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VAIL 0.7.80 Patch Notes

With the qualifying rounds of the IVRL Miami Vail Major (MVM) starting this weekend, we have spent a lot of time making map adjustments and working towards fixing those nasty bugs that affect the way in which the game is played. We are extremely excited for the Major and will work towards pushing minor and major patches to ensure that VAIL performs/plays as expected during the tournament. 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]Minor Changes[/h3]
• Added a new Artifact Scanner symbol for observers
• Adjusted the range at which frag grenades can be gripped and holstered from

[h3]Map Changes[/h3]
• Khidi - Adjusted textures for puddles to remove visual glitches regarding outlines and objects
• Khidi - Adjusted plant radius on A2 allowing players to plant outside the wall
• Khidi - Blocked off two areas leading to A1 where players would camp and have the chance to get stuck
• Khidi - Performance adjustment on foilage
• Khidi - Adjusted collision on sloped walls
• Khidi - Barriers are no longer clipping and floating on A1
• Khidi - Adjusted materials on distant barge
• Khidi - Adjusted collision on rocks exiting Museum for better gun response
• Maar - Removed pixel peak from crates when entering A1
• Maar - Reworked Upper Catwalk
• Maar - Lowered the entire catwalk
• Maar - Removed Long angle and sitelines on Upper Catwalk
• Maar - Adjusted and added cover in L-route
• Maar - Performance adjustment on a large portion of the map's textures
• Maar - Added new zipline across lava pit from Mid to Map Room
• Maar - Fixed LOD's on the distant wall leading to Condensation
• Maar - Adjusted collision in Upper Catwalk
• Maar - Removed texture seam on the doorway leading into Server Room
• Maar - Rock no longer floating in Tunnel
• Maar - Adjusted kill volumes for all new areas to prevent players from flinging to unexpected places while using the new zipline route
• Maar - Adjusted railing that would sometimes cause the player to jump over and injure themselves in Power Station
• Maar - Lined up Vent passage and removed texture seam
• Maar - Removed texture seam in Reyab Spawn doorways
• Maar - Adjusted all tactical crates to look more worn
• Maar - Wall no longer floating in Mid
• Maar - Removed out of place cover in Mid
• Maar - Props are no longer floating in Mid
• Maar - Adjusted lighting on B-site
• Maar - Adjusted collision in Upper Catwalk from zipline entry to prevent pixel walks
• Maar - Adjusted Vent Room to be in line with the floor
• Maar - Adjusted materials in Comm Room
• Maar - Adjusted collision for walls at Dropping Doorway by A1
• Miru - Fixed spot players could float in the air by crates next to ledge upstairs
• Miru - Added missing collision on buckets
• Este - Kill volumes are no longer clipping into spawns
• Este - Adjusted willow tree collision to prevent player's from seeming like they are walking on air
• Este - Building no longer floating in Vista
• Este - Adjusted collision on stairs leading to Side Route
• Este - Adjusted collision by Rubble to prevent players from getting stuck
• Este - Adjusted collision on stairs leading down to Basement
• Suna - Adjusted collision on railings in Underpass to interact better with weapons
• Suna - Added missing collision to Tunnel railings by Colonist Spawn
• Suna - Patched spot players could climb behind tarp on B-site, Adjusted collision by tarp on A2 to prevent player's from climbing behind it
• Suna - Foilage near A2 longer floats

[h3]Bug Fixes[/h3]
• Fixed - Various map changes/fixes
• Fixed - Can see teammate outlines through magazines
• Fixed - Flash Grenade is upside down when on the right wrist
• Fixed - Players on both teams can push a dropped scanner around with their weapons
• Fixed - Held frags block explosions
• Fixed - Crashing when opening the tablet
• Fixed - Virtual stock causes gun positions to be wrong
• Fixed - Player hand collision locations are wrong while holding Mk418
• Fixed - Reyab can pull Artifact Scanner out of Artifact zone
• Fixed - Index finger does not match real-world location
• Fixed - 2 players grabbing the scanner at the same time causes a position desync

VAIL 0.7.77 Patch Notes

With just under 10 days to go, until the qualifying rounds of the IVRL Miami Vail Major (MVM) kicks off, we are working extremely hard to lockdown the core aspects and mechanics of the game to ensure that VAIL has a solid foundation of competitive integrity and plays smoothly during the tournament. 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]Observer UI[/h3]
With the big Tablet UI overhaul just a few weeks ago, it's about time our Observer UI got some love! With the new Observer UI overhaul, it has never been more clearer and easier for both, watchers and casters, to experience VAIL from outside of the action. All the match's information is provided in a very neat and compact way, aimed to make your viewing experience both enjoyable and insightful.


