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Insurgency: Sandstorm News

1.9 CTE - Play with the Devs Event live Now!

In anticipation of our upcoming Operation: Cold Blood update, our Play with the Devs event is happening NOW from 11:00 AM MST - 12:00 PM MST on the Community Test Environment.

Help test upcoming content for Operation: Cold Blood on the Community Test Environment:
  • New map: Bab
  • Two new weapons (M110 SASS and M1 Garand)
  • New Weapon Upgrades

To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment". Boot up the CTE, and please set matchmaking regions to US East. Click Play, select Versus, and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!

During the CTE, we will be restricting the playlists to focus solely on the new content.

Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.

After playing, please fill out our CTE survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.

For more information on the CTE, please visit our frequently asked questions article here.


See you soon!

Release 1.9 Operation: Cold Blood CTE Now Live!

[h3]Today we are launching a playable preview version of our upcoming update - Operation: Cold Blood. This includes a new map ‘Bab’, two new weapons (M110 SASS, M1 Garand), new weapon upgrades, and more! See below for more info.[/h3]

This content is now available on the Community Test Environment. Go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment” to play. Please remember this is a preview build, so some issues are expected (see 'Known Issues') and all content is considered work in progress. If you encounter any problems or have feedback for the development team please don’t hesitate to let us know in the CTE sub-section of the Steam forums. Also be sure to fill out our 1.9 CTE Feedback Survey. Our team will be monitoring feedback during the CTE and aim to push this update to players on the live version of Insurgency: Sandstorm in December. The CTE will be available until Monday evening.

[h3]New Map: Bab[/h3]

Fight your way through a village, down snowy hills, over a frozen river, and at the gates of an ancient fortress. For those of you who are curious, “Bab” is an Arabic word that means “gate”. This map differs from our other maps by being more supportive of long-range combat and open layout play, but still having plenty of points for medium to close range engagements. It also sports a more mountainous snowy rural environment, which is only otherwise seen in one other snow map called Hillside. Bab has support for the following game modes:

Versus
  • Push Security
  • Push Insurgents
  • Firefight
  • Domination


Co-op
  • Checkpoint Security
  • Checkpoint Insurgents
  • Hardcore Checkpoint Security
  • Hardcore Checkpoint Insurgents
  • Outpost


[h3]New Weapons: M110 SASS, M1 Garand[/h3]
There are two new high caliber semi-auto sniper rifles available for the Marksman class: the M110 SASS for Security at 4 supply points and the M1 Garand for Insurgents at 2 supply points. Both weapons support Optic, Underbarrel, Barrel, and other upgrades, including an old school 20mm muzzle-loaded grenade launcher for the M1 Garand. Oh and be careful: when you run out of bullets in the M1 Garand, both you and your enemies will hear its loud iconic “ping” sound.

[h3]New Feature: Toggleable Optics[/h3]
Toggleable optics are optics that can be switched between a short-range magnification and a long-range magnification. We know you’ve been wanting this for a while, and here it is.

We’ve added 9 new toggleable optics to Sandstorm, and we’ve updated 8 existing optics that were already in the game so that they can now be toggled. You can see a full list of the new toggleable optics as well as the existing optics that now have support for toggling below. The existing optics have been renamed to reflect both magnification levels.

Optic availability on a per-class basis has not been changed. Unless otherwise noted as weapon-specific, used in Co-op, or used in Domination, all optic types at or below 4x-1x are available for Rifleman, Demolitions, Observer, Commander, Gunner, and Advisor classes. Breacher is limited to 1x and 1x-2x optics. The new closer to medium range oriented 3x-6x optics are available for the Marksman class.

New Insurgent Toggleable Optics
  • 2x-1x OKP-7
  • 2x-1x MARS
  • 2.5x-1x M1C Scope (M1 Garand specific)
  • 4x-1x M150 BUS (Red dot sight on top)
  • 6x-3x T Scope
New Security Toggleable Optics
  • 4x-1x SU230 BUS (Red dot sight on top)
  • 3x-1x CH Sight BUS (Red dot sight, G36K specific)
  • 6x-3x DOS Scope (M110 SASS specific)
  • 6x-3x Red Ring Scope
Existing Insurgent Optics That Were Updated to be Toggleable
  • 2x Kobra -> 2x-1x Kobra
Existing Security Optics That Were Updated to be Toggleable
  • 2x Holographic -> 2x-1x Holographic
  • 2x Red Dot -> 2x-1x Red Dot
  • 4x SU230 -> 4x-1x SU230
  • 4x C79 -> 4x-1x C79
  • 4x SUSAT -> 4x-1x SUSAT (L85A2 specific)
  • 4x ISM -> 1.5x-1x CH Sight (G36K specific)
  • 1.5x A1 Scope -> 1.5x-1x A1 Scope (AUG A3 specific)


[h3]Outpost Mode[/h3]
We’ve added Outpost to some new maps, and improved some of the existing layouts with better objective placement and enemy AI spawn areas. We hope to expand the mode to more maps in a future update.

