We are releasing a small hotfix today that fixes a game exploit as well as some other issues.
Full changelist below:
Fixes
Fixed materials related game exploit.
Fixed District coop spawn issue.
Restart game (mp_restartgame) now correctly resets all scoreboard stats.
Fixed map glitch on Tell.
Day of Infamy Patch - July 29th
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.
Live Q&A with CEO & Game Director Jeremy Blum
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.
http://www.twitch.tv/newworld
Remember we'll be using this Twitch address for all future streams whether it's an interview, Insurgency, Day of Infamy, Insurgency: Sandstorm, or whatever other cool stuff we have to show. ːsecurityː
State 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
Announcing Day of Infamy, Coming to Steam Early Access July 2016
From mod to standalone, Day of Infamy is following the path of Insurgency. Early Access release is launching next month, July 2016, on Steam. The store page has launched, so you can add to wishlist and purchase the game on release day for $19.99.
https://youtu.be/aHkJKk3soHM
We are also livestreaming DOI gameplay and answering your questions starting right now! Tune in to our official Twitch page.
Day of Infamy mod update May 26, 2016
The Day of Infamy mod has been updated on Workshop with five new community-made maps added to the official map rotation, and new content including a shotgun and updated weapon assets.
New Multiplayer and Coop Maps
New Coop Maps
Features
Fixes
Thanks, enjoy!
Insurgency update changelist May 26, 2016
We have released an update that includes a new map and numerous features, fixes and improvements. The new map is called Dry Canal, originally created by community member Tribly and a finalist in our Gamebanana level design contest last year.
We are also releasing the foundation for our competitive ranking system. The system is not fully functional yet, but the game now loads the web-based system that will evolve into the competitive component. We can begin to update our competitive and stats systems without requiring a game update.
We know our competitive community are anxiously awaiting the competitive matchmaking features, and we appreciate everyone’s patience. You can expect to see ingame progress in the near future, and if you want a preview of our competitive features, we will be creating a Competitive Testing group on Steam which will give you early access to features before they are introduced to everyone else. We will use this group to test the systems on a smaller base of users and solicit feedback.
In addition to the update to Insurgency, the Day of Infamy mod has also been updated on Workshop. Five new community-made maps have been added to the official map rotation for the mod, and some new content has also been added including a new weapon and new weapon assets. Full changelist found here.
Important note regarding custom player models: Because of animation changes made in this patch, any Workshop custom player models now will cause the game to crash because they do not have the correct IK settings compiled. Please unsubscribe and notify the Workshop creator that their models must be updated.
Full changelist is below:
New Maps
New Scenarios
Features
Optimizations
Gameplay Improvements
Fixes
Map Changes
User Experience Improvements
Modding
Capa Mode (beta)
Introducing new features to the roaming spectator mode, currently controlled using Console Variables. The name "Capa" is an homage to one of the greatest war photographers, Robert Capa, who co-founded Magnum Photos following the Second World War. His images of Omaha Beach on D-Day are iconic. Sadly, he was killed by a mine in Indochina in 1954. Capa had a famous saying: "If your photographs aren't good enough, you're not close enough," and this feature will help you get closer to the action while spectating.
Once subscribed to the DOI Community Maps playlist, you will be able to view and connect to both Cooperative and Multiplayer servers from their respective menus.
Starting May 6th, New World Interactive will host 5 custom servers for Day of Infamy community-made maps to help determine which maps will be included in the next official update for the mod. The community will help decide the winners by voting for their favorites in a survey.
To launch the event, NWI creative director Andrew Spearin will host a livestream and invite all the level designers to join in playing through each map to gain feedback from both the community and fellow designers.
There are many excellent DOI maps in progress that we are excited to playtest. For a DOI map to be included, it must be published on Workshop by May 6th. Hopefully the maps that are not uploaded to Workshop yet are able to have them ready to playtest in time for the event. Iteration and updates throughout the playtesting phase are encouraged. The timeline for testing and the deadline for selecting the top map are to be determined.