Rising Storm 2: Patch 1.09

 LATEST NEWS
  • Welcome to the PBS GAMETEAM's website, WE ARE RECRUITING. JOIN US and get a FREE VIP slot on our servers! -
  • Our Thanks to Adaari, balz, hal, Bron,Yordy,Jonathan,Jozsef,BradJerney, wenz,Martin,Barry,chris, Ruben, Itsvan, Marko, Lan, Valter, Erik, joe, Matthew, Alois, Graig, Jason, caveman,Edwards, Jaimie, Ondre, Toby,Google, Phill, Gchrome,cramer,Rick,Jermey, lucas, kold, Roberto, Farq,Xiaton, Karlo, Rainman, Erik, Andrea and a very special thanks to our great premium members: Pon, Smekkes, Muttonchop,Krabbepote, Stoommeester, arjan, Xillax, Kapsta, Alexander,Duck, HausserBG, Bravecoward, Reint,Bas,Batuhan, Gunnar,Nuttycake,CJ Mini,tworooms,Jeffrey, Swag, Waverider, Sheepfarmer and Oberfield!for supporting the PBS GAMETEAM! -
  • Do you like our servers or site? Support us on this page -
  • Do you have a question? contact us -
  • Join our Discord! -
  • Check our latest news about our PBS games on this link -
  • Would you like to donate for our servers? Please check this link -
  • We are the best HLL, ARMA, BB, RS2, MW3 community out there! Sign up today! -
  • Like us on Facebook! -
  • Like us on Twitter! -
  • We have many new wars! Check and signup here pls -
  • Join our latest community event #here! -
author image by Powerbits | 4 Comments | 13/07/2018
  • PBS
  • COMMUNITY

Quick Rundown On The Patch 1.09 Patch Notes For Rising Storm 2: Vietnam

 

Rising Storm 2: Vietnam – 1.09 Patch Notes

New Additions
Gameplay

  • 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!

Since the CTB we have made a couple of changes to these new one-handed sprinting animations; synchronising the gestures with footsteps and increasing the speed of the arms’ swing. We also fixed a bug with the system which was located in the CTB which could cause the animation to become jerky if the player moved erratically.

  • 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 and suppression

Hand grenade total blast radius has been reduced by 2.5 meters from its value in 1.08, and grenade suppression has been reduced by 30%. This number, and suppression value (which had previously been a reduction of 5m and no change to suppression) has been tweaked in response to the Russian RS2 community, who fed back to us after playing in the CTB – thank you for your feedback!

  • 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:

  • Primary Weapon
  • Secondary Weapon
  • Smoke Grenades (Smoke, Signal)
  • Hand Grenades
  • Place-able Equipment (Traps, Place-ables)
  • 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.

  • 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.

  • Reduced Bandaging Times

In response to community feedback we are lowering the time it takes to bandage wounds in 1.09 – the specific changes to bandaging times are as follows:

  • Lowered fast bleed bandage time by 4 seconds
  • Lowered medium bleed bandage time by 2 seconds
  • Lowered slow bleed bandage time by 1 seconds

Maps

  • Territories: QuangTri

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.

  • Territories: Operation Forrest

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.

  • Optimization: Hue City and Firebase Georgina

We have taken measures to optimize both Firebase Georgina and Hue City in response to community reports that these maps performed poorly on some machines. As always, thank you for your feedback, and please report if these maps have improved performance! Some of these changes include tweaks to grass render distance on Firebase Georgina, as well as ensuring appropriate draw distances for buildings and effects on Hue City.

  • A Sau – Objective C Spawn Protection

Reworked the Spawn Protection on A Sau to allow the attackers to more easily assault Objective C.

Audio
Art and Animation

  • 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.

  • Historical PAVN Camouflage

Adjusted the PAVN Camouflage to more closely match historical reference, and added a green camo variant material to all PAVN Camouflage Pattern gear.

  • 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.

  • Improved Signal Smoke

The effect for Signal Smoke now works similarly to the M8 Smoke Grenade, and is affected by the wind and gives a small amount of ground coverage. This effect does not last as long as the M8 Smoke Grenade smoke.

