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Please note, the CTB ("Community Test Branch") of Rising Storm 2 is still in an Alpha state. That means that all the new content is still work-in-progress, not finished, and all subject to change. Thanks for your patience and we appreciate your help in testing and refining this exciting new content.
For those unaware of the content being tested in the CTB:
New Faction - Australian Army
New Weapon - L1A1 Rifle
New Weapon - L2A1 LMG
New Weapon - F1 SMG
New Weapon - Owens SMG
New Weapon - Browning Hi Power Pistol
New Weapon - XM177E1
New Vehicle - Bushranger (Huey Gunship)
New Map - Long Tan
New Map - Operation Forrest
New Map - Rung Sac
New Commander Ability - Canberra Bomber
Changes Since Previous CTB (11/10/2017) - previous changelists can be found at:
Lots of bug fixing of visual and movement-related bugs to improve player experience. This includes fixing ‘floating and various holes and open faces on meshes etc
Adjusted the balance on Objective E to make flanking more difficult, increase cover and make the fort generally more defensible.
Significant optimization and performance work for both Instanced Rendering and non-Instanced Rendering users - please report any further issues as feedback!
Completed sound and PFX pass for the map
Corrected collision errors across the map with various art assets
Long Tan:
Lots of bug fixing of visual and movement-related bugs to improve player experience. This includes fixing "floating" objects and various holes and open faces on meshes etc
Improved rain effects so that the interiors of buildings no longer appear as though they are being rained in
Further iteration to rain effect throughout the level - rain should appear thicker, especially at a distance
Various optimisation to items to improve performance across the map
Reviewed and improved the collision around trees on the plantation
Fixed instances of "pop-in" when viewing log piles across the map
Operation Forrest:
Significant amounts of optimization for non instanced rendering setups, this will improve performance both with and without instanced rendering, but a further increase to performance will be pushed out for IR users in a future build
Increased the point value of the Australian base and the nearest objective and reduced the number of RPG roles available to the North from 3 to 2. Also removed one stationary machine gun emplacement. These changes and other minor layout adjustments should make the map easier for Australian forces to win.
Further work on objectives B and D (Bombed Village and Manor House), improving these objectives and fixing issues found within
Lots of bug fixing of visual and movement-related bugs to improve player experience. This includes fixing "floating" objects and various holes and open faces on meshes etc
Fixed various collision issues across the map
Removed several problematic assets which were causing large red 2d objects to appear in some areas of the map
Gameplay
Fixed a key binding issue where the Infantry fire mode toggle key affected the Cobra's primary weapon fire key.
Helicopter and Infantry fire keybinds are no longer shared.
Art
Optimized the Nypa Palms, most prevalently used on Operation Forrest as part of increasing performance on that map
Disabled "screen door" fading per community feedback to prevent pop-in on certain assets, which created problematic visual glitches
Corrected a visual issue with the US' M35 truck where the interior of the roof appeared transparent
Audio
Fixed an issue where cancelling artillery when playing as the Australian Army would not play confirmation voice lines
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