Insurgency: Sandstorm - Jonny-Higgins


Today we announced a hotfix for Patch 1.1.4 to address a few additional issues. As always we encourage our community to continue reporting bugs and providing constructive feedback for our team by following our community posting guidelines this allows us to swiftly respond to issues.

Optimization
  • Optimized bone count and limited vertex influence for Insurgent armor and carrier gear combinations.
Bug Fixes
  • Fixed an issue with Insurgent gear causing the carrier not to show on certain armor combinations.
Map Balance & Fixes
Farmhouse
  • Fixed missing textures on a large group of rocks next to the river.

You can view the full changelog of version 1.1.4 along with yesterday's announcement here:

https://steamcommunity.com/games/581320/announcements/detail/1779393376018882593
Apr 4, 2019
Insurgency: Sandstorm - New World
Hi everyone,

Today we are releasing our next patch: Patch 1.1.4. Our team has been focused the last two weeks on optimization and bug fixes based on your feedback. Today's patch includes fixes for jittering scopes, incorrect restricted areas on the Tactical Map, improvements to our AI’s vision cone/perception logic, and much more.

More changes are in the pipeline and coming soon, including broader optimization improvements and new server browser features. Bug fixing and optimization are still our top priority for the next few weeks. Later on however, we are planning to add new content including a new map, two new weapons, and a new official game mode. While we can’t reveal specific dates or info, we can say we will be releasing more details in the coming weeks.

We’d also like to say we’ve decided to take a community-first approach to Sandstorm’s post-release content development. We will soon be polling the community to identify on which areas, features, and content players feel our team should focus. As always, we will continue scouring the forums and monitoring social media for community feedback. All of these channels of community to dev communication are of course still important and taken into account. We encourage players to continue provide constructive feedback for our team by following our community posting guidelines.

See our changelist summary below:

Optimization
  • Decreased memory usage of various animation sequences.
  • Optimized animation blueprint sequence usage.
  • Optimized HDD read times with .pak file ordering.
  • Extended blueprint nativization to additional assets.
  • Fixed potential hitches introduced by Scoreboard background logic changes.
  • Optimized AI logic, reducing game thread usage by 15%
  • Disabled wind shader and blood pool spreading effects on low effect quality.
  • Optimized fire barrel particle LOD distances.

Stability
  • Fixed a startup crash that was reported by some players.

