My name is Derek, and I am the Head of Production at New World Interactive. I hope that the winter season has not been too unbearable for everyone! As we get ready to enter the Spring, it’s time for this month’s SoP! With the 1.6 update around the corner, I can now more concretely detail what to expect in this update.
Key Points of State of Production #6
New Map: Power Plant
New Guns: Tavor 7 + ACE 52
New Cosmetic Items
CTE Feedback
Evolving our Communication Strategy: Community Blog Revival!
Regarding stability issues, crashes, and “ghost bullets”
Replay and Spectator Improvements
Dynamic Main Menu + Alert Improvements
New Map: Power Plant
I’ve invited our Level Design Director, Jeroen van Werkhoven, to provide some commentary on how we chose the setting for this map, as well to discuss some detailed aspects related to Power Plant.
"Hello! I'm Jeroen van Werkhoven, the level design director at New World Interactive." I want to share some more info about our new upcoming map. Power Plant is a fast, action-paced map, designed around CQB principles. There may be an enemy around every corner, which makes this map a lot more intense to play than any of our previous levels. Always have someone watching your back!
For the theme of this map, we wanted to try something different. Early in development, we came up with the idea to try a more green environment. We used reference material from Northern Iraq and Chernobyl, as well as other locations, and turned Power Plant into an abandoned, overgrown industrial site with a giant dam looming over the map, making it visible from almost anywhere. We believe it adds more visual appeal, and the player can use the dam as a beacon to navigate through the map. I'm very proud of everyone on the team who was involved in the creation of Power Plant. We hope you enjoy it as much as we did creating it!”
New Guns: Tavor 7 + ACE 52
We’re adding two new weapons to the game in update 1.6. I thought the community might appreciate hearing more about how we selected the weapons, so I’ve invited Mikee to provide some color commentary on the decision-making process.
“Hey everyone, Michael Tsarouhas (or Mikee) here. I’m the lead game designer on Sandstorm, and want to talk a little bit about the new guns we’re adding in update 1.6: the Tavor 7 for the Security Advisor class and the ACE 52 for the Insurgent Advisor class. These weapons were chosen for a few reasons. For one, both these weapons (or ones very much like them) have popped up in various forum posts and social media alongside other weapon requests. This makes sense, because our community surveys have indicated that our players have a high interest in modern weapons, specifically assault rifles. So in this update, we decided to go with newer weapons that look more cutting edge, ones that feel appropriate for a well funded or well experienced Advisor to carry. This is especially true with the Tavor 7, which is a relatively new weapon system that is essentially a TAR-21 chambered in those big ass 7.62x51mm NATO rounds. Both the Tavor 7 and ACE 52 fire fast and fire hard, serving as perfect assault weapons for CQB and firing through thick materials. While both these weapons are technically battle rifles, aesthetically and design-wise they are much like ARs. They serve an important and similar gameplay function as high caliber full-auto rifles.
Additionally, we have gotten a lot of feedback about the Security Mk 14 EBR and the Insurgent SVD being too common and too powerful as battle rifles. This makes sense since they’re the only two weapons that are shared between the specialized classes of Advisor and Marksman. Rather than just nerfing them and risk making them less useful for both or either of those two classes, the Tavor 7 and ACE 52 will replace them for Advisors and lean a little more in the assault weapon function. And now, every specialized class (Breacher, Gunner, Advisor, Marksman) has a unique primary selection.”
New Cosmetic Items
Security:
Insurgents:
Evolving our Communication Strategy: Community Blog Revival!
When I first started the “State of Production” blog, it was in an effort to be more transparent in regard to what we are working on and towards as a company. I ultimately would consider it to have been a tremendous success; it inspired engagement, generated feedback, and helped to shed light on what was happening behind the scenes within New World Interactive. I largely took this on because I felt it was necessary for the company to expand our front-facing communication efforts.
Over the past 9 months, I’ve been fortunate enough to ramp and recruit numerous talented individuals (many of whom I’ve referenced in previous SoP’s). With the evolution of our Community and Communications team, I believe that the time has arrived for me to hand off the vast majority of our front-facing communication responsibilities to the face, heart, and soul of our game; our Community Manager, DaraDef! While I’ll still draft a SoP near major releases, there will be substantially more updates relating to the game in the Community blog.
Dara has been instrumental in driving the growth and evolution of the way our company interfaces with our community. She is presently conducting live streams alongside Mikee, and playing with the community regularly. She is drafting and creating community sentiment reports, and now she has also opted to initialize our Community Blog. The first edition can be viewed here.
Regarding Stability Issues, Crashes, and “Ghost Bullets”
The last 30 days have been pretty challenging for us on a technical level. We had noticed an increase in reported issues pertaining to gameplay stability. Freezes that were taking place after a match starts, people were firing bullets that didn’t appear to be registering/doing damage as expected, random client crashes. We know this was an incredibly infuriating problem being faced by some of our users, and our team worked rapidly to replicate and resolve these problems. Between the utilization of our Support Desk via Nick Ward, and the curated and organized sentiment report drafted by DaraDef, we’re getting better at gathering, organizing, and acting upon community feedback as a whole. This is not always the easiest process; during sprint planning, we do our best to incorporate actionable feedback when and where we can to improve everyone’s quality of life.
