Community Announcements - JBlum
We have addressed a few issues which we believe is worthy of a hot fix. The main things that we've done are fixed our global ban system for all operating systems and reduced some audio spam, which has been a pretty common piece of feedback we've received since a bunch of the new response rules went in. Check out the original post on our forums or see the changelist below for more details:

- Fixed global ban system on OS X / Linux.
- "Being suppressed" response rules are now only played if your player is fully suppressed, not just "a little bit" suppressed.
- You must now be a closer distance to teammates in order for the response rules to be used.
- Removed certain responses that seemed out of place, confusing, or slightly overkill.
- Added a 10 second delay before the attacking team advances their spawns in Push. This gives defenders some time to properly retreat instead of becoming instantly restricted.
- Added convar "mp_push_deferred_advance" for adjusting the delay on the above. The value is the number of seconds it takes before the spawns advance.
- In Checkpoint, the forward spawn zones are not enabled until the counter-attack is finished, so players can no longer consistently re-arm while defending.
- Added convar "mp_checkpoint_counterattack_always" to always trigger the counter-attack round after each territorial capture. Value represents the number of players needed for it to trigger.
- Reduced frequency of HQ radio commands when objective is contested, reinforcements are low, or you are the last man standing.
- Fixed the occasional class that is listed as "Sharpshooter" but contains a "Machinegunner" kit.
- Fixed "IsEcho" response rule, which should fix missing voice lines for radial menu commands.
- Small update to Contact (multiplayer) map.
- Scoreboard and squad menu can now be opened during demo playback.
Community Announcements - JBlum
We are deploying an update tonight to address some issues that have come up, as well as incorporate a few new things that we are pretty excited about. See the changelist on the official Insurgency forums or below:

- Fixed sv_pure not working as intended.
- Added new vocal responses such as "reloading", "frag out", etc. as well as a suppressed variation for each response so you can tell by someone's tone whether they are under fire or not. These automatic voice responses will be heard by your team only so as not to give your position away.
- Reduced instances of hitbox misalignment in cooperative especially.
- Removed blood effects from when you are being attacked. We believe these blood impact particles emitting on your dying ragdoll could have been contributing to some of the crashes people have been experiencing. If you crash a lot when being shot at, please try this change and see if it helps.
- Properly implemented the backblast and rocket trail particles for the RPG-7 / AT-4.
- In Cooperative the probability a counter-attack will occur will now be based on how many players on your team are alive. For example, if your whole team is alive, it is more likely, and if only a small fraction of the team is alive, it is a lot less likely.
- Added in "ready" animations for the first time you load a weapon.
- The fire in Contact should now hurt players close to it.
- Fixed "draw" animations not playing.
- Tweaked bot amount/difficulty.
- Adjusted and improved the bot audio.
- You should now be able to select languages other than English in Insurgency's game properties on Steam.
Community Announcements - Argyll
<img src="http://playinsurgency.com/users/argyll/ins-feb5.jpg" style="width:100%">

Today we deployed a game update, <a target="_blank" href="http://www.playinsurgency.com/forums/topic/3243-update-february-5-2014/">check out the full changelog here</a>!

Since our launch on January 22, the feedback we've received has been tremendous! It's great to hear all the positive comments and read some reviews that nailed down the essence of what we're about. Of course, we have also been paying close attention to what needs improvement! So please keep up with the feedback.

We have an exciting announcement regarding our competitive scene. As many have remarked, we have great potential as a competitive game. Well, <a href="http://www.esl.eu/eu/">ESL</a> has taken notice, thanks to our fans requesting they add the game to its community. ESL will be running a tournament for Europeans, and you can <a href="http://www.esl.eu/eu/insurgency/news/237081/">find out more information here</a>.

We look forward to nurturing our international competitive scene, especially once we have implemented some features that will support that in the coming months.
Community Announcements - Argyll
IGN has a monthly vote to determine what is Game of the Month.

Vote for Insurgency here:

http://ca.ign.com/articles/2014/02/04/ign-best-of-january-nominees-revealed
Community Announcements - JBlum
We have been keeping our ears low to the ground when it comes to issues developing ingame (such as hackers and crashes), and have been working hard on an update to address as many of the concerns as possible. Although we have a lot of it sorted, in order for us to get things fully secure and properly tested we will continue playing the build internally over the next few days before we set an update live.

