Insurgency - [NWI]Jeremy
Just a reminder, we will be streaming tomorrow's Insurgency Fight Night on the front page of Twitch.tv.

Be sure to tune in and tell your friends to watch as we demonstrate the game and its new game modes!
Insurgency - JBlum
Just a reminder, we will be streaming tomorrow's Insurgency Fight Night on the front page of Twitch.tv.

Be sure to tune in and tell your friends to watch as we demonstrate the game and its new game modes!
Insurgency - [NWI]Jeremy
We are pleased to see everyone enjoying VIP and Outpost so far!

We have another update on the way. We've posted the changelog already, so you all can see what we have in store.

Check it out on our forums:
<a href="http://www.playinsurgency.com/forums/topic/2687-hot-fix-october-12-2013/">www.playinsurgency.com/forums/topic/2687-hot-fix-october-12-2013/</a>

Map and Game Mode Improvements

- Updated Ministry (VIP), Market (Coop) and Heights (Coop).
- VIP and Push now switch teams half way through playing a map.
- Push has been modified to consist of 5 minute start time with 5 waves for attackers and 15 waves for defenders. Each additional capture adds 5 waves for attacking team and 5 minutes to the timer.
- Checkpoint bot count now scales appropriately based on how many people are playing.
- Outpost games are now fixed to 5 rounds.

Other Important Fixes and Improvements

- Fixed potential crash where we were going over the limit of player class templates.
- Friendly VIP location is now displayed on the HUD at all times.
- VIP is now displayed in red on the map overview and HUD.
- Moving in crouched ADS is now silent.
- Footstep levels/volumes have been adjusted all around.
- New particle effects for weapon smoke and concrete bullet impacts.
- Updated player model blood decals.
- Fixed corrupt overview materials.
- Adjusted nextbot attack spread.
- Players do slightly more damage to teammates when mp_friendlyfire is enabled (default mp_friendlyfire_damage changed from 0.35 to 0.50).
- Freeze time at the start of a round is now set to 15 by default.
- Player speed is no longer reduced when in a restricted area. Player still may not shoot or sprint.
Insurgency - JBlum
We are pleased to see everyone enjoying VIP and Outpost so far!

We have another update on the way. We've posted the changelog already, so you all can see what we have in store.

Check it out on our forums:
http://www.playinsurgency.com/forums/topic/2687-hot-fix-october-12-2013/

Map and Game Mode Improvements

- Updated Ministry (VIP), Market (Coop) and Heights (Coop).
- VIP and Push now switch teams half way through playing a map.
- Push has been modified to consist of 5 minute start time with 5 waves for attackers and 15 waves for defenders. Each additional capture adds 5 waves for attacking team and 5 minutes to the timer.
- Checkpoint bot count now scales appropriately based on how many people are playing.
- Outpost games are now fixed to 5 rounds.

Other Important Fixes and Improvements

- Fixed potential crash where we were going over the limit of player class templates.
- Friendly VIP location is now displayed on the HUD at all times.
- VIP is now displayed in red on the map overview and HUD.
- Moving in crouched ADS is now silent.
- Footstep levels/volumes have been adjusted all around.
- New particle effects for weapon smoke and concrete bullet impacts.
- Updated player model blood decals.
- Fixed corrupt overview materials.
- Adjusted nextbot attack spread.
- Players do slightly more damage to teammates when mp_friendlyfire is enabled (default mp_friendlyfire_damage changed from 0.35 to 0.50).
- Freeze time at the start of a round is now set to 15 by default.
- Player speed is no longer reduced when in a restricted area. Player still may not shoot or sprint.
Insurgency - Argyll
<img src="http://www.playinsurgency.com/images/media/ins_new_modes_screenshot_08.jpg" style="width:100%;" />

We have quite the update for you today! Including two brand new game modes to play, some map updates, Skirmish mode in smaller maps, improvements to AI, and various other tweaks.

New Content
  • Added new game modes: VIP Escort and Outpost.
  • Updated maps: District, Ministry, Heights and Market.
  • VIP Escort enabled on District, Market, Ministry and Heights.
  • Outpost enabled on District, Heights, Siege and Buhriz.
  • Skirmish now enabled on Ministry, Siege, Uprising and Contact.
  • New VIP character and updated Security character skins.
  • Updated level overviews.

