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Insurgency: Sandstorm News

Patch 1.4.2 and Halloween Event Now Live

We’re releasing a patch today that includes new limited time Halloween content, gameplay improvements, bug fixes, and more. As stated in our last patch earlier this month, we are still planning to make improvements to the playlist system. Stay tuned here for more, as we will be releasing our third State of Production post soon.

New Halloween Content
  • Limited time Co-op playlist: Task Force 666, Oct. 24th - Nov. 4th
    • We found an old VHS tape of some Australian indie horror film called “Task Force 666” in the basement of our new Calgary office.
    • We watched it. Turns out it was cursed.
    • Our team started getting sick and delirious. Lots of blood.
    • Everyone came to and suddenly we had a new Co-op playlist scheduled to go live today.
    • It’s Hardcore Checkpoint against Frenzy enemies at night.
    • Available on night time version of Farmhouse map with only weapon flashlights to guide you.
    • Supply points are increased from 20 to 30.
    • Players respawn with Mk 18 CQBR.
    • Both you and Frenzied enemies steal health when you deal damage equal to the amount of damage you dealt, with a maximum of 300.
    • We are unsure at this point if the playlist is also cursed.





  • Limited time Versus playlist: Vampire Team Deathmatch, Oct. 24th - Nov. 4th
    • Kill the enemy more than they kill you with whatever weapons you like.
    • Steal health when you deal damage equal to the amount of damage you dealt, with a maximum of 300.
    • Available on all maps during the day.




