In anticipation of our upcoming Operation: Cold Blood update, our Play with the Devs event is happening NOW from 11:00 AM MST - 12:00 PM MST on the Community Test Environment.
Help test upcoming content for Operation: Cold Blood on the Community Test Environment:
New map: Bab
Two new weapons (M110 SASS and M1 Garand)
New Weapon Upgrades
To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment". Boot up the CTE, and please set matchmaking regions to US East. Click Play, select Co-op, select New Outpost Maps, and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!
During the CTE, we will be restricting the playlists to focus solely on the new content.
Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.
After playing, please fill out our CTE survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.
For more information on the CTE, please visit our frequently asked questions article here.
In anticipation of our upcoming Operation: Cold Blood update, our Play with the Devs event is happening NOW from 11:00 AM MST - 12:00 PM MST on the Community Test Environment.
Help test upcoming content for Operation: Cold Blood on the Community Test Environment:
New map: Bab
Two new weapons (M110 SASS and M1 Garand)
New Weapon Upgrades
To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment". Boot up the CTE, and please set matchmaking regions to US East. Click Play, select Co-op, select New Map: Bab, and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!
During the CTE, we will be restricting the playlists to focus solely on the new content.
Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.
After playing, please fill out our CTE survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.
For more information on the CTE, please visit our frequently asked questions article here.
In anticipation of our upcoming Operation: Cold Blood update, our Play with the Devs event is happening NOW from 11:00 AM MST - 12:00 PM MST on the Community Test Environment.
Help test upcoming content for Operation: Cold Blood on the Community Test Environment:
New map: Bab
Two new weapons (M110 SASS and M1 Garand)
New Weapon Upgrades
To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment". Boot up the CTE, and please set matchmaking regions to US East. Click Play, select Versus, and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!
During the CTE, we will be restricting the playlists to focus solely on the new content.
Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.
After playing, please fill out our CTE survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.
For more information on the CTE, please visit our frequently asked questions article here.
Today we are launching a playable preview version of our upcoming update - Operation: Cold Blood. This includes a new map ‘Bab’, two new weapons (M110 SASS, M1 Garand), new weapon upgrades, and more! See below for more info.
This content is now available on the Community Test Environment. Go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment” to play. Please remember this is a preview build, so some issues are expected (see 'Known Issues') and all content is considered work in progress. If you encounter any problems or have feedback for the development team please don’t hesitate to let us know in the CTE sub-section of the Steam forums. Also be sure to fill out our 1.9 CTE Feedback Survey. Our team will be monitoring feedback during the CTE and aim to push this update to players on the live version of Insurgency: Sandstorm in December. The CTE will be available until Monday evening.
New Map: Bab
Fight your way through a village, down snowy hills, over a frozen river, and at the gates of an ancient fortress. For those of you who are curious, “Bab” is an Arabic word that means “gate”. This map differs from our other maps by being more supportive of long-range combat and open layout play, but still having plenty of points for medium to close range engagements. It also sports a more mountainous snowy rural environment, which is only otherwise seen in one other snow map called Hillside. Bab has support for the following game modes:
Versus
Push Security
Push Insurgents
Firefight
Domination
Co-op
Checkpoint Security
Checkpoint Insurgents
Hardcore Checkpoint Security
Hardcore Checkpoint Insurgents
Outpost
New Weapons: M110 SASS, M1 Garand
There are two new high caliber semi-auto sniper rifles available for the Marksman class: the M110 SASS for Security at 4 supply points and the M1 Garand for Insurgents at 2 supply points. Both weapons support Optic, Underbarrel, Barrel, and other upgrades, including an old school 20mm muzzle-loaded grenade launcher for the M1 Garand. Oh and be careful: when you run out of bullets in the M1 Garand, both you and your enemies will hear its loud iconic “ping” sound.
New Feature: Toggleable Optics
Toggleable optics are optics that can be switched between a short-range magnification and a long-range magnification. We know you’ve been wanting this for a while, and here it is.