You guys are welcome to play the new version on the Beta branch and we will be doing multiple tests over the next few days, including one in about an hour from now.

Here is a snapshot of the changelog since the version that you all are currently playing, so you know what we are testing out and what you can expect in the next update:

<a href="http://playinsurgency.com/logs/Log_02_03_14.jpg"><img width="620" height="281" src="http://playinsurgency.com/logs/Log_02_03_14.jpg"></a>

So if you want to help us test out, make sure you receive our testing events by <a href="http://steamcommunity.com/games/insurgency">joining the official game group</a>, and make sure you can join up by <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=204918367">opting into the beta branch</a>.

Event for this is posted <a href="http://steamcommunity.com/games/insurgency/events/1733060349296500513">here</a>.
Community Announcements - JBlum
We have been paying close attention to feedback on the game and issues people have been having. We've addressed a number of them below, and are still working on addressing others that still remain.

If you are still experiencing issues with the game, please try the steps outlined here and get back to us if you’re still experiencing issues.

Fixes
  • Non-official servers can now set up a Matchmaking server with "sv_playlist" (coop, tacticalop, sustained).
  • Fixed Cooperative matchmaking and removed Outpost from it (until it is re-introduced).
  • Fixed crash when attacking someone with a knife.
  • Fixed crash when entering video options after changing resolution.
  • Took measures against the scoreboard crash by adding some extra checks against invalid avatar images.
  • Took measures against a map loading crash by validating the theater script before trying to set player speeds.
  • Took measures against a server crash related to max entity usage by making sure ragdoll and marker entities get cleaned up a little better.
  • The game now skips lag compensation on dead targets to save bandwidth.
  • Fixed ConVarRef ins_achievement_allow_cheats spam on the server.
  • Fixed weapon upgrade slots and pointers remaining after switching to an empty weapon slot.
  • Addon models should no longer draw when the player is dead, spectating or invalid.
  • Fixed a crash when loading a map without accompanying maps/[mapname].txt file, happening to custom mappers not familiar with our setup.

Gameplay Improvements
  • Reduced the damage weapon caches give off when they blow up.
  • Improved the death scream first person / distance sound system.
  • Slide now goes a little further, but a little slower so it’s a bit less jarring.
  • Fixed bug in SND and Strike where the Sharpshooter class on the Insurgents would receive a machine gun.
  • 12 players is the new default minimum for 2 extractions in VIP (“mp_vip_single_point_max”).
  • Fixed collision issues in Siege near the Security spawn area.
  • Fixed being able to walk through the pillar models in Market on a Linux server.

Usability Enhancements
  • Enabled multi language support in the engine. If you are interested in helping us localize your language, see this thread.
  • Added voice volume slider.
  • Matchmaking now tells you how many servers meet your criteria before you try and find a game.
  • Inventory weapon now rotates slightly based on mouse position in the Kit Selection UI.
  • Fixed chat text from being cut off.
  • Better chat subtitles for voice commands.
  • Fixed end-round lobby overlapping main menu and other menus.
  • Teammate diamonds no longer suddenly disappear from the corners of your screen.
  • If a new version comes out, it will now say “"Server is running different version of the game. Try updating or connecting to a more up-to-date server.” instead of “Server uses different class tables” so the average player is less confused.
  • Fixed end of round lobby on non-widescreen.
  • Fixed inventory screen on 16:10.

New Features
  • Added CRC checks when handling matchmaking to ensure purity in matchmaking servers.
  • New main menu tracks.
  • New Checkpoint feature where music plays if a counter-attack is started.
  • Added “Contact Coop” into the official Cooperative map cycle.
  • Added some new character variety for the Insurgents - new Fighter, Sapper and Machinegunner character skins.
  • Updated some SDK maps: VIP and Push.
  • Added srcds_run for Linux servers as a better option for running servers (supports auto-restart, debug log generation, etc.).
  • Added stat logging for “round win” and “cache destroyed”.

