We have some big news coming next week about the 1.08 update and the addition of the Army of the Republic of Vietnam (the South Vietnamese Army or ARVN for short)! But while you wait, we also wanted to let players know about several great community maps making the transition to the official map list that we believe will be ready to go out in beta with 1.08. As always, development plans are rarely set in stone and are subject to change. But with that in mind, let us take a look:
May 7, 1968. Elements of the 4th US infantry division move to secure the crucial north south corridor along national highway 14, in Kon Tum province. NLF forces supplied from nearby Laos have dug in along a vulnerable section of road and are threatening the supplies to the entire central highlands.
Featuring a wide variety of terrain from rivers and tranquil lakes to cities and jungle villages, as well as jungle hills and and hidden ruins. Players will fight for each inch of ground along the road, then expand the fight into the flanks of the thick jungle as the US Army pushes deeper into the map.
Taking another look at the Laos border, in Border Watch players will be exploring a farming village and makeshift camps as they make their way along the river valley as the patrolling Australians or fortified and dug in NLF .
Starting as a close in melee between both forces as they contest the first few objectives, Border Watch opens up with a good mix of close and medium ranged combat with the Australians working to clear the sparse jungle and river and move towards the more open plantation and NLF high ground at Charlie’s Ridge. Often finishing with a final, brutal close-quarters fight.
This once laid back Resort town has been overrun by NLF fighters. US Marines have been tasked with an aerial insertion from the sea to take it back.
The Marines have to start with a heli-borne attack from the sea and liberate this resort town, pushing the NLF out of the surrounding buildings as well as the lighthouse which provides excellent views and shots to the team that holds it. Resort has a mix of extreme range combat as well as room-to-room, no-holds-barred brawls.
And once again, we’ll have more on update 1.08 next week so don’t forget to check back in!
The servers files are now available to all admins. The client files will begin rolling out shortly. The changelog is as follows:
New Additions
Maps New Community Map - Ninh Phu
In this update we are rolling out the first of what we hope will be many Community Maps, Ninh Phu, the first place winner of the first Mapping contest for RS2: Vietnam. This map was developed in conjunction with a community mapper. A huge thank you to oakts for allowing his map to be incorporated in to the game, which is an assault by the PAVN on a town in Ninh province!
Please note: The map should still be considered WIP for now, but we at AMG and TW are proud to be working alongside community contributors.
Weapons
M1 and M2 Carbines New weapon additions for both the Northern and Southern factions has arrived: The M1 and M2 Carbines:
The semi-automatic M1 Carbine boasts a 15 round magazine and a long history of use since WWII. As an historical gun, this weapon has seen some use, and the version we’re including includes some field repairs by enterprising North Vietnamese hands. The roles which receive the M1 Carbine are: NLF Commander, NLF Sapper, and NLF Scout.
The M1’s younger brother, the M2, has a shorter history but features both semi automatic and automatic firing modes, and a newer 30 round magazine. The roles which receive the M2 Carbine are the US Grenadier and the US Pointman. Additionally, both of these weapons can be equipped with bayonets.
Spine Critical Hit Zone
New to 1.07 is the spine ‘critical hit’ zone, which causes instant death to players shot in the spine, regardless of the caliber of round which strikes them. This addition rewards high-skill play, and should go some way towards addressing issues raised by the community regarding the recent rebalancing of the lethality of rifle cartridges.
Audio Refinements
In this update to RS2 we are rolling out refinements to most of the audio in game - every gun, explosion, and fire report/reverb has been updated or tweaked to feel more distinct, and true to life.
These refinements are especially noticeable in the third person weapon audio and gunshot echoes, and in the RPG and M79 effects.
New in 1.07 is added localization support for three Asian languages: Japanese, Korean, and Simplified Chinese! While the MegaFont added in 1.06 will have allowed chat in those languages prior to 1.07, we now offer the full game translated into these languages.
Gameplay
Added M2 Carbine to US Factions
Added M1 Carbine to NLF Faction
Added Spinal Cord hitzone that causes an instant death when shot
Reworked PAVN role loadouts to be better equipped when attacking. These changes only apply on maps where the PAVN are the attacking faction in Territories mode. Role changes are as follows:
Scout: Added 2 Type 67 Grenades, removed tripwire trap
Sapper: Added 1 Type 67 Grenade, lowered MD82 mines from 5 to 3
Added functionality to handle Bonus XP events without the need for patching - this means more bonus XP, more frequently!