However, we cannot create effective solutions without the proper data and details. While we are seeing an uptick in reports related to performance and stability problems, we are also experiencing dismal feedback and participation rates when we reach out seeking more detailed information.
In an effort to help make the community’s feedback more effective, I sat with our Technical Director, Support Manager, and Community Manager, and we’ve structured some documentation on how to best ensure we are able to act upon your feedback. You can view this document here. Our Player Support Manager, Community Manager, and one of our community moderators create bi-weekly "community sentiment" reports to give to our team. We comb through our Steam forums (including the CTE Sub-forum), as well as our CTE surveys, and collect community feedback from players regarding things like desired gameplay changes/suggestions as well as bug reports - especially things requested/reported by more than just a couple of players.
A lot of this feedback is taken into consideration, but there are a number of reasons why you may not see changes made: Production and QA need to decide on the priority level, how much time and resources would have to be put into it - can it realistically fit into the timeline along with current planned changes and features currently being worked? Additionally, we have to look into if it fits into the vision and identity of what Sandstorm is. It typically takes the studio 2+ weeks to slot in feedback into our production cycle as it stands; this should improve over time, as we continue to grow and ramp.
Camera, Replay, and Spectator Improvements
In order to improve the quality of life experience for new players, we have made some improvements to the Spectator camera. When a player dies, the camera will hover over their body and turn to face the direction of the killing shot or explosion that killed them. This will help new players gain a better understanding of dangerous areas of a map and curtail camping. Additionally, this should help new players to better “train” their eyes, with where to look when engaging various chokepoints. This feature is not available in Hardcore Checkpoint or Competitive. Community server admins will also be able to disable this feature on their servers and all players will have the option to turn this feature off in their game settings. When in this special mode, players can click to skip the camera or after a brief period they will be forced into regular spectator. To hear a detailed explanation of how it works from our lead game designer Michael Tsarouhas, see our last livestream here.
While in regular spectator, players will have the ability to toggle X-Ray to show x-ray trails from thrown projectiles and fire support as well as a beam indicating which direction a player on screen is facing. This feature will show friendly players for someone in spectator because they are waiting for a spawn wave, but will show all players for anyone on the spectator team. X-ray can also be used in replays.
The replay system itself has been prone to errors, having controls that didn’t always work consistently, and problems with recordings that either only recorded a portion of a match or failed altogether. We’ve taken steps to improve the replay system’s reliability both in terms of recording and controls. We will continue to examine the stability of the system and improve it as required.
Feedback from the CTE event regarding changes to the spectator camera after death indicated that we should slightly reduce the time before the camera is forced into regular spectator mode. Feedback did indicate alignment with our plans of having this feature disabled in Hardcore Checkpoint and Competitive along with options for server admins to disable the feature.
Dynamic Main Menu + Alert Improvements
In an effort to improve our ability to communicate with players we have added some additional communication options to the game’s main menu. There is a new banner message location that will allow us to place small text messages for a short duration of time. This will allow us to acknowledge known issues and provide communication in the game to players about what’s going on. Banner messages are intended for short-term messaging of limited duration issues such as Steam maintenance impacts, impending patches, or similar issues.
We have also updated the panel above the MOTD so we can change it dynamically. This panel would allow us to place communication to all of the players in the game that is meant to last over a period of time, such as when we were investigating the recent “ghost bullet” issue without having to replace the MOTD where we traditionally link to the latest patch notes or State of Production.
These are the first changes in a list of communication options we want to implement in future releases to expand our options for communicating with the community without having to rely on external platforms.
Mod Tools
I’ve invited our Technical Director, Stephen Swires, to provide some commentary on the public release of our mod tools, which are due out in the 1.6 update. We know this is a feature that the community has been looking forward to for a while, and are excited to unveil this to the public.
“In the 1.6 update, we will be rolling out mod tools to the public. This will include the full Unreal Engine Editor that we use to create our own levels. The editor has built-in tools for uploading your mod and updating it.
In the initial roll-out, it will be possible to make levels, gamemodes, and mutators. Mods and guides will be available through Mod.io which will become the modding hub for the game. Mod.io is fully integrated into the game and allows community servers to host modded content and players connecting to their server will automatically be able to download the mods the server is running. Official and community documentation will be available from the Mod.io guides section.
Over the course of the year, we hope to expand the modding offering and expose more functionality to modders. In addition to this, we plan on distributing more official mod examples and guides.”
Our Play with the Devs event is happening NOW from 11:00 AM MST - 1:00 PM MST on the Community Test Environment in anticipation of our Spring update coming soon!
Help test upcoming content for our Spring update on the Community Test Environment:
New map: Power Plant
4 New Domination layouts
2 New weapons
Improved replays and spectator cam
Improved controller support
And much more
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 Co-op, 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. On Co-op there will be one playlist called New Map: Power Plant and on Versus there will be two options, New Map: Power Plant and New Domination Maps.
To learn more about the new content coming in Update 1.6 please go here. After playing, please fill out this 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.
Our Play with the Devs event is happening NOW from 11:00 AM MST - 1:00 PM MST on the Community Test Environment in anticipation of our Spring update coming soon!
