Insurgency: Sandstorm is the sequel to multi-million selling Insurgency by developers New World Interactive.
Designed to retain what made Insurgency great, and build upon it, the FPS epic comes enhanced and expanded as a new game in Insurgency: Sandstorm, coming to PlayStation 4, Xbox One, and PC. It will come with the addition of a host of new modes and content to be revealed later, including a new Story Mode. This story is playable cooperatively as a squad of up to four players (two player split-screen) or alone, and is explored in the E3 Trailer.
In Insurgency: Sandstorm’s Story Mode, players will travel as a party cut off from support across a war-torn landscape on a new mission that is deeply personal.
The trailer is narrated by one of the main characters in the game, a U.S. Army veteran turned volunteer soldier, who finds himself on an unexpected journey alongside a female fighter native to the region and a few other characters yet to be introduced. Their objectives have aligned, and their vision of the war blurred as it touches each of them in different but converging ways.
Like Insurgency, the gameplay of Sandstorm rewards teamwork and objective-play over personal success. Players will see new features such as drivable light vehicles, character customization, unlockable cosmetic items, fire support requests, ranked matchmaking, and more.
Insurgency: Sandstorm will release on PS4, Xbox One, and PC.
Join community content producer Ryan Yuan for our weekly livestream on the official New World Twitch channel. These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us. Today we will be playing some Day of Infamy PvP and Coop while answering some questions and giving away some game keys!
Come on out to the stream to try to win some keys and have some fun, the server will be open and all are welcome!
Join community manager and voice actor director Michael Tsarouhas for our weekly livestream on the official New World Twitch channel. These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us. Today we will be playing Insurgency as we answer questions and have a good time!
Come on out to the stream to say hi or join us ingame, the server will be open and all are welcome!
We are releasing a patch today to address some issues with the game. We have removed the Compete section as it requires maintenance and resources that we have allocated elsewhere. When we launched the Compete section of Insurgency, our intent was to continue iteration on the system and game design of what ‘Competitive’ could be. However, as we outlined in a recent blog post, our priorities have shifted. As a testing grounds, the experiment was successful as we have learned lessons that are influencing how we design and implement features, such as stats and rankings, into our games. Thank you to the competitive players that offered their feedback and time with the system.
Full changelist below:
Bipod can now be toggled during the transition to prone or while the weapon is being drawn.
Bipod is no longer retracted when crawling.
Added drop shadow to chat text.
overview_alpha cvar now affects the transparency of spawn zones and restricted areas. Added overview_bounds_alpha that can control the transparency of these elements independently.
Fixed some issues with gamemodes (Skirmish and Occupy) where round-specific state wasn’t being reset correctly leading to some gameplay issues.
Fixed VIP not showing the correct icon in Ambush.
Updated ragdoll collision settings and fixed ragdolls occasionally jumping on death.
Fixed firemode saving not working between sessions.
Fixed stats system.
Updated translation files.
Crash handler will no longer submit crash dumps for previous versions of the game.
Removed cvar sv_nwi_banlist in favor of game bans.
Fixed issue where a player spectating could not click on living players to spectate them.
Fixed a rare issue where player would randomly disconnect after joining a server and after map change.
Re-added Kandagal Ambush, Heights Ambush, Sinjar Ambush and District Ambush that had been previously removed from the tactical playlist.
HLMV now includes a material parameter editor and new 3-point lighting setup.
Fixed issue with CVEngineServer::ChangeLevel in SourceMod.
Unrestricted the maximum value of mp_coop_lobbysize. The game will use the squad size to determine the maximum number of players if mp_coop_lobbysize is set higher.
We are releasing a patch for Insurgency today that includes the addition of BattlEye anti-cheat, fixes to Ambush mode, Competitive playlist tweaks, and many more improvements and bug fixes.When we introduced BattlEye in Day of Infamy, there were many questions and concerns. If you are looking for more information about BattlEye's implementation, please view this blog post.
UPDATE 2-9-17: We are releasing a hotfix for Insurgency today to fix some issues. You can see those changes here.
Full changelist below:
Added BattlEye anti-cheat to official multiplayer playlists.
Restricted areas and spawn zones now appear on the tactical map.
Reduced the amount of players required to enable multi-point mode in Ambush from 16 to 10.
Increased penetration power of UMP-45 and AKS-74u.
Added slight delay before the crawl animation starts when moving while prone. This allows the player to make slight adjustments without the weapon being lowered.
Removed Ambush and Skirmish from Competitive playlist.
Capture time increased to 25 seconds from 20.
Games will now last longer (win limit changed from 4 to 6, max rounds from 8 to 11, teams switch every 5 rounds).
Reduced the effectiveness of heavy armor against standard 9mm rounds.
Revised the costs and availability of many weapons and upgrades.
Revised class makeup.
Foregrips available to the Security Rifleman (3 supply) and Insurgent Sapper (TOZ, 1 supply).
Supply is awarded on player death in addition to touching the spawn zone.
Shotgun damage and penetration slightly increased.
Fixed error model when the Security Demolitions class has no armor.
Fixed Holographic and 1x Red Dot missing from some classes.
Updated shaders for character and viewmodel arms.
Stability and Performance Improvements
Implemented D3D9Ex which results in much lower memory usage on newer versions of Windows and improves alt+tab speed.
The theater system now only loads referenced assets to save memory.
Fixed audio cache system to properly cache metadata of streamed Ogg files. This should results in less hitching when VO lines are heard for the first time.
Player animations are no longer calculated twice per frame.
Fixed a sv_pure bypass exploit.
Fixed huge jump view punches after coming back from an alt+tab.
Fixed incorrect player models in Conquer.
Fixed exit impacts for bullet penetration.
Fixed a bunch of classes having the incorrect viewmodel hands.
Fixed the SKS having no prone transition animations in third person.
Fixed mp_maxgames cvar.
Added missing night Ambush scenarios to Tactical playlist.
Fixed achievement crash.
Reverted Market and Revolt Ambush layouts to previous versions due to community feedback.
Fixed restricted area exploit in Dry Canal.
Fixed ledge exploit on Market.
Fixed Drycanal_night being pitch black even with nightvision.
Removed logic_ gamemode entities. The gamerules object now represents the gamemode rather than it being tied to a separate entity. Sourcemod plugins may need to be updated to reflect this change.
Raised the model precache limit.
Model and WorldGGX shaders from DOI are available to modders.
The “allowed_items” block in a player class will now override any team restrictions on those items.