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  1. : You can find the details for this event on the announcement page here. View the full article
  2. We are releasing a patch today with various fixes and improvements. This patch is focused more on fixing things rather than adding new content. However, we do have more content in the works, all of which will be free. You can view our development roadmap here to see the content we have planned over the next 6 months. Full changelist below: Fixed crash with spectator camera. Fixed a cosmetic exploit which would allow a player to become invisible. Bug Fixes Fixed Bipods not properly deploying on sandbags. Fixed a case where weapons could end up in a minute-long audio loop. Fixed molotov rag fire particle not always being removed when the weapon is unequipped. Fixed an issue that allowed players using the FAL to fire before a speed reload was finished. Fixed the initial M4A1 the player picks up in the Tutorial Level not having its Laser Sight upgrade enabled. Fixed reloading issues with grenade launchers. Fixed missing scenario images for Ministry and Outskirts on the map vote screen. Fixed anti-materiel rifle ready animation sequences not playing. Fixed the following extended mags not having the extended mag icon setup correctly: M82A1 CQ, M99, MP5A2, MP5A5, PF940, VHS-2 Fixed QBZ-03 HUD image not showing the handle properly. Fixed navigation issue where Q and E wouldn't navigate properly on the post match screen. Fixed third person SVD and SKS reload animations not playing. Fixed incorrect texture on the first person M16A2 muzzle brake. Fixed incorrect ready animation playing when using an AKM with a drum magazine and foregrip. Fixed collision for bus door. Not like they’re in service anyway though. Fixed some rendering issues that caused decal blending issues between decals that were using different channels. Gameplay Improvements Being suppressed by enemy gunfire no longer increases your weapon recoil. Increased first person grenade draw and holster speed by 10%. Improved Slide by removing a “tolerance” that would initiate a slide if a player pressed Crouch shortly after stopping sprinting. This tolerance was meant to help with sliding that wasn’t timed correctly by the player, but instead had led to a lot of accidental slides. Now players should be able to crouch more consistently when they want to right after sprinting. Made various weapon and weapon upgrade: Increased VHS-2 and QBZ-03 recoil. M1911 suppressor is now 2 supply points instead of 3 to make it more consistent with the other Secondary suppressors. VHS-2 can now pick up QBZ-03 mags and vice versa. QBZ-03 can now pick up M4/M16 style magazines. Disabled Melee Attack for Heavy Machine Guns. This was seen as too gamey and unrealistic, as well as looking strange in terms of animation. Added 1.5x PK-AS for G36K for Security in cooperative modes. Competitive changes: QBZ-3 supply cost changed to 7. VHS-2 supply cost changed to 8. 1.5x PK-AS supply cost changed to 2 Extended Magazines which give +5 rounds supply cost changed to 2. Foregrip supply cost changed to 4. Foregrip Bipod supply cost changed to 5. Added 1.5x PK-AS for G36K. Fire Support Explosive Drone now requires clear space above when requesting them. This is intended to stop players from calling them in on the garage in Ministry or any other underground area. Visual Improvements Characters Added facial animations to your character in the Loadout menu. Your own Eyewear should no longer be seen when you are killed. Fixed issue with Carriers where the backpack would extrude past the seats. Fixed t-shirt clipping issues with some Facewear. Fixed clipping issues with Gas Masks. Added details to Insurgent No Armor Heavy Carrier equipment combination. Fixed shemagh's clipping with chest gear. Weapons Added first person transition animations for entering and exiting sprinting in Hardcore Checkpoint. Added missing melee animations to shotguns for muzzle thumps and melee flinching. Third person “world” magazines spawned from speed reloading now spawn off screen. This prevents a duplicate magazine from appearing in view during a speed reload. Fixed component on the VHS-2 charging handle not animating correctly during the ready animation. Fixed QBZ-03 floating handguard. Fixed the AK-74 foregrip disappearing when equipping a Bipod. Fixed issue with underbarrel grenade launcher reloads in third person causing the magazine to move with them. Fixed invisible casing/warhead on the third person M3 MAAWS reload. Fixed shotguns using the incorrect melee animation when using a Foregrip. Added breathing idle animations for the first person Binoculars. Updated the M4A1 and M16A4 barrels to have holes in them. Fixed floaty magazine during the L106A1 pistol reload starts. UI Improvements Made visual improvements to the map voting screen including adding background blur to make the interface more legible. Made the timer on the map vote screen now stop when there’s a winning map selected. Fixed grammatical errors in certain win condition descriptions that show at the end of a round. Adjusted post-match screen to improve readability. If when attempting to join a community server you receive a network error (mismatched password, server is full, etc.) it will now take you back to the server browser as intended. Tweaked the size and wrapping of the hints on the loading screen to result in better formatting. Level Changes Ministry Fixed not being able to destroy two windows at the back near Insurgent spawn. Fixed scenario issue that was causing Hardcore Checkpoint Insurgents Supply Crates to not appear during gameplay. Fixed light seam in lobby area. Fixed an issue where player was restricted when crouching in lobby area on Checkpoint Insurgents. Added extra entrances for bathrooms on each side of the building to improve level flow for Checkpoint scenarios. Replaced broken mirrors in toilets with decals, added opacity variations of decals, and various other small visual tweaks. Outskirts Fixed Restricted Area not being applied to hill behind Insurgent spawn on Push Insurgents objective D. Hideout Revised Checkpoint Insurgents layout to improve gameplay balance for final objective.View the full article
  3. Today we announced a hotfix for Update 1.3 to address feedback from players over the Free Weekend. Today's hotfix includes major optimization for co-op AI spawning, changes to address vehicle stuttering, fixes for Steam cloud-related issues and several improvements to the limited time arcade mode ‘Frenzy’. This update is now live, and you can view the full change list below. As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums[forums.focus-home.com] or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps. Optimization Heavily optimized the coop bot spawn logic to resolve server-side hitches resulting in client-side lag spikes / rubber-banding due to bot spawning. Bug Fixes Fixed an issue resulting in vehicles stuttering wildly and at varying angles when servers undergo a larger amount of stress either due to a high player count, fire support, or the combination of the two. Fixed an issue where XP gain was not being visually communicated to players correctly at the end of a game. XP gain was still being recorded correctly on the stats back-end throughout the duration of this issue however. Steam Cloud Fixed an