In-game localizations have been added for the following languages:
Czech
Danish
Dutch
Finnish
French
German
Hungarian
Norwegian
Polish
Portuguese
Brazilian Portuguese
Russian
Swedish
Thai
Turkish
In-game localizations have been added for the remaining languages:
Chinese (Simplified)
Chinese (Traditional)
Italian
Japanese
Korean
Spanish
Fixed a number of crashes related to:
Toggling NVGs when the player was not holding a weapon
Loading screen crash when loading into Survival or a modded game mode from a server map change
Compass HUD element
Score board UI element in Co-op mode
Reduced the occurrence of AI spawning inside the walls in Precinct Objective F on Survival mode
Fixed an issue on Citadel where a terrain seam could be seen
Blocked off an unused path by closing a door in Domination on Citadel
Fixed an issue where a flashlight is not available to be equipped with the Desert Eagle
Adjusted the Main Menu and Customization Menu to have the character model face the camera more directly
Adjusted the lighting around the character in the Customization Menu
Fixed an issue where the Field of View setting was not applying correctly in the Settings Menu
Fixed an issue with the Pistol in Arms mutator which may have affected community servers and certain co-op playlists in the following regions: US East, US West and Europe
Fixed an issue where the Replays button was not working and improperly located on the Main Menu instead of inside the Stats Menu
Fixed an issue where on Citadel where players were getting partially blocked while climbing a ramp at the church
Fixed an issue where the key art was showing up during the game launch sequence
Fixed an issue where the True Grit weapon skin was not being applied on the Cheapo Suppressor, Suppressed Sniper Barrel and Sniper Barrel
Fixed an issue where the Bear Claw weapon skin was not being applied to the Suppressor on the Sterling
Fixed an issue where the AS VAL had a muzzle flash
Fixed an issue where an unintended weapon skin can be equipped on the AS VAL
Known Issues
The remaining in-game localizations will be coming later this week in a hotfix
There may be issues where AI is spawning inside walls, under the floor and other unintended areas. We ask players to report cases to support.newworldinteractive.com so we can resolve these immediately
There is an issue where the gunship is killing friendly teammates during the survival extraction
Check out the full changelist and see what’s new in Operation: Exodus.
New Map: Citadel
Are you ready for an assault on the Citadel? Battle through a museum-turned-warzone, traversing muddy trenches, navigating sprawling tunnels, and fighting across an ancient amphitheater. Citadel is an expansive map and was built with our new game mode Survival in mind, requiring players to adapt to different combat styles as they travel the battlefield. Close-quarters can swiftly transition into open terrain before descending into narrow tunnels. Citadel has the 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
Survival
New Weapons: MR 73 and Desert Eagle
There are two new secondary weapons available for all classes: The MR 73 for Security at 4 supply points, and the Desert Eagle for Insurgents at 5 supply points. Both weapons support Optic, Barrel, and other upgrades, including a speed-loader for the MR 73. These new firearms will have you ditching your primary for some hand-held stopping power.
Desert Eagle
MR 73
New Feature: Pistol Optics
Pistol optics are here, adding precision and accuracy to your secondary weapons: the 1x Mini Green Dot for the Insurgents and the 1x Mini Red Dot for Security. Pistol optics are available for all secondary weapons.
New Game Mode: Survival
We’ve added a new co-op mode called Survival. Hunt for a safe extraction zone as you’re overrun and under fire by wave after wave of relentless enemy forces. Cut off from your allies and supply lines, you’ll have to scavenge for weapons and ammo, using our new Weapon Crates to acquire randomized primary weapons and upgrades.
Survival mode is available on the maps below in both day and night scenarios. We hope to expand the mode to more maps in future updates:
Citadel
Outskirts
Hillside
Hideout
Summit
Farmhouse
Precinct
Powerplant
Your first successful extraction in this game mode will grant you both of the new unlockable cosmetic sets: Dissident and Battleworn. Details on the cosmetics can be found below.
New Cosmetics: Unlockable
Operation: Exodus features a spectrum of characters from regular to irregular forces. Insurgents include rebel citizens who’ve donned masks to fight for their homes. Meanwhile, Security is cut off without supply, and their gear shows the wear and tear of battle.