We’ve added 9 new toggleable optics to Sandstorm, and we’ve updated 8 existing optics that were already in the game so that they can now be toggled. You can see a full list of the new toggleable optics as well as the existing optics that now have support for toggling below. The existing optics have been renamed to reflect both magnification levels.
Optic availability on a per-class basis has not been changed. Unless otherwise noted as weapon-specific, used in Co-op, or used in Domination, all optic types at or below 4x-1x are available for Rifleman, Demolitions, Observer, Commander, Gunner, and Advisor classes. Breacher is limited to 1x and 1x-2x optics. The new closer to medium range oriented 3x-6x optics are available for the Marksman class.
New Insurgent Toggleable Optics
2x-1x OKP-7
2x-1x MARS
2.5x-1x M1C Scope (M1 Garand specific)
4x-1x M150 BUS (Red dot sight on top)
6x-3x T Scope
New Security Toggleable Optics
4x-1x SU230 BUS (Red dot sight on top)
3x-1x CH Sight BUS (Red dot sight, G36K specific)
6x-3x DOS Scope (M110 SASS specific)
6x-3x Red Ring Scope
Existing Insurgent Optics That Were Updated to be Toggleable
2x Kobra -> 2x-1x Kobra
Existing Security Optics That Were Updated to be Toggleable
We’ve added Outpost to some new maps, and improved some of the existing layouts with better objective placement and enemy AI spawn areas. We hope to expand the mode to more maps in a future update.
New Outpost Maps
Hideout
Farmhouse
Tideway
Bab
Improved Outpost Maps
Tell
Crossing
Ministry
Hillside
Features
Improved HUD during Outpost mode to better indicate the various stages
Optimization
Over the last few months we’ve taken huge strides in optimizing our maps. Time was spent analyzing memory usage and determining performance bottlenecks in each individual level. Our goal was to provide more consistent frame rates and performance in our levels without impacting the visual integrity. Generally this was achieved by reducing draw calls where possible in levels to help improve frame rates and improving cull distance to reduce CPU overhead.
The following maps were focused on for optimization:
Hideout
Farmhouse
Precinct
Crossing
Performance testing also showed areas for improvement in first and third person animations as well as many UI elements. These items were all optimized to provide better and more consistent experiences for users.
Gameplay Improvements
Players now have the ability to customize night scenario Loadouts in the Customize menu prior to matchmaking
Players have the ability to adjust the volume of radio commands in the Settings Menu
User Experience
Implemented night and day time selection for the Range found under Tutorials in the Main Menu
Added sounds to notify players when supply points are gained and waves progress in Outpost Mode
An animated red arrow now appears on the objective icon to indicate that a counterattack has commenced in Checkpoint mode
Added new scrolling animation to score bars in Domination to better indicate capture speed
The top left part of the menu under the Co-op, Versus, and Competitive sections now says the section you are browsing instead of “Play”
Post-match messages are now hidden when the scoreboard is active to reduce clutter
Co-op Enemy AI Updates
Enemies capturing an objective will more effectively find players that enter the objective
Enemies are less likely to leave an objective they are capturing
Enemies are more coordinated when moving between objectives, keeping more distance between themselves so that they no longer bunch up in a column and “conga line”
Marksman Class Improvements
Since new weapons have come to the Marksman, we decided to do a balance pass on its other weapons to make sure everything fits together. The M24 and Mosin-Nagant have been reduced in price along with their Greased Bolt upgrades to reflect their limited capabilities. The M82A1 CQ and M99 as well as their upgrades were reduced in supply cost to better match their effectiveness. The Mk 14 EBR’s unmatched full auto fire mode and high fire rate have warranted an increase in price.
