floating outside the weapon
  • Fixed an issue where throwing grenades while lying prone would animate incorrectly
  • Fixed an issue where the third person animation of the type 56 bayonet extended after being folded back in
  • Fixed an issue where the third person M60 reload animation failed to play when prone
  • Fixed an issue where the third player AK and SKS bayonet attachments briefly appeared to reconnect after removal
  • Fixed an issue where the third person trigger hand would release the weapon when moving side to side
  • Fixed an issue where the third person DSHK shell ejection animation was unaffected by the weapons position or angle


UI

  • Fixed an issue where drop-down menus on the settings page would appear blank when playing the game in Japanese
  • Fixed an issue where the main menu sometimes stated that players were level 100
  • Fixed an issue where upon first time set up a player’s rank was incorrectly displayed as ‘0’ on the main menu
  • Fixed an issue where the Japanese and Chinese HUD hints and tips were blank.
  • Fixed an issue on the main menu where hovering over the XP bar created a tooltip that stated ‘kill-to-death-ratio.’
  • Fixed an issue where the role select loadout menu no longer displayed SL equipment
  • Fixed an issue where the bleeding and restocking icons disappeared when a number key was pressed
  • Fixed an issue where player level icons being displayed on the stats page were not matched to the actual levels of players
  • Fixed an issue where if a commander had the map open at rounds end then the map would stay open when the teams switched sides
  • Fixed an issue where the main menu was listed as a Territories map when exiting a server
  • Fixed an issue where the spectating prompt remained on screen when the match timer was up
  • Fixed an issue where the recoil value displayed incorrectly on certain weapons
  • Fixed an issue where the objective icon remained on HUD after leaving objective area and entering a helicopter
  • Fixed an issue where the icon for players being slowed would not appear on the paperdoll after entering a helicopter
  • Fixed an issue where the number of claymores was not displaying correctly for the marksman class
  • Fixed an issue where the After Action Report would obscure the options menu
  • Fixed an issue where helicopters weren’t centered whilst spectating
  • Fixed an issue where the M1D weapon information stated incorrectly that it included a bayonet
  • Fixed an issue where commanders saw squad leader’s names in purple
  • Fixed an issue where the commander couldn’t see squad leader tunnel icons on the map
  • Fixed an issue where players in a helicopter resupply area would see the ammo resupply icon but not receive any ammo
  • Fixed an issue where the Tactical Overlay’s ‘planted trap’ counter did not increment planted C4 or Claymores
  • Fixed an issue where the Loach showed a pilot icon even when player was not a pilot
  • Fixed an issue in Supremacy where captured objectives that were recaptured after team swap would display as being captured by initial team
  • Fixed an issue where the UI clipped on the weapons stats screen at lower resolutions
  • Fixed an issue where on the team select screen ‘current team’ and ‘full’ UI didn’t scale with screen resolution


Misc. Changes and Bugfixes

  • Added ARVN-specific environment art and assets, such as vehicle skins, and wrecked Skyraider pieces to the SDK for custom mappers - we hope everyone enjoys using them!
  • Added the ability for server operators to globally mute players through WebAdmin
  • Fixed an issue where selecting game mode on quickjoin menu changed server browser filters
  • Fixed an issue where the function StandToProneComplete failed and spammed the client log
  • Fixed an issue where the word ‘center’ was Anglicized throughout the game. We can only apologise to our friends across the pond
  • Fixed an issue where automatic graphics settings for optimization could set a user’s static and dynamic decals to off when they were not intended to be
  • Fixed an issue where the server wasn’t enforcing Maximum Idle Time set by the server host
  • Fixed an issue where the Maximum Idle Time in WebAdmin would consistently revert to zero
  • Fixed an issue where the German abbreviation of meter was incorrectly displayed as “min.”
  • Fixed an issue where hitting space after going prone caused log warnings


DLC

Rear Echelon Cosmetic DLC Pack



Added a set of all-new cosmetic options based on ‘Rear Echelon’ troops - the military police, drivers, and auxiliary forces that made the war in Vietnam possible!

