Insurgency: Sandstorm - chaton


We're excited to announce that Insurgency: Sandstorm's full release will be available on PC today!

Prepare for battle with the new launch trailer, and then get online at 6pm CET/9am PST for your choice of co-op or competitive, large- or small-scale matches in this fictional, contemporary Middle Eastern conflict.
https://www.youtube.com/watch?v=nXQQDlTI89Q
Insurgency: Sandstorm is a game of team-based tactics and objective-oriented gameplay complete with player versus player, competitive matchmaking and co-operative game modes versus AI. Your soldier’s appearance, weapons, attachments, armor, and equipment are all up to you. Call in airstrikes, use vehicles with mounted weapons, and equip a wide range of specialist weaponry from grenades to drones to C4 explosives.

Prepare for a hardcore depiction of combat with deadly ballistics, light attack vehicles, destructive artillery, and unprecedented audio design putting the fear back into the genre. Death comes fast, ammunition must be carefully managed, and the environment must be tactically navigated at every step toward victory.



After months of closed beta testing for pre-order players and a successful Open Beta weekend, Insurgency: Sandstorm launches later today with an incredible amount of content for you to enjoy. Future updates will include new maps, vehicles, weapons, and more, all free of charge to avoid splitting the community.

We also invite you to read the latest blog by NWI CEO, Jeremy Blum where he discusses the future of Insurgency: Sandstorm and what you can look forward to as we continue to update the game!

We're excited to announce that Insurgency: Sandstorm's full release will be available on PC today online at 6pm CET/9am PST!

https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
Insurgency: Sandstorm - New World Interactive
We are releasing a patch to address some issues and perform some final polish to the game before release tomorrow.

