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posted in Insurgency - Technical Feedback

Could you please be more specific ? Do you see an error message, etc. ? What is the app you are trying to get to ?

posted in Insurgency - Technical Feedback

Visual artifacts like this are caused by hardware failure of the graphics device.

You can try stress testing your GPU by using Furmark Burn-in mode and watch the temps, otherwise lower clocks of GPU and memory, and check if your PSU is delivering enough power (also check power cable for the graphics card).

posted in Insurgency - Technical Feedback

DXGI_ERROR_DEVICE_HUNG

This message pops when a GPU driver crashes or freezes which can happen due to number of reasons:

  • unstable hardware (overclock, PSU, etc.)
  • unstable/corrupted driver/system
  • 3rd party applications interfering with the game (anti-malware, overlays, etc.)
  • incompatible settings between your hardware and the game

For the last you may completely reset game settings by removing contents of following directory (make a backup of it also):

%LOCALAPPDATA\Insurgency\Saved

posted in Fear The Wolves

Hey everyone,

We're excited to announce that Fear The Wolves will officially release on February 6th!

After months of work throughout the early access period, we're thrilled to deliver Fear The Wolves' sixth major update, introducing a wealth of new content:

  • Brand new artifact system
  • A new mutant: the Wolf Matriarch
  • Anomalous lockdown areas
  • Two new artifacts
    • Wolf Matriarch Heart
    • Spore Artifact
  • New point of interest: Stadium
  • Wolve behaviour improvement. They can now break doors.
  • New customization set
  • Server capacity and repartition improvements

Artifacts are new and rare items that you can obtain by killing a wolf matriarch (to get its heart), or in the new highly radioactive anomalous lockdown areas. The matriarch heart allows you to summon friendly mutant wolves twice to help you fight enemy survivors.

The spore artifact gives you an enhanced vision mutation, allowing you to see nearby enemies through walls for a brief moment; Just enough to position yourself for a perfect ambush!

These new items should add a lot of tension and diversity throughout matches, as well as offering new strategies in late game. Waiting for the evacuation hidden in a bush isn’t such a good idea anymore when you have a pack of wolves rushing towards you!

We plan to officially deploy this massive update on February 6th, but keep an eye on the game in the days prior to launch, since we might do a soft launch a few days in advance to make sure everything is as smooth as we want it to be.

The release of Fear The Wolves is also an exciting opportunity for the team to share the vastly improved version of the game to the world! In order to celebrate the release, and allow everyone to discover the game and the many new features introduced throughout the early access period, Fear The Wolves will be entirely FREE from February 6th to 12th!

Bring your friends and dive into a decaying Chernobyl next week! And if you enjoy the improvements and our take on the Battle Royale genre, Fear The Wolves is also 50% off from February 6th to 12th! After February 12, you won’t be able to play for free anymore. Make sure to buy the game while it is discounted to continue to play!

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Fear The Wolves' early access period started back in August last year and we're about to release our sixth major update. The last months have brought many features requested by the community, as well as performance improvements and bug fixes. Below, you'll find a short recap of the content added to Fear The Wolves throughout early access.

Fear The Wolves Early Access Improvements

Game flow

  • Added the possibility to start a match with fewer players using a smaller map
  • Spectator matchmaking
  • Improved shooting
  • Improved wolf behavior
  • Rooftop extractions
  • Unified mode (Duos as default, with friends or strangers / Solo available)
  • New prematch system (enter the map immediately & decide number of players before match start)
  • Anomalous lockdown areas
  • Wolves can now break doors

Game content

  • Two new customization sets
  • Lot of new or improved points of interest and environments on the map
  • New weapon, the SOK-94
  • Hidden stashes around the map with high tier loot (treasure map system)
  • Axe item allowing access to boarded up rooms with high tier loot
  • Vaulting
  • Voice chat available for squad
  • New deployment system
  • On boarding elements: Dynamic tooltips added
  • Artifact system
  • A new mutant: the Wolf Matriarch
  • Wolf Matriarch Heart
  • Spore Artifact
  • New point of interest: Stadium

Graphics

  • Updated anomaly effects, weather effects, and a variety of new shooting VFX
  • Improvement of heat VFX weather
  • Improved textures on specific elements

Performances improvements

  • Client performance improvements
  • Auto settings
  • Various client crash fixes
  • Performance optimization: huge work on LODs
  • Sounds improvements
  • Server capacity and repartition improvements

Quality of life improvements

  • Added Ultrawide support for 21:9 monitors.
  • Rebalanced the mouse sensitivities allowing players to better manipulate their settings.
  • A lot of new settings
  • Compass added
  • More sounds
  • Nvidia Highlight feature

Localization

  • 13 new languages (Russian, Simplified Chinese, Ukrainian, French, Italian, German, Czech, Hungarian, Polish, Portuguese, Traditional Chinese, Turkish, Spanish)

The vast majority of the improvements and features listed above are entirely based on your feedback. That's why we'd like to extend a huge thanks to all of you for playing Fear The Wolves and posting feedback and reports on our community hub and official forum. We couldn't have done it without this small but dedicated player base who supported the team in the last few months.