issue that caused randomized cosmetics presets to get uploaded to the Steam Cloud. Fixed an issue that discarded custom cosmetics presets. Fixed an issue that prevented the user from disabling Steam Cloud synchronization. Frenzy Fixed an issue where Frenzy bot “Flamer” ragdoll fire damage volumes would persist on the ragdoll for longer than the fire particle, this resulted in invisible damaging fire. Fixed an issue where respawning Frenzy bot “Flamer” class bots would respawn and continue to inflict damage to themselves and the surrounding area causing a respawn chain until they changed class. Fixed an issue where Frenzy bots could occasionally spawn with varying effects, such as voice pitch and particles, for classes that were not allocated to them. Fixed an issue where bots were being teleported to their squad leader during the pre-round instead of allowing them to remain in their designated cover positions. Fixed an issue where ready animations were not playing for the QBZ-03 and Alpha AK when equipped with a foregrip and drum magazine combination. Fixed an issue with the AKM where if equipped with a foregrip and drum magazine combination it would play the incorrect reload due to referencing the wrong drum magazine upgrade. Fixed an issue where tracer rounds were not available on the VHS-2 and QBZ-03. Fix an issue where vehicle impact sounds would be triggered on physics corrections instead of impacts. Levels Outskirts Blocked curtains in the room under security side porch adjacent to Insurgent Push Objective A to prevent clipping. Blocked access to a roof in the shantytown that was being exploited. Summit Fixed an issue allowing players to access a point on the mountain which could be exploited on Push Security. Hideout Fixed a potential exploit on Push Security allowing insurgents to see into the Security spawn for objective Alpha. Known Issues [VoIP] - Occasionally certain players may not be audible to others when using VoIP and instead only transmit radio beeps. [Bots] - Bots may occasionally be rendered as invisible in certain edge cases. [Audio] - Weapon audio may occasionally be left looping until the offending weapon is picked up from the ground. We have a potential fix for this and will be deploying it once it has been tested. [SLI] - Nvidia has disabled the SLI profile for Insurgency: Sandstorm temporarily until they further investigate an issue with Unreal Engine 4.22. If SLI is enabled directly in the control panel this will result in geometry strobing on screen. We suggest all users running SLI ensure that this is disabled in the control panel if it has been enabled at that level. View the full article
  4. After the successful launch of Insurgency: Sandstorm's version 1.3 Update, New World Interactive invites all players to try the game for FREE this weekend! https://www.youtube.com/watch?v=ImaWHAyhDMU&t=0s Now is the perfect opportunity for newcomers or returning players to join the huge community of Insurgency: Sandstorm players who already enjoy Insurgency’s signature style of immersive, team based, high lethality gameplay. Update 1.3 includes a remake of the classic Insurgency map 'Ministry’, two new weapons, a new zombie-inspired cooperative Arcade mode called Frenzy, and much more. Much like the original Insurgency, our team has more free content updates planned for this year and next year in 2020 as well. The Free Weekend runs from 10am PT Thursday 20th of June, until 10am PT Monday the 24th https://store.steampowered.com/app/581320/Insurgency_Sandstorm/View the full article
  5. : You can find the details for this event on the announcement page here. View the full article
  6. After the successful launch of Insurgency: Sandstorm's version 1.3 Update, New World Interactive invites all players to try the game for FREE this weekend! https://www.youtube.com/watch?v=ImaWHAyhDMU&t=0s Now is the perfect opportunity for newcomers or returning players to join the huge community of Insurgency: Sandstorm players who already enjoy Insurgency’s signature style of immersive, team based, high lethality gameplay. Update 1.3 includes a remake of the classic Insurgency map 'Ministry’, two new weapons, a new zombie-inspired cooperative Arcade mode called Frenzy, and much more. Much like the original Insurgency, our team has more free content updates planned for this year and next year in 2020 as well. The Free Weekend runs from 10am PT Thursday 20th of June, until 10am PT Monday the 24th https://store.steampowered.com/app/581320/Insurgency_Sandstorm/View the full article
  7. Insurgency: Sandstorm is set to receive even more free content this month as you are invited to join the fight in the Steam Free Weekend from June 20th - June 24th. This the perfect opportunity for newcomers to join the community! Today’s monster update includes new weapons, a remake of the classic Insurgency map ‘Ministry’, along with a zombie-inspired arcade mode called Frenzy. Update 1.3 is expected to go live at 3pm MT / 11pm CEST today. https://www.youtube.com/watch?v=lIY7Y5ciJEY Other additions in today’s update include: New weapons and attachments: QBZ-03 Chinese assault rifle and TAR-21 MARS-style red dot optic for Insurgents VHS-2 Croatian assault rifle and MRO “Micro Red Dot” optic for Security Ministry - new indoor-focused map (remake of the Insurgency classic) We continue to be delighted with the response and community reception to Insurgency: Sandstorm so far. This upcoming content follows another large free content update in May which also featured a new map, customization options, a new hardcore cooperative game mode and more. We have many more free content updates planned for the rest of this year and 2020, including modding support, game modes, maps, weapons, and more. Take a look at some of what’s due to arrive in the next six months in the recently announced Free Content Roadmap. Play Insurgency: Sandstorm during the Steam Free Weekend, 10am PT / 7pm CEST Thursday June 20th to 10am PT / 7pm CEST Monday June 24th, with all this new content available free to all players. https://store.steampowered.com/app/581320/Insurgency_Sandstorm/View the full article
  8. [i.imgur.com] Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm. Today’s Community Update is about our new free content roadmap for 2019, which you can see above. While we have other things we hope to accomplish as well during this time frame, we wanted to take some time to share some of the highlights which we are confident we can deliver. We’ll go into detail section by section below. First though, it’s important to note that the order in which this content will come is still TBD. Some stuff will come a little at a time across multiple updates (new weapons and cosmetics) and others later on pending how well they do in playtesting (Frontline and Outpost game modes). It’s possible that some content may need to get pushed back, but we want you to know that these are our goals, and regardless of when these things come we can assure you that all of it is confirmed and in the pipeline. Furthermore, it is free to all players who own the game on PC. Please bear in mind also that this is only our current plan for PC content for 2019, not Xbox One or PS4. However, we can say we intend to put at least some of this content on consoles as well. Whether or not we can put content such as a level editor, specific game modes, and