New Content
  • Added a new “Ready Up” system for competitive matchmaking.
  • Added new player level icon for when surpassing level 999.
  • Added a new advanced video option “Keep Loaded Textures” which will prevent textures from de-loading. This option requires a lot of VRAM so should be used with caution and only on high tier machines.
  • Added new third person jump animations.
  • Added remaining Lesson video tutorials.
  • Added “Paper Plane” Tattoo for Security, and “Geometric A”, “Geometric B”, “Sword and Flowers” Tattoos for Insurgents.
Optimization
  • Improved hitching related to air support vehicles first spawning in.
  • Optimized eyebrow textures.
  • Optimized Insurgent pattern textures.
  • Optimized Security camo textures.
  • Optimized cosmetic ID textures.
  • Optimized Support Helicopter textures.
  • Optimized weapon LOD profiles with bone reductions.
  • Rebuilt all LODs for characters with proper bone LOD settings.
  • Rebuilt all LODs for all 3P weapons and weapon upgrades with proper bone LOD settings.
  • Optimized master materials and material instances.
  • Optimized vehicle textures and destroyed vehicle textures.
Visual Improvements
  • Player cosmetic loading will now begin in the Loadout menu and not at spawn. This should reduce cases of players initially spawning with missing cosmetics on slower HDDs.
  • Fixed visually illuminating foliage bug.
  • Improved consistency of normal scope experience across all weapons.
  • Updated soft padding glove cosmetic textures.
Bug Fixes
  • Potential fix to address the loss of input when transitioning between maps on dedicated servers.
  • Fixed an issue preventing the ready animations from playing on weapons fully.
  • Fixed an issue with the weapon not showing in the players hands in third person if equipped with an under barrel grenade launcher.
  • Fixed an issue where third person world models would not always show the correct attachments.
  • Fixed and issue where weapon attachments would not always show reliably in the Loadout menu.
  • Fixed an issue where the weapon model would occasionally disappear from the soldiers hands in the Class select menu.
  • Fixed an issue in the Tutorial Level where players could pick up the weapon instead of scavenging it as instructed.
  • Fixed an issue causing the third person vaulting animation to not always properly trigger.
  • Fixed an issue where a weapon model could be seen at the player’s feet when using an under barrel grenade launcher.
  • Fixed an issue where smoke grenades would trigger the Incoming Grenade VO response.
  • Fixed a localization overflow on the post match cosmetic badge UI element.
  • Fixed an issue with the Security gas mask texture.
  • Fixed an issue where smoke mortar projectiles would sometimes be left in the world after detonation.
  • Fixed improper player level colors in the scoreboard.
  • Fixed the round start music from playing during the Tutorial Level when you respawn.
  • Fixed an issue where fire support reminder and available lines would play during the Tutorial Level.
  • Fixed an issue where the Nvidia Highlights button would not be hidden in the game menu when set to to not activated.
  • Fixed a startup process for Nvidia Highlights which would prompt some users to give permission to Nvidia to record highlights.
  • Fixed an issue with the fire support indicator which would prevent it from showing under certain circumstances.
  • Fixed an issue where key action hints and Lesson hints would not show the correctly bound key if the user selected the alternative toggle or hold version of the default action.
  • Fixed a typo in the advanced video settings.
  • Fixed an issue causing foliage in certain maps to be overbright.
  • Fixed an issue where the vaulting prompt icon would not show.
  • Fixed multiple issue with the video setting menu in regards to resetting and saving behaviours.
  • Fixed a localization overflow issue with the matchmaking progress UI element.
Gameplay Improvements
  • Versus Firefight match length adjustments:
    • 4 rounds total.
    • Team swap every 2 rounds.
    • Win limit 3 rounds.
  • Reduced the number of fire support rounds fired for:
    • Explosive Artillery
    • Smoke Artillery
    • Chemical Mortars
    • Explosive Mortars
    • Smoke Mortars
    • Rocket Barrage
  • Reduced vehicle usage in Push to only spawn one vehicle at the start of the round, and another if the attacking team runs out of waves while still attacking the first objective.
  • Vehicle impact deaths should now trigger the gruesome death VO response.
  • Slightly increased overhand grenade throw range.
  • Lowered the density of glass to allow for easier bullet penetration.
  • Reduced vehicle glass health slightly.
  • Disallowed players to jump while priming and throwing grenades.
  • Smoothed out transitions for third person strafe animations.
AI Improvements
  • Bot “zeroing in” now begins when they start firing at their enemy, instead of when they first see an enemy. This fixes bots becoming too accurate too quickly, resulting in unfair and unpredictable deaths.
  • Increase accuracy of bots when they are “zeroed in”, ensuring they always kill a player they have been aiming at for long enough.
User Experience Improvements
  • Auto profile in the video setting menu should now be more accurate when suggesting video settings for the player.
  • Automatic benchmark should now run propery the first time the game is run.
  • Admin menu should now list the correct map names.
  • Updated the server browser caution message to better inform players of differing experience when playing on unofficial servers.
  • Updated translations for all supported languages with various bug fixes and improvements to the localization.
Map Balance & Fixes

Hideout
  • Reduced memory footprint for loading static meshes.
  • Fixed players able to hide in some large scatter rocks on Push Security A.
  • Smoothed out bot navigation.
  • Increased number of bot cover positions to eliminate potential AI spawn issues.
Farmhouse
  • Reduced memory footprint for loading static meshes.
  • Fixed spawn camping issues on Security Firefight West spawn.
  • Restricted access for an out of bounds area.
  • Adjusted vehicle insertion path on Checkpoint Insurgents.
  • Fixed several minor issues.
Refinery
  • Reduced memory footprint for loading static meshes.
  • Fixed fence materials.
  • Fixed an issue where the player had to jump at the top of the stairs.
Summit
  • Reduced memory footprint for loading static meshes.
  • Adjusted Push Insurgents and Push Security restricted areas.
  • Reduced particles on the main Market street to address performance issues.
  • Smoothed out bot navigation.
  • Adjusted insertion vehicle path on Checkpoint Insurgents.
Precinct
  • Reduced memory footprint for loading static meshes
  • Fixed a bug where player could vault through an awning.
  • Fixed a restricted area so players won’t think it is a flank on Push Insurgents.
  • Adjusted restricted areas in Firefight East, Push Insurgents, Push Security, and Skirmish.
  • Fixed several minor issues.
Crossing
  • Reduced memory footprint for loading static meshes.
  • Fixed an issue with a supply cache on Checkpoint Insurgents.
Insurgency: Sandstorm - Jonny-Higgins

