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  1. StabilityFixed a frequent crash encountered by certain players during the splash screen sequence or shortly after arriving at the main menu. Fixed a potential server crash caused by the code that checks for spawn locations. Fixed a potential server crash caused by the soundscape system if it encountered an invalidly set soundscape. Bug FixesFixed an issue where after firing an underbarrel grenade launcher, then reloading, should the player immediately resupply, equipping the grenade launcher again and firing it would not result in projectiles being shot. Fixed an issue that would allow players to slide just as they landed from a jumping crouch which was not the intended behavior. Fixed an issue where launchers could always get an additional +1 to ammo no matter their carrier level. Fixed an issue that prevented the “Grounded” achievement from being obtainable when using a rocket launcher to destroy a helicopter. Fixed an issue where during modes such as Domination if you immediately respawned it was possible to see the killer information panel fade out twice. Fixed an issue where grenade particles would remain on round start even if thrown during the “Game Starting” phase. Fixed an issue where during the last frames of the M24 dry reload animation the left arm would move in an erratic manner. Fixed an issue where the third person reload animation for the Mosin would not show the hand following the bolt correctly at the end of the reload animation. Fixed an issue where the lesson panel popup would not have the text correctly aligned if running the game in certain languages. Fixed a visual issue with the M45 and M1911 that would show any barrel attachment as floating slightly in front of the weapon in the loadout menu. Fixed an issue where first time players would not see the correct key bindings prompts displayed for the crouch and vault lessons. Gameplay ImprovementsInfinite resupply in spawn zones either from the loadout menu or resupply crate is now only available for 45 seconds after the round has started and the player has remained inside said spawn zone.Visual ImprovementsCreated a new set of unique third person standing reload animations for the Mosin-Nagant. Map FixesSummitFixed a major player collision issue near to the E objective on Checkpoint Security which would allow players to pass through the geometry. Fixed an issue where certain rocks were clipping with a building. Fixed an issue allowing an unintended sight line into the spawn area on Firefight East. HideoutFixed a large number of clipping issues that would allow the player to become stuck if vaulting over certain props. Adjusted the playable area for Firefight East. RefineryFixed a major player collision issue which would allow players to fall through a specific metal catwalk. Fixed various minor prop clipping and texture stretching issues. Fixed an issue where the player could vault through a chainlink fence prop. Fixed an issue where the player could pixel walk on the ledge of a building. Fixed an issue where a number of floating street lamp props could be seen throughout the map. Fixed some ground texture seam issues. HillsideFixed an issue on Push Security where the vehicle would not spawn for players due to its spawner being invalid. Fixed an issue allowing players to capture the A objective on Domination while hidden behind a curtain. Fixed an issue where players on the B objective on Domination could capture the objective from an unintended place. Fixed a number of misleading door props that look like they could be opened by the player. Fixed an issue that would allow the player to get under a specific surface when deploying their bipod. Fixed an issue where the player could become stuck when jumping in areas near to the Insurgent spawn or Security spawns. MinistryFixed various spots where the player could become stuck between geometry. Fixed an issue where the player could pixel walk on the ledge of a staircase leading to the underground parking lot. OutskirtsFixed an exploit where players could spawn camp the enemy team at the C objective on Security Push. PrecinctFixed a camping spot that would allow players to obtain an unfair advantage. Fixed an issue where a number of floating street lamp props could be seen throughout the map. CrossingFixed an out-of-bounds path that was not included in the playable area. View the full article
  2. : You can find the details for this event on the announcement page here. View the full article
  3. In the next few minutes, we will be rolling out a small server-side fix for an issue affecting purchased cosmetics not showing until the game was restarted. This very small patch will take effect the next time you relaunch the game, this should not cause disruption to games already in progress. Enjoy the Free Week! View the full article
  4. : You can find the details for this event on the announcement page here. View the full article
  5. This week marks one year since the PC launch of Insurgency: Sandstorm during this time our team at New World Interactive have been busy continuing to build and expand the game. To celebrate our one year anniversary on Steam, we are excited to give all players an opportunity to experience Insurgency's sequel - Insurgency: Sandstorm during our 1 year anniversary Free Week which kicks off December 10th until December 17th. Since release, we've added free new content through several updates including 3 new maps, 4 new game modes, 10 new weapons, dozens of cosmetics, player reporting, and more. There's never been a better time to hop into the game. Check out our anniversary trailer below for a recap of the past year and a preview of what's still to come in 2020! Install Insurgency: Sandstorm - Free on Steam Dec 10 - 17th View the full article
  6. This week marks one year since the PC launch of Insurgency: Sandstorm during this time our team at New World Interactive have been busy continuing to build and expand the game. To celebrate our one year anniversary on Steam, we are excited to give all players an opportunity to experience our immersive team-based, tactical FPS during our 1 year anniversary Free Week which kicks off December 10th until December 17th. Since release, we've added free new content through several updates including 3 new maps, 4 new game modes, 10 new weapons, dozens of cosmetics, player reporting, and more. There's never been a better time to hop into the game. Check out our anniversary trailer below for a recap of the past year and a preview of what's still to come in 2020! View the full article
