Insurgency Insurgency: Sandstorm Patch Notes [2/2] - Nov 8th, 2018

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Note: This is part 2 of the full patch notes. Read part 1 here!

Bug Fixes
  • Fixed an issue where mounted weapon audio could become desynced from the vehicle's position.
  • Fixed screen flickering when walking through smoke grenade particles.
  • Fixed inconsistent scope scaling across all scopes, rendering modes and aspect ratios.
  • Fixed underhand grenade throws not being cookable. Press left click by default to cook, and right click to cook when readying a normal throw.
  • Ensure ragdolls are not created if they have already been created after being killed in a vehicle, to prevent cases of floating T-posed characters after a vehicle is destroyed.
  • Fixed issue where opening the comms menu would call in fire support if binoculars were equipped.
  • Fixed issue where Gas Masks would not always show in third person.
  • Fixed an issue where character meshes could become oversized while performing certain animations.
  • Fixed an issue where the explosive charge on the suicide bomber would occasionally disappear.
  • Fixed an issue with the seat camera in the transport truck.
  • Fixed the drivers hands not always aligning properly on the steering wheel of vehicles.
  • Fixed an issue where fire support projectiles were oriented at incorrect angles.
  • Fixed an issue where the incendiary grenade would drop out of the air if it detonated before it landed on the ground.
  • Fixed an issue where the player was forced to the escape menu on team switch.
  • Fixed the Security Heavy Armor’s groin plate not acting as armor.
  • Fixed explosive gas canister props being unable to kill you.
  • The quick draw holster now only speeds up the draw of the holstered weapon and no longer influences the unequip speed or next and previous weapon cycle speed.
  • Fixed an issue where you couldn't join a passworded server.
  • Fixed an issue where audio was not properly positioned when in the back of the insertion truck or when in the gunner position of a pickup.
  • Fixed reliability of playing incoming artillery and mortar audio.
  • Fixed a case where last one standing would trigger when someone was pending a spawn.
  • Fixed DShK mounted weapon detaching from a vehicle and floating in the world.
  • Fixed an issue where voice over which has both a radio and non-radio line would play two different random lines even though both should be identical.
  • Fixed missing first person cache rigging animations.
  • Fixed an issue with the main menu quit confirmation dialogue not receiving focus.
  • Fixed an issue where lighting rigs were casting shadows at the wrong angle on walls.
  • Take into account the screen percentage when scaling the scope render target.
  • Fixed a bug where restricted area dialogue was being queued up in the insertion truck, messing with the dialogue queueing system.
  • Fixed some bugs with the audio queuing system; speak delays were not being applied correctly and the oldest sound was not being prioritized.
  • Prevent smoke based projectiles from causing shellshock to players.
  • Queued dialogue is now cleared on round reset, which should fix delayed fire support messages playing in a new round.
  • Fixed bug where equip/unequip modifiers from the quick draw holster weren't being applied on the server. This was the causing the reload on switch bug.
  • Fixed binocular audio Aim Down Sights entries.
  • Fixed an issue where players who were not being rendered did not create footstep audio.
  • Fix for shaking arms.
  • Improved blending with idle specials.
  • Fixed an issue where multiple sounds were created when charging into a door.
  • Prevent mines from potentially getting stuck on wall geometry when thrown.
  • Fixed an issue where sprint breathing and physical exertion voice over was not being passed to the aux busses.
  • Fixed an issue where ragdolls weren't spawning outside seats under certain conditions.
  • Fixed an issue with auto-bipod where animation would play twice when drawing a weapon.
  • Fixed an issue where it was possible to kick while leaning.
  • Fixed bug that caused characters to never splatter blood onto surfaces while they were alive.
  • Fixed an issue when dropping a weapon where the weapon would suddenly appear instead of dropping naturally from its current location.
  • Fixed tesselation not working on some props.
  • Fixed an issue where audio for rigging would continue playing if the player tapped the use key continuously on a cache.
  • Fixed multiple instances of broken static meshes.
  • Fixed an issue where melee audio and particle events would not properly time with the impact during the animation.
  • Fixed fire support voice over interruption lines not playing correctly.
  • Fixed an issue with the blood and burn macro function that caused blood and burn marks to be visible on undamaged surfaces.
  • Fixed an issue where players could see more of the leg mesh than intended when performing a door breach.
  • Fixed a bug that allowed players to vault on supply crates.
  • Fixed an issue with bipods that allowed the camera to clip through walls when mounted.
  • Fixed pears becoming oranges when shot. We are now eSports ready.
  • Fixed some issues with player collisions on woodpile meshes.
  • Fixed some issues with player collisions on the metal chairs.
  • Fixed an issue where the weapon cache UI icon could disappear in Skirmish after being destroyed.
  • Fixed an obscure issue where you sometimes couldn’t reload when you entered a vehicle.
  • Fixed an issue where the detonator would not always be created for the player when rigging a cache.
  • Fixed an issue with the Minigun Support helicopter dropping altitude rapidly when exiting the map.
  • Fixed an issue where the fire support indicator HUD element would not always disappear if you change class from Commander to another class.
  • Fixed a bug where grenade launchers would drop as separate weapons instead of remaining attached to the weapon they were equipped on.
  • Raised the adaptive tessellation amount for the higher graphics settings to reduce vertex swimming issues.
  • Fixed an issue where releasing the use key very quickly after throwing a grenade wouldn't always trigger the rethrow.
  • Fixed resuming drum magazine reloads as a part of the staged reload system. The correct animation will now be played.
  • Fixed an issue with the melee flinch animation.
  • Fixed an issue where Molotovs would break down doors.
  • Fixed an issue where the M3 MAAWS would spawn an empty round casing on fire instead of on reload.
  • Fixed an issue where when a spectator saw a character pick up a weapon, it would show the third person mesh instead of the first person mesh.
  • Fixed an issue where broken vehicles or other physics props would collide with invisible walls.
  • Fixed certain instances of fire in the world not causing pain to players walking through.
  • Fixed an issue where players could vault past invisible walls.
  • Fixed an issue where grenade throw timings were not being cached properly.
  • Fixed an issue where dropped weapons would sometimes not show attachments or magazines.
  • Fixed an issue where the greased bolt upgrade was not applying any effect when selected.
  • Fixed an issue where chained grenade explosions would cause an incorrect number of explosions.
  • Fixed an issue where certain weapons would be offset in the loadout selection menu.