Fixes and Improvements
  • New capture blocking system where even if you are outnumbered as a defender and unable to stop progress, you are still able to block the completion of an enemy capture. Teams must now completely clear an area in order to secure it.
  • Players can no longer sprint sideways.
  • Added a firing delay to coming out of a sprint/crawl.
  • Players can now properly throw grenades when leaning.
  • New blockzone system that is no longer an invisible wall, but instead a restricted area that you may enter but not engage within.
  • Player is now informed when they are the last man standing.
  • Grenades and RPGs no longer detonate in an enemy spawnzone for improved spawn protection.
  • Cleaned up the muzzle flash code as it could cause doubled up muzzles.
  • Removed auto team scramble by default. Servers may enable it if they wish (mp_scrambleteams_auto).
  • Added grace period so waves don't get deducted if they are triggered within the first minute of play.
  • When friendly fire is enabled, players now deal a fraction of damage to their teammates (mp_friendlyfire_damage is set default to 0.35) and an even smaller fraction of damage to their teammates in spawn areas (mp_friendlyfire_damage_spawnarea is set default to 0.05).
  • Firemode, flashlight and laser sight can be toggled while sprinting without interrupting it.
  • Fixed micro-stutter for the first time a smoke grenade is thrown.
  • Freecam spectators can now move around during the pre-round countdown.
  • Removed some unnecessary code that might have killed spectator on round reset.

Nextbot
  • Flashbangs now stun AI and smoke grenades block their visibility.
  • Improved investigation functionality to prevent herding.
  • Improved where AI looks while moving around normally.
  • Reduced instances of AI shooting through walls.
  • Improved attack delay so it's determined by distance and whether their target is in their FOV.
  • Reduced silent weapons' alert volume.
Insurgency - Spearin


We have quite the update for you today! Including two brand new game modes to play, some map updates, Skirmish mode in smaller maps, improvements to AI, and various other tweaks.

New Content
  • Added new game modes: VIP Escort and Outpost.
  • Updated maps: District, Ministry, Heights and Market.
  • VIP Escort enabled on District, Market, Ministry and Heights.
  • Outpost enabled on District, Heights, Siege and Buhriz.
  • Skirmish now enabled on Ministry, Siege, Uprising and Contact.
  • New VIP character and updated Security character skins.
  • Updated level overviews.

Fixes and Improvements
  • New capture blocking system where even if you are outnumbered as a defender and unable to stop progress, you are still able to block the completion of an enemy capture. Teams must now completely clear an area in order to secure it.
  • Players can no longer sprint sideways.
  • Added a firing delay to coming out of a sprint/crawl.
  • Players can now properly throw grenades when leaning.
  • New blockzone system that is no longer an invisible wall, but instead a restricted area that you may enter but not engage within.
  • Player is now informed when they are the last man standing.
  • Grenades and RPGs no longer detonate in an enemy spawnzone for improved spawn protection.
  • Cleaned up the muzzle flash code as it could cause doubled up muzzles.
  • Removed auto team scramble by default. Servers may enable it if they wish (mp_scrambleteams_auto).
  • Added grace period so waves don't get deducted if they are triggered within the first minute of play.
  • When friendly fire is enabled, players now deal a fraction of damage to their teammates (mp_friendlyfire_damage is set default to 0.35) and an even smaller fraction of damage to their teammates in spawn areas (mp_friendlyfire_damage_spawnarea is set default to 0.05).
  • Firemode, flashlight and laser sight can be toggled while sprinting without interrupting it.
  • Fixed micro-stutter for the first time a smoke grenade is thrown.
  • Freecam spectators can now move around during the pre-round countdown.
  • Removed some unnecessary code that might have killed spectator on round reset.

Nextbot
  • Flashbangs now stun AI and smoke grenades block their visibility.
  • Improved investigation functionality to prevent herding.
  • Improved where AI looks while moving around normally.
  • Reduced instances of AI shooting through walls.
  • Improved attack delay so it's determined by distance and whether their target is in their FOV.
  • Reduced silent weapons' alert volume.
Insurgency - [NWI]Jeremy
We have a big update coming later today, and a big play with the devs at 7pm PST for those who are around. Stay tuned!
Insurgency - JBlum
We have a big update coming later today, and a big play with the devs at 7pm PST for those who are around. Stay tuned!
Sep 11, 2013
Insurgency - [NWI]Jeremy
Please help us with development by filling out the below survey:

https://www.surveymonkey.com/s/INS_Beta_Survey

We appreciate your help in making this product as great as possible!

Best,

New World Interactive
Sep 11, 2013
Insurgency - JBlum
Please help us with development by filling out the below survey:

https://www.surveymonkey.com/s/INS_Beta_Survey

We appreciate your help in making this product as great as possible!

Best,

New World Interactive
...