Marksman Weapons
Reduced M24 supply cost from 2 to 1
Reduced Mosin supply cost from 2 to 1
Reduced M82A1 CQ supply cost from 6 to 3
Reduced M99 supply cost from 6 to 3
Increased Mk 14 EBR supply cost from 5 to 6
Marksman Weapon Upgrades
Reduced M24 Greased Bolt from 3 supply to 2 supply
Reduced Mosin Greased Bolt from 3 supply to 2 supply
Reduced M82A1 CQ Extended Magazine supply cost from 4 to 2
Reduced M99 Extended Magazine supply cost from 4 to 2
Made 7x Type 99 Scope only available for M99
Added M99's Extended Magazine and Bipod upgrades for the Competitive Insurgent Sharpshooter class
Important Fixes
Fixed an issue with the explosive launcher weapon upgrade appearing broken in the Loadout menu
Fixed an issue where the Chemical Mortars fire support smoke cloud color overlay was appearing black when the player is inside the smoke
Reduced instances of an issue upon game launch where your character may appear invisible with only a vest (Note: Playing the basic training tutorial may help to fix this if you're one of the edge cases still affected by this problem)
Reduced instances of an issue upon game launch where the Customization Menu may appear to be empty
Known Issues
Replays may cause the game to crash
Players can see their vest in first person but can be fixed by swapping weapons or double hitting escape
Weapons can be misaligned with the player’s hands during pre-game but can be fixed by swapping weapons
Mosin-Nagant Stripper Clip weapon upgrade does not push in properly when reloading in third person
AI vehicles can get stuck in the Range level under Tutorials
Upon game launch, there’s a chance your character may be shown as just an ammo carrier. Doing the Basic Tutorial will often fix this until a full fix is implemented
Upon game launch you may not see any of your customization options. Going to customize and swapping factions will correct this
Players and AI may not appear to have a character model but only appear as a floating vest or weapon
The background of the Main Menu may flicker
The Slow Movement mutator will sometimes only function on the first map in rotation on community servers
Initial state upon spawn of Toggleable optics can cause alignment or sensitivity issues but can be fixed by swapping weapons
Check out the full changelist and see what’s new in update 1.8.1. This is a minor release and aims to fix bugs and add a few small changes.
New Features
Players are now able to bind a separate key for each explosive type
Added night scenarios to the Admin GUI for all maps
Added a new symbol for the Night-vision Goggles UI images
The Map Vote Screen will now show three day scenarios and three night scenarios every time
Tactical Map now indicates when a friendly is in a contested objective zone with a colored marker on top of the player icon that matches the color of the enemy team
Made several improvements to auto team balance:
Only dead players will be autobalanced
Autobalance will trigger after 60 seconds rather than 30 seconds
Autobalance is disabled when the number of waves reaches zero in Push and Frontline modes. The following message in the chat log will be displayed: “0 waves reached. Auto team balance is disabled.”
Players who are autobalanced will receive the following message in the chat log to notify them of the change when they spawn, “You have been moved to the other faction to balance the number of players on both teams.”
Gameplay Improvements
Reduced M16A2 supply cost from 2 supply to 1 supply
Reduced QBZ-03 supply cost from 5 supply to 4 supply
Increased FAL supply cost from 4 supply to 5 supply
Reduced M16A2 supply cost from 4 supply to 3 supply in Competitive
Reduced QBZ-03 supply cost from 7 supply to 6 supply in Competitive
Increased FAL supply cost from 5 supply to 7 supply in Competitive
Map: Tell Improvements
Push Insurgents:
Increased restricted area on security side behind objective A to allow more space out of spawn for Security
Increased restricted area on Insurgents’ left flank of objective D to bottom of stair area to allow more space out of spawn for Security
Removed portion of objective C on street closest to Security team spawn
Push Security:
Increased restricted area for objective A on Security side of canal to match Insurgency 2014 boundaries
Fixed a rubble pile out of Security spawn for objective A that Security could get stuck in jumping down from bridge
Added sandbags to Last Stand Cache to reduce chances that explosives thrown or launched from outside the building will destroy it
Several other relatively minor changes that address dark areas, balance, and movement throughout the map
Bug Fixes
Reduced occurrences of a bug where AI were not wearing the proper clothing
Reduced occurrences of incorrect status showing on an objective marker when capturing a zone - added logging for the edge cases where this still happens to help us eliminate it completely