  7. Greetings! My name is Derek, and I am the Head of Production at New World Interactive. I am happy to share this holiday season update with all of you! This month we’ll be discussing several key development decisions related to our game, some of which many users have likely been waiting to hear about for quite some time. Our efforts at optimization are well underway, and I’m excited to have some guest commentary from our Level Design Director pertaining to these efforts. Firstly, we’ll be hosting a FREE WEEK for Insurgency: Sandstorm from December 10th - December 17th. This will fall on the heels of our most recent update, Update 1.5. We wanted to be able to showcase how far our game has come since we released nearly a year ago and given our success related to free weekends, we thought we might try a longer duration for the event. Secondly, over the past month, we enrolled the assistance of Altagram to further our localization efforts. Insurgency is now localized into 15 additional languages, which further improves our reach to players from various regions around the world. This is the perfect time to give our game a try or to recommend it to friends! Additionally, we’ll be taking our first shot at rolling out a leaderboard feature, which will be further supplemented with a reset to rankings, as well as some adjustments to decay rates. We’ve created and rolled out a brand new support website[support.newworldinteractive.com], which should drastically improve our forward-facing service capabilities for troubleshooting, bug reporting, and providing feedback to the development team. In an effort to help better enforce our community guidelines, as well as to improve our player’s general experience, we have also rolled out an alpha version of a player reporting system. This should help us to slowly and steadily document toxic behavior that is prevalent in our game, and to identify the worst offenders for eventual removal from our ecosystem. I’ll be closing with some announcements pertaining specifically to our alpha rollout of modding tools, some prior commitments we have determined we will not be supporting moving forward, and some updates on the console release. Without further ado, let’s dive into SoP#4! Key Points of State of Production #4 Optimized map performance for Outskirts, Precinct, Refinery, and Summit Introducing localization to 15 new regions for Insurgency: Sandstorm Introducing a competitive leaderboard, competitive rank reset, and adjustments to rank decay Introducing Support Desk 2.0; Getting help when you need it Introducing a prototype “Player Reporting System” as a means of measuring, messaging, and tracking of toxic behaviors within our community Alpha rollout of our first wave of modding tools for content creators and enthusiasts Redaction of select commitments Console Updates Optimized Map Performance In a continuous push to improve our game’s performance, one of the first necessary elements was to try and improve the memory requirements and frame rates of some of our most demanding maps. As mentioned in the previous SoP,[newworldinteractive.com] the 4 maps we chose to focus on were Outskirts, Precinct, Refinery, and Summit. In order to best detail some of these changes, I’ve invited our Level Design Director, Jeroen van Werkhoven, to provide additional commentary and detail on this month’s SoP. “Over the last couple of months we have been working on improving the performance in the four maps Derek stated above. Our main goal was to improve frame rate and peak memory usage. We noticed in our benchmarks that, even though we previously conducted optimization passes, that some of our maps are still using a high amount of memory, and the frame rate isn’t always optimal and inconsistent. The first map we conducted our optimization pass on was Outskirts. We went through the map with our Art Director, Michael Grills, and the art team was able to find opportunities to optimize the level further. We didn’t look at it directly from a technical standpoint, but more from how the player would experience the level. We repeated the same steps for our other maps. Sometimes it would mean simply cutting things from the maps, like reducing grass or removing props that were barely visible for the player and don’t have an impact on gameplay. Also, we had a large number of merged meshes in our levels. A merged mesh is a set of modular assets combined into a single mesh. We used this technique to improve the frame rate, but at the same time, this leads to increased memory usage because each mesh is unique. Precinct’s peak memory was close to 6GB, which had a significant performance impact on lower spec machines. We reduced it to nearly 5GB. Outskirts average FPS was previously 69, and now in our latest benchmark it climbed to 92. On Refinery and Summit we improved the FPS stability; less severe frame drops should occur. Of course, we have to wait for the results on different machines when the update goes live, but the numbers so far look very promising.” Insurgency: Sandstorm: Now Available in over 20 Languages! One of our biggest initiatives within Insurgency: Sandstorm is to expand the visibility of our title to numerous new regions and demographics across the globe. In the original Insurgency, our translation efforts were predominantly done by community volunteers. This helped us to improve our reach, but at a quality level that left a lot to be desired. We recognized the value of this community initiative, which is why we recently collaborated with Altagram to help localize our game in over 15 new regions. Insurgency: Sandstorm is now available in the following languages: Czech Danish Dutch Finnish Hungarian Japanese Korean Norwegian Polish Portuguese (Portugal) Portuguese (Brazilian) Swedish Thai Chinese (Simplified) Chinese (Traditional) Turkish English French German Italian Russian Spanish (LATAM) Leaderboards + Rank Reset + Adjustments to Ranked Decay Over the past 30 days, we have made a concentrated push to start talking with our competitive community. We hosted several community discord sessions, began a dialogue with the leadership of the DGL[www.thedgl.com], and have even discussed plans to collaborate with competitive organizations to expand tournament participation and visibility. These talks are on hold while we act on the first wave of feedback. As we continue to assess and evaluate what we’d like to do vs. what we are actually able to do, we chose a few of the highly-requested features to implement in the holiday update. We’ll resume our dialog with these organizations in the beginning of 2020. Some of the feedback we’ve discussed related to a lack of queuing and participation. There were many attributable factors at play here, but one commonly recurring statement related to competitive rank decay being too minimal to encourage people to regularly queue and play. Given that we’re hosting a free week from December 10th - December 17th, which may appeal to