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Insurgency: Sandstorm News

Update 1.7: Hotfix 5

[h2]We've released a hotfix for update 1.7 that addresses the following issues:[/h2]
  • Fixed an issue causing maps to load in with no class or faction options until players leave and rejoin the match
  • Further reduced occurrences of having floating magazines after resupply and added additional logging to catch more edge cases causing this issue


[h2]Known Issues[/h2]
  • When scavenging ammunition from certain weapons with a skin, the skinned magazine will only display in third-person and not in first-person
  • A new player’s default cosmetics that they see on start up may sometimes not be of a consistent color scheme. Please go down to supply and bitch to whoever is on duty until they give you the right gear.
  • When using the Picture-in-picture Scope Setting, some optics may not display correctly
  • While aiming down sights with some illuminated optics will cause the crosshair to stutter when the weapon is moved
  • Some hints that reference key bindings are showing as in the loading screen dialogue
  • There are some cosmetic clipping issues that are only visible when players join a round that is already in progress
  • The Commander voice over for requesting an observer while attempting to use Binoculars away from an Observer is not always playing properly
  • AKM underbarrel grenade launcher’s reload animations are missing the shells
  • Floating weapons and equipment can sometimes be seen after resupplying which could be supernaturally related (have called Epic’s Bustin’ Division [EBD])
  • Purchased cosmetics are not being properly sorted at the top of the list
  • The Laser Sight is incorrectly showing the ‘New’ yellow dot indicator (intended for new night equipment) until it has been selected at least once
  • Replays recorded at night will be shown in the day
  • There is an exploitable issue with certain magazines which allows them to reload quicker than they should
  • Suicide bombers exploding can sometimes cause a crash to desktop
  • Scavenging a magazine from an AKM, Honey Badger, or Mk 14 EBR with a weapon skin will give the player an unskinned magazine in first person

Update 1.7: Hotfix 4

[h2]We've released a hotfix for update 1.7 that addresses the following issues:[/h2]
  • Reduced occurrence of seeing floating weapon attachments after resupplying, you may still see floating magazine and we are still working on a full fix
  • Reduced ragdoll physics for suicide bombers as temporary measure to fix crash when they explode


[h2]Known Issues[/h2]
  • Occasionally when loading a new map, no class or factions are available to be selected until the player leaves and rejoins. This issue will not occur in official matchmaking. The issue is actively being investigated with the assistance of Epic.
  • When scavenging ammunition from certain weapons with a skin, the skinned magazine will only display in third-person and not in first-person
  • A new player’s default cosmetics that they see on start up may sometimes not be of a consistent color scheme. Please go down to supply and bitch to whoever is on duty until they give you the right gear.
  • When using the Picture-in-picture Scope Setting, some optics may not display correctly
  • While aiming down sights with some illuminated optics will cause the crosshair to stutter when the weapon is moved
  • Some hints that reference key bindings are showing as in the loading screen dialogue
  • There are some cosmetic clipping issues that are only visible when players join a round that is already in progress
  • The Commander voice over for requesting an observer while attempting to use Binoculars away from an Observer is not always playing properly
  • AKM underbarrel grenade launcher’s reload animations are missing the shells
  • Floating weapons and equipment can sometimes be seen after resupplying which could be supernaturally related (have called Epic’s Bustin’ Division [EBD])
  • Purchased cosmetics are not being properly sorted at the top of the list
  • The Laser Sight is incorrectly showing the ‘New’ yellow dot indicator (intended for new night equipment) until it has been selected at least once
  • Replays recorded at night will be shown in the day
  • There is an exploitable issue with certain magazines which allows them to reload quicker than they should
  • Suicide bombers exploding can sometimes cause a crash to desktop
  • Scavenging a magazine from an AKM, Honey Badger, or Mk 14 EBR with a weapon skin will give the player an unskinned magazine in first person

Double XP Weekend!

My my, how the time flies! It's the last weekend of the month, which means Double XP is back! Hop into any official playlist for 2X bonus XP from now until Monday, 11:00am MST.

Have an epic weekend, Gamers™!

Update 1.7: Nightfall Now Live!

[h2]Operation: Nightfall brings more than just the dark!
[/h2]

We’re thrilled to announce that Operation: Nightfall free update is now live! Every map in the game, alongside the brand-new map Tideway, now has a night variant. This comes with the addition of new night-themed gear to help you play - Night Vision Goggles, flashlights, infrared gadgets, and more. See it in all its glory in the new trailer:

[previewyoutube][/previewyoutube]

In celebration of this huge update, the game is also available at 50% off on Steam until June 20th!


