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VAIL 0.7.81 Patch Notes

With the IVRL qualifiers currently rolling, we are continuing to improve, refactor and adjust the core game systems and maps to not only ensure that matches run and play smoothly but also improve the quality of watching for both, spectators and casters. 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]Heaven[/h3]
Tired of ghosting or just a black screen when spectating after death? Welcome to Heaven! A brand new spectating space where players are sent to, in the Artifact game mode, when they are killed. Although in its early stages of development players will be able to fly around Heaven while waiting for their teammates to clutch the round so that they can get right back into the action!


[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Spectators/Observers now have the ability to cap their FPS at 60
• Increased the life span of firearms and magazines when dropped on all game modes
• Nameplates are now visible through surfaces for observers
• Adjusted TDM spawn locations

[h3]Map Changes[/h3]
• Khidi - Fixed culling bounds on B-site egg
• Khidi - Adjusted grass in Club to not clip into the ceiling
• Khidi - Adjusted collision on netting in Skate Park to block bullets from both sides
• Khidi - Adjusted wall collision on the arches in REYAB spawn
• Khidi - Fixed visual glitches in REYAB spawn
• Khidi - Adjusted collision on stairs to Bunker entry to prevent players from view bumping when walking up them
• Khidi - Fixed visual glitch where Club geometry would render black
• Suna - Removed invisible wall collision around the map
• Suna - Huge optimization pass on the entire map (reduced triangle count, memory reduction, and optimized lighting)
• Suna - Improved the visual quality of the landscape
• Suna - Fixed visual glitch where water would disappear
• Suna - Adjusted LOD's around the map to not be so aggressive
• Suna - Adjusted collision on scaffolding on B-site to prevent players from climbing on it
• Suna - Fixed visual glitch where landscape would dither and only render in one eye in VR
• Suna - Adjusted collision on pipes in Mid to allow bullets to pass through it's gaps
• Suna - Adjusted collision on tarps to block bullets and tacticals but not players
• Suna - Patched pixel peak on A-site Short
• Suna - Removed the climbable near sandbags on Cat that players were standing on
• Suna - Adjusted collision volumes on B-site to prevent players from hiding on the far left of the site where they could pixel peak
• Suna - Adjusted collision on Cat to prevent players from pixel walking behind concrete bags
• Suna - Patched headpeak between the barrels on B-site
• Suna - Adjusted collision on the half barrel on B-site to prevent players from hiding behind it
• Suna - Fixed misaligned/clipping lights in A-short entry
• Suna - Patched head peak by the utility vehicle in REYAB spawn
• Suna - Adjusted collision and removed dead space behind the hangar walls in REYAB spawn
• Este - Adjusted collision on all stairs
• Este - Adjusted all slopes to prevent players from hitching when traversing up and down them
• Este - Patched spot where players could get stuck in the corner near sub-garden
• Este - Adjusted collision on Patio to prevent players from getting stuck/clipping into the wall
• Este - Adjusted the ledge that was stopping player movement on the right side of both stairs leading into Basement
• Maar - Cleaned up and adjusted rocks in Colonist spawn and Vista
• Maar - Adjusted the collision on all railings on Catwalk to prevent players from pixel walking and climbing on top of Catwalk,
• Maar - Wall no longer clipping into upper catwalk near Armory,
• Maar - Adjusted collision on all props on B-site making them unwalkable
• Maar - Adjusted volumes to patch spot players could get out of bounds on Balcony
• Maar - Replaced blocking volume between containers with a kill volume
• Maar - Patched pixel walk from A-site Balcony
• Maar - Removed canisters on the pumping station wall
• Maar - Fixed visual seam in Reyab spawn doorway
• Maar - Fixed gap in the doorway from Colonist spawn to Power Station
• Maar - Fixed gap in Armory entry doors,
• Maar - Fixed doorway entry into A-long
• Maar - Adjusted collision on canisters to prevent players from getting stuck behind them
• Maar - Adjusted blocking volume by Balcony where players could walk on top of it by dropping down from Balcony
• Maar - Adjusted lighting to brighten the darker areas in upper Catwalk
• Maar - Fixed visual seam on crates where players were using it as a pixel peak
• Maar - Adjusted map collision to prevent players from flinging off of A-zipline into out of bounds
• Maar - Closed off open sections of Catwalk
• Maar - Patched lean peak from zipline opening towards Colonist spawn
• Maar - Patched cross map angle from new L stairs in upper Catwalk
• Maar - Patched cross map angle from main Catwalk stairs
• Maar - Added new A-site trim and wall details
• Miru - Removed clipping vines from Colonist spawn
• Volt - Removed the prop that was misplaced outside of the map

[h3]Audio Changes[/h3]
• Improvements to Flashbang mix and attenuations
• Added charge sound for Flashbang
• Improvements to Artifact Scanner mix and attenuations

[h3]Bug Fixes[/h3]
• Fixed - Scanner beacon still visible after being holstered
• Fixed - Mk418 bolt clips through the left side of the gun during firing
• Fixed - Able to exploit with idle pose to see over objects
• Fixed - The scanner's position desyncs heavily between players sometimes
• Fixed - Scanner can block grenade damage if held properly
• Fixed - Scoreboard does not update if looking at it while changing teams
• Fixed - Scoreboard does not update in Heaven
• Fixed - Bullets on G17, UMP, and Vector start after the gun collision mesh allowing them to shoot through a thin mesh
• Fixed - Flashbangs are too quiet
• Fixed - Tacticals are not detonating on a quick arm and throw
• Fixed - Tacticals are invisible on downed enemies
• Fixed - Desktop caster view retains player camera roll when moving back to freecam
• Fixed - Player equipment is visible when they first spawn mid-match
• Fixed - One VR spectator controller is a different color
• Fixed - VR spectator controllers cannot be seen on Oculus Mode
• Fixed - Ammo despawns too quickly
• Fixed - Killfeed clips into the environment on Oculus Mode

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