The time is nearly upon us. Operation: Cold Blood is only eight (!!!) days away.
To those of you who played the 1.9 CTE, thank you very much for your time. We received a lot of feedback from the CTE players and it honestly helps us determine adjustments we can or should make before the official release.
There were over 440,000 kills in the 5 days of the CTE alone, with M1 Garand leading the way with 68,792! The best weapon in the game (the Welrod) had a meager 360 kills, 12 less than the combat knife.
One thing we saw during the CTE is that a lot of Outpost scenarios are still easier than we intended, so we will be tweaking those in upcoming updates.
We also used heatmaps like the one below to determine where the most kills and deaths were happening.
I’d also like to say that we have had a huge breakthrough as far as how the AI interacts with smoke goes - so in 1.9 you will notice a large improvement.
If you didn’t try the CTE or aren’t sure what that even is, take a look here - it’s a great way for people to try upcoming content early, and it helps us a lot. All major releases such as Operation: Cold Blood will have a CTE a couple of weeks before release.
We have a few more reveals coming for Operation: Cold Blood in this final week before release, so keep an eye on our socials (@InsurgencyGame on Twitter, Facebook, and Instagram) and our update website (http://www.sandstorm.game/coldblood).
There is something I want to touch on that is coming with 1.9 that we haven’t talked about yet.
We looked at something a lot in the past few months and have come to a decision. In 1.9 the Security and Insurgent factions will have adjusted weapon availability, to match what it’s currently like in Versus.
There are three main reasons we are making this change:
We want to improve balance between the two factions
We want to maintain (and improve) the identity of the factions
Having weapon availability parity between Versus and Co-op helps players that move from Co-op to Versus
Some of you may not like this change at first. Please let us know on Reddit and the Steam forums how you feel about this, but also please let us know *why* you feel the way you do about the change.
Before you make your mind up, try and wait for 1.9 to try it. In my opinion Security feels more… Security-ish with the changes.
For the main feature this month I wanted to showcase a Sandstorm mod. It has a large team, it has a lot of content, and it’s a lot of fun to play. How many of you have tried ISMC?
If you haven’t heard of ISMC, I highly recommend checking it out. Their mod.io page is available here, and they also have a website, available here.
I spoke with their lead developer earlier this month:
fatherHank: What is ISMC? Anders: ISMC stands for Insurgency Sandstorm Modding Collaboration. We are a team of people around the globe who are working together to create an expansive and immersive mod that introduces massive amounts of content to the game. To date, we’ve added over 50 authentic weapons, attachments, cosmetics, and gear used by actual Special Forces operators. We’ve also added brand new fire support options, additional friendly and OPFOR factions and more.
This project has been created with a modular philosophy (Editor’s note: this seems fitting for a mod 😄) - that is to say our new firearms are one ‘mod’ and our in-game clothing system is another. ISMC is ever-expanding with new content, and we’re psyched for people to experience all of it. fH: When did development start? A: ISMC’s development has actually happened extremely quickly - we only started around August of this year (2020). A few of us playing Sandstorm just realized one day that no one was really doing a big mod like this, and we thought, “We want this to exist; why shouldn’t we be the ones to make it?”. The modding community was already experiencing massive growth, and they accepted us newcomers with open arms. From there a lot of cool people loved the idea and were willing to share ideas and work hard together. We learned so much from them. Having the support of the modding community, and the players on our servers, led us to where ISMC is at today.
fH: How many members are there on the ISMC team? A: Currently we have a core dev team of about 12 actively working on the mod in major ways. We have some generalist modders, 3D artists, modelers, animators, riggers, scripters, level designers, and we’ve grown our mod to also include Community Managers who run our Discord server, website, and social media pages. We even have artists who create promotional content for the mod such as graphics, trailers, and video content. Several people outside of the core team have contributed towards the mod for which we are very grateful. We are always happy to welcome new members into our dev team who are passionate about making ISMC even better!
fH: When and how did you get into modding? A: Many of our team members, including myself, actually had zero modding experience prior to modding Insurgency: Sandstorm. I basically downloaded the modding tools and photoshop, and got a lot of help and tutoring from other members of ISMC. We all taught each other. This year has created a unique and challenging set of circumstances for all of us. With many of us stuck in lockdown at home we thought this would be a great time to learn new skills, make friends, and just have fun making cool stuff!
fH: What is the biggest challenge with ISMC? A: Oh, the time zones for sure! We’re lucky to have a multi-national team, but considering we are all from different corners of the globe with different time zones, things can get quite difficult. Fortunately, between technology and the powerful set of tools we have available to coordinate and collaborate, we are still making substantial progress, and for the most part, keeping some pretty aggressive (self-imposed) deadlines.
fH: What is your favourite component of ISMC? A: As a player, I love the canted sights system we created for ISMC. It lets you attach a long-range optic on the top rail of a weapon, but also add a secondary short-range optic at a 45º angle. So you can snipe someone a ways off, cant (tilt) the weapon, and hit enemies in the next room. As a developer, I love the feeling of working together and succeeding as a team, coming up with awesome ideas, and creating a fun mod! I have been focusing on adding and refining firearms to the mod, so I’m a bit biased towards that. I really appreciate other members of the dev team for their constant stream of nerdy ideas that I wouldn’t think of otherwise.