Map Balance & Fixes
  • Hideout
    • Optimized buildings to reduce draw calls.
    • Improved HLODs.
    • Reduced memory footprint by optimizing props and materials.
    • Revised Push Security Scenario expanded to five objectives.
    • Revised restricted zones across all scenarios.
    • Revised Skirmish Scenario.
    • Replaced Skirmish truck objectives with caches.
    • Improved playable area to make it more accurate to level borders.
    • Added additional cover for Security on Push Security A objective.
    • Various gameplay tweaks for Firefight scenarios.
    • Tweaked global lighting to reduce brightness.
    • Additional visual pass.
    • Fixed various exploits.
    • Improved AI navigation.
    • Improved AI cover positions
    • Improved blocking volumes.
    • Fixed various LOD issues.
    • Fixed able to see through rocks in certain locations.
    • Fixed various stuck issues.
    • Fixed landscape and road bugs.
    • Fixed decal bugs.
    • Fixed various dynamic prop bugs.
    • Prop lightmap resolution improvements.
    • Added pain causing volumes on fire particles in reach of player.
    • Made various optimization improvements.

  • Farmhouse
    • Optimized buildings to reduce draw calls.
    • Improved HLODs.
    • Reduced memory footprint by optimizing props and materials
    • Revised Push Security scenario expanded to five objectives.
    • Revised Push Insurgents scenario expanded to five objectives.
    • Revised Skirmish scenario.
    • Replaced Skirmish truck objectives with caches.
    • Minor level design tweaks to improve level flow.
    • Fixed landscape and road bugs.
    • Fixed decal bugs.
    • Fixed various dynamic prop bugs.
    • Polish interior lighting values.
    • Additional visual pass.
    • Fixed various exploits.
    • Improved AI navigation.
    • Improved AI cover positions
    • Improved blocking volumes.
    • Prop lightmap resolution improvements.
    • Fixed various LOD issues.
    • Added pain causing volumes on fire particles in reach of player.
    • Made various optimization improvements.

  • Refinery
    • Optimized buildings to reduce draw calls.
    • Improved HLODs.
    • Reduced memory footprint by optimizing props and materials
    • Revised Push Security scenario expanded to five objectives.
    • Replaced Skirmish truck objectives with caches.
    • Additional visual pass.
    • Fixed a playable area issue on Checkpoint Security.
    • Level flow improvements.
    • Fixed various exploits.
    • Fixed various LOD issues.
    • Fixed landscape and road bugs.
    • Fixed decal bugs.
    • Fixed various dynamic prop bugs.
    • Improved blocking volumes.
    • Fire particles will now cause minor damage to players in reach of them.
    • Made various optimization improvements.

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