New Outpost Maps
  • Hideout
  • Farmhouse
  • Tideway
  • Bab
Improved Outpost Maps
  • Tell
  • Crossing
  • Ministry
  • Hillside


[h3]Features[/h3]
  • Improved HUD during Outpost mode to better indicate the various stages


[h3]Optimization[/h3]
Over the last few months we’ve taken huge strides in optimizing our maps. Time was spent analyzing memory usage and determining performance bottlenecks in each individual level. Our goal was to provide more consistent frame rates and performance in our levels without impacting the visual integrity. Generally this was achieved by reducing draw calls where possible in levels to help improve frame rates and improving cull distance to reduce CPU overhead.

The following maps were focused on for optimization:
  • Hideout
  • Farmhouse
  • Precinct
  • Crossing


Performance testing also showed areas for improvement in first and third person animations as well as many UI elements. These items were all optimized to provide better and more consistent experiences for users.

[h3]Gameplay Improvements[/h3]
  • Players now have the ability to customize night scenario Loadouts in the Customize menu prior to matchmaking
  • Players have the ability to adjust the volume of radio commands in the Settings Menu


[h3]User Experience[/h3]
  • Implemented night and day time selection for the Range found under Tutorials in the Main Menu
  • Added sounds to notify players when supply points are gained and waves progress in Outpost Mode
  • An animated red arrow now appears on the objective icon to indicate that a counterattack has commenced in Checkpoint mode
  • Added new scrolling animation to score bars in Domination to better indicate capture speed
  • The top left part of the menu under the Co-op, Versus, and Competitive sections now says the section you are browsing instead of “Play”
  • Post-match messages are now hidden when the scoreboard is active to reduce clutter


[h3]Co-op Enemy AI Updates[/h3]
  • Enemies capturing an objective will more effectively find players that enter the objective
  • Enemies are less likely to leave an objective they are capturing
  • Enemies are more coordinated when moving between objectives, keeping more distance between themselves so that they no longer bunch up in a column and “conga line


[h3]Marksman Class Improvements[/h3]
Since new weapons have come to the Marksman, we decided to do a balance pass on its other weapons to make sure everything fits together. The M24 and Mosin-Nagant have been reduced in price along with their Greased Bolt upgrades to reflect their limited capabilities. The M82A1 CQ and M99 as well as their upgrades were reduced in supply cost to better match their effectiveness. The Mk 14 EBR’s unmatched full auto fire mode and high fire rate have warranted an increase in price.

Marksman Weapons
  • Reduced M24 supply cost from 2 to 1
  • Reduced Mosin supply cost from 2 to 1
  • Reduced M82A1 CQ supply cost from 6 to 3
  • Reduced M99 supply cost from 6 to 3
  • Increased Mk 14 EBR supply cost from 5 to 6


Marksman Weapon Upgrades
  • Reduced M24 Greased Bolt from 3 supply to 2 supply
  • Reduced Mosin Greased Bolt from 3 supply to 2 supply
  • Reduced M82A1 CQ Extended Magazine supply cost from 4 to 2
  • Reduced M99 Extended Magazine supply cost from 4 to 2
  • Made 7x Type 99 Scope only available for M99
  • Added M99's Extended Magazine and Bipod upgrades for the Competitive Insurgent Sharpshooter class


[h3]Important Fixes[/h3]
  • Fixed an issue with the explosive launcher weapon upgrade appearing broken in the Loadout menu
  • Fixed an issue where the Chemical Mortars fire support smoke cloud color overlay was appearing black when the player is inside the smoke
  • Reduced instances of an issue upon game launch where your character may appear invisible with only a vest (Note: Playing the basic training tutorial may help to fix this if you're one of the edge cases still affected by this problem)
  • Reduced instances of an issue upon game launch where the Customization Menu may appear to be empty


