Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm. As a part of our effort to steer post-release Sandstorm onto a community-oriented path, we’re going to be releasing community updates like this one which provide an inside look at development and feature upcoming content. Before we begin, please remember to fill out our new survey here and let us know just what content and changes you’d like to see for Insurgency: Sandstorm’s ongoing post-release development.
As mentioned in our recent survey post, one of the things we learned from the results was that players are hungry for new maps. So today, we’d like to take some time to talk about our upcoming new map Outskirts, formerly known by its internal name “Compound”. Below you can see my interview with Zach Snyder, one of our level designers, here at New World Interactive. A professor in architecture, Zach was originally a custom map maker in our community as far back as the original Insurgency: Modern Infantry Combat mod for Half-Life 2. Later on Zach created Tell, a map entry which won 3rd place in our 2014 Gamebanana Mapping Contest for the original Insurgency standalone.
(Zach’s “ins_hermes” map for Insurgency: Modern Infantry Combat released back in 2008 and featured a six objective Push layout with custom textures, models, and sounds.)
(Tell features a dense layout with a steep urban incline and tall tight alleyways. It is still today the most played Insurgency 2014 map in both versus and cooperative play.)
Our team was so pleased with Tell, we decided to hire Zach and put it in-game officially. He’s with us still today, and working now on our next map Outskirts for Insurgency: Sandstorm.
Summarize Outskirts for us in five words.
Varied gameplay in new setting.
Where did the idea for Outskirts come from?
During the early concept phase of the map, we were poring over reference images and became interested in several that depicted collapsed and semi-collapsed buildings. I was excited by the implications of taking a conventional space, tipping it over a bit, and getting a new set of opportunities from the strange new space that’s been created. This idea became the collapsed building that is now the centerpiece of the map.
The construction theme was initially a utilitarian choice, as it afforded a lot of flexibility in how the geometry of the buildings might be optimized for gameplay, but it also seemed like a compelling narrative direction, given the ideas of destruction that seeded the conception of the map.
In terms of gameplay, what sets Outskirts apart from other maps in Sandstorm?
Push players will find more breathing room on this map than in some of our other maps, while Firefight players will find themselves playing in tighter objective layouts that were conceived, from the ground up, as Firefight specific. Coop players will be able to sample both styles of gameplay in what I think is, end to end, a longer than average playthrough with a very diverse set of objective environments.
In terms of visuals, what sets Outskirts apart from other maps in Sandstorm?
There are three distinct areas of the map, each differing thematically. The first theme is the construction site, which has both wide open gameplay in a series of trenches between buildings, and close quarters fighting inside the buildings. The second is a residential compound on a hill overlooking the construction site. Up there you have mid range and close range engagements in a series of well defined lanes. The third takes place around a stream in a valley, where a shantytown surrounds an electrical substation. The layout here is also lane-based, but with some longer lines of sight.
The observant player will notice some of the same building blocks in this map that exist in our other maps, but there’s been a concerted effort to use those pieces in novel ways and squeeze a little bit more life out of them. In addition, we’ve produced a bunch of new assets to support these new themes.
In what ways did you collaborate with our other level designers on Outskirts?
Unreal Engine’s level editor allows you to simultaneously work with a multitude of level files under the umbrella of a master level file. What this means is that while I work on blocking out one corner of the map, another level editor can be in another corner polishing the initial building layout I did the week before. At the same time, other designers and artists can be under the hood designing coop routes, optimizing our geometry, or making and placing level-specific art assets.
In terms of the actual teamwork on this map; while I’ve done pretty much all level design and a good deal of the polish on the map, we traditionally work in a way that makes good use of a particular level designer’s interests and skills. For instance, Steve Cron, who was making custom coop maps as “Chief-C” for Insurgency 2014 and has been on the team for a while now, did all of the coop layout and bot placement on the map. Jan Huygelen, who works magic inventing new ways to use the building blocks we use to make our levels, crafted all of the interiors in the compound. And our lead level designer Jeroen van Werkoven, who always knows more than me about the technical aspects of what we’re doing, came in and did all of the optimization on the map (he’s still at it as I type this).
How did the map change throughout its design?
Initially, the map’s sole theme was the construction site, with a small group of houses atop a hill where the defensive cache was to be located. As I started to really flesh out the construction area of the map, it became apparent that it wasn’t particularly conducive to our Firefight game mode. Having the Push layout all but locked in at that time, this presented an opportunity to design a dedicated area for Firefight, and the small set of buildings on top of the hill became a full-fledged Firefight layout.
