Today marks the 5 year anniversary of the release of Day of Infamy. Join us in celebrating today with our play with the Devs event from 8-9pm UTC, and a 75% discount on Steam! Check out the new trailer! [previewyoutube=ZhQoAz3Ozow;full][/previewyoutube]
[ 2022-03-23 17:04:51 CET ] [ Original post ]
The intensely passionate team behind the Screaming Steel Day of Infamy total conversion mod, have recently announced their final update, the aptly titled Endgame. With a new map, new class, new units, a large number of new weapons and gear, as well as gameplay and art changes, this promises to be one of their biggest updates. You can find their full announcement below.
THE ENDGAME
Hello Screaming Steel players! After having spent roughly a year and a half working on this, we are happy to announce the release of our aptly named Endgame Update this Thurday, July 22 at 6PM UTC. On launch day you can expect to find developers and community members taking part in both COOP and PvP battles on the various servers running the mod. Endgame contains heaps of new content as well as updates to gameplay and existing content. There are also lots of bug fixes included. Many of the key points of the update are covered in this short trailer we put together - enjoy. https://www.youtube.com/watch?v=gn8xPY7rc1c As the name suggests, this is the last content update we are releasing for the mod. This does not mean support is ending completely - potential bugfixes might be necessary, and there are still small pieces of content we simply could not finish in time for Endgame.
CHANGELOG AND HIGHLIGHTS
The full changelog for the update can be found by clicking the link below. What follows are some important highlights from the changelog. FULL CHANGELOG
BAILLEUL, APRIL 1918
Set during the Battle of Lys, Bailleul is an urban map loosely based on the fighting for the town with the same name that occurred on April 13-15, 1918. British defenders are tasked with defending the town from attacking Germans. You can expect fights happening in claustrophobic alleyways, interiors and chokepoints, but its also worth keeping an eye out for machine gunners and snipers covering important sightlines throughout the map. It supports the Invasion, Offensive, Liberation, Frontline, Stronghold, Entrenchment and Raid game modes. Wed like to give a huge thanks to Radu Tanasie for making this map happen.
NEW CLASS - THE SENTRY
A new defensive class with weaponry suited for holding key points and having an assisting role during assaults. The class has access to bolt-action rifles, body armour and dangerous defensive shrapnel grenades. The class is the only one able to deploy a multi-use first aid kit for helping out wounded teammates. Press the deployable key to place a first aid kit, and your use key to gather some health. A first aid kit will heal you for 50HP and has 5 uses. It will disappear when its been used up by teammates or yourself.
NEW WEAPONRY AND GEAR
A small selection of new weaponry and gear. The update contains a large amount of new weaponry - from the famous Canadian Ross rifle, to the brutal looking Dudley push dagger. Oddities like the British Pritchard-Greener bayonet for the Webley revolver and the German M13/15 Poppenberg impact grenade also make an appearence. Usable trench whistles for officers are also included - and theres still more.
NEW UNITS
With the update weve also made use of the unit system from vanilla Day of Infamy. You will be able to play as several new units on battlefields where they took part in real life fighting. The German Jgers with their distinct shako headwear are included, as well as the British 19th (Western) Division sporting pink butterfly markings on their uniforms and headgear. Many more units are included.
GAMEPLAY CHANGES
Several changes to the core gameplay have been made. Most importantly the accuracy of most weapons has been improved across the board - this is most noticeable with the bolt-action rifles in the mod. Class balance has also been looked at, as well as the stats for several weapons.
ART UPDATES
Weve spent a large amount of time on updating a lot of existing content in the mod to bring it up to par with our recent content. Old weapon assets have been reworked, the character models have had a makeover, and placeholders assets from the vanilla game have been replaced.
PRACTICAL INFO
We hope youve enjoyed the article, and were hoping to catch many of you ingame after the update is released. You can find our Discord server and Steam group by clicking the banners below. After the release we will use both platforms for announcing any events being hosted on the various servers running the mod.
[url=https://steamcommunity.com/groups/ScreamingSteelDevelopment]
In case you've forgotten where to find the download for the project you can visit our Steam Workshop page by clicking this banner below:
A practical piece of information for any server hosts using individual Workshop IDs for their servers is the Workshop ID for the new Bailleul map: 1794424985 Any hosts using the ID of our official Workshop collection will only need to do a simple restart of their servers: 1455070029
CLOSING WORDS
The team would like to specially thank the community for valueable support over the years, as well as New World Interactive for being a vital factor in the creation and reach of this project. To say its been a long time in the making would be a big understatement. Its roots goes back to the early 2000s with the creation of The Trenches for Half-Life 1, followed by WW1: Source for Half-life 2 a few years later. The original plan for Screaming Steel was quite different to begin with - it was supposed to be a continuation of WW1: Source as a regular source mod - but various hurdles and obstacles resulted in us transferring to Day of Infamy in 2016. In hindsight this was the only way the project could ever have been finished - so this decision was vital for its survival. Since the beginning weve seen developers and community members come and go, and weve had both ups and downs internally. Quite a rollercoaster all in all! Its been a huge learning experience for all of us, and were all very proud of the result weve managed to put together. This update marks the end of our journey however, and we feel its happening at the right time. A logical conclusion for the project has been reached, and were all quite ready to move on to different endeavours. We hope many of you have enjoyed our project, and were looking forward to seeing you on the ingame battlefields after this last update is out. Lastly, we feel its important that the historical inspiration for this project - The First World War - is not forgotten in all of this. While our project is a piece of entertainment which should be enjoyed, it is a poignant thought that it is ultimately based on a huge tragedy. That our project could potentially serve as an authentic learning tool about the conflict has been a large focus ever since we sat down with our first design documents. We hope we have reached our goal, and that you as a player have gained respect and an interest for the real historical event and the people who took part in it. Lest we forget. The Screaming Steel development team.
[ 2021-07-22 18:57:04 CET ] [ Original post ]
Hi everyone, my name is Jon Higgins, Marketing & Communications Director at New World Interactive. Todays community update is going to be slightly different from our usual development oriented blogs and instead focus more on some of the things that have been going on behind the scenes here at New World. We hope you enjoy this peek behind the curtain and brief company update.
As some of you may have read a while back we announced we would be creating a new studio called New World North in Calgary, Canada. After a few small delays we are now set up and slowly migrating staff from around the world to the city, which is quickly becoming Canada's newest game development hub.
Our new location in Calgary enables us to pursue our longer term company vision of having a sustainable, enjoyable, best-in-class work environment for our team. It represents our new home as we look to centralize a formerly distributed team and grow with more experienced talent. These changes will allow us to continue pursuing our goal of creating critically-acclaimed, cutting edge and highly successful video game experiences.
Founder & CEO Jeremy Blum at the New World North Office.
There is still a fair bit of work to be done on the new office, however it is a significant upgrade from our old space in Amsterdam, and provides a lot more flexibility for our company to grow.
Our old space in Amsterdam, packed down ft. character artist Gabriel Fronza.
In addition to our new space we are also welcoming a few new faces to our team and hiring for several new positions. Recently we announced the hiring of former BioWare Lead Artist Michael Grills who joins us as our new Art Director, as well as ex-Tencent, Ubisoft, and Epic employee Derek Czerkaski who will be joining us as our new Head of Production.
Derek is an extraordinary talent in the gaming industry. We are delighted to add him to our team and confident he will help New World continue building our best-in-class studio. - Keith Warner, President
Some of you may have picked up on a quote from our recent press release regarding the hiring of ex BioWare artist Michael Grills:
Were taking on a new, unannounced project which requires stronger artistic vision and leadership than games weve worked on in the past. Michael is a great fit for what we have in mind, bringing lots of creativity, industry experience and strong leadership to the table. Were looking forward to having him on board and are very excited to see what hes able to help us accomplish in the future for this project and beyond. Jeremy Blum, Founder & CEO
While our development team currently remains focused on post-release support and the console version of Insurgency: Sandstorm, we are also laying the foundation for exciting new projects. Insurgency: Sandstorms success has allowed the company to not only continue to support the game, but also expand and explore new frontiers.
A while back Nick Calandra and Omar Ahmed from Gameumentary visited our offices in Amsterdam and Denver to tell the story behind the formation of New World Interactive and our journey from enthusiast modders to award-winning indie developers.
Initially planned as a one off, the documentary crew captured so much footage with our team that it will now be premiering as a three-part story over on the Escapist YouTube channel and website later in the summer.
Our team have just seen a first draft of the episodes and we feel it will give a very stripped back and raw look at everything from the ups and downs of starting an independent video game company in 2010 all the way up to Insurgency: Sandstorms release. From our failed kickstarter and almost going bankrupt, to making our first million, the series touches on all aspects of our company, including an exclusive look at an unreleased game concept that, while discontinued, also laid the foundation for Insurgency: Sandstorm
https://www.youtube.com/watch?v=MyBOQ-QQrfs
Well be returning to more developer focused community updates, including a preview of our upcoming snow map. However if you want more frequent updates be sure to follow us on social media @InsurgencyGame on Facebook, Twitter and Instagram or join the /r/Insurgency subreddit. Below is some of the content we have teased over on these channels.
[ 2019-08-14 21:53:18 CET ] [ Original post ]
The extremely talented team behind the Screaming Steel Day of Infamy total conversion mod, have today announced a major update with co-op support, a new map, body armour and a host of new weapons. You can find their full announcement below.
WINTERSTURM
The months since our last article have been spent on finishing up the first content update for the mod. While it took longer than we first anticipated, we think youll like the end result. The Wintersturm Update contains quite a few notable additions to the mod, including co-op-support, a new map, 5 new weapons and body armour. We have also made a lot of tweaks to the gameplay, updated a lot of our art assets, and fixed a number of bugs. The following video neatly sums up the Wintersturm Update in one minute. https://www.youtube.com/watch?v=iF4hZtoj_jQ The update will go live on Friday, August 2 at 3PM UTC / 4PM BST / 11AM EST, and it will automatically be downloaded for you on the Steam Workshop if you are already subscribed to the mod, all the maps and our custom VO pack. The one exception is the new map Givenchy which will require you to manually subscribe to it. This map can easily be found via the main Workshop page for the mod once it has been released. Click the banner below to be taken to the mods Steam Workshop page:
One of the main features of this update is the addition of co-op. Day of Infamy has received a lot of positive attention due to the way the co-op-gamemodes play out, and were happy to finally offer this experience as part of our mod as well. All of our maps support the 3 co-op modes Stronghold, Raid and Entrenchment. With the co-op-support weve added the options of a normal playlist with regular difficulty as well as a commando playlist for experienced players looking for a proper challenge. Our commando version of co-op contains more responsive bots, Elite bots with special weapons and gear as well as more unforgiving gameplay settings. Were hoping youll have as much fun playing co-op as weve had testing it these past months.
The Givenchy map is based on the real life engagements around the village of the same name in Northern France during the winter of 1914-1915. Most notably the map is a winter one, the first of its atmosphere in our roster. The map has trenches, dugouts and bunkers, and is rather open in general. Make sure to keep your head down and utilize cover when moving across no mans land, or use the flanks and old sap trenches to surprise your enemy. If youre planning on fighting for the central capture point, make sure to bring a weapon fit for close quarters cause its going to get hectic. The map supports Liberation and Frontline in PvP as well as Stronghold, Raid and Entrenchment in co-op.
Body armour is a new addition to this mod and Day of Infamy as a whole. The armour can be worn by the machine-gunner class on both teams. Various elite bots in commando co-op also have access to body armour. The armour will greatly reduce damage taken from projectiles to the upper body. While you shouldnt expect it to hold up against large caliber weapons like rifles and MGs, its quite effective against pistols. However, the armour is heavy, and it will slow you down quite a bit. Our body armour is based on real armour worn during the war. The Germans wear the Grabenpanzer metal plate armour as well as a cosmetic Stirnpanzer for their steel helmets. The Commonwealth uses the BEF 1917 armour which consisted of layered silk and steel plating, as well as cosmetic shrapnel goggles which became a popular private purchase item during the war once trench warfare had set in.
Weve also added 5 new weapons this update. Here follows some ingame details for each of them.
The Madsen Muskete is available to the German machine-gunner. This light machine gun is a less bulky alternative to the MG08/15, making it a better fit for an aggressive player. It has quick handling and reload times, and it can also be hipfired. Some downsides to this weapon are that its magazine only holds 25 rounds, and its magazine placement obstructs your sights when aiming the weapon.
The Model 1907 SL is a semi-automatic rifle available to the Commonwealth assault class, the first and only of its kind in Screaming Steel. This rifle excels at close to medium range, and will down an opponent in a single round if youre close enough and land a hit in the upper body. While it has big damage potential up close, it suffers at range due to damage dropoff and worse accuracy than bolt-action rifles. Its default magazine capacity of 5 rounds is also a negative, but this can be remedied by spending points on 10-round magazines. A steady aim and conserving ammo is the key to success with this weapon.
The 1903 Hammerless is a sidearm available to the Commonwealth officer, machine-gunner and bomber, and its the weapon with the quickest handling stats in the mod. Drawing, holstering and reloading this weapon is a fast process, and its high firerate can make it a nightmare to face up close. It does however fire the low-power 32 ACP cartridge, making it a poor choice for targets at medium-to-long range.
The Reichsrevolver is available to the German officer, machine-gunner and flamethrower. While the revolver has brutal stopping power and is extremely cheap, the other stats drag the versatility of this sidearm down most notably its rate of fire and reload times, which are are sub-par at best. One could almost be tempted to view this as more of a status-symbol than an effective tool for combat. A good backup weapon in case you stumble upon an enemy up close, but not a sidearm fit for assaulting or taking on enemies en-masse.
Available to the Commonwealth officer, bomber and marksman, the Mk II Hand-Ejector revolver is a counterpart to the German Reichsrevolver, being cheap and packing stopping power. Historically this weapon is the Smith & Wesson Triple-Lock chambered for the British .455 cartridge which was ordered in large numbers by the British military during the war. As with the Reichsrevolver it sports a slow fire rate and reload, but its damage output makes it a viable backup weapon. In addition to all the new content weve also tweaked the gameplay and content already available in the mod. Among other things weve changed damage properties and other hard stats for a few weapons and done some tweaking to how melee weapons and player loadouts work. Several issues and bugs have been fixed to make the mod more enjoyable. A lot of weapon assets have had their art and sound updated, and all maps have had work done on them to improve gameplay and optimization. The list of all these changes is quite long, so we have compiled a complete change log which you can see by following this link: FULL CHANGELOG
INFO FOR SERVER OWNERS
For any server owners reading this article, it is necessary for you to restart your servers after the update is out in order to make it appear for players in the server browser. It might also be necessary for you to update your servers txt file containing Workshop subscription content hosted on the server. The new Givenchy map Workshop ID is 1390091959. Updating this txt is only necessary if youre not using the Workshop Collection ID for the mod which is 1455070029. If you are planning on making a co-op server for Screaming Steel, here are the playlist paths for normal co-op and Commando co-op: ww1/coop ww1/coop_commando The starting map and gamemode for a co-op server can be whatever combination you wish. For our own servers we use nimy stronghold Thats it for this article. We hope to see you on the battlefield on August 2 and the following days! Make sure to spread the news around, and join our Discord Server and Steam Group where events are announced and arranged. Were planning to host some arranged matches both in co-op and PvP in the next weeks.
Stay tuned for more content updates like this one in the future we still have things in store for the mod.
The Screaming Steel development team.
[ 2019-08-02 22:44:29 CET ] [ Original post ]
After the successful launch of Insurgency: Sandstorm's version 1.3 Update, New World Interactive invites all players to try the game for FREE this weekend!
https://www.youtube.com/watch?v=ImaWHAyhDMU&t=0s
Now is the perfect opportunity for newcomers or returning players to join the huge community of Insurgency: Sandstorm players who already enjoy Insurgencys signature style of immersive, team based, high lethality gameplay.
