Community Announcements - Argyll
With the success of Humble Jumbo Bundle 3, Insurgency’s community has grown to over one million players. Since November 11th, the community has more than doubled.

We’d like to take this opportunity to thank everyone who purchased Insurgency through the bundle and shared their extra keys with friends. Our community is strong because of your enthusiasm for the game. If you have extra keys to give away, or are looking for a copy of the game, be sure to check this topic on our Steam forums. We also thank our long-time fans for welcoming the noobs as they adapt to a uniquely hardcore FPS experience.

With the increase in traffic, we’ve encountered a few backend issues causing stats and ingame news to not load consistently. We are working to resolve these issues as quickly as possible. Rest assured we are still working hard on our next content update that will be released in the coming weeks.
Community Announcements - Argyll
After numerous playtests with the community and developers, the judges have decided upon the rankings for the finalists in the Gamebanana & Razer Insurgency Mapping Contest.

We've compiled a trailer to unveil the winners. Check it out!

https://www.youtube.com/watch?v=EvzFDAKKsIM

Thank you to everyone who submitted their entry to the contest. It's great to discover such talent from our community and we look forward to seeing what else you can come up with!

The maps can be downloaded from Gamebanana or on the Insurgency Workshop.



Community Announcements - Argyll
https://www.youtube.com/watch?v=SILBaKNBKPI

New World Interactive (NWI) is excited to announce that the latest free content update for INSURGENCY, called Nightfall, is now available on Steam. As the name suggests, the DLC focuses on night-time operations, featuring night themed content such as night-vision goggles and flare guns, as well as an exciting new cooperative game mode called Survival.

In this new mode, players must move from safehouse to safehouse with their friends in an effort to slowly gain supply and survive an endless onslaught. Players use stealth to evade their enemy or directly engage in tense firefights to survive, creating an open-ended, sometimes frightening experience.

“This new content update is our most significant one to date,” recalls Jeremy Blum, Founder and Game Director at New World Interactive. “Night warfare is intense and sometimes scary in Insurgency. The Survival game mode has proven to be a great addition to the game, catering to players interested in a compelling cooperative experience that focuses on scavenging and evasion rather than progressing linearly through a map.”

A new map has been added to the game - Verticality. The map features both day and night versions and can be played on a wide variety of Insurgency’s game modes.

The new party system is also in its first stage of implementation. Players can now form a lobby and all join a server together. The system will be further expanded upon in the coming months, and will eventually include a competitive matchmaking system where one party can face off against another.

For a full changelist, please see the following link:
http://www.playinsurgency.com/forums/topic/4287-nightfall-content-update-october-29-2014/
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

I can seeee youuuu.

Darkness in multiplayer shooters is a tricky one. In theory, it demands new ways of moving, more attention and more caution, but opens up new tactics and opportunities. In practice, people bump their brightness high enough to make the darkness pointless so you do it too because they’re essentially playing a different, easier game and then it’s all just pointless and everyone’s looking at an ugly, ugly game. Few games manage fun, uncheatable darkness.

Military FPS Insurgency is having a crack at darkness in its next update, named Nightfall. Along with spooky night-time maps, it’ll bring a new co-op mode about sneaking around in the dark.

… [visit site to read more]

Community Announcements - Argyll
A big thanks to our community for helping playtest the candidates in the Gamebanana & Razer Insurgency Mapping Contest! This process has been extremely fun and we hope you can join us again for the next decisive round of playtesting. Keep an eye on our Steam Community this week for the playtest events.

The entries have been narrowed down to six finalists, in alphabetical order:

Depot by Andre Valera
http://insurgency.gamebanana.com/maps/182904
http://insurgency.gamebanana.com/maps/182941


Dry Canal by Tribly
http://insurgency.gamebanana.com/maps/182717


Embassy by CommodusPvP
http://insurgency.gamebanana.com/maps/183024


Kandagal by LATTEH
http://insurgency.gamebanana.com/maps/182924


Station by jakuza
http://insurgency.gamebanana.com/maps/183010


TELL by cincinnati
http://insurgency.gamebanana.com/maps/183007


View all the entries and contest details here: http://gamebanana.com/contests/48

From: http://www.playinsurgency.com/forums/topic/4262-finalists-in-the-gamebanana-razer-insurgency-mapping-contest/
Community Announcements - Argyll
The long list of candidates for the Gamebanana & Razer Insurgency Mapping Contest has arrived! The gents at Gamebanana have selected their top entries, and now NWI will playtest these maps with the community to narrow down the finalists. There will be a second round of playtests with the short list of finalists, and from that the NWI judges will select the top four winners.

We will be hosting events through our Steam Community in the next few days. We'll keep you posted on the dates/times and server once we firm up our plans. The playtests will also be livestreamed on our official Twitch.tv channel.

Thank you to everyone who submitted - we are very impressed by the talent of our community! Looking forward to playing all these maps, it will be fun!