At the other end of the map, I had put a small stream in pretty early on, thinking I might return to it as an intro for one of the coop layouts in the future (something like the beginning of Buhriz coop in Insurgency 2014). I was discussing this idea with another one of our level designers Jonny Hickenbottom, and his enthusiasm really set the shantytown theme into motion. He searched out references, enlisted the help of our lead environment artist Vuk Banovic to pump out an exhaustive set of assets for the theme, and produced a little character study for me to build upon.
Given all the possibilities this suggested, I felt well equipped to change the scope of this idea and eagerly started designing another Firefight layout that we could come back and overlay with some coop gameplay. The study that Jonny made for me became the C objective in this Firefight layout.
What’s your favorite area of Outskirts and why?
Forced to choose, I think the shantytown area is my favorite. As a team effort, it all materialized and came together so quickly and organically very near the end of development, yet in some ways, it feels the most fleshed out.
How does your background in architecture affect your level design?
A building is a solution to an incredibly complex problem. Designing one involves confronting an overwhelming set of variables that are both at odds with and completely interdependent on one another. As a result, approaching any of these variables in isolation is a prescription for failure, as the solution to one problem is bound to create ten more problems elsewhere.
As an architect, it’s imperative that you establish a top down understanding of the complicated relationships between all the variables, and strive to find a solution to every problem, if you can, through the lens of a single unifying idea. This is why architecture students don’t sleep.
I alluded to this sort of economical thinking above, when talking about the decision to go with the construction theme. The theme sponsors a design solution, in that the basic modular system gives us more freedom to move pieces around for gameplay. It sponsors a narrative solution in its reference to a cycle of building and destruction. And it also sponsors a budgetary solution, in that the extensive use of concrete across an entire third of the map significantly curbs our material usage, which is one of our chief concerns when optimizing maps, especially in an area where the player can see so much of the map at one time.
I studied Fine Arts as an undergraduate, and have always been obsessed with drawing, painting, and making things in general, but it was my architectural education that really brought discipline and structure to a lot of my artistic impulses. The obvious answer to the above question is that I come into level design knowing how a building is put together, but I think the more meaningful answer is that, in a more general sense, architecture has elevated my ability attack all sorts of creative problems.
What are some other games that inspire your work?
I think that most of my direct inspiration comes simply from the prospect of exploiting the mechanics of the game I happen to be working on, so it’s tough for me to make a direct connection between what I love in games and how I think when I’m designing for them. That being said, there are aspects of certain games that have left a lasting impression, and in some way or another, become assimilated into the way I think about my own work.
For instance, I love the visual language of The Witness, the minimalist palette of Inside, the emergent gameplay of PUBG, the atmospheric serenity of Dear Esther, the slow tension of the original Insurgency mod, the tactics of Left 4 Dead versus mode, the no-nonsense approach of the new DOOM, the sheer panic of playing an Age of Empires game against another person, the cause and effect of Sim City...if I don’t stop here, I’ll soon be listing Atari 2600 games.
Thanks for taking the time to check out this community update everyone, and thank you Zach for your time and answers. Outskirts will be coming in our next update and features Checkpoint, Push, and Firefight game modes. Remember, be sure to fill out our new survey here, and stay tuned for more community updates.
Last week we released the results of our last survey and showed off some of the new content we have in store, like new maps Outskirts and Ministry. Now that we’ve had a thorough look at all the data, it’s time for a follow up survey to help further determine the direction of Sandstorm’s post-release journey. If you missed the first survey, don’t worry, now’s your chance to let your voice be heard!
In this new survey we’ve narrowed our focus a bit. Questions include which new features, cosmetic categories, game modes, weapon upgrades, community management, and general balance improvements you’d like to see.
Thank you for your participation and feedback. Fill out the survey now and help decide on upcoming content!
A few weeks ago, we made a blog post previewing some upcoming content and explaining the change in our development philosophy to take a more community driven approach to our post-release content production. Over 9,000 of you took part in our survey, sharing your thoughts on the direction you feel we should take the game. Our team have been analyzing your feedback and would like to thank everyone for taking part in helping shape the future of Sandstorm. Below are some of the results and what players can expect both near and long-term.