modding tools on consoles is as of now uncertain, but other content such as weapons and maps are more likely. It’s all something we are going to seriously look into, but we aren’t comfortable committing to at this time. Remember also that this is all just 2019 too. There will be more free content coming in 2020. So without further ado, let’s get into the nitty gritty. Level Editor & Mod Tools Modding is in our blood. As many of you know, Insurgency originally started as a mod for Half-Life 2 that was released back in 2007. Modding was a huge part of the standalone Insurgency released in 2014 as well, its Steam Workshop now sitting at over 18,000 mods. This includes everything from unique weapon model replacements to custom maps to UI overhauls to character skins and more. We couldn’t be happier with the way the community took control of the game and made their own out of it, and we believe this is the right mindset to have as a developer when it comes to making video games. Why wouldn’t we want to empower you to create just like we were empowered by Half-Life 2 to create the original Insurgency mod? That same treatment is coming to Insurgency: Sandstorm as well. This includes but is not limited to community created levels, game modes, rulesets, gameplay modifications, factions, weapons, and weapon upgrades. We want to provide plenty of support to for players to make their own content, and honestly, we want to play that content ourselves too. The scope and timing of this kind of mod support is still to be determined, but we are committed to those seven things above, as well as the ability to share mods on either the Steam Workshop or a similar service. 2 New Maps: Snow Map & TBA Map A lot of players have said we should be doing more as far as our level environments go. They’ve said they wanted to see more diverse maps that aren’t just rural desert towns. We took that feedback seriously. First we created Outskirts, a map that takes place in a construction site, shantytown, and compound in greener pastures. Then we created Ministry, a map that takes place almost entirely indoors. And for the next map, we’re gonna turn things up. Or down, if you consider the temperature (sorry had to do it.) Those of you who are perceptive may have noticed that this snow level is actually a remake of Sinjar from both the original mod and Insurgency 2014. You can see the perspective from the Security’s spawn, and that brutal hill that so many security team members have lost their lives on. We’re bringing it all back, but this time with improvements, and also with snow. Characters will breathe cold puffs of air as they run and fight, and they’ll leave snowprints which can be tracked by other players. This Sinjar remake will have a new name to fit the new setting, and it will be our next official map. We have another map slated for later this year which will also be changing things up, but more on that at a later date. Night Versions of Maps We’ve also heard your feedback on night time maps. A lot of players have expressed the desire to play all the maps we already have (and any upcoming maps) at night. We’ll be doing a night time version of every map we have, with custom lighting as well as special night time equipment. This includes flashlights, night vision goggles, and infrared laser sights. Enemy AI in Co-op will also see adjustments to their various behaviors. If you thought our combat was intense before, wait until the night comes. The low visibility and new equipment mean players need to move more cautiously, equip the right gear, and approach the entire level differently than they would have if the sun were up. Places that were good cover in the day are suddenly more exposed at night, and places that were exposed suddenly become good cover. New Weapons & Upgrades We get tons of weapon requests of all kinds of weapons. While we can’t meet every one, we certainly have a lot of exciting options to choose from. Survey data indicated that over 60% of players wanted to see new modern weapons. We can confirm that among other guns we’re currently working on a Tavor 7, an Israeli 7.62x51mm bullpup, for Security, as well as an AS Val, a special caliber integrally suppressed rifle, for Insurgents. These two in particular aren’t going to be added together and will come in separate updates, so we’ll leave it up to your imagination to guess each one’s counterpart for the opposite faction. Our second post-release community survey was really enlightening as far as weapon upgrades and attachments go. When we asked about new features, 59% of you said you were most excited by optics which can be toggled between multiple levels of magnification. The runner up was a distant 21% for full body awareness where you can see your legs and lower body from the 1P perspective. We can confirm 2019 will see toggleable optics, and many of the optics already in game will be converted to be toggleable. This includes putting down the magnifier for your 2x Kobra when you need to use it in 1x form, or using the back up iron sights on top of your 4x SU230. We’ll be cooking up some entirely new toggleable optics as well. When asked what kind of upgrades you’d like to see most, 42% said new optics, followed by 22% for new underbarrel attachments. All three of the other options, Barrel, Magazine, and Siderail, were tied at roughly 12%. As said above we’ll be adding new toggleable optics, and in addition to that, normal single magnification optics. This includes optics for pistols, for those of you who want to get all high speed with your Secondary. We’re also doing various different foregrip types which will affect weapon handling in more ways than just recoil reduction. We’re considering foregrips that allow you to draw your Primary faster (much like the Quick Draw Holster for your Secondary), reduce sway, reduce time to Aim Down Sights, reduce free-aim radius so your weapon stays closer to the center of the screen while not aiming down sights, or even allow you to use Focus with Shift while you are still moving and aiming down sights. All these ideas are pending testing, but the goal is to give players options beyond just making recoil more manageable. We want options that play into some of the unique mechanics of our game, and for players to make meaningful choices as they manage their Supply Points. And hey, if a foregrip isn’t your thing, how about a mini-shotgun? Cause that will be there too. In addition to new Underbarrel attachments, we have some new Magazine upgrades planned: mag pulls for faster reloading and custom magazines that will increase reloading even faster if you’re willing to spend the Supply. For Siderail, we’ll be doing new flashlights and an IR laser sight to coincide with night maps. Hardcore Ruleset for All Modes This is a pretty exciting one, and it’s going to come sooner than many of the other things on our roadmap. The response to update 1.2’s new Hardcore Checkpoint game mode has been awesome. We got a lot of good feedback, made some tweaks, and feel like it’s in a great place. We noticed players appreciated above all else the overall change in pace to combat. The slower movement really does turn your normal tactical doctrine on its head, and forces you to play very differently. And despite such a radical change, not only did the game still feel like Insurgency, but it also enhanced some