Update 1.3 includes a remake of the classic Insurgency map 'Ministry, two new weapons, a new zombie-inspired cooperative Arcade mode called Frenzy, and much more. Much like the original Insurgency, our team has more free content updates planned for this year and next year in 2020 as well.
The Free Weekend runs from 10am PT Thursday 20th of June, until 10am PT Monday the 24th
https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
[ 2019-06-20 17:06:03 CET ] [ Original post ]
After the successful launch of Insurgency: Sandstorm's version 1.3 Update, New World Interactive invites all players to try the game for FREE this weekend!
https://www.youtube.com/watch?v=ImaWHAyhDMU&t=0s
Now is the perfect opportunity for newcomers or returning players to join the huge community of Insurgency: Sandstorm players who already enjoy Insurgencys signature style of immersive, team based, high lethality gameplay.
Update 1.3 includes a remake of the classic Insurgency map 'Ministry, two new weapons, a new zombie-inspired cooperative Arcade mode called Frenzy, and much more. Much like the original Insurgency, our team has more free content updates planned for this year and next year in 2020 as well.
The Free Weekend runs from 10am PT Thursday 20th of June, until 10am PT Monday the 24th
https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
[ 2019-06-19 23:37:48 CET ] [ Original post ]
The official Insurgency: Sandstorm Launch Trailer is now live!
https://www.youtube.com/watch?v=goX2eFxTiJc Insurgency: Sandstorm, the sequel to Insurgency and Insurgency: Modern Infantry combat unlocks on Steam at 6pm CET / 9am PT today. There are just a few hours left to pre-order, saving you 10% and getting instant access to the on-going beta and the exclusive 'bug hunter' tattoo! https://store.steampowered.com/app/581320/Insurgency_Sandstorm Insurgency: Sandstorm is a team-based, tactical FPS based on lethal close quarters combat and objective-oriented multiplayer gameplay. Sequel to the indie breakout FPS Insurgency, Sandstorm is reborn, improved, expanded, and bigger in every way. Experience the intensity of modern combat where skill is rewarded, and teamwork wins the fight. Prepare for a hardcore depiction of combat with deadly ballistics, light attack vehicles, destructive artillery, and HDR audio putting the fear back into the genre.
[ 2018-12-12 12:00:00 CET ] [ Original post ]
New World Interactive's latest title Insurgency: Sandstorm is FREE TO PLAY this weekend during its Open Beta ahead of launch on December 12th. But act quick, there's not much time left!
Insurgency: Sandstorm, the FPS sequel to Insurgency, brings action-packed, nerve-wracking modern military combat to PC on December 12. This weekend's open beta period will allow everyone to try the game for free on Steam. This includes every map, weapon, coop & PvP game modes and all other content found in the final game. Competitive matchmaking will be available on full release.
The game will be free to download and play for everyone on Steam during this limited period which runs until 6pm CET/9am PST Monday.
Owners of the original Insurgency can save an additional 10% on the pre-order pice via our loyalty discount scheme. Gamers that pre-order will also gain access to the pre-order beta that runs between now and release on December 12th, along with an exclusive pre-order tattoo.
https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
[ 2018-12-09 18:34:08 CET ] [ Original post ]
New World Interactive's latest title Insurgency: Sandstorm is FREE TO PLAY this weekend during its Open Beta ahead of launch on December 12th.
Insurgency: Sandstorm, the FPS sequel to indie smash-hit Insurgency, brings action-packed, nerve-wracking modern military combat to PC on December 12. Starting today and running through the weekend, an open beta period will allow everyone to try the game for free on Steam. This includes every map, weapon, coop & PvP game modes and all other content found in the final game. Competitive matchmaking will be available on full release.
The game will be free to download and play for everyone on Steam during this limited period from now until 6pm CET/9am PST Monday.
Owners of the original Insurgency can save an additional 10% on the pre-order pice via our loyalty discount scheme. Gamers that pre-order will also gain access to the pre-order beta that runs between now and release on December 12th, along with an exclusive pre-order tattoo.
https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
[ 2018-12-08 01:53:51 CET ] [ Original post ]
Two pro-streamers check out the latest update to the Insurgency: Sandstorm Beta! If you're curious about the next installation of the Insurgency franchise check out some live gameplay below. Get instant access to the beta which runs until release on December 12th by pre-ordering now. Owners of the original Insurgency save an additional 10%! https://www.twitch.tv/giantwaffle https://www.twitch.tv/fl0m Later tonight Dr Lupo and JoshOG will also be taking to the game, keep your eyes peeled!
[ 2018-11-12 19:15:37 CET ] [ Original post ]
Screaming Steel: 1914-1918 a free community made total conversion mod for Day of Infamy is now officially released and the files can be subscribed to on the Day of Infamy Steam Workshop. Below is a direct link to the main Workshop Item, with the 4 necessary maps + an optional custom voice-over pack linked to on the same page. In order to download the items, you simply need to click the “Subscribe” button on each of the 6 Workshop Items.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1454108722]
Click the image above to be taken to the main Workshop Item
Both Day of Infamy and Insurgency started out as mods and the team at New World Interactive have always had a philosophy of open and modable games allowing the community to create unique custom experiences to play our games they way they want.
Watch the official launch trailer
You can read the full announcement over on ModDB, and those interested in following the project for updates and events can join the official Screaming Steel Steam Group, by clicking the banner below:
INFORMATION FOR SERVER HOSTS
If you are a server host looking to start up a Day of Infamy server running the Screaming Steel: 1914-1918 mod, there are a few things you need in order to get it running. Here follows a list of necessary information like playlist locations and Workshop ID’s:
Playlist paths:
ww1/mp_battles (Pure PvP)
ww1/mp_battles_bots (PvP with bots filling empty slots)
Starting map: "somme" "liberation"
Workshop ID's:
id=1454108722 (Main Screaming Steel files)
id=1095516761 (Somme)
id=1170130416 (Passchendaele)
id=1170132122 (Nimy Bridge)
id=1170133655 (Valenciennes)
or
id=1455070029 (Workshop Collection containing all the necessary items)
For help and advice please post in the Steam Workshop discussions page or contact community member Ashton on Steam.
[ 2018-07-31 11:56:33 CET ] [ Original post ]
We are excited to announce that Insurgency: Sandstorm is now available for pre-order on Steam! Sandstorm is the reborn, improved and expanded sequel to Insurgency our fans have been waiting for. PC players can pre-order with a 10% discount and get access to the Beta a few weeks before the release of the game. An additional 10% discount will be given to players that own the original Insurgency - this additional discount will be offered until the end of 2018.
Over the next few days the game will be showcased at E3, where players and press will join us to play the game for the first time. You can expect raw gameplay footage from this in the near future. In the meantime we have released a new E3 gameplay trailer, which brings you closer to the action and showcases the game's tense, coordinated skirmishes where skill is rewarded, and teamwork wins the fight.
https://www.youtube.com/watch?v=CyJpXStLpvI
Prepare for a hardcore depiction of combat with deadly ballistics, light attack vehicles, destructive artillery, and unprecedented audio design putting the fear back into the genre. Death comes fast, ammunition must be carefully managed, and the environment must be tactically navigated at every step toward victory.
Insurgency: Sandstorm is a game of team-based tactics and objective-oriented gameplay in a fictional, contemporary Middle Eastern conflict, complete with player versus player, competitive matchmaking and co-operative game modes versus AI. Your soldier’s appearance, weapons, attachments, armor, and amount of carried ammo are all up to you. Call in airstrikes, use vehicles with mounted weapons, and equip a wide range of specialist weaponry from grenades to drones to C4 explosives.
Insurgency: Sandstorm releases on PC in September 2018. Be sure to pre-order the game now to get access to the Beta before release and take advantage of a limited time offer up to 20% off if you already own Insurgency!
[ 2018-06-12 11:19:30 CET ] [ Original post ]
Day of Infamy's free weekend was a huge success! We're seeing a lot of new recruits ready to join the battle!
If you enjoyed your time with Day of Infamy, please remember that it's still on sale for $5.99 (70% off) until Monday April 30th @ 1PM EST!
We're proud of our community and hope it continues to grow in the future. Thanks to all of our fans for all their support!
[ 2018-04-29 22:56:57 CET ] [ Original post ]
https://www.youtube.com/watch?v=URGBws__3vc
We’re having a Steam Free Weekend for Day of Infamy beginning Thursday April 26th at 1pm EST, lasting until Monday April 30th at 1pm EST! This is a perfect time to try out the game if you're a longtime Insurgency fan, and a perfect weekend to play with your friends! Our last free weekend was a huge success with over 200,000 new players joining battle over the 3 days, and this year we're looking to make it even bigger and better!
We’re planning on a number of activities that weekend to help celebrate!:
- We’ll also be increasing in-game XP during the free weekend
- We’re planning a number of livestreams where we will play with fans & content creators. Expect some giveaways as well! Our official kickoff livestream will happen April 26th at 12PM EST!
- Community content and livestreams. All streams will be hosted on the New World Twitch account! We'll try to highlight as much as we can on Twitter and Facebook.
- Guides and tips for new users
[ 2018-04-24 20:00:18 CET ] [ Original post ]
In honor of Day of Infamys 1st Birthday, New World Interactive, the developers of the 5.5 million-selling indie hit Insurgency, invite you to come celebrate with the team on Friday March 23rd! The celebration will be accompanied by a single day flash sale on Chrono.gg, matching our lowest price ever at $4.99 (75% off). Gamers can also expect a XP boost
to reward long-time players and get new players off to a quick start.
The developers are also hosting a stream on Twitch.tv/NewWorld on Friday March 23rd at Noon EST to help celebrate, with a live Q&A, a look at unreleased game concept art, game giveaways and an opportunity to play with some members of the team. Fans are encouraged to stay tuned to Day of Infamys Twitter and Facebook account for more information.
[ 2018-03-23 16:01:44 CET ] [ Original post ]
In honor of Day of Infamy’s 1st Birthday, New World Interactive, the developers of the 5.5 million-selling indie hit Insurgency, invite you to come celebrate with the team on Friday March 23rd! The celebration will be accompanied by a single day flash sale on Chrono.gg, matching our lowest price ever at $4.99 (75% off). Gamers can also expect a XP boost
to reward long-time players and get new players off to a quick start.
The developers are also hosting a stream on Twitch.tv/NewWorld on Friday March 23rd at Noon EST to help celebrate, with a live Q&A, a look at unreleased game concept art, game giveaways and an opportunity to play with some members of the team. Fans are encouraged to stay tuned to Day of Infamy’s Twitter and Facebook account for more information.
[ 2018-03-23 16:01:44 CET ] [ Original post ]
As hardcore WWII shooter Day of Infamy celebrates its first Birthday this Friday, the toll of battle is really starting to rack up. In that time there’s been 2.7 Billion rounds fired, in 4.8 million matches, totalling over 236 million kills.
In honor of Day of Infamy’s Birthday, New World Interactive, the developers of the 5.5 million-selling indie hit Insurgency, invite you to come celebrate with the team on Friday March 23rd! The celebration will be accompanied by a single day flash sale, matching our lowest price ever at $4.99 (75% off). Gamers can also expect a double XP boost to reward long-time players and get new players off to a quick start.
The developers will also be hosting a stream on Twitch.tv/NewWorld on Friday March 23rd at Noon EST to help celebrate, with a live Q&A, a look at unreleased game concept art, game giveaways and an opportunity to play with some members of the team. Fans are encouraged to stay tuned to Day of Infamy’s Twitter and Facebook account for more information.
Players that are new to Day of Infamy can expect to experience hardcore World War II First-Person Shooter combat in both player versus player and cooperative game modes, with an emphasis on teamwork-oriented objectives and high lethality gunplay. Call in fire support, secure objectives, and push the line forward using more than 60 iconic WWII weapons, nine specialized player classes and 33 historic units of the US Army, British Commonwealth, and German Wehrmacht.
The stream starts Friday March 23rd @ Noon EDT (check your time zone), so mark your calendars! Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Friday!
[ 2018-03-21 17:48:09 CET ] [ Original post ]
As hardcore WWII shooter Day of Infamy celebrates its first Birthday this Friday, the toll of battle is really starting to rack up. In that time theres been 2.7 Billion rounds fired, in 4.8 million matches, totalling over 236 million kills.
In honor of Day of Infamys Birthday, New World Interactive, the developers of the 5.5 million-selling indie hit Insurgency, invite you to come celebrate with the team on Friday March 23rd! The celebration will be accompanied by a single day flash sale, matching our lowest price ever at $4.99 (75% off). Gamers can also expect a double XP boost to reward long-time players and get new players off to a quick start.
The developers will also be hosting a stream on Twitch.tv/NewWorld on Friday March 23rd at Noon EST to help celebrate, with a live Q&A, a look at unreleased game concept art, game giveaways and an opportunity to play with some members of the team. Fans are encouraged to stay tuned to Day of Infamys Twitter and Facebook account for more information.
Players that are new to Day of Infamy can expect to experience hardcore World War II First-Person Shooter combat in both player versus player and cooperative game modes, with an emphasis on teamwork-oriented objectives and high lethality gunplay. Call in fire support, secure objectives, and push the line forward using more than 60 iconic WWII weapons, nine specialized player classes and 33 historic units of the US Army, British Commonwealth, and German Wehrmacht.
The stream starts Friday March 23rd @ Noon EDT(check your time zone), so mark your calendars!Follow us on Twitch and turn on notifications if you need a reminder.Ask your questions via this Facebook, Twitter, or live on Twitch Friday!
[ 2018-03-21 17:48:09 CET ] [ Original post ]
On today's livestream we're headed back to the front with a Day of Infamy stream! We'll also be previewing this week's DGL Newbloods event, recapping the Insurgency Sandstorm trailer reaction and will bring you an update from this week's Focus Home press event!
The stream starts Thursday Feb 8th @ Noon EDT (check your time zone), so mark your calendars! Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2018-02-08 15:53:27 CET ] [ Original post ]
We're releasing a patch today to fix some of the bugs that have been reported since the Flak Tower update. If you have any more issues, please report them via the New World support form!
Known Issues
- Bots tend to just stand around when the doors are closed on Flakturm VII Entrenchment.
Map Changes
- Flakturm VII
- Enlarged catwalk area on the 3rd floor of the tower to give players at the bottom more cover from players at the top of the tower.
- Fixed Stronghold spawning bug that caused players to spawn too close to the enemy.
- Fixed Entrenchment spawning bug that caused the enemy to spawn within the tower too early.
- Moved the generator room spawn to prevent people from spawning inside a railing.
- Removed a dark spot near one of the secondary staircases going up to the ammo storage
- Fixed several navigation mesh issues.
- Fixed issue that marked navigation areas underneath blast doors as blocked when they weren’t.
- Foy
- Fixed a navigation mesh issue that caused bots to walk into a wall.
- Dog Red
- Underground bunker interior art pass
- Underground bunker interior clipping pass
Balance Changes
- Adjusted Model 1917 supply cost to 2.
Bug Fixes
- Fixed blast doors blocking simulated entities such as grenades and rockets even when the doors are open or destroyed.
- Fixed VBSP light source gathering issue for WorldGGX surfaces.
- Fixed several crash on exit issues.
- Fixed issue that allowed Commonwealth to use the Model 1917.
Micropatch Fixes
(these have been released over the past few days since the Flak Tower update)
- Fixed macOS startup crash.
- Fixed Windows startup crash.
- Fixed inventory UI crash that occurred when changing graphics.
- Fixed buildcubemaps vtex DLL error.