Bug Fixes
  • Fixed an issue where restricted areas were not being displayed correctly on the Scoreboard and Tactical Map.
  • Fixed an issue with Binds menu under Settings where cancelling a key assignment from a conflict would show the new key being bound anyway, even though it didn't actually change.
  • Fixed an issue where scopes would jitter while idle.
  • Fixed an issue where vehicles could despawn after 2 minutes even if they had not been entered yet.
  • Fixed an issue where the player would immediately throw an equipped grenade if they opened the Comms Menu.
  • Fixed an issue where looking up and shooting would allow you to bipod inside a wall.
  • Fixed an issue where you could pick up a third rocket from Supply Crates.
  • Fixed an issue where weapons with initial trigger delays, such as LMGs, could occasionally continue playing their weapon audio even if the weapon was no longer firing.
  • Fixed an issue where translucent geometry could be shown with jittering artifacts.
  • Fixed an issue where the wrong weapon would sometimes be highlighted when switching weapons rapidly.
  • Fixed an issue where the third person character legs could appear as “locking” at the knee joint if the player was looking down while moving.
  • Fixed an issue where the player could occasionally be permanently flagged as being within a spawn zone.
  • Fixed an issue where it was possible for the player to obtain infinite magazines by continuing to Scavenge them in Local Play.
  • Fixed an issue with Eyewear cosmetics when wearing the Covered Hair option.
  • Fixed an issue where a player would sometimes see a floating cube in Local Play when putting on a Gas Mask.
  • Fixed an issue where voice over would continue to play even if the player had been shot in the head.
  • Fixed an issue where camera movement from weapon idle animations could play in vehicles.
  • Fixed an issue where a player’s Gas Mask could be visually replaced by their weapon.
  • Fixed an issue with the Gas Mask animation not playing when spectating.
  • Fixed an issue where scopes on the G36K would clip with the camera when using Aim Down Sights with a grenade launcher attached.
  • Fixed an issue where scopes on AKs would clip with the camera when using Aim Down Sights with a grenade launcher attached.
  • Fixed an issue where the Browning HP Extended Magazine upgrade could be visible during speed reloads.
  • Fixed an issue with missing first person animations for the Browning HP’s extended magazines.
  • Fixed an issue where blood pool spreading would not occur properly in some instances.
  • Fixed an issue where crawling in certain directions with a grenade or pistol equipped could cause strange wrist rotations.
  • Fixed an issue where Heavy Armor groin plates could clip with the player in the Loadout menu.
  • Fixed an issue where a player’s feet could clip into the bed of the Checkpoint Security transport truck while seated.
  • Fixed an issue where decals were not always being cleared from dismembered limbs.
  • Fixed an issue with the blood pool spreading and scaling effect.
  • Fixed an issue where ammo was not showing during the first person Makarov reloads.
  • Fixed an issue where AI enemies would use fallback cosmetic outfits if they changed class while still alive.
  • Fixed an issue with LMGs using the incorrect third person empty reload animation.
  • Fixed an issue where the Gas Mask could clip with the player’s camera when dying while wearing it.
  • Fixed an issue where a radial menu (Comms, Fire Support) could remain visible if open when the player was killed.
  • Fixed an animation weighting issue with third person MG3 and M240B lids during reloads.
  • Fixed an issue where the insertion truck driver and suicide bomber AI could occasionally be seen with duplicated cosmetics.
  • Fixed an issue where Insurgents planting an explosive on a weapon cache would not show the proper IED model in third person.
  • Fixed clipping issues with beards and certain Head options.
  • Fixed clipping issues with Combat Goggles Eyewear option.
  • Fixed clipping issues with Three Hole Facewear option.
  • Fixed clipping issues issue with the Patrol Headgear option.
  • Fixed clipping issues issue with various T-shirt cosmetics.
  • Fixed clipping issues with the Track Top Torso.

User Experience
  • Motion blur is now its own dedicated setting and is no longer influenced by the player’s chosen quality preset.
  • To help improve the spectator/replay experience, switching from free roam to first person will now attempt to go back to the player you were previously watching.

Visual Improvements
  • Added new flailing death animation for ragdolls. Shooting a flailing ragdoll in a vital organ will stop it from flailing and is seen as a humane act appreciated by most nearby players.
  • Improved the blood puddle decal.
  • Decreased blood pool sizes.
  • Made improvements to prone transition animations.
  • Added dedicated third person reloads for the MP5A2 and MP5A5.
  • Added new animations for drawing and holstering pistols while prone.
  • Decreased size of the Insurgent Heavy Carrier backpack slightly.
  • Added chin straps to the Bump Headgear option.
  • Improved animations for characters with weapons equipped in vehicles.

Gameplay
  • AI
    • Reduced AI vision cone from 180 degrees to 124 degrees to better match human vision.
    • AI can no longer hear footsteps from players who are prone or crouched.
    • Reworked AI’s “Investigation” logic. They should now search an area more extensively and for longer.
    • Fixed AI ignoring molotovs or burning cars as a dangerous area if someone has died there recently.
    • Set AI hearing distances to match that of a player’s. AI can now hear a player’s running footsteps from 20 meters and sprinting footsteps from 35 meters.
    • Helicopter gunners can now see players seated inside vehicles.
  • Voice Over
    • Added suppression voice over triggered specifically by suppression from Fire Support.
    • Reduced minimum suppression requirement for explosion and Fire Support lines.
    • When getting a tinnitus effect from an explosion, a player’s suppression level will increase to 75%. This was previously set to 35%.
  • Improved hitboxes for the Insurgent Heavy Armor groin plate.