Help test upcoming content for our Spring update on the Community Test Environment:
New map: Power Plant
4 New Domination layouts
2 New weapons
Improved replays and spectator cam
Improved controller support
And much more
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. On Co-op there will be one playlist called New Map: Power Plant and on Versus there will be two options, New Map: Power Plant and New Domination Maps.
To learn more about the new content coming in Update 1.6 please go here. After playing, please fill out this 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.
Today we are launching a preview of our upcoming version 1.6 update. This includes a new map ‘Power Plant’, two new weapons (the Tavor 7 and ACE 52), ingame mod support, new cosmetic options, and more!
This content is now playable on the Community Test Environment. However please remember this is a preview build, so some issues are expected (see ‘Known Issues’). If you encounter any problems or have feedback for the development team please respond in the CTE sub-section of the Steam forums or use our 1.6 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 soon.
You can find some of the key new features and known issues below:
New Features
New map “Power Plant”
Playable in Firefight, Push, Domination, Checkpoint, Hardcore Checkpoint, and Frenzy Checkpoint.
Tavor 7 battle rifle for the Security Advisor class.
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Replaces the Mk 14 EBR
ACE 52 battle rifle for the Insurgents Advisor class.
Replaces the SVD
Mod support for community created content on community servers
Mod submenu on the main menu will allow you to browse and subscribe to download mods
Joining a modded community server will prompt you to download required modded content or cancel joining
Community Server Browser will allow filtering modded servers
Improved Spectator Camera
Improved spectator camera after being killed to point in direction of killing shot or explosion
Player can either click to skip or after a period of time will be forced into regular spectator mode
Players can turn this feature off for themselves under Game settings
Community Server Admins can turn this off for the server
Disabled in Competitive and Hardcore Checkpoint playlists
Implemented toggleable x-ray trails from thrown projectiles and fire support and a beam indicating the direction a player is facing
Implemented controller support for spectator mode
New Security Cosmetics
Compression Shirt
Headset with various Headgear
New Insurgent Cosmetics
Leather Jacket
Smooth Mask
Community Feedback Improvements
XP Boosts will be listed on playlists
Selecting Random during a map vote will no longer result in replaying the current scenario
Players cannot be autobalanced during the last two minutes of a match or during the Last Stand in Push/Frontline
Added some spawn protection in Versus modes to prevent the Attacking team from being wiped when they are spawned in on final waves
Main Menu Improvements
Updated the Review pane of the main menu to accept and display dynamic messages
Added a banner message area for displaying short text messages
Insurgent Fire Support Improvements
Doubled the number of rockets in the Rocket Barrage and added a delay between each volley
Doubled the duration of the Chemical Mortar fire support’s smoke clouds to remain after exploding
Doubled the duration of the Smoke Mortar fire support’s smoke clouds to remain after exploding
Increased the duration of Explosive Mortar fire support by 50%
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Gameplay Improvements
Adjusted AI so they will no longer attack players in spawn areas in standard and Hardcore Checkpoint scenarios (they will attack in Frenzy
Removed insertion and drivable vehicles from all Checkpoint levels to improve level flow and performance
General Improvements
Replay Improvements
Improved reliability of replay recording
Improved replay control reliability
Improved Gamepad Support
Implemented multiple sensitivity curves which can be selected from the settings menu
Implemented Per-Axis Controller Sensitivity
Updated Controller Button Mapping
Adjusted Gamepad Weapon Recoil and Sway Modifiers
Improved aim dampening implementation
Improved Default UE4 Deadzones
Added gamepad support most menus
Implemented Dual Shock 4 controller support
Visual Changes
Updated the lighting in the main menu
Updated the look of magazines for the Mk. 18 CQBR and Alpha AK
Visual optimization pass on Hideout
Increased performance in troubled areas of the map
Improved the flashbang effect to reduce the performance cost when used
User Experience
Moved Steam notification to stop blocking important UI elements
Added clock icon to indicate that fire support is on cool down to binocular view for Commander
Made Preview Selection of Items and Cosmetics consistent between Appearance Screen and Loadout Screen
Improved visibility of HUD markers and provided multiple preconfigured color schemes
Improved how HUD markers are anchored to the screen they represent objects outside your field of view (Objectives, Supply Crates, Friendly Players)
Improved UI hint when close to doors that can be kicked open
Improved tutorial hints for the ADS Focus ability
Updated icons for scoreboard to indicate columns are hidden while player is alive
Added a consistent Apply button to all Settings screens
Improved the visibility of the Find Match button and added a sound for when it is clicked
Improved the visibility of damage indicators
Added a contextual hint to the screen when players are in the spawn or close to resupply crates to indicate they can Change Class or Change Loadout
Noteable Fixes
Removed unintended exploitable rooftop access from various maps
Fixed exploitable capture zones in some Domination layouts
Fixed Farmhouse Checkpoint map to correctly display the supply crate location
Fixed bullets not showing up in the 3rd person reload animations on rifles with stripper clips
Fixed crouched and prone reload animations in 3rd person for some rocket launchers
Improved consistency of Lesson popups
Known Issues
[Tavor 7] Textures for the Tavor 7 are not final
[Tavor 7] Some animations may clip through player models
[Tavor 7] In the Loadout menu, the magazine is in the incorrect position
Some menus are not accessible using a gamepad
X-ray trails from projectiles and fire support will not display in Replays
Summit Domination still has a placeholder tactical map
The extraction vehicle in the tutorial level will get stuck shortly after you enter it
Spawning a vehicle in the Shooting Range will not work correctly
The new cosmetics are not yet available in the Appearance menu
Localization of new content has not yet been implemented
Power Plant image is missing for map vote screen
Some scenario name strings are being shown instead of game mode in various maps
In the Coop New Map: Power Plant playlist, scenarios are not being properly labeled with Frenzy and Hardcore
In anticipation of our Spring update, we will be previewing some upcoming content on the Community Test Environment. Go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment” to play. The CTE will be open from Thursday, March 5 from 10:00 AM MST until 1:00 AM on Monday, March 9.
