Nov 29, 2013
Insurgency - Argyll
Insurgency is half price at $9.99 during the Steam Autumn Sale!

Tell your friends and let's get a boost that the community deserves!

Buy it here: http://store.steampowered.com/app/222880
Insurgency - Argyll
We hope everyone is enjoying the update so far! We have received a tremendous amount of positive feedback and support. Based upon that, we are releasing a hotfix today to address a few issues. (See list below)

Join us today, live on our Twitch.tv/insurgencygame channel at 12pm PST / 3pm EST / 8pm GMT for a Play With the Devs event demonstrating what's new in the game.

You can join us in game, or watch live on the Twitch.tv homepage or our official channel! We will be giving away some Insurgency keys, so tell your friends who are interested and haven't got the game yet!

Nov 26 hotfix change list:
  • Rolled back Push to the way it was before Friday's update.
  • Security's weapon cache in Market is no longer sticking in the ground, preventing it from being destroyed.
  • Issue fixed in Heights Checkpoint (coop) where enemies would spawn behind you.
  • Issue fixed in Ministry Checkpoint (coop) where bots would try running through doors.
  • Updated Market Checkpoint (coop).
  • Fixed a player clip issue on Heights allowing players to get outside the map.
  • Updated AKM and MP5 recoil.
  • Removed duplicate AKS74U AP/HP entries in the scripts.
Insurgency - Spearin
We hope everyone is enjoying the update so far! We have received a tremendous amount of positive feedback and support. Based upon that, we are releasing a hotfix today to address a few issues. (See list below)

Join us today, live on our Twitch.tv/insurgencygame channel at 12pm PST / 3pm EST / 8pm GMT for a Play With the Devs event demonstrating what's new in the game.

You can join us in game, or watch live on the Twitch.tv homepage or our official channel! We will be giving away some Insurgency keys, so tell your friends who are interested and haven't got the game yet!

Nov 26 hotfix change list:
  • Rolled back Push to the way it was before Friday's update.
  • Security's weapon cache in Market is no longer sticking in the ground, preventing it from being destroyed.
  • Issue fixed in Heights Checkpoint (coop) where enemies would spawn behind you.
  • Issue fixed in Ministry Checkpoint (coop) where bots would try running through doors.
  • Updated Market Checkpoint (coop).
  • Fixed a player clip issue on Heights allowing players to get outside the map.
  • Updated AKM and MP5 recoil.
  • Removed duplicate AKS74U AP/HP entries in the scripts.
Insurgency - Argyll
<img src="http://www.playinsurgency.com/images/media/ins_thanksgiving_update_01.jpg" style="width: 100%"/>

Happy Thanksgiving to our American fans! We are very thankful for our dedicated community, and especially your patience waiting for the next update... which we have for you today!

We begin the process of refining what we have built. This update introduces some significant game mode changes, co-op improvements, brand new weapon, recoil overhaul, squad and class structure tweaks, and a cornucopia of bug fixes.

<a href="http://www.playinsurgency.com/forums/topic/2946-special-thanksgiving-update-november-22-2013/">Click here for a detailed change list.</a>

I will use this space to explain a few of the changes with more depth.

<img src="http://www.playinsurgency.com/images/media/ins_thanksgiving_update_02.jpg" style="width: 100%"/>

Weapons:

AKS-74U - The very popular and requested weapon has finally arrived.

Recoil - We have implemented a system that makes your weapon feel like it has weight and reacts to gravity. Hard to describe - you have to feel it!

Supply points - At the end of the round the better players of the winning team are awarded with 3 supply, the worse players on the winning team as well as the best players on the losing team are awarded with 2 supply, and the worst players on the losing team are awarded with 1 supply.

<img src="http://www.playinsurgency.com/images/media/ins_thanksgiving_update_03.jpg" style="width: 100%"/>

Maps & Game modes:

Updates to Contact, Ministry, Market, Siege and Heights.

Co-op - AI behavior and the maps are vastly improved with this update. Checkpoint has destructible cache objectives, and when you are securing a capture zone, the AI will counter-attack. Be sure to play the improved District, Ministry, Siege, and Heights.

Skirmish - A weapons cache objective has been added for both teams (Objectives A and E respectively), while the middle three B, C, and D, can be secured in any sequence. Teams gain an extra reinforcement wave for every objective they secure, until their cache has been destroyed. At that point, only the remaining waves and instant reinforcement upon objective completion will keep their team in the game.

Firefight - Weapons cache objectives have also been added to this mode. The difference from Skirmish is that there are no additional reinforcement waves provided. Teams respawn only when they complete objectives.