Hi everyone,

We would like to thank you all for joining us last weekend for our open beta test. Our team have been busy scouring the forums and listening to in-game feedback from the hundreds of thousands of you who joined us over the weekend. We learned a lot of valuable information to help us improve the game ahead of our launch on Wednesday.

The open beta is now over, however, if you enjoyed our experience you can continue playing Insurgency: Sandstorm right up until release by pre-ordering the game. Pre-ordering will grant you a 10% discount on the full retail price or a 20% discount via our loyalty deal for owners of the original ‘Insurgency’. Note that the Loyalty Discount does not stack with other promotions. Pre-ordering will also grant you an exclusive in-game “Bug Hunter” forearm tattoo for both the Security and Insurgent factions. Those of you who stuck with us during the pre-order beta have helped us in a big way in the hunt for bugs, and we think it’s fitting to recognize that.

(click to expand)

https://store.steampowered.com/app/581320/Insurgency_Sandstorm/

Wednesday’s launch is just the beginning. We are committed to continuing to iterate and improve on the Insurgency experience for years to come. You can see a sneak preview of some of the cool features and content we plan to add post-release in our recent blog post “The Insurgency legacy continues” by New World Interactive's CEO and founder Jeremy Blum. You can also follow our team's progression and updates by adding Insurgency: Sandstorm to your Steam Wishlist.

We've got a lot of exciting things planned for launch, and we look forward to seeing you in the servers on launch this Wednesday!

Insurgency: Sandstorm - contact@rockpapershotgun.com (Dominic Tarason)

Gritty tactical team shooter Insurgency: Sandstorm launches next week. New World Interactive’s dusty game of desert warfare – both competitive and co-op – arrives on Wednesday, December 12th. Those wanting to sample its buffet of harrowing desert war scenarios can try it free right now – currently live and running until 5pm GMT on Monday, the current beta build is open to all, accompanied by a major update detailed here. There’s a new map, an offline training level, improved character models and some major optimisations. Below, a video explaining its many modes.

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Insurgency: Sandstorm - Netheos


Insurgency: Sandstorm free Open Beta weekend has started!

Starting today and running through the weekend, an open beta period will invite everyone to try the game for free on Steam. This includes every map, weapon, coop & PvP game mode and all other content found in the final game.

Competitive matchmaking will be available on full release. The game is now playable totally for free to everyone on PC for this limited period between 8am PST today through 9am PST Monday. We look forward to your feedback and we hope you enjoy the beta this weekend!

https://www.youtube.com/watch?v=1nlqH5zReDA
Insurgency: Sandstorm is a game of team-based tactics and objective-oriented gameplay in a fictional, contemporary Middle Eastern conflict, complete with player versus player, competitive matchmaking and co-operative game modes versus AI. Your soldier’s appearance, weapons, attachments, armor, and equipment are all up to you. Call in airstrikes, use vehicles with mounted weapons, and equip a wide range of specialist weaponry from grenades to drones to C4 explosives.



Prepare for a hardcore depiction of combat with deadly ballistics, light attack vehicles, destructive artillery, and unprecedented audio design putting the fear back into the genre. Death comes fast, ammunition must be carefully managed, and the environment must be tactically navigated at every step toward victory.

We also invite you to read the latest blog by our CEO, Jeremy Blum where he discusses the future of Insurgency: Sandstorm and what you can look forward to as we continue to update the game!

Those who pre-order Insurgency: Sandstorm receive a 10% discount as well as an exclusive in-game tattoo cosmetic to show their veterancy in the years to come. An additional 10% loyalty discount will be given to fans that own the original Insurgency. This additional discount will be offered until the end of March 2019.

