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November 21st Update Notes

[TW]Strago

Tripwire Interactive Staff
Jun 23, 2010
166
204
Map Balance
  • Reduced Elite Riflemen and Assault roles on all maps.
  • Fixed various spawn camping issues on all maps.
  • Apartments - Added additional allied spawn after capturing the first set of objectives
  • Barracks - Fixed an exploit that allowed you to get into a wall
  • Fallen Fighters - Added missing spawn on squad leader spawns to sewers and trenches
  • Grain Elevator - Added a spawn for the Allies that is on the 4th floor. This for when the allies are defending the Foothold
  • Spartanovka - Fixed an issue with spawn protection incorrectly showing up when one of the objectives was captured in the 16 player version. Also fixed an Allied spawn not working correctly on the 16 player version.

Performance/Stability
  • Reduced the fps hitch during first spawn
  • Improved the framerate smoothing video setting to give more stable FPS
  • Improved physics performance (resolved another cause of hitching)
  • Fixed memory spike when changing teams in the role selection menu
  • Fixed an alt-tabbing crash

Misc
  • Fixed a wall exploit while leaning
  • Satchel objectives can now be 'captured' by destroying the target
  • Fixed getting kicked for idling if the server has set MaxIdleTime when reinforcements have run out, or when dead in countdown mode.
  • Fixed momentary green scope texture when taking over a bot with a sniper scope.
  • Fixed a bug where tank crew members would be invisible the first time they unhatch from the driver seat
  • Tank geometry should no longer disappear after being killed as a tank crewman
  • Several problems with the hero rank have been addressed (Enemy loadout weapons not showing up, losing hero status after death, UI refinements, etc...)
  • Launching the game the first time will add a setting, HUDTipsLevel, to ROGame.ini. Changing this will reduce the amount of text tips that appear on the HUD (0 - All Tips, 1 - Moderate Tips, 2 - Few Tips). Looking for feedback and later on we may add it as a menu option.
 
In reply to Yoshiro's post just before the beta-testing thread closed:

I have never experienced any of those problems (not that I can remember, at least) before this patch; I will see if they remain now that the release is official and if so is the case I will be back with as good info as I can give.
 
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Pings still goin off limits when more than 20 pppl are in the server. just dcd from the server cuz of it...there was like 18 ppl playin all averagin 60-80...server got full around 40 ppl and all pings went crazy...140+...thats just hilarious...its the U3 engine that just cant handle more than 20 ppl rite...tc and hf.
 
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Thanks! Great work guys!

EDIT: Is the facebook page right?

"Everything is looking good for the beta patch we have been testing for RO 2 over the weekend to go live today along with the full SDK release."

If so, I am one happy *** camper ikgehroisdfef

Should be, when the same note was in Steam announcement and was mentioned before in another SDK topic. But where oh where? :D:IS2:
 
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very nice. so are new maps comming out??? only reason i dont play

I do recall a TWI mod posting a couple weeks ago saying that they are working on a new map or two from RO Ost. And with sdk going full, and some people having early access, it shouldn't be long before new maps are released. I would like to think that a big dlc that has been planned will come out by Christmas.

Pings still goin off limits when more than 20 pppl are in the server. just dcd from the server cuz of it...there was like 18 ppl playin all averagin 60-80...server got full around 40 ppl and all pings went crazy...140+...thats just hilarious...its the U3 engine that just cant handle more than 20 ppl rite...tc and hf.

I do believe that the ping issue with lots of people is something set incorrectly by the server admin, not the game.
 
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