We'll be live streaming on our Twitch channel all day beginning at 2:00pm MST with Community Manager DaraDef, followed immediately after by streams throughout the night from a few of our awesome Sandstorm Partners:
  • 5:00pm - 6:30pm MST: JonBlazeLIVE
  • 6:30pm - 8:00pm MST: NataliaFlintlock
  • 8:00pm - 9:30pm MST: DocJ
  • 9:30pm - 11:00pm MST: LINKYPOO


The new night mode is available in official co-op with modified enemy AI responsive to light, as well as Versus in limited-time playlists and on community servers. This update also brings with it five new weapons, also available for free. They include two modern subsonic stealth weapons for the Breacher class, the AS Val for Insurgents and the Honey Badger for Security. Additionally, the Breacher will also have two new more classic weapon choices: the Sterling submachine gun for Insurgents and the Grease Gun for Security. Finally, the Insurgents will see a new integrally suppressed bolt-action pistol: the Welrod. This is alongside new night-themed cosmetics for all players on both sides.

In addition, the first paid cosmetic DLC packs are launching alongside the update. Become the night with the Ghillie pack for the Security forces, or with the dark-themed Nightstalker pack for Insurgents. Both factions also have several weapon skins available, with a dark red digital theme for Insurgents and midnight blues for Security. These four DLC can be purchased at a lower price with the Night Ops set. Get a unique look while also supporting Sandstorm’s continued development!


Check out the full changelist and see what’s new in Operation: Nightfall:


[h2]New Map: Tideway[/h2]




Tideway is a reimagining of the classic Insurgency 2014 map Buhriz. It’s been totally overhauled with a more beautified river, more dense village layout, and UNIQUE SAND COLORS. Read more about it in our State of Production #9 post here.

Tideway has the following scenarios available:
  • Push Security
  • Push Insurgents
  • Domination
  • Frontline
  • Firefight
  • Checkpoint Security
  • Checkpoint Insurgents
  • Hardcore Checkpoint Security
  • Hardcore Checkpoint Insurgents


[h2]New Weapons: Honey Badger, AS Val, Sterling, Grease Gun, and Welrod[/h2]
We’ve added 5 new weapons in this update (yes, meme guns count) and that’s the most we’ve ever added in a single update for Sandstorm. Firing these particular weapons with a suppressor will muffle their shots more so than the other guns in the game, so people who are far enough won’t hear a sound. Please note the AS Val and Welrod are integrally suppressed by default, and that the Grease Gun features not one but two suppressor upgrades.
[h3]New weapons for Security Breacher:[/h3]

[h3]Honey Badger[/h3]




[h3]Grease Gun[/h3]




[h3]New weapons for Insurgent Breacher:[/h3]

[h3]AS Val[/h3]




[h3]Sterling[/h3]




[h3]New Secondary weapon for all Insurgent classes:[/h3]

[h3]Welrod[/h3]


[h2]

In-game Unlockable Cosmetics[/h2]
    Added new shemagh that covers half the face and gives you beautiful hair under “Insurgent Facewear”
    • Half Wrap Black
    • Half Wrap Plain
    • Half Wrap White


    Added new hoodie with the hood up under “Insurgent Torso”
    • Hoodie Up
    • Hoodie Up Camo


    Added new digital dark red camo under “Insurgent Equipment”
    • Digital Dark Red


    Added new MICH 2000 helmet with IR strobe, headset, and headphone variations under “Security Headgear”
    • MICH 2000 IR
    • MICH 2000 IR Cans
    • MICH 2000 IR Headset


    Added new desert night camo under “Security Equipment,” “Security Uniform Camo,” and various individual items
    • Desert Night


[h2]DLC Cosmetics[/h2]










We are adding new DLC cosmetics with this update that will give your characters and weapons a unique look. The cosmetic items they contain can be combined with other cosmetic items already ingame. Purchasing these is a great way to support Sandstorm’s continued post-release development. See the different sets below, along with what items they contain and apply to:

[h3]Security Ghillie Gear Set[/h3]
  • Ghillie Hat with Cap and Headset
  • Ghillie Suit Top and Combat Shirt
  • Ghillie Suit Bottom and Combat Pants

[h3]Security Midnight Blue Weapon Skin Set[/h3]
  • Honey Badger
  • M4A1
  • G3A3
  • M870
  • Mk 14 EBR
  • PF940

[h3]Insurgent Nightstalker Gear Set[/h3]
  • Full Face Helmet with Shemagh
  • Shoulder Cloak and Vest
  • Handwraps
  • Combat Cargo Pants
  • Combat Boots

[h3]Insurgent Red Dark Weapon Skin Set[/h3]
  • AS VAL
  • AKM
  • FAL
  • TOZ-194
  • SVD
  • M9

[h3]Night Ops Set[/h3] (This set is a bundle of all 4 DLC above at a reduced price)


[h2]Night Maps[/h2]
All of our maps, as well as our brand new map Tideway, can now be played in a night time version. Only official Co-op playlists will feature night maps, not PvP. We excluded PvP for a few reasons, primarily because of balance issues and the fact that in the previous Insurgency PvP night maps were very unpopular. You can read more about this decision in our State of Production #9 post here.