Note: These cosmetics are exclusively unlocked by winning your first round of Survival Mode.
Dissident - A fighter going to battle with nothing but the clothes on his back.
Marked (Facewear slot)
Red
Blue
Yellow
T-shirt Frayed (Torso slot)
Black
Blue
Dark Grey
Light Grey
Sirwal (Legs slot)
Black
Light Grey
Peach
Loafers (Feet slot)
Black
Brown
Yellow
Light Grey
Battleworn - A soldier who has been isolated and stuck out in the field while struggling to survive.
Damaged PASGT (Headgear slot)
Brown
Dark Brown
Dark Green
Foliage Green
Olive Drab
Ranger Green
Sand
Tan
Uniform Camo
Blouse Dirty (Torso slot)
Uniform Camo
Trouser Dirty (Legs slot)
Uniform Camo
Worn Out (Feet slot)
Black
Brown
Dark Brown
New Cosmetics: DLC
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 in-game. 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 “Upriser” Gear Set
Upriser Mask
Upriser Top
Upriser Tattoo (Left)
Upriser Tattoo (Right)
Upriser Bottom
Insurgent “Bear Claw” Weapon Skin Set
Desert Eagle
AKM
SKS
Sterling
TOZ-194
Mosin-Nagant
Security “Bad Day” Gear Set
Bad Day Wrap
Bad Day Top
Bad Day Bottom
Bad Day Hands
Security “True Grit” Weapon Skin Set
MR 73
G36K
L85A3
Grease Gun
M870
M24
If you want to get all four Operation: Exodus DLC sets at a reduced price, check out the link here.
New Mutators
Six new mutators are now available. The details on each new mutator can be found below:
Budget Antiquing: This mutator only allows only old, cheap weapons along with normal equipment and explosives
No Drops: Weapons, explosives, and equipment are not dropped by dead players or enemy AI
Makarovs Only: Makarov pistols only
Poor: Players start with only 2 supply points
Fully Loaded: All weapons, equipment, and explosives in the game are available in the Loadout Menu
Gunslingers: Players are equipped with the MR 73 revolver, normal equipment, and explosives
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.
New Outpost Maps
Citadel
Summit
Precinct
Refinery
Frontline Mode
We’ve made some adjustments to improve player experience in Frontline matches.
Decreased starting wave count from 20 to 15
Decreased round timer from 20 seconds to 15 seconds
One vehicle spawns after the weapon cache is exposed for each team
Updated the appearance of the wave increment and decrement icons
Frontline Improvements
Previously, when the final weapon cache objective was exposed to the enemy team, your team would lose all remaining waves. We found that this was too punishing and could potentially end a round very quickly. To combat this, a new wave drain mechanic was added to allow the losing team a chance to fight back. Once the weapon cache is vulnerable, the waves will begin to drain at a rate of one wave per 20 seconds.
Firing Range
New weapons have been added to the Firing Range:
Honey Badger
AS Val
Sterling
Grease Gun
Welrod
M110 SASS
M1 Garand
QBZ-97
QTS-11
MR 73
Desert Eagle
We’ve also updated all the existing weapons on the Firing Range to ensure proper seating and placement.
Gameplay
Reduced the range to detect enemy proximity voice indicators
The color of character materials have been adjusted to subtly increase the overall brightness of characters
NVGs no longer automatically equip onto the player’s face after interacting with a supply crate
Bipod deploy and retract animations now blend with sprint animation
Improved the animation when holding a primed explosive while moving in 1P
User Experience
The teammate indicator has been made more visible by increasing thickness and opacity
The ammo carrier icons have been updated to indicate how many additional magazines and explosives are added
Adjusted the font size, table height and spacing in the Settings Menu
The row color changes and is highlighted when it is focused in the Settings Menu
Added a tooltip for server browser icons
Updated the style and location of the scroll bar in the Customization > Inventory Menu
Scroll boxes have been improved in the Loadout Menu and Inventory Menu
Changed the icon of the matchmaking regions to a globe icon
Created a new icon for language selection
Moved the placement of the Client Version element to the right-hand side to avoid overlapping other elements
Enemy AI
The shooting accuracy of AI is based on time. As time passes, the more accurate the shots become. This gives players time to react when they are attacked. We found there were three issues with this system that caused the increased snap shooting behavior.
