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#3439439 - 11/22/11 09:19 AM RO2 Patch (Nov 21, 2011)
fafnir_6 Online   content
Member

Registered: 03/07/04
Posts: 187
Loc: Edmonton, AB
Hello everyone,

I didn't see any posts here about this, so I thought I'd share it with everyone here. There's a new RO2 patch out as of Nov 21 that goes a long way to address the concerns of the community in terms of weapon balance and spawn camping. It also seems as though fewer people are having trouble getting the game running smoothly (it has always run well for me).

Patch notes:

(Posted by [TW]StragoMagus)

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.

The thread for discussing this can be found here: http://forums.tripwireinteractive.com/showthread.php?t=71881

Obviously there are still issues with RO2 but TWI is coming to grips with the bugs and true potential of the game is emerging. Apparently the full SDK for the game will be out shortly, as well, which should lead to new maps, vehicles and such. There should be a DLC pack (a free patch) with new content coming out soon too. Additions such T-70, Universal Carrier, Sdkfz 251 and Panzer III Aug J are rumoured to be included in the DLC, presumably with some new maps as well.

Cheers,

Fafnir_6

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#3439664 - 11/22/11 02:19 PM Re: RO2 Patch (Nov 21, 2011) [Re: fafnir_6]
fafnir_6 Online   content
Member

Registered: 03/07/04
Posts: 187
Loc: Edmonton, AB
Update from Yoshiro on the SDK:

What we are up to Thanksgiving Edition

--------------------------------------------------------------------------------

With a patch out the door yesterday, and the SDK in the final stages of work before we release it to the community, the team has been hard at work finishing up their tasks before they take a few days off to spend with their families.

We've been isolating the few remaining crashes we are receiving and have identified a few more causes of hitching. Code and QA are already working on and testing fixes for these. You will likely see the results from this next week or the week after. It depends on if we can slip them in before the next "big" patch we have planned.

On that note, a large patch is in the works due to some content packages that need to be updated for some bugs. When this happens we are forced to do a several gig update (due to how the engine is structured and the cooking procedure). We will be trying to cram as much into that patch as possible so we don't have to do many of these.

Now we made a fairly large change in terms of weapon availability in the last patch so we have been monitoring community feedback in the forums and in game to see how it is taken. As I've stated before, other changes are being considered based on community feedback as well. I'll speak more about them once we've tested them and feel that they play out well and the community will enjoy them.

One of my favorite things I had a chance to do in RO 2 late last week was to test a new prototype map with everybody in the office. I really think the old RO crowd will get a kick out of this one. The rest of the LD team are also cranking away and hope to have their new work in testing soon.

Last but not least we are trying to get the full SDK out the door to everybody, but are working on fixing up a few last issues. With luck it will go out the door late this evening, but may be out early next week if we can't get it done in time.

Have a good Thanksgiving everyone!

http://forums.tripwireinteractive.com/showthread.php?t=71935

SDK!!!!!!!!!!!!!!!!!!!

Fafnir_6


Edited by fafnir_6 (11/22/11 02:22 PM)

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