Insurgency: Sandstorm - fatherHank
We've released a small hotfix for update 1.9 that addresses the following issue:
  • Fixed an issue where mod’s asset registries were not being loaded correctly

To see the current known issues list, please see the bottom of the full 1.9 Changelist here.

Insurgency: Sandstorm - fatherHank

Hello Gamers™,

This is it, 2020 is finally over.

Major updates for the year are also done, so we are going to have a brief blog this month.

I hope you’ve all had/are going to have a great holiday season and enjoy whichever holidays you celebrate. Calgary (where the New World studio I work for is) is on another lockdown now, so we are all being sequestered to our houses. Luckily I’m a huge nerd and the idea of staying in and playing games during my time off sounds pretty ok.

There aren’t any more streams planned for this year, so we will get back to that in January. I didn’t have anything to announce or show off so I didn’t want to waste everyone’s time and get you all hyped up for nothing.

The studio is closed from December 24th until January 3rd, so you probably won’t hear a lot from us for the next couple of weeks.

Since we spoke last we released Cold Blood. It’s now live and in the wild, and the addition of toggleable optics has been a smash hit so far.

We also made a change with 1.9 that was less popular - the adjustment of weapon availability for factions. After the change went live we saw all the feedback from everyone and decided that our decision was not being received as intended so we reverted the change and actually went further to turning Co-op into a sandbox, as requested.

If you haven’t read the letter from Mikee about this, I suggest you do, he explains the situation very clearly. As a matter of fact, I will just drop it here:

Hey everyone,

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.

Take care,
Mikee
We are always listening to your feedback - that isn’t to say we will always be able to act on it, but it is my job to advocate for you all, and I’ll continue to do that.





Since I don’t have a lot to talk about this month, I thought this would be a good time to hear from you.

I really want to know how everyone is feeling right now and if there are some areas we should focus on moving forward. Along with some others on the team, I whipped up a survey to help me gather some sentiment from all of you.

It is the shortest survey I’ve made since starting at NWI, so please take the five minutes to fill it out - it really does help us make decisions.

Here is the link for the survey, I promise it’ll be quick.





The final featured community content for 2020 is here and it's... eclectic.


I can’t believe Sacrilicious finally found this easter egg (shoutout to Sacrilicious on Reddit)



Physics are cool. Tough, but cool (shoutout to InageMantra on Reddit).



Doors are tough. Cool, but tough (shoutout to -Grognak on Reddit).




Cosplaying as your in-game avatar? NICE (shoutout to fastengineerboi on Reddit).




Lego minifigs as Insurgents, also NICE (shoutout to uncle_sammy_poo on Instagram).



That’s it for this month. That’s it for 2020.

The next update(s) are in progress, and I will have things to show you in early 2021.

I hope you have a great New Years - please be safe, wear masks, and take care of yourselves.
Lots of exciting things are coming in 2021, and I can’t wait to start talking about them.

fatherHank

Insurgency: Sandstorm - fatherHank
We've released a hotfix for update 1.9 that addresses the following issues:

Fixes:
  • Fixed an issue where explosives were not saving correctly in the presets on the Loadout Menu
  • Fixed an issue with the Loadout where selecting a preset did not always make it the active Loadout
  • Fixed multiple level design issues missing meshes or had an invisible collision on Crossing, Refinery, Hideout and Tell
  • Fixed a visual issue in third person when equipping an AK74 with the Masterkey upgrade
  • Fixed a text overflowing issue on the Message of the Day on the Main Menu

To see the current known issues list, please see the bottom of the full 1.9 Changelist here.

Insurgency: Sandstorm - baddspella
Hello everyone, my name is Tim Perreault and I’m the Production Director at New World Interactive. It’s an exciting time here at NWI; in addition to our latest release for Sandstorm, we just celebrated our 10th Anniversary. From all of us at NWI, thank you for being part of the last ten years and we all look forward to building and gaming with you over the next ten. There are plenty of things to cover so let's jump in.

Key Points for State of Production #15
  • Operation: Cold Blood
  • Hotfixes and Known Issues
  • New Map: Bab
  • Toggleable Optics
Operation: Cold Blood
Our latest update is now live, bringing you a ton of new content. In addition to the content you did see, we were working on a lot of behind the scenes content aimed at facilitating future development. This included an initial push on new Quality Assurance tools, analytics, and a new Dashboard that allows our community team more control over our message of the day and other in-game communication. Our goal with these tools was to provide you with a better game and better experience as we continue developing Insurgency: Sandstorm.

