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: 184.108.40.206 - 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
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.
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.
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.
Reduced bot counts in singleplayer to improve performance.
Fixed server-side crash when trying to transition to a map without the gamemode being defined.
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.
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