Community Announcements - Mikee


You asked for it, and here it is, our first official Insurgency t-shirt! This shirt is a limited edition and available only until November 14th. Featuring the iconic fist logo and “Insurgency” title on an olive drab high quality American Apparel T-shirt.

International shipping is available. Pick it up for $14.20 USD or €12.79 here.
Community Announcements - Mikee
We are releasing a hotfix today that fixes the Linux version of the game as well as some other issues.

NOTE: Graphics settings will be reset, so please be sure to set your graphics options to your preference after you download the update.

Full changelist below:

Fixes
  • Resolved Linux client startup crash when the player had too many Workshop mods.
  • Fixed vests not displaying properly on character models after resupplying with a new vest.
  • Fixed C4/IEDs and RPGs/AT4s unintentionally appearing in the official Competitive theater.
Community Announcements - Mikee
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.

Competitive 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:

Gameplay Improvements
  • 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.
Fixes
  • 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.
Map Changes
  • Fixed a restricted area that allowed spawn camping in Buhriz Push.
  • Fixed a restricted area in District Push.
  • Fixed an invisible wall in Dry Canal.
  • Fixed miscellaneous issues in various maps.

Have fun, enjoy! ːsecurityː
Community Announcements - Mikee


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: 72.52.85.142 - 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.

ESL continues to host monthly Insurgency Community Cups in the New Games section. You can participate in without restrictions, just find a team of five players and you’re good to go. The next Community Cup will be held on the 11th of September. Stay tuned for additional events and full season play in the future. The gamemode is 5v5 Firefight on the ESL Insurgency Theater. If you want to know more about competitive Insurgency in the ESL, follow on Steam, Facebook and Discord.

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
Community Announcements - Mikee
We are releasing a small hotfix today that fixes a game exploit as well as some other issues.

Full changelist below:

Fixes
  • Fixed materials related game exploit.
  • Fixed District coop spawn issue.
  • Restart game (mp_restartgame) now correctly resets all scoreboard stats.
  • Fixed map glitch on Tell.
Community Announcements - Mikee


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.

Gameplay Improvements
  • 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.

Bug Fixes
  • 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.

Performance/Stability Improvements
  • Reduced bot counts in singleplayer to improve performance.
  • Fixed server-side crash when trying to transition to a map without the gamemode being defined.
  • Potential crash fix related to camera animations.
Community Announcements - Mikee
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.

http://www.twitch.tv/newworld

Remember we'll be using this Twitch address for all future streams whether it's an interview, Insurgency, Day of Infamy, Insurgency: Sandstorm, or whatever other cool stuff we have to show. ːsecurityː
Community Announcements - Mikee


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
Community Announcements - Mikee


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.

https://youtu.be/aHkJKk3soHM

We are also livestreaming DOI gameplay and answering your questions starting right now! Tune in to our official Twitch page.
PC Gamer

Above, see the first Day of Infamy gameplay footage, which debuted today at the PC Gaming Show.

The metallic ping! as my M1 Garand ejects its "en bloc" magazine is a sound I haven't heard in a few years, and I can't help but smile a little as I shove another one into my rifle. It's a waste of ammo, but I squeeze off enough shots just to hear it again. Of course, in a hardcore shooter like Insurgency, wasting ammo is a sin. But as I storm up the beach of an Italian village with New World Interactive community manager Michael Tsarouhas screaming "chaaaarge" only to get cut down by a machine gun, I don't have much time to regret it.

Earlier this year, New World Interactive did something a little different when they released a total conversion mod that transformed the Middle-East setting of Insurgency into the familiar fronts of World War Two. Now that mod, Day of Infamy, is getting a full standalone release through Steam Early Access, bringing players back to a familiar era of "potato mashers", pings!, and British people calling Americans "yanks." Day of Infamy will introduce more maps, new weapons and features, and will only cost $20 when it releases in July. And after a few hours playing alongside its developers, I'm itching to storm some more beaches.

If you've never played Insurgency (which you should, it's great), Day of Infamy will likely be a slap in the face that stings as much as a Belgian winter. It's a hardcore multiplayer FPS that takes the spirit of something like Arma III and distills it into the more focused objective-based multiplayer most shooters revolve around. It's the type of shooter that emphasizes positioning over movement, and careful coordination over raw skill. In the snowy woods of Bastogne, Belgium, I barely ever glimpsed the Germans I was shooting at, and I certainly didn't see when one of them flanked my squad and sent us all to hell with a quick squeeze of the trigger on his STG-44.

Day of Infamy lays the foundation for a multiplayer shooter that, above all else, values teamwork and coordination.

But it's through that more punishing, slower-paced combat that Day of Infamy lays the foundation for a multiplayer shooter that, above all else, values teamwork and coordination. Each of the maps that we fought in had objectives that mostly resembled the kinds found in Insurgency. In Bastogne, for example, we fought for a neutral control point. If the enemy captured it, they could then push into our territory and capture a second point that would secure victory. As a team, we would need to simultaneously defend our own point while pushing to retake the neutral one and turn the tables.

Through all of this are Insurgency's reinforcement waves, which allows dead players on either side to respawn periodically and rejoin the fight. Each team only has a set number of waves, however, that they can replenish by capturing objectives. Just like in Insurgency, it's an excellent design that creates incredible moments of tension, like being the last man alive and capturing an objective, thus triggering the respawn of my entire team.

Day of Infamy isn't just a reskin of Insurgency with a greener color palette and some familiar weapons, though. There are new mechanics that have been added that make it a distinct shooter in its own right. Perhaps the most noticeable to a new player will be the constant barrage of mortar strikes that will obliterate anyone caught beneath them. Similar to Rising Storm, players can choose to play as the Officer in their squad, and with the help of another soldier who can choose to forgo some equipment in favor of a radio they can call in a strike.

Even though those same mortars blew me to bits on more than one occasion, I really enjoyed the way they'd interrupt the flow of combat or give rise to dramatic last stands. And they also highlight Day of Infamy's fantastic built-in voice communication. When speaking in local chat, enemies can overhear you if they're close enough, and I loved hearing them scream retreats when they heard the piercing whistle of mortars overhead.

I loved hearing [enemies] scream retreats when they heard the piercing whistle of mortars overhead.

Flamethrowers are another addition that can really sow destruction on the battlefield, but they also present some interesting targets of opportunity. If you manage to fire a high enough calibre round into the fuel pack, it explodes into flames. Lower calibre rounds can still do damage by causing the fuel to leak out, rendering the flamethrower useless. Though, I'll have to admit I was far too busy being burned alive by them to ever squeeze off an accurate enough shot.

With everything the standalone release brings to the table, Day of Infamy feels like a no-brainer to me. The emphasis on communication and squad cohesion makes for some terrific moments in the few hours that I've played, and New World Interactive has shown once again they know what makes for thrilling multiplayer combat. World War 2 might've been sucked dry by the FPS vampires of yesteryear, but Day of Infamy has me thinking there's some new blood pumping in those veins.

...

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