.. and more. Get the full list here.
Community Announcements - Argyll
http://www.youtube.com/watch?v=g6zUUASvEwU

Insurgency has officially completed the Early Access phase. THANK YOU to everyone who supported us through this process, as the game is far better because of you. It also provided us with the momentum and finance we needed to continue making this game.

This game is a decade in the making - from vision to realization. We truly hope you enjoy it, and just keep in mind that we are not finished yet. There is more content to come. Bugs to fix. Polish to add. You should know by now that we can stand by our promise to continually improve our game, as you have seen it happen first-hand. This is only the beginning.

Also, we've decided to lower the price of the game to ensure we maintain an active community. More information about that and more details about the future can be found here.

See you in the servers!
Product Release - Valve
INSURGENCY is Now Available on Steam and 10% off!*

Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience. The follow-up game to the award-winning Source mod, Insurgency is highly competitive and unforgivingly lethal, striking a balance between one-life gameplay and prolonged action.

*Offer ends January 29th at 10AM Pacific Time.

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

Well, at least the weather's nice.

Well, now-ish> anyway. Today is JanuMonth TwentyTwomeral (or however we’re designating dates in these lawless, calendar-bereft times), and tactical multiplayer shooter Insurgency should be out any second now. Originally an award-winning Half-Life 2 mod, a full version has crept forth from the massive camo-tattooed womb that births all military FPSes. After an attempted infiltration of Kickstarter didn’t end so well, developer New World Interactive took the game to Steam Early Access, but now it’s finally graduated to the non-Early-Access portion of Steam, which I believe is populated by something like four or five games these days. Footage and detailsy info below.

(more…)

Community Announcements - [NWI]Jeremy
We have a hot fix to address many of the issues people have been experiencing with hit detection and a few other things we've addressed based on feedback:

Game
  • Fixed (hopefully) hit detection and aiming down sight inaccuracy issues. Let us know if these issues persist.
  • Spawn protection is now completely disabled for Cooperative, hopefully resolving some issues where the bots would be spawn protected.
  • Added training level, which can be accessed via "map training" in the console. Let us know what you think and/or any issues you have with it (we are aware of a few bugs which we plan on addressing).
  • Misc. memory stomp fixes which could reduce crashes. If you are still crashing, let us know asap and post a dump here: http://www.playinsurgency.com/forums/topic/2354-the-official-crash-dump-thread/
  • New loading progress icon.
  • Fixed other players spewing out HQ commands.
  • Fixed reinforcement HQ command getting played for the wrong team.
  • The end round stats now show for 3 more seconds before transitioning.
  • Special icon for squad leaders.
  • Squad icon gets slightly smaller as players get further away.
  • Non squad teammates use blue diamonds unless you're looking directly at them.
  • Fixed FOV slider not having the correct initial value.
  • Fixed world model normalmaps on Mk18 and M16.
  • Improved death fade.
  • Ragdolls are no longer removed when players respawn (they are removed a bit after).
  • Added distant death scream soundop system and sounds.
  • Reduced audio console spam.
  • Reworked UMP-45 audio.
  • Got weapon bob to match movement a little nicer.
  • Made shotguns a little more effective in close range.
  • Slight reduction in sidestrafe speed.
  • More intense Insurgent voice acting for radial menu.
  • Reduced recoil with RPK bipod

Dedicated Server
  • Modified default mapcycle to be tactical operation, so we no longer need to force it via "cfg/server.cfg". Removed this file so admins can create their own server.cfg or load one of custom ones.
  • Added "cfg/server.cfg.example", "cfg/server_tactical_operation.cfg", "cfg/server_sustained_combat.cfg", "cfg/server_cooperative.cfg".
  • Exposed most of our server-side cvars in these config files. See the full list at http://www.playinsurgency.com/forums/topic/3125-server-side-configuration-options/

Also want to note, that when we initially released this hot fix there was a crash in the Kit UI related to weapon upgrade attachments. This issue has been resolved in this latest hot fix.

If you want to discuss this update with us further, we encourage you to join the official forums and head over here: http://www.playinsurgency.com/forums/topic/3126-hot-fix-1-january-21-2014-3am-pst/
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