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 for the tournament. All participating players should remember to be on the DGL Teamspeak channel - IP: - 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 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
Community Announcements - Mikee
We are releasing a small hotfix today that fixes a game exploit as well as some other issues.

Full changelist below:

  • 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.

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.

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.

Community Announcements - Argyll
The Day of Infamy mod has been updated on Workshop with five new community-made maps added to the official map rotation, and new content including a shotgun and updated weapon assets.

New Multiplayer and Coop Maps
New Coop Maps
  • New M1912 pump action shotgun for American Assault and Demolition classes.
  • New Kar98k rifle, scope and bayonet assets.
  • New Bazooka assets.
  • New first person Luger pistol animations.
  • The MP40 now uses a unique model so any Workshop mods that replace the one in Insurgency will not replace the one in DoI.
  • Updated first person melee animations.
  • Fixed textures and shaders on the Luger pistol.
  • Fixed being able to skip the MG42 and M1919 reloads.
  • Removed bayonet from G43.

Thanks, enjoy!
Community Announcements - Mikee
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:

New Maps
  • Dry Canal (Day and Night versions)
New Scenarios
  • Multiplayer
    • Dry Canal Push
    • Dry Canal Skirmish
    • Dry Canal Occupy
    • Dry Canal Firefight
    • Dry Canal Strike
    • Dry Canal Elimination
    • Dry Canal Ambush
  • Cooperative
    • Contact Checkpoint
    • 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.
Gameplay Improvements
  • Survival improvements
    • 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.
Map Changes
  • 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.
  • Theaters:
    • 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
    • spec_bank_smoothing <0..1>, Banking interpolation amount (higher = slower)
  • spec_handheld <0...n>, enables handheld camera feature that moves the camera around as if it were held by a camera operator
    • spec_handheld_frequency <Hz>, frequency at which the camera shakes (recommended value is 0.3)
  • spec_fov 1, enables manual FOV control while in Capa mode allowing you to zoom in and zoom out using the scroll wheel
    • spec_fov_angle <0.0001...179.0>, manual FOV angle that can be changed using the ConVar or by scrolling
    • spec_fov_delta <-n...n>, Amount of degrees to add or subtract depending on scroll wheel movement
    • spec_fov_smoothing <0...1>, interpolation amount
    • spec_fov_lockdoftofov 1, Use FOV to calculate the focal length of the brute force Depth of Field effect (mat_insdof 1)
  • spec_interpolate 1, smooth out mouse movement
    • spec_interpolate_smoothing <0...1>, interpolation amount
  • spec_interpolate_position 1, smooth out camera position
    • spec_interpolate_position_smoothing <0...1>, interpolation amount

UPDATE 5/27/16: We are releasing a hotfix today to address some issues that have come up from the patch. Hotfix changelist is below followed by the full patch changelist:

  • Fixed grenade prime animation getting stuck in third person.
  • Fixed missing resource file for the depth of field/spectator control UI (Capa mode UI).
  • Fixed server log output displaying “TEAM ONE” and “TEAM TWO”.
  • Custom playlist can now be selected.
  • Added Dry Canal Checkpoint to Coop Elite playlist.
  • Added Tell Hunt and Tell Night Hunt to playlists.
  • Fixed muzzle bone on AC-556 world model.
Map Changes
  • Removed windows in Market to avoid spawn camping Security.
  • Fixed Dry Canal survival objectives disappearing after capturing B.
  • Fixed a respawn issue on Tell Checkpoint
  • Spectator fixes for sv_thirdperson.
  • Added mp_ignore_win_conditions for customising gamemode behavior.
Community Announcements - Argyll

Today starting at 3pm EDT (8pm BST) we have a special livestream on our channel to showcase community-made maps for the Day of Infamy mod.

We have compiled a collection and created a custom playlist that include seven maps. You can subscribe to them all here.

Once subscribed to the DOI Community Maps playlist, you will be able to view and connect to both Cooperative and Multiplayer servers from their respective menus.

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