We’ll be running a “Play with the Devs” event on the CTE on Thursday, March 5 (in Versus Matchmaking) & Friday, March 6 (in Co-op Matchmaking) from 11:00 AM MST - 1:00 PM MST.
We’ll be testing on the US East servers in the official matchmaking, NOT on a server under Community Servers as we’ve done in the past. To join us, just boot up the CTE, please set matchmaking regions to US East, go to Play, select Versus (on Thursday) and Co-op (on Friday), 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. On Co-op there will be one playlist called New Map: Power Plant and on Versus there will be two options, New Map: Power Plant and New Domination Maps
Included in tomorrow's CTE will be the following major features:
New Map: Power Plant
4 New Domination Layouts:
Precinct
Outskirts
Refinery
Summit
Power Plant
2 New Weapons:
ACE 52
Tavor 7
Please note that the Tavor 7 is currently not textured, but we want player feedback on the feel and balancing of the weapon
Additionals
Improvements to Spectator and Replay System: Improved spectator camera after being killed to point in direction of killing shot or explosion
Improved Main Menu Communication
Improved Controller Support
Map Voting: Selecting "Random" during map vote will no longer launch the same scenario
Show XP boost on Playlist UI
Improvements to Insurgent fire support
In addition to the content above, our team continues to focus on optimisation.
Once the CTE goes live, we will have a survey linked in the Message of the Day, you can also post your feedback in our Steam CTE Sub Forum here. We will NOT be collecting feedback anywhere else but these two places. 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 PAX East 2020, we are excited to announce that Insurgency: Sandstorm will release for PlayStation 4 and Xbox One on August 25th, 2020. With over one million players in the game’s first year on PC, the award-winning tactical shooter is renowned for its realistic depiction of modern warfare focusing on lethal close-quarters combat, objective-oriented multiplayer and cooperative gameplay.
Insurgency: Sandstorm invites console players to prepare for a hardcore depiction of combat with deadly ballistics, destructive artillery, and unprecedented audio design that puts the fear back into the genre. Death comes fast, ammunition must be carefully managed, and the environment must be tactically navigated at every step towards victory.
“The console market has been craving a hardcore modern-day tactical shooter for a long time. Expanding our tried and tested PC formula to the console market is a huge step in our company’s evolution and we are excited to bring our signature style of tactical FPS to the console market for the very first time” - Keith Warner, President.
Insurgency: Sandstorm is now available on Steam and will launch on PlayStation 4 and Xbox One on August 25th, 2020. Stay tuned for more information.
Meet us at PAX East on the Focus Home Interactive booth (#29017).
Hey all! We have noted that there could be some more communication from the team beyond the State of Production posts. So I'm resurrecting the community blogs that were produced a few times before I came on board with NWI. To differentiate from the SoP posts, these blogs will be more community-focused. This could include promoting community events, sharing content - screenshots, videos, etc., community spotlight interviews with members, and more!
First off, I don’t think I ever did a proper introduction! I’m DaraDef. I’m the Community Manager for New World. I was born and raised here in Calgary (where New World HQ is). I grew up playing Nintendo 64 (GoldenEye 007, Gauntlet Legends, and Mario Party FTW), Goosebumps books, and watching Pokemon - Classic 90s kid! I got into PC games when a friend introduced me to Counter-Strike 1.6 when I was in 8th grade, which I quickly became obsessed with. Since then, gaming and pop culture have been an integral part of my life.
I graduated from Mount Royal University with a degree in Communication and even made a gaming club while I was there called Club N3Rd. My favourite weapons in Sandstorm are the VHS-2 and the QBZ-03. Being community manager for NWI so far has been awesome! I’ve met a lot of great community members, and I'm looking forward to the future, and making more of these blog posts!
Mod Tools Alpha
We recently rolled out the first phase of our alpha level editor to a group of 200 awesome modders. This is the full Unreal Engine editor that we use internally. It allows you to create maps, custom gamemodes, mutators, and theaters.
Since we released the alpha build of our level editor, we have already received valuable feedback on the current state of the tools and documentation. We included a quick-start guide with our tools to allow everyone to create exciting new levels for Insurgency: Sandstorm.
