We are releasing a patch for Insurgency today that features all new Ambush scenarios, work in progress penetration-based armor, updated character models with equipment representation, competitive changes, and more.
All New Ambush Scenarios
We’ve changed the game rules as well as many layouts for Ambush, the goal being to revive the mode by making it more fun and competitive. The mode now always has a single extraction point, which changes each round. The added and updated scenarios have been added to the official tactical and competitive playlists. Please give us your feedback on the new layouts via our forums, and let us know what you think.
Work in Progress Penetration-Based Armor
We are currently working on penetration-based armor, which has now been introduced to cooperative and competitive modes in the game. When this is enabled, visible armor on characters function like real armor, instead of simply adding extra health points to the character’s chest/stomach area.
When we’ve received enough feedback and have had time to balance the damage model properly, we will introduce the feature to regular multiplayer. In the meantime, modders may enable the penetration based armor via theater files, and it may be tested on the cooperative and competitive playlists.
Updated Characters with Equipment Representation
Top to bottom: Heavy Armor, Light Armor, No Armor
Left to right: No Vest, Chest Rig, Chest Carrier
We have updated the player models in Insurgency so each character visually represents the armor and vest (or lack thereof) he is wearing. They have also been changed and improved visually, in particular the Insurgents and Security VIP. These character changes were necessary to pave the way for penetration-based armor.
Workshop creators please take note, these changes will break any mods with player model replacements. It will not break player retexture mods, however their clothing/look will be shifted around. The Security No Armor model will show up as a vanilla skin because of our changes.
We’ve updated the competitive playlist to include the new Ambush mode with all new layouts and implement an all new supply gain economy accompanied with new equipment loadouts and class templates. As rounds progress, players will earn supply, allowing them to use new weapons they might not have had access to at the beginning of the match. Supply is gained each time you capture an objective, or get 5 kills/assists. We have also added Skirmish mode to the playlist.
The new work in progress penetration based armor is also now included in competitive to give greater value to armor and a proper purpose to AP/HP rounds. Once you try it out, don’t hesitate to share your thoughts on how well you feel it works via our forums.
We are currently in the process of setting up anti cheat for the game. It will run for all of the game in comp, PvP, and coop. This is not yet ready to be implemented into the main game experience, but it is something we are currently testing among other things on our beta branch. If you would like to join our developer beta tests, be sure to join our the community group here to get an event notification when we have tests.
Full changelist is below:
Updated Player models.
Players models are now visually representative of their armor and gear choices.
New work in progress Competitive theater which includes penetration-based armor and supply economy.
Updated third person crouch leaning animations and crouch idle positions to line up better with where the first person camera is.
Raised Ambush player count needed for 2 active control points to 16 players.
When Ambush is in single control point mode, the game will now alternate between the two points rather than randomizing it.
New Ambush mode map layouts.
Added Ambush and Skirmish mode maps to the Competitive theater.
Fixed score reset when mp_restartround is run on the server.
Fixed props disappearing in Verticality when shader settings are set to Very High.
Fixed SourceTV being unable to join full coop games.
Fixed a restricted area that allowed spawn camping in Buhriz Push.
The Digital Gaming League has been hosting unofficial Insurgency competitive seasons for almost two years now. On August 20th and 21st at 1700 GMT/ 1 PM EST, the DGL invites new players to competitive to participate in this weekend’s Newbloods Tournament. If you are a player without a team and want to join, you can sign up here and show up early to be placed on a team. If you already have a team, register on www.thedgl.org for the tournament. All participating players should remember to be on the DGL Teamspeak channel - IP: 22.214.171.124 - 30 minutes prior to the competition. Seasons for NA and EU will launch next week. Please go to the DGL website for more info. Pick up games are hosted daily at the DGL Teamspeak channel above as well as bromance.on.vg. If you have any further questions, feel free to add admins Link or Torix for more info.
The Pacific Gaming League (PGL) hosts competitive Insurgency 5v5 Firefight seasons in the Oceania region. They are coming up to the sixth season of play, which teams are able to sign up for now at the Pacific Gaming League website here. The season is planned to go live on the 5th of September. New players are always welcome in the community, and the PGL run regular friendly pick up games (PUGs) with both new and experienced players. If you are from Down Under or a proud Kiwi, sign up and register/join a team for Season 6 of competitive Insurgency in Oceania. And come and say hello to the community via their website, Facebook group, or official PGL TeamSpeak server, by connecting to ts.pacificgl.com
Today we release our first patch for Day of Infamy, based upon some of the initial feedback we received and major issues we noticed.