players who also have a competitive mindset, we decided we’d like to reset all rankings in an effort to measure participation from a day-1 perspective. This will give us the ability to identify participation rates and the impact of reducing ranked decay. In an effort for players to have better visibility into participation rates, their standing within the community, and their overall ranking, we’re also introducing a competitive leaderboard that will be available via your web browser. After we collect and weigh said-feedback, we can determine what additional development time (if any) would be dedicated towards fleshing it out more comprehensively. Introduction of our New Support Site One of the most persistent problems we’ve experienced as a company historically was a lack of bandwidth to provide comprehensive troubleshooting solutions to our user base. Previously, we were using Happyfox, but we experienced a myriad of issues related to administrative controls and the distribution of tasks within the desk. As a result, players who were reaching out to us with feedback on gameplay issues, technical problems, or feature requests to improve the quality of life of our ecosystem went unheard. I am pleased to announce that our Support Manager, Nick Ward, has been working tirelessly over the past two months to completely overhaul and re-design our support capabilities. We decided Freshdesk was the right decision for hosting our support suite over the next 12 months. We based this decision on its capacity for easy scalability, user-friendly nature for filing troubleshooting requests, and ease of navigating knowledge base articles. The support website can be found here: https://support.newworldinteractive.com. This page will not be limited only to Insurgency: Sandstorm, but will also provide support for all of our titles in our portfolio. This is a new initiative for us and will be continuously improving over the next six months. We welcome all feedback regarding layout, flow, and proposed documentation suggestions. Introduction of a Player Reporting System A somewhat prevalent complaint that we’ve observed and received emails about pertains to players who are engaging in activities and behaviors that go against our established Community Guidelines. In an effort to reduce toxicity within our pre-existing player base, as well as to better message to players when they are engaging in disruptive behavior, we’ve introduced a prototype player reporting system. This system is accessible via the scoreboard on a drop-down menu, and can be accessed mid-game. Player reporting will work in a variety of ways. Reports will carry a certain “weight” threshold; this weight is identified based upon the number of reports a player files vs. the number of reports that are accurately filed where action can be taken. Players who accurately report players the majority of the time will have more impactful reporting weight; players who attempt to use the system to troll or as a means of harassment will have a “lighter” weight, meaning their reports will be less impactful/actionable as a whole. If you are reported repeatedly, you will receive a text-box notification informing you of your intolerable behavior. When an accurate report is filed and action is taken, the reporting players will also receive a notification alerting them to the fact that they were helpful in identifying and reporting toxic behavior, and that their efforts have helped to improve Sandstorm’s community as a whole. As this is our first implementation of this feature, some degree of bugs may exist; we are welcoming constructive feedback to improve our system. This addition should help us to better understand what types of offenses are most prevalent, who the worst offenders are, and in time, help to refine and tighten our Community Guidelines to be more representative of the type of play experience we’re seeking to establish as a standard for Insurgency: Sandstorm. Modding Tools: Part 1 I know everyone here has been waiting for news on when NWI is planning to roll out mod support. I’m happy to announce that our first wave of mod tools has entered a closed-alpha state with this update. We’re sharing our tools in a level editor with basic functions that will be similar to the options our team currently has available at their disposal. We are currently accepting sign ups from experienced community level designers to help our team bug fix and gather feedback. Community members who are interested can sign up at the link below: https://steamcommunity.com/app/581320/discussions/0/1744512174760308602/ We’re doing this in a graduated rollout capacity to ensure that what we have is working as intended and functional, as well as to limit initial participation to experienced modders. In turn, this will allow us to focus our efforts to best determine where we will need to commit development time to the refinement of these tools, so that when we eventually deploy an “open” rollout that it is accessible, easy to use, and working as intended. Redaction and Confirmation of Null Commitments In the previous SoP[newworldinteractive.com], I had mentioned that we were re-evaluating our roadmap that was drafted earlier in the year. It was a very long and thorough meeting, but we emerged with a clearer picture of what we were and were not able to commit to in the new year. I know many users across various mediums have been asking us about some of these originally-promised features for some time, and I want to speak on the things that we will not be committing development time towards in our path forward. Here are the features we have decided do not make business sense for us to pursue in the future: Story mode/Campaign Mac Support Linux Support Local Play on PvP modes Weapons on Back New foregrip upgrade options We did not take this decision-making process lightly; all nominated cuts have been reviewed, re-reviewed, and discussed numerous times internally. At the end of these discussions, our criteria came down to “Does this proposed content present a reasonable business case in exchange for the additional development time required to deliver these features?” and in these cases, the answer was “No.” We recognize that these were things that, at some point or another, were promised by the studio, and we apologize for mismanaging expectations. Moving forward, we will be more deliberate in our messaging and our commitments to our players. We’ve grown a lot with Insurgency: Sandstorm, and we’ve learned a lot throughout that process. These lessons will make up our future projects going forward. Console Updates In closing, I wanted to share with the community that our team is plowing full speed ahead with our efforts at bringing Insurgency: Sandstorm to console. Over the past few months, our partner, Black Tower, has been helping us to define and navigate timelines to deliver a release candidate which will be used for the TRC (Technical Requirements Checklist). We’re happy to report that everything is on track, and in the next State of Production in January, I’m hoping to be able to share more concrete details on when you will be able to play our game with friends on console View the full article