aspects of Insurgency. A lot of people asked if we would ever do a Hardcore version of PvP game modes, and that’s just what we’re gonna do. “Hardcore” will become a predefined ruleset which can be applied to any game mode. It will be available for any community servers who want to enable it. What that exact ruleset will look like is still being worked out, since we don’t necessarily know if respawning with a bolt-action in a mode like Skirmish will go over well. However, we’re considering a few options, and above all else you can expect the movement to be close to if not identical to the current movement speed in Hardcore Checkpoint. And yes, you will be able to play Hardcore Frenzy. Expect to need to change up your tactics for that one. As a bit of an experiment, we’re going to include a Hardcore playlist in the Play menu, similar to how we do with the Arcade and Team Deathmatch. This will allow players to play Hardcore through normal matchmaking. First we want to first try Hardcore Push, and depending on how that is received, will tweak the ruleset as needed and potentially try other modes as well. PvP Frontline & Co-op Outpost Game Modes We polled about game modes in our first survey a while back, and saw there was a lot of interest in these two modes. The top three were a tug-of-war style PvP mode based on Frontline from our previous game Day of Infamy (23.2%), a single life PvP VIP escort mode based on Ambush from Insurgency 2014 (22.7%), and a horde inspired mode with multiple defense points based on Outpost also from Insurgency 2014 (17%). Realistically for 2019 though, we could only commit to two, and it made sense to balance things between one Co-op and one PvP. Outpost will be a great change up for our Co-op, as it puts players on the defensive rather than the offensive that they’re used to in Checkpoint. It will also be playable with both Frenzy and the Hardcore ruleset. In order to better make the decision on which PvP mode to do for 2019, we did yet another survey where among the things mentioned in the other sections of this post, we asked players point blank if they wanted Frontline or Ambush more. Results were close, with 48.23% voting for Ambush and 51.77% voting for Frontline. With this kind of decision, we understand some players will be disappointed, and we know that Ambush definitely has an important following. However we need to be realistic with how we set our goals and plan our post-release content. Frontline is, after all, also quite similar to Push, which is our most popular PvP mode in both Insurgency 2014 and Insurgency: Sandstorm. It makes sense to try to build something for that majority of players to enjoy. Ambush would also require more production for things such as custom character artwork for the VIP that really sticks out from our eclectic and highly customizable faction characters. All that being said, we are still committed to Ambush, but it won’t be coming until next year. So for you Ambush fans and other voters out there, please bear with us, and know that other great free content is planned for 2020 as well. New Character Customization Another thing we polled about in our second survey was cosmetic items, and which categories you wanted to see more items for the most. For the Security team, 28.82% of players wanted to see Headgear, followed by a close second of 28.69% for Torso items. Following that was new Camouflage at a dead even 22%. We have all three of these things in store for 2019. Security players can look forward to new soft shell jackets which can be customized with a camouflage pattern, with half-camo, or without a pattern entirely if you want to opt instead for one of the flat uncamouflaged green or tan color variations available for the Security. We’ll also be doing headphones and headsets both alone and combined with some existing Headgear, in a similar fashion to how we do the High Cut helmet types. This is a cosmetic request that we saw popping up constantly on Reddit, the forums, and social media, and we can understand why. As far as customization goes, and what the survey data supports, the head is one of the most prominent and recognizable parts of our characters and one of the best ways to express character in general. Also, it looks damn cool with the new Security Facewear we added in update 1.2. For Insurgents, Facewear took the lead at 35.75% of votes, with 32.72% for Torso items following it. The rest of the item categories were spread out among the other options, all of which were less than 8%. We’ll be prioritizing new Headgear and Torso items for Insurgents, and have already got some slick leather jackets, athletic snow jackets (perfect for skiing the slopes of the Sinjar remake), and more in the works. For Facewear, well let’s just say that while the Insurgents might not dress to fight in the most practical way or even have the best taste, they certainly know how to look menacing. Everything you see above is currently planned for 2019 for free across multiple updates. We have other stuff planned too this year, but haven’t felt ready to commit to those things yet. While it is possible some stuff might get pushed back if it needs more time in the oven, and some other things may also be added outside this scope, these are our goals we wanted to share with you all. We are committing all our development resources to reaching them. Ambush mode and other free content like this will be coming in 2020. If you have any other suggestions for new content, feedback on recent changes, or bug reports to share with us, please let us know on the forums, Reddit, social media, or wherever. We want to hear it, and we want to integrate it into our planning. Thanks very much for reading everyone, and stay tuned here and on our social media for more community updates.View the full article
  9. We are releasing a patch today that addresses your feedback and fixes various issues on the Community Test Environment. If you haven't tried it yet, download the CTE right now and preview all the new content coming in update 1.3. It's in your Steam Library as "Insurgency: Sandstorm Community Test Environment". New FeaturesAdded Coop playlist for new Ministry map. Go to the Play menu and click “Ministry Coop” to play. This playlist includes: Ministry Checkpoint Security Ministry Checkpoint Insurgents Ministry Hardcore Checkpoint Security Ministry Hardcore Checkpoint Insurgents Ministry Frenzy CheckpointAdded Ministry Checkpoint and Ministry Hardcore Checkpoint to Local Play. New Ingame Settings Added a View Distance Quality setting to the settings menu under Video. Added Hierarchical LOD Transition Method option to the Advanced video options menu. This will allow LODs to switch to higher quality when aiming down sights with a magnified optic when set to “Field Of View” potentially at the cost of some performance. This can be disabled by changing this setting to “Fixed Distance”.OptimizationNvidia Geforce Experience can now be used again to optimize Insurgency: Sandstorm. This fix was implemented and deployed by Nvidia on Friday the 7th of June. Improved performance in garage of Ministry by optimizing breakable pillars. Reduced server logging.Bug FixesFixed an issue causing vehicles and their turrets to jitter strongly while moving. Added a potential fix for hit detection issues. Added a potential fix for an issue where weapons