Fixed a bug where the chat textbox obstructed the click on the Loadout Screen
Fixed an issue where looking above the ‘horizon’ caused the objective status to disappear
Fixed an issue when reporting a player where the text box would not activate to allow typing when clicking on the white space
Fixed a bug where the player ranks were displaying as zero on the scoreboard on community servers
Fixed a bug where a vehicle was not displaying visual effects when destroyed
Fixed a bug where the active objective marker was missing during the first spawn
Fixed a bug where the objective status icon would disappear when looking upwards or downwards
Fixed a bug which caused the equipment color option selected under the Appearance section to only applied on the vest area and not the rest of the Light or Heavy Carrier
Fixed a bug where Autocannon Strafe was not causing damage to weapon caches
Fixed a bug where the IED and phone will float in place if a player planting an explosive on a weapon cache is killed
Fixed a broken texture on the Aiming Grip affecting the M16A2, M24, M870, Mosin-Nagant, SKS, TOZ-194, AKS-74U, G36K, FAL, MP7 and Mk 14 EBR
Fixed a clipping issue when reloading an MP5A5 or MP5A2 using dry-reload
Fixed an issue where the magazine momentarily disappears when performing a dry reload on the VHS-2 and AK-74
Fixed an issue when pressing “Cancel” while downloading server mods would prevent you from returning to the Main Menu and playing the game
Fixed an issue where prompt gets stuck when attempting to connect to a server with mods without accepting the Terms of Service
Fixed an issue where modders may have been experiencing issues loading in textures whose parent was not a material shipped in the game
Known Issues
Mosin-Nagant Stripper Clip weapon upgrade does not push in properly when reloading in third person
AI vehicles can get stuck in the Tutorial Range
In the Competitive game mode Loadout screen, some weapons will have the option of two Recoil Grips, one at 3 supply points and the other at 4 supply points. These upgrades function the same way
Upon game launch, there’s a chance your character may be shown as just an ammo carrier. Doing the tutorial will often fix this until a full fix is implemented
Upon game launch you may not see any of your customization options. Going to customize and swapping factions will correct this
The background of the Main Menu may flicker
The Chemical Mortars fire support smoke clouds color overlay can sometimes appear black when the player is inside the smoke
Attachments may not appear correctly in the loadout screen on your character
The Slow Movement mutator will sometimes only function on the first map in rotation on community servers
Hello everyone, my name is Tim Perreault and I’m the Executive Producer at New World Interactive. Snow has started falling and winter is upon us here in Canada. The team has traded in our Digital Desert BDUs for something a little warmer as progress on our latest update continues. This will be short and sweet (perhaps to make up for the exceptionally long SoP we had last month).
Key Points for State of Production #14
1.8.1 Patch and Live Issues
Operation: Cold Blood
Upcoming Open CTE Test
Studio News and Schedule
1.8.1 Patch and Live Issues
The 1.8.1 patch is in the final stages of certification and preparation for a release on November 17. While this patch was built around addressing some community concerns which you can see discussed in this stream, we’ve also got a few bug fixes and improvements to live issues. The two biggest issues we are currently working on fixes for are both the “impostor” issue where some Insurgent bots will have Security cosmetics and Objective display issues. We’ve put some improvements for both these issues in the patch; however, we’re still working on determining root cause and implementing full fixes that cover all edge cases. There will hopefully be a reduction in occurrences for players with this patch but we’ll continue working on a full fix to be released as soon as possible.
Operation: Cold Blood
We’ve recently announced the name of our winter release, Operation: Cold Blood. Keep your eyes peeled on the website for updates and sneak peeks at content. The team remains busy behind the scenes working on all the new content including Outpost layouts for some of the maps that weren’t ready for our last update. We’ll do a bit more of a deeper dive into the work that went into Cold: Blood during December’s SoP, but suffice it to say there are a lot of nice little things that will be coming in the update beyond the new content including continued improvements to our AI. If you’d like to see some of it, you can check out our Open CTE Test.