The initial rollout has been primarily focused on custom maps, but the tools are capable of a lot more than that. We’ve included a custom Blueprint which you can use as an example of how to create custom gamemodes. We’re looking to expand the capability of the tools over time and expose more functionality through Blueprint scripting.
When we’re ready to release mod support to the public, you’ll be able to browse, subscribe, and automatically download mods through our in-game mod menu. In addition, you will automatically download any mods required to play customized community servers.
We're looking forward to publicly rolling out the first phase of our mod tools this Spring which will feature the level editor, mutators, and custom gamemodes.
Here is a sneak peak of a couple of maps being worked on by the community!
"In terms of the actual map, it's coming along nicely, it still super early but the main theme I am aiming for is a heavy urban environment with my main inspiration coming from the Battlefield 3 DLC “Aftermath” I've also taken inspiration from many real-world locations with areas of conflict; watching a couple [of] documentaries always tends to give me some cool ideas."
"Right now, a lot of the map is super basic and blocky. I'm generally just trying to get an idea for the space, and I haven't really gotten into many small details nor really meshing interiors. I'm generally just having fun! I think progress isn't too bad especially considering I missed out on the first wave of keys and had to jealously watch others in the discord channel for a week before I could start."
"That's about all I can say right now, I'm really loving the mod tools ATM and back when Sandstorm was announced a few years ago I made a promise to myself that I'd hopefully try to make myself at the forefront of the mapping scene for it when it was to release...so we will see how things go. And I'd just like to thank you and the rest of NWI for creating such an amazing game!"
"Ever since I first got my hands on Insurgency I've wanted to play in a forest environment, this map takes inspiration from the Caspian Hyrcanian forest in northern Iran. It’s very lush, very green, with 40-50 meter high beech trees. I started designing this map when I first heard that the Sandstorms tools were coming, so far I've spent about 10 hours playing around with the Insurgency tools and roughly 20 hours creating the map. The map is divided into three distinct themes: pasture farmlands with stables and cabins, dense forest with rocks and creeks, and a clear-cut logging area."
This vista image shows some of the surroundings. Another layer of high snow covered mountains will be added in the distance.
This image shows a road leading through the forest. On this humid morning, the fog lies dense in the forest.
This image was grabbed close to the river at the bottom of the valley where the fog is most dense.
"The fog is based on height; the higher up you are in the map the further you can see. [it] also plays an important part in the uniqueness of the gameplay. Dense fog means shorter distance and easier to sneak past enemy defences."
Currently, the map only has firefight-mode implemented, but I'm aiming to support all major game modes. It's very early in development and I've only tested it with bots, I'm looking forward to at some point releasing it to the community and hear what everyone has to say!
Sandstorm Partner Spotlight: xSinpaiix
Having recently rolled out our Partner Program, it’s time to showcase one of our partners! Meet streamer and content creator, xSinpaiix. I had the chance to ask Sinpaii a few questions about getting into gaming, Sandstorm, and content creation.
Q: Let's start with who you are - a brief introduction. How did you get involved in gaming, and how did that transition to streaming/content creating? A: Hello everyone my name is Sinpaii (pronounced Sin-Pie) I’m a Twitch/Youtube content creator & also dabble in neon animation. I got my start in gaming with the Sega Genesis and have been in love ever since. My first game was Mortal Kombat so I was essentially raised to be Kompetitive.
Q: Are there any content creators that you look up to? A: I look up to small content creators who work for their goals. Those streamers & content creators with the Mamba mentality the ones who love what they do and never give up. There are tons of dope big content creators as well that I love to see succeed. But Sinpaii is more of a started from the bottom now we here sort of guy. Speak anything you want into existence.
Q: When did you play your first FPS? What was it, and why did you like it? A: I honestly cannot remember my very first FPS, I want to say it was GoldenEye, But my most vivid memories are that of my brother and I playing Time splitters 2 and me being the ape running around the arena killing things. I think I’ve been in love ever since.
Q: How did you get into Insurgency: Sandstorm? A: I played source around the same time sandstorm was in beta. At the time if you owned source you could get Sandstorm at a discount. So I bought it and immediately fell in love.
Q: What is your favourite mode? A:Competitive firefight without a doubt. My runner up is Push.
Q: What keeps you coming back to the game? A: It’s the gunplay and immersion that I just can’t get away from. I play other fps, but there always seems to be something missing. I love how grounded in realism it is. And those moments where shit hits the fan.
Q: What was your biggest accomplishment in the game? A: Probably some of my weapon review videos! All of which I record in Max fidelity, & in 4k for the community, hope you guys enjoy! Insurgency Sandstorm - AK-74 Weapon Review (4K)
Q: What upcoming content are you looking forward to? A: In order: 1: As-Val (please gibs) 2: Mod support 3: More official Maps
Q: What do you get up to when you're not streaming or gaming? A: I’m practicing neon animation that appears in my gameplay & other videos, brewing coffee, EATING FOOD & falling asleep, then waking up to a random YouTube video that has nothing to do with what I was watching.
Q: Will we see you in the upcoming DGL Tourney? A: Possibly! That all depends on my schedule. If I am unable to participate in this one, you will eventually see Sinpaii competing in a DGL tourney. !So Linkypoo
That’s it for now! Be sure to check out Sinpaii’s content below.