Insurgency: Sandstorm releases December 12 on PC and the free Open Beta weekend starts today. Insurgency: Sandstorm will come to consoles in 2019.

https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
Insurgency: Sandstorm - New World Interactive


Hey everyone. For the start of today's open beta, we are releasing a couple hotfix to address some of the issues from yesterday’s major update. If you're new to Sandstorm we highly recommend you check out the latest overview trailer to familiarize yourself with the game before you jump in:

https://www.youtube.com/watch?v=r3ZAJ6l-7s4

See the full changelog below and enjoy.

Stability Fixes
  • Fixed a potential crash due to animations.

Bug Fixes
  • Fixed an issue where users with non-english language operating system settings were getting a mixture of English and their operating system language in-game when set to English in Steam.
  • Fixed an issue where ragdolls would no longer perform their ragdoll animations and always consider themselves to have been shot in the head.
  • Fixed bots being forced out of their counter-attack vehicles.
  • Fixed cosmetic issues with suicide bombers.
  • Fixed missing composite LODs for the suicide bomber.
  • Fixed missing physical assets for the suicide bomber.
  • Fixed suicide bomber holding a knife instead of the IED detonator.
  • Fixed an issue with suicide bombers spawning inside counter-attack vehicles.
  • Fixed an issue with loading hints getting scaled incorrectly.

User Experience Improvements
  • Pre-order and submit feedback links in the Main Menu will now open in the Steam overlay instead of an external browser.

Known Issues
  • Minor hitching in some areas of ‘Precinct’ on minimum spec PCs. This will be addressed for launch.
  • Getting killed while vaulting can cause animation issues on respawn.
  • Doors can appear desynced for certain clients after a map change on community servers.
  • Competitive matchmaking has been removed temporarily to improve user flow. It will return before launch.

-------

Previous Hotfix Patchnotes from earlier today:

New Content
  • Improved suicide bomber model.
  • Added Summit back to the list of available matchmaking maps.

Stability Fixes
  • Fixed a potential animation related crash.
  • Fixed a potential crash caused by deploying bipods on surfaces.
  • Fixed a potential crash when weapons are equipped.

Bug Fixes
  • Fixed a bug where the suicide bomber in Checkpoint would be invisible.
  • Fixed multiple UI elements that would overflow in languages other than English.
  • Fixed an issue where objective letters were sometimes mis-translated in languages other than English.
  • Fixed an issue with loading screen hint alignment.
  • Fixed an issue with the Customize menu where clicking on a cosmetic variation made it disappear.
  • Fixed an issue with the Gunship call in sequence in the Tutorial Level.

Map Balance & Fixes
  • Hideout
    • Adjusted restricted area for objective F on Checkpoint Insurgents.
  • Farmhouse
    • Removed spawning positions near Checkpoint Insurgents vehicle insertion point.
  • Crossing
    • Moved several supply crates and objective weapon caches to fix collisions with nearby objects.
  • Summit
    • Fixed lighting issues on foliage.

Known Issues

  • Minor hitching in some areas of ‘Precinct’ on minimum spec PC’s, will be addressed for launch.
  • Players with an operating system language other than English who also run the game in English will experience issues where only parts of the game are translated. We will be releasing another small hotfix soon to address this.
  • Getting killed while vaulting can cause animation issues on respawn.
  • Doors can appear desynced for certain clients after a map change on community servers.
  • Competitive matchmaking has been removed temporarily to improve user flow. It will return before launch.
  • The suicide bomber will occasionally spawn with multiple overlapping cosmetics.
  • Certain loading screen hints may be scaled incorrectly.
Insurgency: Sandstorm - New World Interactive
Insurgency Sandstorm Pre-Order Beta Update Highlights - December 7th, 2018
Hello everyone. Today we’re releasing an update to address feedback we’ve heard from the Insurgency: Sandstorm community in anticipation of the start of the game’s open beta weekend (which runs from Friday, Dec 7 – 5PM CET / 8AM PST to Monday, Dec 10 – 6PM CET / 9AM PST).