  • Enemy AI have lower visibility and night-appropriate responsiveness
  • Enemy AI will call out if they see a player’s flashlight
  • Enemy AI Breachers and Advisors make use of weapon flashlights to locate and blind players
  • When players respawn in Hardcore Checkpoint, they will have a flashlight equipped on their default bolt-action rifle


[h2]Night Equipment[/h2]







Both factions have had a slew of night equipment added to their arsenal to assist with navigating and fighting in night maps.
  • Only available when playing on night maps
  • Any night equipment that hasn’t been equipped yet will have a yellow mark next to it until you equip it in your Loadout

  • Night-vision Goggles (SOF NVGs, MIL-SPEC NVGs, Civilian NVGs, Military NVGs)
    • Available in the Accessory slot
    • Each faction has two available types, with different image qualities and FOVs
    • Each type is available in Green, Amber, White Phosphor, and Multicolor color filters
    • Increases nighttime visibility substantially, but still will have dark spots where there is little ambient light
    • When worn, will slow down aiming down sights speed


    Infrared Laser weapon upgrade (IR Laser Sight)
    • Available for all Primaries and Secondaries
    • Projects a laser beam and dot only visible when wearing Night-vision Goggles
    • Helps target enemies without ADS and indicate to teammates which angle you are watching
    • Useful when combined with NVG Point Shooting upgrade (see below)


    Infrared Flashlight weapon upgrades (IR Flashlight)
    • Available for all Primaries and Secondaries
    • Projects a beam of light in a cone only visible when wearing Night-vision Goggles
    • Useful in very dark areas that Night-vision Goggles can’t fully illuminate


    Flashlight weapon upgrades (Flashlight)
    • Available for all Primaries and Secondaries
    • Projects a high intensity beam of light in a cone
    • Useful to see targets far away and to blind enemies, but will reveal your position


    Night-vision Scopes (4x SU230 NV, 7x Sniper Scope NV, etc)
    • Available for 4x and 7x optics
    • Attaches a second scope to an existing optic to give its sight picture White Phosphor night vision
    • If Night-vision Goggles of a different color filter are worn when aiming down a Night-vision Scope, the scope’s sight picture will appear as the color filter of the Night-vision Goggles


  • NVG Point Shooting weapon upgrade
    • Available for all Primaries and Secondaries
    • If selected for a weapon, when aiming down sights while wearing NVGs, free-aim will disable and the weapon will “lock” to a position where it points to the center of the screen
    • Useful when combined with IR Laser Sight weapon upgrade


[h2]Gameplay Improvements[/h2]
  • Removed Mk 18 CQBR from Security Breacher and AKS-74U from Insurgent Breacher
    • Weapons are still available for Advisor
    • Change is being made to give Breacher and Advisor more distinct roles, weapons, and equipment
    • To compensate, we are adding 4 new Breacher weapons that better suit Breacher’s weapon selection and role (AS Val and Sterling for Insurgents, Honey Badger and Grease Gun for Security)
    • Gives all specialized classes (Breacher, Advisor, Marksman, Gunner) unique weapons not shared with other classes, which makes unlocking of each class more meaningful


    Expanded Advisor class optic selection in Versus
    • Added Insurgent Advisor optics to Security Advisor
    • Added Security Advisor optics to Insurgent Advisor


    Optic Changes
    • Added 1x OKP-7 sight to SKS and AKS-74U
    • Added 2x Red Dot to SKS and AKS-74U
    • Added 4x C79 to AKS-74U, SKS, and L85A2


    Weapon Changes
    • Reduced supply cost of AKS-74U from 4 to 3
    • Reduced supply cost of Galil and Galil SAR from 3 to 2
    • Reduced horizontal recoil of Galil and Galil SAR
    • Made Galil Drum weapon upgrade increase horizontal recoil by a factor of 1.4 instead of 2.0
    • Increased horizontal recoil of FAL


  • The ammunition HUD element will now display when a player starts scavenging a magazine so it’s easier to confirm they have successfully picked up more ammunition
  • Added a sound effect for when players scavenge ammunition
  • Players can now cancel equipping an Accessory slot item (Gas Mask or Night-vision Goggles) by hitting the key again before 60% of the animation has completed
  • Updated the PistolsOnly mutator to allow access to Flashbangs
  • Set the Rifleman to have no class limit in Hardcore Co-op as in normal Co-op/Versus


[h2]Class Unlocking[/h2]
Standard classes are now unlocked between levels 1 through 20. This change was made to provide for better onboarding for new players and to prevent inexperienced players from taking up the Commander, Observer, and other specialized slots.
  • Classes are unlocked in the following order, starting with Rifleman being automatically unlocked at level 0 and ending with Commander and Observer at level 20:
    • Rifleman
    • Breacher
    • Advisor
    • Demolitions
    • Marksman
    • Gunner
    • Observer
    • Commander


  • These restrictions can be disabled on community hosted servers and do not apply in Local Play


[h2]Engine Upgrade[/h2]
The Unreal Engine upgrade from 4.22 to 4.23 has been a key part in our push towards a more optimized codebase. Among various updates and bugfixes, one key feature introduced by Epic is “Unreal Insights”, a new timeline-based frame profiling tool. This new profiling tool greatly assists in identifying the key bottlenecks in the gameplay loop compared to tools historically supported in-engine, and the growing number of programmers are able to profile earlier and more often as a result.