We asked you: Where do you think the developers should focus their efforts if you had to choose one?
The results clearly indicated a strong desire for new features and content (44%), followed closely by optimization at (33%). Quality of life improvements (9.5%), gameplay and balance improvements (7%) bug fixing (5%) and graphical polish (1.5%) made up the remaining sum.
Over 75% of you said features, content, and optimization were the number one priority, and that will be our main focus for the coming months. While we do have new content planned, performance optimizations continue to be a top priority for our programming team ahead of our upcoming console launch.
We asked you: Which new content excites you the most?
The results here overwhelmingly suggested that new maps are the community favorite with new maps making up 50% of the vote, followed by night maps at 23%.
We are happy to confirm that the next update (v1.2) will include a new map ‘Outskirts’ which you may have seen us tease on social media under its development name ‘Compound’. We can also share that remakes of Insurgency fan-favorites, Ministry and Sinjar, are in the works. On top of these three maps, we have two additional maps in progress, which we will share more information about in due time.
(Preview of our upcoming map Outskirts)
We are aligned with the community’s feelings towards new maps and are excited to expand the game with great new map content and lots of other creative maps when the community gets their hands on the level editor. Sharing progress of new maps even while they’re in a more early development stage will be a more common occurrence going forward, most likely in the form of screenshots or interviews with our level designers.
(Work in Progress images of our upcoming Ministry remake)
Later in the year, our team will also be working on night variants of our maps. These will include additional gameplay changes such as night vision goggles, flashlights, AI changes and more.
New weapons was the next highest accounting for around 20% of the vote. As previously announced, the next update will also feature two new anti-materiel sniper rifles for the Marksman class: the M82A1 CQ for Security and the M99 for Insurgents.
Questions 7 & 8 showed over 60% of respondents requested modern weapons and 65% requested more weapons for the Rifleman, Demolitions, Commander, Observer and Advisor classes. This data indicates a high interest in assault rifle-type weapons, and we can confirm we have a couple in the works.
We asked you: Which new feature excites you the most?
The results here overwhelmingly show a desire for mod support with 42% of the vote. Modding is a major part of New World’s company identity. We always strive to make our games open and accessible to players who wish to modify or create custom experiences; it’s how many of our team got their start in the industry!
We are committed to adding mod support for Insurgency: Sandstorm as part of our post-release plan. The process in Unreal Engine 4 is different than that of the Source Engine, and our team needs to do a bit of ground work first to make it possible. However it is on our roadmap, likely for the second half of this year. Our current plan is to first roll out a beta level editor (as supported by the survey results) then implement a mod-distribution platform, followed by an expansion into other areas of modding, such as custom weapons.
New official game modes were the second most requested feature making up approximately 21% of the vote. We have a new ‘Hardcore Checkpoint’ mode releasing with the next update which appeals to more serious cooperative players, with additional new official game modes to come that will be guided by your feedback. The results from question 10 in the survey indicate that the three most popularly requested official game modes include a tug-of-war style PvP mode based on Frontline from Day of Infamy (23.2%), a single life PvP VIP escort mode based on Ambush from Insurgency (22.7%), and a horde inspired mode with multiple defense points based on Outpost from Insurgency (17%). We can not say at this time which new mode will be next, but we can say that we are committed to these three game modes and will update you over time as they get closer to release.
In regards to new arcade modes, team-based King of the Hill and Domination inspired modes were highly rated (receiving approximately 24% of the vote each), as well as a free for all Gun Game mode (19%). Considering the relative similarity between the team-based King of the Hill and Domination inspired modes, we are unlikely to pursue both. To determine which one we will pursue, we will poll everyone once again to hopefully get a more clear winner between the two.
We asked you: Which map scale and map release frequency would you prefer in the future? (More frequent small scale maps, or less frequent larger scale maps)
The results indicated the community was fairly split, with no clear outcome. Our team will experiment with both current scale and smaller scale more CQB focused maps. From a development standpoint smaller scale maps are likely to have better performance, however larger maps allow for different play styles with increased use of optics and vehicles. We currently have several maps already in production. However, we will be polling the community in the future on additional topics such as map density, thematics, setting and more.
We asked you: Which competitive features excited you the most?