In order to thank all of you for your precious support, we're happy to announce that 5000 in-game currency will be awarded to all early access players, as well as Alpha and Beta testers. There has never been a better time to come back and give a new try to the game if you’ve been disappointed by the Alpha or Beta sessions. That should help you to show off in our brand new customization set!

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We can't wait to see you playing at launch with everything we've added into the game. Spread the word around as Fear The Wolves releases on February 6th and will be FREE for a week!

See you next week,
The Fear The Wolves Team

posted in A Plague Tale: Innocence

We're excited to announce that A Plague Tale: Innocence will release on May 14, 2019.

Discover the work of our incredible team in a new behind-the-scenes webseries, the first episode of which, Roots of Innocence, is available now.

Youtube Video

The first episode focuses on Amicia and Hugo, the two main characters of A Plague Tale: Innocence, and their relationship. These children encounter 14th century France in a similar way to the player, an unknown and dangerous place that they barely understand but must survive. As the realities of the world of adults press down on them, their familial love will be tested as they work together to overcome challenges from the rat plague and pursuing Inquisition alike.

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This episode also introduces you to Charlotte McBurney and Logan Hannan, the young actors who provide voices for Amicia and Hugo. Both are immensely talented and have their own approach to and opinions of these realistic, troubled characters. As your constant companions through the adventure, their work is as vital as anyone’s to creating a moving, emotional experience that will stick with you long past the first playthrough.

A Plague Tale: Innocence releases May 14, 2019 on PS4, Xbox One, and PC. http://aplaguetale.com

posted in Battlefleet Gothic: Armada

alt text

In the grim darkness of later today, there is only the release of Battlefleet Gothic: Armada 2.

We're thrilled to release Battlefleet Gothic: Armada 2 today! We are currently aiming for a 6PM CET / 5PM GMT / 12PM EST / 9AM PST launch, but stay tuned as we may do a soft release a few hours earlier to make sure everything is working as expected.

A new Launch Trailer will prepare you for battle as all the fury of 12 factions clash for dominance in skirmish and ranked multiplayer, while three full grand campaigns offer hundreds of hours of single-player and co-op content.

Youtube Video

With a focus on bringing naval battle strategy into the 41st millennium, Battlefleet Gothic: Armada 2 has you considering ship speeds, engagement angles, torpedoes, and strike craft while navigating the fantastical and daemonic special abilities of this dark future. Design and customise your fleet through a fully open points system, picking from one of over 80 sub-factions and dozens of fleet upgrades across seven ship classes and 12 distinct factions.

The team has worked hard on your feedback from the second Beta. As announced in our latest community update, today's full release brings a lot of balance tweaks and bug fixes. You’ll find some highlights and a patchlog at the end of this post. If you're new to the game, make sure to read our Quick Start Guide.

You can also join our Discord to discuss with fellow players and devs: https://discord.gg/fqpAG2D

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You'll also be able to finally play the campaign co-op mode today. We'd like to remind you that, as announced at the start of the last Beta, this game is an incredibly ambitious project for our small team and we’ve worked hard to release a sequel improved in every way over the original. It includes 12 factions and three massive grand campaigns playable in co-op. But as we’re working around the clock to polish every part of the game, we're forced to release the co-op mode in an early access state today.

This means that we’re simply not entirely satisfied yet by the level of polish on offer in the co-op mode. It is now available, but we will continue to improve it and fix technical issues in this mode after launch. Our current estimation for the full release of campaign co-op is during March. In the meantime, the co-op mode will be playable on launch but you might experience some technical issues. Your feedback about this mode will be instrumental in making it stable as fast as possible.

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Post-Launch plans

Even though the game is now released, we're still interested in getting your feedback about all aspects of the game: balancing, technical issues, and the full Necron, Imperium and Tyranid campaigns. We'll continue to release updates and tweak the game with the help of your reports. Today is only the beginning for Battlefleet Gothic: Armada 2 and we'd like to share more about our post-release plans.

As explained above, our first priority is to polish the co-op mode to release it fully as soon as possible. It will come with a balancing patch, as well as bug fixes and additional polish based on your feedback. We'll also develop the competitive aspect with official seasons and rewards to be announced very soon.

This first major update will be followed by the development of new ships and continuous work on balancing. As you've seen in our last Beta update, we have the data to monitor win rates and match-ups and we'll make good use of them to do regular balance tweaks until we're happy on that front.

After this we will be focusing on major new features. This includes a massive new game mode giving you access to skirmishes with truly humongous fleets and legendary ships (the Phalanx, Macragge's Honour, and other ships you see during the campaign). Thanks to the incredible support the game has received so far, Focus Home Interactive and Tindalos Interactive have also begun work on a new, full grand campaign. That’s all we can say for now, but we will announce specifics closer to release later this year.

