Easy Anti Cheat has just pushed an update that should solve the crashing on launch or being kicked from server issue that some players were experiencing.
For those who are still having issues, please make sure you:
Verify your local game cache in Steam (Please DO NOT DELETE ANY FILES AFTER YOU DO THIS)
If none of the support page articles help, please reach out to the EAC team as indicated on the above support page to help them continue to look into these issues.
If none of the support page articles help, please reach out to the EAC team as indicated on the above support page to help them continue to look into these issues.
We are taking a look at where we can best concentrate our efforts doing another round of optimizations on existing maps. As part of this effort, we would like your input on which maps you experience the most issues one to help guide where we put our focus.
Weapon Bob In HOTFIX 1.08.3, the below mentioned fix was meant to be a part of that update. Shortly after, however, it became clear that additional adjustments were required to completely resolve this exploit. HOTFIX 1.08.4 now resolves this exploit completely.
Removed the ability for players to reduce their weapon bob while aiming down sights by changing their .ini configs. A big thank you to community member AjsKold for spotting and pointing this out!
Hit Registration Greatly reduced the likeliness that the clients weapon shots will not be registered by the server. As such, players should notice weapon shots registering with their targets more consistently.
Audio Adjustments Thank you all for your feedback regarding the sound overhaul rolled out in the previous hotfix (1.08.2). We’ve reviewed your feedback and have made the following adjustments to the audio in Rising Storm 2: Vietnam:
Remixed all third person weapon sounds to improve their quality and bring them in line with those heard when firing weapons in first person. The weapon sounds heard in 1.08.2 were designed for use in first person, and did not hold up when heard in third person
Increased the volume of third person weapon sounds for every weapon
Adjusted AK-47 firing sounds to address issues raised by the community with the weapon when firing the weapon in single fire
Adjusted the M79 40mm buckshot round to bring it in line with the rest of the firing sounds in the game
Adjusted the BAR slow-fire sound effects to make them more consistent with the fast-fire sound sounds
Map Balance Adjustments After reviewing balance Analytics from thousands of matches of Rising Storm 2: Vietnam, and listening to community feedback, we have made the changes to the following maps:
Territory: An Lao Valley
Reduced the Southern Commander's ability limits:
Artillery Strike to 4
Spooky to 4
Napalm to 5
Removed 100 reinforcements from the Southern team
Removed 50 reinforcements from the Northern team
Territory: Song Be
Reduced the Southern Commander's ability limits:
Artillery Strike to 4
Spooky to 4
Napalm to 5
Removed 150 reinforcements from the Southern team
Removed 100 reinforcements from the Northern team
Territory: Cu Chi
Removed 50 reinforcements from the Southern team
Removed 120 reinforcements from the Northern team
Territory: Ninh Phu
Reduced the Southern Commander's ability limits:
Artillery Strike to 4
Spooky to 4
Napalm to 5
Added 50 reinforcements to the Northern team
Removed 50 reinforcements from the Southern team
Supremacy: Hue City
Reduced the Southern Commander's ability limits:
Napalm to 5
Removed 170 reinforcements from the Southern team
Removed 200 reinforcements from the Northern team
Supremacy: Operation Forrest
Removed 80 reinforcements from the Southern team
Removed 80 reinforcements from the Northern team
Supremacy: Song Be
Removed 80 reinforcements from the Southern team
Removed 80 reinforcements from the Northern team
Supremacy: Quang Tri
Reduced Southern Commander's ability limits
Napalm to 5
Removed 100 reinforcements from the Southern team
Removed 100 reinforcements from the Northern team
Map Stat Tracking
Firebase Georgina, Resort, and Borderwatch all now track properly in players’ stats
Bugfixes Gameplay
Fixed an issue where disabling certain graphical settings allowed players to see enemies through walls
Removed the ability for players to reduce their weapon bob while aiming down sights by changing their .ini configs. A big thank you to community member AjsKold for spotting and pointing this out!
