ZeDen.net

 
 
New World Interactive vient de sortir une grosse mise à jour pour Insurgency, son FPS tactique. Intitulée « Hunt », cette dernière est la plus grosse MàJ depuis « Molotov Spring », et introduit un mode coopératif (éponyme) dans lequel vous devrez éliminer tous les ennemis tout en localisant des caches d'armes. Plusieurs cartes sont déjà supportées dans ce mode de jeu, avec un éclairage baissé pour augmenter le suspense. Ce patch ajoute également une nouvelle map inspirée par les provinces du sud de l'Afghanistan (Panj), modifie le mode de jeu Push, ajoute un lance-grenades (M203 pour le M16 et GP25 pour AKMS dans l'autre camp) et opère quelques changements sur certaines armes.

La liste complète des changements se trouve dans la suite de la nouvelle.

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:
“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:
par utr_dragon Commenter
Partager

Commenter

Les commentaires sont fermés aux non membres. Pour poster un commentaire, créez un compte membre : c'est simple et gratuit !

Actu du même sujet