Map Balance & Fixes
  • Crossing
    • Fixed an issue where players could enter objective A’s capture zone outside the intended area on Push Security.
    • Fixed a spot within the objective A capture zone on Push Security where the player would stop capturing.
    • Fixed a spawn camping issue at Security objective B spawn on Push Security.
    • Fixed an issue where Security could destroy Insurgent weapon cache objective from too long of a distance on Skirmish.
  • Summit
    • Tweaked HLOD clusters at market area to improve performance.
    • Fixed a spawn camping issue at Insurgent spawn on Firefight East.
    • Added extra cover for Security leading to objective A on Push Security.
    • Expanded restricted area slightly for Insurgent objective A spawn on Push Security.
    • Fixed spawn camping issue at Insurgent objective B spawn on Push Insurgents.
    • Fixed an issue near objective D on Checkpoint Security where a player could get stuck vaulting inside of a rock like some kind of rock morphing person.
    • Fixed an issue where a player could get stuck after vaulting over a table near objective E on Push Security.
    • Fixed an issue where shutters would vanish at long distances and expose players inside objective B on Firefight West. Some details in the environment vanish or “cull” when not seen for optimization purposes, but the culling for these shutters was previously too aggressive.
  • Hideout
    • Reduced terrain layer usage to improve performance.
    • Fixed a spawn issue where players would sometimes spawn on top of each other at Insurgent objective A spawn on Push Insurgents.
    • Fixed an issue where Insurgents could destroy the final weapon cache objective from too long of a distance on Push Security.
Insurgency: Sandstorm - New World
Hey everyone,

My name is Michael Tsarouhas, I am the lead game designer on Insurgency: Sandstorm. As we said in our previous post, we’re still hard at work optimizing the game and fixing bugs. But on this day, April 1st, we wanted to take a moment to show off some exciting new content we’ve been cooking up on the side.

Get ready for our brand new game mode…Frenzy



What is Frenzy?

Frenzy is a brand new cooperative mode for Insurgency: Sandstorm where players must fight against brutal enemy AI who are only armed with melee weapons. Instead of using worn out 40 year old AKMs, WWII era Mosins, and the same boring old high lethality weapons, enemies are armed only with Kukris and a menacing bloodlust for players. They’ll spread out, encircle, and charge to take you down. It’s just like your favorite zombie modes from other FPS games, which is a very good marketing angle for us provides for unique, exciting, dynamic gameplay!

What makes Frenzy special?

What makes Frenzy special is surely its special enemies:

The Jumper

https://www.youtube.com/watch?v=LJ6ZnYMny8s

The Jumper can leap into another dimension unintelligible to us...only to come back in the real world closer to you and brandishing a huge knife. He moves fast and teleports faster. Some have sought enlightenment, and tried to peer into the interdimensional rifts in our world which the Jumper creates when he teleports. Unfortunately, whatever they’ve seen has only driven them insane. So don’t look too closely, but also don’t blink.

The Bruiser

https://www.youtube.com/watch?v=W_ZC-9pHrdo

The Bruiser wasn’t always a Bruiser. In a past life, he was actually quite the playboy. Gifted with a tall build, good taste in clothing, and a natural charm, he was a regular hunk of a man. Nobody knows what put him into his frenzy. Maybe his vanity drove him mad. Maybe the imposition of authority which the Security represents threatened his free spirit. Maybe his helmet is possessed by the furious tormented soul of a dead soldier murdered by a comrade. Regardless, he’s very angry. And big.

The Flamer

https://www.youtube.com/watch?v=oBumkgIrAYY

The Flamer is a guy who is constantly on fire and explodes into Molotov flame if he dies. We thought it would be scary if there was like, if like one of them was just always screaming from being on fire. And y’know he’d be like running at you all the time “Aaah aaaaah!” trying to kill you. And you’d have to shoot him before he gets too close. He doesn’t have a backstory.

When can we play Frenzy?

Soon.

Thanks very much and we hope you enjoy Frenzy!
Mar 14, 2019
Insurgency: Sandstorm - Northern Touch
Hi everyone,

Today we released the third patch of our March bug fixing initiative. Our team has continued to focus on optimization and bug fixes, as well as addressing map balance and exploits. Details of today's changes can be found below.

Our team is still busy working on some larger optimization changes, as well as scouring the forums for additional community feedback. We encourage players to provide feedback for our team by following our community posting guidelines.