The highlights below represent a small portion of the 1,000+ changes to Sandstorm from the last update, but shouldn’t be considered a full change log. We expect to release a full list of changes sometime soon. We look forward to your feedback and we hope you enjoy the beta this weekend!

We also invite you to read the latest blog by our CEO, Jeremy Blum where he discusses the future of Insurgency: Sandstorm and what you can look forward to as we continue to update the game!

New Content
  • Precinct map.
  • Added Crossing back to the list of available maps.
  • Mercenary voice option for Insurgents.
  • Training Level in the Tutorials section.
  • Improved character models:
    • Refitted, reoriented, and further detailed gear with items like flex cuffs, duct tape, paracord, glowsticks, punch knives, etc.
    • Added new backpacks. Light and Heavy Carriers now have an associated backpack unique to each faction.
    • Added thigh holster and thigh pouches for Security depending on Carrier.
    • Thickened Insurgent character proportions.
    • Reweighted characters, resulting in more natural movement.

  • Localization for all supported languages.
  • NVIDIA Highlights support. To activate, go to Settings and it will be under the GAME tab in its own section. To open your saved NVIDIA Highlights, click the Highlights button under History from the main-menu or the dedicated button in the in-game menu (when pressing Escape). Please make sure you are using GeForce driver 417.22 or later.
  • Credits in the Main Menu section.
  • Temporarily removed M005 to be redesigned and added back as soon as possible post-release.

Optimization
  • Pawn reuse system: Characters are no longer destroyed and recreated but instead hidden and teleported to the correct location on death and respawn. This vastly reduces any gamethread hitches on spawns and objective captures.
  • Cosmetic pooling system: Appearance items are cached in one of two pools, one for alive characters and one for ragdolls, meaning logic for cosmetics only ever needs to be initiated twice. This creates substantially less hitching caused by cosmetic logic.

Stability Fixes
  • Fixed crash related to receiving voice data while loading a map.
  • Fixed a crash that would occur when changing resolutions while rendering the SMAA 1x anti-aliasing shader.

Bug Fixes
  • Fixed melee attacks going through walls.
  • Fixed scope pictures not taking super-sampling into account.
  • Fixed the fade out upon death not being propagated to other players that are spectating the dying player.
  • Fixed issue where shell ejections would not appear on suppressed weapons.
  • Speed reloads now correctly deduct weight from the player.
  • Disabled melee when interacting with a grenade.
  • Fixes for potential weight and stamina desync.
  • Fixed bipod clearance not being rechecked during a stance transition.
  • Fixed bipod view when watching a player in spectator.
  • Fixed issue where some menus would stay on the screen between map changes.
  • Objective and teammate opacity settings will now be saved between sessions.
  • Added a one second delay between chat messages to prevent chat flooding.
  • Fixed reloading looping when spectating a player using a singly-loaded weapon (shotgun/bolt-action rifle).
  • Fixed spectator not allowing you to move in the freecam if you were previously assigned to a team.
  • Fixed weapon switching not correctly showing the weapon in spectator.
  • Fixed the FOV of low quality scopes in spectator.
  • Fixed suppression from rockets occuring after projectile had exploded.
  • Fixed magazine not appearing on weapon when interacting with underbarrel grenade launcher.
  • Fixed third person mesh for underbarrel grenade launchers not showing weapon upgrades.
  • Removed in-game menu being bound to keypad plus (+) by default.
  • Fixed crash when joining a server in the process of changing maps.
  • Fixed disconnect that occurs when transitioning to the same map that was previously played.
  • Fixed issue with not being able spawn after being a spectator and joining a team.

Gameplay Improvements
  • Added audio cue for close passes from rocket projectiles.
  • Reduced suppression radius of rockets.
  • Added “Chemical Gas” spotted VO.
  • Added “Ask Status” VO after capturing an objective with teammates.
  • Increased Minigun Support hover time from 30 seconds to 40 seconds.
  • Increased Gunship hover time from 15 seconds to 25 seconds.