Hotfixes and Known Issues
We have released three hotfixes so far that have addressed a number of issues, you can find the full notes here, here, and here.

We’re still looking into the known issues listed at the bottom of our patch notes as well as general feedback on performance since the last update went out. We’re currently looking into visibility problems with STANAG magazines, two loadout issues (loadouts presets not properly activating when selected and equipment from the second and third explosive slot not correctly being available), and an issue where it’s possible to have an incorrect localization partially active.

We’re also closely monitoring feedback about the changes being made to AI. With update 1.9 we made a significant change to the availability of weapons in co-op. This change was rolled back with our latest hotfix. You can read more about that here.

New Map: Bab
In keeping with tradition, I sat down to chat with some of our team to discuss our latest addition to the map lineup: Bab. This time I spoke with Jeroen van Werkhoven, Level Design Director; Adriana Matic, Level Designer; and Brian Birnbaum, FX and Lighting Artist:

Tim Perreault: Where did the idea for Bab come from?

Jeroen van Werkhoven: Bab came from the early days of Sandstorm. We had just started working on the game and we had an idea for a citadel type map and we started working on that first, but realized we needed more space at that time for a mode we were prototyping. We started expanding it and added this whole outside area with a town. Eventually that turned into Bab.

TP: What was the most challenging part of building the map?

JvW: I think the most difficult part was that because the map was in development for such a long time we really needed to figure out what we wanted to do with the gameplay. The map was massive compared to our current largest map, and we just couldn’t make it work. The journey of going from the town to the citadel was such a long run that by the time the player made it to the citadel they were already exhausted. Making it to the Citadel should feel like a reward, but it didn’t feel that way, just more map. It was not a lot of fun either because there was only one pathway through the citadel once you made it there. It felt like we forced 2 push layouts in a single layout. We tried to fix it but decided it just wasn’t working, so instead of trying to add more we decided to cut. To make the gameplay more fun and cohesive we removed the inside of the Citadel.

Brian Birnbaum: I don’t know how many iterations we had to do of the interior of the citadel to get it to work. I just remember so many pathways leading into it and all the tiny corridors and stairs, it took a lot of changes to get to where it is now. I can also remember in the early days when we were just starting to test the map we managed to get Keith Warner our CEO playing with us. The first time he played with us on this map, Mikee was in a technical driving down the hill and he ran over Keith without a second thought. We still joke about that today (Editor's Note: Mikee refuses to comment on the incident on the grounds that he might incriminate himself).

Keith Warner: No worries about incrimination but I’d like to know where those files are so I can delete them. No CEO should ever get run over by his team and I want to destroy the evidence!

TP: What was the approach to building gameplay around the medium to long range engagement distances we were looking for with this update?

Adriana Matic: For Bab, it was all about cutting specific sightlines. You wanted to keep the map open but also not let snipers be super OP. So it was kind of like checking angles and anticipating where those camping spots could be and limiting their sightlines so they weren’t over 180ᐤ and making good use of soft cover that just obstructs views. There’s also lots of hard cover, but using trees to block the view of a road was the primary approach.

TP: Do any specific areas of the map come to mind that presented a greater challenge?

AM: Yeah, so there’s this construction overlook that’s across from the ticket building and when we were testing players were having a lot of trouble because as they were moving down towards the ticket building they were just getting devastated moving through those lanes. There were two sort of higher vantage points where you could always aim down so you couldn’t really use walls high enough to block that. The solution ended up being using tarps and cloth and more foliage to kind of obscure the sight line to make it more difficult to clock players moving through.





TP: What did we do to optimize the performance of the level?

BB: So we did our usual optimization pass where we merge and instance as much as we can in the level but we were finding that performance wasn’t where we wanted it, partially because Bab is such a big and open map. We had to go through and limit as much that was rendering on screen as possible. We paired down all the similar textures in the level to reduce the load but we ran into a problem replacing textures. Unreal actually doesn’t have any easy way to replace a lot of textures and materials at once, especially instanced actors. There isn’t any way to replace all the materials on instanced meshes. So we ended up creating a tool specifically for Bab to try and lower Material and texture usage to lower the memory count.

JvW: We worked with the object view distances a lot too, because the game has to calculate when the player can no longer see an object and then stop rendering it which takes up CPU cycles. By manually setting all those distances we offload some of the computing, so we could look at all the props and say “Okay, after 50 meters, we want this to fade out”. By making that decision we could free up the CPU cycles to allow the game to focus on other things and ultimately keep frames higher. We’re still working on more optimization as we’re seeing feedback from our players using a broader range of hardware and figuring out the pain points.

