Day of Infamy - Argyll


Today we release another patch for the game, based on additional feedback received. This one mostly contains gameplay improvements.

Below is the full list of changes for today’s patch:

Gameplay Improvements
  • Stronghold enemy bot reinforcements are now wave-driven instead of continuous. This means that when you take out a group of enemies, your squad has an opportunity to advance before more enemies arrive at the scene.
  • Singleplayer enemy bot counts have been tweaked based on testing and feedback. Singleplayer missions should be a bit more achievable than previously.
  • Flamethrower damage now has a falloff, so that the further away you are from the origin of the flame, the less damage you take.
  • Increased the burning damage threshold needed to be set on fire.
  • Support squads now have only 2 machinegunner and sniper slots instead of 3 each. Defenders in Dog Red for example, can now only have up to 4 snipers and 4 machinegunners, instead of 6 of each.
  • AI teammates are now disabled in Patrol Coop and bot counts have been adjusted accordingly.
  • Fixed reverse capture points in Bastogne Liberation causing you to earn more waves for capturing the near objective instead of the far objective as it’s supposed to be.
  • Added ammo crates to Ortona for Coop modes.

Bug Fixes
  • Fixed main menu options being cut off on ultra widescreen setups.
  • Fixed a bug preventing map vote from coming up after winning a round in Cooperative.
  • Fixed flamethrower incorrectly applying radial damage through walls.

User Experience Improvements
  • Added Help option on main menu that redirects you to our knowledgebase and support ticket system.
  • Added more loading screen hints to explain focusing, fire mode selection, what to do if you’re the last man standing, reminding players enemies can hear you, and explaining that defenders have a natural advantage which can be overcome with coordination, smoke and fire support.
Day of Infamy - Spearin


Today we release another patch for the game, based on additional feedback received. This one mostly contains gameplay improvements.

Below is the full list of changes for today’s patch:

Gameplay Improvements
  • Stronghold enemy bot reinforcements are now wave-driven instead of continuous. This means that when you take out a group of enemies, your squad has an opportunity to advance before more enemies arrive at the scene.
  • Singleplayer enemy bot counts have been tweaked based on testing and feedback. Singleplayer missions should be a bit more achievable than previously.
  • Flamethrower damage now has a falloff, so that the further away you are from the origin of the flame, the less damage you take.
  • Increased the burning damage threshold needed to be set on fire.
  • Support squads now have only 2 machinegunner and sniper slots instead of 3 each. Defenders in Dog Red for example, can now only have up to 4 snipers and 4 machinegunners, instead of 6 of each.
  • AI teammates are now disabled in Patrol Coop and bot counts have been adjusted accordingly.
  • Fixed reverse capture points in Bastogne Liberation causing you to earn more waves for capturing the near objective instead of the far objective as it’s supposed to be.
  • Added ammo crates to Ortona for Coop modes.

Bug Fixes
  • Fixed main menu options being cut off on ultra widescreen setups.
  • Fixed a bug preventing map vote from coming up after winning a round in Cooperative.
  • Fixed flamethrower incorrectly applying radial damage through walls.

User Experience Improvements
  • Added Help option on main menu that redirects you to our knowledgebase and support ticket system.
  • Added more loading screen hints to explain focusing, fire mode selection, what to do if you’re the last man standing, reminding players enemies can hear you, and explaining that defenders have a natural advantage which can be overcome with coordination, smoke and fire support.
Day of Infamy - Argyll


Today we release another patch for the game, based on additional feedback received. This one mostly contains gameplay improvements.

Below is the full list of changes for today’s patch:

<h2>Gameplay Improvements</h2>
<ul></li>

<li>Stronghold enemy bot reinforcements are now wave-driven instead of continuous. This means that when you take out a group of enemies, your squad has an opportunity to advance before more enemies arrive at the scene. </li>

<li>Singleplayer enemy bot counts have been tweaked based on testing and feedback. Singleplayer missions should be a bit more achievable than previously.</li>
<li>Flamethrower damage now has a falloff, so that the further away you are from the origin of the flame, the less damage you take.</li>
<li>Increased the burning damage threshold needed to be set on fire.</li>
<li>Support squads now have only 2 machinegunner and sniper slots instead of 3 each. Defenders in Dog Red for example, can now only have up to 4 snipers and 4 machinegunners, instead of 6 of each.</li>
<li>AI teammates are now disabled in Patrol Coop and bot counts have been adjusted accordingly.</li>
<li>Fixed reverse capture points in Bastogne Liberation causing you to earn more waves for capturing the near objective instead of the far objective as it’s supposed to be.</li>
<li>Added ammo crates to Ortona.</li>

<h2>Bug Fixes</h2>
<li>Fixed main menu options being cut off on ultra widescreen setups.</li>
<li>Fixed a bug preventing map vote from coming up after winning a round in Cooperative.</li>
<li>Fixed flamethrower incorrectly applying radial damage through walls.</li>
<li>Fixed artillery assists not being properly recorded for radio operators.</li>

<h2>User Experience Improvements</h2>
<li>Added Help option on main menu that redirects you to our knowledgebase and support ticket system.</li>
<li>Added more loading screen hints to explain focusing, fire mode selection, what to do if you’re the last man standing, reminding players enemies can hear you, and explaining that defenders have a natural advantage which can be overcome with coordination, smoke and fire support.</li>
Jul 29, 2016
Day of Infamy - JBlum
We are releasing a hot fix this evening to address a few game bugs we let slip with the last patch. Restart the game and grab the update at your leisure.