AI Improvements
  • Added shotguns to AI loadouts.
  • Added “Path Skipping” and “Dangerous Corner” detection to AI drivers, allowing them to drive much faster without crashing.

User Experience Improvements
  • All menus now have detailed explanations of settings and options.
  • Added options for disabling View Bob and Camera Animations.
  • Added separate sensitivity scale options for each zoom level.
  • Added direct connect by IP option to server browser.
  • Voice muting can now be chosen for individual players or an entire team.
  • Muting a player will now mute their text chat.
  • Spectating a vehicle in third person will no longer lock the rotation of the camera.

Visual Improvements
  • Improved shading for sunglasses with added support for translucency.
  • Implemented a new hair shader and added multiple hair color variations.
  • Players that have died in vehicles can now be dismembered.
  • Reduced ghosting artifacts caused by translucent geometry being composited into the frame before the temporal anti-aliasing algorithms have run.
  • Updated the flash bang effect to display an after-image of the moment the player got flashed.
  • Reduced the chances of camera clipping when viewing the world from a ragdoll’s perspective.
  • Polished multiple weapon models and textures for M16A4, M16A2, M9, AK-74, M24, L85A2, Mk 14 EBR, M249.
  • Added new C79 scope model.
  • Updated textures for AK foregrips.
  • Added belt link ejection for M249 SAW.

Map Balance & Fixes

Hideout
  • Optimized assets to reduce memory usage.
  • Reworked HLODs to reduce draw calls.
  • Reduced particle effects to improve performance and readability.
  • Did an interior lighting pass to improve readability and performance.
  • Fixed numerous gameplay and visual issues.
  • Made various visual improvements.


Farmhouse
  • Optimized assets to reduce memory usage.
  • Reduced particle effects to improve performance and readability.
  • Reworked C objective on Push Insurgents scenario.
  • Fixed numerous gameplay and visual issues.
  • Made various visual improvements.


Refinery
  • Optimized assets to reduce memory usage.
  • Reworked HLODs to reduce draw calls.
  • Reduced particle effects to improve performance and readability.
  • Made various gameplay adjustments to improve Push Insurgents scenario.
  • Made various visual improvements.

Known Issues
  • Getting killed while vaulting can cause animation issues on respawn
  • Trees in the Summit map have broken lighting, so we have temporarily removed the map from matchmaking. The map is still available for play on community servers and in local play. We will reintroduce the map to matchmaking as soon as this is addressed.
  • Doors can appear desynced for certain clients after a map change on community servers
  • The competitive Firefight matchmaking has been removed temporarily to improve user flow. It will return before launch
Insurgency: Sandstorm

The team-based tactical FPS Insurgency: Sandstorm is set to go live on December 12, and before that happens you'll have the opportunity to play it for free in an open beta that will begin on December 7 and run through the weekend. To give players an advance look at what's in store, developer New World Interactive has put up a "gameplay overview" trailer showcasing co-op and PvP game modes, environment, audio, vehicles, movement, and plans for post-release content. 

The video emphasizes Insurgency: Sandstorm's commitment to realism: Some surfaces can be penetrated by gunfire, bullets slow and drop over long ranges, and the HUD is basically non-existent. "Insurgency is all about immersion," the narrator says. "We keep our HUD very minimal. There's no kill feed, hit markers, or anything that might distract from the action in front of you. The only way to confirm a kill in Sandstorm is to watch the body drop." 

New World Interactive is currently working on a "massive update" that will go live when the beta begins; the studio said it will be "a big content upgrade on the current closed beta offering," including "the full map pool, character improvements including new voice lines, an optimization pass, and much more." 

It did not say, however, whether it will address the AI shortcomings we talked about in September preview

"When it comes to combat, Sandstorm delivers that trademark Insurgency brutality with gusto, even in beta. The Insurgency series has always leaned towards realism where it could, and that continues here," we wrote at the time. 