Made further refinements to prone movement so the camera no longer jitters as the player crawls
Reduced the minimum instant death damage so that players no longer appear to survive headshots
Increased the bolting speed of bolt action rifles to be more in line with high level RO2 speeds
Helicopter Gunners will now automatically take over the flight should their main pilot die. This feature is enabled by default but can be disabled in settings
When both teams run out of reinforcements the map will now enter Lockdown, with a five minute time limit
Added a minimum level requirement of Level 5 to the Radioman role
Added a visual indicator on the paperdoll when the player is slowed by a leg injury This appears as an outline over the legs on the paperdoll
Increased the critical arm and thigh zones to match Red Orchestra 2 values
Separated options for automatic bolting and manual pumping in the settings menu.
Increased responsiveness of weapons when colliding with the world.
Levels
Added community made Ninh Phu as an official map.
Added Territories Mode Operation Forrest and Ninh Phu to the default map rotation.
Improved fog visuals on Riverbed to no longer use ‘height’ fog in the actual river bed
Optimised Operation Forrest for both game modes in response to community feedback. This map will now run more efficiently
Replaced the default static spectator cameras with slow panning cameras in the map during Match Pre-Start time, Team Swap screen, and in the background of the After Action Report
Made balance changes based on community feedback to the skirmish maps Compound and Jungle Camp. Specific changes are as follows:
Compound Changes:
Moved the truck and added more foliage to block off visibility between the upper Windows of Objective B and US Forces crossing the road.
Enabled the Northern forces to climb into the Windows on the East side of objective B
Jungle Camp Changes:
Added cover in Objective B to block Northern players’ view
Added a bamboo wall to prevent Northern players from shooting an RPG into US spawn from around Objective C
Art and Animation
Added new Canberra bomb PFX, with more verticality and better shockwave definition, to make the bombing run feel visually distinct from other commander abilities
Widened the aperture on the M3A1 Grease Gun to improve visibility.
Added an animation which plays while bandaging, along with a first-person bandage asset
Audio
The headshot ‘ping’ sound no longer plays if that shot does not kill a player
UI
Made it easier to distinguish between friendly and enemy targets by updating the opacity and FOV of friendly target markers on the HUD
Added the paperdoll to the post-death spectator HUD so that players can now identify how they died with more information than the standard killfeed
Improved the readability of icons on the overhead map and tactical view - these icons now scale to a higher resolution and are more vibrant. This is especially noticeable on larger maps
Added an on-screen reminder for Northern Squad Leaders to dig squad tunnels if they do not already have one active. This icon appears in the bottom right of the screen
Made unlock icons for character customization more legible and provide more information about the item
Updated objective widget to show how many teammates are holding the objective as well as squad members
Increased the killfeed from four lines to six
Added new text to the scoreboard to inform players of how to use the in-scoreboard mute player function
Improved messaging to helicopter gunners if their main pilot dies - the new text string informs pilots not using the new ‘automatically take control’ setting of how to manually take control of the aircraft
Anti-Cheat
Updated to the newest version of Easy Anti Cheat - which includes various stability and anti-crash features
Misc
The ‘open console’ key has been disabled by default, and can be re-enabled in the HUD options selection. Finally, we can type tildes in chat!
Added an SDKFrontEnd application to allow users to upload items to the Steam Community page for RS2
Changed the text of the ‘Tutorials’ button on the main menu to read ‘Boot Camp’
Bugfixes
Crash Fixes Base Game
Fixed an issue where client would crash when using the quit command
Fixed an issue where client crashed with ‘D3DResult Failed, VN!GameGetSwapChainSurface
[Fixed an issue where the client would crash while downloading custom content and maps from a server
Fixed an issue with crashing on launch with ‘failed to find file for package Core for async preloading
Crash Fixes SDK
Fixed an issue in the SDK where browsing through certain .upks crashed the editor.
Fixed an issue in the SDK where having the ENV_VN_US fully loaded would result in an editor crash
Fixed a crash on the SDK which would occur while scrolling through the vehicles package
Gameplay
Fixed an issue where teammate killers could avoid respawn penalty by switching to spectate mode
Fixed an issue where artillery strikes would break if the Commander switched sides during the artillery call
Fixed an issue where Napalm didn’t instantly destroy Spawn Tunnels
Fixed an issue where attacking PAVN Sappers could plant more than three mines.