Optimization
  • Optimized landscape layers for Precinct to improve map performance.
  • Optimized landscape layers for Crossing to improve map performance.
  • Optimized various HLOD clusters on Summit to improve map performance.
  • Optimized all soundscape audio banks to decrease memory usage.
  • Optimized all explosion audio assets to decrease memory usage.
  • Optimized all music assets to decrease disk streaming stress.
Stability
  • Fixed a server crash in Checkpoint after a map change.
Bug Fixes
  • Fixed an issue where "Reset to Defaults" would default to "Very High" when the Auto benchmark was used to select a quality preset.
  • Fixed an issue where it was possible for a door breach to kill you even if the door only came close and had not actually hit you.
  • Fixed an issue where blood decals were “floating” on characters and not staying in place.
  • Fixed an issue where fire support was able to be called in before the round started.
  • Fixed an issue where the Mosin equipped with Stripper Clips could shoot two rounds in succession without cycling the bolt.
  • Added potential fix for an issue where the player could occasionally be flagged as spawning outside of the playable area, even though they had not, resulting in a negative countdown warning being displayed on-screen.
  • Fixed an exploit where it was possible to use the walk key to silently crawl.
  • Fixed an issue where if you opened the Comms Menu while aiming down sights, you would remain in ADS afterwards, even if you were no longer holding or had toggled the ADS key again.
  • Fixed an issue where the shotguns equipped with a Foregrip would be held like a pistol in third person.
  • Fixed an issue with camera switching when watching Replays.
  • Fixed an issue where the AK Alpha Extended Magazine was using the incorrect magazine mesh in first person.
  • Fixed an issue when playing at high ping where if you wanted to throw back a grenade without aiming it, you would be stuck in the prepping throw state until pressing Use again. It will now immediately throw the grenade if the Use key isn't being held.
  • Fixed an issue where certain weapons would not unequip correctly when entering a vehicle.
  • Fixed an issue where the Main Menu frame rate limiter was not always being applied correctly.
  • Fixed an issue where enemies would not wear their gas masks in Checkpoint.
  • Fixed an issue with the “It's all in the reflexes” achievement where it could be granted even if you killed somebody with a grenade still in your hand.
  • Fixed a scope post processing issue when spectating in third person.
  • Fixed issue where gas masks weren’t displaying properly in first person while in vehicles.
  • Fixed an issue where the Laser Sight beam could pass through characters.
  • Fixed an issue with third person spectator camera for vehicles.
  • Fixed a visual glitch where a player could potentially draw another grenade even if they didn’t have one when playing at high ping.
  • Improved Customize menu camera.
  • Fixed an issue where the wrong camouflage would be applied to gloves.
  • Fixed an issue where certain certain effects could be stuck “on” when spectating players.
  • Fixed an issue with laser effects being invisible to other players after having spawned or resupplied.
  • Fixed an issue where friendly AI in the insertion vehicle could occasionally be seen not holding a weapon.
  • Fixed an issue that stopped the on-screen explosion dirt from showing after explosions during online play.
  • Fixed an issue where spectating other players could result in a permanent fade out state until a new player was chosen to be spectated by via user input.
  • Fixed an issue where the Loadout screen would exit and fade out if you were spectating someone who died.
  • Fixed an issue with the Loadout menu camera getting stuck on after switching to the spectator team.
  • Fixed an issue where the third person spectator camera would clip with the ground when spectating a vehicle.
  • Fixed various clipping issues with the Covered hair option and Eyewear items.
  • Fixed a misspelling in the profanity filter setting.
  • Fixed an LOD issue on the Insurgent T-Shirt cosmetic.
Gameplay
  • Made jumping changes so a player cannot easily jump around and attack other players.
    • Restricted weapon firing and aim down sights for 0.3 seconds after landing from a jump.
    • Adjusted deceleration and friction values for jumping. Lateral movement during a jump is now much more restricted.
  • Removed ability to perform weapon melee attacks while prone. This was felt to look too strange and unrealistic. A player can still use their knife while prone.
Map Balance & Fixes
  • Crossing
    • Reduced landscape layer usage to improve performance.
  • Farmhouse
    • Addressed spawn camp issue at objective B Insurgent spawn on Push Security.
    • Addressed spawn camp issue at objective A Insurgent spawn on Push Security.
    • Fixed an exploit where players could go outside the level near Insurgent spawn for objective A on Push Insurgents.
    • Moved a bulldozer to make an invisible wall from an earlier exploit fix less obvious.
  • Precinct
    • Reduced landscape layer usage to improve performance.
    • Added non-vault volumes for store shelves to make them less camper friendly.
  • Summit
    • Reorganized various HLOD clusters to improve performance.
    • Added HLODS for backdrop buildings to reduce slightly over a longer distance.
    • Fixed an issue where players could reach an unintended spot near objective D on Push Security.
    • Fixed an exploit near objective B on Firefight East.
    • Fixed an issue where a door got stuck in a frame when breached in the market area.
    • Fixed not able to throw a grenade through a small window near objective D on Push Security.
    • Tweaked exposure slightly more to make it less dark overall.
  • Hideout
    • Addressed spawn camp issue at objective B Insurgent spawn on Push Insurgents.
Mar 8, 2019
Insurgency: Sandstorm - Northern Touch
Today we have released patch 1.1.2 which contains numerous bug fixes and improvements. 