  8. : You can find the details for this event on the announcement page here. View the full article
  9. Update 1.5 is here with performance improvements, changes to the matchmaking system, a new PvP game mode “Domination”, a player reporting system, gameplay adjustments, and more. Thank you to everyone who shared their feedback with us since our last major update. We’ve made a bunch of improvements to the matchmaking system based on your input. In addition, we’ve further optimized the game and added a new Versus game mode, Domination. Although this mode was originally intended as a sample mode for modders, we decided to include it in 1.5 officially due to how well it performed during testing, its ability to function as a strong onboarding experience for new players, and to respond to the requests we frequently get to permanently reintroduce Team Deathmatch into the game. We’ve made a number of gameplay changes including adjustments to weapon sway and recoil, a slight sprint speed reduction, improved reliability of smoke grenades, and more advanced optional separation of vault, crouch, slide and jump keybindings. In celebration of the update and the holidays, we’ll be running 2x XP across all playlists. See the full changelist below: OptimizationOptimized CPU by preventing characters from ticking each frame when they are not being rendered. After benchmarking internally on higher end systems we have deduced this is now saving 0.5 to 1.0 ms per frame, or the equivalent of 6 frames per second. However, the impact of this optimization will be mostly felt by mid to lower tier systems where this gain could be more considerable. Made major art and optimization passes on several maps. The target of this optimization pass was to increase average frame rate, improve frame stability, and increase visual fidelity. Outskirts Refinery Precinct SummitOptimized environment assets by turning off tick events where they were not needed. Matchmaking ImprovementsPlaylist Selection & Queueing Multiple playlists within a single game type may now be queued into at the same time. Added an estimated queue time measurement that will give a player in queue an estimate of how long it will take to find a match. Removed the player count for playlists to prevent potential player bias that may have affected playlist population on certain playlists like Firefight. The Ground Battle playlist has now been separated into Push and Frontline playlists.Team Balance Added ability for players to manually switch teams if there is an imbalance. Added team auto-balance feature where if teams go unbalanced for too long the game will automatically switch players from the excess player team over to the team with fewer players. Players will be notified with a warning in case they want to volunteer themselves manually.Joining Friends Mid-match Added ability for players to join other party members who are already playing in-game.Player Reporting System To report a player, pull up the scoreboard with Tab, right-click the offending player’s name, and press “Report Player”. Offending players will receive a notification box informing them of their disruptive behavior.We will continue to monitor and refine the system’s weights and penalties over time, this is just a first implementation. New Versus Mode: DominationFight over three objectives which give points to the controlling team. All weapons are available while playing this game mode. Respawn quickly in random locations around the map similar to Team Deathmatch. Domination is supported on the following maps:Hideout Hillside Farmhouse Crossing MinistryGameplay ImprovementsWe’ve worked hard to listen to the players and make improvements to various gameplay mechanics. Our intent is to directly address player feedback about shooting and aiming not being rewarding enough of skill, to improve player movement and acceleration to feel more controlled, and to add some flexibility to certain key bindings which have been popularly requested. Made weapon sway more predictable and less punishing when standing and moving. Set up Lissajous curve fixed pattern for sway instead of the more random current Perlin noise pattern seen in the public version since release. Reduced sway speed by 20%. Sway magnitude has not been changed. Reduced incentive for crouching and proning to reduce sway (crouching now reduces sway by 50% instead of 60%, prone now reduces sway by 70% instead of 80%). Reduced sway penalties when moving (sway magnitude now increases by 15% instead of 50%, sway speed now increases by 50% instead of 200%). Slightly reduced the sway speed and magnitude reduction when focusing to counterbalance the other sway changes (focusing now reduces sway speed and magnitude by 60% instead of 80%).Made recoil when standing and leaning less penalized compared to other stances. Reduced overall recoil when aiming down your sights (ADS) by 15%. Increased recoil when crouching and proning to compensate against the above change (crouching now 20% less recoil instead of 40%, prone now has 30% less recoil instead of 60%).[Reduced recoil penalty for leaning when low weight (lowest weight now has 10% more recoil when leaning instead of 20%). Recoil penalty while moving should be consistent across all weights rather than favoring players who are heavier (heavier players previously had a greater reduction in recoil). Increased Mk 14 EBR recoil.Reduced top sprint speed by 8%. Smoke Grenade Improvements Fixed an issue where smoke grenade clouds were inconsistent for players on a server. Now smoke clouds appear the same for all players. Smoke grenades expand faster to make them more useful and is no longer frame-rate capped.Advanced Keybinding Options Jump and vault can now be bound separately or as a combined key. The combined key is bound by default. Crouch and slide can now be bound separately or as a combined key. The combined key is bound by default.Bug FixesFixed an issue where it was possible for the player’s weapon selection to become soft locked when picking up and throwing back explosives under certain circumstances, which prevented them from being able to change weapons after it occurred. Fixed an issue where smoke, incendiary, and Molotov explosive particles would not be rendered if the player was inside a game menu before they detonated, leading to cases of invisible fire and smoke. Fixed an issue with