Fixed an issue where using a bandage would not remove that bandage from your inventory
Fixed an issue where the Recon Plane would sometimes take more than one shot with the RPG to destroy
Fixed an issue where the achievement ‘Quang Trifecta’ would unlock on maps other than Quang Tri
Maps Quang Tri
Fixed an exploitable area on Quang Tri which allowed players to shoot into the ARVN spawn
Fixed an issue where shadows around Objective D would appear overly-dark compared to the rest of the map on Quang Tri
A Sau
Added missing collision to a large rock formation to the North of Objective A on A Sau
Fixed an issue where one of the Jeeps on A Sau was floating two inches off the ground (sorry, no hovercrafts)
Fixed an issue on A Sau where the light emitted by one of the fire effects was placed in a different location to the fire itself
Added missing collision to a barrel and surrounding debris outside Objective C on A Sau
Added a point light source to a lightbulb on A Sau which appeared to be ‘on’, but emitted no light
Audio
Fixed an issue where the end-of-match music would play twice, over the top of itself, after finishing a match on a single-round server
UI
Fixed an issue where players who were kicked from matches to the menu would not receive a message informing them of why they were removed from the server.
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/
A big thank you to everyone who took the time to participate in yesterdays ‘Ask Us Almost Anything’ on the subreddit! For those who may have missed it, we’ve taken many of the developer responses found within and summed them up by category.
Cosmetics
Currently, no plans to expand or overhaul the cosmetic system, but if it is something that players continue to use and embrace, those plans are likely to change
The current dev only camo (NLF foliage and US Tiger Stripe - in some shape or form) may make its way into player hands if we see enough of a demand for it
Vehicles
The M113 Armored Personnel Carrier is on the way as the next vehicle
It may be incorporated into select existing maps, but will have new maps designed around it
Some map destruction will likely be a part of the systems needed to help support the M113 and its ability to move around the map
It is unlikely that we will be implementing another helicopter before giving the North Vietnamese some vehicle love first
No plans for sea vehicles at this time
Multiplayer Campaign
This is “the next big thing” coming to Rising Storm 2 (current goal is the 1.09 update)
There's a fixed timeline between 1965 to 1975
Teams will be able to vote for the faction they want to use
Timeline will affect availability of some weapons and equipment
Animations
One handed sprinting is returning in 1.09, looking better than ever for the Northern factions!
Factions
The team is taking a hard look at making the NLF and PAVN play, unique. This includes:
Weapons (new ones too!)
Commander abilities
And other gameplay elements
Weapons
The Chinese Type 53 is being considered for addition
There are French, Czech, German and Russian weapons currently under consideration for the North
New traps are being discussed such as and with the criteria of:
Fougasse, grenades in tin cans, booby-trapped objects etc etc.
The trick is to find ones that are (a) different enough from what we already have, (b) implementable, (c) interesting to "play" and (d) not too ridiculous ("let's just dig a 10-foot tiger trap...")
Maps
An Ia Drang map could be “interesting”
Air Assault, a community map, is based on this battle
We've been floating the idea of changing SU Hue City and SongBe over to ARVN
Gameplay, AI and Other Mechanics
Currently no plans for slow death to return
Some keybind changes are coming with 1.09. Here is the planned update to key binds for equipment.
Primary Weapon
Secondary Weapon
Hand Grenades (WP, RPG7)
Smoke Grenades (Smoke, Signal)
Place-able Equipment (Traps)
Other Equipment (Mattock, Binoculars)
Bots are currently in development
Sounds and Voices
If anyone hasn't said it elsewhere, we ran into all sorts of difficulties with the voice recording at that point - not the least of which was the SAG-AFRA boycott and bickering going on, which largely blocked our access to the (very few) professional Vietnamese voice actors available at the time. This is one of those things where we have to consider ‘bang-for-buck’. Re-recording the voice for the Northern forces would cost rather more than a whole mapping contest, for instance
Continued Support, mapping contests and DLC
Put simply (simplistically), we look at the return on each update - after we do all that work, push the update out, have a Steam sale - did we make money on it? When it gets to the point that we don't make money on the updates, we'll have to start scaling back. But we're not anywhere near that yet. We are planning out the detail for the rest of 2018 - will soon be looking at the high-level plans for 2019. If people keep buying the game (and DLC) for 5 years, we'll be supporting it that long
We are looking at more contests in the future, but none planned for the remainder of the 2018 calendar
If a map is good and both the community and our developers think it would be a good fit then we will approach the author - no need to have a contest.
RO 2 factions are not currently being worked on to be added to Rising Storm 2, but work that went into it will show up in Vietnam, such as weaponry
The idea may be revisited later
French vs. Viet Minh isn't out of the question for longer term goals
We’ll have more to share in the run up to the upcoming 1.09 on Multiplayer Campaign and more! And as a reminder, update 1.08.3 is also on the way to address map balance as well as some other top community concerns. Our current goal with this update is to have it live later next week, but that is subject to change as we continue investigating and working on some of these issues.
Thank you for your continued support and enthusiasm.
