Today we’re patching our Community Test Environment (CTE) to test the content in the upcoming version 1.4 game update. You can try out update 1.4’s new snow map, new game mode, new weapons, new cosmetics, and a brand new playlist system right now on the CTE by going to your Steam Library and downloading “Insurgency: Sandstorm Community Test Environment”.

Please be aware that this is a developer test build of the game and you may encounter unexpected bugs or issues. Content shown in the CTE is not final and may or may not be implemented into the public version. There are no restrictions on recording, streaming, or discussing the CTE, however, it’s important to disclose that any footage or feedback is in relation to the test. The CTE will close at the end of the testing phase.  Information on the CTE can be found here. We welcome your feedback on the CTE, so please direct any bug reports or general opinions to the CTE sub-forum here.

Stability

  • Fixed a crash on Hillside Frontline caused by opening the tactical map after capturing objective Charlie as Security when the objective was neutral. 

Critical Fixes

  • Fixed 2 potential causes for invisible bots occuring. If you experience any further instances of this occurring please report them in the following thread here.
  • Fixed a potential cause for players falling through the map and becoming desynced  to other players caused by vaulting. Again, if you experience any further instances of this occurring, please report them to us on the forums, providing as much information as possible. 
  • Fixed an issue where first person footsteps would sometimes stop playing entirely. This was caused by the significance manager, which handles optimization, wrongly adding these footsteps to the global pool when near larger groups of players or AI, and marking them as unimportant to hear.

Gameplay Improvements

  • Frontline
    • Made changes to gameplay in an effort to create more objective capture back and forth, and less time spent purely fighting for central objectives like Charlie.
      • Each team now starts with 20 waves up from 15.
      • Objective capture time is now 23 seconds down from 30.
      • Teams now gain one additional wave on objective capture instead of 2 waves.
      • An objective can now be captured even if your team’s objective needs to be decapped, but not if an enemy is still inside of your team’s objective.
  • Weapons
    • Increased AKS-74U fire rate from 652 rounds per minute to 720 rounds per minute to give it closer parity with the Mk 18 CQBR.
    • Galil/Galil SAR horizontal recoil has been decreased.
    • Galil/Galil SAR weight increased by two units.  
    • Galil SAR now has an integrated bipod by default just like the Galil’s. 
    • Both Galils now have tracer rounds.

Visual Improvements

  • Added a selection of new special idle animations for the character customization menu.
  • Finalized the equipment physics system that allows gear items to jiggle and move when the player is in motion. 
  • Added different gear physics profiles for in-game and the Customization menu. 
  • Added a scrolling text widget which applies to level, game mode, scoreboard and server names when the character amount is too high to display them in full.
  • Third person free look animations while reloading are less restricted.
  • Damage effects are now no longer shown when an attack failed to deal damage. Friendly fire messages are also not shown to players when attacks fail to deal damage.
  • Improved quality of arm rotation when reloading and improved restricted AO calculations.
  • Added weight to different menu idles, to control how often they play.
  • New first base and foregrip draw animations for rifles.
  • Insertion vehicles in Co-op now slightly restrict first person vertical movement. 
  • Changed the “Find Match” text to “Waiting For Leader” when the local player is not the leader of the party.