Here are three situations, what should happen, what has been happening, and how we’ve fixed the problems:
The fixes are outlined below:
Each target the AI is aware of has an associated threat level, due to a number of factors. The AI is told to shoot at the target which has the highest threat. Here is a theoretical situation:
Here is a theoretical situation: The AI is targeting it’s highest threat target, shooting, and it’s accuracy is increasing. A new target comes into view for the AI, and this target is physically closer. This new target has a higher associated threat level due to its proximity.
What should happen now: The AI swaps it’s target, the accuracy is reset, accuracy increases, new target kills the AI or the AI kills the new target.
What has been happening: The AI swaps targets while still firing at the initial target, the accuracy system is bypassed, and the initial target is immediately shot (and usually killed).
The fix: When the primary target changes, the AI’s ‘focus target’ also changes at the exact same time, the accuracy system is not bypassed, and the initial target is not murdered in cold blood.
The AI is sometimes aware of players but not in a ‘combat’ state for various reasons, i.e. the target is outside the AI’s maximum firing range or the AI can hear but not see the player. At this stage, the accuracy system is irrelevant as the AI is not in combat yet.
Here is a theoretical situation: The AI has seen a player, but that player is outside of the AI’s maximum firing range. This target then moves within the AI’s firing range.
What should happen now: The accuracy system tells the AI where it should aim near the player (a near miss to alert the player). The AI checks if they are aiming where they are supposed to be aiming before pulling the trigger. If not it, waits until it has switched it's aim from directly looking at the player, to the desired ‘near miss’ point.
What has been happening: This check is happening, however, a check using only an angle was being used. If you’re far enough away, the angle check would not be sufficient - the distance between 2 points at a certain angle when you’re 10 feet away is significantly larger than the distance between 2 points at that same angle when you’re 50 feet away. So, although it’s been checking to see if the angle was sufficient to not snapshot, when the distance reached a certain threshold that angle was actually not enough.
The fix: An extra check has been added that includes the distance in the calculation between where the AI is looking and the location of the targets body - with this extra check, the AI will properly hesitate before firing at a target.
The AI ramps up its accuracy the longer it is in combat with a target.
Here is a theoretical situation: A bot enters combat with a player target and begins to fire.
What should happen now: The bot fires once, missing the target by a distance of x. The bot then fires again, missing again, but this shot is closer to the target. This continues with the miss distance decreasing until the target is hit.
What has been happening: The bot is correctly identifying two points around the target where it will miss, with the second shot being closer than the first. The issue is that those points are occasionally on each side of the player, i.e., the first shot going over the target’s right shoulder, and the second going over the left shoulder. While the AI is moving it’s aim to the second point - and still firing - the player happens to exist in the space in the middle of these two points, causing indiscriminate death.
The fix: Any time the first missed shot on a player is to the left of the player, all subsequent misses will also be on the left side of the player. Same goes for if the first missed shot is to the right of the player; all subsequent misses will be on the right side of the player
Our team also improved the spatial awareness of the Enemy AI with the introduction of the new Survival Mode. The built-out spatial awareness infrastructure which is currently used only on Survival will enable future improvements to all game modes in the future.