the Rocket Barrage fire support that would prevent fired rockets from landing on their targets if they were called on a position too far away from its origin. Fixed an issue that prevented players from being able to switch to the C-4 or IED detonator when in a vehicle. Fixed an issue with Lesson prompts potentially creating a hitch on lower tier systems when displayed. Fixed an issue where floating shells could be seen on the M870 while ADS and cocking the weapon. Fixed an issue where an animation would play twice when firing the last round of weapons with hold back bolts. Fixed an issue with the third person mesh for the 4x C79 optic, which had some visibly jagged edges. Fixed an odd visual issue which was related to the bare arm cosmetic and forearm weights. Fixed an issue with the M9 pistol, where a hole in the rear of the first person model allowed you to see the loaded ammunition through it. Fixed a visual issue where fingertips could be seen protruding through certain glove cosmetics. Fixed an issue where weapons could briefly disappear when scavenging in third person. Fixed an issue where the VHS-2 would not receive more than one magazine when the Extended Magazines attachment was equipped. Fixed an issue where magazines could appear in the bottom left of the screen while speed reloading certain assault rifle type weapons. Fixed a third person reload animation issue with bolt action rifles while prone. Fixed an issue with the scale of the AT4 launcher causing it to become partially invisible. Fixed an issue where players could potentially stand while performing a slide. Fixed an issue where third person grenade launchers could look visually broken at certain distances. Updated the RPG-7, M3 MAAWS, AT4 and Panzerfaust 3 first person iron sight and hip fire animations to time them more directly with the audio and the projectile leaving the launcher, this should prevent cases where, when firing a rocket, it could leave the launcher at an unpredictable angle. Fixed an issue with the Panzerfaust 3 launcher using the incorrect first person sprint animation. Fixed an issue with the settings menu that caused the reset to defaults modal window to appear behind the settings window. Fixed an issue with the end round reason displaying the generic reason instead of the correct one. Fixed an issue where the M240B could be seen as flickering. Fixed a weight painting issue with the third person VHS-2 grenade launcher, which caused visual artefacts at certain distances. Fixed an issue where a player would resume their third person gas mask equip or unequip animation on respawn after being killed during that animation sequence. Fixed an issue where under barrel grenade launchers could occasionally be rendered invisible after the insertion sequence in Checkpoint. Fixed an issue where player gear would jitter erratically when initially rendering. Fixed an issue where the player’s leg could not be seen correctly when breaching a door in local play after respawning. Fixed an issue where the player’s arm would look odd while reloading a shotgun prone or crouched in third person. Fixed an issue with the first person mag release animations for the FAL base reloads. Fixed an issue where the range computer UI would list certain available actions with inverted wording. Fixed an issue where the screen could fade to black and remain black if the player switched player or view when watching another player die. Fixed an issue with the missing default action on some key action icons in the replay controls, that caused the playback speed action to always be displayed as a mouse scroll icon even though they were bound to different keys. Fixed a visual morph issue with balaclava and neck gaiter cosmetics. Fixed an issue where the player’s third person arm meshes would clip with the body while in vehicles. Fixed an issue where when prompted to play the tutorial as part of the users first time experience, clicking the popup would not take the player to the tutorial as suggested. Fixed an issue where if the player rolled a vehicle and all vehicle exits were blocked by objects they would not be able to exit the vehicle. Fixed an issue with crouched reloads on M3 MAAWS. Fixed an issue where kicking used the incorrect sequence when the player was equipped with anything other than a rifle. Fixed an issue where the third person fire particle was missing in third person for Molotovs. Fixed an issue with jumping in first person when equipped with a detonator. Fixed an issue with vaulting while equipped with binoculars. Fixed an issue where the “Do you want to save” prompt was behind the settings window in the replay. Fixed an issue where if you changed options in the video settings menu and returned to the game without applying your changes, on returning to the video settings menu the non applied changes could still be seen. Fixed an animation issue with shotguns while sprinting in Hardcore or when the Slow Movement mutator was active. Fixed an issue where there was a visual disconnect between first person and third person sprinting animations in Hardcore or when the Slow Movement mutator was active. Fixed an issue where if the player performed a high vault directly after throwing a grenade, on landing, their primary weapon would not be visible and they would need to reselect it. Fixed an issue where animations for detonators were hilariously broken. Fixed an issue where the Fragger class in Team Deathmatch and Domination had access to the underbarrel explosive launcher when they shouldn’t. Sorry noob tubers. Fixed an issue where the low scalability preset and low texture quality setting would not not correctly display anisotropic filtering x2. Fixed issue that prevented the scalability options from resetting properly when backing out of the video settings menu. Fixed an issue where underhand Molotov throws would not set the rag on fire. Fixed an issue where it was possible for players to decrease the amount of time taken to reload a weapon with a Bipod or Foregrip Bipod attached. Fixed an issue where players could perform a vault from the prone position. Fixed an issue when switching to and from grenade launchers would cause a noticeable delay before they could be fired. Fixed an issue where the Loadout menu character would always have a primary weapon in their hands, even when all weapons were removed from the players loadout. Fixed a rendering issue that caused the 4x M150 optic to have geometry visible inside its scope view. Fixed an issue where several first person pistol magazines would appear to have rounds remaining in them, even when the magazine was empty. Fixed an issue where when equipping a barrel attachment to the FAL would not prevent the stock barrel from being removed. Fixed an issue where the Alpha AK would not