We would like to point out that the singleplayer missions have been improved in this patch, but they still have a way to go. We will be spending considerable time improving this experience leading up to the full release.
Below is the full list of changes for today’s patch:
User Experience Improvements
Adjusted difficulties in the game. Now there are only two, and they have been renamed:
Classic - Gameplay representing the classic WWII games - death notices, friendly fire disabled.
Grit - New World’s rendition of more intense and suspenseful gameplay - no death indication, and friendly fire enabled.
Added random gameplay hints to the loading screen.
User interface adjustments:
US Army icon updated.
Game mode added to server info.
Brightened server list text to increase legibility.
Images added to rule set filter in server browser.
Radio operators will receive assist points for artillery kills.
Adjusted bot counts (both friendly and enemy) in cooperative and singleplayer.
Added “possession” feature for singleplayer, so that instead of losing when you die, you take over a nearby friendly soldier. You will lose only if your whole squad is wiped out.
Friendly bots no longer respawn constantly in coop/single player, unless specified in a map objective. Now they default to spawning when humans spawn (objective/regroup based).
Regrouping added as the method of reinforcement in singleplayer Entrenchment.
Fixed crash when selecting “Setup Microphone”.
Fixed crash when change level was called without a gamemode.
Fixed not being able to join coop servers due to too many bots.
Fixed being able to call in artillery with your own radio if you switched to officer during gameplay.
Adjusted rounds per minute values on semi-automatics to prevent macro abuse.
Fixed equipping the flamethrower as a US Army engineer. This was caused by the fuel tank weight not being taken into account properly.
Fixed assist points being assigned to the wrong player.
Fixed artillery kills on kill feed enabled servers showing as the weapon you have out.
Fixed “rifle grenade” selection not being removed from your inventory when you dropped a weapon equipped with rifle grenades.
Disabled tree sway for swamp trees in Reichswald.
Fixed bots occasionally spawning in the prone position.
Reduced bot counts in singleplayer to improve performance.
Fixed server-side crash when trying to transition to a map without the gamemode being defined.
We are livestreaming now on our new Twitch channel for an open Q&A with CEO & Game Director Jeremy Blum. We will be happy to answer any of your questions you have about the future of New World’s games.
About four months back we announced the launch of our new Insurgency game, subtitled Sandstorm. A few days ago you heard about another game – Day of Infamy – which also happens to be very close to release. We want to take this opportunity to explain where our company is in regards to its multiple game projects.
In an official blog post you can find HERE, our CEO & Game Director Jeremy Blum talks about Insurgency, Insurgency: Sandstorm, the progress of Insurgency competitive, and the very peculiar story behind Day of Infamy.
There will be a Q&A and livestream session this Sunday at 2:00 pm Eastern U.S. time where our community manager Michael Tsarouhas will be joined on stream with Jeremy. We will be using the Insurgency Twitch channel here for the time being. We will be happy to answer any of your questions you have about the future of New World’s games. So come on out with your questions! ːsecurityː
From mod to standalone, Day of Infamy is following the path of Insurgency. Early Access release is launching next month, July 2016, on Steam. The store page has launched, so you can add to wishlist and purchase the game on release day for $19.99.
We have released an update that includes a new map and numerous features, fixes and improvements. The new map is called Dry Canal, originally created by community member Tribly and a finalist in our Gamebanana level design contest last year.
We are also releasing the foundation for our competitive ranking system. The system is not fully functional yet, but the game now loads the web-based system that will evolve into the competitive component. We can begin to update our competitive and stats systems without requiring a game update.
We know our competitive community are anxiously awaiting the competitive matchmaking features, and we appreciate everyone’s patience. You can expect to see ingame progress in the near future, and if you want a preview of our competitive features, we will be creating a Competitive Testing group on Steam which will give you early access to features before they are introduced to everyone else. We will use this group to test the systems on a smaller base of users and solicit feedback.
In addition to the update to Insurgency, the Day of Infamy mod has also been updated on Workshop. Five new community-made maps have been added to the official map rotation for the mod, and some new content has also been added including a new weapon and new weapon assets. Full changelist found here.
