We've released a hotfix for update 1.9 that addresses the following issues:
Fixes:
Weapon changes are reverted with this hotfix release, more information can be found on this Events post: Update on 1.9 Weapon Changes
Fixed an issue where Night-vision Goggles and Gas Masks may appear floating in front of the player
Fixed an issue where the left arm is bending unnaturally when aiming down the sights on the AS Val with the Aiming Grip upgrade and NVG Point Shooting upgrade
Fixed an issue where the icons were showing incorrectly on the Stats > Weapon Menu
The Map Voting Screen images for Hillside, Summit, and Hideout Night maps have been adjusted to clearly indicate that they are night maps
To see the current known issues list, please see the bottom of the full 1.9 Changelist here.
This is Michael Tsarouhas or Mikee here, I’m the lead game designer on Insurgency: Sandstorm. Our team wants to let you know we have heard your feedback about our recent change where we removed weapons from the Security and Insurgent player classes in Co-op. We will be reverting to the prior Co-op loadouts, and in fact expanding them further. However, we would like you to at least understand the rationale for our initial decision. When we elected to remove the weapons, it was primarily based on our goal to create consistency between the Co-op and Versus experiences, and help with onboarding new players in our growing community. However, based on your feedback it seems clear that this concern about weapon consistency is not shared by the majority of players in our community, and that’s why we will be adding back the various weapons.
We have a hotfix already planned for Monday December 14th which will give all Co-op Security classes access to both the Security and Insurgent weapons within each class. This will make the weapon availability very similar to how it was before update 1.9, except for small differences such as the M16A4 no longer being available for Marksman. Keeping that particular aspect is in line with our original intentions with the weapon availability change as it’s important to keep some measure of consistency in player expectations between Versus and Co-op. For example, having the M16A4 be available as a Rifleman gun sometimes and as a Marksman gun at other times was confusing while offering little gameplay value.
We are also going to take things a step further. Based on your feedback, it’s apparent that our community would also appreciate more weapons being available for the Insurgent team in the Co-op experience. Now, instead of the Insurgent players in Co-op getting access to just a couple extra Security guns as they did before update 1.9, they will get access to all Security weapons within each of their classes. This will create more consistency within the Co-op experience itself and is also narratively appropriate with update 1.8’s introduction of rogue police and special operations teams to the Insurgents. Bear in mind that as with the M16A4 in Security Co-op being removed from Marksman class, the Mosin-Nagant will also be removed from Rifleman/Demolitions/Observer/Commander and kept exclusive to the Marksman.
Sometimes we make choices that seem clear to us but don’t make sense to our community. While we can’t promise to take our cues and direction from the community in every decision we make, your feedback definitely influences our decisions. We’re sorry if our choice with 1.9 was frustrating. Other than the removal of weapons, we hope you’ve been enjoying toggleable optics, the new map Bab, new weapons, and all the other changes Operation Cold Blood offers, and will do so even more after the hotfix on Monday.
We've released a hotfix for update 1.9 that addresses the following issues:
Fixes:
Fixed an issue on Hideout Domination Objective A where the floor was missing on the second level by the staircase
Fixed issues with multiple props on Refinery such as floating panels and invisible walls
Fixed an issue on Checkpoint Security Refinery and Power Plant that was preventing AI from attacking objectives
Fixed issues with the shadows coming from foliage appearing and disappearing
Fixed an issue while using a gun with a toggleable optic and respawning in where the 1x configuration would show a blacked-out sight until switching back to the 4x configuration
Fixed an issue where the maximum quantity of the classes was shown higher than what was actually available to players on the Class Selection Menu
Fixed an issue that could prevent players from being able to select and/or equip certain weapons and items after changing their Loadouts
Fixed animation issues when aiming down sights with the Mosin-Nagant while being too close to a wall
Fixed an issue with the belts when firing the PKM, M240B, MG3 and M249
To see the current known issues list, please see the bottom of the full 1.9 Changelist here.
We've released a hotfix for update 1.9 that addresses the following issues:
Fixes:
Fixed a crash that occurred when equipping Night Vision Goggles
Fixed an issue that would cause the server to disconnect during map voting between rounds on Bab
Fixed an issue that could allow incompatible mods to be mounted. This should eliminate the Bab loading crash and the ‘Glitter Vomit’ M1 Garand visual issue
Added the following Insurgent weapons for the Demolitions class in Outpost: TM-62, RPG-7, IED and Panzerfaust 3
Fixed an issue while on the drivable truck’s gun turret where the hands did not move in sync with the player
Fixed visual issues with the Poncho and Poncho Camo where it was not fitting well with the player character
Fixed an issue when using the Mk 14 EBR, Mk 17 Mod 0, and Mk 18 CQBR with the 2x-1x Holographic optic where the reticle appeared extremely bright
Fixed an issue where players were sometimes unable to melee when holding a knife or throwable item
Fixed an issue where the Insulated glove cosmetic was not appearing correctly in first person
Added M110 SASS to Security Assaulter class in Competitive
Added M1 Garand to Insurgent Assaulter class in Competitive
Improved the wave counter for ‘Preparing’ and ‘Defending’ text on the Outpost HUD to look more consistent with the other game modes
To see the current known issues list, please see the bottom of the full 1.9 Changelist here.