[h2]General Patch Notes[/h2]

[h3]Minor Changes[/h3]
• Artifact Scanner no longer collides with magazines and firearms
• Adjusted the color of the Scanner progress bar
• Character ragdolls are now visible on low effects scalability settings
• Frag grenade damage has been reworked to apply damage more accurately based on which parts of the body are hit
• Tacticals can no longer be holstered once they have been activated

[h3]Map Changes[/h3]
• Maar - Added new route to A-site
• Maar - Balanced both sites by blocking sitelines and adjusting cover
• Maar - Blocked off Elevator and Turbine Field entry points
• Maar - Adjusted stairs to reduce the number of angles players can be shot from when traversing down
• Maar - Removed upper catwalk cover on B-site
• Maar - Fixed the visual seam in the doorway at REYAB spawn
• Maar - Removed machinery on B-site, opposite balcony, to prevent defenders from camping on that spot
• Maar - Removed a vat on the back of B-site to declutter site
• Maar - Patched spot players could hide behind crates in Mid by the stairs
• Maar - Patched spot where players could drop from zipline and get stuck in the container unit
• Maar - Blocked off lines of sight into A-site that were unfair/solidified routes
• Maar - Fixed visual seam on Power Station stairs
• Maar - Adjusted collision on Silo's to prevent footstep audio from looping when stepped up on
• Maar - Fixed missing kill volume on some lava patches
• Maar - Added missing collision to Communications Room wall
• Maar - Fixed visual shimmering on blast doors
• Maar - Fixed visual seem on stair entry into Armory
• Suna - Patched pixel peak on Cat
• Suna - Brought back the back of B-site
• Suna - Patched spot where players could crouch peak through the tarp
• Suna - Adjusted ladder and landscape on B-site to be lower so players can't one hand climb it
• Suna - Patched spot on A-site wall where players could throw a smoke grenade on the lip of the wall and have an unfair advantage by seeing other player's legs under the smoke
• Suna - Patched unfair spots in the back of A-site
• Suna - Fixed the visual seam in Mid, by barrels
• Suna - Moved Artifact up on B-site
• Este - Adjusted willow tree collision
• Este - Fixed visual shimmering on rubble
• Khidi - Adjusted collision on pillar by REYAB spawn
• Khidi - Adjusted collision on railings to prevent players from getting stuck
• Miru - Adjusted wall alignment behind A-site
• Miru - Adjusted wall alignment near Water Tanks
• Miru - Crates are no longer clipping near Container Units
• Miru - Adjusted site marker location on B-site

[h3]Bug Fixes[/h3]
• Fixed - Various map bug fixes
• Fixed - Spamming disable on the scanner causes the disarm sound to multiply
• Fixed - Armed frags on the wrist do not deal damage
• Fixed - Scanner arrows persist when they shouldn't
• Fixed - Scanner ping gets stuck on players
• Fixed - Other player's mags don't have collision when picked up
• Fixed - Secondary Grip retention can be used to "noodle" your arm to absurd amounts
• Fixed - Flashbangs do not show in LIV
• Fixed - Holstering equipment with your left arm results in a failed holster causing the equipment to fall to the ground

VAIL 0.7.76 Patch Notes

Getting closer and closer to the big tournament, we are prioritizing map fixes, bug fixes and general quality of life improvements for both, players and spectators. This will help us ensure that the game is in a healthy state for those playing, watching and casting. 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]Minor Changes[/h3]
• Added server option to control behavior of players when they die in Artifact (i.e. black screen vs free cam spectate)
• Added (simplified) flash effects to LIV output
• Changed the default game window to be windowed (was fullscreen)
• Changed the game window to never capture the mouse when playing in VR. It will still hide the cursor when mouse is over the window.
• Adjusted the color of the Artifact scanner's diffuse progress bar
• Ziplines now have haptics!

