• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Rising Storm 2: Vietnam - Upcoming 1.1.2 Hotfix Patch Notes

Kittenmittens

Tripwire Interactive Community Team
Staff member
header1.jpg

Hello from the Rising Storm 2: Vietnam team! We hope you've been enjoying the release of 1.1 Multiplayer Campaign. We already patched some of the most pressing community concerns with our 1.1.1 hotfix, and in soon will be rolling out 1.1.2 to address further concerns and issues pointed out by you: The RS2 Community.

As always, please be sure to leave your feedback at the following link, for our developers to review: https://steamcommunity.com/app/418460/discussions/2/

New Features

Campaign Balance Changes

The big item for 1.1.2 is new default settings for Campaign Servers and a new system to address Multiplayer Campaign balance.

Team Balance
  • Balance Teams is now on by default by when Campaign is running
  • Maximum difference in player count is forced to 2
  • If the difference becomes larger than 2, the campaign will pause and ask players to help balance out the teams (for an XP bonus). If no players opt for this, the game will force a balance to happen (excluding commanders from the previous round).


XP Bonus for Winning

The Winning team of a battle will no longer receive more XP than the losing team. Both teams will receive a bonus of 150 XP.

In addition to this, the "Attacker" role loadouts for the PAVN now also apply in Campaign matches, in addition to non-campaign play, providing a more offense-focus arsenal for the North when playing on attack.

Increased Campaign Information Awareness

We have added information pertaining to ongoing Multiplayer Campaigns to allow people to more easily gain tactical information about the current state of the war. In addition to the standard, interactive campaign map which appears between rounds, the campaign map can now be accessed from the escape menu, and is displayed to players if they join a server mid-battle.

The scoreboard now also shows which year of the campaign you are on in the bottom left when playing on Campaign Servers.

Campaign Role Changes

Per community feedback, we are making some changes to the role loadouts for the Northern Liberation Front for the early war, including the addition of the SKS and two WW2-era machine guns to the Machine Gunner and Sapper. We have also added 30-round-magazine variants of the M16 and XM177 selectable in the role menu for ARVN soldiers in the late war.
  • Added SKS to NLF Guerilla in Early War
  • Added M1919A6 to NLF Machine Gunner in Early War
  • Added M1918 BAR to NLF Sapper in Early War
  • Added 30rd magazine for M16 to ARVN Rifleman in Late War
  • Added 20rd and 30rd magazine XM177s to ARVN Pointman in Late War

30round.jpg




Ability to Restrict Attacking Team Per-Map In Campaign

We have given our Mappers the ability to determine which teams may be allowed to play on Attack or Defense in a round of campaign on their maps, which is set through a simple flag in the map's config (bNeverReverseTeams).

This is in response to certain maps being placed into campaign rotations which were unwinnable as certain teams, due to that certain team being spawned in its entirety on an island in the middle of the sea.

Additions to the Server Info-Box

We have added the following information to the server info-box on the server browser to allow people to see admins' server setup:
  • Round Limit
  • Ping Limit
  • Balance Teams
  • Balance Teams on Death
  • Maximum Team Difference
  • Map Voting
  • Kick Voting
  • Role Voting
  • Dead-to-Dead VOIP
  • Positional 3D VOIP
  • Public Text Chat
  • Public VOIP Channel
  • Team VOIP Channel
  • Force Helicopter Advanced Flight Model
  • Friendly Player Names



Bugfixes

Campaign
  • Fixed an issue where the Campaign "Attack/Defend" vote screen would display as 255 votes to the defenders and force a team to defend
  • Fixed an issue where Voting during Campaign Events could be cut short, not giving players enough time to make a selection
  • Fixed an issue where cancelling a Canberra Bombing Run as the Australian Forces Commander would cause the Napalm commander ability to enter cooldown
  • Fixed an issue where servers could display a role as "full" when it appeared there were slots remaining in that role, when teams were reversed during Campaign


General Gameplay
  • Fixed an issue where the new Vote Kick Menu could sometimes not update if a second vote was cast


Levels
  • Fixed an issue on VNSU-QuangTri where players were unable to plant traps on wet, muddy terrain


Art
  • Fixed an issue where players could not see new brown US helmets when playing online


Audio
  • Fixed an issue where players' battlechatter and in-game voice would play as a different ethnicity to one they had selected in Character Customization. This bug would only occur in Campaign mode - thank you to those of you who submitted logs and information to let us track down this issue.


As always, thank you for your continued support! We are continuing to work hard on Rising Storm 2: Vietnam, and would not be able to provide fixes like these without your feedback.

Antimatter Games & Tripwire Interactive
 
Nice patch and all, but sadly you can't change players midset. Still 90% of veterans are team stacking to one side(mosty South). And keep winning. Tested 2 server on both South won all games without any problem. And mostly had 60+ levels. Us few on North wanted to do something but those low level dont listen and have no experience to do something. If you ask players to no stack, they don't listen but those remaning in North switch there becuase they are tiered of losing.

I don't really have problem with losing, but more that map end too fast. Attakcing team usually win in like 5 minutes and then we end up watching more loadin screen than playing. While maps end with 4-5 kills top.

Just very bad experince. Nothing to do with developers, its just this community that is lost and doesn't care about how this effect game in long run.
 
Last edited:
Upvote 0
I'll try out the pouch tonight.
The only thing I can say I'd like to see is the US Army having the M16 during the 1965/Early War part of the campaign. The Army started using it in March 1965 so it would be more common than the M14. The battle in the Ia Drang Valley happened in November 1965 and Col. Moore's troops were all issued M16s.
The opposite can be said for the USMC, I'm not 100% sure but the common date I seem to find is the USMC didn't start using the M16 until 1967. The best reference I have for that is the book "First Battle of Khe Sanh" where the Marines were issued the right before the battle to secure the hills around Khe Sanh.
 
Upvote 0