Modding
The new Mod Editor is updated with the 1.10 content
A new Survival Mode Setup guide will be coming soon on mod.io
The checkbox to toggle “Allow Derived Game Modes” has been removed. Instead, the setting is set to enabled in all scenarios
Level Design
Bab
Fixed an issue where the fire and explosion visual effects were not visible when a vehicle caught on fire or exploded
Fixed an issue where players could capture Objective B without being inside the building
Fixed an issue with the sandbags being too difficult to climb
Fixed an issue where players could get stuck in a staircase when attempting to vault
Fixed an issue where there was an invisible collision that was partially blocking a pathway near Objective B
Fixed an issue where props would appear or disappear at a certain distance
Crossing
Fixed an issue where players were able to access unintended areas
Fixed an issue where the fire and explosion visual effects were not visible when a vehicle caught on fire or exploded
Fixed an issue where a staircase was exposing a gap between walls
Fixed an issue where the restricted area was incorrectly displayed in Push Security
Fixed an issue where props would appear or disappear at a certain distance
Farmhouse
Fixed an issue where players were able to access unintended areas
Fixed an issue where props were clipping through each other
Fixed multiple issues on the map where objects or props would flicker
Fixed a lighting issue that caused props to appear black
Fixed an issue where an invisible collision was partly blocking a pathway
Fixed issues where seams could be seen on walls at multiple locations
Added a new bridge to the map
Hideout
Fixed an issue where players were able to access unintended areas
Fixed an issue where a seam on the floor could be seen
Hillside
Fixed an issue where players were able to access unintended areas
Fixed an issue where the fire and explosion visual effects were not visible when a vehicle caught on fire or exploded
Fixed multiple issues on the map where objects or props would flicker
Added new props to the map
Ministry
Fixed an issue where the fire and explosion visual effects were not visible when a vehicle caught on fire or exploded
Fixed an issue where players were able to access unintended areas
Fixed an issue where players could easily get stuck while walking around in the underground parkade around the concrete blocks
Outskirts
Fixed several issues where players were able to access unintended areas
Fixed a visual issue where a prop had an incorrect reflective material
Fixed a visual issue on the wall found inside a building next to Objective A, B, and D on Checkpoint Insurgents
Precinct
Firefight spawns were moved to disallow a spawn killing lane
Fixed several issues where players were able to access unintended areas
Fixed an issue where the fire and explosion visual effects were not visible when a vehicle caught on fire or exploded
Fixed an issue where low poly assets in the environment could be seen from the playable area
Fixed an issue where assets were clipping through the floor and could be seen from underneath
Fixed an issue where players could see into the second floor unintentionally
Fixed shadow issues on miscellaneous terrain parts
Fixed multiple issues on the map where objects or props would flicker
Fixed issues where seams could be seen on walls at multiple locations
Powerplant
Fixed multiple lighting issues that would cause textures to lighten when located near a wall
Refinery
Fixed multiple issues on the map where objects or props would flicker
Summit
Fixed an issue where players were able to access the unintended areas
Fixed a lighting issue where the piping around the map appeared very dark
Tell
Fixed several issues where players were able to access unintended areas
Fixed an issue on Domination where players would be able to enter an unintended room
Fixed multiple issues on the map where objects or props would flicker
Fixed multiple lighting issues would cause textures to lighten when located near a wall
Fixed an issue where a seam was visible in the walls
Fixed lighting issues at multiple locations on the map
Fixed an issue where the material of a pillar was stretched
Fixed an issue where a bush prop could be seen through another object
Tideway
Fixed an issue where lighting could be seen behind around the edges of a basement
Fixed an issue where AI was spawning inside the floor of a second story building
Fixed multiple issues on the map where objects or props would flicker
Resolved Issues
Fixed an issue where loadouts were not being stored and saved
Greatly reduced occurrences of snap shooting by AI (see Enemy AI section above)
Fixed an issue where AI would not retreat when they depleted all their ammo for their primary weapon
Fixed an issue where the silhouettes of players would show if they were surrounded by smoke effects from two different sources
Fixed an issue where the interaction hint on the HUD did not always appear depending on what the player was holding
Fixed an issue where players were able to see the enemy team’s proximity UI icons appear on the HUD
Fixed an issue where the overtime element remained on the screen even after the round had ended
Fixed an issue where the spectator overlays would not appear when the player did not select a class and pressed ESC after a map change
Fixed an issue in the Customization > Appearance Menu where the Preview Amor and Preview Ammo Carrier buttons were not centered on the screen
Fixed an issue where classes appeared block when the player slots were not full on the Class Selection screen
Fixed an issue where the menus would not appear in the Loadout screen
Fixed an issue where the extended magazine appeared too long on the QTS-11