Upcoming Open CTE Test
Shortly after you read this update, we’ll be running an Open Play With Devs test on our Community Test Environment. You’ll be able to try out the new weapons and some yet to be announced upgrades before they are even fully announced. You’ll also be able to help us try out our new map and check out the new Outpost layouts. Keep your eyes peeled for the official announcements on the availability of the CTE, feedback questions, and Play with Dev schedule. I’m hoping I’ll see plenty of you out there during the Play with Dev events.
Studio News and Schedule
On November 10th it was publicly announced that we are opening a new studio in Montréal, Canada dubbed New World East. This studio will open us up to the highly talented pool of developers in the region that will help us build out some areas of our development team where we still need to expand. You can see the announcement here.
The studio is coming up to our next break at the end of the year where we’ll be closed from December 24 until January 4. In January’s SoP, we’ll be reviewing what happened throughout 2020, what we learned, and how we’ll be applying that to 2021.
That’s it for this month’s SoP, until next time, keep your stick on the ice.
As you may have noticed, things got a little… weird at New World. I wasn’t here for Halloween last year, so no one warned me about the Cursed video that was for some reason in my personal basement. Not even COVID can stop curses it turns out.
Anyway I watched it, everything got weird, I wanted to drink blood, and now the main menu has been taken over by bats and a red moon and some spooky music (shout Out to our boy Mark Winter).
I am really enjoying the changes to the main menu we have been making with releases. Although they’re minor, they’re refreshing to see. What do you all think of them?
Our next Developer Livestream is coming soon and I would recommend tuning in. SeriousLy, don’t miss it, we have some things to talk about.
Our next minor release (1.8.1) will be coming in November and while there aren’t maps or weapons, we are including a couple of small things I often see requested. We’re trying to balance having minor releases interspersed with our major releases, but that doesn’t happen automatically.
I will have more info to share in the next few weeks, but as the SoP and the stream last week mentioned we are going to be limiting the scope of upcoming releases a bit to really focus on the poLish of existing and upcoming content.
With that being said I wanted to speak on a handful of things that are brought up by the community fairly often. These are things that I brought up with Michael Tsarouhas (our Lead Game Designer) and discussed before we decided they won’t be something we dedicate development time to right now.
I’m thinking a peek into *why* we decide things may help to show that changes aren’t always as simple as they seem to implement into the game. Join us behind the curtain.
1. Disable Team Damage Reflection on CommanDers from their Fire Support call-ins: Ok, so the reasoning behind this not being implemented is explained by one major scenario, and it’s a good example of a bad apple ruining it for everyone:
You have a Commander who is a turd. This player waits until a bunch of team mates are in range and then calls in a missile barrage on their heads. Not fun, and they deserve the reflected Damage. There are cases where the Commander doesn’t deserve the reflected damage, but to discourage trolling we think this is the better option.
2. The ability to cancel commander calls: There are a few factors involved in us not introducing this:
New voiceover lines would need to be recorded, and that is an expensive and involved process - especially when we don’t have a studio at the moment
There is a complicated question of ‘until what stage do we allow the cancellation of the call’?
Does this change justify the development time we would need to dedicate to it? Currently we don’t think so.
3. Adding Binds for voice commands: This one is fairly simple; in an effort to not bloat the settings menu we don’t think this is a smart idea. There is also of course development time involved. These two factors steer us in the direction of prioritizing something else right now.
4. Daytime flashlights: While this seems super simple, (flashlights are already in the game, just add them to day time!) there are gameplay implications. Maps that have day Lighting have been balanced without consideration for the inclusion of flashlights, so there would have to be a new round of balance testing on every map. It would also likely change a lot in PvP with players having a new way to blind both their teammates and enemies. A simple addition like a flashlight ends up necessitating a lot of testing hours and introduces potentially negative or just plain frustrating situations when it comes to PvP.
