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VAIL 0.7.93 Patch Notes

With Early Access knocking on our door, we are squashing bugs, polishing and finalizing features and as always...optimizing and improving maps. The next few weeks will be a tough few weeks, but as always and with the support of our amazing community, we will continue to work towards the Early Access milestone and make VAIL even more amazing than it already is. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

[h2]Patch Highlights[/h2]

[h3]Ping System[/h3]
See an enemy? Want your teammate to move to a specific location? You can now just ping it! To aim a ping, hold down your mag eject key and to shoot a ping, press down your trigger key. This can be done with any hand that is not holding anything.

[h3]Firearm hints[/h3]
Ever get stuck on how to reload a specific gun? Or new to the game? The hint system will highlight exactly what you need to do in order to jump right into the action. But if you are a veteran, it can be disabled in the settings.

[h3]New magnified optics shader[/h3]
The new magnified optics shader is not only more performant than our previous one but much more immersive. It is a big visual gain as we decided to implement the physical phenomena that occurs inside real scopes such as lens distortion, subtle iridescence, specific multicolor lens coating and realistic front sight post ghosting. Additionally, the effect is much more reminiscent of a true optic with its lens structure being represented inside the shader only and not using any additional meshes.


[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Player highlight intensity slider added
• Flash animation poses now added for side grip and trigger grip

[h3]Map Changes[/h3]
• All Artifact maps - Updated all spawn blockers to not allow players beyond the original spawn points
• Maar - Thickened the floors of upper catwalk to prevent player model's feet from clipping through
• Maar - Updated geometry of rocks to remove holes that player's could look through and gain info
• Maar - Updated the readability of signage coming out of Reyab spawn
• Maar - Thickened the geometry of the cage surrounding B-site
• Maar - Pushed fog more further out on the map to not fog up the lava surrounding the playable area
• Maar - Optimization pass (triangle reduction and material optimizations)
• Maar - Adjusted lighting on B-site to slightly raise visibility
• Maar - Fixed bullet penetration on glass vestibules
• Maar - Rocks no longer clip through pipes near Rock Tunnel
• Maar - Removed plane that was clipping through wall in Power Station
• Maar(Artifact) - Artifact Scanner now spawns within the bounds of the spawn blockers
• Este - Decals are no longer stretching in side alley
• Este - Removed visual seam on wall near Elevator
• Este - Adjusted the color of god-rays to match the sunlight color
• Este - God-rays now lineup with sun light entry
• Este - God-rays no longer clip with their surroundings
• Este - Adjusted the length of god-rays
• Este - Updated the material of god-rays to be one sided
• Este - Removed visual seam near stairs on office side
• Este - Decals are no longer stretching near Rock Tunnel entry
• Este - Patched pixel walk on Ivy
• Este - Added water accents to couch room
• Este - Willow tree leaves no longer block bullets
• Khidi - Removed visual seam on wall outside of Reyab spawn
• Khidi - Updated light fixtures to behave as expected on low graphical settings
• Khidi - Removed visual seam on wall near garden
• Khidi - Adjusted the material on foliage to not look so darkened and softened
• Khidi - Improved lighting on A-site
• Khidi - Fixed the physical material on modular pontoons
• Khidi (Artifact) - Removed gap in spawn blockers in Colonist spawn
• Miru - Griefing pass (areas where player's can throw the scanner and it cannot be obtained)
• Miru - Removed seam in the boxes near the container units where players could see through
• Miru (Artifact) - Removed redundant spawn blockers
• Miru (Artifact) - Artifact Scanner now spawns within the bounds of the spawn blockers
• Suna (Artifact)- Spawn blocker is no longer floating in REYAB spawn
• Suna - Adjusted blocking volumes on map to not abruptly stop player movement
• Suna - Barrels are no longer clipping on B-site
• Suna - Adjusted collider in pipe wall that slows player's movement
• Volt - Updated the collision on launchpads
• Armory - Removed Halloween decorations
• Armory - Adjusted the material of the cat statue to not be so dark