Fixed an issue where the 6x-3x Red Ring Scope appeared tan instead of black
Fixed an issue where the bipod was misaligned in 3P on the ACE52
Fixed an issue where optics would jitter in the Loadout screen in the Firing Range
Fixed an issue where the character was not centered in the scene in the Loadout screen
Fixed an issue where the menu button would not open and close the menu during a match when using a gamepad
Fixed an issue where players were unable to vault using a gamepad
Fixed an issue where the loading icon persisted after clicking Next and Previous consecutively in the Mods Menu
Fixed an issue where the page number in the Mods Menu appeared as zero
Fixed an issue where the page number was not locked to an upper or lower limit
Fixed an issue where the poncho was clipping into the armor vest
Fixed an issue where reporting a player did not work on the CTE
Fixed an issue where players were able to vault into and through objects
Fixed an issue where planting a C4 or IED and moving your camera would cause the player’s arms to disappear and cause the player to stop planting
Fixed an issue where players were unable to interact or pick up dropped objects while holding an explosive or knife
Fixed an issue where the M1 Garand 2.5x M1C scope was set to a higher magnification
Fixed an issue where the weapon that is equipped with the 2x-1x Holographic would disappear while ADSing
Fixed an issue where the tanker trucks had larger collision volumes than what was visible to the player
Fixed an issue where the Menu button was not opening the Menu on the controller
Fixed an issue where the controller layout in the Settings Menu had the “Speed Reload (Double Tap)” button showing as “Quick Reload (Double Tap)”
Fixed an issue where UI elements in the Loadout Menu would not always appear
Fixed an issue in the Settings Menu where the sensitivity values were not capped to the same decimal place
Fixed an issue where the SlowMovement mutator was not being carried over through map changes
Fixed an issue where the password widget appeared to be out of focus when attempting to connect to a password-protected server
Fixed an issue where the binds in the leaning hint #108 were showing as UNBOUND
Fixed an issue where the Wet Feet achievement was not obtainable after completing Basic Training under Tutorials
Fixed an issue where there were two interaction prompts on the computer at the Range
Fixed an issue where the toilet props appeared as if it was low resolution
Known Issues
In-game localization will be coming later this week in a hotfix
There may be an issue where the objective icons are missing on the HUD and tactical map when playing on community servers when restarting the same scenario
There is an issue where a flashlight is not available to be equipped with the Desert Eagle
There is an issue where the Replays button does not work on the Main Menu. To access Replays, go into the Stats Menu instead.
There may be an issue where the camera switches to a view inside the helicopter during the end of round screen
There is an issue where the 2x configuration will automatically activate when switching to the underbarrel upgrade when using a 2x-1x toggleable optic
There is an issue where the bipod deploy animation will not play when using a MG3 or M240B
There is an issue when using the AUG A3 equipped with a 6x-3x Red Ring Scope will cause a portion of the weapon to disappear
There is an issue where the bipod is displayed incorrectly in 3rd person during the bolting animation with the Mosin-Nagant equipped
There is an issue where the Desert Hex weapon skin does not apply to the correct attachments
There is an issue where the Urban Digital and Whiteout weapon skins do not apply to the Recoil Grip attachment on the AK-74
There is an issue where the weapon details do not update when selected in the Loadout Menu
There is an issue where the Submit a Bug or Feedback form with new lines will fail
There is an issue where the reload animation will cause the player’s hand to warp when the Loading Grip attachment is equipped onto the primary weapon
There is an issue where the Objective indicator opacity is inconsistent
There is an issue where some of the UI elements overlap in Spectator mode
There is an error on the controller layout in the Setting Menus, where the Left Bumper should be “Comms Menu (Hold)” instead of “Weapon Select Menu (Hold)” in the Settings Menu
There are instances where the weapon and optic will jitter during ADS
There is an issue when the SVD with the Aiming Grip and 7x Sniper Scope is equipped causing the player’s thumb to obstruct the sight picture
There is an issue when using switching to a weapon with an Underbarrel attachment combined with a 2x-1x toggleable optic will cause the scope to appear to be toggled to 2x instead of 1x
There are multiple issues that are known regarding the gamepad:
Players are unable to interact with the Overview Screen during a match
The refresh button does not work in the Community Servers Menu
There is an issue when viewing a replay with a controller; the playback control buttons are too small to read
The left arm is bending unnaturally when aiming down the sights on the AS VAL with the Aiming Grip upgrade and NVG Point Shooting mode
The Mosin-Nagant Stripper Clip weapon upgrade does not push in properly when reloading in third person
AI vehicles can get stuck in the Range level under Tutorials
Switching to or from the Smoke Launcher upgrade with no ammo plays the incorrect animation when using the M1 Garand
There is an issue with weapon and knife hitboxes which may block players that jump into the weapon being held by other players
Another month is gone already, and with it we saw some pretty major announcements and releases.