[h3]Map Changes[/h3]
• Khidi - Updated landscape collision on B-site
• Khidi - Adjusted the kill volume at REYAB Spawn to not unexpectedly kill players
• Khidi - Patched spots where players could climb on concrete bags and make footstep noises
• Khidi - Fixed the collision on container unit walls in Skatepark that would unexpectedly swallow guns
• Khidi - Made rocks on A-site/Museum unwalkable
• Khidi - Updated collision in Museum to prevent players from pixel walking on walls
• Khidi - New spawns for the Museum side of the map added
• Khidi - Removed bad head peak from Mid to B-site by blocking line of site from this angle
• Khidi - Fixed missing collision on pillar near Colonist Spawn
• Maar - Patched spot where players could swing themselves onto the second floor in Telecom
• Maar - Patched spot where players could escape the map and swing themselves onto the upper catwalk railings near Rock Entry
• Maar - Patched the pixel walk in Mid near the Colonist zipline
• Maar - Updated the ladder collision in the vent drop down on A-site to prevent it from blocking bullets
• Maar - Patched crates that players could climb on by A-site second floor
• Maar - Updated collision on pillars to prevent players from getting stuck
• Maar - Patched climbable rocks near containers in Mid
• Maar - Updated spectator bounds to prevent the spectator from getting stuck on A-site
• Maar - Opened up balcony area for zipline players
• Maar - Fixed pixel walk on B-site
• Maar - Updated collision on corners in A-site where players could clip into the world
• Maar - Updated textures on concrete collapse lab
• Maar - Patched zipline exploit where players could launch themselves over tables in B-site entry
• Maar - Patched pixel walk on new balcony next to A-site zipline
• Maar - Fixed unclimbable ledge on Armory balcony
• Maar - Added a taller crate to make it easier to climb up the Armory balcony
• Maar - Updated collision in the zipline vent that would block players
• Maar - Updated zipline kill volumes to not have possibility of unintentionally killing players who are raising their height while ziplining
• Maar - Added out of bounds kill volumes
• Suna - Added out of bounds kill volumes
• Suna - Removed head peak between the barrels at A-site short
• Suna - Removed known hiding spot from Mid rotation near Construction
• Suna - Removed head peek between concrete bags on B-site
• Suna - Adjusted barrel in mid to hug the wall
• Suna - Removed head peak from Cat entry into B-site
• Suna - Removed gap where players had a line of sight from Cat to back-site on B-site
• Suna - Patched spot where players could step out of map on B-site
• Suna - Patched spot where players could climb on concrete bags in Construction Yard
• Suna - Patched gap on A-long where players could gain unfair intel
• Suna - Updated collision on the concrete bags on B-site to prevent players from climbing onto them and getting stuck
• Este - Fixed up meshes that were rendering black
• Este - Patched pixel walk by the vine climb
• Este - Switched out the emissive crates with a tactical variant
• Este - Fixed floating crates in Garage
• Este - Added out of bounds kill volumes
• Volt - Added out of bounds kill volumes
• Volt - Updated collision on Tunnel wall
• Volt - Adjusted kill volumes to prevent players from slipping through
• Volt - Fixed issue where walls would appear invisible
• Armory - Added out of bounds kill volumes
• Armory - Updated the rock collision to prevent players from climbing up and getting stuck
• Armory - Updated the ground collision near the cat statue to prevent guns from falling through the floor
• Armory - Adjusted spectator collision bounds
• Miru - Added out of bounds kill volumes
• Miru - Adjusted the kill volume at REYAB Spawn to not unexpectedly kill players

[h3]Audio[/h3]
• Armory music now loops
• Sounds for ziplines have been added and integrated

[h3]Bug fixes[/h3]
• Fixed - Various map related bugs and fixes
• Fixed - Moved ability to grab tacticals with trigger to a different setting option from magazines
• Fixed - Desktop Observer hears coughing globally whenever any player is in smoke
• Fixed - UMP45 flies away when Firearm Grip Swapping is set to enabled
• Fixed - Grip retention on firearm fails the first time a gun is spawned
• Fixed - Grabbing between the charging handles on the APC9Pro breaks your hand animation
• Fixed - Some sights can see out of smoke
• Fixed - Floating guns on death
• Fixed - Dying in the smoke cloud will cause the coughing audio to carry over to your next life and will continue to play until it is finished
• Fixed - Scrolling horizontally causes my character to turn when aiming at the tablet
• Fixed - Zipline will break if a player is riding it mid round start
• Fixed - Can holster live grenades
• Fixed - Scanner can continue to be held after planting
• Fixed - Other players can grab the scanner's yellow orb
• Fixed - In-game Calibration Height bug allows you to double your height
• Fixed - Arms will get stuck on things and start stretching for other players
• Fixed - LIV first person view not hiding the characters head
• Fixed - LIV ADS view not triggering for guns with magnified scopes
• Fixed - Scanning audio effects doubling up when REYAB players restart a defuse
• Fixed - Being able to holster the scanner immediately after starting the scan, allowing Colonists to run away with the planted scanner

VAIL 0.7.75 Patch Notes

Once again, we are back with many bug fixes, map changes and new features. We would love to hear what you think so if you have any feedback, suggestions 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]AMD FSR 2.0 support added (Experimental)[/h3]
The ability to enable FSR 2.0 is now available in VAIL! FSR 2.0 is an upscaling technology that helps boost framerate while keeping high visual fidelity. This can be enabled in the settings menu under the 'Visual' category. Please note that if you're running VAIL via Oculus Runtime you will need to restart your game after enabling the setting.