Southern Style Cosmetic DLC Pack



Added functionality to instantly unlock a selection of high level cosmetic customization options for the ARVN faction.
Rising Storm 2: Vietnam

Rising Storm 2: Vietnam's free Army of the Republic of Vietnam (ARVN) update is releasing on May 29, but owners of the game can take it for an early spin this Saturday, May 19 during a brief beta testing period. 

The update will add five new maps, as well as the ARVN faction, new guns, and the Douglas A-1 Skyraider ground-attack aircraft commander ability. (Read more on what's included here.)

Saturday's beta run from 2 pm to 6 pm EDT (11 am to 3 pm PDT, 7 pm to 11 pm BST). If you own Rising Storm 2: Vietnam on Steam, you can join in by finding the Rising Storm 2: Vietnam CTB Beta game in your Steam library. After downloading and running it, look for CTB servers in the server browser during the beta period.

If you don't own Rising Storm 2, Tripwire has provided us with 20 Steam keys for the Deluxe Edition to give away here. You can enter the raffle by clicking the link below and entering your email address. On Saturday morning at 9 am Pacific, 20 random winners will be emailed codes.

Click here to enter the raffle

Note that Godankey won't keep your email address after the raffle concludes, and we won't see it. 

If you're a PC Gamer Club member, also check the Discord server's #giveaways channel today for a chance to win one of 10 additional codes. Good luck!

Rising Storm 2: Vietnam - [TW]Yoshiro


Join us for a playtest this weekend as we test the upcoming Army of the Republic of Vietnam faction addition as well as other changes on the Community Test Branch.

https://steamcommunity.com/games/737230/events/

Servers will open at 2:00 PM EST (-5 GMT)

To join you will need to install the Rising Storm 2: Vietnam CTB Beta application in your Steam Library.
Rising Storm 2: Vietnam - [TW]Yoshiro
With A Play With The Devs Test on Saturday!




Hello everyone!

We are excited to announce that we are updating the Community Test Branch build to the upcoming 1.08 Army of the Republic of Vietnam (ARVN) update. This will happen sometime Friday with a scheduled playtest to happen on Saturday at 2 PM EST (-5 GMT), 7 PM BST.

https://steamcommunity.com/games/737230/events/1662270614918263226



This will include all of the upcoming content including:
  • New ARVN Faction
  • 5 New Weapons
    • M1 Garand
    • M1-D Garand Sniper
    • M1918 BAR
    • M1919A6 LMG
    • M1A1 Thompson SMG
  • 2 New ARVN Maps:
    • Territories - A Sau
    • Supremacy - Quang Tri
  • 4 New Official Community Maps in Beta
  • Official Community Map Ninh Phu Leaving Beta

As well as other quality of life improvements such as:
  • Updated Main Menu
  • New Quick Match Menu
  • New Leaning System
  • Additional Foley sounds



To join, players will need to make sure that the: Rising Storm 2: Community Test Branch Beta application is installed in their Steam library. Several servers will be up for testing in both Atlanta, Georgia as well as Frankfurt, Germany for the Saturday playtest.

Important note: If you do not see any servers, security software (such as an antivirus or firewall) is likely not recognizing the game .exe and is blocking it. You may need to remove and re-add the game to any ignore/allow list.

The full changelog for this update can be found here: https://steamcommunity.com/games/737230/announcements/detail/1662270614918135144

In addition, there’s a couple of items that have been spotted in CTB, so we’ll mention them briefly here - and talk about them in more detail as they develop. We are excited to confirm Multiplayer Campaign is on the way, but is very much “in development” and will not be included in the upcoming 1.08 ARVN update. The other item is bots. We currently have an external group doing some experimental work on AI and new navmesh code for us. It still needs a lot of development work and testing. Our goal with the AI is to see what it would take to provide players a good experience playing against an AI opponent. Please keep in mind this is experimental prototype work and so there’s no guarantees what will come of it. We’ll discuss both MP Campaign and AI work after we’ve got the update out the door and into your hands!

We look forward to playing with your this weekend and getting your feedback on the upcoming 1.08 ARVN Update! You can find the CTB Steam Discussions here: https://steamcommunity.com/app/737230/discussions/

Tripwire Interactive & Antimatter Games
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