We announced 1.10, had our 1.10 CTE, Update 1.9.2 was released, and we are under three weeks away from the full release of 1.10!
Here at NWI we are chugging along, reading through thousands of points of feedback from our Update 1.10 Community Test Environment. We appreciate everyone taking the time to fill out the survey (available here if you haven’t yet), post on Reddit, and/or filling out an in-game bug report.
The new mode, Survival, seems to be a hit, and it plays just perfectly with our new weapons. What’d you think? Let me know in the comments below - we are still taking feedback and iterating. I can say one thing we’ve been looking into is the quantity of suicide bombers in the mode.
What about the new sidearms? The pistol optics? The new map; Citadel? We want to know. I promise to read every comment. Even the mean ones.
The CTE is integral in our development cycle, so thanks again to everyone who partook. If you missed out, don’t worry, we will have another one before the release of 1.11.
The meat of this update is our HD Texture Pack. I’ve seen a lot of screenshots being taken with these higher resolution textures, and they are looking _clean_. Some noticed there was an issue with the texture pack upon release, but we have since pushed a hotfix and we are back to melting GPUs! If you have any great shots, send them my way.
The rest of the update (patch notes available here) was largely focused on small quality of life improvements (looking at you, server browser) and bug fixes.
While these minor updates aren’t super flashy, they go a long way in improving the day-to-day life of our game, and often contain initiatives driven by you as a community.
If there’s something specific you all want, keep posting, and I will see it. That’s not to say it’s guaranteed, but I guarantee I will at least pass on your ideas and we will discuss as a team.
Eighteen (!!) days until 1.10.
This will be our first major release since December and I am very excited. Like we said in the past we are giving ourselves more time between releases to allow us to focus on polish. While some people are frustrated that they aren’t getting content as often, I think most of us would agree that improving the quality of our releases is an area that needed some improvement.
If you’d like to see what’s coming in 1.10, you can watch our reveal stream here, follow along with our social pages (Instagram, Facebook, Twitter), or call me at home. I won’t give out my number, but if you have it, feel free to call me.
We will also be updating our Operation: Exodus website as things are revealed on social media, so if you prefer to avoid social platforms, just check back regularly to that site.
Our next stream will take place on 1.10 release day, May 18th, at 2:00pm MST on www.twitch.tv/NewWorld. I will be playing some games with the community, so stop by, hang out, and play some games with us.
The new Community Associate starts Monday, so you’ll likely see them in the Discord or on the subreddit in the coming weeks.
I really hope their online name can not be as easily changed to daddy as mine. Right before I started this job, I knew it was my last chance to change it from fatherHank… we all make mistakes.
We will be creating a community survey in the coming weeks that should be coming out near the end of May.
We are leading off this month with a super in-depth guide to the weapon upgrades available in Insurgency: Sandstorm (sacrilicious__ on YouTube).
Also, shoutout to Gat for the image we used for this post 📸
Next time we chat you’ll be rocking an MR 73, fighting past an ancient amphitheatre, and frantically grabbing random weapons from crates. Honestly, that sounds like a good month to me.
We've released a hotfix for update 1.9.2 that addresses the following issues:
Fixes:
Fixed an issue where textures from the base game were conflicting with textures from the HD Texture Pack, causing them to display at the lowest available resolution
Fixed a spawning issue at Objective D on Tell Push Security
Fixed an issue where muting players via the scoreboard was not working properly
Fixed an issue where the Message of the Day set up by community servers persisted in local play sessions
To see the current known issues list, please see the bottom of the full 1.9.2 changelist here.