Check out the full changelist below and see what’s new in Operation: Cold Blood.
New Map: Bab
Fight your way through a village, down snowy hills, over a frozen river, and up to the gates of an ancient fortress. This map differs from our other maps by being more supportive of long-range combat and open layout play, but still has plenty of points for medium to close range engagements. It also sports a more mountainous, snowy, rural environment, which is only otherwise seen in our other snow map, Hillside. For those of you who are curious, “Bab” is an Arabic word that means “gate”. 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-automatic 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 22mm 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.
Please note that these weapons are not included in Competitive, as the Sharpshooter does not have access to lower recoil semi-auto battle rifles such as the SVD.
M110 SASS
M1 Garand
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, so 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 they can now be toggled. Optic availability on a per-class basis has not been changed. The new medium to long range oriented 6x-3x optics are available for the Marksman class as with 7x optics.
Here’s a list of the new toggleable optics:
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 on top, G36K specific)
6x-3x DOS Scope (M110 SASS specific)
6x-3x Red Ring Scope
Here’s a list of optics that already existed in the game prior to update 1.9, but have been updated to be toggleable between two magnification levels. Their names have been updated to show both supported magnification levels. The original magnification level (2x, 4x, and 1.5x) is still available and unchanged, you just now have a backup option you can switch to.
Existing Insurgent Optics That Were Updated to be Toggleable
2x Kobra -> 2x-1x Kobra
Existing Security Optics That Were Updated to be Toggleable
Decreased G36K’s 1.5x-1x CH Sight from 3 supply to 1
Decreased M16A2's 3x A2 Scope from 3 supply to 2
Decreased SVD and AS Val's 4x PSO-1 from 3 supply to 1
Decreased Mosin-Nagant's 4x PU Scope from 3 supply to 1
Decreased L85A2’s 4x-1x SUSAT from 3 supply to 2
Increased 4x-1x C79 from 2 supply to 3
Increased 4x C79 NV from 2 supply to 3
Decreased 7x Sniper Scope from 3 supply to 2
Decreased 7x Hunting Scope from 3 supply to 2
Decreased 7x Sniper Scope NV from 3 supply to 2
Decreased 7x Hunting Scope NV from 3 supply to 2
New: Free Unlockable Cosmetics
Cold Blood features a spectrum of characters from regular to irregular forces. Insurgents include unprofessional fighters grabbing what they can to defend their homes. Security meanwhile have newly issued gear for the winter.
Hill Rebel - A civilian fighter from the mountains making do with what he has.
Breathable Mask (Facewear slot)
Black
Puffer Jacket (Torso slot)
Red
Orange
Yellow
Blue
Indigo
Cowhide Gloves (Hands slot)
Sand
White
Grey
Dark Grey
Wetworker - A soldier who is cold weather acclimated and enjoys double entendre.
Hard Mask (Facewear slot)
Tan
Sand
Brown
Olive Drab
Foliage Green
Poncho (Torso slot)
Tan
Olive Drab
Foliage Green
Poncho Camo (Torso slot)
Desert DPM
POLYPAT
M81 Woodland
Insulated Gloves (Hands slot)
Tan
Dark Brown
Sand
Desert DPM
POLYPAT
M81 Woodland
Olive Drab
Foliage Green
New: DLC Cosmetics
We are adding new DLC cosmetics with this update that will give your characters and weapons a unique look. The cosmetic items they contain can be combined with other cosmetic items already ingame. Purchasing these is a great way to support Sandstorm’s continued post-release development. See the different sets below, along with what items they contain and apply to.
Insurgent “Yeti” Gear Set
Ventilated Balaclava
Snow Goggles
Snow Suit Top
Snow Suit Bottom
Unique "Ink Blot" Camo
Insurgent “Whiteout” Weapon Skin Set
M1 Garand
SVD
M99
AK-74
FAL
Alpha AK
Security “Sasquatch” Gear Set
Net Helmet with Foliage Strips
Leaf Suit Top
Leaf Suit Bottom
Unique "Woodsy Brush" Camo
Security “Hunter” Weapon Skin Set
M110 SASS
M24
Mk 14 EBR
M82A1 CQ
G3A3
Mk 17 Mod 0
If you want to get all four Operation: Cold Blood DLC sets at a reduced price, check out the link here.