[h2]Mod Tools Improvements[/h2]
  • Added additional support for scripting hooks on mutators
  • Exposed the full functionality of the Useable Actor in Blueprints
  • Engine Update: 4.23


[h2]Tutorial Level Overhaul[/h2]
  • Renamed Tutorial Level to “Basic Training”
  • Removed final objectives including fire support and vehicle sections
  • Added grenade throwing section
  • Removed friendly AI
  • Replaced enemy AI with wooden targets
  • New players will be prompted to play Basic Training before joining an official matchmaking playlist
  • Players are now awarded 1000 appearance credits for completing Basic Training


[h2]Dead Zone Improvements[/h2]
Free-aim “Dead Zone” has been turned off by default. This means when a player's weapon is centered, camera look sensitivity will no longer be reduced. Free-aim is still a mechanic in the game, we’ve just turned off the Dead Zone within it. It can be switched back on and tweaked on a spectrum by the player if they want.

[h2]User Experience[/h2]
  • Added a graphical display for wave based modes to represent how much longer a player will need to wait until they can respawn by showing how many team members are dead
  • Added “Fire Support” to the list of features displayed per playlist
  • Added an “Add Upgrade” button under Primary and Secondary weapons in the base Loadout menu to better indicate that already equipped weapons can be upgraded
  • Updated the community server browser to allow sorting of night and day maps
    • This will only allow you to filter the scenario currently being played on each server, not the server’s available maps in its rotation


  • Added refreshing icon to community server browser indicate when a search is taking place
  • Updated the team selection UI in Co-op so you don’t see the bot faction or Spectator option
  • Updated the Appearance menu’s save preset function to work consistently with the Loadout menu
  • Increased the visibility and size of weapon upgrade hint icons which display near Supply Crates and in spawn zones
  • Added a bind hint button for commands that use mouse thumb buttons
  • Changed the global fire support cooldown ring from the radial menu to a horizontal bar
  • Added a language selection screen for instances where the computer or Steam language doesn’t match a localization option
    • If neither of those languages options correspond to an ingame language option, a selection window will be provided so users can select a language
    • Language can also be set from the Settings screen in the Game User Interface list


  • Updated widget used to display hint keys in all locations
  • Improved gamepad support in the Replay menu


[h2]Visual Improvements[/h2]
  • Updated the Alpha AK magazine to use the AKM magazine to be appropriate to its 7.62x39mm chambering
  • Updated the look of all Flash Hider and Compensator weapon upgrades to be black or darker shades
  • Reduced the size of various Flash Hider and Compensator weapon upgrades to more realistic proportions
  • Reduced the size of various Extended Magazine weapon upgrade magazine models to more realistic proportions
  • Centered the Request Observer button within the Comms Menu
  • Removed Arabic text in levels that referenced real people or places to maintain our fictional setting
  • Changed cosmetics unlocked at start for first time players to a desert theme to match new box art and branding


[h2]Performance Improvements[/h2]
  • Optimized rendering of bullet damage when it happens offscreen
  • Updated the way fire mode is visually updated to prevent a potential performance hit that would occur when switching weapons
  • Reduced background occurrence of audio for objects that are not within listening range of the player
  • Changed the way radial menus (used for voice messages and fire support) are created to reduce the potential for performance hits when they are opened
  • Updated the ammo counter in the player HUD to only update when it’s visible to the player
  • Decreased the maximum number of shell casings that can exist in the world at a given time with the exception of brass-spawnings weapons in first person. It was an insane amount so we put a cap on it. You’ll still see brass on the ground.
  • Removed equipment jiggling on characters in third person. We understand this was an aesthetically cool feature, but in an effort to further optimize the game we made the decision to remove this.
  • Performed an optimization pass on weapon textures to increase sharpness and reduce texture size where possible


[h2]Levels[/h2]
  • Outskirts
    • Fixed an issue in Checkpoint Security where the capture zone for point H didn’t cover the entire intended area
    • Fixed an issue in Checkpoint Security near point H where some of the glass in vehicles was not visible


  • Crossing
    • Fixed an issue that was causing smoke from a smoldering vehicle to not display properly from all distances


  • Summit
    • Fixed a rendering issue that would cause some props to disappear from the screen when you moved a certain distance away
    • Fixed some seams on walls and floors around point D in Frontline
    • Fixed an issue in Skirmish where you could destroy point A from a distance
    • Fixed an issue on Firefight East where you could leave the intended play area to move between points A and C