[ 2017-12-21 20:41:59 CET ] [ Original post ]
Winter isn't coming anymore; it's already upon us! Day of Infamy is on sale during the Steam Winter sale for $6.99 (65% off)! Play our brand new Flak Tower update including a new map, droppable ammo packs and 64-bit optimization!
Now's the perfect time to jump in or stock up for gifts for family and friends!
Buy Day of Infamy on Steam!
[ 2017-12-21 20:35:23 CET ] [ Original post ]
Winter is coming! This week on the livestream we'll be celebrating the holidays in festive style! We'll also be playing Day of Infamy, giving away presents to viewers and we'll answer your community questions. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
The stream starts Thursday Dec 21th @ Noon EDT (check your time zone), so mark your calendars! Follow us on Twitch and turn on notifications if you need a reminder.
[ 2017-12-21 06:53:16 CET ] [ Original post ]
It's been a long, hard-fought campaign by all the nominees in this year's IndieDB Indie of the Year awards, but the finish line is in sight. We just need one big final day to push us over the top!
We have huge respect for the indie game development community and the team at IndieDB. That's why we're so excited about being nominated for their top award.
So, please go vote and let your voice be heard!
[ 2017-12-20 16:41:47 CET ] [ Original post ]
In honor of our brand new Flak Tower update, Day of Infamy is on sale on the Steam store for $4.99 (75% off)!
This is the largest discount ever on Day of Infamy and the sale will only last until Sunday! Prices won't go lower than this for a while, so now's the perfect time to jump in or invite a friend!
Buy Day of Infamy on Steam!
[ 2017-12-15 02:21:44 CET ] [ Original post ]
https://www.youtube.com/watch?v=e-OF0r_HFrI
Known Issues
- The upgrade to 64-bit has been a big undertaking. We’ve been working on solving as many of the bugs and glitches we ran into as possible but there still are chances of edge cases that went under the radar. If you find yourself experiencing these kind of rogue crashes that happen out of nowhere, please get in touch with us through our support site.
- In Flakturm Stronghold, all objective spawn locations are offset by one causing players to spawn right in front of the control points they’re supposed to take. It is also possible to get stuck when spawned in a few spots. We’re actively looking into these issues.
- Bots have trouble navigating some of the areas in the flak tower.
- Maps
- Flakturm VII
- Stronghold
- Entrenchment
- Offensive
- Frontline
- Invasion
- Flakturm VII
- Skyboxes
- doi_sky10a for Flakturm VII, dark night sky
- Environment Art
- Steam generator
- Destructible blast door
- Two ammo satchels for allied and axis forces.
- Twin flak 88
- A set of large pipes
- A new set of switches, cables and lights.
- Ammo Elevator
- Flakturm trim set
- Concrete door frame trim set
- Music
- Added new menu music track called “The Flak Tower”.
New Features
- Updated engine with 64-bit support for Windows and macOS. This should improve stability on 64-bit systems.
- Implemented a new moddable plantable objects system
- Introducing a new mechanic that allows Support classes to plant ammo satchels for their allies to use. To place an ammo satchel, hold down the Quick Select key (by default: G) to plan the placement of the satchel then let go of the key to plant it. You can cancel the planting process by starting a sprint or aiming down sights in case you’re caught off guard while placing satchels.
- Be careful! Ammo Satchels can be damaged and used by either team. (this may change in the future)
- Implemented a new quick select
- It is also possible to cycle through your Quick Select abilities by tapping the Quick Select key. In the official maps you only have access to one type of plantable however, so this currently only applies to mods that give you multiple plantables.
- Quick Select abilities can be seen both on the inventory screen for classes that have them and on the HUD on the left side of your ammo counter.
- Quick Select abilities incur a cooldown period of 10 seconds after being used.
- Active XP Boosts are now visible on the map voting panels.
- Added debug console variable for mappers named sv_debug_mapdatabase 1 that allows them to locally to visualize map script data.
- Map scripts can now specify if they want an extra slot to be available for a specific class template.
Updated Features
- It is now possible to pick up an extra grenade when you are already carrying a grenade of the same ammo type. Note: You can’t pick up more grenades than you can carry.
- Removed sw1917 class restriction.
Updated Content
- Various props and textures were updated during visual polish passes of several maps.
Coop Changes
- Merged the cooperative playlists to avoid spreading players across numerous campaign servers during low population hours.
Map Changes
- Brittany
- Cut off multiple sight lines into the US spawn.
- Opened up warehouse next to objective C.
- Added overhead cover above objective C.
- Added a concrete wall surrounding the German bunker to prevent people from spawn-killing German forces as they exit the bunker.
- Added a secondary entrance into objective B’s upper floor.
- Added a new entrance into objective B from the outside catwalk.
- Added a defensive position to objective B’s lower floor facing the the bridge.
- Fixed a spot where you could look into a gap in the 3D skybox.
- Swapped some of the burning metal barrels with regular barrels.
- Optimized various areas.
- Dunkirk
- Visual polish pass, decorated multiple interiors.
- Salerno
- Visual tweaks and minor polish.
- Shooting Range
- Corrected typo in the TNT hint description on the Shooting Range.
Bug Fixes
- Updated foliage cluster light fetching routine to use ambient light instead of polling lighting conditions at every cluster corner on load to remove visual artifacts.
- Adjusted ragdoll animation weights to reduce some unintended situations in which ragdolls would flail their arms too aggressively.
- Fixed a bug that made it impossible for players to equip flamethrowers using a preset.
- Fixed a bug that caused the description divider line on the main menu to remain frozen in place after turning on the Legacy Server Browser in the Game settings.
- Fixed unlocalized hint confirmation string.
- Fixed animated ragdolls not caching activity indices on spawn.
- Fixed bug that let people use $ignorez by forcefully reloading materials in singleplayer before joining a multiplayer match.
- Fixed some weird text alignment behaviors in the UI code.
- Fixed bot spectating bug on non-solo servers that have spec_allow_bots enabled.
- Fixed crash caused by firing white phosphorus rockets directly at players. (Hopefully for real this time!)
[ 2017-12-14 16:09:41 CET ] [ Original post ]
This week on the livestream we'll be celebrating the launch of a brand new, free Day of Infamy content update, including our new map Flakturm! We showed off a preview of the patch earlier this week and we're excited to let see our community get their hands on it! We will be joined by the development team to go over the new features and answer your questions so get them ready for the stream! Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
The stream starts Thursday Dec 14th @ Noon EDT (check your time zone), so mark your calendars! Follow us on Twitch and turn on notifications if you need a reminder.
[ 2017-12-12 20:42:03 CET ] [ Original post ]
It's been almost a year since our game entered beta, and 9 months since Day of Infamy's launch. Since that time we've been hard at work developing free content updates and new features for the game. We've released a large number of new maps, revamped our rank systems, added new units, developed a new foliage system and were lucky enough to be featured on our own Steam free weekend!
It's important to us to continue to support the community and our games by releasing with free content updates. In that spirit, it's time to take a look at what's coming in our last free update this year!
New Map: Flakturm
Our new map, Flakturm is based on a series of German anti-aircraft towers (otherwise know as flak towers) built during WWII. Our tower is modeled after the Flakturm VII G-Tower in Augarten, Vienna. The area outside the flak tower is inspired by the urban area surrounding Flakturm V in Stiftkaserne, Vienna. Flakturm VII was the 3rd generation of flak tower design. It was originally equipped with eight 128mm guns and thirty-two 20mm guns. This generation of flak tower could double as a bunker that could hold 20,000 people. The tower is now home to thousands of pigeons that make their nest inside the structure. Our development team was inspired by these ominous structures and wanted to use the setting to try a different style of map than would focus on indoor combat. "I was searching for a unique setting at the time to build a map around," says Day of Infamy's lead developer Christiaan Bakker. "We've had many maps that involve the traversal of urban areas, plains, hills and forests. I was hoping to find a location that would offer something new. In one of the fan-managed DOI Discords I spotted people posting some images of the flak tower in Augarten and it caught my eye. A level that involves mostly the interiors of a cylindrical tower? Moving up a massive building instead of crossing the farmlands. The gameplay contrast is huge when compared to our existing collection of maps. And it's technically a night map, the first one in Day of Infamy's official lineup so far." Instead of our traditional maps that feature an outdoor environment, Flakturm requires teams to coordinate and push together through small indoor choke-points. Engineers may be necessary to blow up certain doors, creating new points of entry for the rest of the team.
"We expect the map will probably be a pretty polarizing," says Bakker "Some people will love the high intensity confrontations they have to deal with in the tower while others may feel lost trying to cope with all the chaos." We highly encourage teams to use in-game voice to communicate which choke point they are defending or pushing. Also be sure to use the areas outside the more obvious center stairwell if you want to use flanks to breach the upper levels of the structure.
New Feature: Droppable Items
While we're big fans of Day of Infamy's Officer/Radioman mechanic, we felt it was important to provide that teams weren't just reliant on a couple players for support. That's why we're implementing droppable items such as the ammo pouch. Support players can drop ammo pouches for teammates, making it easier to refill ammo, especially in indoor areas. We suggest coordinating with your team and let other team members know when you need ammo!
New Feature: 64-Bit Support
In order to improve capability and performance, we've upgraded Day of Infamy's engine to support 64-bit for Windows and OSX users (Linux users may get a 64-bit update in future revisions of the game). 64-bit allows us to access more than 2GB of ram which should improve performance and stability. Modders should also see a benefit, as mods loaded on top of our current ram footprint, and 64-bit should allow users to push past the memory limit.
Launching Soon!
We'll be talking more about the changes to the game with our development team on our upcoming weekly Twitch stream Thursday December 14th @ Noon EST, so please join in for that! We'll be launching soon, so pay attention to our social media accounts for new info about the update and its release!
[ 2017-12-11 22:53:33 CET ] [ Original post ]
This week on the livestream we'll be showing off a quick preview of the upcoming Day of Infamy update, including our new map Flakturm! We will also be answering your questions so get them ready for the stream! Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
The stream starts Thursday Dec 7th @ Noon EDT (check your time zone), so mark your calendars! Follow us on Twitch and turn on notifications if you need a reminder.
[ 2017-12-07 15:30:15 CET ] [ Original post ]
As a company that grew from the independent game development community, we're huge fans of indie games and developers in the indie scene. One of the biggest pillars in the indie games community is IndieDB which tracks independent games and awards the best games at the end of the year. Our previous game Insurgency came in second place for Indie Game of the Year in 2014 by fan vote and also came in second for the Editor's Choice Award that same year.
This year Day of Infamy was lucky enough to be nominated for IndieDB's Indy of the Year Award, and we're asking that our fans of the game vote for us in this years awards! We appreciate all the love and support our community has showed us through the process of creating Day of Infamy as a stand-alone game and we hope to continue to reward our community with more content to come!
We appreciate your vote and look forward to seeing all the winners from the community this year!
Vote Day of Infamy for IndieDB's Indie of the Year Award!
[ 2017-12-05 22:26:05 CET ] [ Original post ]
This week on the livestream we'll be hosting YouTuber and strategic FPS fan, ValentinTheMad! Valentin is famous for his videos of popular shooters detailing each game's damage systems, so expect some talk about those aspects of our games.
The stream starts Thursday Nov 30th @ Noon EDT (check your time zone), so mark your calendars! We'll also be answering your questions so get them ready for Thursday! Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
Follow us on Twitch and turn on notifications if you need a reminder.
[ 2017-11-28 19:30:18 CET ] [ Original post ]
For this week's livestream we'll be playing Day of Infamy with Youtuber and FPS fan The Tactical Redneck! The stream starts Thursday Nov 16th @ Noon EDT (check your time zone), so mark your calendars!
We'll also be answering your questions so get them ready for Thursday! Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
Follow us on Twitch and turn on notifications if you need a reminder.
[ 2017-11-15 21:12:34 CET ] [ Original post ]
For this week's livestream on Thursday Nov 9th @ Noon EDT, we'll be looking to liven things up with some fun fake achievements
What are fake achievements you ask? Well besides a term we made up, they're small fun goals we'll be trying out in the game.
For example:
- Get a 360 no-scope (or no iron sight kill)
- Frag an opponent with TNT
- Drop a supply crate on someone's head.
[ 2017-11-08 21:16:10 CET ] [ Original post ]
Looking to brush up on some tactical info to help you in your Day of Infamy sessions? On Thursday Nov 2nd @ Noon EDT (check your time zone) we'll be hosting a livestream to share some of our best tips and tactics, and we encourage you to share some of yours as well! We'll also be answering your questions so get them ready for Thursday!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-11-01 17:49:35 CET ] [ Original post ]
A big thank you to all the gamers that participated in our Steam Free Weekend! The weekend may be coming to an end, but that doesn't mean you can't keep playing!
Keep Day of Infamy for just $9.99 USD (50% off), our lowest price ever! The sale runs until 1PM EST on Monday Oct 16th, so make sure you take advantage of the savings before it's too late!
Also, if you enjoyed your experience, please leave us a review in the Steam Store! We appreciate all the positive feedback we've received over the free weekend and pledge to continue supporting the game!
[ 2017-10-15 16:09:35 CET ] [ Original post ]
https://www.youtube.com/watch?v=fLJGv5U-DDc
The wait is finally over! Day of Infamy is free to play on Steam starting Thursday Oct 12th at 1PM EST; running all the way until Sunday Oct 15th at 1PM EST!
This is a perfect opportunity to try the game or show the game to your friends! All we ask is that you help out all the new players that will be joining you inside the game. Show them kindness and together we can help grow our community so that it stays vibrant and active!
To reward new players and returning players alike, we'll be doubling experience points through the weekend to help unlock Day of Infamy's 30 playable units. The game will also be 50% off or $9.99 USD for the entire weekend!
More Livestreams and Content!
During the free weekend expect daily livestreams from Game Designer Michael Tsarouhas, Creative Director Andrew Spearin and Community Content Producer Alex Blonski starting on Thursday @ 1PM EST. As well, expect streams from some of our best community content creators such as DevilDogGamer, The Nvidia Streamer House, KarmaKut, Big Fry, BreakTheVices and Sp00nerism! We'll keep you updated on stream times this week on Facebook / Twitter and will host our community streamers on our Twitch channel, twitch.tv/newworld. We'll also be featuring the best content from our community all week, from mods to our YouTube content creators. Stay tuned to us on social and to the in-game news feed!
[ 2017-10-12 17:53:38 CET ] [ Original post ]
Play Day of Infamy for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Day of Infamy at 50% off the regular price!*
If you already have Steam installed, click here to install or play Day of Infamy. If you don't have Steam, you can download it here.
*Offer ends Monday at 10AM Pacific Time
[ 2017-10-12 17:43:00 CET ] [ Original post ]
On this week's livestream, we will be celebrating the launch of our Steam free weekend with you, the community!
The stream will begin Oct 12th @ Noon EST with an hour pre-show by Creative Director Andrew Spearin and Community Content Producer Alex Blonski. They'll be showing off some of the best Day of Infamy mods, and will be answering your questions.
The main stream will begin with New World game designer Michael Tsarouhas @ 1PM EST, the same time as the Free weekend begins. Be sure to join in and celebrate with us!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-10-11 22:09:06 CET ] [ Original post ]
The wait is finally over! Day of Infamy will be free to play on Steam starting Thursday Oct 12th at 1PM EST; running all the way until Monday Oct 16th at 1PM EST!
https://www.youtube.com/watch?v=fLJGv5U-DDc
This is a perfect opportunity to try the game or show the game to your friends! All we ask is that you help out all the new players that will be joining you inside the game. Show them kindness and together we can help grow our community so that it stays vibrant and active!
To reward new players and returning players alike, we'll be doubling experience points through the weekend to help unlock Day of Infamy's 30 playable units.
Brittany Update Released!
