We are releasing a patch for Insurgency today that includes the addition of BattlEye anti-cheat, fixes to Ambush mode, Competitive playlist tweaks, and many more improvements and bug fixes.When we introduced BattlEye in Day of Infamy, there were many questions and concerns. If you are looking for more information about BattlEye's implementation, please view this blog post.
UPDATE 2-9-17: We are releasing a hotfix for Insurgency today to fix some issues. You can see those changes here.
Full changelist below:
Added BattlEye anti-cheat to official multiplayer playlists.
Restricted areas and spawn zones now appear on the tactical map.
Reduced the amount of players required to enable multi-point mode in Ambush from 16 to 10.
Increased penetration power of UMP-45 and AKS-74u.
Added slight delay before the crawl animation starts when moving while prone. This allows the player to make slight adjustments without the weapon being lowered.
Removed Ambush and Skirmish from Competitive playlist.
Capture time increased to 25 seconds from 20.
Games will now last longer (win limit changed from 4 to 6, max rounds from 8 to 11, teams switch every 5 rounds).
Reduced the effectiveness of heavy armor against standard 9mm rounds.
Revised the costs and availability of many weapons and upgrades.
Revised class makeup.
Foregrips available to the Security Rifleman (3 supply) and Insurgent Sapper (TOZ, 1 supply).
Supply is awarded on player death in addition to touching the spawn zone.
Shotgun damage and penetration slightly increased.
Fixed error model when the Security Demolitions class has no armor.
Fixed Holographic and 1x Red Dot missing from some classes.
Updated shaders for character and viewmodel arms.
Stability and Performance Improvements
Implemented D3D9Ex which results in much lower memory usage on newer versions of Windows and improves alt+tab speed.
The theater system now only loads referenced assets to save memory.
Fixed audio cache system to properly cache metadata of streamed Ogg files. This should results in less hitching when VO lines are heard for the first time.
Player animations are no longer calculated twice per frame.
Fixed a sv_pure bypass exploit.
Fixed huge jump view punches after coming back from an alt+tab.
Fixed incorrect player models in Conquer.
Fixed exit impacts for bullet penetration.
Fixed a bunch of classes having the incorrect viewmodel hands.
Fixed the SKS having no prone transition animations in third person.
Fixed mp_maxgames cvar.
Added missing night Ambush scenarios to Tactical playlist.
Fixed achievement crash.
Reverted Market and Revolt Ambush layouts to previous versions due to community feedback.
Fixed restricted area exploit in Dry Canal.
Fixed ledge exploit on Market.
Fixed Drycanal_night being pitch black even with nightvision.
Removed logic_ gamemode entities. The gamerules object now represents the gamemode rather than it being tied to a separate entity. Sourcemod plugins may need to be updated to reflect this change.
Raised the model precache limit.
Model and WorldGGX shaders from DOI are available to modders.
The “allowed_items” block in a player class will now override any team restrictions on those items.
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.
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.
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:
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.
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.
Fixed a restricted area that allowed spawn camping in Buhriz Push.
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: 22.214.171.124 - 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.
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