  • Refinery
    • Fixed an issue where light was not reflecting properly on a particular wall


  • Farmhouse
    • Removed the ability to go prone inside some elements of the world near point D in Push Insurgents that made it unintentionally difficult to see a player
    • Fixed an issue where you could become stuck in a prop by vaulting over another
    • Fixed a seam in the ground near the Insurgent spawn
    • Removed a possible spawncamp of Security when point B is active


  • Hillside
    • Fixed an issue where players were able to partially obscure themselves by crouching or going prone into a part of the terrain


  • Hideout
    • Fixed an issue on Checkpoint Security where point C could be captured by crouching in an area outside the intended capture zone


  • Precinct
    • Fixed a number of props that had visual glitches
    • Fixed an issue in Checkpoint Insurgent where enemy AI spawned on top of a supply crate
    • Fixed an issue in in Checkpoint Insurgent where enemy AI spawned in the air
    • Fixed an issue where some objects would disappear based on distance which could be exploited by using them as cover


  • Power Plant
    • Fixed an issue where players could get stuck by running next to a pipe


[h2]Bug Fixes[/h2]
  • Fixed an issue where explosive damage mitigation from Light Armor and Heavy Armor wasn’t being applied correctly
  • Fixed an issue with controllers in the Loadout menu that would unintentionally exit the menu when attempting to accept changes
  • Fixed an issue with most pants clipping with the Insurgent leather jacket items
  • Fixed an issue when using a shotgun with flechette rounds and scavenging rounds that would prevent the player from reloading even though the animation would play
  • Fixed an issue with clipping on the insurgent T-shirt cosmetics and most pants
  • Fixed an issue with the community server browser search function not working correctly
  • Fixed an issue with the Audio Options footer displaying in the middle of the screen instead of the bottom.
  • Fixed an issue where pressing the Escape key to go back while in the Play menu would take you back two screens
  • Fixed an issue when cancelling the M16A2 reload animation with a bipod equipped that would cause an unintended animation
  • Fixed an issue in the Settings menu where color sliders were nor properly aligned
  • Fixed an issue where long mod names would overflow the text box by adding scrolling text
  • Fixed alignment issues in the mod download indicator
  • Fixed an issue where players would be unable to cancel a resupply animation while at a Supply Crate
  • Fixed an issue when using a controller in the Settings menu pressing B or Circle would not save adjustments to slider options
  • Fixed an issue where controllers could not adjust gamma in the Settings menus
  • Fixed an issue where users could cause mods to download multiple times by unsubscribing and resubscribing while the download was in progress
  • Fixed an issue on the community server browser where changing a filter would immediately start a search but any additional filter changes during that search would be ignored in the results
  • Fixed an issue with the M240B where certain upgrades would be clipped through during the reload animation
  • Fixed an issue with the AKM speed reload with a drum magazine that was preventing subsequent speed reload animations from playing
  • Fixed an issue on Frontline where players were unable to plant explosives to destroy a Weapon Cache if it had previously been planted and control of the proceeding objective and changed hands
  • Fixed multiple instances of text overlaps in various Lessons
  • Fixed animation issues with the ACE 52 while sprinting in Hardcore mode
  • Fixed an issue with the Tavor 7 where the 4x M150 optic was displayed twice
  • Fixed an issue in the Settings menu where the wrong title was displayed when hovering over optic Sensitivity Scale settings
  • Fixed an issue with player reports where long messages would make the cancel and submit button move off screen
  • Fixed an issue in the community server browser where the where the UI would report the wrong number of total servers found by a search when viewing favorites
  • Fixed an issue in Co-op scenarios that prevented friendly AI from detonating a Weapon Cache after planting the explosives
  • Fixed an issue causing “Camera Zoom” and “Camera Speed” hints to show in the Spectator mode when they were not applicable
  • Fixed an issue that would incorrectly trigger an error message when submitting a rating for a mod from the Mod menu
  • Fixed the alignment of the pause screen in ultrawide resolutions
  • Fixed an alignment issue in the Settings menu when using a controller the image of the controller wouldn’t be fully on screen in certain situations
  • Fixed an issue in the mod menu where you could get stuck with an infinite loading icon under certain conditions
  • Fixed a bug where kills with a scavenged weapon would count twice
  • Fixed an issue with NVIDIA Ansel support that was causing 360 images to stitch together incorrectly
  • Fixed an issue that would cause players to stop running when they moved up a slope with a sufficiently high incline
  • Fixed a memory leak on the community server browser screen that could occur when rapidly hitting the refresh button
  • Fixed an issue where AI could see through smoke once they approached the edge of it