5. Quickdraw Grip should be sling, Reload Grip should be a special magazine, etc.: This is a great example of a slight concession in realism being made in the favour of improved gameplay. If we made the Quickdraw Grip a Sling and the Reload Grip a magazine they would no longer be in the same weapon upgrade category. We deliberately put all these options under one category because as you can see with our supply points mechanic, we have built our weapon upgrade system around the idea of opportunity costs and tradeoffs. 6. Change the colour balance on Tell or Tideway: That's just, like, your opinion, man.
Digital Gaming League’s (DGL) Season 4 will be starting soon and they have just finalized their ladder structure. If you have any interest in competitive Sandstorm this is a great opportunity to get your foot in the door.
On a personal note I will be doing my 4th year of Extra Life in 11 days! I’m streaming for 24 hours and will be raising money for the Alberta Children’s Hospital. If you’d like to stop by the stream (you can even dOnate if you feel like it) I will be live on http://www.twitch.tv/fatherHank from 10am MST on November 10th. Sorry for the self promo, but it’s all for the children. 100% of donations during this stream will go directly to Extra Life.
Finally this month - I want to expand the ‘Favourite Community Video’ section we started last month, so I’m going to start by giving it a GREAT name. Here are some ideas I got from fellow NWI employees:
Hank’s Hunks
Hanky Wanky's Poggy Woggys (???)
Mikee Fan Club (always accurate if we’re being honest)
Hanky Panky's Content Hub (they like to rhyme)
There were some solid ideas as well, but I want the final choice to be up to the people filling the section, so I decided to put it to a vote. Click here and let me know what you think we should call it.
This section will appear with every blog and will showcase some content created by all of you.
First off this month, someone had the great idea of creating their Security character on Heroforge. Honestly I didn't think it would work this well, but it looks great. Sadly I've been told there is no Welrod option.
Secondly - OK, so we may have a bug with some Insurgents dressing up as Security right now (it’s being worked on as you read this, unless you’re reading this in the future, then it’s already fixed). This sums it up nicely. Thanks Vodka.
We will also show off my favourite community video of the month. Problem is I chose three, so here are three great videos .
AUG A3 Gun Guide Great production, great info, one of my favorite weapons lately. Solid 5/7.
Thanks for all the posts, threads, tweets, and other feedback throughout the month, you’re the reason I have a job! Keep it coming. Increasing the quantity of memes would be appreciated too.
I look forwarD to seeing you all during the next stream, and can’t wait to show you… something.
We've released a hotfix for update 1.8 that addresses the following issues:
Fixes:
Fixed an issue where the objective status at the top middle of the screen seen when in an objective was missing or shown incorrectly
Reduced occurrences of the entitlements crash caused by Unreal Engine that could happen on launch
Known Issues:
Under certain conditions, players will not see the active objective marker during the first spawn. Respawning seems to correct the issue
The appearance of AI is not always updating properly to match their class or faction
Equipment color option selected under Appearance section is only applying to vest area and not the rest of the Light or Heavy Carrier
Weapons and upgrades may appear incorrectly in loadout screen
Community hosted servers will show a player as level 0
Mosin Stripper Clip weapon upgrade does not push in properly when reloading
MP5 has a slight clipping of mag during dry reload
VHS-2 and AK-74 magazines disappear for a moment during a dry reload
AUG A3’s loading animations will have broken fingers in first person
AI vehicle can get stuck in the Tutorial Range
When you first load the game, there’s a chance your character may be shown without a vest; going to customize and selecting the faction will load all the correct cosmetics
There is a broken texture on the Aiming Grip affecting the M16A2, M24, M870, Mosin-Nagant, SKS, TOZ-194, AKS-74U, G36K, FAL, MP7, and Mk 14 EBR
The background of the main menu flickers
Autocannon Strafe is not damaging weapon caches
In the Competitive game mode Loadout screen, some weapons will have the option of two Recoil Grips, one at 3 supply points and the other at 4 supply points. These upgrades function the same way.
Mods showing as 'Download Pending' are actually downloading in background
Known Editor Issue: Attempting to use material instances with parents set to another modded material currently will result in a unloaded texture in-game
Character's customized model may not show on main menu