"Unfortunately, the AI is going to need a significant amount of work as well. There are moments where it can seem clever: planning an ambush or lying in wait in dark corners for unsuspecting players. At other times, an enemy might spin 180 degrees to pick players off across the map, or become so focused on one player that they completely ignore others and expose themselves for an easy kill." 

If you just can't wait until Friday to start shooting at people, immediate access to the ongoing closed beta can be had by preordering the game on Steam. It's currently available for ten percent off the regular $30 price, with another ten percent cut for owners of the original Insurgency. 

Insurgency: Sandstorm - Netheos


Insurgency: Sandstorm brings action-packed, nerve-wracking modern military combat on Friday, December 7 and running through the weekend, as an open beta period will invite everyone to try the game for free on Steam.

To get potential players ready, the new Gameplay Overview Trailer, commentated by the developers, breaks down all the ways Insurgency: Sandstorm is unique, from the high lethality gunplay, to an atmospheric minimal HUD, to Commander-Observer tagteams calling in fire support, to the extensive character and weapon customization, to the very design of maps, modes, and even sound.

https://www.youtube.com/watch?v=1nlqH5zReDA
New World Interactive’s lead game designer Michael Tsarouhas narrates the action, explaining every movement, explosion, and pull of the trigger. Across eight minutes of gameplay footage he explains how New World Interactive combined the best of shooter fundamentals with a realistic approach to ballistics, equipment, and other gameplay factors, creating an incredible FPS experience. Everything you see - from weapons to vehicles to maps and modes - will be available in the Open Beta for everyone.

We are currently putting the finishing touches on a massive update to deploy when the Open Beta starts, representing a big content upgrade on the current Closed Beta offering. This includes the full map pool, character improvements including new voice lines, an optimization pass, and much more.



Insurgency: Sandstorm is also available in an ongoing pre-order beta, with thousands of players already playing, testing, and providing feedback on everything from weapon balance to optimization improvements. Updates and patches have been regular, taking community feedback into account as well as providing new content for those of you who decided to jump in early.

Those who pre-order receive a 10% discount alongside their instant access to the pre-order beta, as well as an exclusive in-game tattoo cosmetic to show their veterancy in the years to come. An additional 10% loyalty discount will be given to fans that own the original Insurgency. Note that the Loyalty Discount does not stack with other promotions. This additional discount will be offered until the end of March 2019.

If you have any questions about Insurgency: Sandstorm for the team, we'll be hosting a Reddit AMA today (Dec 4th) at 12PM EDT. Join us there!

Insurgency: Sandstorm releases December 12th on PC. Steam pre-orders are available now and grant instant access to the ongoing beta testing phase.


https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
Insurgency: Sandstorm - Netheos


Hello everyone. Today we are releasing a patch to address some issues and respond to some of the feedback from last week’s major update. We hope everyone enjoys the changes, and we look forward to joining you on the servers!