The new Brittany update is out now! A big thank you to everyone that came out to help test and provided us with their feedback! Here are all the new features included in today's update:
- New Map "Brittany"
The French region of Brittany was the backdrop for a bloody siege weeks after the D-Day landings. Players will fight through the map's rail-yards, bombed-out buildings and fortified bunkers. The Brittany map originally started as a community map based on the French town of Brest in the Brittany region. After placing 3rd in our community level design contest, our development team has worked with the map designers to flesh out the map for official release. - New Tutorial Mission “Shooting Range”
A new training map, designed to help new players feel more comfortable with the game's weapons before they head out to the battlefield. - Improved UI animations and sounds
- Achievement bug fixes and faster stat loading times
More Livestreams and Content!
During the free weekend expect daily livestreams from Game Designer Michael Tsarouhas, Creative Director Andrew Spearin and Community Content Producer Alex Blonski starting on Thursday @ 1PM EST. As well, expect streams from some of our best community content creators such as DevilDogGamer, The Nvidia Streamer House, KarmaKut, Big Fry, BreakTheVices and Sp00nerism! We'll keep you updated on stream times this week on Facebook / Twitter and will host our community streamers on our Twitch channel, twitch.tv/newworld. We'll also be featuring the best content from our community all week, from mods to our YouTube content creators. Stay tuned to us on social and to the in-game news feed!
[ 2017-10-10 20:13:50 CET ] [ Original post ]
We've released a brand new, free content update just in time for this Thursday's free Steam weekend!
New Content
- Brittany (New Map)
- Supports Offensive, Liberation, Invasion, Stronghold, Entrenchment, Firefight and Intel.
- Shooting Range (New Training Map)
- Supports the Sandbox mode.
- In-Game Foliage Editing tools
- Map Name and Location UI element that fades in at the start of a game
- Hint system for new players (only available at the Shooting Range)
- The foliage shader now support alpha-to-coverage rendering when MSAA is set to 4x or higher.
- Improved ambient light accumulation for foliage clusters.
- Added item store button to the main menu.
- Added support for weapon upgrades and gear items to the game_player_equip entity.
- Improved game_player_equip weapon selection behavior.
- Added Respawn input to the prop_physics_respawnable entity.
- Added option to func_destructible_wall and prop_destructible that allows you to disable the high explosive requirement.
- Added new UI sounds to the main menu.
- Added new UI animations to the main menu.
- Added music transitions when switching to various sections of the main menu.
- Added Tour notification to the main menu that shows up when you can start a new Tour.
- Removed First Deployment playlist button that used to show up for unranked players.
- Added self-shadowing support to the WorldGGX shader.
- Improved handling of the navigation button states of options menus.
- Use the SourceScheme for the legacy server browser to more closely match DOI's visual aesthetics.
- Dog Red Graphical Update
- Added various amounts of set dressing.
- Added foliage.
- Added new Matilda tank model
- Added new cash register model
- Added new Tiger tank model
- Updated Vickers materials and textures
- Updated Enfield materials and textures
- Entrenchment: Regroup points won’t move if the bots are capturing the current CP, avoiding a situation where the player had to sprint between multiple points.
- Stronghold: Fixed a bug where the counter attack siren wasn’t spawning aircraft.
- Foy, Comacchio, Breville and Dunkirk navmesh update
- Fixed a bot spawning into a wall on Foy Stronghold
- Fixed artillery taking too long to arrive on target (should arrive 35% faster).
- Fixed reticule alignment on the G43 scope.
- Fixed Steam friend detection function (affects Steam friend icon highlighting).
- Fixed HTML entities not being stripped from news panel titles.
- Fixed rain not showing up on lower shader detail levels.
- Fixed Frontline waves decrementing when they shouldn’t in specific cases.
- Fixed Liberation waves decrementing when they shouldn’t in specific cases.
- Fixed issue that made it impossible to spectate bots in cooperative modes.
- Fixed presets not saving and loading after having been saved once during that session.
- The engine will now display an Out of Memory error before crashing to desktop when it has run out of memory.
- Fixed stack corruption bug in UTIL_ReplaceKeyBindings.
- Fixed issue that prevented people from saving their audio settings.
- Fixed an issue in the Video settings menu that caused UI elements to contain previous changes after they are discarded.
- Fixed Apply button not being made invisible when there are no dirty values present.
- Fixed restoring defaults for some settings on the Game settings menu.
- Fixed missing recommended video setting values for all of our previously new video settings.
- Fixed a UI bug that caused control points to be displayed incorrectly when they were above or below you.
- Tweaked the water shader’s specular reflection intensity.
- Fixed temporary entities not being aligned to 16 byte boundaries.
- Fixed missing masks and normal maps on C47, B25 and Ju52 aircraft.
- Optimized collision mesh on all support aircraft.
[ 2017-10-10 15:52:17 CET ] [ Original post ]
Here's an overview of all the things that happened in the Day of Infamy and Insurgency community this week!
Shooting Range Reveal!
On this week's livestream, we revealed Day of Infamy's brand new Shooting Range training map: https://www.youtube.com/watch?v=PE8HteAAPx0&t=2963s As we get close to our upcoming Free Steam Weekend, we expect to get a lot of new Day of Infamy players that will be looking for tips to help them jump into the game. The Shooting range map is designed to give pointers to these players, but also give our experienced players a place to practice with each weapon and blow off a little steam. On next week's livestream, we'll be playing a lot more new content! Stay tuned to our social media accounts for teases and join our livestream at our regular time: Thursday @ Noon EST! https://www.twitch.tv/newworld
Competitive Insurgency PUGs Saturday!
If you're looking for a little Insurgency competition, The Insurgency Gym is hosting their weekly pickup group event on Saturday that runs from 8:00pm CEST / 7:00pm BST / 2:30pm EST to 11:30 – 12:30 CEST / 10:30 – 11:30 BST / 5:30 – 6:30 EST. If you've ever want to find out what it takes to be a competitive Insurgency player, this is your chance!
Video Highlights
AlabasterSlim shows off the power of the scoped M249! https://www.youtube.com/watch?v=FaVPb9XtZnk New World game designer Michael Tsarouhas displays how you flush out machine gunners: https://twitter.com/dayofinfamygame/status/916337192200560640 Our game designer Michael Tsarouhas and lead Day of Infamy Developer Christiaan Bakker place a small wager: https://twitter.com/dayofinfamygame/status/916095454517125120 OperatorDrewSki talks about his love for Insurgency's Survival Co-op mode: https://www.youtube.com/watch?v=GQxtNINUxA0 Here's Plutah's epic 20 kill-streak! https://www.youtube.com/watch?v=QUPHFQT55vg Competitive player and frequent Insurgency Gym participant Stuffed_Shark shows off his grenade arm! https://twitter.com/Stuffed_Shark/status/914709213753905152 The ending of the Insurgency Gym weekly pick-up tournament: https://twitter.com/insurgencygame/status/914312688913780736 ...Another pick-up tournament this Saturday! If you want your video featured, just post it on Facebook or Twitter and tag us! We'll pick out the best ones each week!
Social Spotlight
We showed off the original blocked-out design for the new Shooting Range map and the final version for #Blocktober developer event: https://twitter.com/dayofinfamygame/status/916378647694635008 Bl4ckxz shows us his gaming history: https://twitter.com/Bl4ckxz/status/916067086744670208 If you want to be featured on our roundup or in our social accounts, just tag us when you post your content to social media! We pick out the best ones and publish them to the rest of the community!
Important Links and Info
Weekly Livestream Every Thurs @ Noon EST Twitch: twitch.tv/newworld Vods available on our YouTube Channel Day of Infamy Website: DayofInfamy.game Twitter: @DayofInfamyGame Facebook: Day of Infamy Facebook Page Discord: Day of Infamy on Discord Steam Forums: Day of Infamy on Steam Insurgency & Sandstorm Twitter: @InsurgencyGame Facebook: Insurgency Facebook Page Steam Forums: Insurgency on Steam
[ 2017-10-06 23:12:47 CET ] [ Original post ]
Our games were built for and by our community. Your word of mouth has allowed Insurgency and Day of Infamy to grow and has given us the opportunity to develop the types of games that we have always wanted to play.
Multiplayer games are dependent on their communities to keep an active player-base going. Steam reviews are a huge part of how Steam features our game. We want to continue growing our community so that you have more great players to play with! If you've tried our games and have had a positive experience, we invite you to leave a review!:
Review Day of Infamy on Steam
Review Insurgency on Steam
If you've had tech issues the best thing to do is to file a support ticket on our support site. We'll try to follow up as quickly as possible.
If you have game suggestions, the best place to leave them is in the respective Steam discussions for Insurgency and Day of Infamy.
Thank you from everyone on the New World team! Expect more community members soon when Day of Infamy gets its own Steam free weekend and as we get closer to Insurgency: Sandstorm!
[ 2017-10-04 22:20:53 CET ] [ Original post ]
On this week's livestream, New World game designer Michael Tsarouhas will be revealing our new shooting range training map with lead Day of Infamy developer Chistiaan Bakker on Thursday Oct 5th @ Noon EST. They'll also be playing our new map Brittany in advance of of our upcoming content update and free weekend, so please join in and help us discover any issues! We'll be answering your important Day of Infamy questions following the playtest.
If you want to participate in the playtest, just enable the beta branch by right-clicking the game in your library, select properties, betas, and then opt into the beta!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-10-03 15:52:00 CET ] [ Original post ]
We've been hard at work, adding new features to Day of Infamy and have created a brand new website for the game! We've also been looking for new avenues to get more players into the game. Here's a peak at what's coming!
The Free Weekend is Coming Soon!
Steam will be featuring Day of Infamy in their free weekend promotion in the coming weeks! This is a perfect time to introduce a friend to the game!
During the free weekend we'll be releasing a lot of content highlighting the game's community and will be doing some special livestreams as well! We'll be releasing more information about the event over the coming weeks, so stay tuned!
Brand New Website!
We've launched a brand new website specifically for Day of Infamy which highlights the latest happenings in the game, all of our videos, screenshots and tutorials for new players looking for some tips.
If you like what you see or want to report any bugs, please do so in the Steam discussions.
New Game Update
In conjunction with the Free Weekend, we'll also be releasing a brand new game update that will included Brittany, improved UI elements and some bug fixes. We're also planning on revealing a new training map on next weeks livestream Thurs Oct 5th @ Noon EST on Twitch so stay tuned for that!
In the meantime, we've update the game's stats system. The stats system should now run much faster and broken achievements & unlocks should be fixed. If you have any issues please report them via a support ticket.
[ 2017-09-28 16:20:19 CET ] [ Original post ]
On this week's livestream, we've got 3 big announcements to share with you! We'll also be playing some of the brand new beta maps we've revealed over the last few weeks with the community, so please watch along with us on Thursday Sept 28th @ Noon EST!
If you want to participate in the playtest, just enable the beta branch by right-clicking the game in your library, select properties, betas, and then opt into the beta!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-09-26 01:05:33 CET ] [ Original post ]
Day of Infamy is on sale for the next 24 hours at it's lowest price ever; $9.99 or 50% off! This is a perfect time to get your friends into the game! Keys are limited so make sure you don't miss out!
The sale runs until 11am EST Saturday. All keys work on Steam.
[ 2017-09-22 15:46:52 CET ] [ Original post ]
After showing off and testing the brand new Day of Infamy map "Brittany" for a couple weeks, we're ready to do it again! This week we're going to showing off a brand new map that features a layout that will be very unique for Day of Infamy players. Please watch along with us on Thursday Sept 21st @ Noon EST!
The map will also be available for public playtest by the community, so join in! If you want to participate, just enable the beta branch by right-clicking the game in your library, select properties, betas, and then opt into the beta!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-09-19 18:14:04 CET ] [ Original post ]
On last week’s livestream, we revealed our brand new Day of Infamy map, Brittany to the public! This week we're going to be doing some co-op testing with New World Interactive's Creative director, Andrew Spearin. Please watch along with us on Thursday Sept 14th @ Noon EST! The map will also be available for public playtest by the community, so join in!
To join the public playtest, just right-click the game in your steam library, go to Properties, the Beta tab, and then select the Beta from the dropdown. The game will then download the new content and you're set to play!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-09-12 18:50:06 CET ] [ Original post ]
On this week’s livestream, our Community Manager Michael Tsarouhas will reveal a brand new, official Day of Infamy map, Thursday Sept 7th @ Noon EST! The map will also be available for public playtest by the community, so join in!
To join the public playtest, just right-click the game in your steam library, go to Properties, the Beta tab, and then select the Beta from the dropdown. The game will then download the new content and you're set to play!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-09-06 16:26:22 CET ] [ Original post ]
On this week’s livestream, our Community Manager Michael Tsarouhas will welcome ModTools, the creator of the custom map Market Garden as his special guest. They'll be playing the map and and will answer your questions live on Thursday August 31st @ Noon EST, so join in!
The Market garden map depicts the famous WWII battle in the Netherlands in which the allied armies must liberate the city by destroying German positions along some heavily trafficked roads. According to the developer, the map combines "the bright, shiny and beautiful nature atmosphere of the Nederlands with the paranoid, dangerous and brutal feeling operation Market Garden gave the soldiers fighting in this environment."
To try the map, subscribe to it on Workshop, restart the game, and access the Market Garden map on the map selection screen!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-08-29 17:47:53 CET ] [ Original post ]
On this week's livestream, our Community Manager and Writer Michael Tsarouhas will welcome Punjistock as his special guest. Punjistick is a former Marine that did 3 tours of Iraq and Afghanistan. After his service, he worked as a commentator on the Rainbow 6 Siege ProLeague, and is now a Twitch partner and broadcaster. Mikee and Punjistick will be playing Day of Infamy and will answer your questions live on Thursday August 17th @ Noon EST, so join in!
Also, New World's Community Content Producer, Alex Blonski and Creative Director, Andrew Spearin will host the 11:30 pre-show, so tune in early!
Follow us on Twitch and turn on notifications if you need a reminder. Ask your questions via this Facebook, Twitter, or live on Twitch Thursday!
[ 2017-08-16 16:35:10 CET ] [ Original post ]
Please welcome PC war gaming enthusiast Shermanator to this weeks livestream! He will join our Community Manager and Writer Michael Tsarouhas to play Day of Infamy and answer your questions live on Thursday August 9th @ Noon EST.
Alex Blonski and Andrew Spearin will be showing off some of our favorite community clips and will giving away copies of Day of Infamy on the 11:30 pre-show, so tune in early! Follow us on Twitch and turn on notifications if you need a reminder.
Ask your questions via this Facebook, Twitter, Steam, or live on Twitch Thursday!
[ 2017-08-09 23:55:37 CET ] [ Original post ]
Please welcome content creator and streamer Karmakut as he returns to the weekly livestream as a special guest to play Day of Infamy's latest content update. He will join our Community Manager and Writer Michael Tsarouhas to answer your questions live on Thursday August 3rd @ Noon EST.
Alex Blonski and Andrew Spearin will be giving away copies of Day of Infamy on the 11:30 pre-show, so tune in early! Follow us on Twitch and turn on notifications if you need a reminder.
Ask your questions via Facebook, Twitter, Steam, or live on Twitch Thursday!
