Nobody is going in with the intention of being dishonest with our audience. Creating a video game isn't a paint-by-numbers process. You're not following a recipe that has pre-defined steps. You're making something brand new, that nobody has made before. You go in with a list of features you want to put into your game, sometimes tackling things you've never done before in the hopes of satisfying your audience.
A lot of your original intended features don't work out, either because they don't feel great when they're in the game or they're too difficult to implement. Everyone remembers the features that were talked about and cut, but nobody remembers the ones you added and never announced during the origination of the project. For us, it's important to involve our community, as we support our games long after they're released. The original Insurgency got 3 years of free updates; none of which were promised when the game was conceptualized.
On this project, like all of our projects, we did a lot of our development out in the open. We tried to update the community on where we were with development every time we made major changes. That feedback has been extremely helpful and has led us to a lot of positive changes and new features over time. I don't think that process should change. I know it's different than some big games that announce after most of the work has been completed and use beta tests as marketing tools, but for us, it's important to maintain that feedback loop.
We appreciate everyone that has helped contribute to the game's development so far. We want this game to succeed as much as you do.
We've made a lot of balance changes based on internal testing and community feedback during all phases of the Alpha/Beta which have effected TTK. Everything from tagging to armour to ammo to player speed and more has been adjusted. We'll continue to adjust based on player feedback, but there's certainly no clear community consensus judging by this thread and all the others we've seen.
The Insurgency series has always had a unique gameplay style and we'll continue adjusting to make sure everything feels right.
Sorry. We try to respond in as many places as we can. Right now the communications team, like the dev team, is busy prepping for launch.
We've also been busy doing more testing today, and there will lots of bug fixes, balance changes and optimization changes with the next patch. We generally avoid posting patch dates, but we'll release updates as soon as we can. The entire team is in crunch mode right now and we're as anxious as you are to show you what we've been working on.
Hello everyone. Today we are releasing a hotfix to address some of the issues and respond to some of the initial feedback from yesterday’s major update. We plan to continue monitoring feedback through the weekend, and will likely release another patch some time next week.
We are aware of a crash some people are experiencing on startup, which has a fairly easy fix for it. If you are experiencing this crash, try the following:
First, navigate to: %LOCALAPPDATA%\Insurgency\Saved\Config\WindowsClient
Then delete the following file: GameUserSettings.ini
The file will be recreated when you next start the game.
We hope everyone enjoys playing over the weekend, and we look forward to joining you on the servers!
- Settings Menu
- Added SMAA T2x Anti-aliasing option to the setting menu and re-enabled TAA sharpening.
- Adjusted the Aim Down Sights speed when coming out of a sprint so it now factors in weight instead of just being a fixed delay.
User Experience Improvements
- Server Admin
- Added quality of life improvements
- Admin list/map cyle setup has been simplified and placed into their own text files.
- Admin kick exemption (team kills/idle).
- Ability to disable idle kicks by setting the value to 0.
- Server hostname can be up to 63 characters in length rather than 30.
- Added quality of life improvements
- travelscenario command should now work without having to put the full path to the scenario asset.
- Added new Main Menu idle animations.
- Added new Loadout menu animations.
- Reduced bot respawn pool from 100% to 60-80% of the total player count.
- Fixed an issue where AI vehicle insertion drivers were invisible during Checkpoint.
- Fixed bots always trying to utilize vehicle turrets and ignoring any AI deaths while doing so.
- Fixed a crash that could occur on map change.
- Fixed a crash with Rcon when sending a multipacket response.
- Fixed a crash caused by color bindings.
- Fixed an issue with VoIP when playing on matchmaking servers.
- Fixed an issue with the HUD chat element not automatically focusing input from the keyboard without having to be clicked on first.
- Fixed a bug preventing the admin menu from being accessible in local play.
- Fixed an issue where if you were a spectator while in the Loadout menu and you clicked confirm, it would not put you back into the spectating state.
- Fixed an issue where chosen colour presets would not be saved between sessions.
- Fixed an issue with arm textures forcing them to be discolored under certain lighting.
- Player ragdolls are no longer invisible when killed inside a vehicle.
- Added mipmaps and streaming settings to certain character textures.
- Fixed an issue where incorrect equip times were being used. This led to items such as grenades not being throwable as soon as they should be.
- Fixed an issue for ammunition not showing for grenade launchers.
- Fixed an issue where grenades were missing animations when inside a restricted area.
- Fixed an issue with the AKM and SVD world models having some missing geometry.
- Fixed and issue where the Molotov lighter was not showing and the special idle animations were not getting interrupted.
- Fire Support
- Fixed an issue with Bomber Drones floating through walls.
- Fixed an issue where the Covered hair cosmetic was the only female hair option shown when previewing.
Map Balance & Fixes
- Fixed an issue with the playable area on Checkpoint, Push and Skirmish.
- Fixed painted foliage and rocks from popping into view.
- Added more HLODs.
- Increased culling distance slightly.
- Fixed light casting issues on certain meshes and terrain.
- Added more protection from rockets shot over long distances in Skirmish.
- Expanded the D capture zone to both floors in Skirmish.
- Included the balcony at C capture zone in Push Security.
- Removed broken manhole mesh.
- Rebuilt navigation.
- Potential fix for players spawning on top of each other in Firefight East.
- The weapon ready animation when spawning in doesn't finish playing.
- Magazine will disappear on a weapon in first person view when you switch to an under barrel grenade launcher.
- Gas Masks don't show on characters who have equipped them.
- If using super-sampling zoom scopes will be rendered black
- When a player is ejected from a vehicle after being killed, their ragdoll will disappear.
Hot take: Try running from a sprint in real life and immediately crouch to a dead stop without slowing down beforehand.
I mean you can argue about the distance at which you slide or the time the animation takes. But if we were to remove it, do we make players slow down before they crouch? Just trying to figure out the alternative here.
Personally, I'm all for the current system. If you don't want to slide when you crouch, slow down. If you want to slide, stay at a high speed.