Outpost Mode
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
New Features
Improved HUD during Outpost mode to better indicate the various stages
Added sounds to notify players when supply points are gained and when waves progress in Outpost Mode
Adjusting Weapon Availability in Co-op Checkpoint
Starting today the weapons available to Security and Insurgents in Checkpoint and Hardcore Checkpoint in Co-op will match what Security and Insurgents have had access to in Push, Frontline and Firefight Mode in Versus.
For Outpost mode we heard your concerns (via comments on the blog and across Reddit and Discord), and Security will retain full access to the pre-1.9 arsenal of weapons.
We are making this change for three main reasons:
Having weapon availability parity between Versus and Co-op helps players that move from Co-op to Versus or vice versa
We want to maintain (and improve) the identity of the factions by making the set of weapons each faction has access to unique
We want to improve balance between the Security and Insurgent factions as far as weapon quantity is concerned - now each faction will have access to a similar amount of weapons
Optimizations
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.
Performance for the following maps have been improved:
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 Loadouts in the Customize menu prior to playing
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 level found under Tutorials in the Main Menu
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
Fixed issue where enemies would not have their vision blocked by smoke clouds
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”
Fixed issue where enemies would not be blinded by an M84 Flash explosive
Upon entering melee range, enemies will give players a small time to react before weapon bashing them
Modding Feature Updates
Added an array called Additional Assets to mutators which will allow modders to reference assets for their mutator
Increased the upload limit for mod.io to be greater than 2GB
Mods built with a older version of the engine will no longer load by default for improved version compatibility
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 (high recoil, low magazine capacity, slow weapon switch time, etc). The Mk 14 EBR’s unmatched full auto fire mode, high fire rate, and new M110 SASS alternative have warranted an increase in recoil to balance it with other weapons both inside and outside the Marksman class.
Marksman Weapons
Decreased M24 supply cost from 2 supply to 1
Decreased Mosin-Nagant supply cost from 2 supply to 1
Decreased M82A1 CQ supply cost from 6 supply to 3
Decreased M99 supply cost from 6 supply to 3
Increased Mk 14 EBR Vertical Recoil to 39
Increased Mk 14 EBR Horizontal Recoil to 44
Marksman Weapon Upgrades
Decreased M24 and Mosin-Nagant’s Greased Bolt from 3 supply to 2
Decreased Mosin-Nagant's Stripper Clip upgrade from 2 supply to 1
Decreased M82A1 CQ and M99’s Extended Magazine from 4 supply 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
Level Design Updates
Tell
Reduced occurrences of AI getting stuck in a corridor that affected Outpost B objective
Hillside
Fixed an issue where ice shards on the front of a building were shaking
Summit
Fixed an issue where players were able to access an exploitable area to defend objective B on Firefight East mode
Hideout
Fixed a bug where players were able to vault onto a concrete block and get stuck (found in the Basic Training under Tutorials)
Fixed an issue where the night variant of the level was too dark in well lit areas
FarmHouse
Fixed an issue where the night variant of the level was too dark in well lit areas
Ministry
Fixed an issue where players were able to access exploitable areas outside of the level that affected balance on all game modes
Fixed several issues with AI cover nodes to improve bot pathing and behavior
Fixed an issue where the night variant of the level was too dark in well lit areas
Refinery
Fixed an exploit where the player could hover above a bus near objective B on Firefight West
Fixed an exploit where the player could reach an exploitable spot on the edge of the level near objective B on Push Security.
Outskirts
Replaced the cascade particle system with Niagara to improve particle quality and atmosphere, and make it less CPU demanding.
Fixed an exploit that gained access to the hills near the collapsed building that affected balance on both Push Security and Insurgents.
Tideway
Fixed an issue where players on the Security side had direct line of sight into the Insurgents spawn from several locations on Firefight West layout.