[ 2017-08-02 21:18:34 CET ] [ Original post ]
We are releasing a hotfix today to address some issues with the recent Dunkirk update. These changes are as follows:
Bug Fixes
- Hide featured playlists to avoid showing duplicate entries in the Practice menu
- Fixed Steam Friends icon display option in the "Game" settings menu
- Fixed a crash caused by rendering multiple views with foliage enabled which would often occur when a player used a rifle with a scope
- Fixed a minor memory leak caused by the foliage rendering system’s lighting data array not being cleaned up properly when loading a new level
- Increased the barrel length of the M1 Garand to stop it from allowing you to peek through walls using a 4x scope
Map Changes
- Fixed a bug in the map script of Dunkirk that let you join the opposing faction in Stronghold
- Fixed an issue in Dunkirk’s map script that caused certain classes to be displayed twice
- Fixed the Germans regrouping too close to objective A when playing Dunkirk Entrenchment
- Fixed a block zone in Bréville that didn’t get disabled when a team would retake C in Frontline
- Fixed Dunkirk’s overview showing up for Comacchio
- Several other minor fixes and tweaks for Dunkirk and Bréville
Updated Content
- Updated the collision model of the ship that contains the radio on Dunkirk’s beach
- Added shadow casting for foliage when the Global Shadow Quality is set to Medium or higher
- Improved the rendering speed of the new foliage rendering system by a factor of 10-100x
Miscellaneous Changes
- Updated the developer console’s font sizes and color scheme
- Removed cheat flag from cl_ragdoll_physics_bullet_impact_strength, cl_ragdoll_physics_blood_decal_distance, cl_ragdoll_dismember_chance, cl_ragdoll_dismember_spray_threshold
[ 2017-07-31 16:22:25 CET ] [ Original post ]
You have questions? We have answers! We will be answering your questions live on Thursday July 27th @ Noon EST; less than one week after the release of our new Dunkirk update. Join our Community Manager and Writer Michael Tsarouhas and Day of Infamy's Project Lead, Christiaan Bakker for a live Q&A session.
Prior to the stream we will be giving away copies of Day of Infamy @ 11:30 am EST on a special pre-show, so tune in early! Follow us on Twitch and turn on notifications if you need a reminder.
Ask your questions via this Steam Discussion Thread, Facebook, Twitter, Steam, or live on Twitch Thursday!
[ 2017-07-26 19:39:14 CET ] [ Original post ]
To reward players for returning to play the new Dunkirk Update, we're boosting everyone's XP points by up to 75% starting on Friday July 21 at 12pm ET and lasting until Monday July 24 at 12pm ET. At the end of a game round, players will be awarded additional points based on what they earned from objective captures, kills and assists. This will help both ranking up and unlocking units at a faster rate. The rate will vary based upon playlist, with more difficult playlists being more rewarding with XP. Here is the breakdown:
+75% Multiplayer Special Assignments playlist
Modes: Firefight, Sabotage, Intel
+50% Multiplayer Battles playlist
Modes: Invasion, Offensive, Liberation, Frontline
+25% Cooperative Commando difficulty playlist
Modes: Stronghold, Entrenchment, Raid
+25% Cooperative playlist
Modes: Stronghold, Entrenchment, Raid
+10% Dunkirk and Breville maps on any playlist.
https://www.youtube.com/watch?v=eyRw7qqG184
[ 2017-07-21 16:55:27 CET ] [ Original post ]
Inspired by the upcoming Christopher Nolan movie, New World Interactive is releasing its second free update for their highly-rated PC shooter Day of Infamy on July 21st. The update includes two new maps featuring the evacuation of Dunkirk and battle of Breville.
https://www.youtube.com/watch?v=eyRw7qqG184
“Our Dunkirk map offers a unique gameplay perspective by inverting the flow of battle so it ends on the beach instead of starting there,” explains creative director Andrew Spearin.
“The Miracle of Dunkirk” was one of the biggest turning points of WWII. With the fate of the Allied forces hanging in the balance, a flotilla of civilian crafts helped evacuate 338,226 troops that were cut off and surrounded on the beach of Dunkirk, France.
The update also includes another new map that focuses around the Battle of Breville; in which paratroopers from the British 6th Airborne Division successfully liberated the small village of Bréville-les-Monts in France, just days after D-Day. The battle was dubbed “one of the most important battles of the invasion”.
“The Breville map highlights our new foliage system while the gameplay is highly intense from extensive testing in collaboration with our community,” says Spearin.
The free Day of Infamy Dunkirk Update includes:
New Map: Dunkirk – The Wehrmacht push back the Commonwealth forces to the beaches as they capture the town.
New Map: Breville – Allied soldiers attempt to capture this sunny French town during the invasion of Normandy.
New foliage system – Grassy fields add an immersive layer of concealment to many of Day of Infamy’s maps, improving the graphic fidelity of the Source engine.
The launch will coincide with a Twitch livestream on Friday, July 21st @ 12:00 EDT on New World’s Twitch channel. New World has been refining both maps with the community on the stream over the last month. Footage of those tests is available on New World Interactive’s YouTube account.
Day of Infamy started in 2015 as a mod for the Steam Top Seller Insurgency, created by the developers at New World and members of their modding community. Since then, New World has worked hard to stay true to their design roots established by Insurgency, but also shaped Day of Infamy into a unique World War II shooter that can stand on its own. To date the game has sold over 200,000 copies and has led the WWII shooter revival.
Day of Infamy is available for purchase on Steam, The Humble Store, as well as a variety of other digital PC game retailers.
The Dunkirk update is live on Steam, so ensure to update your game. Below is the full changelist:
New Content
- Maps:
- Bréville
- Dunkirk
- Skyboxes:
- doi_sky14 for Bréville, bright blue sky, sunny day
- doi_sky15 for Dunkirk, blue sky, clear day
- Environment Art:
- Butcher, Bakers, Cafe & Bar props
- Dock cranes, Ferriswheel & Small Boats
- Matilda, Cromwell, Bofors AA Gun
New Features
- New Foliage Rendering System (Version 1.0)
- Supports new grass detail objects.
- Generated using the ‘foliage_generate’ command.
- Generated on any displacement surface with a ‘grass’ surface property.
- Custom foliage shader.
Updated Features
- Switched to using a different memory allocation class to catch more memory errors.
- Improved the WorldGGX shader spherical area light calculations.
- Improved singleplayer/practice performance by letting the local server code run on a separate thread.
- Improved Practice menu behaviour, unavailable game modes will no longer clutter the screen.
- Players will now gain score and experience when they regroup with their team.
Updated Content
- Updated tanks in Crete with new Matilda model.
- Updated Junkers 52 in Crete (can now run out onto the wing to use as a higher vantage point).
Coop Changes
- Entrenchment:
- The difficulty will slowly scale up as the round goes on to improve pacing, this can be identified by a distant yelling.
- Firesupport is no longer called on random players, instead it will always be called on the currently held objective.
- AI:
- Fixed a pathing bug where bots were getting stuck on the sides of objects while trying to avoid an obstacle, most noticeably on door frames.
Map Changes
- Reichswald: updated fog settings and replaced Sherman with Cromwell tank.
- Foy: added Entrenchment blockzone.
- Comacchio: adjusted Entrenchment blockzone.
Bug Fixes
- Slightly improved a VBSP displacement error message to make it easier to debug for level designers.
- Replaced server command buffer execution calls in the bot code with direct calls.
- Switched to a different memory allocation class to improve the stability of the engine.
- Fixed an issue that caused maps to not always show the correct localized names.
- Fixed a bug that allowed players to destroy fuel dumps before they were active objectives.
- Fixed a crash that was caused by certain key binding combinations when using the numbered radial menu.
- Fixed Comacchio Raid target that couldn’t be destroyed.
- Improved UI panels for players that play with a 21:9 aspect ratio.
- Fixed an issue that caused an unlock image to show an error texture.
- Fixed random status report chatter from bots.
- Fixed numerous map environmental flaws.
[ 2017-07-21 14:34:13 CET ] [ Original post ]
We will be livestreaming the launch of the Dunkirk update tomorrow on Friday July 21st @ Noon EST, just in time for the Dunkirk movie to open in theatres. Join our Community Manager and Writer Michael Tsarouhas for a live play session with our fans, celebrating the release of our two new maps Breville and Dunkirk (and this hot new grass!).
Prior to the stream we will be giving away copies of Day of Infamy @ 11:30 am EST on a special pre-show, so tune in early! Follow us on Twitch and turn on notifications if you need a reminder.
We'll discuss the new maps and test them on a public server with you, the community! For those of you that wish to play with us, the server IP will be given in Twitch chat.
Ask your questions via Facebook, Twitter, Steam, or live on Twitch Friday!
[ 2017-07-20 17:48:59 CET ] [ Original post ]
Do you have a green thumb? Enjoy plants and vegetation? Boy do we have a stream for you! Join us today in the lead-up to Friday's content launch!
This is all a part of our weekly livestream on the official New World Twitch channel at its regular timetime 12PM EST on Thursday.
We will be livestreaming again tomorrow on Friday July 21st @ Noon EST. Join our Community Manager and Writer Michael Tsarouhas for a live play session with our fans, celebrating the release of our two new maps Breville and Dunkirk (and this hot new grass!).
Prior to the stream we will be giving away copies of Day of Infamy @ 11:30 am EST, so tune in early! Follow us on Twitch and turn on notifications if you need a reminder.
We'll discuss the new maps and test them on a public server with you, the community! For those of you that wish to play with us, the server IP will be given in Twitch chat.
Ask your questions via Facebook, Twitter, Steam, or live on Twitch Thursday!
[ 2017-07-20 15:55:55 CET ] [ Original post ]
Join our Community Manager and Voice-Over Director Michael Tsarouhas for a live play session with our fans, testing our new maps, Breville and Dunkirk. This is all a part of our weekly livestream on the official New World Twitch channel at its regular timetime 12PM EST on Thursday. Prior to the stream we will be giving away copies of Day of Infamy @ 11:30 EST, so tune in early! Follow us on Twitch and turn on notifications if you need a reminder.
We'll discuss the new maps and test them on a public server with you, the community! For those of you that wish to play with us, the server IP will be given in Twitch chat.
Ask your questions via Facebook, Twitter, Steam, or live on Twitch Thursday!
[ 2017-07-12 21:54:21 CET ] [ Original post ]
Join our Community Manager and Voice-Over Director Michael Tsarouhas for a live play session with our fans, testing our new maps, Breville and Dunkirk. This is all a part of our weekly livestream on the official New World Twitch channel at its regular timetime 12PM EST on Thursday. Follow us on Twitch and turn on notifications if you need a reminder.
We'll discuss the new maps and try out their Co-op modes it out on a public server with you, the community! For those of you that wish to play with us, the server IP will be given in Twitch chat.
Ask your questions via Facebook, Twitter, Steam, or live on Twitch Thursday!
[ 2017-07-05 17:50:46 CET ] [ Original post ]
Join our Community Manager and Voice-Over Director Michael Tsarouhas and Level Designer Steve Cron for a reveal of our brand new map Breville. This is all a part of our weekly livestream on the official New World Twitch channel at its regular timetime 12PM EST on Thursday. Follow us on Twitch and turn on notifications if you need a reminder.
We'll discuss the new map and try it out on a public server with you, the community! For those of you that wish to play with us, the server IP will be given in Twitch chat.
Ask your questions via Facebook, Twitter, Steam, or live on Twitch Thursday!
[ 2017-06-29 05:30:31 CET ] [ Original post ]
Join our Community Manager and Voice-Over Director Michael Tsarouhas and Lead Level Designer Jeroen van Werkhoven for a special reveal of our brand new map. This is all a part of our weekly livestream on the official New World Twitch channel at its regular timetime 12PM EST on Thursday. Follow us on Twitch and turn on notifications if you need a reminder.
We'll discuss the new map and try it out on a public server with you, the community! For those of you that wish to play with us, the server IP will be given in Twitch chat.Ask your questions via Facebook, Twitter, Steam, or live on Twitch Thursday!
[ 2017-06-21 17:40:39 CET ] [ Original post ]
Join our Community Manager and Voice-Over Director Michael Tsarouhas and special guest ValentinTheMad for our weekly livestream on the official New World Twitch channel at its regular timetime 12PM EST on Thursday. Follow us on Twitch and turn on notifications if you need a reminder.
ValentinTheMad is a fan of Day of Infamy and has produced a number of videos exploring the gore and death animations in Day of Infamy.
On the stream we'll discuss his videos, play Day of Infamy and answer your questions. Ask your questions via Facebook, Twitter, Steam, or live on Twitch Thursday!
For those of you that wish to play with us, the server IP will be given in Twitch chat.
[ 2017-06-13 19:09:54 CET ] [ Original post ]
Join our Community Manager and Voice Actor Michael Tsarouhas and special guests BedBananas and Tomato for what promises to be a weird and wacky livestream on the official New World Twitch channel at its weekly time 12PM EST on Thursday. Follow us on Twitch and turn on notifications if you need a reminder.
BedBananas and Tomato commissioned the World War Anime Day of Infamy mod, as well as the Anime Meme War mod for Insurgency.
We'll show off the mods, discuss video production and answer your questions. Ask your questions via Facebook, Twitter, Steam, or live on Twitch Thursday!
For those of you that wish to play with us, the server IP will be given in the chat.
[ 2017-06-08 14:04:21 CET ] [ Original post ]
Join our Community Manager and Voice Actor Michael Tsarouhas and special guest DiplexHeated for a livestream on the official New World Twitch channel at its new weekly time 12PM EST on Thursday. DiplexHeated is a self-described tactical shooter fan with over 400k followers on YouTube. Follow us on Twitch and turn on notifications if you need a reminder.
We'll play through our latest free content update that offered new American, German, Scottish, and Australian units, as well as new Australian voice over. We also added in-game the Owen Gun, a classic Australian SMG, for the Commonwealth faction, and a new map Rhineland that takes place in a German tank factory. Let us know how much you're enjoying the update via Facebook, Twitter, Steam, or live on Twitch Thursday!
For those of you that wish to play with us, the server IP will be given in the chat.
[ 2017-05-31 18:31:40 CET ] [ Original post ]
Join our Community Manager and Voice Actor Michael Tsarouhas for a livestream on the official New World Twitch channel at its new weekly time 12PM EST on Tursday. On the stream, we will play Day of Infamy and discuss the new weapons that are unlocked via achievements! Follow us on Twitch and turn on notifications if you need a reminder.
It's been a week since we updated the game with its first major content update that offered new American, German, Scottish, and Australian units, as well as new Australian voice over. We also added in-game the Owen Gun, a classic Australian SMG, for the Commonwealth faction, and a new map Rhineland that takes place in a German tank factory. Let us know how much you're enjoying the update via Facebook, Twitter, Steam, or live on Twitch Thursday!
For those of you that wish to play with us, the server IP will be given in the chat.
[ 2017-05-24 23:07:37 CET ] [ Original post ]
We have released a small hotfix to address some issues. See the details of the hotfix below, followed by the full changelog of the update.
Bug Fixes
- Fixed incorrect round end XP bar progression values
- Fixed next Tour tiers being displayed incorrectly on the XP bar
- Fixed gravity knife unlock image displaying the wrong texture
- Fixed a game server crash caused by unexpected responses from the backend servers
- Fixed unlockable items being loaded even when the map that is being loaded doesn’t actually allow those items to be used
- Fixed a map overview issue that caused certain teams to show up as error textures when you’re a spectator
- Fixed an issue that could cause crashes when the flamethrower is used
Map Changes
- Fixed Rhineland Offensive spawnzone
Updated Content
- Made minor improvements to the Owen Gun’s textures
- Fixed some texture seam issues on the Junkers Ju 52 model
- Updated the subtitles for the Australian units
- Fixed Owen gun and Sten Mk. II fire mode switch animations
Miscellaneous Changes
- Added sv_ragdoll_cleanup variable that allows servers to disable the removal of player ragdolls. Keep in mind that this can cause your server to crash when there are too many ragdolls on your server.
[ 2017-05-24 20:06:53 CET ] [ Original post ]
There was a brief systems outage over the weekend that may have disrupted some players' stats being recorded. Because of this, we are extending our XP Boost Weekend another 24 hours until May 23 at 11am EST.