[h3]Known Issues[/h3]
  • Replays may cause the game to crash
  • Players can see their vest in first person but can be fixed by swapping weapons or double hitting escape
  • Weapons can be misaligned with the player’s hands during pre-game but can be fixed by swapping weapons
  • Mosin-Nagant Stripper Clip weapon upgrade does not push in properly when reloading in third person
  • AI vehicles can get stuck in the Range level under Tutorials
  • Upon game launch, there’s a chance your character may be shown as just an ammo carrier. Doing the Basic Tutorial will often fix this until a full fix is implemented
  • Upon game launch you may not see any of your customization options. Going to customize and swapping factions will correct this
  • Players and AI may not appear to have a character model but only appear as a floating vest or weapon
  • The background of the Main Menu may flicker
  • The Slow Movement mutator will sometimes only function on the first map in rotation on community servers
  • Initial state upon spawn of Toggleable optics can cause alignment or sensitivity issues but can be fixed by swapping weapons

Update 1.8.1 Now Live!

Check out the full changelist and see what’s new in update 1.8.1. This is a minor release and aims to fix bugs and add a few small changes.

[h3]New Features[/h3]
  • Players are now able to bind a separate key for each explosive type
  • Added night scenarios to the Admin GUI for all maps
  • Added a new symbol for the Night-vision Goggles UI images
  • The Map Vote Screen will now show three day scenarios and three night scenarios every time
  • Tactical Map now indicates when a friendly is in a contested objective zone with a colored marker on top of the player icon that matches the color of the enemy team
  • Made several improvements to auto team balance:
    • Only dead players will be autobalanced
    • Autobalance will trigger after 60 seconds rather than 30 seconds
    • Autobalance is disabled when the number of waves reaches zero in Push and Frontline modes. The following message in the chat log will be displayed: “0 waves reached. Auto team balance is disabled.”
    • Players who are autobalanced will receive the following message in the chat log to notify them of the change when they spawn, “You have been moved to the other faction to balance the number of players on both teams.”

[h3]Gameplay Improvements[/h3]
  • Reduced M16A2 supply cost from 2 supply to 1 supply
  • Reduced QBZ-03 supply cost from 5 supply to 4 supply
  • Increased FAL supply cost from 4 supply to 5 supply
  • Reduced M16A2 supply cost from 4 supply to 3 supply in Competitive
  • Reduced QBZ-03 supply cost from 7 supply to 6 supply in Competitive
  • Increased FAL supply cost from 5 supply to 7 supply in Competitive


[h3]Map: Tell Improvements[/h3]
Push Insurgents:
  • Increased restricted area on security side behind objective A to allow more space out of spawn for Security
  • Increased restricted area on Insurgents’ left flank of objective D to bottom of stair area to allow more space out of spawn for Security
  • Removed portion of objective C on street closest to Security team spawn

Push Security:
  • Increased restricted area for objective A on Security side of canal to match Insurgency 2014 boundaries
  • Fixed a rubble pile out of Security spawn for objective A that Security could get stuck in jumping down from bridge
  • Added sandbags to Last Stand Cache to reduce chances that explosives thrown or launched from outside the building will destroy it
  • Several other relatively minor changes that address dark areas, balance, and movement throughout the map


[h3]Bug Fixes[/h3]
  • Reduced occurrences of a bug where AI were not wearing the proper clothing
  • Reduced occurrences of incorrect status showing on an objective marker when capturing a zone -
    added logging for the edge cases where this still happens to help us eliminate it completely
  • Fixed a bug where the chat textbox obstructed the click on the Loadout Screen
  • Fixed an issue where looking above the ‘horizon’ caused the objective status to disappear
  • Fixed an issue when reporting a player where the text box would not activate to allow typing when clicking on the white space
  • Fixed a bug where the player ranks were displaying as zero on the scoreboard on community servers
  • Fixed a bug where a vehicle was not displaying visual effects when destroyed
  • Fixed a bug where the active objective marker was missing during the first spawn
  • Fixed a bug where the objective status icon would disappear when looking upwards or downwards
  • Fixed a bug which caused the equipment color option selected under the Appearance section to only applied on the vest area and not the rest of the Light or Heavy Carrier
  • Fixed a bug where Autocannon Strafe was not causing damage to weapon caches
  • Fixed a bug where the IED and phone will float in place if a player planting an explosive on a weapon cache is killed
  • Fixed a broken texture on the Aiming Grip affecting the M16A2, M24, M870, Mosin-Nagant, SKS, TOZ-194, AKS-74U, G36K, FAL, MP7 and Mk 14 EBR
  • Fixed a clipping issue when reloading an MP5A5 or MP5A2 using dry-reload
  • Fixed an issue where the magazine momentarily disappears when performing a dry reload on the VHS-2 and AK-74
  • Fixed an issue when pressing “Cancel” while downloading server mods would prevent you from returning to the Main Menu and playing the game
  • Fixed an issue where prompt gets stuck when attempting to connect to a server with mods without accepting the Terms of Service
  • Fixed an issue where modders may have been experiencing issues loading in textures whose parent was not a material shipped in the game