Bug Fixes
Fixed an issue where loading a Replay caused the game to crash
Reduced instances of an issue upon game launch where your character may appear invisible with only a vest (Note: Playing the Basic Training under Tutorials 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 appeared to be empty
Reduced instances of an issue where pressing ‘Esc’ while in a Replay would open the Main Menu and will continue to open itself
Reduced instances of players and AI not appearing to have a character model but only appearing as a floating vest or weapon
Fixed an issue when pressing "Cancel" on Downloading Server Mods caused the game to become stuck on the Main Menu
Fixed an issue where players could see their vest in first person after spawning
Fixed an edge-case issue where the scenario that was just played could mistakenly show up on the map vote screen again
Fixed an issue with the Explosive Launcher weapon upgrade appearing broken in the Loadout menu
Fixed an issue when using an AKM with the Aiming Grip upgrade where the fingers would break during the reload animation
Fixed an issue where the incorrect in-game voice over announcement was playing when attempting to capture an objective
Fixed an issue where the Objective Status was showing incorrectly while capturing
Fixed an issue in the Competitive Loadout screen where some weapons had the option of two Recoil Grips
Fixed a bug where the supply points were shown incorrectly for the Recoil Grips on the AKS-74U, AKM and AK-74 in Competitive
Fixed a bug where supply points were shown incorrectly for the M9 pistol for Insurgents in Competitive for all classes
Fixed issues regarding the Smoke Launcher upgrade on the FAMAS F1
Added to the Insurgents Commander, Observer, and Rifleman classes in Versus and Co-op
Removed from the Insurgents Demolition class in Versus and Co-op
Added to the Rangemaster in the Range under Tutorials
Added to the Fragger in Domination and Team Deathmatch mode
Fixed an issue where facial hair was visible through smoke
Fixed a clipping issue when using the AKS-74U with an IR Flashlight or Flashlight upgrade equipped
Fixed a clipping issue when firing the Tavor 7 with the 1x Kobra Optic upgrade equipped
Fixed an issue where the Chemical Mortars fire support smoke cloud color overlay was appearing black when the player was inside the smoke
Fixed an issue where the hand would crumple during the reload animation when Underbarrel upgrades were equipped
Fixed an issue where the player had a chance to spawn with an invisible magazine during pre-round when Underbarrel upgrades were equipped
Fixed an issue where the sight picture for the 2x Red Dot appeared dark while aiming down sights when scope video settings were set to normal
Fixed an issue when equipping the 2x Red Dot, the body of the scope could be seen through the scope while aiming down sights
Fixed an issue where the compass bind (toggle/hold) was not working properly
Fixed an issue where the door breach and slide hints were showing as UNBOUND
Fixed an issue on Outpost where the incorrect UI message appeared when an objective was lost or when the team was wiped out
Fixed an issue where the hints appearing in-game showed large gaps between the hotkey and text
Fixed an issue in the Customize menu where the cosmetic color variations were sorted improperly
Fixed an issue where players were able to select classes which were not available based on their level
Fixed an issue where aiming down sights and firing your weapon at the same time triggered the toggle for aiming down sights
Fixed an issue where players cannot interact with the Class Selection menu when entering a local play game while using a controller
Fixed an issue when spectating a player who is switching from their Primary to an underbarrel shotgun upgrade, the weapon would disappear and reappear instead of playing the animation
Fixed an issue when firing the FAMAS F1 with the Masterkey weapon upgrade where the bolt of the FAMAS F1 moved as if it was fired
Fixed an issue where the fire mode selector animation was not playing when using the FAMAS F1
Fixed an animation issue when performing a dry reload while using a FAL
Fixed an issue where the “BRRRR” sound effect was missing when calling in the Autocannon Strafe as fire support
Fixed issues with the Insurgent cosmetic Hoodie Up where the hairstyle would clip through the hood
Fixed an issue with the M240B extended magazine bracket
Known Issues
There is an issue where the Cycle Optic and Lean Right used the same keybinds on the controller configuration
There may be an issue where STANAG magazines are missing in-game and in the Loadout Menu. It could potentially be fixed by verifying the integrity of game files via Steam
Players may see duplicated Primary, Secondary, or Explosive category headers in the Loadout Menu
There is a visual issue with the player’s hands when approaching the Standing Turret on Bab Push Security at Objective A and vehicle mounted turrets
Some magazines may disappear at times, verifying your files may fix this issue
There are still instances where Insurgent AI and players occasionally appear as the default Security model
Equipment color option selected under the Customization > Appearance Menu is not applying to all areas correctly
There is an issue where the Greased Bolt upgrade on the Mosin-Nagant is not increasing the fire rate in the Loadout Menu
Security ammo carriers are currently missing ammo pouches
While spectating another player, the spectator may not be able to see through the scope and the toggle optic animation may not play
There is an issue with weapon and knife hitboxes which may block players that jump into the weapon being held by other players
Switching to or from the Smoke Launcher upgrade with no ammo plays the incorrect animation when using the M1 Garand
Mosin-Nagant Stripper Clip weapon upgrade does not push in properly when reloading in third person
There are improper collisions with the concrete blocks in the parkade of Ministry
The Wet Feet achievement may be unobtainable after completing Basic Training under Tutorials
AI-driven vehicles can get stuck in the Range level under Tutorials
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.