+75% Multiplayer Special Assignments playlist
Modes: Firefight, Sabotage, Intel
+50% Multiplayer Battles playlist
Modes: Invasion, Offensive, Liberation, Frontline
+25% Cooperative Commando difficulty playlist
Modes: Stronghold, Entrenchment, Raid
+25% Cooperative playlist
Modes: Stronghold, Entrenchment, Raid
+10% Rhineland map on any playlist.
[ 2017-05-22 14:51:50 CET ] [ Original post ]
Join Karmakut at 12pm EST for a special livestream on the official New World Twitch channel as we play Day of Infamy's new Aussie Update!
We just updated the game on Thursday with brand new free content. Check out new American, German, Scottish, and Australian units, as well as new Australian voice over. We also added ingame the Owen Gun, a classic Australian SMG, for the Commonwealth faction, and a new map Rhineland that takes place in a German tank factory.
Also remember that there's a weekly XP boost in effect which will give an up to 75% increase in XP. Come on out and play with us and see it for yourself! The server IP will be given in the chat.
[ 2017-05-21 15:33:46 CET ] [ Original post ]
To celebrate the Aussie Update launch, we're rewarding players with earning even more points to rank up and unlock units at a faster rate.
The boost is in effect on official playlist servers until 11am EST on Monday, May 22nd. The boost varies depending on playlist, so check out the rates below:
+75% Multiplayer Special Assignments playlist
Modes: Firefight, Sabotage, Intel
+50% Multiplayer Battles playlist
Modes: Invasion, Offensive, Liberation, Frontline
+25% Cooperative Commando difficulty playlist
Modes: Stronghold, Entrenchment, Raid
+25% Cooperative playlist
Modes: Stronghold, Entrenchment, Raid
+10% Rhineland map on any playlist.
[ 2017-05-19 19:23:57 CET ] [ Original post ]
https://www.youtube.com/watch?v=OEkkgarJ5Xs
We have released the Aussie Update, free for all players! Ensure your game updates.
Join us at 12pm EST (17:00 GMT) for a special launch livestream on the official New World Twitch channel, hosted by Mikee, with special guests Christiaan Bakker the DOI Project Lead, and Bluedrake42.
Full changelog below:
New Map
Introducing Rhineland, formerly known as Kruppstahl created by community member JakHalz, now revised and our newest addition to the official map cycle. More info and screenshots found here.
New Units
More details about the new units can be found here. 2nd Australian Imperial Force Available for all Commonwealth players on Crete, Sicily, Salerno, Comacchio. Featuring Australian accent voice character named Bruce. 2/17th Battalion, Australian Army Unlockable Australian unit featuring the Slouch hat for all classes & Australian accent voice named Bruce, available on multiple maps. The Black Watch (Royal Highland Regiment) Unlockable Scottish unit featuring a black glengarry with red hackle for the officer and black balmoral with red hackle for all other classes. 761st “Black Panthers” Tank Battalion Unlockable African-American unit featuring tanker helmet and goggles and new head model. 272nd Volks-Grenadier Division Unlockable German unit featuring a camouflage uniform.
New Weapons
Owen Gun Available for all Commonwealth Officer and Assault units on maps featuring the Australian units. https://sketchfab.com/models/f4baed8c997a473494163975626ac179
Melee Weapon Achievement Unlocks
The following new achievements unlock the above melee replacement model items: “Can Ya Dig It” - Reward for melee kills, unlocks the US Shovel. “In The Trenches” - Reward for melee kills, unlocks the CW Entrenching Tool. “Road Works” - Reward for melee kills, unlocks the Axis Shovel. “Knuckle Sandwich” - Reward for melee kills, unlocks the Brass Knuckles. “Lumberjack” - Reward for melee kills, unlocks the Engineers Hatchet. “Newton’s Law” - Reward for melee kills, unlocks the Gravity Knife. “Shanghaied” - Reward for melee kills, unlocks the Fairbairn Sykes Knife. https://sketchfab.com/models/52edb0d210694ab9a7264977924ed0e0
Weapon Achievement Unlocks
The following new achievements unlock the above model replacement items: “Veteran” - Weapon specific rewards for kills with the Enfield, Springfield, K98, Garand & G43 - unlocks the veteran skin for each of the above weapons. “Dead Eye” - Weapon specific rewards for headshot kills with the Enfield, Springfield, K98, Garand & G43 - unlocks the cloth wrap for each of the above weapons. https://sketchfab.com/models/6a03ce33bafd423c861b6c19a59c60a9
New Ranks and Tour System
New ranks for all factions: Lieutenant, Captain, Major, Colonel for US & Commonwealth. Oberleutnant, Hauptmann, Major, Oberst for Axis.
New “Tour” system allowing players to reset their progress after reaching the highest rank and earn new rank icons on the scoreboard & player card plus fresh chances to unlock previously unobtained units. Note: Doing so will not remove any of your previously unlocked units or achievements, only your rank. More info can be found here.
New Steam Collectibles
Added Steam trading cards, profile badges, backgrounds & emoticons.
Updated Content
- Updated WorldGGX shader to support Parallax Mapping and Height Blending.
- First person muzzle flashes from your weapon will now illuminate your weapon and players.
- Updated the crashed Junker plane model featured on Crete.
- Added permanent visual only slings to the Panzerschreck and Einstoss 46.
- Unlocked units & items are now authenticated server side.
- Improved the ragdoll animation response of dead players that were killed by bullet rounds and melee weapons.
- Reduced the size of all British player heads and headgear.
- Added new head model to the Commonwealth faction.
- Reworked scale of Stuka air support plane.
- Reloading a bolt action when it is not empty will no longer show a live round being ejected.
- Restored 29th Panzergrenadier Division khaki jacket textures.
- Updated footstep audio assets for metal and metal grate surfaces.
- Updated body impact audio heard when players die and hit the ground.
- Updated world models for the following: Welrod, Webley, Vickers, PIAT, No.69, No.77, No.79, Browning HP, Binoculars, SW1917, M3 Grease Gun, PPK, C96, C96 carbine, Panzerschreck, Panzerfaust, Nebelhandgranate, Stielhandgranate, Splitterring, Einstoss 46, BAR, P38.
User Experience Improvements
- Looking at a regroup point and using the radial menu “moving to / on the way” command is now contextual and will allow you to signal to your team that you are falling back to regroup.
- It is now possible to access your profile by clicking on the player card on the main menu.
- Custom maps subscribed to from the Workshop are now selectable in the practice menu.
- Added a new fallback image for maps which do not have a loading screen in the practice menu.
- Increased the size of rank icons and spacing between player items on the scoreboard.
Gameplay Improvements
- White phosphorous clouds will now heavily blur the vision of players that are inside the cloud’s range.
- Flamethrower time to reach maximum distance has been decreased from 0.5s to 0.2s to match the particles.
- Increased flamethrower class movement speed to slightly below normal.
- American snipers now have access to the 4x scope for Springfield.
Coop Improvements
Entrenchment
- Reduced initial round time from 10 minutes to 8 minutes.
- Losing an objective will add 2 minutes to the round time.
- Added an on screen notification when an objective is lost.
- All maps have had restricted zones added.
- Enemy fire support is much more frequent.
- Increased enemy count.
Raid
- Added mode and maps to campaign specific playlists.
- Added new objectives to various maps.
- Increased the rate enemies respawn.
Stronghold
- Reworked counter attack mechanics.
- Added a rare, more intense counter attack which guarantees artillery and air support.
- Normal counter attack now only spawns extra units and a chance for artillery. Removed music.
- Updated Salerno and Dog Red layout to include extra objectives.
Bug Fixes
- Fixed the brightness of reflected environment maps of SurfaceGGX materials.
- Correct ammunition count on PPK, M3 Greasegun mags.
- Automatic team switching will no longer occur at the end of a coop game when play again is voted for.
- Fixed a bug causing footsteps on player clips to return the wrong footstep sound.
- Removed ambient-generic emitters on various maps and replaced them with soundscript based versions. Will prevent certain map based audio from occasionally not attenuating properly when spawning after spectating.
- Gamestart & roundstart VO.
- Game starts are now only heard on the first round or if joining mid game.
- Round starts are now played instead at the beginning of each subsequent round.
- Corrected various subtitles.
- Removed "setting player skin to %d " message that was causing console spam.
- Fixed Raid objective name and designation mismatches.
- Fixed bug that caused bots to spawn on the last point in Raid.
Map Changes
Bastogne
- Terrain textures will now use height blending.
- 3D Skybox enhancement.
- Fixed nodraw surface.
Comacchio
- Added new flak and assassination objectives for raid.
- Adjusted entrenchment blockzone.
- Adjusted cubemaps near the canal.
- Adjusted 3D Skybox.
- Fixed various issues.
Crete
- Moved entrenchment B objective to the fountain area.
- Removed entrenchment D objective.
- Added entrenchment blockzone.
- Updated stronghold ammo crate position.
- Fixed broken displacement seam.
Dog Red
- Added new fuel dump and additional capture points for Stronghold.
- Added new raid objective.
- Increased the restricted zone on the beach.
- Added entrenchment blockzone.
- Soundscapes update.
- Clipped spaces under tanks on the beach.
Foy
- Added entrenchment blockzone.
- Adjusted cover nodes.
- Navmesh updated.
Ortona
- Added entrenchment blockzone.
- Fixed various issues.
Reichswald
- Added parallax occlusion mapping on terrain textures when shader detail is set to “Very High”.
- Added entrenchment blockzone.
- Fixed broken displacement seam.
- Added entrenchment blockzone.
- Added additional assassination objective for raid.
Salerno
- Added 3 new objectives for Raid.
- Soundscapes update.
- Fixed various issues.
- Adjusted spawn fall damage.
Saint Lo
- Added entrenchment blockzone.
- Fixed no-draw wall.
Modding Support
- Modders can now use “DMG_ACID” as a new type of “DamageType” for custom weapons in custom theaters. This damage type will heavily blur players vision when damaged by it.
[ 2017-05-18 14:10:32 CET ] [ Original post ]
Tomorrow we launch the free Aussie Update for all players of DOI. We'll have a full change log then, but want to give you a glimpse of what's to come.
You can join in a beta branch playtest starting at 6pm EST tonight (May 17) to check it out!
Rhineland
In March 1945, Allied soldiers had pushed all the way through France to the German border. They crossed the Rhine river and surged into the German industrial heartland to fight for two more months until VE Day. A brand new map, Rhineland created by JakHalz, was the runner-up in our Gamebanana & Mapcore DOI Mapping Content. We previewed the map on our blog, with more screenshots and photo spheres from Sketchfab.
Australians
We are introducing two Australian units to the Commonwealth faction. On the map Crete, the 2nd AIF is available for anyone to select while playing as the Commonwealth team. This unit features the iconic Slouch Hat for the Officer class with authentic Aussie voice acting for all classes. The 2/17th Battalion is an unlockable unit that features the same voice acting and Slouch Hat for all classes. Check out the full preview on our blog and another awesome Sketchfab render below: https://sketchfab.com/models/5d4a4a07b32647d1acecd7cd31b73b08
Owen Gun
Another Aussie addition is the Owen Gun SMG available for the Commonwealth faction when Australian units are on the map. Both the Officer and Assault class have access to the Owen. https://sketchfab.com/models/f4baed8c997a473494163975626ac179
New Units
In addition to the two Australian units, we have more new units! For the Americans, the 761st "Black Panthers" Tank Battalion that features a tanker helmet and goggles. For the Commonwealth, The Black Watch add a common Scottish unit to the faction, with a black glengarry and hackle for the Officer while all ranks receive a balmoral with hackle. Finally, for the German faction, the 272nd Volks-Grenadier Division features a new camouflage. For more details about these units, check out our blog post and see the characters in this Sketchfab render: https://sketchfab.com/models/15300cba72c745658fbdca1949a3cf87
Ranks & Tours
Four new Officer ranks are being added, and we are introducing a new Tour system. Full details on these changes are on our blog. We will have even more info and details for you tomorrow when the update goes live! Tune in to our official Twitch channel at 12pm EST (May 18) for a special broadcast hosted by Mikee to celebrate the Aussie Update launch.
[ 2017-05-17 21:51:27 CET ] [ Original post ]
G'day! Join Karmakut at 12pm EST for our weekly livestream on the official New World Twitch channel as we play some Day of Infamy!
Today we'll be checking out the free content coming May 18th in our Aussie update for Day of Infamy. In this update we'll be adding new American, German, Scottish, and Australian units complete with a new Australian voice set. We'll also be adding the Owen Gun, a classic Australian SMG, for the Commonwealth, and a new map Rhineland that takes place in a German tank factory. Tune in to get all the details. We'll be playing on the beta branch, so feel free to download the beta and join us if you like!
These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us!
[ 2017-05-14 15:42:17 CET ] [ Original post ]
Join Karmakut at 12pm EST for our weekly livestream on the official New World Twitch channel as we play some Day of Infamy and run some giveaways!
These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us!
[ 2017-05-07 15:55:38 CET ] [ Original post ]
Join creative director Andrew Spearin for our weekly livestream on the official New World Twitch channel as we play some Day of Infamy and Insurgency, and run some giveaways!
These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us!
[ 2017-04-30 15:57:23 CET ] [ Original post ]
Join community content producer Ryan Yuan at 12pm EST for our weekly livestream on the official New World Twitch channel as we play Day of Infamy, taking your questions and running giveaways!
These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us!
[ 2017-04-23 15:43:03 CET ] [ Original post ]
Join creative director Andrew Spearin for our weekly livestream on the official New World Twitch channel as we play some Day of Infamy with YouTuber BigFryTV and run some giveaways!
These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us!
[ 2017-04-16 17:19:29 CET ] [ Original post ]
Join community content producer Ryan Yuan for our weekly livestream on the official New World Twitch channel as we play the awesome community made Day of Infamy Vietnam war mod (Born to Kill) with YouTuber and Streamer TheTacticalRedneck
These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us!
[ 2017-04-09 15:39:02 CET ] [ Original post ]
Join community content producer Ryan Yuan for our weekly livestream on the official New World Twitch channel. These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us. Today we will be playing some Day of Infamy PvP and Coop while answering some questions and giving away some game keys!
Come on out to the stream to try to win some keys and have some fun, the server will be open and all are welcome!
[ 2017-04-02 14:56:10 CET ] [ Original post ]
Today we have released a small update to address a number of minor issues. Full changelist below:
Updated Content
- Updated German 29th Panzer unit to alleviate identification confusion.
- Officer: khaki jacket, grey pants.
- Sniper: khaki jacket, khaki pants.
- All other classes: grey jacket, khaki pants.
- Updated first person sleeves to khaki.
Fixes
- Fixed an issue where the US 28th Infantry Division unit was not available on Foy, Bastogne or Reichswald.
- Fixed Gordon Highlanders unit not being available on Ortona.
- Add missing camo netting helmets for the Officer, Rifleman & Sniper classes of the US 82nd Airborne unit.
- Fixed an issue where the US 82nd Airborne unit had the wrong uniform assigned on spawn.
- Corrected unit art & player profile art for the US 82nd & 101st Airborne units.
- Tweaked the texture colour for the german snow camouflage & wehrmacht sleeves.
- Fixed HUD icons dimming when spectating a player who is aiming down sights.
Map Balance & Fixes
Sicily
- Fixed a destructible wall that was assigned to the wrong faction.
Foy
- Added missing final Entrenchment spawn.
- Added a trench along the open field to assist Allies in reaching the first farmhouse objective.
- Updated navmesh.
Bastogne
- Smoothed terrain to improve movement throughout the map.
- Fixed nodraw brush
Saint Lo
- Fixed a stretched texture.
- Moved the Axis neutral spawn further back in Frontline.
