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Rising Storm 2 CTB Update - 1.09 Initial Test

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,522
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    East Coast
    Hey folks!

    We're running a new round of Community Testing for our upcoming patch, 1.09! Please join us in the first official test on Saturday, July 7th at 3 PM EST.

    As always, content shown on the CTB should be considered work-in-progress, and these notes only cover part of what's to come in Update 1.09, which included bugfixes, new features, new content, and balance tweaks not listed here. Please continue to provide feedback to us at https://steamcommunity.com/app/418460/discussions/6/ if you have any thoughts on the content we're showcasing during this weekend's testing!

    The full patch notes will be along shortly, however for now we'd like to highlight some of the new content we'll be testing:

    VNTE-QuangTri
    church.jpg



    In this wave of the CTB we'll be showing off a brand new take on Quang Tri - the ARVN supremacy map. Territory Mode Quang Tri pits the ARVN against the NVA in a battle which begins outside the citadel walls, culminating in the defence of the ARVN's base of operations for the region.

    VNTE-OperationForrest
    forest.jpg



    We're also showcasing a new, larger, longer, Territories Mode Operation Forrest, featuring a new set of objectives for the Australian Army to defend before flowing into the original Territories Mode layout of the map released with 1.06.

    New Gameplay Features
    • One-Handed Sprinting
    Back by popular demand! One-handed sprinting animations return for players fighting for the NVA and NLF. We have re-worked these animations, and improved them to fit the aesthetic of Rising Storm 2: Vietnam. As always, thank you to the community for your feedback!
    • New Foldable Stock Functionality
    Folding your weapon's stock now provides various benefits to the player. This feature (by default activated using the C key) now decreases ADS time and increases movement speed when using iron sights by 40%.
    • Changes to Grenade Blast Radius
    Hand grenade total blast radius has been reduced by 5 meters (lethal range reduced by 2 meters). Grenade blast radius now matches the radius in RO2.
    • New Character Animations
    We have added new character animations to various actions and events! These include third person spotting animations, so you can see when players around you point out enemy targets, animations for disarming traps (which now takes a few seconds rather than being instant), animations for jumping and falling, and a first person reaction to being burned alive.
    • Improved Inventory Keybinds
    After listening to community feedback we have split the inventory out across different keys, to allow people to more quickly select equipment, and avoid selecting unintended items when switching weapons. The new bindings are as follows:
    1. Primary Weapon
    2. Secondary Weapon
    3. Hand Grenades
    4. Smoke Grenades (Smoke, Signal)
    5. Place-able Equipment (Traps, Place-ables
    6. Other Equipment (Mattock, Binoculars)
    • Persistent Weapon Preferences
    Weapons now "save" the configuration they were in when players previously equipped them. Items like semi-automatic fire, sight ranging, bipod deployment, and bayonet attachments now persist through death, meaning that when you spawn with a weapon it is pre-configured to your preferences.
    • Verbose Resupply Points
    Resupply points now give players feedback as to what they're being supplied while re-arming. This lets players know when they have received items like ammunition, grenades and bandages on a per-weapon basis.
    • Weapon Pickup Highlights
    Items which can be picked up by players (weapons, traps, etc) now glow when targeted, giving players a better idea of what they're going to actually pick up when looking at a pile of dropped weapons.
    • SKS Recoil & Reload Changes
    Due to community feedback we have sped up the SKS reload by around 1 second - this should help balance the rifle against the other semi automatic battle rifles in the game. Additionally, the horizontal recoil of the SKS has been reduced to make follow up shots easier to make.
    • More Accolades for the After Action Report
    We have added more player call-outs to the after action report! These include "Most Objective Points", "Most Co-operative" (which tracks spot assists, ammo supply, protection, disarming and rally point scores), and "Best Squad Leader".
    • Improved Commander Messaging
    Any player in the "Commander" role now has their text show up as white in team chat. This will hopefully allow players to more easily identify orders, and messages of tactical importance. Commander Abilities are now also tracked in the player statistics menu.
    • New Foliage Camouflage
    Level 65+ players fighting for the NVA and NLF will now be able to use (previously dev only) foliage camouflage rings, which attach leaves to their backs. This was a common community request we're happy to oblige.
    • Improved Squad Tunnel Art
    We've changed the way squad tunnels work - this should allow squad tunnels to display shadows properly while planting, and generally improve the way they look across the board.
    • Water Movement PFX
    We have added effects which play as players move through water - this should be especially noticeable on VNTE-Operation Forrest when moving through the waist-high water of the delta.

    Known Issues
    This is a beta build so that means there may be bugs with some of the new systems. These are some of the known issues that you may run into in the current CTB build.
    • Persistent weapon settings are not replicated properly and other player's weapon states may appear different to you.
    • Disarm animations are not final.
    • Ripple effect when walking through water appears at the player's chest.


    As always, thank you for your continued support.

    Antimatter Games & Tripwire Interactive