could continue playing looping audio after the player or bot was killed. Fixed a number of issues with low quality scopes. Fixed an issue where the low quality scope stencil could occasionally be applied to non-scoped weapons. Improved prone deployed crawling when transitioning to prone and also moving. Fixed an issue where magazine upgrades such as Extended Magazines and Drums were not being applied correctly in-game. Fixed an issue where the breakable pillars on Ministry were not factoring in radial damage from explosives such as C-4. Fixed an issue where footsteps were not reliably being generated correctly on inclined surfaces such as terrain and stairs. Fixed an issue preventing first time players progressing to the end of the tutorial. Fixed an issue where “Community Server Name” would show in the Scoreboard during official matchmaking. Fixed an issue where Security faction Eye Color was not being applied properly to Character heads. Fixed clipping issues with Insurgent Hands Cloth Fingerless gloves item. Fixed crouch leaning direction issue with iron sights. Fixed infinite reload bug in Hardcore Checkpoint. Fixed being able to deploy bipods on weapons and rag dolls. Fixed backpacks not hiding in vehicles. Fixed visual bugs related to the VHS-2 and QBZ-03 for third person and first person. Fixed floating elements on the VHS-2 and QBZ-03 in the Loadout menu. Fixed ready animations for the QBZ-03. Fixed various Security cosmetic issues: Fixed Patrol headgear and Combat Glasses eyewear clipping with each other. Fixed clipping with Balaclava Open and Balaclava Closed headgear. Fixed Covered hair option clipping with Headband headgear. Fixed the Boonie Hat camo orientation to be horizontal.Gameplay ImprovementsWeapons Reduced LMGs standing and crouching recoil by 10%. Reduced L106A1 and L85A2 supply cost by 1. Removed Laser Sight weapon upgrades from Versus Marksman and Competitive Sharpshooter classes. This was felt to be a CQB attachment that was inappropriate for the class’s role in being a long range shooter, especially given the new anti-materiel rifles. This attachment remains available in Coop modes. Doubled Gunship and Support Helicopter body health. This will not affect rotor health or other areas of the helicopters. The VHS-2 can now scavenge M4/M16 style magazines. Added VHS-2 and QBZ-03 to Team Deathmatch and the Range. Added the 1x MRO optic to Team Deathmatch.Fire SupportExplosive Drones now spawn above the target on which they were called in and fly down, preventing them from getting caught on buildings as they path towards their designated target.Hardcore Checkpoint Added more Primary ammo for players who respawn. Increased speed of the 1P Hardcore sprinting animations by 20% to make it look more natural. This does not affect player speed, just the speed at which the animation loops.Frenzy Checkpoint Enemies will now throw explosives if a player is out of reach to attack in melee. Added ability for AI to drop down ledges and vault over obstructions when their target is unreachable. This will also affect other game modes. Light Armor and Heavy Armor will now protect against melee damage. This will also affect other game modes. Increased frequency of special enemies, which includes the Flamer (the on fire one), Jumper (the teleporting one), and Bruiser (the big one with the tasteful shirt) enemies. Slowed down Bruisers slightly. Rebalanced normal enemy and special enemy counts during counter-attacks. Added loading screen game mode description. Counter-attacks now only include Smoke Mortars and Chemical Mortars. Fixed an issue with Jumper where they would not move to attack players who were too far away. Tweaked Bruiser health points. Bruisers now take more damage in their exposed flesh, such as arms and legs. They will still take damage in their torso armor and helmet, but it will be reduced damage. These areas will also spark to indicate the reduced damage. Bruisers will no longer freeze on top of grenades. Previously, they were trying to pick them up to throw back, but were so tall they couldn’t reach the ground. We thought this was hilarious so we wanted to make sure you knew too. Fixed Flamers not always appearing on fire. Fixed Jumpers not always glowing.LevelsOutskirts Improved a pillar collision box on Firefight West Objective B area so that throwables can be reliably thrown around a corner and not impact with an invisible wall. Blocked west window in final weapon cache room on Push Insurgents to prevent destruction by rocket. Removed lower northwest room from capture zone on Objective C on Push Insurgents. Doors are now closed on ambulance at Objective A on Push Insurgents. Doubled up a shipping container at Push Security Objective A to mitigate Insurgents camping outside the southwest corner of the objective in the building. There is no line of sight from here to the northeast entrance to the objective any longer. Moved Insurgent Objective D supply crate from bad location on Push Security. Fixed a missing Restricted Area for Insurgent spawn on Push Security Objective C. Smoothed out player movement in various areas. Fixed floating Supply Crate on Push Security Objective D spawn. Fixed not able to capture Objective D while aiming in a specific direction on Security Checkpoint. Fixed Insurgent A spawn partially not restricted on Push Insurgents. Various other fixes.Ministry Various visual detailing improvements and performance optimizations. Gave the plants in the lobby area a nice trim to make it more difficult for players to hide inside them on Firefight Objective B. Added additional lights in the lobby area to eliminate some dark corners. Fixed various spots throughout the map where players could get stuck.Crossing Improved AI navigation. Fixed an issue where the player could get stuck inside a barrel near Objective C on Push Security. Fixed a small window blocking grenades at Objective C on Firefight West.Summit Reduced playable area for Firefight East to funnel players more towards the objectives. Fixed an issue where players could get outside the level at the far end of the market area.Refinery Made several gameplay adjustments across the whole map to improve readability and make it more clear where players are shot from. Unmerged numerous merged actors to take more advantage of automated instancing to improve performance. Created HLOD clusters to improve performance.Known IssuesNvidia has disabled the SLI profile for Insurgency: Sandstorm temporarily until they further investigate an issue with Unreal Engine 4.22. Game audio randomly cutting out. If you are experiencing this issue, please help our team by providing feedback in this thread. Bullets sometimes not impacting with players. We have submitted a fix which should resolve any issues with this, however if this still occurs please let us know on the forums. Beta tattoos not showing properly in the Appearance menu. Weapons may occasionally continue looping audio for some players after the AI has been killed. We have submitted a potential fix for this, however if this still occurs please let us know on the forums. Class presets, keybindings and cosmetics may not be saving correctly on exit for some players. Community XP gain enabled servers are not showing XP/Stats/Unlocks in the end round screen despite submitting the stats correctly as intended.View the full article