As an effort to further improve our communication, we have fired back up our regular Twitch live streams. We will be streaming every 2nd Wednesday of the month. I’ll feature some gameplay if there’s new content or limited modes to show, and then follow with a Q&A with Mikee, our Lead Game Designer. We’ll answer questions from the chat as well as some pre-made questions collected from the Steam Forums. For the next stream on Wednesday, February 27 at 2:00 PM MST, I'll be away at PAX East! So Mikee and Lead Level Designer, Jeroen Van Werkhoven will be taking over the stream, giving a sneak peak of the new upcoming map Power Plant, and continuing to field questions from the chat. Be sure to follow us on Twitch and turn notifications on to see when we go live! You can check out our last live stream here.
Upcoming Competitive Events
The Digital Gaming League (DGL) is hosting their second International Insurgency: Sandstorm World Cup on Saturday, March 7 and Sunday, March 8. For more information and to sign up click here.
The Sandstorm Esports League (SEL) season 1 kicked off on February 15. Be sure to check out a few matches tomorrow on their Twitch channel. Match Schedule: 1st game: TAW vs RAGE :: 5 PM CET 2nd: Spice Boiz vs MOLOT :: 7 PM CET 3rd: SoB vs ERROR :: 8 PM CET
If you’re planning a competitive event or would like to promote your league, please reach out to me at ddefreitas@newworldinteractive.com
Double XP Monthly
Lastly, I'd like to announce that we will be adding double XP across all playlists the last weekend of each month, starting at 11:00 AM MST on Friday, February 27 - 11:00 AM MST Monday, March 1.
That's it for now folks! Thanks for being a part of the community, and talk to you soon!
Double the hardcore. Double the pant-shitting. Jump into our next limited time Co-op playlist, Double Hardcore. Everyone dies with one shot! On until March 3.
Let us know in the comments what limited time playlist you'd like to see next!
My name is Derek, and I am the Head of Production at New World Interactive. I hope that the new year is treating everyone well thus far, and that everyone is feeling refreshed after the holiday! This month’s SoP will be a little lighter in terms of content, but I’ll be sharing some details about what we’re working on and working towards throughout the Spring. Without further ado, let’s jump right into it!
Key Points of State of Production #5
PAX East presence + details of where and who will be there from NWI.
Hitreg/De-Sync issue commentary + where we’re at in resolving this issue
Player Reporting Features: Expansion of basic support
Tournaments, prizes, competitions, partnership program, and more!
New content + new map + next update teaser
Adding Domination layouts to all maps to expand mode accessibility
A.I. overhaul to improve the co-op experience in terms of consistent behaviors
PAX East Presence
If you weren’t aware, New World Interactive will be attending PAX East in Boston with our publisher and partner, Focus Home Interactive! We’ll be demoing a playthrough of the game in a co-op capacity, and on controllers. A large part of this will be related to publicly testing some adjustments we’re making to our controller support for the PC version, in anticipation of our console release. What you play at PAX East will likely serve as the foundation for controller configurations for the console release later this year, but we are also looking to hear feedback on what we have so far.
PAX East will include several key members of staff whom the community likely knows and loves, including our Communication Director Jon Higgins, and our Community Manager DaraDef. If you’re attending PAX East, make sure to swing by and check out our booth (#29017), and meet some key members of the team!
“Ghost bullets”/De-Sync issue commentary
While we’ve received reports of this in the past, the inconsistent nature of this bug has made it extremely elusive to track down for our development team. Unfortunately, I am sad to report that this bug seems to have re-emerged, both in terms of prevalence and frequency. Internally, we’ve created a dedicated strike team to track down and identify the root cause. We have explored numerous solutions to this problem, but thus far, our initial hypotheses and testing hasn’t revealed a definitive cause. Our Technical Director, Steve Swires, has also opened a support ticket with Epic, just to ensure that this issue isn’t an engine-level conflict.
Additionally, we’ve enlisted the help of the community, and thanks to the community’s efforts, we’ve been able to hone in on a few likely start points for the problem. We have been aware of this issue since last week, but at my discretion, we have not deployed a hotfix at this time. There are multiple reasons for this:
Initial regression tests related to proposed hot-fixes were unsuccessful, and in some cases, exacerbated the issue
We have been experiencing a slew of illnesses within the studio, likely related to weather changes and the fierce Calgary winter
I did not wish to deploy an experimental hotfix on Friday that may not have fixed the issue, but COULD have further complicated the issue/added additional problems.
I’d also like to take a moment to apologize for the impact that this issue has created for all of our players. I’d also like to take a moment to apologize for the disruption that these bugs have had on our ranked queues, on tournament planning and league-based play, and on our general players’ quality of life experience in-game. I know both the SEL and the DGL have been forced to postpone defining some key dates for some tournaments they want to conduct in the Spring. I fully accept the responsibility for how this has been addressed and handled, and quite frankly, we’re learning a lot from this experience, too. We know this is an extremely frustrating problem, and we’ve already reached out to Epic Games to see if they can clarify if this is an engine-related conflict. I wish there was a better explanation for why this is such a timely endeavor, but we had to work our way through this process, which unfortunately has taken a degree of time longer than initially anticipated.