Fixed an issue where the delay for kill feed wasn’t working correctly
Fixed an issue where players were unable to open the map with ‘M’ if the role selection screen was open at start of play
Fixed an issue where Spooky strikes could be exploited by swapping teams
Fixed an issue where players couldn’t spawn on promoted squad leaders
Fixed an issue where double XP wasn’t being applied in the After Action Report
Fixed an issue where engineers couldn’t throw C4 explosives
Fixed an issue where the post-death paperdoll would not display the player’s death blow
Fixed an issue where players would be session banned when switching teams as Commander
Fixed an issue where players could shoot flamethrower through solid thin walls.
Fixed an issue where players could still control characters during end round screen after a tie
Fixed an issue where equipping an RPG while out of another player’s relevancy causes the players animation to break
Fixed an issue where players could take the other teams commander ability and use it on their own mark
Fixed an issue where killing in auto-hover would force the next helo player entered to be in auto-hover
Fixed an issue where the .45 ACP kept most of its damage over distances of 500m
Fixed an issue where players could switch weapons and fire whilst destroying tunnels
Fixed an issue where tunnel destruction progress continued after ‘F’ was released.
Fixed an issue where the 200 round M60 belt disappeared when reloaded
Fixed an issue where the HUD told players to dig a squad tunnel in training and skirmish
Fixed an issue where players wouldn’t be slowed by a shot to the left thigh
Fixed an issue where players could still move if leg damage was below a certain level threshold
Fixed an issue where the grenade hotkey would throw nothing whilst the camera was moving
Fixed an issue where players couldn’t press ‘F’ to pick up ammo from dropped weapons
Fixed an issue where both teams were able to hear all chat channels if postional 3D VoIP was set to ‘All Players
Fixed an issue where double XP remote config wasn’t applied once enabled
Fixed an issue where the player icon FoV decreased whilst iron sighting
Fixed an issue where using the grenade hotkey whilst moving the camera threw nothing
Fixed an issue where a Vietnamese player planting a single tripwire stake then switching to another weapon would lose their arms after the tripwire was disabled
Fixed an issue where adjusting the team difference changed the value for game start delay
Fixed an issue where any input into the game start delay field wouldn’t save and resets to 0
Fixed an issue where calling in commander abilities on a ground radio and then getting into a helicopter broke the radio
Fixed an issue where players couldn’t shoot the M79 whilst backed up against a wall
Fixed an issue where the log would spam ‘unable to find socket’ warnings
Fixed an issue where C4 and clackers instantly detonated
Fixed an issue where other characters would look in the wrong direction to what the player perceives
Fixed and issue where the round start forces players role select menu to close and subsequently hung in spectate mode
Fixed an issue where the game start delay tooltip min/max didn’t match the actual min/max
Maps Song Be
Fixed an issue where players would be stuck between a tree and a list in Song Be
Fixed an issue in Song Be where the player’s primary weapon would be displayed when using the machine gun turret in third person
Operation Forrest
Fixed an issue where the player would pass through a rock on Operation Forrest
Fixed two floating plates on Operation Forrest
Fixed an issue where players would snag on an interior wall and a fence in Operation Forrest
Fixed an issue on Operation Forrest where the pawn camera would pass through rocks
Cu Chi
Fixed an issue in CuChi where players were launched into the air whilst climbing down the water tower ladder
Fixed an issue where players would become trapped in a collapsed tunnel in CuChi
Fixed an issue in Chu Chi where the geese PFX disappeared when viewed at certain angles
Hue City
Fixed an issue in Hue City where all the glass on the map of was impenetrable - bullets now go through the glass as expected
Fixed an issue in Hue City where the bloom on one of the radios would flicker rapidly
Fixed and issue in Hue City and Compound where moving around in a prone state made player’s collide with assets
Compound
Fixed and issue in Hue City and Compound where moving around in a prone state made players collide with assets
Fire Base
Fixed terrain flickering whilst shooting the MG at long distance from the air
Audio
Fixed an issue where helicopter weapon sounds couldn’t be heard when more than 200m away
Fixed an issue where helicopter pilot’s ‘taking damage’ voice over had no cooldown
Fixed an issue where the bandaging sound could keep playing once bandaging was finished
Art
Fixed an issue where the RDG-1 smoke grenade vanished after completion.