In addition to the optional texture package, we’ve also added HD textures for the following props due to very high demand:
Fire extinguisher
Toilet
Fridge
After downloading the above DLC via the link, the HD Texture Pack will be automatically applied. To uninstall, go to 'Manage my DLC' for Sandstorm and unclick the box for the Texture Pack.
Visual Improvements
Restored the bespoke muzzle flashes from pre-1.6
Implemented a new system to hide certain headgear when the gas mask is equipped
Gameplay Improvements
Keybinds are now available for voice commands
Reduced flashlight blinding effects in 1P and 3P
Balanced the flashlight brightness between all weapons
Added particles to flashlight beams in 3P
The color of character materials have been adjusted to subtly increase the overall character visibility
Aiming down sights while using the QTS-11’s launcher will now use iron sights or attached optics
Players who are vote-kicked can no longer rejoin the same server via matchmaking
Server Browser
Added a server browser legend to explain icons for new players
Fixed an issue where favorited servers were not showing up under the favorites tab
Fixed an issue where columns were not sorted in ascending or descending order properly
Fixed an issue when selecting multiple filters would cause zero servers to show up
Fixed an issue where the text filter persisted through game restart
Modding Improvements
mod.io tokens now automatically renew after expiration
Reduced allocation of disk drive space for a mod's folder after unpacking
After unpacking a mod's folder, unnecessary files automatically removed
The loading screen will now show the server name upon joining a community server
Added a new feature for community servers to add a 'Message of the Day' to the loading screen, instructions on how to set this up can be found in the Server Admin Guide
UI Improvements
Added a new option in the settings menu to allow players to select different badges to display on the scoreboard (Note: this is only available if you have other badges to select)
Removed the Competitive loadout option from the customization menu
Limited the displayed length of usernames to 48 characters (sorry Shrek)
Map Fixes and Improvements
Bab[/list]
Fixed an exploitable area where players were able to traverse around buildings
Crossing[/list]
Fixed a number of exploitable areas
Farmhouse[/list]
Fixed an exploitable area where players were able to traverse around buildings
Fixed an issue where players were able to capture Objective A while hiding like yellow-bellies behind sandbags
Fixed an issue where players could get stuck after vaulting over barrels
Hideout[/list]
Fixed a number of exploitable areas
Hillside[/list]
Fixed an exploitable area allowing players to secretly reach Objective C
Outskirts[/list]
Fixed exploitable areas which gave players unintentional lines of sight
Fixed an exploit where players were able to climb to an unintentional area
Precinct[/list]
Fixed an issue where players could block Objective A by hiding behind crates
Powerplant[/list]
Fixed a number of exploitable areas
Refinery[/list]
Fixed an issue where players were able to spawn inside of a roof and become stuck
Tell[/list]
Fixed an issue where a major prop was not visible when viewed at a certain distance
Fixed an exploitable area near Objective B on Push Insurgents
Fixed an exploitable area where players were able to traverse around buildings
Fixed a floor decal that appeared stretched
Tideway[/list]
Fixed a number of exploitable areas
Resolved Issues
Fixed a crash that occurred upon returning to the Main Menu or launching the game
Fixed an issue where the smoke overlay could be hidden
Fixed an issue where the smoke effect was not visible to players at a certain distance who had settings lower than ‘Very High’
Fixed an issue where the smoke effect seemed to flicker at a distance
Fixed a flash-bang exploit where hitting escape twice would cancel the effect
Reduced instances of player’s hands would break when reloading or checking ammo
Fixed an issue where planting a C4 or IED and moving your camera would cause the player’s arms to disappear and cause the player to stop planting
Fixed an issue in replays where the scoreboard and the spectating menu did not update when players joined late into the match
Fixed an issue with the M16A2 equipped with the 3x A2 scope had a higher magnification level than the other 3x scopes
Fixed a bug that allowed AI to achieve taglines at the end of a round
Fixed a controller input issue where the Cycle Optic and Lean Right used the same key bind
Fixed a lighting issue when joining a match as a spectator
Fixed an issue where players were able to vault into and through objects
Fixed an issue where NVGs automatically equipped onto the player’s face after interacting with a supply crate
