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.
Insurgency - Argyll
<img src="http://playinsurgency.com/users/argyll/ins-feb5.jpg" style="width:100%">

Today we deployed a game update, <a target="_blank" href="http://www.playinsurgency.com/forums/topic/3243-update-february-5-2014/">check out the full changelog here</a>!

Since our launch on January 22, the feedback we've received has been tremendous! It's great to hear all the positive comments and read some reviews that nailed down the essence of what we're about. Of course, we have also been paying close attention to what needs improvement! So please keep up with the feedback.

We have an exciting announcement regarding our competitive scene. As many have remarked, we have great potential as a competitive game. Well, <a href="http://www.esl.eu/eu/">ESL</a> has taken notice, thanks to our fans requesting they add the game to its community. ESL will be running a tournament for Europeans, and you can <a href="http://www.esl.eu/eu/insurgency/news/237081/">find out more information here</a>.

We look forward to nurturing our international competitive scene, especially once we have implemented some features that will support that in the coming months.
Insurgency - Spearin


Today we deployed a game update, check out the full changelog here!

Since our launch on January 22, the feedback we've received has been tremendous! It's great to hear all the positive comments and read some reviews that nailed down the essence of what we're about. Of course, we have also been paying close attention to what needs improvement! So please keep up with the feedback.

We have an exciting announcement regarding our competitive scene. As many have remarked, we have great potential as a competitive game. Well, ESL has taken notice, thanks to our fans requesting they add the game to its community. ESL will be running a tournament for Europeans, and you can find out more information here.

We look forward to nurturing our international competitive scene, especially once we have implemented some features that will support that in the coming months.
Insurgency - Argyll
IGN has a monthly vote to determine what is Game of the Month.

Vote for Insurgency here:

http://ca.ign.com/articles/2014/02/04/ign-best-of-january-nominees-revealed
Insurgency - Spearin
IGN has a monthly vote to determine what is Game of the Month.

Vote for Insurgency here:

http://ca.ign.com/articles/2014/02/04/ign-best-of-january-nominees-revealed
Insurgency - JBlum
We have been keeping our ears low to the ground when it comes to issues developing ingame (such as hackers and crashes), and have been working hard on an update to address as many of the concerns as possible. Although we have a lot of it sorted, in order for us to get things fully secure and properly tested we will continue playing the build internally over the next few days before we set an update live.

You guys are welcome to play the new version on the Beta branch and we will be doing multiple tests over the next few days, including one in about an hour from now.

Here is a snapshot of the changelog since the version that you all are currently playing, so you know what we are testing out and what you can expect in the next update:

<a href="http://playinsurgency.com/logs/Log_02_03_14.jpg"><img width="620" height="281" src="http://playinsurgency.com/logs/Log_02_03_14.jpg"></a>

So if you want to help us test out, make sure you receive our testing events by <a href="http://steamcommunity.com/games/insurgency">joining the official game group</a>, and make sure you can join up by <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=204918367">opting into the beta branch</a>.

Event for this is posted <a href="http://steamcommunity.com/games/insurgency/events/1733060349296500513">here</a>.
Insurgency - JBlum
We have been keeping our ears low to the ground when it comes to issues developing ingame (such as hackers and crashes), and have been working hard on an update to address as many of the concerns as possible. Although we have a lot of it sorted, in order for us to get things fully secure and properly tested we will continue playing the build internally over the next few days before we set an update live.

You guys are welcome to play the new version on the Beta branch and we will be doing multiple tests over the next few days, including one in about an hour from now.

Here is a snapshot of the changelog since the version that you all are currently playing, so you know what we are testing out and what you can expect in the next update:



So if you want to help us test out, make sure you receive our testing events by joining the official game group, and make sure you can join up by opting into the beta branch.

Event for this is posted here.
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