Fixed an issue where a grenade detonation in water would only show the top half of the PFX
Fixed an issue where healing in the middle of throwing a grenade breaks animation
Fixed a character customization issue where glasses would ‘glow’ in the dark
Fixed an issue where the bullet casing on the M60 and RPD would become highly reflective
Fixed an issue where thrown projectiles were being released before the animation completed
Fixed an issue where thrown projectiles didn’t cast shadows
Fixed an issue where the player’s paperdoll would stay on screen after changing to spectator mode
Fixed an issue where a detonator was present on the C4 preview before placement
Fixed an issue where players would have weapons in hand whilst climbing ladders
Fixed certain materials blooming too much and causing rapid flickering when viewed from a distance.
UI
Fixed an issue where team mate icons didn’t appear through walls
Fixed an issue with 3D Proximity chat where name tags wouldn’t appear or disappear when a speaker walks into or out of the proximity of a listener
Fixed an issue where a red paperdoll appeared on screen if a player joined a server in progress
Fixed an issue where dead team leader’s name was the wrong colour on squad widget
Fixed an issue where helicopter broken rotor message was hidden under the pilot HUD
Fixed an issue where the PM handgun had no mouse over text and had incorrect stats
Fixed an issue where the post death paper doll clipped into the spectate UI
Misc
Fixed an issue where the training page tutorial videos were incorrectly linked.
Fixed an issue where the name of the sapper mine was not localized
Tripwire Interactive and Antimatter Games announced today the second round of winners for its RISING STORM 2: VIETNAM $40,000 Modding Contest. As an independent development studio founded by members who won the 2004 “Make Something Unreal” competition for Red Orchestra: Combined Arms, Tripwire Interactive is excited to continue its support for the modding community, challenging RISING STORM 2: VIETNAM players to share their best maps and mods for the chance to have their creations featured in the game in addition to cash prizes. Tripwire is currently working with the creators of Highway 14 and Ninh Phu, winning maps announced from Phase 1 of the Modding Contest last year and plans to make them official game maps in the near future.
Following a total of $12,500 in prizes awarded to round one winners, Tripwire Interactive is excited to announce a total of $27,500 in cash prizes for winners of round two. In addition to cash prizes for each winner, the following player-made maps and mods will also be officially featured in RISING STORM 2: VIETNAM. Please find below the winners for best player-made maps and mods. Due to the high quality and quantity of entries received, Tripwire Interactive and Antimatter Games chose two winners for third place.
Prize-winning Maps:
Jungle Raid
1st Place Map Prize: $10,000 Created by RISING STORM 2: VIETNAM mapper Tyler
Jungle Raid took home the most votes from our community poll and the map was a winner with judges. It looks fantastic, plays well and is nicely balanced. Very impressive!
Border Watch
2nd Place Map Prize: $5,000 Created by RISING STORM 2: VIETNAM mapper oakts
Also popular amongst community members, Border Watch boasts enjoyable gameplay and makes strong use of a wide range of the game’s terrain features. In addition to looking great, Border Watch wins extra points for running all three game modes.
Hoa Lu
3rd Place Map Prize: $2,000 Created by RISING STORM 2: VIETNAM mapper IceFuse
It’s clear that the creator put thought into gameplay and balance. Hoa Lu works great, but it really shines through with the author’s strong use of lighting effects.
Resort
3rd Place Map Prize: $2,000 Created by RISING STORM 2: VIETNAM mapper Juu
Another extremely high-quality map that’s popular with our community, Resort features a great concept with fun use of terrain.
Honorable Mentions in the best map category will also receive a cash prize of $500 and see their maps featured in-game. Honorable Mention winners for new player-made maps include An Cuu Bridge, Lolo, Mau, Operation Valkyrie, Phan Cong, and Tay Ninh Province.
Prize-winning Mods:
Green Army Men
Prize: $5,000 Created by RISING STORM 2: VIETNAM modder Nitronik
Gameplay Overhaul Mutator
Prize: $1,000 Created by RISING STORM 2: VIETNAM modder Joe
This hotfix includes a fix that was missed from the last hotfix (but included in the notes)
Fixed an issue which caused player models and objects to ‘flicker’ in and out of visibility when playing the game using instanced rendering and graphical settings at Medium or lower.
Below is an example of the issue that was fixed, if this is not the issue encountered in the past then please let us know.
This hotfix includes a fix that was missed from the last hotfix (but included in the notes)
Fixed an issue which caused player models and objects to ‘flicker’ in and out of visibility when playing the game using instanced rendering and graphical settings at Medium or lower.
Below is an example of the issue that was fixed, if this is not the issue encountered in the past then please let us know.
With the 1.06 rollout and hotfixes now behind us, we wanted to talk about some of the new items being worked towards.