As previously announced, we are dedicating the month of March to resolving some of the biggest issues reported by community. Expect more updates over the next few weeks.

Optimization
  • Optimized first-person weapon loading, reduce streaming during gameplay.
  • Optimized cosmetic mesh creation.
Bug Fixes
  • Fixed an issue where the top of the player’s leg mesh was visible when kicking a door while looking down.
  • Potential fix to mitigate door dysnc issues, if you continue to experience any issues with door dsync please report it to us.
  • Fixed an issue where gas masks were not visible while watching a player in third person spectator.
  • Fixed an issue with the M45 safety switch being weighted to the slide causing odd visual effects.
  • Fixed an issue where third person gas mask animations were not playing correctly.
  • Fixed an issue where wooden foregrip materials were being rendered in normal scope quality.
  • Fixed an issue where ammo weight was not being calculated correctly if the player was not wearing an Ammo Carrier in the Loadout menu.
  • Fixed an issue where singly loaded weapons were not calculating their ammo weight correctly in the Loadout menu.
  • Fixed bad morph targets for the Security Patrol Headgear unlock.
  • Regenerated LODs to fix morph target issues on the Baseball and Too Cool Security Headgear unlocks.
  • Regenerated LODs on all Security Headgear to fix all potential LOD morph target issues.
  • Fixed an issue where gas masks would not show on the third person mesh at the start of the round until it was equipped.
  • Fixed an issue where the player’s appearance credit balance would not update if it was zero.
  • Fixed an issue where the gamma setting in the graphics options was not being saved.
  • Fixed an issue where if the player made changes to their gamma setting it was not updated until the user clicked apply. Gamma settings will now update immediately.
User Experience
  • Set a 20 character limit to Loadout custom presets.
  • Gas masks will now show on the Loadout character’s hip when equipped in the player’s Loadout.
  • Updated Commander icon in Profile.
Gameplay
  • Foliage interactions will now play as non-positional audio for the interacting player and positional audio for all other players to avoid any confusion as to who is generating them.
  • Foliage interaction sounds will now properly reflect the speed of the player and create different audio effects based on that speed.
Map Balance & Fixes
  • Farmhouse
    • Fixed bad counter attack spawn on Checkpoint Insurgents at objective A.
    • Addressed an exploit where players could leave the playable area.
  • Precinct
    • Improved objective C capture zone on Checkpoint Security.
  • Summit
    • Fixed an exploit near objective A on Push Security.
    • Fixed an exploit near objective C on Push Security.
    • Fixed an exploit where the player could jump on a ventilation unit and oversee a large part of the market main road.
    • Fixed an issue where a player could get stuck between a wall and locker.
    • Tweaked a restricted area in the far back of the market area on Team Deathmatch.
Mar 6, 2019
Insurgency: Sandstorm - Northern Touch
Hi everyone,

Today we released patch 1.1.1 which includes numerous bug fixes and improvements based on the feedback from last week's content update. The full changelog can be found below.

Our team had planned to start working on new features straight after the February content update. However, after reading community feedback, we have decided to dedicate the entirety of March to resolving ongoing issues and making performance improvements before moving onto any new features.

Developers not directly involved with these tasks will still continue to work on new art and level content where possible. Major code-related features will be in the works a little bit longer due to this re-prioritization. Bug fixes and optimization will be the top priority for our team, until we are happy the game is in a more polished state.