[h3]Known Issues[/h3]
  • Mosin-Nagant Stripper Clip weapon upgrade does not push in properly when reloading in third person
  • AI vehicles can get stuck in the Tutorial Range
  • In the Competitive game mode Loadout screen, some weapons will have the option of two Recoil Grips, one at 3 supply points and the other at 4 supply points. These upgrades function the same way
  • Upon game launch, there’s a chance your character may be shown as just an ammo carrier. Doing the tutorial will often fix this until a full fix is implemented
  • Upon game launch you may not see any of your customization options. Going to customize and swapping factions will correct this
  • The background of the Main Menu may flicker
  • The Chemical Mortars fire support smoke clouds color overlay can sometimes appear black when the player is inside the smoke
  • Attachments may not appear correctly in the loadout screen on your character
  • The Slow Movement mutator will sometimes only function on the first map in rotation on community servers

State of Production #14

Hello everyone, my name is Tim Perreault and I’m the Executive Producer at New World Interactive. Snow has started falling and winter is upon us here in Canada. The team has traded in our Digital Desert BDUs for something a little warmer as progress on our latest update continues. This will be short and sweet (perhaps to make up for the exceptionally long SoP we had last month).

Key Points for State of Production #14
  • 1.8.1 Patch and Live Issues
  • Operation: Cold Blood
  • Upcoming Open CTE Test
  • Studio News and Schedule


[h3]1.8.1 Patch and Live Issues[/h3]

The 1.8.1 patch is in the final stages of certification and preparation for a release on November 17. While this patch was built around addressing some community concerns which you can see discussed in this stream, we’ve also got a few bug fixes and improvements to live issues. The two biggest issues we are currently working on fixes for are both the “impostor” issue where some Insurgent bots will have Security cosmetics and Objective display issues. We’ve put some improvements for both these issues in the patch; however, we’re still working on determining root cause and implementing full fixes that cover all edge cases. There will hopefully be a reduction in occurrences for players with this patch but we’ll continue working on a full fix to be released as soon as possible.

[h3]Operation: Cold Blood[/h3]

We’ve recently announced the name of our winter release, Operation: Cold Blood. Keep your eyes peeled on the website for updates and sneak peeks at content. The team remains busy behind the scenes working on all the new content including Outpost layouts for some of the maps that weren’t ready for our last update. We’ll do a bit more of a deeper dive into the work that went into Cold: Blood during December’s SoP, but suffice it to say there are a lot of nice little things that will be coming in the update beyond the new content including continued improvements to our AI. If you’d like to see some of it, you can check out our Open CTE Test.

[h3]Upcoming Open CTE Test[/h3]

Shortly after you read this update, we’ll be running an Open Play With Devs test on our Community Test Environment. You’ll be able to try out the new weapons and some yet to be announced upgrades before they are even fully announced. You’ll also be able to help us try out our new map and check out the new Outpost layouts. Keep your eyes peeled for the official announcements on the availability of the CTE, feedback questions, and Play with Dev schedule. I’m hoping I’ll see plenty of you out there during the Play with Dev events.

[h3]Studio News and Schedule[/h3]

On November 10th it was publicly announced that we are opening a new studio in Montréal, Canada dubbed New World East. This studio will open us up to the highly talented pool of developers in the region that will help us build out some areas of our development team where we still need to expand. You can see the announcement here.

The studio is coming up to our next break at the end of the year where we’ll be closed from December 24 until January 4. In January’s SoP, we’ll be reviewing what happened throughout 2020, what we learned, and how we’ll be applying that to 2021.

That’s it for this month’s SoP, until next time, keep your stick on the ice.

Double XP Weekend


[h3]It's that time again, Double XP from now until Monday @ 11:00AM MST![/h3]