play the correct ready animation when the player had a drum magazine attached. Fixed an issue where, when spectating, the player would be shown the incorrect key bindings for change player and change camera, if they had re-bound those particular keys. Fixed an issue with the RPG-7 rocket projectile collision mesh also encompassing the fins when it should not have. This could have potentially contributed to some unwarranted deaths when firing through windows. Fixed an issue where the roaming spectator camera would be able to snap when zooming in and out. Fixed some additional roaming spectator camera snapping issues when roaming without any other players in the map. Fixed an issue where the mouse smoothing option was not being reset when “Reset To Defaults” was selected in the settings menu. Fixed floating left hand during the first person SVD reloads. Fixed a potential issue with the MP5A2 reload not being completed if you skipped the bolt release during the reload and completed it when you pulled it out again. TutorialFixed an issue where the player could still trigger audio instructions by resupplying, even after finishing the current objective. Fixed an issue where a tutorial waypoint could not be triggered if the player only creaked opened the door instead of opening or breaching it. Fixed an issue where players could occasionally not validate the “Enter Building” waypoint under certain conditions. Fixed an issue where the player could utilize the debug menu, thus allowing them to fly out of the playable area. Fixed an issue where the player could potentially complete the “Pick Up Weapon” objective without properly validating it and thus not be able to progress. Fixed an issue where the player could become stuck between a vehicle and a wall on the opening bridge sequence. Fixed an issue where the player could move their character and camera during the opening moments. Fixed an issue where the player could reach the extraction point by utilizing an Insurgent vehicle. Fixed an AI navigation issue where AI could become blocked by a wall during the sequence in which the player must destroy a weapon cache. Fixed an issue where respawning as the Commander class, selecting and calling in the Gunship before the related Objectives prompted the user to do so would block progression. Fixed an issue where the player could not validate the “Scavenge Weapon” waypoint if they killed the AI while it was reloading. Fixed an animation issue that would cause weapon animation to break during the scavenging section of the tutorial. Fixed an issue where reaching the "Equip Binoculars" objective with the Binoculars already equipped did not validate the objective. Fixed an issue in the tutorial, where using the Loadout Menu instead of holding F to resupply when prompted, would prevent the player from progressing. User ExperienceThe Loadout UI now gives sound feedback unique to that category as you customize your equipment.Localization has been added for the following regions:Czech Danish Dutch Finnish Hungarian Japanese Korean Norwegian Polish Portuguese (Portugal) Portuguese (Brazillian) Swedish Thai Chinese (Traditional) Turkish The tutorial will now end 25 seconds after entering the vehicle turret during that section of the tutorial. This is to ensure players are able to complete the tutorial and not be prevented from doing so by any more unpredictable issues caused by vehicle physics or AI behaviors.Visual ImprovementsUIUpdated the style of icon utilized to indicated servers that are XP gain enabled.Removed the “Customize” button from the bottom of the menu UI, it is now an option on the side right under tutorials. The “Profile” menu option has now been moved further down the list and has been renamed to “Stats”.“History” has now been renamed to “Replays”.Weapons & Equipment Added new third person Hardcore sprint sequence for LMGs. Added new prone gasmask equip & unequip third person sequences. Added a new third person toss sequence for discarded launchers. Added new third person standing and crouched reloads for the M240 machine gun. Added a new third person standing and crouched bolt cycle animation for the Mosin. Unified third person and first person Hardcore sprint pistol animations. Added a new folding bipod for the first person and third person FAL rifle, it was utilizing an incorrect bipod type before. Added a specific foregrip animation to the MP5A2. Added first person drum magazine speed reloads for the VHS-2 assault rifle. Translucent glass rendering has now been improved to prevent cases of flickering.LevelsOutskirtsFixed a number of clipping and flickering issues. Fixed an issue where it was possible to spawn on top of another player in Firefight West Security spawn. Fixed collision issues with certain columns near the H objective which prevented grenades to pass between them on Checkpoint Insurgents. Fixed an issue with incorrectly rendered shadows near the A objective on Checkpoint Security. Eliminated a line of sight that allowed longer range rockets to destroy the final cache on Push Insurgents.Crossing Fixed an issue where players on the Insurgent team could potentially spawn under the map on Frontline when the last objective was captured. Fixed being able to destroy the cache, objective D, from a far distance on Push Security. Fixed being able to destroy the cache, objective A, from a far distance on Frontline.SummitOpened a new path to improve level flow for approaching objective A on Push Insurgents. Added a missing blocking volume behind the H objective on Security Checkpoint. Fixed various places where players can get stuck.RefineryFixed an issue where players could become stuck between a piece of sheet metal and a chain link fence near the Security spawn on Push Security. Fixed a collision issue which would block the player from using a door. Fixed an issue where the players could leave the playable area near Push Insurgents final spawn. Farmhouse Fixed a collision issue where weapons could become stuck in a specific metal fence near objective A on Push Security. Fixed an issue where the player could see through the map if deployed and prone near Objective C Firefight West. Fixed an issue with a specific light being overly bright in objective B building on Push Security. MinistryFixed an issue where players could become stuck in an area near the restroom entrance. HillsideFixed a collision issue which prevented players from throwing projectiles over a specific wall near Push Security B. Fixed collision issues with certain columns near the F objective which prevented grenades to pass between them on Checkpoint Security. Fixed an issue where you could cap the B objective in Firefight mode from an unintended position.HideoutTweaked the post processing settings to make the map a tad less