To many of you it shouldn’t come as a great surprise that we are working towards adding in the Army of the Republic of Vietnam (ARVN) as the next faction to join the game. The ARVN update will include the new faction, weapons and maps and we are currently targeting this as our 1.08 build, but more on that later.
1.07, which we are working towards right now, focuses on more gameplay changes and bug fixes and we expect to release it towards the end of April. We are continuing to put a major focus on stability issues (such as crashes and performance) as well as top community bugs, but also have some gameplay changes on the way as well.
First up, as a precursor to the ARVN update, the M1 and M2 carbines will be added to the game with 1.07! The M1 carbine being a semi-automatic, 15 round mag, workhorse used by forces around the world since WWII. The M2 on the other hand is capable of fully automatic fire and equipped with a newer 30 round magazine that was not able to fit into the previous M1’s.
M1
M2
The M1 will be available to the NLF and both US factions will have the M2 to choose from.
Another new item that is going into the game is an additional critical hit zone, the spine. This will give players a centerline target across the upper and lower torso that will down players in one hit.
As we continue to work towards the ARVN faction and the 1.08 update we’ll have more details and art to share so stay tuned!
With the 1.06 rollout and hotfixes now behind us, we wanted to talk about some of the new items being worked towards.
To many of you it shouldn’t come as a great surprise that we are working towards adding in the Army of the Republic of Vietnam (ARVN) as the next faction to join the game. The ARVN update will include the new faction, weapons and maps and we are currently targeting this as our 1.08 build, but more on that later.
1.07, which we are working towards right now, focuses on more gameplay changes and bug fixes and we expect to release it towards the end of April. We are continuing to put a major focus on stability issues (such as crashes and performance) as well as top community bugs, but also have some gameplay changes on the way as well.
First up, as a precursor to the ARVN update, the M1 and M2 carbines will be added to the game with 1.07! The M1 carbine being a semi-automatic, 15 round mag, workhorse used by forces around the world since WWII. The M2 on the other hand is capable of fully automatic fire and equipped with a newer 30 round magazine that was not able to fit into the previous M1’s.
M1
M2
The M1 will be available to the NLF and both US factions will have the M2 to choose from.
Another new item that is going into the game is an additional critical hit zone, the spine. This will give players a centerline target across the upper and lower torso that will down players in one hit.
As we continue to work towards the ARVN faction and the 1.08 update we’ll have more details and art to share so stay tuned!
Hey folks, this should be our final hotfix for update 1.06, focusing on issues with commander abilities which have been reported since the release of the update. Further fixes to issues across the whole game will be released in subsequent patches to Rising Storm 2: Vietnam.
In this update we have also included new debug features for identifying and fixing crashes, so please continue to send in your BugSplat reports so that we can continue to fix crash issues!
End of 1.06 Double XP Period
This patch disables the double XP period we have been running to celebrate the launch of update 1.06. All experience gains, including the end-of-match bonuses received for participating in multiple rounds of a match have been reset to their usual values.
Bug Fixes
Fixed an issue which caused player models to ‘flicker’ in and out of visibility when playing the game using Instanced Rendering
Fixed an issue which caused dynamic shadows to appear incorrectly or move oddly when close to groups of other players
Fixed an issue where players could break the location and behaviour of artillery strikes by targeting the sky from the Commander’s seat of the Loach
Fixed an issue where Southern Commanders using the radio in the rear seat of the Loach could have commander abilities fail to trigger
Fixed an issue where Squad Leaders clearing the co-ordinates of their artillery markers would disable their team’s commander abilities
Fixed an issue which caused commander abilities to be called in on incorrect strike co-ordinates under certain circumstances
Fixed an issue which caused incorrect commander abilities to be called in after attempting to call in other abilities under certain circumstances
Fixed an issue where players could be suppressed by bullets passing by them on the other side of solid cover
Fixed an issue with the server queue which prevented server members from being allowed into their reserved slots
Fixed an exploit which allowed players to escape a map’s boundaries using squad deployment tunnels
Destroying enemy spawn tunnels now rewards points as intended
Fixed an issue where bonus points earned by disarming traps would not appear on the HUD
Fixed UI issues where the ‘pick up weapon’ prompt would clip with the Mantle icon on the HUD, and where the ‘cannot exit helicopter’ prompt clipped with the Helicopter HUD
Misc. Fixes
Widened the FOV when using mounted weapons to improve visibility for the player mounting them
As always, we owe everyone who has found and reported issues a huge thank you, and urge anyone that encounters issues with the live game to continue to report them via the usual channels.