[h2]Known Issues[/h2]
  • Occasionally when loading a new map, no class or factions are available to be selected until the player leaves and rejoins. This issue will not occur in official matchmaking. The issue is actively being investigated with the assistance of Epic.
  • When scavenging ammunition from certain weapons with a skin, the skinned magazine will only display in third-person and not in first-person
  • A new player’s default cosmetics that they see on start up may sometimes not be of a consistent color scheme. Please go down to supply and bitch to whoever is on duty until they give you the right gear.
  • When using the Picture-in-picture Scope Setting, some optics may not display correctly
  • While aiming down sights with some illuminated optics will cause the crosshair to stutter when the weapon is moved
  • Some hints that reference key bindings are showing as in the loading screen dialogue
  • There are some cosmetic clipping issues that are only visible when players join a round that is already in progress
  • The Commander voice over for requesting an observer while attempting to use Binoculars away from an Observer is not always playing properly
  • AKM underbarrel grenade launcher’s reload animations are missing the shells
  • Floating weapons and equipment can sometimes be seen after resupplying which could be supernaturally related (have called Epic’s Bustin’ Division [EBD])




  • Purchased cosmetics are not being properly sorted at the top of the list
  • The Laser Sight is incorrectly showing the ‘New’ yellow dot indicator (intended for new night equipment) until it has been selected at least once
  • Replays recorded at night will be shown in the day
  • There is an exploitable issue with certain magazines which allows them to reload quicker than they should
  • Suicide bombers exploding can sometimes cause a crash to desktop
  • Scavenging a magazine from an AKM, Honey Badger, or Mk 14 EBR with a weapon skin will give the player an unskinned magazine in first person


[h2]Hotfix 1[/h2]
  • Fixed the link on the Nightstalker Pants to link to the correct DLC bundle
  • Fixed an issue with the price of the Half Wrap Plain, Black, and White cosmetic items displaying as 80 instead of 800
  • Fixed the loading screen for night maps not displaying correctly
  • Fixed the night images of maps not being shown on the map vote screen
  • Fixed the stamina screen effect displaying improperly when combined with NVGs
  • Added the “Night Equipment” playlist feature to Frenzy and Hardcore Co-op playlists
  • Set Normal, Hardcore, and Frenzy playlists to show they include “Day and Night” scenarios
  • Fixed clipping issues with the Nightstalker DLC set
  • Reduced some clipping issues with the Half Wrap Plain, Black, and White cosmetic items



[h2]Hotfix 2[/h2]
  • Fixed Fire Support call ins happening too quickly with overlapping voice over
  • Fixed the remaining in-game earnable cosmetics listed cost to match their actual cost (this was resulting in people spending more than they expected and feeling like some of their coins were missing)

    Made several fixes to Mod Editor
    • Fixed an issue with the Honey Badger model not loading
    • Added back Crossing, Outskirts, Power Plant, Precinct, and Hillside maps
    • Fixed an issue with the login button in the mod uploader
    • Fixed an issue that could cause the crash reporter itself to crash if the crash reporter was used while attempting to upload a mod
  • Fixed weapon icons appearing squished in the Loadout screen
  • Fixed DLC cosmetic items not appearing at the top of the list
  • New users are properly prompted to select a matchmaking region when they first run the game
  • Fixed the 4x C79 NV scope having black circles when aimed down sights



[h2]Hotfix 3[/h2]
  • Fixed Intimidate and Intimidate Response voice over conversations with bots in Co-op
  • Fixed numerous issues where voice over callouts were early, late, or absent entirely
  • Fixed an issue where smoke wasn’t rendering on scopes using Picture-in-picture mode
  • Fixed audio crackling and slow down during gameplay

State of Production #9

Hey everyone, my name is Tim and I’m the Executive Producer at New World Interactive. It’s been a very busy month for the studio, we’ve released patch 1.6.3, run an open CTE preview event, and we’re just putting the finishing touches on the Nightfall update. I’m sure a lot of you have either played the CTE preview or been following the preview content we’ve been showcasing on social media and our website. While I hope you’re all excited about the content you’re seeing, I’d like to dedicate some of this SoP sharing about the things you won’t see in the release or in the patch notes. I’ve invited some of our team to share some of their experiences building Nightfall before looking at what’s coming next.
Key Points of State of Production #9
  • Open CTE Event Results
  • New Map: Tideway
  • Night Maps
  • New Guns: Honey Badger, AS Val, Sterling, Grease Gun, and Welrod
  • Patch 1.6.3
  • Operation: Clean Sweep


[h2]Open CTE Event Results[/h2]
Our public CTE preview of the 1.7 update was a huge success. During our first Play with Dev event we saw double the number of community members checking out the game than in our CTE event for the 1.6 update. Talking with players, they were all very excited for the update to come out and were able to help point out a few minor issues with night equipment that are being fixed before release.

Compared to the 1.6 release, we had over three times as many players fill out our survey about the release to help guide any last minute balance changes or tweaks. We are extremely thankful for everyone who came out to try the preview and provide us with your feedback.