  • Muzzle Flash Illumination

We have introduced environmental muzzle flash illumination to the game – meaning that now, when you fire your weapon, the area around the weapon’s barrel will be lit by the muzzle flash! Some long-time players may remember was a feature during the Closed Beta of Rising Storm 2: Vietnam, which was disabled shortly before release.

Please note that this feature still has some issues when playing the game using Instanced Rendering, and is currently undergoing further work to be released with Patch 1.1 further down the line.

UI

  • Improved Killfeed

Now when getting kills at various ‘critical hit’ zones, which would usually replace the weapon icon in the killfeed, the weapon and critical hit zone are both displayed to players.

  • 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.

  • More Accolades for the After Action Report Screen

We have added more player callouts to the after action report screen! 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.

  • Quick Match/Server Queue Improvements

Added a timeout limit to the server queue to prevent players from queuing indefinitely for servers which are no longer reachable

Customization

  • Homeland Security Cosmetic DLC Pack



Dress like Uncle Ho’s watching! Make your families proud (of your dress sense) as you defend the homeland with this exclusive pack of customization items for the Northern Forces.

Contains new customization items for the PAVN and NLF forces

Localization

  • Turkish

Added Turkish to the languages available to with which to play Rising Storm 2: Vietnam! Further updates to this language will follow in 1.1, and we owe a huge debt of gratitude to the team of Turkish RS2 players who translated the game into their language! Teşekkür ederim!

Misc

  • Added a custom binding for 1-100% collective in helicopter bindings – this should allow players to use HOTAS to set up custom helicopter flight peripherals
  • Made it far easier for players to pick up dropped weapons, and reduced the forward momentum of dropped weapons so that players can more consistently drop weapons at their feet
  • Disabled free-roam spectator camera as a dead player – this is to prevent exploits in competitive play. Free-roam spectator is of course still available for players who are spectating the match.
  • Improved the post-death camera fade to black, and doubled the time it takes to go from dead to the deployment menu
  • Increased the number of batteries involved in the PAVN Heavy Artillery strike from 5 to 6
  • Reworded ‘Squadmates Nearby’ on the HUD to say ‘Squad Bonus’, to make it clearer to players that being near squadmates imparts bonuses
  • Changed the color of interaction text prompts on the screen to Yellow
  • Improved the background of the text chat box
  • Increased the amount of time it takes to mount/dismount a DshK to 21 frames
  • Lowered the number of Legacy Asset References from RO2/RS1 loaded into memory from startup and other memory optimizations
  • Added a server setting to disable mid-match map voting for server admins which want this function
  • Muting players voice chat via the scoreboard now also disables their text chat
  • Added support for .wem and .bnk files to the Steam Workshop, as well as support for 16:9 images
  • Author
    Posts
    • #24134

      Quick Rundown On The Patch 1.09 Patch Notes For Rising Storm 2: Vietnam[Please see the full post at this link: ]

    • #24137
      DiAge87
      Participant
      170

      Sounds awesome. 😀

      Especially the ‘Persistent Weapon Preferences’.
      I am always switching the BAR to the slower firerate to be more accurate and making the magazine last longer (I know it is the same amount of bullet but it feels so much more by that).
      Further i love the M1 Carabine with its semi-automatic shooting mode but i hate the M2 carabine with its auto-mode. I mean you can still switch but i often forget that and shooting full auto hitting nothing with that and giving away my position is annoying, so saving the fire mode on this gun would also be nice.
      Oh and last but not least, i like firing both rounds of the double-barrel shotgun at the same time, if i have to shoot long range. So, here that would be awesome too.

      The machine-gunners' dreams of point blank fire into serried masses of Emus were soon dissipated. The Emu command had evidently ordered guerrilla tactics, and its unwieldy army soon split up into innumerable small units that made use of the military equipment uneconomic. A crestfallen field force therefore withdrew from the combat area after about a month.

      - D.L. Serventy, ornithologist on the Emu War from 11–12.1932 between Royal Australian Artillery and 20,000 emus

      Emus outlasted!

    • #24156
      MrGold
      Participant
      110

      Looks like an interesting fixer and adding camouflage for laughs :p

    • #24158

      Wonder if the reduced lethal radius for grenades will affect tunnel destruction range.

    • #24416

      Updated with full patch notes

Viewing 4 reply threads
  • You must be logged in to reply to this topic.
Hit enter to search or ESC to close