[h3]Audio changes[/h3]
• Updates and adjustments to player barks
• Fixed an issue with jump pad audio not playing
• Added music for when the round timer is almost up

[h3]Bug fixes[/h3]
• Fixed - PL14 collision issues
• Fixed - PL14 and PM9 magazine grip animations
• Fixed - Gun skins are being applied to your secondary when changing your weapon sights
• Fixed - Able to apply skins to the wrong gun
• Fixed - Grenade grabbing sound playing locally for all players on the map
• Fixed - Scanner gets stuck if you swap loadouts while it is on your chest
• Fixed - Magazine is pushed back into the gun immediately when grabbed on the AK12 and UMP
• Fixed - Magazine rotation sometimes wrong when being inserted into a gun
• Fixed - Secondary grip release distance on handguns
• Fixed - It's difficult to swap a grenade to another hand
• Fixed - Launchpads launch you in the direction of your head no matter which movement settings you have
• Fixed - No coughing sound in smokes

Love you all, AEXLAB

VAIL 0.7.90 Patch Notes

With the Miami VAIL Major now complete, our eyes and goals are now set on the release of Early Access on the 17th of November. The next few weeks will unVAIL many exciting new features, spaces, and quality of life improvements that are aimed to create a welcoming space for both, casual and competitive players. From here, the sky is the limit and VAIL will continue to grow and improve, with a strong focus on our amazing community. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

[h2]Patch Highlights[/h2]

[h3]Spawn Blockers[/h3]

Spawn blockers have been added into both Artifact and Team Deathmatch game modes. What this means is that players will be able to move around in a closed area while waiting for the round or match to start. Things to remember:
1. Firearms and tacticals can be gripped but not used during this period
2. (Artifact) The Artifact Scanner can be picked-up and holstered during this period

[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Added more grippables to the Armory
• Server browser now has a refresh button to refresh the listed servers

[h3]Map Changes[/h3]
• All Artifact maps - Updated signage to be aligned and have a uniform scale
• Maar - Updated collision on B-site cages to interact better with weapons and bullet penetration
• Maar - Visually updated goo geometry to remove visual seam and unalignment
• Maar - Updated collision on Armory vestibule walls to unwalkable
• Maar - Fixed visual seams when looking through cracks on Mid sightline blockers
• Maar - Fixed bad LOD popping on rocks near container units
• Maar - Fixed visual seems in Rock Tunnel
• Maar - Updated the material on the rocks in the lava crater in Mid
• Maar - Updated the material on the blast doors in Condensation
• Maar - Updated the landscape mesh near Colonist spawn stairs to not have such sharp edges
• Maar - Updated the lighting and reflections in Armory
• Maar - Patched spot where players could get stuck behind the pipes when jumping into Armory
• Maar - General optimization pass on the entire map
• Maar - Optimized glass throughout the entire map
• Maar - Triangle reduction pass in Power Station and team spawns
• Maar - Updated and improved the LOD's of cables in Power Station
• Maar - Landscape is no longer clipping through floor in Pumping Station connector
• Khidi - Fixed visual seam in Museum ceiling
• Khidi - Lowered rebar on A-site to prevent interference with gunfire
• Khidi - Removed visual seam on the park ramp and grass in Skatepark
• Khidi - Updated the lightmaps of foliage and grass to remove black splotches
• Khidi - Updated the lightmaps on concrete to remove black splotches
• Khidi - Patched pixel peak behind the cylindrical covert at A-Long
• Khidi - Patched all pixel peaks near/around the monolith at A-Short
• Khidi - Visually updated the material on the monolith
• Khidi - Fixed visual seams and stretches on garden rocks
• Khidi - Updated collision on Skatepark barricades to respond to penetration correctly
• Khidi - Updated collision on scaffolding to respond to penetration correctly
• Khidi - Removed visual seam on the ramps in Skatepark
• Khidi - Updated the lightmaps on concrete cubes to remove black splotches
• Khidi - Fixed bad LOD popping on the cypress tree
• Khidi - Minor adjustments to the overall lighting quality and shadows of the map
• Khidi - Patched pixel peak at REYAB spawn
• Khidi - Updated grass material to remove transparency issue
• Khidi - Removed invisible collider outside REYAB spawn
• Khidi - Fixed bad LOD popping on bridge pillars when behind arches
• Suna - General collision pass on assets that wouldn't register penetration correctly
• Suna - Removed bullet blocker behind the tarp at B-Long/Construction
• Suna(Artifact) - Removed visual seams above B-site objective marker
• Suna - Fixed bad LOD popping on tarp at a close distance
• Miru - Patched more griefing spots where the Artifact scanner can be thrown and can't be retrieved
• Miru - Fixed bad lightmaps on crates
• Miru - Updated the initial spawn locations of REYAB to not be as far out of spawn as they were
• Miru - Patched spots where players could climb into windows and scale walls
• Volt - Updated the lightmaps of multiple assets to remove the black splotches
• Volt - General lightmap optimization pass on the entire map
• Volt - Improved the maps lighting fidelity
• Armory - IVRL MVM Winning Team banner added
• Armory - Patreon wall updated
• Armory - Updated and improved the LOD's of crayons and pencils
• Este - Updated the lightmaps of the broken fence party wall to remove the black splotches