  • Fixed Stronghold and Entrenchment modes on Dog Red (Coop and Singleplayer)
  • Fixed respawning in Entrenchment and Patrol in Singleplayer
  • Adjusted bot counts for Patrol mode
Jul 29, 2016
Day of Infamy - JBlum
We are releasing a hot fix this evening to address a few game bugs we let slip with the last patch. Restart the game and grab the update at your leisure.

  • Fixed Stronghold and Entrenchment modes on Dog Red (Coop and Singleplayer)
  • Fixed respawning in Entrenchment and Patrol in Singleplayer
  • Adjusted bot counts for Patrol mode
Day of Infamy - Mikee


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.

Gameplay Improvements
  • 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.

Bug Fixes
  • 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.

Performance/Stability Improvements
  • Reduced bot counts in singleplayer to improve performance.
  • Fixed server-side crash when trying to transition to a map without the gamemode being defined.
  • Potential crash fix related to camera animations.
Day of Infamy - Mikee


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.

Gameplay Improvements
  • 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.

Bug Fixes
  • 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.

Performance/Stability Improvements
  • Reduced bot counts in singleplayer to improve performance.
  • Fixed server-side crash when trying to transition to a map without the gamemode being defined.
  • Potential crash fix related to camera animations.
Day of Defeat - contact@rockpapershotgun.com (Alice O'Connor)

Valve seemingly have little interest in making a new Day of Defeat but they are at least letting someone else have a crack. Now on Steam Early Access is Day of Infamy [official site], a World War 2 multiplayer FPS heavily inspired by Day of Defeat – and made with Valve’s blessings and support. Infamy is the work of New World Interactive, the folks who made modern military FPS Insurgency. They’re trying to pick up where Day of Defeat left off, basically. Here, have a gander:

… [visit site to read more]

Day of Infamy - Argyll


https://youtu.be/MGwEajYHpw0

Today marks a special day in our company’s history as we release our second game, Day of Infamy, on Steam early access. The game is available for $19.99. If you own Insurgency on Steam, you can purchase Day of Infamy as part of the New World Collection bundle at a 15% discount from the combined two games.

We are very excited about what we have to share with you all. It comes not only from hard work, but also from the passion we have for resurrecting the classic WWII action genre many of us grew up with. Since the time Valve licensed the Source Engine for us to develop our spiritual continuation of Day of Defeat, we have found many ways to make the game not only nostalgic, but innovate the genre. We are very excited to see how the public responds to the game’s fire support and radio communication features, and to see the reactions of players when they hear the screams after being set ablaze by a flamethrower.

Without further adieu, we introduce Day of Infamy, and look forward to your feedback for our work in progress game. Similar to how we’ve continually engaged with our community through Insurgency’s early access and thereafter, turning it into the critically acclaimed game it has become, we intend to work closely with our community throughout Day of Infamy’s early access and ensure the final version is truly extraordinary. We have outlined our Roadmap for early access here, for increased transparency.

The game, being in early access, does have its fair share of issues. Occasionally users will experience crashes, gameplay faults, strange AI behaviors, and more. We will work diligently to improve the game quickly and consistently as we approach the final release.

We look forward to playing with you all on the servers!

New World Team
Day of Infamy - Spearin


https://youtu.be/MGwEajYHpw0

Today marks a special day in our company’s history as we release our second game, Day of Infamy, on Steam early access. The game is available for $19.99. If you own Insurgency on Steam, you can purchase Day of Infamy as part of the New World Collection bundle at a 15% discount from the combined two games.

We are very excited about what we have to share with you all. It comes not only from hard work, but also from the passion we have for resurrecting the classic WWII action genre many of us grew up with. Since the time Valve licensed the Source Engine for us to develop our spiritual continuation of Day of Defeat, we have found many ways to make the game not only nostalgic, but innovate the genre. We are very excited to see how the public responds to the game’s fire support and radio communication features, and to see the reactions of players when they hear the screams after being set ablaze by a flamethrower.

Without further adieu, we introduce Day of Infamy, and look forward to your feedback for our work in progress game. Similar to how we’ve continually engaged with our community through Insurgency’s early access and thereafter, turning it into the critically acclaimed game it has become, we intend to work closely with our community throughout Day of Infamy’s early access and ensure the final version is truly extraordinary. We have outlined our Roadmap for early access here, for increased transparency.

The game, being in early access, does have its fair share of issues. Occasionally users will experience crashes, gameplay faults, strange AI behaviors, and more. We will work diligently to improve the game quickly and consistently as we approach the final release.

We look forward to playing with you all on the servers!

New World Team
...