This is the official changelog for Insurgency: Modern Infantry Combat Beta 2. Please keep in mind that we are not being exhaustive - there have been many smaller changes implemented, bugs that have been fixed, etc.
We hope you'll like the new features and improvements! We are sure that Beta 2 will provide a more enjoyable experience than previous releases.
Insurgency: Modern Infantry Combat Beta 2 Changelog:
Changes to the VGUI/HUD:
â€¢ Allegiance screen implemented: Selection screen (Team, Squad and Class, with 3D visualization of the player model and weapon selected).
â€¢ Armory screen implemented - now able to select multiple weapons for certain Classes and customize your character's appearance.
â€¢ New overhead map implemented - displays your Objectives and the position of your team mates.
â€¢ New HUD elements that will help you navigate to the Objectives.
â€¢ Objective HUD indicator - at a quick glance, shows the location and status of the objectives, as well as the position of your Squad Leader. It can also be turned off by default, and access it only when it's needed.
â€¢ New weapons: AKS-74U, M4 with Forward Pistol Grip, Al-Kadesiah, SKS.
â€¢ Certain classes now have multiple weapons to choose from in the Armory screen.
â€¢ M203 now reloads all the 40mm grenades on Marine's load-out.
â€¢ M249 skin/model updated.
â€¢ FNFAL has been renamed to L1A1, since it is a semi-automatic model.
â€¢ Movement speed with iron sights fixed.
â€¢ Aiming with all weapons has been fixed.
â€¢ Weapon: recoil, damage, POA, POI have all been tweaked.
â€¢ Fixed the bug where grenades sometimes didn't make sound after bouncing off objects
â€¢ A primed grenade will now explode if you die.
â€¢ Class load-out adjusted.
â€¢ Damage system has been improved.
â€¢ Insurgency will now support third-party TK protection systems, and will come with one in the default installation.
â€¢ Re-Styling and re-skinning throughout the game.
â€¢ Commander promotion system. Commander is no longer a different class.
â€¢ You no longer have to hit the forward key before being able to sprint.
â€¢ New Class Added: Sergeant/Militant - With access to better weapons and equipment, this class will be good for experienced players that can turn the tide of the battle. Their loadout will allow them to lead a squad of 4 men to the frontline and provide them with cover fire and smoke screens. They will be able to choose between the M4A1 with vertical grip and the M4 with Aimpoint (USMC) and the AKS74U or FNFAL (Insurgents). There will be 4 Sergeants/Militants in every 16-players team.
â€¢ Fast Switching. You can use the number keys to change your weapon.
â€¢ New tips added to the map loading screens.
â€¢ Added 2 short Intro videos.
The objective of the new loadouts is to reflect realistic loadouts as much as possible while keeping gameplay interesting. Attention has been paid to all recommendations given by the INS community on "realistic loadouts" topics, especially from those of you with combat experience. Cooperation between classes will be basic to provide covering fire and smoke curtains, etc.
The layouts of the squads have been changed. They still retain the distinction between "Assault Team" and "Specialists Team".
â€¢ All the maps have been revised and tweaked wherever necessary.
â€¢ New Map: INS_Samawah - night urban map.
â€¢ Improved spawn protection areas where necessary.
â€¢ INS_Haditha - New underground environment, many new pathways.
â€¢ INS_Hillah - many improvements.
â€¢ INS_Karkar - Expanded tunnel system near Bravo. Multiple pathways now to Charlie.
â€¢ INS_Sinjar - Alpha & Bravo areas completely redone.
The following is a description of all major improvements/changes in the existing maps:
Due to the amount of changes done to the maps, we thought the best would be to get the level designers themselves to write a list of their changes. This is the result
â€¢ Several performance tweaks to increase framerate.
â€¢ Spawn protections for USMC and INS
â€¢ Added extra tunnels for objective B and a sniper position near USMC spawn.
â€¢ Improved spawn protection at USMC start position.
â€¢ Added USMC spawn protection and clipped some balcony's that were exploited.
â€¢ Removed a sign reading "Allah" from the map.
â€¢ Smoothed movement throughout the map.
â€¢ Removed some artificial barriers (invisible walls).