[h3]Bug fixes[/h3]
• Fixed - Armory music stops playing after a period of time
• Fixed - Dropping a mag out of a gun without touching it will cause other teammates to see it highlighted through walls
• Fixed - Changing the magazine in a gun will not highlight the new mag in the gun for the player's teammates
• Fixed - Gun desyncs when two players both grab it within a window of latency
• Fixed - Scanner desyncs when two players grab it within a window of latency
• Fixed - Dying just before round start by jumping in the water on Khidi can duplicate your weapons
• Fixed - If all Colonists jump into the water on Khidi just before round start, Colonists get a victory
• Fixed - Players can lead base at round start by moving in their playspace during countdown
• Fixed - A gun can get stuck firing infinitely with unlimited ammo
• Fixed - " has left the game" displays at the end of a match
• Fixed - UMP grip breaks when firearm hand swapping is enabled and is grabbed in specific spots to the side of the gun.
• Fixed - Players cannot swap teams mid match while dead on Artifact mode
• Fixed - Push-to-Talk does not work on HP Reverb controllers
• Fixed - Dropping a tactical and putting it back on your wrist will allow you to bend your hand back and grab it off the arm of the same hand grabbing it
• Fixed - Tacticals are labeled incorrectly for left and right hands when settings are set to "Left Hand Dominant"
• Fixed - Performance issue over time when guns repeatedly collide
• Fixed - Can see teammate highlights through a reloaded gun mag as if it's a wall

Love you all, Aexlab

Miami VAIL Major Finals 0.7.89 Patch Notes

It is time!! The moment we have all been waiting for...the finals are here! With a strong focus on locking down a version of the game that will ensure the finals play out smoothly, the team over at AEXLAB has been prioritizing bug and map fixes. Once the tournament is over, we will keep on rolling out major and minor content updates. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.



[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Caster mode improvements
• Players now spawn in facing the spectator screen in Heaven