Important note regarding custom player models: Because of animation changes made in this patch, any Workshop custom player models now will cause the game to crash because they do not have the correct IK settings compiled. Please unsubscribe and notify the Workshop creator that their models must be updated.
Full changelist is below:
Dry Canal (Day and Night versions)
Dry Canal Push
Dry Canal Skirmish
Dry Canal Occupy
Dry Canal Firefight
Dry Canal Strike
Dry Canal Elimination
Dry Canal Ambush
Dry Canal Checkpoint
Dry Canal Conquer
Dry Canal Outpost
Dry Canal Survival
Dry Canal Hunt
Implemented facial animations for your guide in the training level.
Created Clean Sweep achievements for every map running Hunt game mode.
Created Decisive Victory achievements for every map running Checkpoint game mode.
New first person AK-74, AKS-74u and Makarov animations.
New third person animations for reloads, grenade throws and foregrips.
M16, M4 and AK-74 world models have been updated with moving bolts.
IK support for third person hands and feet. Mod authors will need to update any player model mods they have on the workshop.
Steam View Game Info dialog now shows the player score rather than kill count. Player score can be hidden on the View Game Info dialog if server enables sv_suppress_steam_score.
Damage and suppression is replicated to spectators watching in first person.
Player spawn staggering implemented to reduce server lag spikes that occurred when a large amount of players spawn at once.
Adjusted price and amount of ammo received from chest rig and chest carrier to make ammo more limited.
Tweaked AI behavior so bots are less likely to patrol parts of the map humans can avoid.
Added win condition for level 100
Players now get correctly damaged and flashed by grenades while leaning around a corner.
Fixed the black sky issue when Shader Details were set to medium or low settings.
Fixed the subtitles not working in the training level.
Fixed the clean sweep hunt achievements not triggering properly.
Possessing a bot no longer reloads when using a controller.
Fixed being able to crash servers by spamming the inventory_resupply command.
Fixed FPS drop caused by main menu HTML panels after connecting to a server.
Character models are now positioned with their head where the first person view is in crouched and standing stances, which should help prevent “head glitching”.
Fixed multiple world model bipods attaching to a weapon.
Fixed detached foregrip on shotgun world models.
Added IK support to first person hands on various weapons to prevent any sliding during transitions, specifically pistols.
Fixed being able to skip the M249 reloads.
Players now experience fall damage when landing in shallow water.
SourceTV demos can now be viewed without crashing the client. Demos recorded prior to this patch may fail to load.
When viewing a player in first person through SourceTV, proning and leaning is now shown correctly.
sv_hud_deathmessages can now be enabled on co-op servers.
New District checkpoint layout
Fixed an issue in Embassy where you could jump behind the map.
Added invisible walls in Panj to prevent players from accessing certain exploit locations.
Fixed a bug in Siege Outpost where cache B would be in a bad location.
Fixed many other miscellaneous issues in multiple levels.
User Experience Improvements
Pressing escape now closes menus properly.
HTML MOTDs have been disabled due to player feedback. Unfortunately, too many servers were abusing this ability by playing ads that could not be stopped or were obnoxious.
Server-side Workshop now supports collections.
Workshop servers will now correctly query for map updates between games.
Spawn points and spawn zone entities can now be assigned a squad ID, allowing mappers to create squad specific spawn areas.
Added mutual exclusion to weapon upgrades. This can be used to exclude any two upgrades from being equipped simultaneously that are in different upgrade slots. Under a weapon upgrade add “excluded_upgrades”, with an arbitrary key and a value set to the name of the upgrade to exclude. The exclusion should be defined on the latter of the pair in the theater file.
Added “overlay” setting to gear definitions.
Added the “third_person” subsection to weapon definitions.
Replaced c_thirdpersonshoulder with sv_thirdperson and all the associated settings.
Capa Mode (beta)
Introducing new features to the roaming spectator mode, currently controlled using Console Variables. The name "Capa" is an homage to one of the greatest war photographers, Robert Capa, who co-founded Magnum Photos following the Second World War. His images of Omaha Beach on D-Day are iconic. Sadly, he was killed by a mine in Indochina in 1954. Capa had a famous saying: "If your photographs aren't good enough, you're not close enough," and this feature will help you get closer to the action while spectating.
spec_camera_options_gui 1, displays UI to adjust f-stop, focal length, and focal distance
spec_bank 1, enables camera banking
spec_bank_angle <-180...180>, Maximum camera banking/roll angle