As for resolution, it is impossible to know for sure if this will impact the issue at-scale, but we are planning to deploy a hotfix this week. Based on initial waves of testing, it appears to be a successful fix for the issue. If it doesn’t fix the issue, we’ll spin up a community “Mega-thread” and try to collect as much information as possible, and proceed forward with working the problem more completely.
Player Reporting Features: Expanded
Firstly, I’d like to thank our community for taking full advantage of using our 1.0 version of the player reporting tool! Participation rates were significantly higher than we expected for our first iteration, and it highlights the value of this implementation for us as a company. From the first month we introduced this feature into the game till today, we had over 51,000 reports, with an average of 870 reports a day!
I thought it might be fun to share some of the stats related to this with the community, so I asked our Lead Automation Engineer, Phen, to scrape some data and stats to share publicly.
The most reports we saw in one day was 2075 during the free weekend in December, or 1.5 reports per minute of that day.
We saw a drastic increase in the average number of “Team Killing” reports during free weekend, with a peak of 269 counted teamkilling reports in a single day. We suspect this is due to the volume of new and returning players.
Out of all the reports 52% of them contain comments about what happened
A little over 90% of the reports with a comment can fit in a SMS Text Message (160 Characters).
Our highest reported players are due to hacking/cheating reports, with the worst offender having 135 reports - this user has since been banned!
We receive two times more reports during the hours of 2:00 PM MST to 10:00 PM MST.
We’re planning to expand upon the capabilities here later in the year, but for the interim, this early version is serving its purpose well-enough that we can shift development efforts to more critical studio needs.
Tournaments, Prizes, Competitions, the Partnership Program, and more!
Back in October, we had a few open meetings with the competitive community on Discord to collect feedback as well as explore ideas to improve the competitive scene. We have since created a competitive leaderboard where players can keep track of their score/placement in Competitive.
Additionally, we have increased the visibility of our community's competitive events by better supporting and promoting tournaments through all of our social media platforms. This month, we were excited to support The Digital Gaming League’s first tournament of the year. The Newblood PUG tournament was catered to players new or less experienced in the competitive scene. Congratulations to the winners: Nate.cr, LsteveTM, werewolf, papadeuce, and Toasty Joe!
You can watch the Newblood tournament vod here. The next DGL tournament is the World Cup on February 22/23 1:oo PM - 7:00 PM EST. Those looking to find teams can join the DGL Discord. The Sandstorm Esports League is another community league that we have been working closely with to support. Registration for the SEL Pro League Season 1 is open now. Register here! If you are interested in the SEL and upcoming events please join their Discord.
We rolled out the Sandstorm Partnership Program for content creators on January 15th! The goal of the program is to help creators build their channels and communities around Sandstorm to continue to grow across Youtube and Twitch. The perks the partners will be getting are ingame cosmetics, codes for giveaways, partner merch. With a focus on growth opportunities such as streaming on the steam store page, and networking opportunities with other partners. Some of you may already know some of the partners as they are well known in the community, but some will be fairly unknown as we look in bringing new channels to Sandstorm from competitors. We’ll be announcing the first wave very soon!
New Map + New Guns + New Cosmetics
We know it has been awhile since we’ve released a content update. Our last content update occurred on September 10th, 2019. Rest assured our next major content update will be coming in the Spring.
Originally, we had planned to release a console-exclusive map for a limited time period. The map in question, “Power Plant”, would be released with a 2-week exclusivity window for consoles, and would then be released on PC a bit later. We thought this would be a great way of generating some excitement, hype, and a degree of ownership amongst console players, and would grant them temporary access to a map that they’d have the chance to experience slightly earlier than our PC community. However, after consulting with our porting and publishing partners, they suggested that we not proceed in this direction. As such, we’ve been working on a perfectly new, functional, ready-to-go map. Instead, we’ve opted to release this map in our Spring update. We’ll continue testing it over the next few weeks to have it in a better state before deployment. We hope you’ll like it; it takes place in a unique setting that you haven’t seen before yet in Sandstorm.
Furthermore, the community has been asking for new weapons for awhile. We’ll be shipping 2 new weapons in our Spring update as well. Additionally, we’ll be putting out a few new cosmetic items, for both the Security and the Insurgents, including the headset, leather jacket, and mask.
Adding Domination Layouts to All Maps
Given how well-received the introduction of our Domination mode was when we deployed it last year, we thought the community might enjoy being able to play the mode on every map in the game. As such, in our Spring update, players will be able to play Domination on all existing maps, as well as any maps we release in the future.
Additionally, we made several improvements relating to spawn locations based on your feedback. We had several reports from players where they were spawning in the wrong direction, looking away from the objectives, as well as spawning too close to objectives or in the middle of a room directly in the line of fire.
A.I. Overhaul
For a long while, the co-op enthusiasts within our community have been hankering for some updates and changes geared towards the PvE side of gameplay. Your pleas have been heard. With our biggest update ever planned for later this year (codenamed “Nightfall”) we’ll need to implement and re-factor certain aspects of the AI to ensure they are able to behave intelligently within the context of this release. This includes improving the consistency of AI behavior for both day and night maps, better-supporting new and community-created Co-Op modes, and future modes that we release to the community.