  10. Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm. Today’s Community Update is about our upcoming new map Ministry, which you can play right now in the Community Test Environment along with a new game mode, new weapons, new weapon optics, and more. Some of you might recognize this level as a classic from Insurgency 2014. Ministry was one of the most popular and iconic official Insurgency maps. It was (and still is today) the most played map for both Skirmish and Firefight modes, and the second most played map for co-op in Checkpoint mode. It was a favorite of our competitive Firefight players as well, always featured in tournaments and league play. Ministry stood out from other maps with its indoor room-clearing style gameplay, symmetric layout, and stylish visuals. It was a no-brainer that we had to recreate it for Insurgency: Sandstorm. Below you can see my interview with some of the developers on our level design and level art teams. First we have our lead level designer Jeroen van Werkhoven, who in addition to designing levels himself oversees all things level related. A native Dutch resident soon to be in our new Calgary studio[www.gamesindustry.biz], Jeroen is the original creator of the classic Sinjar map from the Half-Life 2 Insurgency: Modern Infantry Combat mod as well as Insurgency 2014 standalone, so he’s been with us for a while. Next we have Vuk Banovic, our lead environment artist, who both manages and creates much of the art you see in game around our levels. Vuk has worked on a number of titles including the Farming Simulator franchise, The Solus Project, and Alone in the Dark, and we’ve been lucky to have him on our team for four and a half years now. Finally we have Maja Miskovic, who has churned out tons of beautiful props and art both big and small for all of Insurgency: Sandstorm’s levels. With a master’s degree in mechanical engineering, Maja went through no struggle picking up all the technical ability required for game art creation, but also never lacked the artistic skill her work needed. Native Serbians and yet another testament to the international quality of our team, Vuk and Maja work tirelessly together along with the rest of the team to beautify Sandstorm’s maps. They love level art almost as much as they love each other. Summarize Ministry for us in five words. Jeroen: Fast, intense close quarters combat Vuk: Amazing, amazing, amazing and amazing Maja: Unique, great-looking and fun Take us through the history of Ministry and how you arrived at the decision to recreate it in Insurgency: Sandstorm. Jeroen: Ministry’s original layout came to life in late development of Insurgency 2014 standalone. It was a collaboration between many different developers, including one of our long time level designers Jonny Hickenbottom. Near the end of Insurgency 2014’s post-release development, Jonny did a visual overhaul of the map which now serves as a base for this upcoming remake in Unreal Engine 4. Jonny also created the blockout for the remake, which is basically a simple layout and framework that comes at the beginning of designing a level. An early blockout image of Ministry’s lobby area in Insurgency: Sandstorm. The map went through several iterations throughout its life to improve gameplay and visuals. When I joined NWI in 2014 it was actually one of my first tasks to make Ministry more visually appealing and do several gameplay adjustments. I remember this like it was yesterday because it put quite some pressure on me. The map was already very popular at that time, and I had just joined the team, but it didn't take long until I figured out that the map needed a background story. I added subtle destruction with minimal gameplay impact to emphasize that the Ministry was a high-level target for Insurgents since it is a government building. I also made the building’s architecture more grand and impressive to look at from the spawn zones by making it much taller. It needed the wow factor! How faithful is the map layout to the original? Jeroen: Ministry is very faithful to the original layout. With the endless possibilities of Unreal Engine 4, it's essential not to overdo it. We didn't want to expand the map for Sandstorm and make it much larger than the original. Ministry was always about the close quarters indoor fighting and fast action. The fast action is definitely one of the key ingredients of the map. Adding another accessible floor or adjusting the exterior can quickly impact the gameplay of the map, which we tried to prevent as much as we could. For us, it's vital that every player new and old can enjoy this map in its purest form. Not to reinvent the wheel, but to replace the rims instead with shiny new ones! What challenges did you encounter recreating Ministry? Jeroen: The biggest challenge was the scale. We use set dimensions for our modular assets, so we couldn't freely scale every wall, ceiling, floor etc. like we could in the Source engine with Insurgency 2014. We had to stick to our modular footprint and at the same time not make it too tiny or too large to not deviate too much from the run-up times on the original Ministry layout. We wanted to preserve the fast, intense, CQB action gameplay. Jonny Hickenbottom came up with the idea to export the original Ministry as a model and import it in Unreal. It took a bit of fiddling around at first, but once we found the scale, we were satisfied with it. It was more or less like solving a puzzle, making sure all modular pieces fit in the right spots. Vuk: Since the majority of the map is indoors, the map was not too technically demanding. However, because of the same reason, it was very challenging to create believable looking indoor spaces with a high amount of detail without affecting gameplay negatively and without making it look too repetitive, cliche, or heavy for the eyes. So, artistically and visually, there was a lot of trial and error until I found a good global picture and found what works. Maja: This was actually my first time professionally working on a visual pass, set dressing and world building. The first few days were really a challenge for me as I felt scared and excited at the same time, and I really didn’t want to screw up. Each decision I made, I questioned it, but with every day I felt more and more comfortable, and with each day I enjoyed it more and more. At the end I realized there’s nothing more fun than this. I have to thank Vuk and Jeroen for being such a great mentors and for all their patience and valuable feedback I got from them. In terms of gameplay, what sets Ministry apart from other maps in Sandstorm? Jeroen: Definitely the indoor gameplay and fast action. It's not a map that you can take a breath and plan your next move. Around every corner there could be an enemy, yes I warned you! Also, the high level of breakable props adds to the fun factor of this map. But more about that later. In terms of visuals, what sets Ministry apart from other maps in Sandstorm? Vuk: Ministry is a more modern looking map with overall much less wear and tear than our other maps. It has a particular mood that is in one way cozy and beautiful, but at the same time very official as you would expect from a government building. These qualities give it a special touch that can give you scary goosebumps. You have intense combat in a confined building that through its dignified construction