Strike - The attack and defend weapons cache mode has a few changes. The attacking team has 5 locations they must clear to find caches, but only 3 have the objectives. For every cache that is destroyed, the attackers gain 1 reinforcement, the defenders lose 1 reinforcement, and there is 90 seconds added to the clock.

Search & Destroy - We changed this mode to have the identical objective layout as Strike, however there are no additional waves. It's kind of like the difference between Skirmish and Firefight. Teams only respawn when an objective is completed.

Push - The classic fan favourite remains relatively unchanged, although we are seeking the right balance of reinforcement waves to ensure the rounds last long enough to not feel frustratingly long or too short.

VIP - Received a new extraction zone icon. Otherwise, this mode is unchanged gameplay from last update. With only one life per round, it remains incredibly intense to play!

<img src="http://www.playinsurgency.com/images/media/ins_thanksgiving_update_04.jpg" style="width: 100%"/>

Squads & Classes:

There are now weapon limitations based upon your chosen class within a squad. This means Support for Security is the only class that can use the M249, etc.

Alpha squad is now 8 players, while Bravo and Charlie is 4. Remember, you can communicate using VOIP with your squad mates across the map, but use proximity comms with both friendly and enemy players.
Insurgency - Spearin


Happy Thanksgiving to our American fans! We are very thankful for our dedicated community, and especially your patience waiting for the next update... which we have for you today!

We begin the process of refining what we have built. This update introduces some significant game mode changes, co-op improvements, brand new weapon, recoil overhaul, squad and class structure tweaks, and a cornucopia of bug fixes.

Click here for a detailed change list.

I will use this space to explain a few of the changes with more depth.



Weapons:

AKS-74U - The very popular and requested weapon has finally arrived.

Recoil - We have implemented a system that makes your weapon feel like it has weight and reacts to gravity. Hard to describe - you have to feel it!

Supply points - At the end of the round the better players of the winning team are awarded with 3 supply, the worse players on the winning team as well as the best players on the losing team are awarded with 2 supply, and the worst players on the losing team are awarded with 1 supply.



Maps & Game modes:

Updates to Contact, Ministry, Market, Siege and Heights.

Co-op - AI behavior and the maps are vastly improved with this update. Checkpoint has destructible cache objectives, and when you are securing a capture zone, the AI will counter-attack. Be sure to play the improved District, Ministry, Siege, and Heights.

Skirmish - A weapons cache objective has been added for both teams (Objectives A and E respectively), while the middle three B, C, and D, can be secured in any sequence. Teams gain an extra reinforcement wave for every objective they secure, until their cache has been destroyed. At that point, only the remaining waves and instant reinforcement upon objective completion will keep their team in the game.

Firefight - Weapons cache objectives have also been added to this mode. The difference from Skirmish is that there are no additional reinforcement waves provided. Teams respawn only when they complete objectives.

Strike - The attack and defend weapons cache mode has a few changes. The attacking team has 5 locations they must clear to find caches, but only 3 have the objectives. For every cache that is destroyed, the attackers gain 1 reinforcement, the defenders lose 1 reinforcement, and there is 90 seconds added to the clock.

Search & Destroy - We changed this mode to have the identical objective layout as Strike, however there are no additional waves. It's kind of like the difference between Skirmish and Firefight. Teams only respawn when an objective is completed.

Push - The classic fan favourite remains relatively unchanged, although we are seeking the right balance of reinforcement waves to ensure the rounds last long enough to not feel frustratingly long or too short.

VIP - Received a new extraction zone icon. Otherwise, this mode is unchanged gameplay from last update. With only one life per round, it remains incredibly intense to play!



Squads & Classes:

There are now weapon limitations based upon your chosen class within a squad. This means Support for Security is the only class that can use the M249, etc.