[h2]General Patch Notes[/h2]

[h3]Minor Changes[/h3]
• Tactical grip mode is now a separate setting from magazine grip mode so you will now be able to switch them in the settings menu independently
• Spectators now have a sensitivity setting
• Movement speed now effected by the steepness of the slope you are moving up
• Animations on character is much more stable

[h3]Map Changes[/h3]
•Maar - Added double door entry into site-A
•Maar - Extended upper catwalk
•Maar - Added new route/zipline into rock tunnel
•Maar - Enclosed stairs to prevent unfair peak from catwalk
•Maar - Removed rocks on the REYAB side of mid and turned it into a container yard providing new cover
•Maar - Made crates and side of wall climbable in B upper
•Maar - Added new walls across the lava pit that block cross map sightlines
•Maar - Made hole to vent on site A wider
•Maar - Added major path and zipline through REYAB spawn
•Maar - Collision pass on rocks
•Maar - Fixed collision exploits on new rock tunnel route
•Maar - Blocked off spots that players could fling off of while using a zipline and fall into lava on landing
•Maar - Fixed floating meshes in mid
•Maar - Added walls in server room and condensation room to simplify routes
•Khidi - Rebar on A-site no longer floating
•Khidi - Re-adjusted all blocking volumes on Khidi for better spectator collision and player bounds
•Khidi - Removed breakable glass until it gets optimized fully
•Khidi - Adjusted A/Musuem site to have different angles of entry
•Volt - Brought launchpads back to TDM
•Este - Fixed out of bounds escape near Jacuzzi
•Suna - Remove headpeak from B-long/construction and concrete bags on B-site
•Suna - Updated collision in corner of A-site where players could go behind a barrel and get stuck.
•All maps- Added visibility beacons to all ART maps

[h3]Bug fixes[/h3]
• Fixed - Flickering password keypad on desktop mode
• Fixed - Beta welcome message unable to be close in desktop mode
• Fixed - Desktop observer mode is too sensitive on a gamepad
• Fixed - Finger curl looking ungripped on toggle-grip mode
• Fixed - Floating guns on player death
• Fixed - Interactable items in the armory cannot be toggle gripped
• Fixed - Mk23 slide grip pose floats when grabbed in the middle
• Fixed - Custom Game screen says Exit Game instead of Leave Match
• Fixed - Scanner can be planted at unfair heights
• Fixed - Heads vanish in desktop spectator mode
• Fixed - Tablet briefly changes size when opened
• Fixed - Height calibration bot shakes when calibrating
• Fixed - Scanner puzzle orbs could be grabbed by other players when planting

VAIL 0.7.73 Patch Notes

With more and more player's hopping into the world of VAIL, we are working harder than ever to refine, tune and polish the core elements of what makes VAIL so unique and different. Throughout this time, we are always looking for your thoughts and input on how to make the game even better and something you would love to play. If you have any feedback or just want to chill, please Join us on Discord!

All feedback is welcome, your input directly effects what we do next.

[h2]Patch Highlights[/h2]

[h3]Map and mode selector for custom game host[/h3]

Tired of having no control over what map you play next? Or tired of having to restart a custom lobby to try another mode? Don't you worry, if you are the host just open up the map and mode selector and change what map/mode your lobby/server is playing on. This can be done mid-game or will be brought up automatically at the end of a match.

[h2]General Patch Notes[/h2]

[h3]Minor Changes[/h3]
• Oculus users can now point
• Tactical rig refactored to add a CPU performance boost
• When creating a custom game, region can now be selected
• When clicking on exit game, a confirmation window now appears
• Artifact zone's on all Artifact maps were updated to ensure all zones have the same size
• The artifact scanner can now only be planted between a more distinguishable height range
• Dot added on the calibrator to look at when calibrating
• Improved grab areas on pistol slides for reverb and quest players

[h3]Map Changes[/h3]
• Suna - Fixed surface audio for footsteps around the map
• Khidi - Lighting pass
• Este - Tweaked collision near jacuzzi
• Este - Tweaked collision on rubble around the map for better player movement
• Maar - Blocked out seam on B-site where players could see onto site through surrounding cage
• Maar - Removed paneling from upper catwalks to prevent headpeaks from upper angles
• Maar - Added additional cover near rocks entering A-site
• All maps: Collision pass on ladders, making them easier to climb
• All maps - Disabled volumetric fog

[h3]Bug fixes[/h3]
• Fixed - Maar zipline breaks if 2 players grab it at the same time
• Fixed - Grabbing the Maar zipline with your offhand teleports you back to the start of the zipline
• Fixed - Fingers do not position correctly when toggle grip is turned on and grabbing a weapon
• Fixed - Kill feed gets stretched
• Fixed - Players can accidentally force grab a magazine out of an unheld AK12
• Fixed - Shadows are able to be seen through the floor on Este
• Fixed - "Exit Game" button is used in multiple situations which is confusing
• Fixed - King and queen chess pieces spawn in the incorrect positions
• Fixed - Racking the pistol slides cause controller collision on some controllers.
• Fixed - Can only grab the AK12 mag out when grabbing the lower half of the mag with grip swapping turned off.
• Fixed - Several visual map bugs