#1
New Features
  • New Hunt game mode (cooperative) where you must eliminate all enemies and caches in the area. This game mode requires extreme stealth and coordination as you only have one life.
  • New multiplayer map: Panj.
  • Updated multiplayer map: Market.
  • New cooperative maps: District (Hunt), Heights (Hunt) and Ministry (Hunt).
  • Added underbarrel grenade and smoke launchers: M-203 for Security and GP-25 for Insurgents.
  • Added non-zoom red dot optic for Security team (costs 1 supply).
  • New first person weapon collision system.
  • Substantial revamp of particle FX throughout the game.
Gameplay Improvements
  • Push now has a finale cache, where the defending team has an opportunity to make a last stand.
  • Occupy is now 10 minutes (used to be 15) with 3 starting waves (used to be 5).
  • In Occupy, the winner is now determined by having more waves and also being in control of the objective.
  • M14 now has a bipod upgrade.
  • Auto-bipod only works now when you are prone. If there is a surface you can deploy on, you must do it manually now instead of simply going into iron sights.
  • Reduced resupply times so you don’t have to wait as long to resupply.
  • Players can no longer equip an item if it puts them over their max weight value.
  • Flashlights are now blinding when pointed directly at a player’s eyes.
  • 2X Aimpoint now costs more for Insurgents (3 supply)
  • PO scope now costs less for Insurgents (3 supply)
  • Light armor is now less expensive for Insurgents (1 supply)
  • Heavy armor is now less expensive for Insurgents (3 supply)
  • Molotovs are more expensive for Insurgents (3 supply)
  • Foregrips cost 1 supply less for support / machinegunner classes.
  • Removed flashbangs from support classes.
  • Removed smokes and flashbangs from demolition classes.
  • Added M203-HE to Security Demolitions class.
  • Added GP25-HE to Insurgent Striker and Sapper classes.
  • Added M203-Smoke to Security Specialist, Recon and Demolitions classes.
  • Added GP25-Smoke to Insurgent Specialist, Scout, Striker and Sapper classes.
Coop Improvements
  • Fixed major bug in Cooperative where the AI would not recognize certain players.
  • Improved bot count scaling technique and added new vote option for changing the bot count (more info below).
  • Bots now give off the same damage as players do instead of a reduced amount of damage.
  • Bots now investigate footsteps, flashlights and laser sights.
  • Bots are now a lot more accurate and respond faster.
  • Renamed the AI difficulties to “Forgiving,” “Normal,” “Unforgiving,” and “Brutal.”
  • Removed Peak Checkpoint from the game until we come up with a better solution for dealing with the trees that the bots can see through.
Bug Fixes
  • sv_pure 2 is now working properly.
  • Fixed audio hitches when dealing with Workshop stuff.
  • FAL now uses the proper ammo type (7.62x51mm).
Performance Optimizations
  • Added Valve fix for engine where frames wouldn’t get purged properly and would start to eat memory (should reduce cases of rubber-banding).
  • Fixed multiple small memory leaks.
Visual Enhancements
  • Added shell ejection smoke.
  • Ejected bullet casings now spin when ejecting.
Server Administration
  • Windows servers now allow -autorestart.
  • Changed the way bot counts are handled. The new system uses the following commands:
Code:
“ins_bot_count_hunt” // Default is 0. When set higher, Hunt will override the bot count with this value. When a bot count vote is initiated, this is the value that is changed.
“ins_bot_count_hunt_min” // Default is 15. This is the amount of bots that will be loaded when ins_bot_count_hunt is set to 0 and there is only 1 player on a server.
“ins_bot_count_hunt_max” // Default is 25. This is the amount of bots that will be loaded when ins_bot_count_hunt is set to 0 and there are 8 players on a server.
“ins_bot_count_hunt_default” // Default is 0. This is the value that a server will automatically reset ins_bot_count_hunt to when hibernating.
“ins_bot_count_checkpoint” // Default is 0. When set higher, Checkpoint will override the bot count with this value. When a bot count vote is initiated, this is the value that is changed.
“ins_bot_count_checkpoint_min” // Default is 5. This is the amount of bots, per objective, that will be loaded when ins_bot_count_checkpoint is set to 0 and there is only 1 player on a server.
“ins_bot_count_checkpoint_max” // Default is 12. This is the amount of bots, per objective, that will be loaded when ins_bot_count_checkpoint is set to 0 and there are 8 players on a server.
“ins_bot_count_checkpoint_default” // Default is 0. This is the value that a server will automatically reset ins_bot_count_checkpoint to when hibernating.
  • Added new ConVar for determining the amount of reinforcement waves per objective in Push:

Code:
“mp_wave_count_defenders_per_obj” // Default is 5. Sets the amount of waves per objective. Defenders get this amount multiplied by the total amount of objectives at the start of the round.