Stability Fixes
  • Added potential fix for “Kicked from server: host closed the connection” issue that some players are facing related to Steam Authentication.
  • Fixed a potential startup crash.
Optimization
  • Changed the default scope setting to use a traditional zoomed in scope view which has better performance. Players may still select the realistic “Picture-in-picture” scope option if they prefer.
  • Ragdolls now enter a sleep mode when they’ve become inactive, so they will no longer simulate client-side physics when nothing is happening to them.
  • Reduced appropriate weapon textures from 4k to 2k resolution including M45, L106A1, Tariq, MP7, Uzi and vehicle mines.
  • Optimized texture streaming for some particle textures.
Bug Fixes
  • AI
    • Fixed an issue with bots spawning inside vehicles during Checkpoint that were intended for the human team.
    • Fixed an issue where bots firing semi-automatic or bolt action weapons would not be audible.
  • Characters
    • Fixed an issue where giant characters could occur when using the bipod.
    • Added various fixes for Headgear and hair for some heads.
  • Weapons
    • Fixed an issue with the Uzi and AKS-74U iron sights being misaligned.
    • Fixed an issue where cycling the bolt of a weapon occured before releasing the mouse button. Firing and holding down the fire button should now properly delay the cycling of a bolt-action rifle or pump action of a shotgun.
    • Fixed an issue where when planting mines there was a slight delay after the animation completed before they would be planted.
    • Fixed duplicate compensators and flash hiders on Insurgent pistols in Coop.
  • Server Admin
    • Fixed an issue with Rcon when submitting an incorrect password.
Gameplay Improvements
  • Reduced horizontal recoil for assault and battle rifles by 10%.
  • Slightly sped up normal (non-sprint) Aim Down Sights speed across all weights.
  • Increased drivable vehicle window health slightly to make players inside less vulnerable.
  • Reduced mine planting time from five seconds to 3.4 seconds.
AI Improvements
  • Reduced bot quota from 6/12 to 3/12 to make lower player counts easier.
  • Bots should be less aggressive with grenades, and try to allow targets some time to flee before they explode.
  • Bots should now properly ignore targets with spawn protection.
User Experience Improvements
  • Settings Menu
    • Added mouse smoothing option.
    • Added gamma option.
    • Updated “Scope Setting” options, which are now referred to as “Normal” and “Picture-in-picture”.
  • Server Browser
    • Added ability to click on a column and sort the results.
    • Added the following filter options:
      • Show Full
      • Show Empty
  • HUD
    • Removed the Fire Mode display for weapons that don't use bullets (e.g. grenades, knives, etc.)
  • Round Victory Screen
    • Improved map voting screen so that longer scenario names (such as “Checkpoint Insurgents”) fit the voting buttons.
  • Loadout Menu
    • Implemented stripper clip and scope deny text support. This indicates to the player if there are any conflicting upgrades when hovering over the upgrade.
  • Server Admin
    • Added server admin config option bCounterAttackReinforce to Checkpoint which allows the human team to be reinforced at the start of every counter-attack. This is not on by default and is intended to be an option for custom servers.
Visual Improvements
  • Animations
    • Updated the menu idle animation.
    • Updated rifle, pistol and launcher sprinting character animations.
  • Customize
    • Improved textures for the following Insurgent items:
      • Polo Plain
      • Polo Striped
      • Button Rolled
      • Button Sleeves
      • Button T
  • Ragdolls
    • Reworked head and neck constraints and added linear damping.
    • Improved the speed at which ragdolls will stop simulating physics if they haven’t encountered any large physical forces. This should reduce instances of jittering ragdolls.
  • Weapons
    • Scaled down the suppressor for the AKM, AK-74 and Alpha AK.
    • Updated the scale of all third person flash hiders and compensators.
  • FX
    • Fixed some scaling issues with third person muzzle flashes.
Map Balance & Fixes
  • Refinery
    • Revised Push Insurgents scenario and expanded it to five objectives.
    • Adjusted Push Security B building to make it capturable on both floors.
    • Improved bot navigation at Security Checkpoint B and Insurgent Checkpoint D.
    • Fixed being able to leave the playable area near the Insurgent starting spawn in Skirmish.
    • Fixed an issue where players could get stuck inside a silo near Push Security B.
    • Made various gameplay adjustments to improve level flow and balance.
    • Made various visual improvements.
  • Farmhouse
    • Reworked a wall that affects line of sight into Insurgent B spawn on Push Security.
    • Improved player navigation around fences at Insurgent A spawn on Push Insurgents.
    • Moved Insurgent B spawn further forward on Push Security.
    • Removed window fence at Insurgent B spawn on Push Security.
Known Issues
  • The weapon ready animation when spawning in doesn't finish playing.
  • Magazine will disappear on a weapon in first person view when you switch to an under barrel grenade launcher.
  • Gas Masks don't show on characters who have equipped them.
  • When a player is ejected from a vehicle after being killed, their ragdoll will disappear.
  • Party members cannot communicate through VoIP.
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