Stability
  • Fixed a potential crash when cancelling matchmaking search before receiving the first server response.
  • Fixed a crash triggered by interacting with a weapon pickup and firing an RPG at the same time.
  • Fixed a startup crash.

Optimization
  • Increased amount of item and cosmetic assets cached in memory during load. This reduces streaming during gameplay.
  • Improved audio bank loading to optimize memory usage, allowing all item banks to be kept in memory. This reduces streaming during gameplay.
  • Increased audio compression for the following audio assets:
    • All character voice over.
    • All physics interactions.
    • All character movement.
  • Prevented all player character VO from streaming. It is now loaded into memory.
  • Fixed ragdoll lighting so its attachments are not lit as a group. This should improve ragdoll performance on higher settings.
  • Disabled logging to disk.

Bug Fixes
  • Fixed an issue where a player’s first person hands and dead body could become invisible during gameplay.
  • Fixed an issue where players could be temporarily banned from competitive matches even if they re-joined within the required time limit.
  • Fixed an issue where hands could also become invisible after respawning when having died in a vehicle.
  • Fixed an issue where weapons fired in semi-auto would sometimes miss mouse clicks. This will make semi-auto firing much more reliable, especially with higher pings.
  • Fixed armor not mitigating explosive damage.
  • Reduced instances of gunshot audio playing but no bullet firing during full auto mag dumps when fired with high ping.
  • Fixed an issue where characters at further distances would appear not to be aiming in the correct direction.
  • Fixed certain circumstances where players could appear desync’d for other players.
  • Fixed an issue with doors becoming desync’d for certain players.
  • Fixed an issue with the 2x Holographic sight showing the holographic material when in ADS and using normal quality scopes.
  • Fixed an issue where normal scope quality materials did not swap correctly.
  • Fixed an issue where the normal scope clip mask would not map to the correct screen coordinates, causing parts of the weapon to be invisible.
  • Fixed an issue where certain weapons could spawn attachments which they were not compatible with.
  • Fixed an issue where VoIP from specific users were duplicated.
  • Fixed an issue with the MG3 and M240B first person aim down sight deploy transitions.
  • Fixed an issue with camo materials for Security torso items.
  • Fixed an issue where players could equip or draw rocket launchers inside of vehicles.
  • Fixed an issue where aiming down sights could become broken when spawning and resupplying in both Local Game and Range.
  • Fixed an issue where weapons could appear broken when spawning and resupplying in both local game and the firing range.
  • Fixed an issue where arms could appear broken if entering a vehicle while in a grenade throw pose.
  • Fixed an issue where no muzzle flash particle was assigned to the MP5A5 suppressor.
  • Fixed MP5A5 getting Compensator recoil reductions when equipping the Suppressor.
  • Fixed an issue where the ceiling fan prop would disappear when broken.
  • Fixed an issue where first person tattoos were rendering the third person tattoo.
  • Fixed an issue with the M240B Extended Magazine box mount not showing up consistently.
  • Fixed an issue where ragdolls would T-pose when killed in a vehicle.
  • Fixed an issue where ragdolls in a vehicle wouldn’t be removed when a vehicle despawns.
  • Fixed an issue where the Bomber Drones could dive incorrectly and fly under the map.
  • Fixed an issue where the hand position for some rifles appeared broken in the Loadout menu.
  • Fixed one-handed base animations for standing movement.
  • Fixed knife-related animations.
  • Fixed lean animation issues.
  • Fixed a bug where bots could equip a legacy hairstyle no longer available ingame.
  • Fixed an issue where bots could be seen spawning in the air or in the ceilings of buildings.
  • Fixed an issue with the Scoreboard not showing correctly during replays.
  • Fixed an issue with the map cycle on community servers not selecting levels properly if blank lines or leading spaces were left in the mapcycle text document.

User Experience
  • Created a fallback cosmetics system to ensure that other players do not appear in half-loaded states during slow-loading situations. Please note this only applies to other players and is currently not utilized in spectator.
  • Updated the competitive leaver penalty to mark players as leavers if they do not rejoin within 120 seconds instead of 60 seconds.
  • Added ingame chat message for leaver penalty to indicate when it's safe to leave a match after another player has left the match.