User Experience
  • During an official match, when the map changes, players will be rearranged and assigned to teams based on individual performance. This is to encourage more enjoyable matches where teams feel more evenly matched. The system will not split up players together in a party, and instead will treat them as a unit.
Critical Fixes
  • Fixed a frequent and persistent crash caused by skeletal mesh merging, which is a system that optimizes character cosmetic rendering.
Gameplay
  • Reduced default acceleration so players do not reach full speed instantly when moving, instead feeling their weight a bit more.
  • Reduced acceleration when sprinting slightly, so players feel the inertia of their fast movement when side strafing and turning, thus making it harder to quickly change directions while sprinting.
  • Reduced friction slightly, so players no longer decelerate instantly.
  • Reduced speed when ascending or descending steeper surfaces such as hills, stairs, etc.
  • Increased the recoil for the FAL.
  • Decreased recoil for machine guns when firing while aiming down sights.
  • Decreased recoil for the Galil.
  • Decreased recoil for the Galil SAR.
  • Reduced the supply cost by 1 supply for the following weapons:
    • M16A2
    • M16A4
    • G36K
  • Added the Greased Bolt weapon upgrade for the Insurgent Commander class in Co-op.
  • Added the Tracer Ammo weapon upgrade for the Alpha AK in Versus and Co-op.
  • Increased speed of weapon switch animations to and from underbarrel grenade launchers by 20%
  • Added new drum magazine speed reload animations for the Galil and Galil SAR.
  • Added the M82A1 CQ to Insurgent Marksman class in Co-op.
  • All underbarrel grenade launchers now utilize the correct “muzzle strike” animation when performing a melee attack.
Visual Improvements
  • Updated the pistol sprint animations for first and third person to keep the pistol pointed forward.
  • Updated the pistol sprint melee animations. They no longer use an open hand, and now start and end in the new sprint position.
  • Updated the first person M203 underbarrel grenade launcher models to be barrel mounted instead of rail mounted.
  • Updated the M16A2 third person model with a new barrel mesh.
  • Updated all AK variants with new third person grenade launcher component animations.
  • Updated the generic first person walk cycle animation to match the speed of Hardcore default run speed.
  • Created a new first person ready animation for the VHS-2 when equipped with a grenade launcher.
  • VHS-2 smoke rounds for the grenade launcher are now blue and white to match the ones used by other weapons.
Bug Fixes
  • Fixed an issue where the laser sight weapon upgrade was not replicating correctly for other players.
  • Fixed an issue where the player’s leg would not be visible during the door kicking animation.
  • Fixed an issue where the Mk 18 CQBR would receive too many magazines.
  • Fixed an issue where the RPG-7 when dry fired would animate the weapon’s sight instead of the trigger.
  • Fixed an issue where reloading the M24 or Mosin when prone or crouched would result in the arm not animating correctly.
  • Fixed a bug with the shell moving slightly during the start of the first person VHS-2 grenade launcher reload animation.
  • Fixed an issue where if you rebind the lesson pop up key to anything other than the “L” key, it would not show this updated binding in the UI when the player was prompted to press it.
  • Fixed an issue where the VHS-2 and QBZ-03 weapon icons would not always reliably show in the stats and end of round screens.
  • Fixed an issue where the QBZ-03 would not transition correctly when swapping mid reload between drum and standard magazines, or standard and drum magazines.
  • Fixed an issue with the third person M16A2 where the barrel mesh would be attached to the magazine.
  • Fixed an issue where players would not see the correct movement animations if joining a Hardcore Co-op match late or playing on a server running the Slow Movement mutator.
  • Fixed an issue where the first person AKM magazine would flicker during a speed reload. Y’know because it was so fast.
  • Fixed an issue where the player would see the rocket disappear then reappear, without reloading it, on the RPG-7.
  • Fixed an issue where the incorrect animation pose would play when discarding the AT4 in first person.
  • Fixed an issue where the incorrect animation would play if viewing an Insurgent character rigging a weapon cache objective in third person.
  • Fixed an issue where the characters arm would become displaced during the third person mine preparation animation.
  • Fixed an issue where the Flamer enemy in Co-op Frenzy would not always be on fire for some players in the server.
  • Fixed an issue where the 4x PSO-1 scope could potentially clip with the camera when the weapon it was attached to was fired in full auto.
  • Fixed an issue where the G3A3 bipod was not animating correctly.
  • Fixed an issue where the L85A2, VHS-2, and QBZ-03 could not scavenge mags from the Mk 18 CQBR.
  • Fixed an issue where the drum magazine would not show correctly when resuming a staged reload with the VHS-2.
Map Fixes
  • Hillside
    • Fixed a collision issue on a snowbank which would allow players to hide inside of it.
    • Fixed an exploitable sight-line to the weapon cache objective on Push Insurgents.
    • Added a set of wooden fences to a balcony on Skirmish to prevent the weapon cache objective from being destroyed from a distance. These fences are built to be extra sturdy and can take multiple rocket rounds without buckling in the slightest.
  • Ministry
    • Fixed an issue where players were able to exit the playable area.
  • Crossing
    • Fixed an issue where the lighting in the Loadout room was over exposed.
    • Fixed an issue where certain ground textures were flickering.
    • Fixed an issue where a rock could be seen through, allowing players to defend objective A on Push Security.
    • Fixed an issue where ground textures were clipping with one another near the E objective on Checkpoint Security.
    • Fixed an issue where players would be required to jump to get over numerous ground obstacles instead of being able to walk across them.
    • Fixed an issue where players were able to access an unintended room on Skirmish.
  • Hideout
    • Fixed an issue with a specific door that would become stuck when destroying the hinges in Push Security objective A’s building.
    • Fixed a clipping issue with a particular wall hole that players could become stuck in at Security spawn on Firefight East.

Community Moderator Applications Now Open!

Hello everyone!

We are looking to expand our current volunteer moderator team! Our team is looking to add 3-5 active moderators to manage our Steam and Discord platforms. If you are interested in helping out, we'd love to hear from you! Down below is a form that you can fill out. Applications are now open from today (October 18th) till November 1st. After that, we will not be accepting any further applications.