Alpha squad is now 8 players, while Bravo and Charlie is 4. Remember, you can communicate using VOIP with your squad mates across the map, but use proximity comms with both friendly and enemy players.
Insurgency - Argyll
We have released a small update today, changes below:
  • Fixed Linux Dedicated Server.
  • Updated District with new Insurgent spawn area.
  • Improved performance issues related to lighting/sprites in the garage in Ministry.
  • Updated Heights with some art improvements.
  • Updated Ministry Coop.
  • Added a couple of safety nets to a piece of code that was showing up in a bunch of random crashes (potentially fixing some crashes people are getting - needs testing).
  • Re-introduced sub-sonic bullet cracks.
  • Fixed nextlevel voting so it will properly change to the map/mode combination voted for.
  • Tweaked reinforcement times in Skirmish, Push and Strike to better promote teamwork.
  • Fixed a bug that would cause suppression to randomly happen when the bullet was no where near the player.
  • Improved and optimized Nextbot pathfinding.
  • Caches now disappear if they're inactive in Strike and S&D.
  • You can no longer detonate your C4 in a restricted area.
  • Downsized the reticule scale for the Eotech and Kobra sights.
  • Fixed bots not shooting you on Heights Outpost.
  • Fixed bots not finding you on Siege Outpost.
  • Updated Buhriz Outpost with some further away AI placement so you can actually defend the whole village now.
  • Defenders no longer get automatic defense kill bonuses in Outpost, VIP and S&D.
  • Tweaked the position of the game timer when there's no objectives to show.
  • Fixed the scoreboard player list spacing so that it properly displays all 32 players.
  • Objectives in Checkpoint now show appropriate destroy/capture labels underneath the icon.
  • Tweaked the size of destructible glass panes in breakable window surfaces.
Insurgency - Spearin
We have released a small update today, changes below:
  • Fixed Linux Dedicated Server.
  • Updated District with new Insurgent spawn area.
  • Improved performance issues related to lighting/sprites in the garage in Ministry.
  • Updated Heights with some art improvements.
  • Updated Ministry Coop.
  • Added a couple of safety nets to a piece of code that was showing up in a bunch of random crashes (potentially fixing some crashes people are getting - needs testing).
  • Re-introduced sub-sonic bullet cracks.
  • Fixed nextlevel voting so it will properly change to the map/mode combination voted for.
  • Tweaked reinforcement times in Skirmish, Push and Strike to better promote teamwork.
  • Fixed a bug that would cause suppression to randomly happen when the bullet was no where near the player.
  • Improved and optimized Nextbot pathfinding.
  • Caches now disappear if they're inactive in Strike and S&D.
  • You can no longer detonate your C4 in a restricted area.
  • Downsized the reticule scale for the Eotech and Kobra sights.
  • Fixed bots not shooting you on Heights Outpost.
  • Fixed bots not finding you on Siege Outpost.
  • Updated Buhriz Outpost with some further away AI placement so you can actually defend the whole village now.
  • Defenders no longer get automatic defense kill bonuses in Outpost, VIP and S&D.
  • Tweaked the position of the game timer when there's no objectives to show.
  • Fixed the scoreboard player list spacing so that it properly displays all 32 players.
  • Objectives in Checkpoint now show appropriate destroy/capture labels underneath the icon.
  • Tweaked the size of destructible glass panes in breakable window surfaces.
Insurgency - Argyll
Remember to join us at 1pm PST (4pm EST, 8pm GMT) on the official Insurgency Twitch.tv channel - http://twitch.tv/insurgencygame

We will be playing the new game modes with our special guests Sp00n, Diction, and GassyMexican. It should be tremendous fun!

We are releasing a small hot fix before the Twitch event today:

  • Fixed an infinite loop server crash related to the new chain reaction explosions.
  • Reverted new blood particle system until we discover what is causing it to lag (and potentially crash to desktop) when knifing someone.
  • Attacking/defending team roles shown under team name on scoreboard.
  • Adjusted map cycle so the map/mode combinations are less sporadic.
Insurgency - Spearin
Remember to join us at 1pm PST (4pm EST, 8pm GMT) on the official Insurgency Twitch.tv channel - http://twitch.tv/insurgencygame

We will be playing the new game modes with our special guests Sp00n, Diction, and GassyMexican. It should be tremendous fun!

We are releasing a small hot fix before the Twitch event today:

  • Fixed an infinite loop server crash related to the new chain reaction explosions.
  • Reverted new blood particle system until we discover what is causing it to lag (and potentially crash to desktop) when knifing someone.
  • Attacking/defending team roles shown under team name on scoreboard.
  • Adjusted map cycle so the map/mode combinations are less sporadic.
Oct 27, 2013
Insurgency - [NWI]Jeremy
We have just released a new hot fix and posted the changelist on our forums.

Here's a snapshot of the changes:

- C4 and frag grenades can now be detonated by bullets or explosions. - Made team label colors on the scoreboard neutral so the red and blue no longer has anything to do with the team, just simply "hostile" vs. "enemy" player or objective. - Floating objective icons are now slightly smaller and their display behavior is reversed so you see them more if you are not looking at them. - Moved timer and active objective display to the bottom so everything is centralized on the bottom of the screen, you never have to look up anymore. - Fixed VIP on Contact. - Temporarily removed auto team switch after each round in Strike and Push until we work out a better solution that allows multiple rounds to be played before the teams are swapped. - May have fixed the bug that spawns people with their camera tilted if they were spectating a player who was leaning before spawning (needs testing).
...

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