Insurgency - Argyll
Molotov Spring was successfully launched, with many people loving the changes so far! Thanks to your feedback, we have a few issues addressed in a patch today:
  • Tweaked Coop maps: Market, Peak, Heights, Contact
  • Added Elcan attachment for SAW.
  • Increased recoil of FN FAL and updated firing sound.
  • FN FAL tracers changed to red, since it uses NATO ammunition.
  • More visual damage indicator if you've been hit.
  • Removed old unused bot difficulty cvars from checkpoint playlist.
  • Increased Coop max roundtime and added extra round time on objective capture.
  • Fixed RPG hits not destroying caches.
  • Moltov model changes.
  • Molotov slowed down damage frequency, increased damage a bit to compensate. You can still run through molotov fire but not hover within it for a while and not die.
  • You can throw Molotovs directly at your feet and it will explode, most likely burning you to death.
  • Added support for playlists to define required minimum and maximum values for maxplayers.
  • Added 24 maxplayers minimum requirement for coop matchmaking.
  • Set sniper rifle cost to 1 in coop to match PVP
  • Disabled AoE nade screams for friendly grenades which didn't explode directly on top of us.
  • Added responses for AoE grenades detonating on or near players.
  • Fixed a server issue with Sourcemod plugin.
Update the game, and we'll see you on the servers!
Insurgency - Spearin
Molotov Spring was successfully launched, with many people loving the changes so far! Thanks to your feedback, we have a few issues addressed in a patch today:
  • Tweaked Coop maps: Market, Peak, Heights, Contact
  • Added Elcan attachment for SAW.
  • Increased recoil of FN FAL and updated firing sound.
  • FN FAL tracers changed to red, since it uses NATO ammunition.
  • More visual damage indicator if you've been hit.
  • Removed old unused bot difficulty cvars from checkpoint playlist.
  • Increased Coop max roundtime and added extra round time on objective capture.
  • Fixed RPG hits not destroying caches.
  • Moltov model changes.
  • Molotov slowed down damage frequency, increased damage a bit to compensate. You can still run through molotov fire but not hover within it for a while and not die.
  • You can throw Molotovs directly at your feet and it will explode, most likely burning you to death.
  • Added support for playlists to define required minimum and maximum values for maxplayers.
  • Added 24 maxplayers minimum requirement for coop matchmaking.
  • Set sniper rifle cost to 1 in coop to match PVP
  • Disabled AoE nade screams for friendly grenades which didn't explode directly on top of us.
  • Added responses for AoE grenades detonating on or near players.
  • Fixed a server issue with Sourcemod plugin.
Update the game, and we'll see you on the servers!
Insurgency - Argyll
<img src="http://playinsurgency.com/images/media/molotov-spring.jpg" style="width: 100%;">

https://www.youtube.com/watch?v=aUgloGYgeug

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.

<img src="http://playinsurgency.com/images/media/MolotovSpring.jpg" style="width: 100%;">

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.

<img src="http://playinsurgency.com/images/media/MolotovSpring2.jpg" style="width: 100%;">

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.
  • Flashpoint (new)
  • Firefight
  • Infiltrate (new)

Sustained Combat
Game modes that provide players with higher levels of action and respawning.
  • Occupy (new)
  • Push
  • Skirmish

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)
  • Vendetta (new)

There is a lot more information over in the updates section, where we have posted the full changelist for the update.
Insurgency - Spearin


https://www.youtube.com/watch?v=aUgloGYgeug

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.
  • Flashpoint (new)
  • Firefight
  • Infiltrate (new)

Sustained Combat
Game modes that provide players with higher levels of action and respawning.
  • Occupy (new)
  • Push
  • Skirmish

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)
  • Vendetta (new)

There is a lot more information over in the updates section, where we have posted the full changelist for the update.
Insurgency - Argyll
<img src="http://playinsurgency.com/users/argyll/market_coop0196.jpg" style="width: 100%">

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.

Improved Coop

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:

https://www.youtube.com/watch?v=UH6uxFAumow

Buhriz

<img src="http://playinsurgency.com/users/argyll/buhriz0010.jpg" style="width:100%">

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.

<img src="http://playinsurgency.com/users/argyll/buhriz0018.jpg" style="width:100%">

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.

https://www.youtube.com/watch?v=MMHcPMng1aU

Update: Here is an epic round of co-op on Buhriz!

https://www.youtube.com/watch?v=f4pMaQ_AjFg

Besides this game mode change, we are updating the playlist organization and introducing some brand new game modes - but we'll preview those another day!

These are just some of the impending updates, not all. Make sure to follow us on our various social media channels, as we might publish previews on some of them exclusively!

Follow on Twitter: https://twitter.com/insurgencygame
Like on Facebook: https://www.facebook.com/insurgencygame
Discuss on Reddit: http://www.reddit.com/r/insurgency/
Subscribe on YouTube: https://www.youtube.com/user/insurgencygame
Follow on Twitch: http://www.twitch.tv/insurgencygame
Insurgency - Spearin


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.

Improved Coop

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:

https://www.youtube.com/watch?v=UH6uxFAumow

Buhriz



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.

https://www.youtube.com/watch?v=MMHcPMng1aU

Update: Here is an epic round of co-op on Buhriz!

https://www.youtube.com/watch?v=f4pMaQ_AjFg

Besides this game mode change, we are updating the playlist organization and introducing some brand new game modes - but we'll preview those another day!

These are just some of the impending updates, not all. Make sure to follow us on our various social media channels, as we might publish previews on some of them exclusively!

Follow on Twitter: https://twitter.com/insurgencygame
Like on Facebook: https://www.facebook.com/insurgencygame
Discuss on Reddit: http://www.reddit.com/r/insurgency/
Subscribe on YouTube: https://www.youtube.com/user/insurgencygame
Follow on Twitch: http://www.twitch.tv/insurgencygame
Feb 10, 2014
Insurgency - 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.
Feb 10, 2014
Insurgency - 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.
Feb 7, 2014
Insurgency - 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.
Feb 7, 2014
Insurgency - 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.
...

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