Insurgency Sandstorm Community Moderator Application


Brief Details About This Position

Insurgency Sandstorm Moderators are a major pillar of the community. Mods maintain peace within chatrooms, forums, and elsewhere. They are able to tune out emotions and logically analyse a situation. One key elements of a moderator involves actively checking in with the team, regularly interacting with the community, and monitoring flagged UGC items (User-Generated-Content). Moderators lead by example; they behave professionally on duty and off duty.


If you have any additonal questions about the application, please contact Captain Price#7229 on Discord. Good luck, and we look forward to hearing from you!


- Insurgency Sandstorm Moderator Team







Patch 1.4.1 Now Live

Given feedback to update 1.4, we’ve decided to make some further changes to the playlist system. We’ve been listening closely to the community’s thoughts and opinions, and we are actively working to iterate on the system in a way that is healthy for the community and its playerbase. Please continue to share with us your feedback, and know that we will be making further changes as necessary as we did with this patch and the hotfixes before it.

It is important for us to understand our playerbase better and learn what experiences our players want the most. Do note that these experimental changes are not set in stone, and we will be closely listening to the community’s feedback. As mentioned earlier, we do welcome constructive feedback to these changes. We just made a new Suggestions/Feedback forum on Steam, and encourage the community to post feedback there. Please read the pinned post to ensure the best results to your feedback and suggestions.

In the interest of remaining open and transparent, here are our motivations behind each change:

The Skirmish playlist found under Versus has been removed
To remain committed to the overall health of our game, we have decided to remove Skirmish from official matchmaking to help better populate matchmaking, decrease queue times, and addresses the issue of splitting the playerbase. This mode isn’t getting as much attention as we had hoped it would as its own playlist, and has been historically less popular than our other Versus modes both in Insurgency 2014 and in Sandstorm. As we evaluate different systems and modes, we’re focusing on ones that we have the time, bandwidth, and resources to support fully, and Skirmish is not on that agenda right now. The low player count and overall experience of this mode is not representative of the experience we want for players, especially new ones. We want players to get into games playing on fun game modes quickly. It is important to note that Skirmish will not be entirely removed from the game. It will still be available in community servers for anyone to host.

Push and Frontline modes have been merged into a shared playlist: Ground Battle
In addition to removing Skirmish to better support the player queues and overall health of the game, we have also decided to merge Push and Frontline. These two modes are the most popular and similar in flow, so we feel it makes sense to combine them and let players vote in between matches what they want to play next. While Push is the most popular mode, we are hoping that by adding Frontline to this queue, it will give the mode more exposure so we can better evaluate the degree to which the community enjoys it.

Casual and Competitive Firefight have been given a fixed 2x XP boost
To evaluate the health of the Firefight mode, both in Competitive and Casual, we will be adding a perpetual double XP boost. We are hoping this motivates players to play Firefight and helps us better evaluate the interest in the Competitive scene as a whole. We will continue to explore data, and make decisions based on these changes and what we’re discovering there going forward.

Additionally, we have added a Steam group specifically for Competitive Player Feedback. We hope to start a dialogue next week with Competitive players to give updates on what our plans are in supporting and facilitating Competitive going forward, and to invite constructive feedback from the community on how to improve the Competitive scene.

Versus Firefight player count has been increased from 8 v 8 to 12 v 12
To improve the overall experience of Versus Firefight, we’ve increased the amount of players. This is seen to be better gameplay and makes it more distinct from Competitive Firefight, which was 5 v 5. Our 8 v 8 change did help address player population issues, but given the other changes in this patch we are hoping that 12 v 12 can still provide a healthy playlist population.

The frequency of Limited Time Playlists will be reduced
As we have been exploring Limited Time Playlists, we have made the decision to reduce their weekly releases to a more gradual cadence in an effort to limit the amount of playlists featured at any one time. We hope that by reducing the frequency at which we introduce new modes, it will make them feel more exclusive and special as well as prevent unnecessary splitting of the playerbase. We still have plenty of new playlists to come, but we feel we need to be more conservative with how many and how often we show them.