TP: How did you build the unique feeling and atmosphere on Bab compared to our previous Sandstorm maps?

BB: So originally, we didn’t have too much of an idea of what we wanted the level to look like until we sat down to discuss it and got a paintover of the visual look. That visual look was a very cold and blue sky day.



We decided to give things nice visual cues and colors with the kites. Originally it was a very overcast day. When the concept art was created we didn’t think that we would be able to make the level look like the concept art. But it actually ended up looking a lot like the concept art in the end. I had to create a new blue cold skydome texture. It took several iterations to make the clouds and the blue in the sky to look right. I went through the level to add snow blowing off the trees and rocks, and even just on the ground because those little touches add some real visual interest. There are a lot of little snow effects to make the work seem alive. The hardest thing to create was actually the kites or at least it seemed hard at first. But interesting fact, they are Niagara Particles. Not blueprint or anything else. In Niagara you can simulate wind and basically all I had to do was do what a kite does in real life and tie a string to it.

TP: Bab is an Arabic word for door or gate, so it begs the question: what’s inside the gate?

BB: … Giant snowman.
Maybe one day we’ll find out about this Giant Snowman, but on that ominous note, we’ll move on.

Toggleable Optics
Operation: Cold Blood introduced the long awaited addition of toggleable optics to the game. I sat down with Lead Game Designer Michael “Mikee” Tsarouhas in the Cold Blood Tavern to talk about the effort that went on behind the scenes to make that happen.

Tim Perreault: Toggleable optics have been in the works for a while. Can you tell me a little bit about the history of toggleable optics within the game, where the idea came from, when we finally started working on them, and how we were able to finally release them?

Michael Tsarouhas: Yeah, this was one of the more interesting features in Sandstorm I think. It’s one of the things we originally wanted to do when we were first developing the game, but for production reasons we couldn’t. As people know, on release we had 2x and 4x optics that physically speaking would be able to be switched between different configurations. For a 2x you could move the magnifier away, and for some 4x optics you could just use the iron sights on top. We knew we had all the capability, but production-wise we just couldn't really do it. We didn’t have the resources or the time to get it ready for release in 2018. After the release a lot of players were requesting it, which we kind of expected. We tried to get it in an update in 2019, we put it in our roadmap. But it was just so challenging with a lot of the other stuff that needed to take priority and a lot of the other ways that the game needed to grow. We tried recently to get toggleable optics into our last release, Operation: Breakaway, but it really wasn’t ready. It needed a lot more attention and time to make sure we did it right. Ultimately, we added nine new toggleable optics and updated eight existing optics. So that’s 17 new toggleable optics that came in Operation: Cold Blood, and there was a lot of time and design and technical limitations and iterations that had to happen to get to that point. It was no small task.
TP: What were the biggest challenges with implementing toggleable optics?

MT: Oh god, everything man. Like, toggleable optics sound simple, like, you have two different ways to aim your optic, way one and way two. Sounds easy, but it was very complex. Not only were we doing it post release while we were trying to manage all the other things in these content-rich updates, but there were so many things we had to do to do it right. We had the following conditions: 2x optics that existed in the game already that needed to be converted with new animations. We had new 2x optics that needed to be created like the 2x OKP-7 and then needed animation. We had the optics that existed already with the iron sights on top that needed to be converted, some of which were weapon specific. Then we had the 4x optic with the red dot sights on top, and these needed new animations but different ones from the 2x optics. Then we had the new 6-3x optics that needed to be created with unique animations. So we had all these different types of optics that needed unique animations, and you had conditions where some were already in the game but needed to be updated to be toggleable. With all these different things needing to happen the biggest challenge was the communication and trying to make sure everyone was on the same page. Then there was the challenge of what to call them in-game. What’s an intuitive way to explain how these work through the loadout UI so players immediately understand what they are. The technical implementation was difficult as well. We had bugs where you’d aim an optic and it just wasn’t there, or the field of view was weird, the screen was blurry when it shouldn’t be, or it was just straight up showing the wrong magnification. On top of it all we had the normal challenge of gameplay balance. We had to iterate on these, we couldn’t just put them in and call it a day. We had to make sure they felt like they had utility and that they felt like they were balanced in terms of sight picture, transition times between the options, supply cost, fair trade-off compared to choosing other optics, and availability per weapon. So there were a lot of different factors.

TP: So speaking of iteration, what about the toggleable optics is very different from when they were first testable to what ended up being released?

