We have a new update for you guys this weekend. Here's the changelog:
New and improved main menus.
Updated Market, District, Ministry and Buhriz_Coop.
Updated map overviews with grids.
Improved weight system to better differentiate between light and heavy with contrasting acceleration, sprint and slide speeds.
Improved damage model and hitboxes.
Improved LMG recoil in hipped and bipod modes.
Tweaked sway behavior while moving.
When you are awarded a supply token, it now pops up on the bottom of your screen and makes a sound (like it used to), to remind you that you've earned supply.
Fixed server CFGs so server admins can modify game cvars without the game mode overriding them.
Increased effectiveness of AP rounds.
Reduced OSX inventory bug where players could not see or select weapons/upgrades. [Note: This appears fixed for some and broken for others - hence "reduced" instead of "fixed". Please let us know if it works for you or not!]
Coop & Artificial Intelligence Improvements
Fixed hunt mode so bots now properly spawn throughout the map.
Added a "# Insurgents Remaining" counter to hunt mode.
Fixed supply gaining in coop. You now get a supply token every 2 kills.
Bots no longer sit there and stare at you when they should be attacking.
Bots now hear you if you try to sneak up on them without quietly walking.
Bots now investigate more intelligently.
When you are capturing a point in checkpoint, bots no longer sprint at you aimlessly - they are more methodical.
In coop you can now see friendlies no matter where they are in the map, even if they're not in your squad.
Pressing escape can now close various ingame menus.
Increased Firefight game length from best of 5 to best of 7.
Increased Coop game length from best of 3 to best of 5.
Fixed wave count not being displayed pre-game.
New player animations for deployed bipod - player no longer looks like he's standing normally when in fact he's crouch deployed.
First person deployed animations are no longer really low on the screen.
Tweaked tracers so LMGs are the only weapons that use them.
Updated sniper rifle sounds.
Fixed an issue with the M4A1 silencer appearing to be floating.
Fixed RPK hollow point rounds from using AP round qualities.
Explosive sounds now use speed of sound rule.
Tweaked glass material so it's less transparent (sometimes people thought there was no glass there when in fact there was).
Added normal map details to a bunch of textures in the game that didn't have them before (you might notice some graphical improvements in some of the environments).
Fixed many issues with cl_fullupdate. This should resolve crashes with alt+tabbing, demo recording and any other instances of the game calling cl_fullupdate.
Fixed coop so it now properly spawns all the bots in the game. Before it was only spawning a max of 16 bots (the maximum squad slots). This will make coop a lot more challenging and the way it was meant to be.
Added ability to use Insurgent weapons as Security in coop.
We've released another hot fix with the following in it:
Fixed some font issues with the kit selection screen
Fixed squad VOIP so you can now communicate with squad members even if they're not in proximity of you.
Squad mates are now displayed as green on the overhead map.
New way of doing weapon sensitivities which will scale it down with FOV. Use cl_zoom_sensitivity (ADS) and cl_zoom_sensitivity_scope (4x/snipers) to adjust the scaling factor. These should also work in mouse options.
Fixed bug with map overview where it would resize in spectator.
Spectator UI now tells you when you are waiting for a wave rather than saying 0 seconds until respawn.
Disabled free aim while sprinting.
Shotguns now have laser sights and flash lights.
Tweaks to recoil on M249, M4A1, UMP45, MP5 and MP40.
In Bipod mode you now have less sway.
Increased recoil while moving.
Walking is now silent.
Mini-14 is now 20 rounds instead of 10.
RPG now costs 4 supply. In the future it will be one-time use and we will reduce the supply cost again.
New re-supply option in the kit selection screen allowing players to stock up on ammo. Especially useful in coop.
In coop, all players on your team will be shown on your HUD at all times, not just squad mates.
Adjusted movement speeds for reloading and moving in iron sight.
Dry fire resembles the weapon firemode a lot more.
"UPGRADES" label in inventory UI was slightly overlaying the add upgrade button.
Disabled the code that attempted to show the inventory menu on first spawn as it was causing some issues with a high ping.
Added newline at the end of "%gamemode% wave triggered" message and made the message developer client-side instead of networked.
Removed the checks that marked .theater files as unsafe to download.
Removed mp_decals cvar, will use entirely clientside r_decals value instead.