The ability to organize matches without matchmaking(36%) andexclusive cosmetics rewards (30%) were the highest rated features in this category. In the months ahead we hope to implement these new features, improve the general competitive experience based on continued feedback, and also continue supporting as well as offering cash prizes for community events.
We asked you: If there were any maps with particularly bad performance for your PC.
The overwhelming majority of players said “All maps perform fine for me” (68%), which is great to hear. However Refinery saw a much higher percentage of respondents saying it was the least performant (16% compared to 4-7% for other maps in the list). Our ongoing performance improvements should help for all maps and we will be looking to collect more data on memory, CPU and hard drive configurations of players with issues. However, our team will revisit Refinery to see if any specific improvements can be made to that map.
We asked you: If there were any game modes with particularly bad performance for your PC.
The overwhelming majority of players said “All game modes perform well for me” (73%). Push seemed to have a larger percentage of respondents saying it was the least performant (9% compared to 2-5% for other modes), which is likely attributed to the higher player density. Our team will once again be looking to collect data from users who are having performance issues and we encourage players to submit information about their hardware and software set up via the performance discussion and support section of the Steam forums or Focus forums by following our performance feedback guidelines.
We asked you: If there were carrier or armor options you would avoid?
The majority of respondents said they use all carrier options (41%), with most players avoiding no carrier (30%) and almost a quarter of players avoiding the heavy carrier.
The majority of respondents (34%) said they use all armor options, with more than a quarter of players generally avoiding taking no armor at all (28%). 7% of players avoided taking light armor compared to 29% who avoided taking heavy armor.
Based on this feedback we feel armor and ammo carriers are being used as intended in our design philosophy where heavy variants are used less frequently than their lighter counterparts. However, we do acknowledge there may be ways we can greater incentivize the use and utility of heavy armor and carriers provided it is in line with balanced play, and we are open to hearing your feedback. Please bear in mind, heavy armor during early beta and alpha stages of Sandstorm was better at stopping bullets, but this created a meta in the game where everyone would just take heavy armor. This went against our principles of maintaining a low TTK and ensuring Loadout choices promote good diverse gameplay, similar to our philosophy behind not having AP rounds as in the original Insurgency.
Near term content
While some of the feedback from this survey may take time to implement, our team also has several features that were already under development which players can expect to try out soon. These include; an XP gain system for community servers, server browser improvements, support for offline play, Steam cloud support, new cosmetic categories (hint: we see you, subreddit), Loadout customization in the main menu, character rotation in the Appearance menu, plus numerous bug fixes and optimizations in addition to the map, game mode and weapons mentioned above.
Feedback from our community is crucial for helping shape the long term future and evolution of Insurgency: Sandstorm. Our team is committed to significant post-release support on PC as well as development of the upcoming PS4 and Xbox One versions. We encourage players to make their voices heard by leading constructive discussions online and responding to our follow up surveys. We note the need for improved communication and our team will be endeavoring to increase transparency by sharing more of our development process and upcoming content through a series of regular developer blogs, starting with a closer look at Outskirts.
As revealed in our latest community update post, we will be taking a more community-focused approach to post-release development in the future. As part of this shift, we've released the post-release content survey to try to get a good sense of what changes, features and content the community wants in the future.
This is a great opportunity to contribute your opinions, thoughts and ideas. We highly suggest you fill it out as soon as you can.
Thanks for all your participation and feedback. We look forward to hearing from you!
Hi all, Jon Higgins here from New World Interactive.
We’ve seen a lot of discussions recently asking what our team has been working on and we’d like to take this opportunity to fill you in on some of the things that have been going on behind the scenes at NWI.
First of all, our development team has continued to focus on improving the PC version of Insurgency: Sandstorm and that remains our top priority right now. As previously announced, our programming team dedicated the entire month of March to bug fixes and optimisation to try and address some of the important feedback gained from your posts and reviews. While we have released 4 patches in the span of roughly 30 days, we acknowledge there is still room for improvement. Our team is currently working on some more significant longer-term changes. We are glad however to see reports of performance increases and general satisfaction improving overall for the community since the March push.
We’ve been working hard to increase frame rates and improve memory management. However, with thousands of different PC hardware and software configurations, it is really important that our team gathers as much information as possible. If you are having issues, please submit a support ticket with as many details as possible by following our community feedback guidelines.
While the bulk of our efforts have been focused on optimisation and bug fixes, our artists and designers have also been hard at work on new maps, weapons, game modes and character cosmetics.