I know this is just a bread-crumb trail, but I still wanted to share it, even if it is a bit early, so that co-op players know that we’ve not forgotten about them!
Return of our Developer Livestreams / Community Updates etc..!
Many players in the community have been asking for more communication from the team beyond these State of Production posts. Now that our office setup is completed and streaming gear acquired, our Community Manager DaraDef will be livestreaming on our Twitch channel playing Sandstorm and doing a Q&A every second Wednesday. Our next stream is Wednesday February 12, 2:00 PM Mountain Time and the one after that on February 26th. If you missed the livestream from this past Wednesday, you can check it out here.
Additionally, Dara will be starting a Community Blog, differing from the State of Production posts in that it will be community focused - announcing contests, promoting community events, sharing community content, and more.
That’s all for this State of Production, we’ll be back with more information soon! Be sure to follow @InsurgencyGame on social media for regular bite-sized updates.
Note: This Steam news version is tailored for PC players, the full version is available on our website.
Fixed a frequent crash encountered by certain players during the splash screen sequence or shortly after arriving at the main menu.
Fixed a potential server crash caused by the code that checks for spawn locations.
Fixed a potential server crash caused by the soundscape system if it encountered an invalidly set soundscape.
Bug Fixes
Fixed an issue where after firing an underbarrel grenade launcher, then reloading, should the player immediately resupply, equipping the grenade launcher again and firing it would not result in projectiles being shot.
Fixed an issue that would allow players to slide just as they landed from a jumping crouch which was not the intended behavior.
Fixed an issue where launchers could always get an additional +1 to ammo no matter their carrier level.
Fixed an issue that prevented the “Grounded” achievement from being obtainable when using a rocket launcher to destroy a helicopter.
Fixed an issue where during modes such as Domination if you immediately respawned it was possible to see the killer information panel fade out twice.
Fixed an issue where grenade particles would remain on round start even if thrown during the “Game Starting” phase.
Fixed an issue where during the last frames of the M24 dry reload animation the left arm would move in an erratic manner.
Fixed an issue where the third person reload animation for the Mosin would not show the hand following the bolt correctly at the end of the reload animation.
Fixed an issue where the lesson panel popup would not have the text correctly aligned if running the game in certain languages.
Fixed a visual issue with the M45 and M1911 that would show any barrel attachment as floating slightly in front of the weapon in the loadout menu.
Fixed an issue where first time players would not see the correct key bindings prompts displayed for the crouch and vault lessons.
Gameplay Improvements
Infinite resupply in spawn zones either from the loadout menu or resupply crate is now only available for 45 seconds after the round has started and the player has remained inside said spawn zone.
Visual Improvements
Created a new set of unique third person standing reload animations for the Mosin-Nagant.
Map Fixes
Summit
Fixed a major player collision issue near to the E objective on Checkpoint Security which would allow players to pass through the geometry.
Fixed an issue where certain rocks were clipping with a building.
Fixed an issue allowing an unintended sight line into the spawn area on Firefight East.
Hideout
Fixed a large number of clipping issues that would allow the player to become stuck if vaulting over certain props.
Adjusted the playable area for Firefight East.
Refinery
Fixed a major player collision issue which would allow players to fall through a specific metal catwalk.
Fixed various minor prop clipping and texture stretching issues.
Fixed an issue where the player could vault through a chainlink fence prop.
Fixed an issue where the player could pixel walk on the ledge of a building.
Fixed an issue where a number of floating street lamp props could be seen throughout the map.
Fixed some ground texture seam issues.
Hillside
Fixed an issue on Push Security where the vehicle would not spawn for players due to its spawner being invalid.
Fixed an issue allowing players to capture the A objective on Domination while hidden behind a curtain.
Fixed an issue where players on the B objective on Domination could capture the objective from an unintended place.
Fixed a number of misleading door props that look like they could be opened by the player.
Fixed an issue that would allow the player to get under a specific surface when deploying their bipod.
Fixed an issue where the player could become stuck when jumping in areas near to the Insurgent spawn or Security spawns.
Ministry
Fixed various spots where the player could become stuck between geometry.
Fixed an issue where the player could pixel walk on the ledge of a staircase leading to the underground parking lot.
Outskirts
Fixed an exploit where players could spawn camp the enemy team at the C objective on Security Push.
Precinct
Fixed a camping spot that would allow players to obtain an unfair advantage.
Fixed an issue where a number of floating street lamp props could be seen throughout the map.
Crossing
Fixed an out-of-bounds path that was not included in the playable area.
1.5 - Hotfix 4, January 29
Addressed a number of additional console commands and ini variables that players could exploit to gain an unfair advantage during public matches.
Addressed a console command exploit that would allow players to kill themselves before a match began to provide dropped weapons and gear for their team mates.
Leaderboards
Reworked rankings to more accurately represent top players
1.5 - Hotfix 5, February 2
Critical Fixes
Corrected an issue for most players that could cause desync and ghost bullets when firing relating to the resupply interaction.
Fixed an additional number of console and ini based foliage exploits.