Product Update - Valve
May 24, 2013
We've been hard at work on an update for Insurgency and are excited to give you guys something new to play with over the weekend!
Added new coop game mode: Checkpoint. Checkpoint is an objective-based coop mode with 4 objectives that must be secured one by one. After capturing the second objective, your team receives reinforcements and anyone who is dead gets to respawn. Checkpoint is currently supported in Uprising_Coop, Siege_Coop and Market_Coop.
Firefight is now using a new reinforcement mechanic. Instead of players respawning infinitely, reinforcements are only triggered when a point is captured, distinguishing it from Occupy and incorporating some of the intensity of Elimination into objective-based gameplay.
Battle now supports moving spawn points. When your team captures the middle point, your spawn point moves up giving your team momentum and making it less of a stalemate.
Market and District now support Push game mode.
Fixed a bug in Push and Battle where the defending team could not block enemy capture.
Implemented new server and client controlled ragdoll manager that will limit ragdolls for the client depending on FPS.
Added new convar "sv_vote_kick_quorum_ratio" (default value 0.8) to help prevent "gang-banning." Instead of requiring 60% of the vote (which is the default), it now takes 80% of the vote to kick/ban someone, to decrease instances of people being unfairly kick-banned from servers.
Added new convars "bot_health" (default 1.0) and "bot_damage" (default 0.6) to allow server admins to modify bot health and damage.
Updated realism mode scripts.
Bots can no longer see through smoke.
New gameplay sound cues related to objectives and receiving supply.
Point captures are now displayed in the upper left along with death notices, and display each player involved in the objective capture/neutralization.
Moving while prone in iron sights will put down your weapon and allow you to move instead of force-restricting player movement.
Player stats are no longer reset after each round.
Reduced cost of RPG and C4 to 1 supply now that supply rate is slower than it was previously.
Increased fuse time on Flashbang.
Increased the rate of fire of burst mode for M16A3 and MP5K.
Removed spark particle from muzzle flashes.
New Mini-14 and Mosin Nagant textures.
New character animation improvements - players no longer run in place, smoothed idle -> run transition, new idle animations.
First person spectator is now the default for Coop. In the future we will make it the ONLY supported spectator mode in Coop, however we need to fix leaning and laser sight in spectator mode before doing so.
Potentially fixed ragdoll UFO abduction bug. Don't want to claim we've fixed it officially, as it's a latency related issue and requires more testing. However, if any of you still notice this bug or notice less of it occurring, we would very much like to know!
Starting to evolve environment art a little more (see barber shop in Siege/Contact as an example of what we will be doing to all of our environments in coming weeks/months ahead).
Fixed a crash in the ClientLeafSystem that caused a crash whenever IsLeafMarker was hit in AddRenderablesToRenderLists.
Fix the following problems in hammer: 3D Shaded Textured mode for the 3D viewport not working, displacement texture blends not showing up in 3D Shaded Textured mode, and texture blends on non-displacement surfaces being glitched in 3D Textured mode.
Siege bug fixes and new art
Ministry map cleaned up and playable - no more missing textures.
Heights map cleaned up with more spawn exit options for Security
We will be hosting a Play with the Devs event later today at 4pm Pacific for those interested in joining us for some INS action. We look forward to getting more detailed feedback from you all on the changes!