[h3]Map Changes[/h3]
• All maps - Patched more spots/locations in the map that the scanner can be thrown and become unobtainable
• Miru - Slightly adjusted the map's overall lighting
• Miru - Patched visual seam on the wall near A-site
• Miru - Fixed bad lightmaps on Icelandic rocks in the team spawns and their surrounding areas
• Miru - Fixed bad lightmaps on the surrounding landscape of the map
• Miru - Adjusted and improved the collision on crates, this ensures that weapons accurately react to colliding with them
• Miru - Adjusted the collision on tarps to not block bullets
• Suna - Updated the collision on the battle tank props
• Suna - Adjusted and fixed remaining props that would LOD pop at very close distances
• Suna - Adjusted collision on CAT to not block player movement
• Suna - Patched pixel peak behind the barrels when entering Cat
• Suna - Patched unfair angle through the pipes in Mid
• Suna - Patched pixel peak behind the barrels in Mid
• Suna - Adjusted collision on CAT near pipes that would cause players to step up on the pipes
• Suna - Patched slither pixel peak from Construction to Cat where players could see
• Khidi (TDM) - Minor adjustment and fix to the map's skybox
• Khidi - Adjusted collision on railings in Club which would cause players to step up on to them
• Khidi - Adjusted and improved the collision on escalators to make traversing up and down them more smooth
• Khidi - Patched visual hole in rock near A-site
• Khidi - Patched multiple visual seams on concrete blocks in Mid
• Khidi - Adjusted and improved the collision on the exterior wall rocks of Museum
• Maar - Disabled firearm collision on zipline handles to prevent the handle from having a chance to swallow a ziplining player's gun when landing
• Maar - Patched a hole in the wall in Armory where players could see through and get an advantage
• Este - Lighting pass to fix a number of props that had incorrect/bad lightmaps
• Este - LOD pass on the map's ground to prevent it from LOD popping at close distances
• Volt - Patched spots in Pergulas where players could see through the map/sand to upper areas
• Volt (Artifact) - Adjusted B-site to not be off-centered

[h3]Bug fixes[/h3]
Fixed - Desktop observer view snaps to previous viewed player after switching off player to free cam
Fixed - Gun can get stuck infinitely firing
Fixed - " has left the game" message appears at the end of every match
Fixed - Player scopes appear solid black in Heaven Spectator mode
Fixed - Player scopes appear solid black in Desktop Observer mode
Fixed - 2 players can sometimes grab the same gun
Fixed - Players can see and hear from dead teammate's perspective when viewing the Heaven spectator screen
Fixed - Desktop Observer minimap still display sites labeled as A-site and B-site
Fixed - Sometimes when a player dies, their gun keeps firing for a brief period

VAIL 0.7.88 Patch Notes

Damn, how time flies, the Miami VAIL Major finals are next weekend! With this in mind, the team has been focusing on some minor changes and bug fixes in order to finalize the build that the finals will be played on. The game is in the best state it has ever been in, and this is because of the feedback and insight the community has endlessly been providing, we can see that you all love the game just as much as we do over here at AEXLAB. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• General observer quality of life improvements
• Flash tacticals now have haptic feedback
• Smoke tacticals now have haptic feedback
• Flinch animation added when being shot
• Added some improvements to the animation system to prevent the severity of stretchy arms

[h3]Map Changes[/h3]
• All artifact maps - Out of bounds and grief prevention pass on all maps. Grief prevention refers to places in the map where a player can throw the Artifact Scanner and it can't be retrieved
• Volt - Added new artifact zone for testing based on community feedback
• Volt - Updated the collision on drains, to fix bullets not passing through gaps
• Volt - Updated the collision on both Tunnel entry point's ledges, preventing players from stepping up on them
• Volt - Collision pass on the entire map
• Volt - Updated the collision on fences, making them unwalkable
• Maar - Updated and improved the materials on the monitors in the Armory vista control room
• Maar - Triangle reduction pass in Mid
• Maar - Patched spot players could wiggle and get stuck behind Xoog vats in Armory
• Maar - Updated and improved the material on glass windows in the Armory
• Maar - Triangle reduction pass in Mid and REYAB spawn
• Maar - Patched visual glitch where looking through glass would not render the lava in the background in REYAB spawn
• Maar - Increased the lighting in darker areas of the map
• Maar - improved the material of the outer Armory wall
• Khidi - Fixed signage scale miss-match
• Khidi - Patched pixel peak on the box, near the bridge, outside the keg
• Khidi - Patched seam in Skatepark near stairs