[ 2017-03-28 16:09:38 CET ] [ Original post ]
Join us at 12:00 pm EST today for a special livestream on the New World Twitch channel where we will be playing with special guests sp00nerism, Bluedrake42, BigFryTV and AlabasterSlim. We'll be giving away some copies of the game, discussing the game with our guests, and answering questions as usual.
Day of Infamy is now officially released on Steam! Thanks so much to everyone who supported us throughout early access, and welcome to those who have just joined us. We do these livestreams every Sunday at 12:00pm EST, so be sure to follow the channel and come out to join us. The server will be open!
[ 2017-03-26 15:37:17 CET ] [ Original post ]
We are releasing a hotfix today to address some issues following our full release yesterday. The Steam inventory will now refresh properly after a unit has been unlocked, and should no longer require a restart to be usable.
Fixes
- Fixed issue with players not being able to immediately use a Unit they’ve unlocked.
- Fixed player icons on the overhead map when in spectator.
- Fixed an issue where players in prone were not being pushed away from walls if they had a bipod deployed.
- Only show rifle grenade on the rifle when it is selected.
- Fixed Springfield rifle grenade missing a world model.
- Fixed a missing UI icon for the german general in the end round screen.
- Fixed pre-round movement in Entrenchment in solo mode.
Updated Content
- Updated uniforms for the 352. Infanterie-Division & 29th Panzergrenadier Division.
- Removed “But My K:D” tagline as it was being rewarded too often.
- Updated a number of VO lines for the African American voice.
- Removed Intel mode from practice mode temporarily until AI behavior is introduced.
- Various fixes & styling improvements for the Mods section
- Mod list no longer overflows when you are subscribed to a large number of mods.
- Fixed workshop publishing layouts.
Modding
- Updated & corrected SDK coop example scripts.
Map Balance & Fixes
- Bastogne
- Removed first entrenchment point as it was too close to the enemy spawn.
- Added blockzones for entrenchment.
- Comacchio
- Added blockzones for entrenchment.
- Salerno
- Fix Salerno Stronghold where the assassination target was unlocking at the same time as another objective.
- Added blockzones for entrenchment.
- Foy
- Moved initial stronghold spawn further back from combat.
- Updated navmesh.
- Fixed a floating sandbag model.
- Fixed bad lighting on one of the building’s roof.
- Fixed a small displacement error.
- Fixed a nodraw on a displacement.
[ 2017-03-24 17:50:25 CET ] [ Original post ]
Day of Infamy has left Early Access and is now available on Steam!
The creators of Insurgency present the next installment of their successful FPS platform with Day of Infamy. Featuring tactical close-quarters WWII combat across a wide range of multiplayer and coop scenarios, Day of Infamy is a highly intense teamwork-rewarding experience.
[ 2017-03-23 19:51:00 CET ] [ Original post ]
Release is imminent! Tune into our livestream on Twitch starting at 2pm EST for developer interviews, the game launch, gameplay livestream, and release hype.
Changelist for the update below:
Updated Content
- Removed version watermark.
- Improved server side unit selection process.
- Updated main menus:
- It is now possible to add awarded taglines to your playercard.
- Updated playercard styling.
- Legacy server browser will now always be on the main menu instead of being an optional setting.
- Removed practice menu from escape menu when in a multiplayer game.
- Updated in-game user interface:
- Show “Join Army” instead of “Join Faction” on scoreboard.
- Rearranged and unified upgrade buttons on the Kit UI to be less cluttered.
- Made buttons more consistent throughout entire user experience.
- Increased width of local player names on end of round screen.
- Added melee slot to the kit selection.
- Fade class icons for dead players on the scoreboard.
- Restyled unit selection menu.
- User experience improvements
- Better display of Radiomen for Officers and vice versa on HUD.
Gameplay Improvements
- Added 45 second regroup cooldown for Offensive & Sabotage to prevent the regroup point showing up too quickly.
- Increased cooldown on the Stuka & Typhoon air support to 90 seconds.
- In Invasion & Offensive modes teams will be switched each round.
- Reworked melee bash speed.
Coop Improvements
- Infantry mode now has unique enemies per map for its mode, like Commando.
- Moved sicily stronghold bot spawns forward
- Further reduced the chance of a counterattack from 25% to 15%.
- Increased the maximum bot pathing distance from 4000 to 10000. This will fix issues with bots getting stuck on very long paths to their objectives.
Visual Improvements
- Updated shaders on the following to GGX:
- Flammenwerfer
- US radio
- German Radio
- Updated weapon models:
- BAR
Bug Fixes
- Linux will now not crash on the splash-screen.
- Fixed incorrect icons for players being shown in the overhead map while spectating.
- Potential fix for spectator sometimes showing when you haven’t finished dying.
- Fixed UI textures missing “nolod” and “nomipmaps” flags causing them to look lower quality in some circumstances.
- Fix for the M1A1 Carbine paratrooper variant sling.
- Fixed springfield rifle grenade missing it’s world model.
- Fixed bug with profile on certain resolutions.
- Removed squad colour from voice panel.
- Fixed radial menu toggling on & off when holding mouse button using binoculars.
- Hide the solo HUD element when joining a non solo game.
Modding
- Co-op example SDK updated with elite co-op bot units.
- SDK Sample scripts updated for infantry & commando modes.
Map Balance & Fixes
Crete
- Fixed numerous small issues.
Dog Red
- Fixed Wehrmacht spawn points.
Ortona
- Fixed navmesh problem
- Fixed some light casting issues.
Reichswald
- Fixed basement entrance too small at the front of the house.
- Removed rogue clip.
Salerno
- Fixed C Firefight Objective.
- Fixed several issues throughout the map.
Sicily
- Moved enemy spawns in Sicily Stronghold forward a bit.
[ 2017-03-23 19:02:09 CET ] [ Original post ]
We are live on Twitch.tv/NewWorld with our Day of Infamy LAUNCH STREAM!
Come join our celebrations for developer interviews, giveaways and most importantly the launch of Day of Infamy live on stream in just under 1 hours time!!
[ 2017-03-23 18:25:34 CET ] [ Original post ]
We are releasing an update today that adds new music, updates to the UI, optimization, bug fixes, and more in preparation for full release tomorrow. The radial menu issues on Mac and Linux have been fixed, so thank you to those who gave us reports and specs of the issue.
Full update changelist below:
New Content
- New M1A1 Paratrooper Carbine.
- New music for the following:
- Counter-attacks in coop
- Beginning of the round for Attacking & Defending teams
- Last Man Standing
- Audio & Subtitles
- New VO for Intel game mode.
- Subtitled all remaining gameplay related dialogue and regroup point conversation VO.
Performance Improvements
- Fixed a common source of server choke which would cause the game to stutter during high network load.
- Bot optimization pass.
Updated Content
- Added additional maps to campaign specific coop playlists.
- Ammo supply crate will now detonate if hit with enemy explosives, artillery or air support.
- Final polish on the textures of all the character’s heads.
- Updated all win & loss music to the latest mix versions.
- Updated main menus
- Adjusted layout of main menu options.
- Restyled the mod menu.
- Updated party & chat icons.
- Added the following to the practice menu:
- Added bot quota slider for PVP based game modes.
- Added “lives” slider for coop based game modes, replacing the old bot possession mechanic.
- Added playlist ruleset selection for specific faction campaigns.
- Updated in-game user interface
- New icons for faction spawns and highlights for objectives on overhead map.
- Updated the kit menu to show all weapons & attachments as renders.
- Overall HUD polish.
- Updated magazine count & fire-mode selection HUD elements.
- Restyled the vote and vote process menus.
- Final polish on the scoreboard interface.
- User experience improvements
- First deployment playlist will now be replaced with casual with bots if the player is above rank “Private”.
- Add scrolling support for the kit menu to prevent items being off-screen when purchasing many pieces of equipment.
- Fade out the compass more when in ADS.
- Increase duration that end game tag-lines are displayed.
- Improved tagline mouse over descriptions.
- Add map voting to campaign specific coop playlists.
- Escape menu will now duck & filter game audio.
- Pressing the reload of fire-mode keys will now display the ammo count or fire-mode even without performing a reload or fire mode switch.
Gameplay Improvements
- You can bash with your weapon faster now.
- The StG-44, FG 42 & M1A1 Paratrooper Carbine variant are now restricted to maps where units that would have utilized those weapons are available. The weapons are available to all players, not just those who have unlocked these units.
- Increased lifetime of ammo crates from 2 minutes to 3 minutes.
Coop Improvements
- Counter attacks now occur a maximum of once per round, and are less frequent.
- Counter attacks last longer, and have a higher chance of enemy fire support.
Visual Improvements
- Added more variations of the blood splatter decals.
- Update to how ammo pouches are displayed on player models depending on their weapon loadout.
- Updated weapon models:
- View Models
- Sten
- World Models
- G43
- Kar98k
- Enfeild
- Bren
- Lewis
- M1A1 Paratrooper
- M1A1 Thompson
- View Models
- Updated weapon textures:
- Sten
- Ithaca
- STG44
- G43
Bug Fixes
- Radial menu for Mac and Linux will now function correctly.
- Possible fix for black screen on exit by making sure all panels are cleaned up properly.
- Properly prevent player camera clipping into the terrain on death.
- Increased the near Z camera value for scope render targets to counter Z-fighting problems.
- Fix for news items being cut off in aspect ratios wider than 16:9
- Fix issues with the kit menu not displaying correctly on ultra-wide aspect ratios.
- Fix a bug preventing the WP bazooka round from creating particles or sound.
- Fixed a crash related to the team menu.
- Fix quickplay system ignoring ruleset filters.
- Tutorial panel will now stop playing video when you navigate away from it.
- Fixed a bug where taglines would only display the first letter on Mac/OSX.
- Prevent “Map vote in..” dialogue showing when map voting is disabled.
- Fix a bug where helmet decals occasionally remained attached to players heads after death when they had lost their helmet.
- Fix certain player attachments not properly receiving the burned overlay on death.
- Fixed localization bug in news pop-up on the main menu.
- Fix for the Ithaca holding one extra round that it shouldn’t have.
- Fix missing rate of fire switch audio on the MG34.
- Changed water leaf optimization setting to improve water rendering performance.
Map Balance & Fixes
- Bastogne
- Additional detail art pass.
- Fixed numerous issues throughout the map.
- Comacchio
- Tweaked start spawn locations Offensive.
- Fixed numerous issues throughout the map.
- Crete
- Fix bloom scale settings being removed on round start & restart.
- Dog Red
- Fix for players getting stuck under the tanks on the beach.
- Fix LCVP landing craft doors not opening smoothly in some cases.
- Foy
- Added lit versions of some lighting props.
- Fixed a wallbang exploit involving the German radio objective.
- Closed several more windows on Hotel building.
- Removed inner window frames throughout the map to improve shooting through.
- Interior lighting polish pass.
- Ortona
- Additional detail art pass.
- Additional clipping pass.
- Tweaked restricted zone Frontline CW start spawn.
- Tweaked objective A & C Offensive to improve balance.
- Fixed numerous issues throughout the map.
- Reichswald
- Art polish pass.
- Fixed numerous issues throughout the map.
- Saint Lo
- Interior art polish & detail pass.
- Updated soundscape placement pass.
- Fix for several clipping issues.
- Improved initial run up times for frontline.
- Balance changes for offensive.
- Salerno
- Additional detail art pass.
- Fixed numerous issues throughout the map.
- Sicily
- Additional art pass.
- Fix LCVP landing craft doors not opening smoothly in some cases.
[ 2017-03-22 20:45:44 CET ] [ Original post ]
T'was the night before launch and the devs are wide awake crunching away all the bugs and putting the final touches upon our beloved project. We hope you have enjoyed the Early Access process, as we learned a great deal from the community to improve the game and ensure a solid release is in order.
An important little number that appears on the Day of Infamy store page will help lead to more players discovering and playing this game. The review score is 87% at the time of writing, and we are very pleased with the Very Positive rating you have bestowed upon us! However, if you have not yet written a review, we encourage you to do so. Recommended or not, we appreciate your feedback!
The bright future of DOI begins on Thursday - see you in the trenches!
[ 2017-03-22 14:30:41 CET ] [ Original post ]
Join community manager and voice over director Michael Tsarouhas for our weekly livestream on the official New World Twitch channel. These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us.
Today we will be playing some Day of Infamy after our recent content update, which includes new American voices, map updates, updated user interfaces, and visual improvements. You can read about the full list of changes here.Come on out to the stream to say hi or join us ingame, the server will be open and all are welcome!
[ 2017-03-19 15:38:24 CET ] [ Original post ]
We are releasing a small hotfix today following our update yesterday to address some issues.
Performance Improvements
- Update default rate value.
- Ensure radial radio soundscript entries are getting precached.
Coop Improvements
- Bot update frequency adjustments.
Bug Fixes
- Fix for soldier models appearing with broken textures.
- Fix an issue with panel deletion in the practice menu.
- Fix a crash when opening the practice menu.
[ 2017-03-18 19:08:22 CET ] [ Original post ]
We are releasing an update today that adds a new tagline award system, new American voice over, new and updated UI elements, and more.
Mac users please be aware that while we have not yet resolved the issue with the traditional radial menu being broken, there are two other alternative radial modes available which should work fine. "Scrolling" and "Numbered" are both available in the Settings menu under "Radial Menu Control Style". For mapmakers, please also be aware that in order to spawn in your map, you must add the allowed units in your map script. For an example of this, check our example map scripts located in sdk_content/maps/example.
Full update changelist below:
New Content
- New tagline system that awards players for completing in-game actions.
- New American voice for the 1st Ranger Battalion unit. This voice will also apply to other playable units in the future.
Updated Content
- Major art & lighting pass on Sicily.
- Invasion gamemode added to Foy, Crete & Ortona.
- Grenades in your kit will now show on third person models.
- Updated HUD compass needles for “backup” and “radio”.
- Updated sprint footstep equipment layer audio.
- Game audio is now ducked and filtered in the kit menu.
- Only show extended barrel and heat shield on Ithaca when a bayonet is attached.
- Updated menus
- New Coop & Multiplayer quick join menus.
- Updated server browser styling.
- New practice menu.
- Updated escape menu with party system.
- Updated main menu background.
- Updated player count and version information.
- Text chat added to the party system.
- Added support for up to 4 news Items in the main menu.
- Updated in-game user interface
- New Scoreboard.
- New Spectator UI.
- HUD elements will now fade when in ADS.
- Tweaked floating HUD letter colours for better readability.
- Added drop shadows for item names in the kit menu.
- Changed item description font in the kit menu.
- User experience improvements
- Users can now personally mute other players from the scoreboard.
- Supply is now shown as spent & total available in the kit menu and HUD.
- Audio & Subtitles
- Updated VO for the original American voice.
- New additional VO for US Army Station.
- Added English subtitles for US Army Station and Commonwealth Station.
- Added English subtitles for gameplay related voice over to British, Scottish, and Canadian units.
Visual Improvements
- Updated all unit UI renders.
- Updated all US face textures.
- New dead cows, destructible walls and rubble pile props.
- Updated textures for the following weapons:
- Bren Gun
- C96
- Lewis Gun
Gameplay Improvements
- Splintering grenade now causes suppression for an extended period.
Bug Fixes
- Carpet bomber bombs should no longer cause explosions in the sky.
- Fixed a bug in Offensive where regrouping could still occur with zero waves.
- Fixed inventory loadout presets not refreshing correctly.
- Fixed end of round stat accuracy showing as 0%.
- Fixed players not always hearing the same game start VO lines.
- Fixed German “No Officer” VO not being played when an officer is not present on the team.
- Tutorial videos should no longer continue playing when you navigate away from the tutorial page.
- Fixed issue with radial subtitles appearing twice when the radio version was also heard.
- Fixed issue with radio subtitles showing multiple captions if heard through more than one radio.