We left a few weapons off the list of the original 1.08.2 patchnotes that have had their audio adjusted. This audio overhaul is designed to make for an altogether more realistic and intense Vietnam experience. You can find the full list here:
M16
AK47
SKS
M14
DP-28
RPD
M60
MAT-49
PPSH-41
M3a1
Mosin
M40
XM21
M1911
TT33
M1917
L1A1
L2A1
Owen Gun
Claymore Explosion
C4 Explosion
Please let us know your feedback on these changes! We are also working towards another update, 1.08.3 to address other top community issues, with a keen eye towards hit registration, movement/prone issues, and stats not saving. If you can help us with any reproduction cases, be sure to let us know in the official bug forums!
This hotfix includes an audio overhaul to some of the of weapons in Rising Storm 2: Vietnam, making for an altogether more realistic and intense Vietnam experience. These changes will also affect situational audio, such as the difference between weapons fired from inside a closed helicopter cockpit as opposed to the sounds heard outside.
Listed below is a full list of the affected weapon fire and explosive sounds changed between 1.08 and 1.08.2:
M16
AK47
SKS
M14
DP-28
RPD
M60
MAT-49
PPSH-41
M3a1
Mosin
M40
XM21
M1911
TT33
M1917
L1A1
L2A1
Owen Gun
Claymore Explosion
C4 Explosion
Animation - Historical Accuracy Fixes
Added a heavily requested half-reload to the M1 Garand, a feat which was possible in real life, but not in the original Rising Storm. Thank you to everyone who gave feedback on this weapon
Per community feedback we have changed the M1A1 Thompson to fire from open bolt.
The bolt on the M2 Carbine now locks open when empty
Corrected the charging handle on the M1918 BAR so that it is no longer spring loaded
Resort Rebalance Thank you to everyone who provided feedback about the community maps! As a result of this feedback, the Level Design team has made some adjustments to the Resort map, which we are rolling out in this hotfix ahead of changes to other community maps. The changes to Resort are as follows:
We have added cover around the lighthouse near Objective A; lowering the water levels and adding rocks to aid infantry assaults.
Moved the spawn protection and map boundaries on Resort, so that helicopters can land in the rice fields on either side of the beach.
Created a second spawn point on Resort for the NLF, giving Objectives C and D a spawn point each.
Please continue to provide feedback on any and all maps in Rising Storm 2: Vietnam - your input has been invaluable to creating a polished experience across all of our official maps. We are pleased to announce that we are also working hard to polish the art and gameplay across all included community maps, with changes being rolled out in future patches.
Based on community feedback for Quang Tri, that helicopters could kill NLF players at their spawn, we have added cover and adjusted the spawn area
Added cover and partially redesigned Objective C on A Sau based on community feedback and analytics which showed that attackers were often stalled on this objective
Updated the overhead map on A Sau to reflect changes made between the CTB testing of the map and the final released version
Bugfixes
Performance and Optimization
Fixed an issue caused by the new ‘Out of Bounds’ arrow which would cause intermittent hitching and a loss of performance when too far from the intended play area of a map
Gameplay
Fixed an issue where if a Radioman died while the Commander was using his radio, the Commander would no longer be able to use any radio on the map until they respawned
Misc
MLAA can be enabled again via config files.
Maps Asau
Fixed an area on A Sau where players could fall to their deaths through solid ground
Fixed an issue where there was no collision present on some crates within a bunker on objective D on A Sau
Fixed various floating assets across the map
Moved a fire effect which was too low, causing it to clip with terrain near Objective C
Fixed an issue where one of the trench assets would be drawn ‘over the top’ of a fire effect on A Sau
Removed a floating screwdriver from A Sau.
Art and Animation
Fixed an issue on ARVN maps where players spawning into the Huey as an ARVN door gunner, would upon death, change to a US Army character model
Fixed an issue where there was a delay in the dismount animation for the DShk which caused the player to be unable to move for several seconds
Fixed an issue where the M17 Gas Mask, available through the Rear Echelon cosmetic DLC pack, clipped with various other headgear meshes
UI
Fixed an issue where the scoreboard widget would be drawn over the top of the mid-match UI if a player held down the tab key during the end of the previous round startup
Fixed an issue on one round servers where the end of match results would display the incorrect winners
Fixed an issue where the ‘Legacy Menu’ option did not support ultra-wide monitors, causing the new menu to be visible to the extreme left and right of the screen.
Fixed an issue where shooting down an A-1 Skyraider would show on the points display as ‘F4 Phantom Kill’
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,
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/