We will continue to monitor and evaluate the impact of all these decisions. Thank you for bearing with us through these iterations of the playlist system. We hope that this patch and the hotfixes before it demonstrate our commitment to improving Sandstorm’s first time player experience and adding new game mode content in a way that does not split the playerbase. We cannot thank you, the community, enough for your continued support and positive feedback and suggestions. It is as it has always been since the Insurgency mod: critical to our development and direction we take the game. We will continue to monitor our social channels, forums, Reddit, etc and listen to the community. In addition to these changes above, our team will continue to work on bug fixes, new content, optimization, and other improvements based on community feedback. In this latest patch, we address a collision issue that caused grenades, players, or other large projectiles to properly pass through broken windows, added new first person Melee, Sprint, and Run animations for Mines, and more.

See the full changelist below:

Critical Fixes
  • Fixed a collision issue where it was not possible for players, grenades, or other large projectiles to correctly pass through broken windows.
  • Fixed an issue where occasionally, on lower end systems, it was possible for the Tutorial Level to become blocked during the Scavenge waypoint and associated Lesson pop up, making it impossible to complete the level.

Bug Fixes
  • Fixed an issue where, when Steam Cloud was enabled, Loadouts were not being correctly saved after creating them in the Customize menu.
  • Fixed an issue where Foregrip Bipods or Foregrips were not positioned correctly on certain weapons in first person.
  • Fixed an issue where the M16A2, M16A4, M4A1, MK18, QBZ-O3, and the VHS were not compatible with other 5.56 weapon magazines when scavenging.
  • Fixed an issue where RPG-7s dropped on the ground would show the rocket warhead beside the weapon.
  • Fixed an issue where the left hand would not correctly move to the Bipod or Bipod Foregrip if you deployed it while sprinting in spinting in Hardcore Checkpoint or with the Slow Movement mutator applied.
  • Fixed an issue where when choosing the Light Carrier and any armor in combination with a female character would cause one of the pouches to slide around the body in third person.
  • Fixed an issue with audio event timings for the first person VHS-2 speed reloads.
  • Fixed an issue where the first person Insurgent leather gloves would clip into the hand.
  • Fixed an issue where the Uzi base reloads were not resetting the arm position properly at the end of the animation.
  • Fixed some extreme camera rotations during the Uzi empty reload sequence.
  • Fixed an issue where rounds were visible in the magazine still during the Uzi empty reload sequence.
  • Fixed an issue where the Headband cosmetic would clip with certain male hairstyle cosmetics.
  • Fixed a clipping issue with the Watch Cap and Neck Gaiter High cosmetic options.
  • Fixed an issue where the Neck Gaiter cosmetic would clip with the Beanie cosmetic.
  • Fixed an issue where both the top rail and side-rail mounts were available for the 2x PK-AS with AKS-74U combination. It now only utilizes the side-rail as designed.
User Experience & Gameplay
  • The Community servers in the Play menu will now sort by most populated servers by default.
  • Increased the draw speed of mines by 20%.
Visual Improvements
  • Created new first person Melee, Sprint and Run animations for mines.
  • Mines now have the correct third person jumping animation in third person.
Maps
  • Hillside
    • Fixed an issue allowing players to gain access to a closed off building by vaulting through a window near Push Security D.
    • Fixed an issue where it was possible to spawn kill the Security team as they left their spawn area on Skirmish.
    • Fixed an issue where it was possible for Insurgent team players to exit the map in a certain location.
  • Summit
    • Fixed an issue where it was possible to spawn kill the Insurgent team as they left their spawn area on Skirmish.
Be sure to follow us to stay connected! Reddit Discord Insurgency Twitter + New World Twitter Instagram Steam Community Forum Official Forums

Community Update #8: New Mode, Frontline



Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm. Today we’re gonna talk about update 1.4's new tug-of-war inspired PvP game mode Frontline that was added to the game a couple weeks ago. We’ll cover what it is, how it plays, the challenges we encountered in its implementation, and its history in our previous games. Frontline is available now on the live version of the Sandstorm and can be found under the PvP “Versus” section of the Play menu.