[h2]New Map: Tideway[/h2]
I’d like to invite our Level Design Director, Jeroen van Werkhoven, to share about the process of reimagining the classic map Buhriz for Sandstorm:

The reimagining of Buhriz was a close collaboration between the level design and art team. The first stage of development was finding the right scale for the map. In the early versions, we tried to extend the map, basically make it larger, because it felt a bit small for Sandstorm. Extending it wasn't the right answer, and the map would be too different from what it is today. Buhriz is known for its open, challenging gameplay, but at the same time, it's a relatively small map. We used the tightness and spacious feel of the map as a core element, and instead of making it larger, we tried to stick closely to the size of the original.

It gave us more control over the performance of the map, which was crucial. The riverbank is very open, and there weren't many options without jeopardizing the look and feel of the environment if we had to add another structure to make sure not everything is rendered all at once on the screen. The smaller scale made it possible to add more detail in the map like the reeds and vegetation are an essential element; they provide the player with options to flank using the river bank or just hide in the reeds with a big sniper rifle.




The overall construction of the map was relatively fast after that point. During the playtests, we iterated a lot on gameplay, making the map a bit more forgiving in areas to maintain its fun factor but without losing the 'soul' of the original design.

The art pass was an ongoing process already during early development, but once we felt confident about the gameplay, we moved on and started to focus more on the visual pass. With the foundation that was laid down by the LD team, the art team started to build upon that. The desert feel was brought more towards the foreground by changing the color of the sand; the buildings received another layer of detail to give them more character and purpose. Throughout development, we did a lot of iterations on the lighting and post processing to emphasize the desert sandstorm feel, but it never felt quite right. We kept fiddling around with it until the very end of development before we were all satisfied with the look and feel of the map.




I'm very proud of what we accomplished as a team and turning the remake of Buhriz into a reality!


[h2]Night Maps[/h2]
Building Night maps was a long process that involved a lot of iteration and refinement of both the map lighting and night-vision equipment. I’ve asked both Jeroen and our Lead Game Designer on Sandstorm Michael Tsarouhas (Mikee) to reflect on some of the challenges, surprises, laughs, and tears that took us from our regular day maps to Nightfall:

Mikee: Nightfall was our biggest update yet and had its design challenges. Every NVG type, NVG color filter, flashlight, IR flashlight, IR laser, night vision scope, weapon using NVG Point Shooting, and new weapon (of which there are FIVE this time) needed to be aggressively designed, created, implemented, playtested, and iterated on. The pandemic and transition to working from home, plus our pledge to start better theming and planning future updates, were also big challenges. I’ll tell you honestly, it was a real cocktail and a real whirlwind sometimes.

But frankly, it didn’t make a difference. We had a great platform to challenge the conventions of what is expected of FPS night gameplay. We knew what our vision was for night combat and we had to deliver on it. Night combat in real life has changed plenty in the last decade, and we had to be more ambitious than Insurgency 2014’s night update. We couldn’t just go with that old school green NVG filter, slap a flashlight on the guns, and call it a day. We researched NVG color filters and headset types, found unconventional weapons appropriate to the setting, made a system for infrared light, and gently put every piece of the puzzle together. The rapidity of everything made for some goofy ass bugs. I loved using the IR Laser Sight and NVG Point Shooting upgrades, so much so I’d rock it on both my Primary and Secondary weapons in many of our internal playtests. This led to an amusing glitch and an affectionate nickname from our QA team of “Mikee Lasertoes.”




The toughest decision in 1.7 was probably deciding to do only Co-op night maps. But this was a well founded one. In the previous Insurgency we found that night maps were very unpopular in PvP for a variety of reasons. Players would cheat with their gamma to see like it was daytime, and because of the game's low TTK and objective oriented nature, it could feel really brutal and unfair with lots of arbitrary deaths and camping. We could try to design the night maps in a way that made these issues less prominent, but it would have meant overbrightening the level, increasing visibility, making night-vision goggles look worse, and ultimately making night combat less special and too much like day combat. We also always have to keep in mind a new player's experience, and how if the very first time they play Sandstorm PvP is at night, it's possible they'll get frustrated with the game, quit, and never come back. So we decided to design and balance night maps for PvE specifically so that we could focus on making that experience the most engaging in terms of available equipment, level lighting, and overall gameplay. However, we built the night maps in a way that allows them to be played in PvP on community servers. And we have some "limited time playlists" for Night PvP (most likely on Push and Domination) planned for official matchmaking. We'll gauge the response to these and decide if we want to more seriously consider dedicated night PvP play.



Jeroen: Building our night maps for Nightfall was a fun experience and demanded a lot from our team. We decided early on in development to make the co-op experience our main focus for creating compelling night maps. Each map received a separate treatment for the location of light placement and which lights should be on or off. It was a long but fun process of tweaking the lighting until it felt right. Especially for our larger maps, it was quite challenging at times. The challenge was finding the right balance between the usage of different night equipment. As a player, you don't want to toggle your NVG constantly on or off. We had play sessions where this happened all the time, or testers were lost because even with the NVG activated, it was pitch black. Players walking into walls or shouting on their comms how lost they were was funny to witness.