Bug Fixes

  • Fixed a bug where the Observer had an unintended effect of increasing capture speeds when on the objective. 
  • Fixed an issue where if you threw a deployable item such as C-4 and another player picked it up and threw it back to you, and then you picked it up again, you would not be able to select any of your weapons or items. 
  • Fixed an issue where it was possible to deploy a bipod on another player and remain deployed even once they have moved away from you. 
  • Fixed an issue where the various items attached to backpacks would be visible in the insertion vehicle, even though backpacks are not intended to be shown during insertions. There may however still be some minor visual artifacts. 
  • Fixed an issue where the player could utilize the gunner position of a vehicle to gain access to the outside of the map in some specific situations. 
  • Fixed an issue with the normal maps on the first person and third person M3 MAAWS launcher. 
  • Fixed an issue where the following new weapon icons were not apparent in the stats menu: M82A1 CQ, M99, QBZ-03, VHS-2.
  • Fixed an issue where the character’s knee would snap into position during the third person rifle walk sequences. 
  • Updated player rows on the scoreboard if a player has developer status or XP changes. This should solve issues where a player row is created before that info has finished being queried and would not be updated until the player’s position on the scoreboard changed.
  • Fixed a bug with disabling IK and forced hand bones on draw and holster motions.
  • Fixed bug with the Mosin and M24 when bolting.
  • Fixed an issue where sniper rifles and rocket launchers would disappear when being reloaded in third person. 
  • Fixed a morph issue with the military boots and cargo pants cosmetic combination on Insurgents. 
  • Fixed a bug where the laser sight attachment was clipping with the rail cover on the M16A4. 
  • Fixed animation assignment issues with foregrip shotguns. 
  • Reduced frame count on idle animation in main menu.
  • Added two handed Hardcore Checkpoint sprint to bolt-action rifles and shotguns.
  • Fixed an issue where first person sprint animations were not playing initially on spawn.
  • Fixed an issue with the Winter jacket Insurgent Torso cosmetics where the first person sleeve colors did not match the third person sleeve colours. 
  • Fixed morph target issues with the Shell jacket Security Torso cosmetics. 
  • Fixed an issue where the metal detectors on Ministry were not triggering audio correctly.
  • Fixed an issue where it was not possible to deploy a weapons bipod when inside a smoke cloud from either artillery, 40mm or smoke grenades. 
  • Fixed an issue where no infographic icon was shown for the “slide” action in movement Lesson.
  • Added Galil and Galil SAR to the weapon table on the Range Tutorial map. 
  • Fixed an issue where entering the headshot state would not mute the auxiliary busses leading to some odd audible feedback.  
  • Dropped magazines from the Galil speed reload now have no bullets in them. 
  • Fixed an issue where the default soundscape was not audible on the firing range. 

Map Fixes

  • HIllside
    • Expanded Checkpoint Security Objective E capture zone.
    • Fixed an issue where the borders of some door assets would not allow for bullet penetration. 
    • Further detailing added to some areas.
    • Fixed an issue in Frontline where you could destroy the Security weapon cache from far away. 
    • Fixed an issue in Firefight East where the two rooms on the first floor of objective Bravo’s building were not entirely covered by the capture area.
    • Fixed an issue in Firefight East where a pillar was clipping through the wall on Bravo.
    • Fixed an issue in Firefight East where you could get stuck if you vaulted over  a wire reel in the corner in the A objective.
    • Fixed an issue where you could become stuck between a fence and the cliff wall in the far back of the level on the road leading into the hill. 
    • Fixed several issues that allowed players to escape the playable area.
  • Farmhouse
    • Fixed an exploit where the player could capture objective Charlie from an unintended spot on Skirmish.
    • Fixed an issue where the restricted area covered an unintended position on Checkpoint Security B objective.
  • Summit
    • Fixed an exploit where players could crouch jump into an unintended building. 
  • Ministry
    • Adjusted playable area to have a bit of a safety net when players end up outside the map due to dismounting vehicles.
    • Added extra blocking volume for a few buildings with thin walls to block vehicle traces when dismounting
  • Crossing
    • Fixed an issue with the out of bounds area on Skirmish near objective D.  

Known Issues

  • [Visual] Combat Goggles Security Eyewear cosmetic glass may be visible through smoke on certain settings.
  • [Connection] Some players have reported issues with server connection or pings showing as ‘0’. If you experience this or have information on this issue please post here.
  • [Audio] If the same level is loaded twice in a row online, the default soundscape stops working.
  • [Audio] Soundscapes may update incorrectly after spectating another player even after respawning. 
  • [Visual] [AI] The insertion truck driver can sometimes T-Pose
  • [Party System] Should a Party Host leave an on-going matchmaking game, the party members are not able to perform a seamless transition to the next server. 
  • [Appearance] In very rare cases after a level switch or team swap, some characters may render incorrectly and be displayed as the wrong team.
  • [Supply] Supply costs for some attachments may currently be incorrect.
  • [Checkpoint] On first join via Matchmaking during the Insertion truck sequence, some characters may display incorrect animations.
  • [Bots] There is a small percentage chance for a bot to spawn with missing torso cosmetic. 
  • [Audio] Sliding sounds may sometimes stop playing entirely. This was fixed for footsteps as written above, but still remains for sliding.