dark. Fixed collision issues with certain columns near the A objective which prevented grenades to pass between them on Push Security. PrecinctFixed an issue allowing players to destroy the cache, D objective, from a long distance on Push Security. Fixed an issue which allowed players to vault on a specific prop in ways they should not be able to near the E objective building on Checkpoint Security. Fixed multiple collision issues near to the A, D, E and F objectives on Checkpoint Security. Fixed an issue where players could pixel walk to an unintended position near the B objective on Checkpoint Security. Fixed collisions on crates near objective H on Checkpoint Security. Fixed an issue where the player could stick through the roof when vaulting on a stack of crates near objective H on Checkpoint Security. Competitive ImprovementsOver the last couple of months, the team has been communicating with competitive players and collecting feedback to improve the competitive scene and overall experience with ranked games. Along with an increase of support for community tournaments and other competitive events, we have made the following changes to competitive: A reset of Competitive ranks to address issues of players not being able to find matches at various tiers. An increase in ranked Elo decay for inactive users. Created competitive leaderboard that can be accessed here[leaderboard.sandstorm.game]. Please note that this leaderboard will populate itself as people play, and updates every hour. We intend for these three changes combined to help address the current low population in Competitive and generate more interest. We’ll continue to monitor feedback on these systems and make adjustments as needed. Mod Tools Private AlphaAs we get closer to the first public deployment of our mod support, we’re looking for community members with experience creating custom levels for games in Source Engine/Unreal Engine to participate in our Sandstorm Level Editor Alpha. If you’re interested in participating and are willing to bug test and provide feedback, please sign up here. Also included in these tools is the ability to make custom game modes and new gameplay configurations, but we are looking for feedback specifically on level creation at the moment.View the full article
  10. The Community Test Environment for our next update, update 1.5, is now live. Go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment” to play. We’ll be having a “Play with the Devs” event on the CTE on Tuesday December 3 & Friday December 6 from 11:00 AM MST - 1:00 PM MST. We’ll be testing playlist improvements on the US servers in the official matchmaking of our new game mode Domination (see more information below), NOT on a server under Community Servers as we’ve done in the past. To join us, just boot up the CTE, go to Play, select Domination, and Find Match. All the devs won’t necessarily be in one game, but you’ll see us floating around your matches! This update features a ton of quality of life improvements, gameplay improvements, optimization, and bug fixes. Please share your feedback on the CTE forums here. The highlights can be seen below: OptimizationWe’ve made both game and map changes to further optimize Sandstorm. This is part of an ongoing effort to address performance issues with other maps and the game as a whole. Changes include:Disabled AlwaysTickPose to minimize CPU overhead of character animations which aren’t rendered on the screen Performed optimization pass on the following maps: Refinery Outskirts Summit PrecinctPlaylists and MatchmakingBefore After Over the past couple of months, we have received and read numerous pieces of feedback from the community relating to playlist changes that were implemented earlier in the year as well as the overall matchmaking experience. The new playlist-based matchmaking introduced several issues and had some undesirable impacts on our queues’ health. We’ve made the following improvements:Players are now able to queue for multiple playlists within a game type (Versus or Coop). This should help to ensure that players are spending less time waiting in the queue, and more time playing the game. We’ve removed the player count for playlists, and replaced it with estimated queue times instead. This should reduce situations where players feel like it isn’t worth queuing into a playlist that doesn’t have a lot of players, which could have led to some playlists (like Firefight) not having a healthy population. Team auto-balancing will ensure that teams are always made even automatically by the server. Autobalancing will occur whenever a team has 2 or more players on it. If you are in a party, the system will work to ensure that you are placed on the same team. Players can manually switch teams if they become unbalanced as a result of leavers, disconnections, etc. Players can now join in-progress matches their friends are already in. This was something technical we had been meaning to do for a while. We’ve separated Ground Battle into separate playlists by the mode: one for Push mode and one for Frontline mode.These are the playlists available in the CTE and will be eventually available for 1.5: VersusPush Frontline Firefight DominationCoopNormal Hardcore FrenzyWe know that a lot of players would love to see Skirmish make a return here, especially since multi-queueing would help its population. However, we still have issues with the mode’s vehicles, including their bugs and performance issues. We also still feel that the Skirmish gameplay experience as a whole isn’t as strong as these other modes, especially for new players. We can expand our mode selection with the new playlist improvements, but we can only go so far until we risk too much fragmentation and a weak gameplay experience for incoming new players. For the time being, Skirmish will continue to be available on community servers for the players who really want that experience. Introduction of New “Domination” Game Mode We’ve added the popular game mode Domination to the game, which some of you may already be familiar with from games like Unreal Tournament, Battlefield, and Call of Duty. In Domination there are three objectives: A, B, and C. Your team’s score will increase faster the more objectives you own. Once one team reaches the score limit, or time runs out and they have the highest score, they win the round. Domination uses the same instant respawning system and weapon loadout as Team Deathmatch, which means you are always in the action and you can use just about any weapon in the game. Right now Domination supports the Hideout, Hillside, Farmhouse, Crossing, and Ministry maps, but more may be added in the future. We know that adding a new game mode risks further fracturing of the playerbase, something we are trying to