MT: Some of the biggest differences were how the 6x to 3x ones evolved and how the weapon specific ones evolved. The 6x-3x were originally 7x-4x. We tried this in testing and almost unanimously the testers felt like they were not useful and not really effective as optics. This was because so many of the engagements were so close and you were just switching between two magnification levels that were both designed for further away, so it didn’t feel like there was a lot of value to it. When I first saw the feedback I was a little alarmed and was just thinking man, I wonder if we’re really going to have to rethink these. It’s good feedback and it makes sense because the game, broadly speaking, is mostly close and medium range engagements. But the way we solved it was really simple. We just knocked both magnifications down one level and then ran another playtest where almost all the feedback shifted the other direction. The other piece of this was that as we were developing we realized there were other optics that could be toggleable like the M1 Garand for instance. When we were doing research on the M1C scope we realized you could use the iron sights as well as the optic, so we stretched ourselves a bit in getting it work but we felt like it was important because it makes the weapon unique. It also helps with balancing other weapons that are seen as being cheaper or less effective like the G36K or the AUG A3. It’s great to give them a special upgrade that also gives a unique sight picture, etcetera. There were other ones we would have loved to have done. We would have loved to have done a toggleable optic for the 4x PU Scope but we just didn’t have time for it. We still got those other ones in.

TP: Any funny anecdotes about the development of toggleable optics?

MT: I was really shocked when I saw that we had 17 of them total. I remember when we were writing up the patch notes and being taken aback and even a little confused thinking wait a second, there’s no way we have that many. But I went through the list and realized like, yeah, we really do have that many. I think it’s kind of a testament to how big of a deal this is for the gameplay and how big of a challenge this was. But we did deliver on it. We knew it was something people wanted. And this was no small thing, but our team really wanted this too. We all knew that you could push a magnifier out of the way, I know you know Tim, and so this was an important thing to get to work so we pursued it and we delivered.

TP: Any final thoughts about toggleable optics?

MT: I think this is a good example of something in game development that you need to acknowledge can’t be rushed. You need to think about it from all angles: the gameplay, the technical implementation, the balance. How it might change how people enjoy the game period. All those things needed to be considered and while all those things took time and while we didn’t do it as quickly as we would have liked to, I think it’s saying something about our team and our passion that we put in the effort and we finally got it in. And we did it the right way and we did it in a big way… Again, 17. That number bears repeating.

While it has been an exciting year, the team and I are happy to be winding down. Over the next few weeks a lot of our team will be taking much needed time off. We’ll be coming back fresh and ready to get started on our next major update as well as a special surprise that will be coming out early next year. In our January SoP I’ll be looking back at 2020 as a year in review, things that went well, areas for improvement, and general lessons learned. To close out the year I’d like to wish you all happy and safe holidays and until next time, keep your stick on the ice.
Insurgency: Sandstorm - fatherHank
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.

Insurgency: Sandstorm - fatherHank
Hey everyone,

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.

Take care,
Mikee
Insurgency: Sandstorm - fatherHank
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.

Insurgency: Sandstorm - fatherHank
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.

Insurgency: Sandstorm - fatherHank
Operation: Cold Blood

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
    • 2x Holographic -> 2x-1x Holographic
    • 2x Red Dot -> 2x-1x Red Dot
    • 4x SU230 -> 4x-1x SU230
    • 4x C79 -> 4x-1x C79
    • 4x SUSAT -> 4x-1x SUSAT (L85A2 specific)
    • 4x ISM -> 1.5x-1x CH Sight (G36K specific)
    • 1.5x A1 Scope -> 1.5x-1x A1 Scope (AUG A3 specific)
  • Optic Upgrade Supply Point Changes
    • 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:

  1. Having weapon availability parity between Versus and Co-op helps players that move from Co-op to Versus or vice versa
  2. We want to maintain (and improve) the identity of the factions by making the set of weapons each faction has access to unique
  3. 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
Insurgency: Sandstorm - fatherHank
Hello Gamers™,

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:

  1. We want to improve balance between the two factions
  2. We want to maintain (and improve) the identity of the factions
  3. 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.

ISMC YouTube
@ISMCmod on Twitter
@ISMCMod on Instagram
Steam Community Group




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).


Oops
There are pros and cons to shooting down a heli (credit to Reacher-Said-N0thing on Reddit).


Mosin Movement
Great production, great aim, great gun. 10/10 Mosin use (credit to Eziokas_YT on Reddit).


Le Insurgency
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.

fatherHank
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