â€¢ Better placement of some props.
â€¢ Added major underground route from team spawns to objective B.
â€¢ Smoothed movement throughout the map, no more getting stuck on objects you shouldn't.
â€¢ Better placement of props to encourage street engagements.
â€¢ Revised all objectives for better defense.
â€¢ Players are now protected against spawn killing.
â€¢ Spawn protections.
â€¢ Extra clipping to help smooth out movement in certain places.
â€¢ Objectives are better recognizable and make more sense.
â€¢ Revised the 'bridge base(Bravo)'. It's now also possible to access it.
â€¢ Performance increase overall: also in and around the village.
â€¢ Added more exit routes from the bunker.
â€¢ Objective Delta is now the Radar Station.
â€¢ Relocated some spawnpoints to avoid spawn camping.
â€¢ Added a new route to objective Alpha.
â€¢ Added ambience sounds.
â€¢ Spawn protection entities.
â€¢ Added buildings in front of the ins spawn to block a direct line of sight and to prevent camping the spawn exits.
â€¢ Added a 2nd floor room in the ins spawn to kill anyone attempting to spawn camp (only accesible by ins team)
â€¢ Modified the route leading directly to Alpha from the ins spawn
â€¢ Added a shop that can be entered next to Alpha on the ins side
â€¢ Tweaked cover at Alpha
â€¢ Added a shop that can be entered next to Alpha on the USMC side (a lot further from the objective than the one opened for the ins team)
â€¢ Modified the mall interior (looks more mall-like now)
â€¢ Tweaked cover at Bravo and added more tree plant pot things.
â€¢ Changed the shop near the mall exit leading to Charlie. Boarded up a lot of the windows and added a delivery truck and crates to act as cover.
â€¢ Created an exit from the car part leading up to the terrace where Charlie is.
â€¢ Tweaked cover at Charlie.
â€¢ Added a 2nd floor to the shop next to Charlie overlooking the objective.
â€¢ Added some signs on the walls at Charlie to block the direct line of sight when in the new 2nd floor room.
â€¢ Tweaked the left USMC exit so that the enemy is a sitting duck if they come anywhere near it.
â€¢ Tweaked cover all over the map (this list will be 5 pages long if i wrote all the changes).
â€¢ Added more detail to the whole map (another 5 pages if I write all of it).
â€¢ And just because ritual noticed it, I removed the slide, added a VW van and added nice yellow lines to the carpark.
Other Fixed Issues:
â€¢ The scoring system should now work properly.
â€¢ Player viewheight is fixed.
â€¢ Fixed loading Screen shows map info of LASTMAP instead of NEXTMAP.
â€¢ Fixed the bug where dead players/bodies could capture objectives.
â€¢ Fixed spawning inside other players.
â€¢ All objectives are now listed in the commander's menu.
â€¢ Fixed several reported crashes.
â€¢ Grenadier is now scoring correctly. No more negative points for kills.
â€¢ The objective indicator system does not allow the compass to be hidden. The "Cycle Indicators" key will only alternate between displaying the new objective indicators permanently and display them only when needed.
â€¢ There might be some small inadequacies between the compass and the new indicator system.
â€¢ Under some resolutions, text on the loading screen might appear slighly offset. However, it's still readable (only last letter partially affected).
â€¢ Loading VGUI might not be used sometimes when changing maps.
â€¢ Commanders are not able to resign. They will have to wait until the end of the round.
â€¢ Players are able to reload while sprinting - this feature will be removed in a future patch. New animations are being done (next incremental update) to show that sprinting cancels your reload process. Until then, this feature could cause strange bugs -disappearing rockets or ammo- because it's hard for the player to tell when the reloading process has been completed in the heat of the battle. Hence, we decided to let people reload while sprinting to prevent those bugs from happening.
â€¢ Bipod deployment on some surfaces/locations might fail and require several attempts.
â€¢ Some objects like scaffoldings on some maps are inmune to bullet penetration.
Of course, we have also added:
â€¢ [URL=]Real time weapon change[/URL](tm).
â€¢ [URL=]Giant enemy crabs[/URL].
â€¢ The occasional easter egg.
See you in Beta 2 really soon!