Hey folks, this should be our final hotfix for update 1.06, focusing on issues with commander abilities which have been reported since the release of the update. Further fixes to issues across the whole game will be released in subsequent patches to Rising Storm 2: Vietnam.
In this update we have also included new debug features for identifying and fixing crashes, so please continue to send in your BugSplat reports so that we can continue to fix crash issues!
End of 1.06 Double XP Period
This patch disables the double XP period we have been running to celebrate the launch of update 1.06. All experience gains, including the end-of-match bonuses received for participating in multiple rounds of a match have been reset to their usual values.
Bug Fixes
Fixed an issue which caused player models to ‘flicker’ in and out of visibility when playing the game using Instanced Rendering
Fixed an issue which caused dynamic shadows to appear incorrectly or move oddly when close to groups of other players
Fixed an issue where players could break the location and behaviour of artillery strikes by targeting the sky from the Commander’s seat of the Loach
Fixed an issue where Southern Commanders using the radio in the rear seat of the Loach could have commander abilities fail to trigger
Fixed an issue where Squad Leaders clearing the co-ordinates of their artillery markers would disable their team’s commander abilities
Fixed an issue which caused commander abilities to be called in on incorrect strike co-ordinates under certain circumstances
Fixed an issue which caused incorrect commander abilities to be called in after attempting to call in other abilities under certain circumstances
Fixed an issue where players could be suppressed by bullets passing by them on the other side of solid cover
Fixed an issue with the server queue which prevented server members from being allowed into their reserved slots
Fixed an exploit which allowed players to escape a map’s boundaries using squad deployment tunnels
Destroying enemy spawn tunnels now rewards points as intended
Fixed an issue where bonus points earned by disarming traps would not appear on the HUD
Fixed UI issues where the ‘pick up weapon’ prompt would clip with the Mantle icon on the HUD, and where the ‘cannot exit helicopter’ prompt clipped with the Helicopter HUD
Misc. Fixes
Widened the FOV when using mounted weapons to improve visibility for the player mounting them
As always, we owe everyone who has found and reported issues a huge thank you, and urge anyone that encounters issues with the live game to continue to report them via the usual channels.
Hey folks - thank you for bearing with us while we put together this hotfix for the 1.06 update to Rising Storm 2: Vietnam. This patch, expected to go live soon, addresses some of the issues reported since the release of 1.06, while some fixes will be rolled out in subsequent updates:
Crash Fixes
Fixed an issue which caused players to crash when loading into maps when playing on the “lowest” graphics setting.
Fixed a rendering thread client crash which most commonly occurred when loading into custom maps or the offline Training maps.
Fixed a crash which occurred when killing players using the explosive ordinance on the Bushranger helicopter
Bug Fixes
Fixed an issue where artillery would not be called after the team swap at the end of the first round in Supremacy and Territory matches
Fixed an issue where all players connected to a server would be kicked into the server queue following a map change
Fixed an animation issue where players would grip pistols with both hands while crouch-sprinting, which caused their arm to clip into their torso
Fixed an issue where Team-kills would not show up in the kill-feed for the killer
Fixed an issue where Squad Leaders lower than the requisite Level (Level 15) would retain their Squad Leader position after higher level players entered their squad
The new ‘Megafont’ which allows double byte characters now displays properly in Squad Name and Role Vote text
Fixed an issue where the Server Queue would add ‘phantom’ players, making the queue appear longer than it actually was
Fixed an issue where helicopters attempting to land would slide across the floor on their skids
Fixed an issue where the behavior of smoke from smoke grenades would not be properly replicated to players, making the smoke not ‘match’ from client to client
Fixed an issue where smoke from smoke grenades would sometimes disappear abruptly for some players
Fixed a UI issue where VOIP Broadcasting and ‘Rally Here’ icons would be displayed on the screen and move erratically if the speaker or Rally marker was placed directly behind the player
Fixed an audio issue where the wrong Announcer line would play on Territory and Supremacy matches when tickets have run out
Misc. Fixes
Reload animations now better track the stage at which Australian Forces weapons are reloaded, preventing players from having to start reloading from scratch if they interrupt the animation
Reduced the opacity of the muzzle flash and toned down the ‘screen-shake’ when firing the DShK to make it easier to see targets under sustained fire
As always, we owe everyone who has found and reported issues a huge thank you, and urge anyone that encounters issues with the live game to continue to report them via the usual channels.