Gameplay
  • Added Extended Magazine upgrade to the MP5A2 for Security Coop.
  • Melee damage is no longer reduced when hitting armor.

Map Balance & Fixes
  • Hideout
    • Fixed an exploit near objective D on Checkpoint Security where a player could hide inside a rock.
    • Tweaked exposure to make it less dark while looking at a bright light source.

  • Farmhouse
    • Addressed spawn camp issue at objective A Insurgent spawn on Push Security.
    • Fixed an exploit where players could go on top of the farmhouse building.
    • Fixed an exploit where players could leave the playable area.
    • Fixed an exploit near objective B on Push Security.
    • Tweaked exposure to make it less dark while looking at a bright light source.
  • Refinery
    • Reduced landscape layer usage to improve performance.
    • Reorganized various HLOD clusters to improve performance.
    • Fixed an exploit near objective B on Push Security.
  • Precinct
    • Addressed spawn camp issue at objective A Insurgent spawn on Push Insurgents.
    • Tweaked restricted area at objective A Insurgent spawn to address potential spawn camp issue.
    • Addressed spawn camp issue at objective C Insurgent spawn on Push Security.
    • Addressed spawn camp issue at objective D Insurgent spawn on Push Security.
    • Fixed various minor exploits.
  • Summit
    • Added potential fix for stuck player issue near A objective on Push Insurgents.
    • Tweaked exposure to make it less dark while looking at a bright light source.
    • Fixed various minor exploits.
  • Crossing
    • Fixed restricted area at objective A Insurgent spawn on Push Insurgents.
    • Addressed spawn camp issue at Security spawn on Skirmish.
    • Addressed spawn camp issue at objective C Security spawn on Push Insurgents.
    • Tweaked exposure to make it less dark while looking at a bright light source.
Known Issues
  • Looking down while kicking a door may show the top of the leg mesh.
  • Insertion drivers might not always show for all clients.
  • Certain unicode steam names might show as [Player Name] on the loading screen
Insurgency: Sandstorm - Jonny-Higgins
Hi everyone,

After Thursday’s update, we have observed an increased number of threads and reviews mentioning a performance decrease with our move to Unreal 4.21, as well as a higher frequency of certain issues which we thought had been vastly mitigated. Our programming team has been working hard to try and isolate and resolve these issues, which include problems pertaining to invisible hands/cosmetics, player desync, and the competitive leaver penalty. While we are working towards a near-term hotfix, we also plan to spend the coming weeks further polishing the game before working on new content.

With regards to performance issues since the update, we have provided some steps below which might help. While many have reported worse performance in the update, during our Closed Testing Environment testing we received data indicating that the majority of people saw improved performance in the new version, many having reported vastly improved performance. This suggests the issues are related to specific hardware and driver configurations, ingame settings, or old application data which needs to be cleared.

In order for our team to effectively reproduce and resolve these issues it is important we receive as much information as possible from the community. If you are having issues since the update we encourage users to check the performance discussion and support section of the Steam forums and follow our guidelines on how to correctly report issues, some key info is listed below.


STEP 1 - Check your machine meets the minimum system requirements listed on our Steam store page.

MINIMUM:
Requires a 64-bit processor and operating system
OS: Windows 7/8/10 (64 bits)
Processor: Intel Core i5-4440 (3.10GHz)/AMD FX-6300 (3.50GHz)
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 760/AMD Radeon HD 7970
DirectX: Version 11
Storage: 40 GB available space

RECOMMENDED:
Requires a 64-bit processor and operating system
OS: Windows 7/8/10 (64 bits)
Processor: Intel Core i7-8700 (3.20GHz)/AMD Ryzen 7 2700 (3.20GHz)
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 980/AMD Radeon R9 390X
DirectX: Version 11
Storage: 40 GB available space
Additional Notes: SSD is recommended.

STEP 2 - Ensure the game and all drivers are up to date.

If you have to experience a performance decrease from an old build to the current build, we highly recommend removing the contents of your app data folder found in “%LOCALAPPDATA%\Insurgency\Saved\Config\WindowsClient”, or trying a fresh install of the game or

If you are encountering performance issues when running 8GB of RAM, please ensure you are in full-screen mode and have closed down any open internet browser tabs or memory intensive background programs.