Though we’ve only just added the mode to Sandstorm, Frontline has actually been around for a while. It first started as a game mode called “Battle” way back in the Half-Life 2 mod version of Insurgency, which was called Insurgency: Modern Infantry Combat. It played pretty similar to as it does today, like a two way Push mode, where both teams progress linearly through the map one objective at a time trying to push each other back. There was, however, no weapon cache as there is today in Frontline. The mode had a special flavor to it. It was unpredictable, hectic, and high in intensity, but still had that tactical hardcore Insurgency feel to it.

https://youtu.be/WDbrv1shNgQ
Our WWII shooter Day of Infamy in 2017 saw Battle’s official return, but this time with its new and current name “Frontline”. This version introduced a radio objective that needed to be destroyed as the final defense objective for either team if they were pushed back to the edge of the map. Our aim with Day of Infamy was to create a more “war-like” experience as opposed to the security operation feel of Insurgency, so Frontline was a perfect fit. It was a great big world war after all, and we were excited at the idea of seeing the fire support drop as teams shoved each other back and forth on a map like Bastogne or Foy.

https://youtu.be/wTp5mUjE21c?t=318
Frontline, like Push, saw a lot of popularity. Players took well to the higher speed action, the shifting of tide of combat, the objective trading, and the overall atmosphere. We decided the mode might have a place in Insurgency: Sandstorm, and set it up for internal testing as early as the pre-alpha version. As we went along in Sandstorm’s development however, we determined that we needed to cut down on game modes and focus on the ones we had. Push, Firefight, and Skirmish were felt to be the stronger most popular Insurgency experiences, and if Frontline were ever to be added to the game, it would require more work than we had time for.

But what is Frontline exactly, and how does it play? The quickest way to explain it is that it’s two way Push. In a Frontline match, there are either 5 or 7 objectives depending on the map. Objectives are laid out in a long linear fashion, as opposed to in Firefight or Skirmish modes where they are contained in certain areas of the map. Every objective in Frontline is captured in order and one at a time, much like Push or Checkpoint. At the start of a round, the middle objective is neutral, and the rest of the objectives are split half and half between the two teams, represented below as red and blue.





When a round begins, only the neutral middle objective is active, and so both teams must scramble to capture it. This is the most dense part of a round, with up to 28 players piling into a single building, hill, or whatever other landmark it’s been decided they must vye over. When a team finally captures it, it becomes theirs that they must defend while simultaneously attacking and capturing their enemy’s next adjacent objective. In Frontline, after the neutral middle objective is captured, there are always two active objectives: one to attack and one to defend.



In the image here, you can see that the blue team has captured objective C, and now must capture objective D while also defending C from the red team’s attacks. If red takes C, then blue is forced to fall back and defend B. Both teams are in a constant struggle to move this frontline forward and not get pushed back themselves. It’s expected that a round will involve trading objectives back and forth across the map. Regularly spawning reinforcement waves keep the action flowing, and a wave is added to the wave count every time a team captures an objective.

Each team’s final objective, the blue and red diamonds at each end of the line, is a weapon cache that the other team must destroy to win. If a team gets pushed back to their weapon cache, they’ll lose all their remaining reinforcement waves and be forced into a last stand, just like in Push mode. This last stand has two key differences however. First, in Frontline, vehicles will spawn in, giving a better chance for a comeback and a successful weapon cache defense. Second, unlike in Push, a team can gain ground back by capturing their enemy’s objective, saving their weapon cache and pushing back toward the enemy’s. This is, of course, a tough scenario to come back from, but it’s possible, especially in the later stages of a round when waves on both teams are mostly depleted. An alternate win condition is to simply kill off the enemy and their reinforcement waves. When all of the enemy are dead, regardless of where the line is, your team will win.