[h3]Bug fixes[/h3]
• Fixed - Tactical haptics are too strong
• Fixed - Player arms sometimes block bullet damage far more than they should
• Fixed - Ziplines will dismount you unexpectedly
• Fixed - Artifact Scanner can be thrown in areas that cannot be reached

VAIL 0.7.87 Patch Notes

Palm trees, cool breeze, and a weekend of head tapping...the VAIL Miami Major finals are just around the corner!! With this in mind, the team is putting a back foot on new features and prioritizing squashing those nasty bugs as well as integrating general quality of life improvements to ensure the finals can be played and experienced just as we (and you) envision. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.



[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Sprays have been updated
• Casters can now zoom in and out
• Kill trace has been re-added
• Settings that would previously be hidden based on other settings, now become greyed out and non-interactive instead
• Frags now have haptic feedback
• Observers now have the option to lock their movement to the x/y plane
• Casters can now pause the game (IVRL/Tournaments only)
• Added tactical timeouts (IVRL/Tournaments only)
• Added Web API to report match scores (IVRL/Tournaments only)
• Added Web API to start game servers (IVRL/Tournaments only)

[h3]Map Changes[/h3]
• All maps - Removed visible seam on Site-A and Site-B signage
• All maps - Adjusted material on signage to reduce the blur of them from a distance
• All maps - Fixed bullet collision on signage
• Maar - Patched spot where the player could clip into the rock near the Rock Tunnel in Mid
• Maar - Adjusted and improved lighting in REYAB spawn hall
• Maar - Minor adjustment to the overall lighting of the map
• Maar - Patched spot where players could climb crates in Mid
• Maar - Adjusted the animation speed of the vat on Site-B
• Maar - Optimized pipes on Site-B
• Maar - Visual adjustments and improvements on the concrete and vats on Site-B
• Maar - Adjusted the lighting on Site-B
• Maar - Patched visual seam on Site-B balcony
• Maar - Adjusted and improved the visual look of the back wall on Site-B
• Maar - Removed invisible barrier near stairs in Mid where crates were removed
• Maar - Adjusted the blocking volumes on the large lava pool in Mid
• Maar - Patched spot where the player could wedge between rocks near the large lava pool in Mid, under Catwalk
• Maar - Patched spot where the player could glitch their head into the rock tunnel
• Maar - Patched all pixel walks on all railings in Pumping Station and on Catwalk
• Maar - Patched pixel walks on all stair railings
• Maar - Patched spot where the player could climb the boxes on Site-A
• Maar - Patched pixel peak to Site-A Long from a crack in stairs
• Maar - Patched additional pixel peak through stairs near A-long entry
• Maar - Signage is no longer floating in Site-B entry
• Khidi - Patched general lightmap issues in Museum
• Khidi - Signage is no longer floating in Mid
• Khidi - Arches no longer flicker and cull when the player is on Site-B
• Suna - Signage is no longer floating on Underpass
• Suna - Tacticals can no longer be thrown through tarp
• Suna - Signage is no longer floating in Mid
• Volt - Tunnel entrances have been updated to be symmetrical

[h3]Audio Changes[/h3]
• Launchpad audio has been added

[h3]Bug fixes[/h3]
• Fixed - Kill trace lines aren't working as intended
• Fixed - Player has collision that remains briefly after being killed, which can block thrown objects
• Fixed - TDM spawns are too close to enemies
• Fixed - Fire mode selector switch can be desynced by grabbing and hitting the controller keybind at the same time
• Fixed - Switching fire modes while firing on some guns, does not immediately change their fire mode
• Fixed - Spawning when too far from the center of your playspace, will sometimes spawn you in a wall
• Fixed - Placing your thumb on the trackpad of an index controller gives your gun a hairline trigger
• Fixed - AK12 mags are hard to slap out while moving