When we got to the point where the night equipment was more finalized, and we had a better grasp on what works and what doesn't, we started to be more playful with the lighting and added a more narrative feel. In Ministry, we started to use different colors of lights and using red created the feeling that there was a lockdown initiated.




In Crossing, we reduced the lighting inside caves to the bare minimum, still enough to make the NVG useful, but it created this scary feeling that the player always has to watch the corners. Outskirts, we went for a completely different approach; we kept the construction side well-lit and the surrounding areas we made a lot darker. The difference between dark and bright segments of the levels also affects gameplay and provides strategic choices to the player. Can I best use my NVG to capture the next objective, or should I instead equip a flashlight? These elements add a new layer of depth and fun to the battleground.





[h2]New Guns: Honey Badger, AS Val, Sterling, Grease Gun, and Welrod[/h2]
Sandstorm is a game that’s all about gunplay, so how better to celebrate that fact than to introduce five new firearms that all fit our stealthy theme of Nightfall? I’ve asked Mikee to talk a bit about each gun we’ve added, what they bring to the table and where they fit.

Mikee: Having a proper theme for this update (night combat) made for some interesting weapon choices. We started off our brainstorming with feedback and survey data that indicated players wanted to see some Breacher weapons. The Honey Badger and AS Val, being low profile, subsonic, integrally suppressed, and in the case of the AS Val often requested, were a natural fit. Their tactical appeal, stealthy special operations function, and unique aesthetics checked all our boxes. They’ve got high fire rates, but very low muzzle velocities, and are built strictly for close quarters fighting.

The Sterling, Grease Gun, and Welrod were our spicier, less conventional choices. One of the things you’ll see a lot in real life in the conflicts from which we drew inspiration is old ass weapons. We found that our Sterling from Insurgency 2014 and Grease Gun from Day of Infamy, having integral suppressors and low muzzle velocities, fit well not just with the theme of the update, but in the setting. Plus, fun fact, the Grease Gun still sees use today with the Philippine Navy and Marine Corps as the “M3 Spec Ops Gen 2”. In the fiction of our game, these cheap weapons, still leftover from WWII, were shipped out to use in the fight against the insurgency. After all, local security forces often need to make economic choices. The Welrod also from Day of Infamy, frankly, is a bit of a joke and a meme gun. When we brought it up internally, we all laughed out loud at the idea. A bolt-action integrally suppressed pistol that could receive all of our upgrades was just hilarious to us. We decided to go for it. It does have some use as an extremely quiet and free backup weapon, and we also found it was a riot to use in a Welrods Only limited time playlist. So you can look forward to that! All of these new weapons when suppressed can only be heard at up to half the distance of all other suppressed weapon sound radiuses in the game, so they’re perfect for your flankers and your sneakers.

Coming with these new Breacher weapons is the removal of the AKS-74U and Mk 18 CQBR from the Insurgent and Security Breacher classes respectively, so that they’ll only be available for the Advisor classes. With this change we aim to give Breacher and Advisor more distinct gameplay roles, weapons, and equipment. We also want to make it where all specialized classes (Breacher, Advisor, Marksman, Gunner) have unique weapons not shared with other classes. This will make unlocking each class (a new mechanic we’re introducing in 1.7) more meaningful. We’ll be improving the Advisor class a bit too in line with this change. We’re giving their weapons access to optics from the opposite team in Versus and reducing the AKS-74U to 3 supply points instead of 4.


[h2]Patch 1.6.3[/h2]
On May 26, we released patch 1.6.3 for Sandstorm. This patch was set to address a number of issues that were impacting the community. In particular, the smoke visibility issue was a long-standing one which was causing a lot of grief for our players. The overlay that we introduced put smoke in a better state than it was previously but is still being actively iterated on. We are actively looking to improve the consistency of when the smoke overlay is triggered and ensure the colouration of smoke is correct. We’ve been reading through the feedback posted on the Steam Forums thread and will be using that feedback to help improve the system as part of our next minor update coming just after the release of Nightfall.

[h2]Operation: Clean Sweep[/h2]
With development on Nightfall wrapping up, we are starting to transition the team into bug fixing and optimization. Operation: Clean Sweep will allow our entire team to dedicate five weeks to cleaning up issues in our bug tracker, investigating and implementing new code-based optimizations, and addressing community feedback. Our Community Team regularly collects and provides feedback from multiple sources, including the Official Discord, Steam forums, and other community hubs. We will be releasing all these fixes as part of our minor update between 1.7 and 1.8. In our next SoP we’ll delve deeper into the specifics of what Operation: Clean Sweep will be including, but if you feel like there are specific longstanding issues that are due for some attention please communicate them on the Steam Forum Bug Thread.

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