Fixed an issue where the friendly team marker was offset when using toggleable optics in the 1x configuration with the picture-in-picture setting enabled
Fixed an issue where the frame rate would drop when returning to the main menu
Fixed a looping animation issue that would occur when a player attempts to throw back a live grenade
Fixed an issue in the Loadout Menu where the extended magazine appeared to be floating when selecting the QBZ-97
Fixed an issue where the hand and thumb stretched while sprinting and switching to a primary weapon equipped with an Aiming Grip attachment at the same time
Reduced occurrences of players missing weapons in 3P and in spectator mode
Fixed an issue where the Urban Digital skin was not applying correctly to the Recoil Grip attachment on the AK-74
Fixed an issue where the bipod on the QTS-11 appeared enlarged when deployed in 3P
Fixed an issue with the QTS-11 where the ammunition is floating outside of the weapon in the Loadout Menu
Fixed an issue where the hand was positioned incorrectly when using the QTS-11 equipped with the Loading Grip attachment in 3P
Fixed an issue where the extended magazine dropped by Speed Reload while using the QTS-11 was too large
Fixed an issue where the handguard would disappear when a foregrip attachment was equipped on the G36K
Fixed an issue where part of the AUG A3 disappeared when the 7x Hunting Scope was equipped in the Loadout Menu
Fixed a visual issue between the 7x Sniper and Hunting Scope and the IR Laser Sight upgrade
Fixed an issue where the voice status display element was placed in the wrong layer which caused it to be blurry in the end of round screen
Fixed an issue in the Loadout Menu where the Resupply hints would appear when playing Hardcore Checkpoint
Known Issues
There is an issue where players may see the enemy team voice chat and proximity voice chat icons while they’re not in range of the player. We are investigating reports from players being able to hear voice communications in other unintended situations
There is a 3P animation issue where the left arm will clip through the body when the player begins sprinting while having the M870, TOZ-194, M99 or M82A1 CQ equipped
There may be an issue in the Customization Menu where selecting cosmetics it may update the character model to wear a different cosmetic than that is selected
Sunglasses may occasionally appear incorrectly at certain angles
Weapon skins do not properly apply to the Recoil Grip on the AK-74
The screen may get brighter when holding a weapon equipped with a night vision optic
There are multiple issues that are known regarding the gamepad:
Players are unable to interact with the Overview Screen during a match
The refresh button does not work in the Community Servers Menu
It is not possible to scroll credits on the credit screen
Cannot browse the match history / replay list
Player cannot vault with the vaulting button
Customizations cannot be unlocked
Pressing the menu button during a match will not open the menu
PC keyboard in-game hints will display unbound gamepad buttons
After pressing alt-tab during Tutorials then returning to game, focus will not return to the gamepad
There is an issue with the 6x-3x Red Ring scope appearing tan instead of black
Appearance cosmetic list scroll bars do not accept analog stick input
Please refer to our Trello board for a full list of known issues.
In anticipation of our upcoming Operation: Exodus 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: Exodus on the Community Test Environment:
New map: Citadel
Two new weapons (MR 73 and Desert Eagle)
New Weapon Upgrades: Pistol Optics
New Mode: Survival 👀
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 Survival, 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: Exodus 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: Exodus on the Community Test Environment:
New map: Citadel
Two new weapons (MR 73 and Desert Eagle)
New Weapon Upgrades: Pistol Optics
New Mode: Survival 👀
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: Citadel' 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: Exodus 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: Citadel
Two new weapons (MR 73 and Desert Eagle)
New Weapon Upgrades: Pistol Optics
New Mode: Survival 👀
To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment". Boot up the CTE, and please set matchmaking regions to US East. Click Play, select Versus, and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!
During the CTE, we will be restricting the playlists to focus solely on the new content.
Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.
After playing, please fill out our CTE survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.
For more information on the CTE, please visit our frequently asked questions article here.