address with the playlist changes above. We also know that there may be other game modes that some players would like to see before Domination, such as Outpost, which was discussed in our last roadmap for 2019. Domination was originally created in Sandstorm as an “example mode” using Unreal Engine 4’s blueprint system to demonstrate to modders how they could build custom game modes using our upcoming modding tools. It ended up being really fun when we tested it, and so we decided to include it as an official mode. Domination will still exist as that example mode, and modders are free to use that as a basis to build totally new game modes. In addition to already having it ready as this unique “sample mode” for modders, one of the main reasons we made it an official mode was because a lot of players have requested that Team Deathmatch be reintroduced as an official playlist. We feel like those players can get their fix from Domination in a way that, in its objective-based gameplay, is less mindless than Team Deathmatch, and thus truer to Sandstorm’s identity. Also, with our upcoming console release, we’ll be getting a lot of new players. Domination mode is a bit more casual and easy to learn, which means it’s an excellent way to ease those players into the more hardcore experience that is Insurgency: Sandstorm. Finally, to be blunt, we see an opportunity to attract some of the new Modern Warfare’s audience. If a player isn’t feeling the experience there, they’re welcome here with a familiar game mode as a vessel for our unique brand of gameplay. GameplayWe’ve worked hard to listen to the players and make improvements to various gameplay mechanics. Our intent is to directly address player feedback about shooting and aiming not being rewarding enough of skill, to improve player movement and acceleration to feel more controlled, and to add some flexibility to certain key bindings which have been popularly requested. Additionally, we were able to make improvements to smoke grenades so that particles are visualized reliably across all clients, which has an important gameplay impact of making smoke grenades more dependable. The changes include the following: Weapon SwaySet up Lissajous curve fixed pattern for sway instead of the more random current Perlin noise pattern seen in the public version since release. This Lissajous curve makes the sway pattern more predictable. Reduced sway speed by 20%. Sway magnitude is the same Reduced incentive for crouching and proning to reduce sway (crouching now reduces sway by 50% instead of 60%, prone now reduces sway by 70% instead of 80%) Reduced sway penalties when moving (sway magnitude now increases by 15% instead of 50%, sway speed now increases by 50% instead of 200%) Slightly reduced the sway speed and magnitude reduction when focusing to counterbalance the other sway changes (focusing now reduces sway speed and magnitude by 60% instead of 80%)RecoilReduced overall recoil when ADS by 15% Reduced recoil incentive for crouching and proning (crouching now 20% less recoil instead of 40%, prone now has 30% less recoil instead of 60%) Reduced recoil penalty for leaning when low weight (lowest weight now has 10% more recoil when leaning instead of 20%) Recoil penalty while moving should be consistent across all weights rather than favoring players who are heavier (heavier players previously had a greater reduction in recoil) Increased Mk 14 EBR recoil with same magnitude as the recent FAL recoil increaseMovement[/b]Sprint speed reduced by 8%Key Binding Changes Jump and Vault keys can now be bound as three separate binds: Jump/Vault, Jump, and Vault. This means you can jump in places where you would otherwise be forced to vault, because they keys were shared by spacebar. The default key is still Spacebar for the combined Vault/Jump key. Crouch and Slide can be bound separately. If you want to go from a full sprint to an immediate crouch instead of an automatic slide, you can now do so. The default key is still Ctrl for the combined Crouch (Hold)/Slide.Client Side Smoke Reliability All smoke grenades should now utilize the same seed for all clients so player A will see the same smoke coverage as player B. Smoke also expands faster to be more useful and is no longer frame-rate capped.[/list] Thanks and enjoy! Remember to share your feedback on the CTE forums and let us know what you like and don’t like!View the full article
  11. : You can find the details for this event on the announcement page here. View the full article
  12. The nominations for the 2019 Steam Awards are here! Insurgency Sandstorm has been out for nearly a year now, and the team has worked non-stop since release to bring players free, fresh content. Since releasing last December we have added: 3 additional maps 10 new weapons Dozens of added cosmetics 3 new game modes And more!While there are a few categories that you can nominate Insurgency: Sandstorm! @e feel Sandstorm is a game played, “Better with Friends”. The tactical gameplay requires important communication between teammates to best capture objectives and come out on top, which is way more fun to do with friends! If you agree, please feel free to nominate us! By the way, Sandstorm is 50% off from now until December 3rd! View the full article
  13. : You can find the details for this event on the announcement page here. View the full article
  14. We are releasing a hotfix today that addresses several issues with last week’s 1.4.2 patch. Some changes not intended for patch 1.4.2 were accidentally included. This hotfix tweaks things to be closer to our intentions. They are still however a work in progress. More changes are to come as needed, including an improvement to sway that will replace the current Perlin noise weapon sway pattern with a fixed and more predictable Lissajous curve pattern. For more information on this and our other plans, see our third State of Production post here. The hotfix changelist can be found below: GameplayToned back some of the movement acceleration and deceleration changes from the 1.4.2 patch.Increased default movement acceleration speed. Increased sprint acceleration speed. Increased friction and deceleration. Fixed issue where low stamina had no effect on weapon sway. Low stamina used to increase both weapon sway magnitude and speed before 1.4.2, but now has been tweaked so it only increases weapon sway speed. Low stamina sway speed is less than before, 150% instead of 200%. VisualRemoved camera shake from pistol and rifle sprint animations. Improved knife sprinting animation to better time with footstep audio.View the full article
  15. A lil somethin somethin: You can find the details for this event on the announcement page here. View the full article

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