We at New World Interactive are excited to announce the launch of our first major content update, Molotov Spring.
This new update for Insurgency will expand upon the experience we delivered in January, with several new game modes, two new maps, an expanded arsenal, and much more. One of the biggest overhauls is with our cooperative mode Checkpoint. Since the version you all have been playing, we have practically re-written the AI code from scratch. The new AI are much more intelligent, and Checkpoint is as immersive and challenging as it’s ever been.
We have been keeping our ears to the ground when it comes to issues people have had with our release, both from a stability and gameplay standpoint. We have addressed much of the instability and crashing issues which plagued certain people. If you continue to have these issues, please let us know and we will work diligently until they are resolved.
As for gameplay changes, we have expanded upon the core game experience quite a bit based on a lot of the feedback we have received. Here is an updated list of the game’s matchmaking options, including the new game modes that have been added. For a detailed explanation of the new modes, please see our full changelist.
Adversarial Match Game modes that use objective-based respawning.
Sustained Combat Game modes that provide players with higher levels of action and respawning.
Tactical Operation Game modes that offer players only one life per match.
Ambush (formerly VIP Escort)
Strike (former Search and Destroy but with only one cache)
There is a lot more information over in the updates section, where we have posted the full changelist for the update.
Next week, fans of Insurgency will receive the first content update - called “Molotov Spring” - that expands the scope of the game, while refining the foundation we have established with our January 22 launch. Many games offer follow-up content via paid-for DLC, but we are taking the approach of simply providing this content for free to those who have already purchased the game.
First and foremost, we are diligently taking steps to remedy the crashing and optimization issues that have been reported. We’re very appreciative for all the feedback provided by our community, and especially thankful for your patience as we work to resolve the issues! Once the update releases, we encourage everyone who has been experiencing crashes to try out the game again.
Over the next few days leading up to the launch of Molotov Spring, our community can be involved with nightly Beta Branch testing, usually around 5pm PDT (Keep an eye out for scheduled events). We’re also going to be rolling out gameplay videos previewing new features you can look forward to playing next week.
The first video is from a Checkpoint cooperative match on Market. We’ve put in effort to improve the AI and the level design configurations that prolong the action and create more challenging cooperative play. Bots now throw smoke grenades, frags, molotov cocktails, and fire the occasional RPG. It really heightens the intensity, as you can see in the footage:
Among the most common requests from fans are more maps, larger scale, and some classic layouts. Two new maps will be included in the Molotov Spring update, the first we are unveiling today: a remake of Buhriz.
The layout and art direction are different from the original, but the spirit of the gameplay is still maintained. Among some of the layout changes are widening the map, so the opposite side of the river is accessible to players and they can advance along that flank. More buildings in the village are also open, including rooftops.
The gameplay video also features changes to the Strike game mode (formerly known as Search & Destroy). There is now only one life for each team, and the attackers must destroy one cache from three possible locations. Since the round was quite intense, I forgot to check the round timer and time ran out, so we lost! It was fun regardless.
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.
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.
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 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:
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.
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.
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.
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.
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”.
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.