asks that you respect it and its space. It also has some very distinctive landmarks. We built a lot of unique props specifically for this map only. Maja: Ministry is visually very unique and recognizable in terms of environment art. Environment plays a big role on this map not just in a visual way, but also in a way that sets the general atmosphere and the feelings when you walk through it. Ministry’s indoor focused layout is a big change from normal Insurgency: Sandstorm maps. How do you work to create good looking believable spaces that also offer good gameplay? Maja: I wanted for every room and corner, basically every inch of the map, to have a purpose. Instead of focusing on looks only, I wanted each area to be practical and tell a story, while always keeping gameplay in mind since gameplay always comes first. Whenever I add or remove anything, I double check from all angles to see if it’s good and fun for gameplay. What are each of your favorite parts of Ministry and why? Jeroen: For me, it's the spawn areas! It's the first impression of the map, the first thing the player sees. We spent a lot of time on these areas. The Security side starts in a bit of a cleaner area, and the Insurgents in a bit more of a chaotic one which we achieved by adding certain aspects like a crashed car against a planter. Vuk: I’d say the garage area as it’s a great example of a place that is very visually busy, but still clean flowing in terms of gameplay. Maja: I really think that all the areas are amazing, but for me the lobby area simply makes my heart start pumping and takes my breath away. Very important question: Will there be fire alarm sprinklers? Jeroen: Oh yes! We added a lot of destructible elements to this map, who doesn't want to destroy things. So many things! Vuk: Oh yeah, there will also be some new interactive props which have never been seen before in Insurgency. Maja: Yes and it’s going to be a lot of fun. https://imgur.com/EACCphI What are some other games that inspire each of your work? Jeroen: I play a lot of different games. Most recently I replayed the campaign of Titanfall 2 and also played a bit of the Resident Evil 2 remake. But I enjoy some old school Mario games too. Now you know why we have so many pipes in our levels. Vuk: I literally take screenshots as references from all the games I play, as pretty much all the games I play inspire me. Most recently I played the Resident Evil 2 remake, World War 3, Battlefield V and many other very cool games. Maja: Red Dead Redemption 2 is the most recent game I played. The visuals really impressed me. One last question for Jeroen: how do you sleep at night knowing that somewhere out there, somewhere, there is an Insurgency server playing Sinjar Push with a Security team getting slaughtered on the hill as they try and fail to capture Alpha? Jeroen: Thinking about that makes me all warm and happy inside! Except when I have to capture that hill myself. I mean come on, who designed that? Will this slaughter continue when the Sinjar remake is added to Insurgency: Sandstorm? Jeroen: I'm afraid so, and you better dress warm! That hill is not gonna capture itself. Dress warm? What’s that supposed to mean? Jeroen: ... A big thanks to Jeroen, Vuk, and Maja for their hard work on Ministry and taking the time to participate in this interview, and another big thanks to everyone on the level design and level art teams. We also want to thank another team member of ours Matthias Schmidt, one of our German environment artists who contributed hugely to Ministry’s gorgeous interiors by creating all the wall, ceiling, and floor materials you can see shining so nicely in the screenshots above. His and the rest of the team’s work really helped make Ministry stand out from the rest of Insurgency: Sandstorm’s maps, both in terms of visuals and gameplay. Remember you can play Ministry right now on our Community Test Environment, where you can also check out our new game mode, new weapons, new optics, and more. Ministry will be coming out later this month as a part of our version 1.3 game update. It will feature Firefight, Skirmish, Team Deathmatch, Checkpoint, Hardcore Checkpoint, and Frenzy Checkpoint game modes. We hope you enjoyed this Community Update, and be sure to keep your eyes open for more. View the full article
  11. : You can find the details for this event on the announcement page here. View the full article
  12. Hi everyone, today we released a third hotfix to address some issues that have been reported since the version 1.2 update. You can view the full change list below. As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums[forums.focus-home.com] or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps. Critical Fixes Improved client-side forgiveness thresholds for hit detection. Fixed an issue where pressing the Randomize button in the Appearance menu would not save your random roll on exiting. Fixed a main menu crash caused by the Message of the Day if there was no response from the web server. Fixed an issue on Outskirts Hardcore Checkpoint where Ammo Boxes were not spawning. Fixed an issue where sprinting with a grenade launcher in Hardcore Checkpoint would result in the player’s arm appearing broken in first person. Fixed an issue where helicopters sometimes rapidly lose altitude if flying over low terrain outside of the map. Fixed an issue where picking up a single shot weapon from an AI enemy would result in a continuous reload. Fixed an issue where main slots in the Appearance menu were not applying the chosen cosmetic correctly when clicked on.Gameplay Players who respawn in Hardcore Checkpoint will now have the following: An unupgraded Mosin if they are Insurgents or an unupgraded M24 if they are Security, both with two clips worth of ammunition. Their Secondary they selected in their Loadout, but with only two magazines of ammunition.Increased the penetration power of M82A1 CQ and M99 anti-materiel rifle rounds. Fixed a potential exploit in Precinct where players were able to access the top of a utility pole.Bug Fixes Fixed Uniform Camo not showing correctly in the Appearance menu, Loadout menu or ingame. Fixed Equipment camos not showing correctly on ragdolls. Fixed Eyewear cosmetic item colors not showing correctly. Fixed the “flattening” of certain optics when a player is Aiming Down Sights and also has their weapon obstructed. Fixed an issue where the max player value in the server browser would be defaulted to zero for some players. Fixed an issue where Equipment unlock item popups were using the incorrect background portrait.We are aware of the following issues and are still working on fixes for them. They will be addressed in upcoming hotfixes: Beta tattoos not showing properly in the Appearance menu. Game audio randomly cutting out. If you are experiencing this issue, please help our team by providing feedback in this thread. SLI setups making level geometry strobe, disappear, and appear dark in general. This issue has been reported to Nvidia and they are working on a fix. In the meantime they will be disabling the SLI profile for Insurgency Sandstorm until this is resolved, we will update you when this occurs. As a temporary workaround we suggest players running the game in SLI temporarily disable SLI for Insurgency Sandstorm themselves. AI weapons may occasionally continue looping audio for some players after the AI has been killed. Class presets not be saving correctly on exit for some players. Various clipping issues with cosmetics overlapping each other. Turrets may jitter when the vehicle is moving. Binoculars may appear to be floating in front of the character in third person. View the full article