We can't wait to share more, but as you can see, we've got plenty on the go in the coming months. Meanwhile, enjoy the full release of Battlefleet Gothic: Armada 2 and let us know what you think!

Battlefleet Gothic: Armada 2 - Release Patch notes

  • All three Grand Campaigns are now fully playable!
    • Your Imperial and Necron campaign saves from Beta 2 will still work, enjoy!
  • Campaign co-op is releasing in an Early Access state. It’s playable and fun, so please try it out and provide feedback, but those who want to enjoy a fully polished and bug-free experience may wish to wait.
  • All profiles have been reset. This includes multiplayer rank and skill progression.
  • The game is now available in multiple languages.

Improvements & New Features

  • Playing skirmish against AI will now grant faction XP
  • Added Game Option in the campaign to play non-scripted battles in Cruiser Clash mode
    • There are 3 options available: Cruiser Clash, Domination, and Random
    • You can choose between these at the start of a campaign or at any time during your campaign by going into the game options
    • When playing Cruiser Clash, the stationary defenses are placed at random in a square on the battle map
  • Added possibility to remove the Urgency Threat gauge at a start of a new campaign
    • The game has been designed with the Urgency Threat in mind, but we understand players wanting to enjoy the campaign at a slower pace
    • This cannot be changed mid-game, you will need to restart your campaign if you wish to disable or enable it.
  • Skill keybinds are now displayed properly in battle

Balancing

  • All Factions
    • Rally can now be used during a mutiny
    • Reload stance candency bonus now only applies to macro weapons
    • Collisions between allied vessels no longer causes morale damage
  • Corsairs
    • Ship point cost for all Corsair vessels has been decreased
  • Tyranids
    • Ship point cost for all Tyranid vessels has been increased
    • Tyranid assault boat number per squadron decreased from 4 to 3
    • Tyranid fighter squadrons decreased from 8 units to 6
    • Spiky Carapace now ignores armor
  • T’au
    • Mont'Ka crit chance bonus decreased from 100% to 50%
    • T’au Warfare now properly applies to ships with the T’au Warfare attribute
    • Cutting Beam now ignores armor
    • Cutting Beam damage increased from 60 to 120
    • Cutting Beam charge time reduced from 15 seconds to 10
    • Tau Manta Bomber dodge chance increased from 20% to 40%
  • Space Marines
    • Space Marine Torpedoes activate their tracking system earlier
    • Emperor Tarot can now target visible ships
  • Imperial Navy
    • Emperor Tarot can now target visible ships
  • Drukhari
    • Burning Scale ship now properly has 1 launch bay instead of 3
  • Chaos
    • The Daemon Infestation upgrade now properly applies to all ships
  • Asuryani
    • Kin Crewed Battery max cadency bonus reduced from 50% to 25%
    • Kin Crewed Battery cadency bonus per second reduced from 2% to 1%

AI

  • In domination mode, the AI will no longer stay in the capture area without reacting to attacks
  • AI now prioritizes ships that are not drifting hulks or undergoing a mutiny

Bug Fixes

  • Fixed a memory leak in video playback during game hitches (such as when clicking on the create custom fleet button)
    • Please note that they will still take some time to load
  • Several localized crashes have been fixed
  • Multiple localization fixes and improvements
  • Custom fleets from the Beta can no longer exceed the point limit before launching a battle
  • Multiple bug fixes and improvements
posted in Insurgency - Technical Feedback

Remove any custom config files you put it or manually edit and reset your in-game video settings to default.

posted in Insurgency - Technical Feedback

@pacalis

I say it should be managed by windows and that windows use it to prevent system failures, that is not suggesting disabling it completely.
When I first read the thread I thought allocating more virtual memory could be a solution for many gamers

Yes in your whole post except the important part i quoted, again, you are contradicting yourself, that was my point. This part suggest that Virtual Memory is not useful, ergo you should disable it, while the rest of your post says "do not touch it".
It gives wrong impression to those who have no clue what it is, the same way you took wrong impression from OP again because you do not understand the implication of it.

Simply put you did say that it is not useful for gamers while it's more useful for gamers than for anybody else these days.
Say you have 11GB VRAM GTX1080Ti and 16GB of RAM. Not having 11GB of Virtual Memory means that 11GB of VRAM eats 11GB of RAM, thus leaving 5GB of system RAM usable for system and apps (it's slightly more complicated but it'll do as an example).

posted in Insurgency - Technical Feedback

@pacalis

Why virtual memory at all?
Windows use it when necessary to avoid system failure and it may also be convenient for people only managing editing of large video files - > In other words, it is not a good tool for gamers=)

This is vague and a huge understatement and also suggest that you should not use it which contradicts with everything else you've said in your reply.

Virtual Memory serves several functions one of which you did not mention and that is allocating Video RAM into Virtual Address Space rather than having it being allocated into Physical Address Space (aka system RAM) which is absolutely crucial as it makes your entire RAM accessible for use (see the very OP you are replying under).

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