In alphabetical order, the long list of candidates:

Caves by D3L7A1
http://insurgency.gamebanana.com/maps/183009


Central by Hardcell
http://insurgency.gamebanana.com/maps/183031


Depot by Andre Valera
http://insurgency.gamebanana.com/maps/182904
http://insurgency.gamebanana.com/maps/182941


Downtown by nnn
http://insurgency.gamebanana.com/maps/183025


Dry Canal by Tribly
http://insurgency.gamebanana.com/maps/182717


Embassy by CommodusPvP
http://insurgency.gamebanana.com/maps/183024


Kandagal by LATTEH
http://insurgency.gamebanana.com/maps/182924


Oasis by Setin1312
http://insurgency.gamebanana.com/maps/183008


Prophet by kinggambit
http://insurgency.gamebanana.com/maps/183016


Station by jakuza
http://insurgency.gamebanana.com/maps/183010


TELL by cincinnati
http://insurgency.gamebanana.com/maps/183007


View all the entries and contest details here: http://gamebanana.com/contests/48

From: http://www.playinsurgency.com/forums/topic/4237-announcing-the-long-list-of-candidates-in-the-gamebanana-razer-map-contest/
Community Announcements - · eXnihilo
As we update the game, all of the new features and fixes are tested by players like you on our Beta Branch. If you would like to participate in Beta Branch testing, please join the Beta Branch Group at this URL: http://steamcommunity.com/groups/BetaBranch

There is info on how to opt in and out of the beta branch and we will notify you when we have tests of new features.

We will have a beta branch test this evening, so if you are interested, get over to the Beta Branch Bunch group and join in on the fun!

Thanks for helping us make this game better!
Community Announcements - SteveUK
New Content
  • Added IED explosive weapon for Insurgents in the place of C4.
  • Added bipod attachment to SKS.
  • Added new first person arm models to match long-sleeved Insurgent player models.
  • Added sprint and crawl animations to the C4 when you have the detonator out.
Fixes
  • Fixed mp_switchteam_each_round so that it works as intended.
  • Fixed regression that prevented cycling through cameras at the end of a round from working.
  • Fixed remaining problems with the global ban system and false positives. Banned players will now be banned correctly when they are using family sharing accounts to evade bans.
  • Global bans are now cached to a server’s disk just in case the ban list is ever unreachable.
User Experience Improvements
  • Added new icon to the “target ID” display for when a friendly is talking.
  • Added option to map voting screen which allows you to replay the current map.
  • Auto Bipod can now be set to “prone only”, “prone and crouch” or “any stance”. If you currently have this enabled, it will default to prone only.
  • Updated Brazillian Portugese localization and added Korean.
  • Modding changes:
    • In theater scripts, ammo types now define how many “pellets” per shot rather than the weapon. This makes it easier to differentiate between buckshot and slugs on shotguns.
    • Dedicated servers can now define VPK addons to subscribe to through Workshop and they will be downloaded and loaded by clients on connect if they don’t have them.
 
Gameplay Improvements
  • Adjusted recoil on AC-556.
  • Adjusted bipod angle restrictions so that you can look further down, but not as far left and right.
  • Looking at an undiscovered cache will now reveal the letter of the cache on the floating HUD. This is so that teammates can easily identify caches from voice commands.
 
Level Updates
  • Fixed soundscape problems on Siege.
  • Lowered sandbag near beach house on Market so that it was no longer floating.
  • Sinjar changes:
    • Lowered sidewalk at A on Push to smooth out movement.
    • Added slightly more cover to the area around A to counter the hill.
    • Added an extra light to the temple to make it a little bit easier to spot players camping it.
  • Buhriz changes:
    • Added additional stairs for C objective push.
    • Added a bit more cover for SEC to counter hill at A.
    • Fixed a few small issues throughout the map.
  • Revolt changes:
    • rearranged some rocks on SEC spawn, to make it more obvious that the majority of the beach is accessible now.
    • Resized capture zone A for Firefight, to make it more balanced for SEC.
    • C firefight can only be captured from the second floor now.
    • Optimized the map a bit more.
  • Uprising changes:
    • Blocked off INS spawn exit closest to the middle.
    • Moved middle objective closer to SEC side.
Community Announcements - SteveUK
GAMEPLAY IMPROVEMENTS
  • Tweaked bot spawn placement for Heights (Hunt).
  • Soundscape update to Heights.
  • Tweaks to Kobra and Aimpoint reticles to improve visibility on darker maps.
  • mp_switchteams_each_round's value now allows you to specify the frequency of the team switch. 1 = every round, 2 = every other round, 3 = every 3rd round, etc.
  • Improved collision on Humvee and pickup truck models.
  • Spotting players is now slightly more difficult. This will continue to be tweaked in future updates.
BUG FIXES
  • Fixed assert on exit on Windows servers for those that use -autoupdate.
  • Fix for weapon disappearing when a player on your team switches to spectator.
  • Fixed being stuck in a restricted area if you changed teams within one.
  • Potential fix for false positives on global bans on some servers.
  • Potential fix for mp_switchteams_each_game.
  • Updated sv_pure whitelist so only the diffuse texture of certain player models can be changed instead of whitelisting the entire player materials directory.
Community Announcements - JBlum
Changelist
  • Fixed main menu lockup for Windows 8.1 users.
  • Repurposed Mini-14 into an AC-556 with semi, burst and automatic firemodes.
  • Bots now use RPGs properly, taking them out when they see multiple human targets.
  • Added more bots with RPGs into Cooperative modes.
  • Bots now respond to nearby bullet impacts, so you can no longer shoot right next to them without getting their attention.
  • Bots now investigate more intelligently, a little bit less predictably. 
  • Bots now hang back to defend objective areas instead of always investigating.
  • Reduced size of blood impact particle.
  • Hunt: Improved bot awareness and response to destroyed cache.
  • Hunt: Bots use voice-over to announce their investigating less.
  • Tweaked spawn zones in Contact Checkpoint and Sinjar Checkpoint.
  • Added a sanity check that should hopefully prevent players from being “globally banned” from a server temporarily.
...

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