  13. : You can find the details for this event on the announcement page here. View the full article
  14. Today we released a small hotfix patch to help correct a problem that affected a subset of users who were experiencing issues with Steam Authentication. This issue should now be fixed in the latest version. Our team is also aware of, and is working on several other issues associated with Friday’s version 1.2.0 update, and will be rolling out more hotfixes throughout the week. As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums[forums.focus-home.com] or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps. View the full article
  15. Today we announce the release of patch version 1.2 for Insurgency: Sandstorm. This includes many changes from last weeks CTE, including a new map, new game mode, two new weapons, plus numerous bug fixes, changes, and optimizations. You can read some of the key highlights below: New ContentNew map “Outskirts” playable in Firefight, Push, Checkpoint, and Hardcore Checkpoint.[newworldinteractive.com] [newworldinteractive.com] New official Coop game mode Hardcore Checkpoint Movement speed is significantly reduced. Enemies are harder. Friendly teammate indicators only show when a teammate is nearby. Objective indicators are hidden in the HUD. If you die, you will respawn with a Mosin bolt-action rifle and Makarov pistol. You must resupply at a Supply Crate to get your Loadout. There are only two Supply Crates. One will spawn on a random objective, the other will always spawn on the final objective. You can only resupply once on a Supply Crate. Small Ammo Boxes will give some ammunition for the weapons you are carrying. [newworldinteractive.com] New Weapons M82A1 CQ anti-materiel sniper rifle for Security Marksman class. M99 anti-materiel sniper rifle for Insurgent Marksman class. M2HB .50 Cal mounted machine gun for Security vehicles. [newworldinteractive.com] New Cosmetics Balaclava and neck gaiter Facewear cosmetics for Security faction. New skull pattern for Insurgent balaclavas. M90F camouflage for Security. Cloth gloves for Insurgents. [newworldinteractive.com] New Features Class Loadouts can now be customized on the main menu through the Customize button. Enabled voting to kick players on official matchmaking servers. Overhauled community server browser to support favorites, showing empty and full servers, passworded servers, minimum and maximum player filtering, filter reset, search box and better sorting options. Bots will now randomly select all of their loadouts, including weapon attachments. Updates to the helicopter damage models: The top and tail rotor can be destroyed with anti-materiel rifles. Pilots, co-pilots and door gunners can be killed via normal weaponry or an anti-materiel rifle if behind a windscreen or metal plating. Ammo Carrier vests and backpacks can now be customized with different colors and camouflages. See the “Equipment” slot in Appearance under the Customize menu. Dust kickup particles now play when weapons are fired while prone on appropriate surfaces. Added support for storing key bindings and various other settings that are system-agnostic in the Steam Cloud. Local Play is now accessible if you’re offline and unable to sign into New World services. Appearance menu improvements: Different Ammo Carrier and Armor Loadout options can now be previewed on your character. Your character can now be rotated. Upgrade to Unreal Engine 4.22: Upgrading to the latest version of Unreal Engine was a large task, however it was a necessary part of optimizing the console versions, and will enable greater performance and development possibilities in the future for all versions of Insurgency: Sandstorm including PC. Optimization Implemented skeletal mesh merging to reduce CPU overhead of character animation. Implemented UE4 4.22 animation budget allocator to reduce CPU overhead of character animation. Disabled tessellation by default due to a higher than intended GPU cost, it may still be manually enabled. Optimized particle overdraw by implementing particle cutout textures. Fixed certain UI elements incorrectly performing tick logic after being closed. Optimized update frequency of world soundscape actors. Optimized logic, physics, and animation performance impact of helicopter air support. Reduced concurrent particle impact effect limits. Visual Improvements Character movement interpolation improvements; characters will no longer jitter when moving in third person close to the camera. https://www.youtube.com/watch?v=hdkGVettsHk Fixed broken terrain shadows on low settings. Facial hair improvements on low quality settings. Holographic sights reticle has been improved for better target acquisition and clarity. Tweaked reticle brightness values for the 1x Red Dot, 1.5x PK-AS and 1x OKP-7 sights. Weapons with extended magazines and belts will now display correctly in the Loadout menu. New special animations for performing an Ammo Check while deployed. New first person deployed crawl animations. New third person prone deployed reload animations for MGs. Adjusted first person sprint animation speeds to better match footstep sounds. Reduced the playrate of first person rifle sprint animations to improve their look. Improve the synchronization between first and third person leaning animation. Improved melee and knife animations. Cosmetic visual improvements: Updated Very Dark skin tone to be more visually different than the Dark skin tone. Updated long sleeve button down dirt mix. Update on roughness of most gloves. User Interface Reduced size profile of team score element on spectator UI. Improved the alignment of the create party icon. Added a black variant of the 4x SU230 which shows on darker weapons. Plus much more...You can view the full change list on our official website: http://newworldinteractive.com/insurgency-sandstorm-version-1-2-patch-notes/ View the full article

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We are glad you decided to stop by our website and servers. At Fearless Assassins Gaming Community (=F|A=) we strive to bring you the best gaming experience possible. With helpful admins, custom maps and good server regulars your gaming experience should be grand! We love to have fun by playing online games especially W:ET, Call of Duty Series, Counter Strike: Series, Minecraft, Insurgency, DOI, TF2 & Battlefield Series and if you like to do same then join us! Here, you can make worldwide friends while enjoying the game. Anyone from any race and country speaking any language can join our Discord and gaming servers. We have clan members from US, Canada, Europe, Sri Lanka, India, Japan, Australia, Brazil, UK, Austria, Poland, Finland and many other countries. It doesn't matter how much good you are in the game or how much good English you speak. We believe in making new friends from all over the world. If you want to have fun and want to make new friends join up our gaming servers and our VoIP servers any day and at any time. .

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