Our upcoming map: Compound - set in an abandoned construction site.
You can also see a teaser of one of the new weapons in our recent interview with NoFrag. Below, you can see them in full: the M82 and M99 anti-materiel rifles.
We have also been working on a few new features, including an improved server browser which you can see below, XP gain for community servers with normal game rules, AI improvements, a custom map editor, matchmaking improvements, and a new Arcade mode. We’re also working on a new official game mode that is a “hardcore” version of Checkpoint. This mode introduces some unique mechanics and a different pace of gameplay geared towards our hardcore audience, and it’s been really fun already in playtesting. We’ll be revealing more information about all of these additions in the coming weeks.
As mentioned above, our management and community teams have been at several industry events recently. At the start of the month we were at the Game Developer Conferencee in San Francisco, learning about the latest industry trends and new technologies, along with meeting many of our partners such as Steam, Epic, Sony and Microsoft to discuss the road ahead.
We were also present at the Unreal Engine booth, recruiting potential UE4 developers for our new Calgary office, which will be opening in the summer. You may have read that our team was having a few visa issues, however, we are confident these will be resolved. We are looking forward to having more of our team members on-site as well as continued team growth, allowing for better communication, improved knowledge/skillsets, and ultimately better products for you our fans.
If you have at least 3 years of UE4 experience and are interested in working with us, please email your CV to Jobs@NewWorldInteractive.com.
Earlier today our Project Lead Jeremy Faucomprez gave a talk at UnrealFest Europe regarding ‘Design, Production, Cosmetics and Ballistics for Insurgency: Sandstorm’, during the event he will be attending talks and workshops about the latest innovations and techniques in UE4 development to bring back to our team.
Also this week Sandstorm’s Lead Game Designer Michael Tsarouhas (also known as Mikee) and I will be attending our publisher Focus Home Interactive's “What's Next?” event in Paris on Wednesday and Thursday. There we will be meeting with journalists, retail distributors, and industry partners to give an update on our plans for Insurgency: Sandstorm this year. Be sure to follow @InsurgencyGame and watch out for the #WhatsNext hashtag!
What happened to your developer live streams/forum interaction?
Our Community Manager Alex Blonski has taken some time off recently after the birth of his first child, and our community team has been tied up with some of the events mentioned above. Our social and community output has slowed a bit accordingly, and we’re sorry for the lack of updates. We know that it can be frustrating to not hear anything, and that you can feel as though your voices are not heard. Rest assured, they are. We plan to get back into the swing of regular communication shortly, and it is an area in which we plan to improve. Livestreams will likely become more event focused, hosted when we have new content to show or exciting things to talk about rather than being a weekly event. We are exploring more of a focus on written blog post style communication as well as more activity on our social media. However, we would love to hear your feedback about the best ways to communicate in the survey at the end of this post.
What about consoles?
One of the most common questions we get is about the console release of Insurgency: Sandstorm. Although PC is our primary focus at this time, we are still targeting a PS4 and Xbox One version for 2019. Right now we can’t give a specific time frame or release window. However, we will give updates later in the year as we get further into console development.
What about? Community server XP, modtools, night maps, Mac/Linux, [insert feature here] etc..
We have a lot planned for the life cycle of Insurgency: Sandstorm, and we hope to emulate the type of post-release support we provided for the original Insurgency. Insurgency was a living product that grew in content, features, and players for over three years after its 2014 release. With the Insurgency series, we have always had a philosophy where the launch is just the start of the content and feature development cycle. From there, we continue to build and expand over time through regular, free content updates. We are applying the same mindset to Sandstorm.
We have some great new content in the works, and lots more planned for the future. However, we would also like the community to help shape the future of Insurgency: Sandstorm. As previously announced, we will be taking a more community-focused approach to post-release development. We invite all players to take part in our upcoming Insurgency: Sandstorm post-release content survey to help guide our team in our development over the coming years.
I hope this brief update sheds a bit of light on what our team has been doing and our goals for the future. We will continue to monitor your feedback and adjust accordingly. In light of recent feedback, we will make a greater effort to put out updates on a semi-regular basis rather than more sporadic major content updates. If you wish to contribute your voice, we encourage you to please fill out the survey, talk to us on the forums, Reddit, our social channels, and let us know what excites you the most!
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:
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.
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 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 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 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.
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.
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.