 

Jeremy Blum
Founder & Game Director
New World Interactive
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#2
Quote:
  • Light armor is now less expensive for Insurgents (1 supply)
  • Heavy armor is now less expensive for Insurgents (3 supply)
  • Molotovs are more expensive for Insurgents (3 supply)
Heavy armor  was perfectly costed to me (yes one side payed 1 more to get heavy/ap) But I think that played to how sides differ (ins with speed and ap)(sec with armor) I could maybe see sec getting a +1 to ap making it 4 cost for ap sec and 4 cost for armor ins. 

 

light armor being 1? sure I can see that. I can see that maybe needing to be 1 over 2 (since its free for sec)  :/ I like the choice supply made you chose. for reach side. IE armor / ammo Sad


maybe this is because most people try to use both and don't value speed but idk. I thought armor didnt need to be changed at all.

 

 

Don't see why Molotov need to be more expensive though :/ its natural for INS to have them. Didn't see them being a problem at all on any level of server.

but that change might be only to counter the armor cost reductions.

 

Everything else looks fantastic! Great work!!!!

Can't wait to Play this patch!!!!! Keep it up guys! Smile)))

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#3
Yet another great update right on time. I truly appreciate all of the ridiculously hard work. Hope to maybe see some devs/moderators in game other than Zenphire! Big Grin

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#4
Quote:Yet another great update right on time. I truly appreciate all of the ridiculously hard work. Hope to maybe see some devs/moderators in game other than Zenphire! Big Grin
 


If you join the game group, you'll find they usually announce when they're playtesting new Beta builds, and you'll usually see 3-5 Devs in the server testing it along with some other community members.
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#5
The update is great. The increased supply cost to the molotov can be understood; the developers had analysed the data; they were being over used. I think the increase in their price was a step backward because it will just make more people use frag grenades instead. I think it would have been better to keep the supply the same but increase the weight of them (whats heavier, a little nade or a bottle full of flammable liquid? Dont forget that the Molotov is also more bulky!)

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#6
please add new weapon  AK-74 next update and remake old maps  INS1

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#7
Very good update i will try it when i'm at home. I hope the bot will be improve this game may be play FPS a lot careful because one shot can kill you really love this game. Also developer give me the freedom to play with bot

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#8
Love it Smile Great job!! Keep it up!! Can't wait for the next update

[TAW] Avguste
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#9
And right after I finished all the weapon stats on the Insurgency Wiki. I'll get back to work! Wink

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#10
Just tested the new update, the weapon collision system is amazing! it consolidates the weapon roles well, great idea.

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#11
Nice looking update... But please in the future, give us a couple days notice.. I mean all of a sudden at 10-11 at night we have to update our servers, and users are complaining because they cannot get a working server... Not good. Setup a list that Server Admins can receive and know exactly when they need to do the updates... Right now almost half of the customer servers are still down because of the update and users are not happy... I got mine up, but many of the parameters are not where I want them....

 

Some notice would be very nice...

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#12
Not a fan of the grenade launcher attachments and not a fan of putting the gun down close to walls. 

That is pretty lame and unnecessary.

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#13
Quote:Not a fan of the grenade launcher attachments and not a fan of putting the gun down close to walls. 

That is pretty lame and unnecessary.


Why do you not like the launcher? 
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#14
I made a video showing some of the new features Smile

http://www.youtube.com/watch?v=vyBRK29wr0g
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#15
Increased difficulty just because HUNT was too easy, and guess what ? it's still easy and boring, haha Big Grin

now coop maps like SInjar, buhriz and such are unplayable...

Flashlight blinking for no reason, haha realistic ? nope

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