In our early stages of testing Frontline for update 1.4, this secondary win condition actually presented a problem. Our vision for Frontline was to have back and forth and objective swapping that took place all across the map. In practice however, it was just a brawl at the center. Both teams would slug it out over the neutral middle objective, and whoever won that objective typically won the match without even capturing anything else. This is because of a few reasons:

  • Capturing an objective originally gave you too many reinforcement waves. Once a team had a lead in waves, they could dig in and bleed their enemy of all their waves.
  • Reinforcement wave respawns would be triggered quickly. This meant there would always be people occupying an objective preventing its capture.
  • Capturing objectives took too long. Enemy players would make it to the objective too quickly even after you had cleared the objective and thought you secured the area.


To address this, we reduced the amount of waves gained from a capture, first to 2 waves and then to just 1. We also made reinforcement waves wait a little longer for more players on your team to be dead until a respawn was triggered, and upped the amount of reinforcement waves a team had at the start so rounds wouldn’t end so quickly. Finally, we made objectives able to be captured faster, so people could more easily move the line.

These changes made it less important who captured the middle objective and more important who was actually playing all the objectives and pushing the line forward throughout the whole round. Simple as those changes may sound, it took a lot of playtesting, iteration, and feedback to identify and address those problems. The Community Test Environment was a huge help in realizing what changes needed to be made to Frontline, and we thank all of you who took part in that testing for sharing your feedback. Even with that though, as with any of our modes, we are always open to feedback on how to improve. If you’re liking Frontline, then please, let us know on the forums or on Reddit. If you aren’t, then let us know it can be improved.

Thanks for reading everyone and take care!

September 20 Hotfix

We are releasing a hotfix today that improves the playlist system, improves movement animations, fixes improper AI loadouts in Co-op, potentially fixes the Hillside Firefight West crash issue, and makes other changes.

We are aware of the current player population issues with Versus playlists Firefight and Skirmish. We are currently working to address this and we welcome your feedback and suggestions on the Steam forums, official forums, and Reddit.

See the full changelist below:

Critical Fixes
  • Fixed a rare case where a player could potentially spawn under the map if they initially idled after joining a Frontline or Push match and spawns were disabled between them joining and accepting their loadout.
  • Added potential fix for an edge case where players and AI enemies could fall through the map after dying and respawning.
  • Fixed an issue where suicide bomber AI enemies were not spawning during counter attacks.
  • Fixed issue where AI enemies were being equipped with RPGs more than intended.
User Experience
  • In response to community feedback and to address player population issues, we are making the following changes to the playlist system. Please be aware we are still strategizing and considering other changes. We welcome your feedback.
    • Normal and Hardcore playlists under Co-op will always start on a Checkpoint Security scenario. Checkpoint Insurgent scenarios are still available in both of these playlists, but they will only be played if the players within an ongoing match choose to vote to switch to one. This change was made because our community demonstrated a preference for the Security Co-op experience over the Insurgent one.
    • The Firefight playlist is now set to 8 vs 8 players instead of 14 vs 14. This lower player count target is intended to make it easier to start new matches, improve the mode’s gameplay, and bring a better parity with the 5 vs 5 Competitive Firefight experience.
    • Firefight, Skirmish and Competitive Firefight playlists will receive a triple XP bonus for the next 7 days. This is a temporary measure intended to entice players to try out these less populated modes and kickstart their populations. As said above, other changes are being considered, but this is our first step. We will be watching the numbers and listening to your feedback going forward.
    • Added new descriptions and images for Firefight, Push, and Skirmish in the playlist menu for better clarity on their experiences.
  • Reworked the “Steam Authentication Failed” message to properly communicate the reason why the kick occurred.
  • Players who join a match but never select a class will now be kicked for being idle.
Bug Fixes
  • Fixed an issue where the first person animation would not play when planting a bomb on a weapon cache.
  • Fixed an issue where if you didn’t move after switching your weapon, the weapon audio component would not update its position correctly, which resulted in hearing the distant version of the weapon in first person and missing weapon foley audio.
  • Fixed an issue where the dry fire animation and audio would not play on bolt-action or pump-action weapon.
  • Fixed a bug that would cause the explosive "pull pin" event to re-play when changing stances with all grenades.
  • Fixed an issue where the equipment physics would abruptly begin simulating upon first being shown in the Loadout menu, Customize menu, in-game, or after moving the character between spawn points.
  • Fixed a bug where selecting an empty preset in the Loadout menu would not immediately hide the weapon preview at the center.
  • Fixed an issue where the Shell Camo in first person would not match the third person version.
  • Fixed an issue where the player’s weapon could show up attached to their feet when using the DShK.
  • Fixed an issue where the M99 could be fired before it had fully completed its shouldering animation.
  • Fixed an issue where chest gear would occasionally clip into other clothing cosmetics and/or the player model on first spawn.
  • Fixed an issue where the M99 was misaligned on the weapon table in the Range level, which made it difficult to pick up.
  • Fixed a Level of Detail issue where the Covered cosmetic would look incorrect at various distances
  • Fixed an issue with the camo materials on the Uniform Camo Torso variations
Gameplay
  • Weapon Upgrade Fixes:
    • Added the 2x Kobra sight to the Insurgent Competitive Flanker and Assaulter classes.
    • Added the 2x Kobra sight to Uzi for the Insurgent Competitive Flanker.
    • Added the 3x QBZ-03 scope to the Insurgent Competitive Assaulter class.
    • Added the 1.5x PKAS sight to the TOZ and AK74U for the Insurgent Competitive Flanker class.
    • Added the 7x scopes to the Competitive Sharpshooter class.
Visual Improvements
  • Added new first person run, walk, sprint, Hardcore sprint, and Slow Movement mutator sprint animations for all primary, secondary, and launcher weapons, which will now sync visually with their relevant footstep audio events
  • Improved the visual appearance of pistols, melee weapons, and grenades in the Loadout menu.
  • Improved the visual appearance of the Molotov rag physics.
  • Added new slide animations
  • Added new mine planting and mine priming third person animation sequences.
  • Fixed a clipping issue involving the combination of the Covered and softshell jacket cosmetics.
Maps
  • All
    • Updated soundscape overrides for all player spawns so when spawning in any location other than outdoors, you will automatically receive the correct environment sounds and weapon switch.
  • Hillside
    • Potential fix for Firefight West not loading correctly and causing server crashes.
    • Fixed an issue where you could capture Checkpoint Security objective F from outside of the building.
    • Fixed an issue where the Checkpoint Security objective F capture area was not fully including all parts of the room as it should.
    • Tweaked exposure to make it less dark when looking straight into a bright light source.
    Summit
    • Fixed an issue where you could capture Frontline objective F by laying prone behind a certain set of sandbags that blocked the window.
    • Fixed an issue where crouch jumping and landing on a specific set of walls may have caused the character to land incorrectly.
    • Fixed an issue where the player could get to an exploitable position in the rubble on the market side
    • Fixed an issue where the player could get stuck between an awning and cliff near objective B on Firefight East.
    • Fixed an issue where the player could reach an exploitable spot near objective A push Insurgents.
    • Fixed an overlapping mesh at objective C on Push Insurgents.
    • Fixed an issue where the player could reach an exploitable spot by pixel-walking near objective E on Summit Skirmish.
  • Precinct
    • Fixed an issue where the player could become stuck on a ledge of a wall after vaulting.
  • Hideout
    • Fixed an issue where the restricted area for Security was not fully covering objective A