Overall, I love the attention to realism in terms of how the guns operate and function in the game; everything from recoil and how different gas systems affect it to realistic fire rates and attachment placements. Our goal is realism, but all this is a passion project for us, and we keep improving thanks to feedback and help from the community.
fH: What do you have coming up with the mod? A: We have plenty that we’re not announcing yet (SOON™), but here’s what I can say: In addition to making more content we are also constantly working on improving the stuff that's already in the mod, we want to keep making it better! We keep updating and improving our models and textures as we go and as we become more competent in our respective fields.
You can expect even better skins and deeper customization coming in the future! We’re so excited about NWI’s toggleable optic system coming with 1.9, and we’re going to create some phenomenal content working with that system. This will include a variety of new optics as well as us bringing our canted red dots, top mounted dots, toggle zoom, and magnifiers up to date with the new system.
In terms of planned updates, we are working on a Russian weapons and gear update. We have that planned as the next big update, but as always smaller updates will bring new content as we make it, so stay tuned for more guns, more choices, and a deeper and more expansive ISMC!
As the core component of ISMC is the armory containing the weapons, it provides the backbone for add-on mods such as the ‘characters’ mod that can be added on to provide custom classes and factions to the game. We are working on making more expansions like this for almost any type of gameplay; Co-op, PVP - fast paced and slow paced. We are also working on making a system where owners can dial down exactly how they want to play. ISMC is on its way to being the mod for truly every player.
fH: Are there any specific community servers that always run ISMC that you’d like to shout out? If so, how can people access them to try the mod? A: Players can join our official worldwide servers via the Community Server browser - Look for:
ISMC Official (NA) | YALLA Co-Op 66.55.142.18:27065 ISMC Official (EU) | HABIBI Co-Op 131.153.41.186:27102 ISMC Official (AU/ASIA) | IMSHI Co-Op 108.61.227.189:27015
If you’re a server admin, you can find details about how to install the mod on our mod.io page as well as our website: https://ismcmod.com/. We’re more than happy to help walk you through it.
fH: Thank you so much for taking the time to do this, Anders, is there anything else you’d like to mention?
A: Firstly, thank you to everyone who plays on ISMC servers, and to the admins that host them. And sincerely, this project wouldn't exist without NWI supporting and inspiring us. We owe so much to them for creating a game as excellent as Insurgency: Sandstorm to begin with, and allowing us to build on that. We also want to thank everyone who's talked about the mod on message boards, social media, reddit, and anywhere else you’ve heard it mentioned. We have literally zero budget so word of mouth is how we've become this popular and how we'll continue to grow! We have a lot of cool things in the near future (and beyond) to share - a lot of stuff that the community has been requesting - so keep an eye on us.Join the Official ISMC Discord to stay briefed with the latest intel.
Welcome to the first official edition of ‘From the Field’, a (now named) section where we show off some of our favourite community content from the past month.
The first time you see it.
We’re going to start with a reaction to seeing the ‘Garand Thumb Reload’ for the first time. Keep those thumbs clear, soldier. Credit to @MAKHINA10 on Twitter.
This Redditor made an MP7 entirely out of cardboard, and it looks incredible. Need to work on your trigger discipline though my friend (credit to indopoppy on Reddit).
One of our French players on Discord created this piece of art. Le mérite revient à Gat (I guarantee that is incorrect French, but I tried).
Well, that wraps up this month’s blog - soon enough we'll all be trudging through the snow, clicking heads and hearing that oh-so-distinctive ping (which is audible to ALL players around you as well, for the record).
Can’t wait for everyone to hop in to Operation: Cold Blood - I will be glued to my screens on the 8th, awaiting your feedback.
Well, another Community Test Environment has come and gone.
Thank you to all the players that took part and tried out some of the upcoming content for Operation: Cold Blood, we have received some excellent feedback to help us tweak the upcoming release.
If you did play the CTE and haven't filled the survey out yet, please take the 10 minutes to do so. The information we gather from the survey goes a long way in helping us understand concerns with content, finding any new bugs that didn't come up in internal testing, and giving us direct feedback on the upcoming release.
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.