We've just released a hot fix for the game with the following included:
<ul><li>Kit Selection can now be accessed in your spawn area by pressing +use (F) like it was in the Alpha.</li>
<li>Fixed RPK only having 6 shots - now has the full 75 ammo capacity.</li>
<li>Fixed a bug with single shot weapons (sniper rifles and shotguns) where going between stand and crouch would exit the bolt/pump sequence immediately.</li>
<li>Improved overhead maps with fixed transparency on player icons.</li>
<li>M249 no longer has two AP ammo options.</li>
<li>Reloading no longer slows you down so much.</li></ul>
INSURGENCY is leading an indie revival of the tactical shooter genre. Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds.
This game is highly competitive and unforgivingly lethal. It strikes a balance between one-life gameplay and prolonged action. This means no cross-hairs, realistic weapon damage, and careful maneuvering.
Realistic weapons handling and equipment load-outs combined with simple heads-up-display and user interface keep players immersed in the fight.
INSURGENCY'S game modes create a distinctive experience from other first-person-shooters. Capturing objectives prolongs the entire team's opportunity to achieve victory. Matches often become an epic tug of war as both teams struggle to gain control of objective areas. Multiplayer modes support up to 32 players, while Co-op modes support 6 players.
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
INSURGENCY marks a significant milestone, moving from Alpha to Beta phase of development.
The feedback from the community over the past few months has resulted in the implementation of many requested features.
Among the most notable changes in this release are the addition of five weapons, including light machine guns for both teams; updated level designs for all maps; entirely new systems for squads, player classes, equipment customization, and corresponding user interface.
There is still plenty of work ahead of us in the coming months as we strive towards our next developmental goal of full release. We still remain in Early Access status, as the game is not yet feature complete or bug free. Your continued support and feedback will help us to create the best game we possibly can.
A tremendous THANK YOU from the entire team for the dedication and support of our community through out this creative process! See you on the servers!
To mark the occasion, the game is now on sale for 50% off to $9.99. Also note, the regular price has increased to $19.99.
We will be hosting a Play With the Devs event later today at 1pm PST and livestreaming it on Twitch.tv. So be sure to join us and let us know your thoughts!
We are about to put a bunch of new systems and weapons into the game which will probably break things for a bit. Be patient, as the next update will be very exciting and mark a big milestone for the game. We will be testing on the Beta branch leading up to its release, and hope that many of you will be able to help us test as we go :)
Anyway in the mean-time, here is a nice small update for you guys:
Updated Buhriz and Uprising.
New M590 and MP5k sounds.
Neutral state has been re-implemented so objectives are only neutral when they are being contested, allowing people to prevent the other team from winning by starting a capture.
In Push, capture progress never deteriorates, so the defending team must actually enter the defense point to bring progress back down after a capture has been started (and stopped).
Push now has shorter reinforcement time (20 instead of 30 for attackers, 30 instead of 40 for defenders).
Added convar mp_joinwaittime which is the time, in seconds, the game will wait for additional players once the minimum player threshold has been reached. This should give players more time to join before the first round between map changes. Defaults to 20 seconds.
In Push the defenders now get a defense kill bonus for any kill they get, so they will receive supply tokens at a more steady rate.
There is now a single mapcycle.txt file that rotates through all the maps, and forces the most ideal game mode for each map instead of using the game mode that the server was on previously. Servers may manually add additional game modes to a map through the map script if they wish to.
Map scripts now control moving spawns for Push and Checkpoint, so that trigger relays no longer need to be set by the mapper (SDK examples will be provided at some point).
Stance transitions are slightly slower and more methodical.
Can no longer fire your weapon while in transition to or from prone.
Added support for "Walk" button. It will actually make your player move silently when used.
Realism and normal scripts have been consolidated so now weapon, player behavior and damage are all consistent.
M16 is now burst by default.
Kill cam is now removed by default.
Friendly fire is now enabled in realism instead of having to be set separately.
Vote kick options have been modified to be more scalable: Default vote kick option is "Idle/AFK" which is just a kick, not a ban. Trolling is a 5 minute ban. Excessive team killing is a 20 minute ban. Cheating is a 60 minute ban.
Fixed a bug where the smoke grenade particle effect would disappear if not being looked at directly or if using a 4x scope.
Changelevel vote is now disabled by default, encouraging players to use nextlevel instead.
Fixed mp_winlimit so that games end when they should.
Fixed a bug where holstering a burst fire weapon mid-burst would fire shots when you deployed the weapon again.
Reduced the size of the blood particle material for better optimization.
Fix for ins_debug_visibility convar so that it logs all invisible players, not just dead players.
Fixed a bug where mp_switchteams would change your team but let you keep the weapon you had for your previous team.