There are also some specific settings to look at adjusting if you’re running into issues:
  • Display Mode: Full screen mode ensures the highest in-game performance.
  • Shadow Quality: Lower shadows can have a significant positive impact on game performance.
  • Scope Setting: Turn this setting to normal if you’re seeing performance issues while aiming down magnified sights.
  • Texture Pool Size: Sets the amount of GPU ram that can be used by textures. Try both settings and see which works better for you.
  • Frame Limiter: If you’re finding your FPS is fluctuating and would prefer more consistent frame rates, we recommend setting a frame limit. By capping your frame rate below your max FPS your fluctuations will appear less extreme and your frames times more consistent.
  • Resolution: If you're running at a resolution higher than 1920x1080 and running into performance issues, try reducing resolution back down to 1920x1080.

Please ensure you are running the latest graphics card drivers from AMD and Nvidia.
NOTE: If you are using an Nvidia card and are not having any luck with the latest drivers, please try reverting your graphics drivers to the previous version. We have received reports that Nvidia’s latest drivers are causing issues for people. Please let us know if this works for you, so that we can better understand the impact of Nvidia’s latest drivers on the game.

STEP 3 - Create a post or email support@newworldinteractive.com with a description of the issue along with details of your system’s DxDiag and in-game settings; where possible include screenshots, videos, or steps to reproduce the error.

Before creating a new thread, please use the search function to see if your issue or a similar issue has already been reported. Keeping reports of similar issues in one place will better help our team find and analyse the problem.

When reporting an issue, please take a screenshot of your in-game settings page.

To see your system specifications, go to your Control Panel, System and Security, and then System. Or view your DxDiag file by search your computer for DxDiag, run and export results as a .txt file.

If you experience a crash please submit the crash report along with details of what happened prior and your SteamID in the description box.
Insurgency: Sandstorm

Developer New World Interactive's team-based tactical shooter Insurgency: Sandstorm has just received its first major content update since launch, adding a new Arcade playlist mode, new weapons, and more.

The biggie here is the Arcade playlist, which, says the developer,"lays the foundation for adding fresh, new, non-traditional game modes". The idea is that the playlist will be expanded over time, with new modes and rulesets steadily being added into rotation.

To start things off, Sandstorm now has a 24-player Team Deathmatch mode, which removes faction restrictions on weapons and upgrades, and adds a greater number of supply points from which weapons, upgrades, and attachments can be purchased.

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Insurgency: Sandstorm

Insurgency: Sandstorm, the very loud, very tense military shooter, received its first big update this week. It promises to shake up the battles between soldiers and insurgents with new game modes and five new weapons, along with some tweaks to competitive matches. 

The highlight of the update is the arcade playlist. It will eventually feature a bunch of rotating modes and new rulesets, starting with team deathmatch. It's a straightforward mode with each team simply trying to net the most kills, but it also waives faction restrictions and gives you extra supply points to more easily build your dream loadout.  

You'll be able to spend that increased supply on the five new guns, which are normally limited to a specific faction. For close quarters fights, you'll be wanting one of the new MP5s. The A2 and A5 are both low caliber guns, so they won't knock you on your arse with the recoil. The two new machine guns pack a bigger bunch, with the M240B boasting high-caliber damage, while the MG3 has an "absurd" rate of fire. You can also add the PF940 handgun to your loadout, which comes with a high capacity magazine upgrade that lets you cram 31 rounds into it. 

Also included in the update are flashbang improvements, new cosmetic items, the ability to kick players off community servers and competitive tie-breakers. Check out the full patch notes here

Insurgency: Sandstorm - contact@rockpapershotgun.com (Matt Cox)

The winds of change have blown through tacto-coolo FPS Insurgency: Sandstorm. The clouds are pregnant with five new guns, the sky awash with balance tweaks and quality of life improvements, and I’ve already ran out of appropriately stormy ways to describe the new mode. It’s a lightning bolt of… fun?

Nah, it’s just team deathmatch – but it has swept in alongside a new arcade playlist that might spit out more interesting modes in the future.

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