Map Balance & Fixes
- Comacchio
- Fixed sabotage spawns.
- Extended Offensive capture zone A and B.
- Small adjustments to restricted zones.
- Additional art pass.
- Fixed several issues throughout the map.
- Crete
- Auto exposure and HDR settings fixed.
- Additional art pass.
- Tweaked A Offensive spawns for both teams.
- Dog Red
- Flak position updated.
- Tweaked beach area left flank from CW.
- Foy
- Remade stone building in the field as an animal shack.
- Closed some windows on Hotel and other buildings.
- Added more cover in areas that required it around the map.
- Added extra entrance into Hotel side building.
- Added dead cows.
- Fixed non solid door exploit in Hotel.
- Ortona
- Additional art pass.
- Tweaked corner building near Frontline A to make it less easy to lock down left flank.
- Tweaked Offensive A to improve balance.
- Moved Wehrmacht Offensive A spawn a bit further back.
- Fixed numerous issues throughout the map.
- Reichswald
- Additional art pass.
- Updated Wehrmacht final spawn area.
- Fixed numerous issues throughout the map.
- Saint Lo
- Navmesh updated.
- Reworked soundscape placement.
- Fixed numerous issues throughout the map.
- Salerno
- Additional art pass.
- Tweaked Offensive C building to improve balance.
- Fixed numerous issues throughout the map.
- Sicily
- Major art pass.
- Adjusted restricted zone A Offensive CW to avoid spawn camping inside first row of buildings near beach.
- Fixed numerous issues throughout the map.
[ 2017-03-17 20:35:40 CET ] [ Original post ]
Join community content producer Ryan Yuan for our weekly livestream on the official New World Twitch channel. These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel to get an update whenever we go live.
We have a busy day today! We will be checking out our new update to Day of Infamy, which features a new "Commando" co-op difficulty, new Typhoon air support option, new voice over, new music, UI changes, updated ragdolls, and more. See the details here.
Later on in the stream we'll switch over to the brand new total conversion Vietnam mod Born to Kill, which you can download and play now on the Workshop to transform Day of Infamy into a high lethality high intensity Vietnam War experience. To play, simply subscribe to the mod and see its playlist in both the Multiplayer and Cooperative sections of the server browser.
Come on out to the stream to say hi or join us ingame, the server will be open and all are welcome!
[ 2017-03-12 15:56:40 CET ] [ Original post ]
We are releasing an update today that adds a slew of new and updated content as well as fixes and balance changes. It includes a new co-op difficulty, new air support option, new voice over, new music, UI changes, updated ragdolls, and more. We are also announcing today Day of Infamy’s full release later this month on March 23rd. See here for the full announcement.
Full update changelist below:
New Content
- New challenging difficulty co-op playlist “Commando” featuring elite unit bots, limited fire support and minimal HUD elements.
- New group system on the main menu allowing players to invite Steam friends and join servers together.
- New Hawker Typhoon rocket strike air support option for the Commonwealth faction.
- New “Greased Bolt” attachment for all bolt action rifles allowing for faster cycling of the bolt between shots.
- New color grading profiles available in the game settings menu:
- D-Day
- Black and White
- Cinematic
- Audio & Subtitles
- New footstep equipment layer that scales in volume according to your movement speed.
- Tinnitus ear ringing effect when caught inside the radius of an explosion.
- New voice for Wehrmacht faction. The previous Wehrmacht voice is still ingame as the voice of the elite units.
- Over 200 new VO lines added to each character.
- Closed caption support for gameplay related voice over: includes Wehrmacht English subtitles for Game Start, Round Start, Objective Status Updates, Radial Support Requests, Missing Officer, Low Reinforcements, Regroup Point conversations, and Station support.
- New music added to the main menu and kit menu.
- New executable icon for all platforms.
Updated Content
- Ragdolls will now react dynamically to the damage taken and animate appropriately.
- Fuel depot leaking particles will now occur at the point of origin of the bullet hole.
- Updated main menus
- New logo.
- New menu list with hover descriptions for each section.
- Inactive top-level menu buttons are now dimmed out.
- Updated visual style of the options menu.
- New oil painting styled loading screens for all maps.
- Updated ingame user interface
- New round and match summary screens with updated ranking progress bar.
- New weapon selection interface.
- Improved visibility of regroup point icon.
- Improved character lighting in the loadout screen.
- Improved compass indicators.
- Ranks & class icons now show when spectating a player.
- Objective icons now scale based on distance and fade out when looking directly at them.
- Updated objective dock styling including timer, wave count and objective letters.
- Updated weapon and equipment descriptions.
- Updated chat text font.
- User experience improvements
- Players can now vote to mute other players.
- You can now select a unit by double clicking on it.
- Steam friends will now show as cyan blue on the overhead map.
Visual Improvements
- Texture & shader updates for all characters.
- New hand models and textures for all skin types.
- Optimized and updated shaders on all rank and unit patches.
- New truck, car prop and haystack world models.
- New animated propellers on support aircraft
- New support aircraft models:
- Lancaster
- Hawker Typhoon
- C-47
- P-47
- B-25
- JU 52
- JU 58
- JU 87
- HE 88
- New M1919 machine gun model.
- Updated textures for the following weapons
- M1 Garand
- Springfield
- Kar98k
- Enfield
- Bar
- Browning HP
- M2 Flamethrower
Gameplay Improvements
- Major player clipping pass for all maps reducing instances where players would get caught on edges of objects and doorways.
- Improved the effect of bullet penetration, dealing more damage to targets behind weak cover.
- Flamethrowers will now cause suppression to anybody caught within the outer radius of the flames.
- Reduced speed of flamethrower class.
- Support options now have a global team cooldown by type.
- Added small amount of deviation to the bazooka rocket at long range.
- Fire support:
- Increased cooldown times for supply drop and HE Artillery.
- Carpet Bombing now has a separate timer, and its cooldown has been significantly increased.
- American rifle grenade will now detonate on impact instead of being fused balancing it with the Commonwealth and Wehrmacht factions.
- Performing a melee attack at close range will now cause suppression effects to the target (even if it doesn't hit).
- Increased damage of bayonet uncharged stab to a two hit kill instead of a three hit kill.
- Increased the recoil of the BAR.
- Sidearms can now be dropped if the active weapon when killed.
- Perk changes:
- Removed flamethrower and support perks.
- Replaced machinegunner extra ammo perk with suppression resistance perk.
- Replaced engineer faster reload perk with extra weight perk.
Bug Fixes
- The game now properly purges all unused models during listen server transition reducing memory load.
- Intel entity should no longer ever fall beneath the map when a player carrying it dies while prone.
- Panzerschreck now has the correct ammo count compared to the bazooka.
- Deathcam should no longer clip into the world geometry.
- Flamethrower dynamic light menu setting now saves correctly.
- Restore the ability to set auto-dipod to be completely disabled.
- Firemode saving now works correctly for all weapons that have variable firemodes.
- Fixed t-posing when leaning and using the binoculars.
- Corrected shell counts for Wehrmacht pistols.
Coop Improvements
- Changed supply gain for the following modes.
- Stronghold & Raid - Earned supply is granted to the player after taking an objective.
- Entrenchment - Earned supply is granted to the player every two minutes.
- Removed difficulty CVARs:
- Bot combat effectiveness is now determined by the rank patch of the bot. This can be defined with doi_coop_bot_ranking (between 1-6).
- doi_bot_rank_combat_bonus changes the effectiveness of each rank patch.
- Removed per difficulty enemy spawning times, now all gamemodes use doi_coop_respawn_frac as a multiplier for spawn times. A higher multiplier means a longer time to spawn bots.
- Added VO for when bots flee due to morale loss and also for when they go back to retrieve reinforcements for a counter attack.
Map Balance & Fixes
- Bastogne
- Adjusted A Offensive building to make it less camper friendly.
- Polished several areas of the map.
- Updated navmesh.
- Comacchio
- Additional polishing throughout the map.
- Tweaked restricted zones.
- Updated soundscapes.
- Updated navmesh.
- Crete
- Updated lighting and skybox.
- Updated art.
- Gameplay adjustments for the fortress area and Wehrmacht start spawn Offensive.
- Fixed several issues throughout the map.
- Updated navmesh.
- Dog Red
- Relocated B Offensive to make it a bit less easy to reach for Allies when A is captured.
- Fixed several small issues throughout the map.
- Updated navmesh.
- Foy
- Added entrenchment.
- Added sabotage.
- Moved stronghold objective B (flak) to farmfield.
- Moved frontline objective B (street convoy) cover to the sides of the street.
- Replaced row of houses between farmfield and hayfield with a small forest.
- Replaced textures and props throughout the map with updated versions.
- Added additional cover in some areas that needed it.
- Tweaked blockzones.
- Updated navmesh.
- Ortona
- Additional art pass in several areas of the map.
- Moved A Offensive capture zone to ground floor.
- Several gameplay adjustments Near A Offensive.
- Fixed several issues throughout the map.
- Updated navmesh.
- Reichswald
- Fixed several small issues throughout the map.
- Updated navmesh.
- Saint Lo
- Additional art pass.
- Small gameplay adjustments throughout the map.
- Updated cubemaps.
- Additional clipping pass.
- Updated navmesh.
- Salerno
- Gameplay adjustments for Frontline and Liberation.
- Added more cover to the middle.
- More cover for the allied objective in Liberation.
- Added additional route into Wehrmacht objective Frontline.
- Additional polishing.
- Fixed several small issues throughout the map.
- Updated navmesh.
- Sicily
- Minor polishing throughout the map.
- Added additional cover nodes for bots.
- Fixed several issues throughout the map.
- Updated navmesh.
[ 2017-03-09 15:42:36 CET ] [ Original post ]
https://www.youtube.com/watch?v=q0JbGNhP7TI
Day of Infamy is launching out of Early Access on March 23, 2017.
We have had a very successful eight month Early Access period, with great feedback from our community to help shape DOI into a compelling WWII shooter that stands tall among the competition. Please take our latest survey to have your voice heard!
Upon launch, ranks will be reset and units will be available to unlock by attaining rank milestones. Players will also be able to unlock the items by purchasing them. Collect digital militaria items in the form of new character art representing various regiments and divisions for each faction. Within a unit, new character artwork includes arm patches, hats, helmet stencils, uniforms, camouflages, and voice over.
Early Access customers receive three exclusive factions that will be retired upon launch: 1st Ranger Battalion, Gordon Highlanders, 1. Infanterie-Division.
[ 2017-03-09 15:37:03 CET ] [ Original post ]
We are filming gameplay for an upcoming trailer now on the beta branch! Be sure to come out to play, and be your most cinematic! We will be recording and using this footage to help create an official trailer that will capture the raw combat and intensity of Day of Infamy.
To download the beta, right click Day of Infamy in your Steam library, go to "Properties", "Betas" tab, and select "beta - " from the drop down menu. Then click "Close" (no password needed) and your game will update to the beta version. Once ingame, check Multiplayer Battles and the Official playlist to see the testing servers. When you want to go back to the normal non-beta version of the game, simply return to that same drop down menu and select “NONE - Opt out of all beta programs”.
We also have a new player survey to gather feedback on DOI which you can find here. Please take some time to answer. We use these surveys to help us get a feel for how the game is being received and what can be improved upon.
See you in the servers!
[ 2017-03-07 16:56:21 CET ] [ Original post ]
Join community content producer Ryan Yuan for our weekly livestream on the official New World Twitch channel. These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel to get an update whenever we go live.
Today we will be checking out an upcoming new difficulty mode for Day of Infamy Coop on the beta branch: Commando. This difficulty aims to make gameplay more immersive and more challenging. New elite enemy units are tougher with new loadouts, there are no teammate HUD indicators, and fire support options are on longer cooldowns.
Come on out to the stream to say hi or join us ingame, the server will be open and all are welcome!
[ 2017-03-05 16:56:37 CET ] [ Original post ]
Join community manager and voice actor director Michael Tsarouhas for our weekly livestream on the official New World Twitch channel. These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us. Today we will be checking out some coop after our recent Day of Infamy content update, which includes new maps Crete and Foy, new and improved coop & PvP modes, optimization, and much more. See the full changelist here. We also patched the game on the 15th, which you can read about here.
[ 2017-02-19 16:48:17 CET ] [ Original post ]
We are releasing a patch today that balances maps, updates visual content, fixes jumping ragdolls, and more.
Full patch changelist below:
Map Balance & Fixes
- Bastogne
- Tweaked and added new cover throughout the map.
- Changed Allied starting spawn in Frontline to address map imbalance.
- Changed Axis spawn in Offensive when attacking B and C to address map imbalance.
- Changed Axis spawn in Liberation to address map imbalance.
- Stronghold balance adjustment.
- Comacchio
- Updated Firefight layout.
- Entrenchment spawn time adjustment.
- Navmesh updated.
- Crete
- Layout balance & additional art.
- Spawn fixes.
- Offensive regroup point changes.
- Entrenchment adjust spawns.
- Dog Red
- Entrenchment fix.
- Raid balance adjustment.
- Increased size of 3d skybox.
- Foy
- Added Sabotage game mode.
- Various level layout changes.
- Navmesh updated.
- Updated overview.
- Ortona
- Raid balance adjustment.
- Updated cathedral materials.
- Stronghold balance adjustment.
- Navmesh updated.
- Reichswald
- Changes to Frontline, Offensive and Sabotage to address map imbalance.
- Spawn fixes.
- Saint Lo
- Updated Firefight layout
- Sicily
- Updated Firefight layout.
Updated Content
- Updated and improved character textures.
- 4x scope option available for Enfield.
- New Flak-88 damaged model.
- Updated particles for fuel depot burning and pillar smoke.
- Enfield bayonet for Commonwealth melee weapon.
- New additional patch for Gordon Highlanders.
- New helmet decal for default US officer.
UI Improvements
- Added some shadowing to the HUD chat messages, unit menu and map loading screen to assist viewing on light backgrounds.
- Added new font to the loading screen text.
Gameplay Improvements
- Bayonets can now be charged during sprint by holding the attack button.
- Bipods will now auto deploy when going prone. If moving while prone, the bipod will auto redeploy when you stop.
Bug Fixes
- Player and bot ragdolls will no longer jump up when killed.
- Fix to prevent players being timed out by BattlEye while downloading custom content.
- Class loadout preset saving will now properly save the secondary explosive slot.
- Joining a team now properly selects the default unit to avoid selecting an invalid unit which led to missing helmets and hands.
- Fixed collision mesh on Flak-88 base.
- Renamed Commonwealth No 76 impact WP grenade to No 77.
- Renamed Commonwealth No 77 impact smoke to No 79.
- Fixed incorrect rank patches for Commonwealth units.
Coop Improvements
- Tweaked the difficulties of scenarios that were too easy/hard.
- Bots should no longer use LOS path skipping if the next segment is a doorway.
- Reduced number of bots carrying rocket launchers in Entrenchment.
- Added TNT to some enemies in Entrenchment.
- Add nav avoidance flags to destroyable walls, which is removed once it’s destroyed.
- Bots will only flee from TNT if it has impacted the world at least once.
[ 2017-02-15 21:43:35 CET ] [ Original post ]
Join community manager and voice over director Michael Tsarouhas and community content producer Ryan Yuan for our weekly livestream on the official New World Twitch channel. These livestreams take place every Sunday at 12:00 pm EST, so be sure to follow the channel and come out to join us.
Today we will be checking out last week's Day of Infamy content update, which includes new maps Crete and Foy, new and improved coop & PvP modes, optimization, and much more. See the full changelist here.
Come on out to the stream to say hi or join us ingame, the server will be open and all are welcome!
[ 2017-02-12 16:57:01 CET ] [ Original post ]
We are releasing a hotfix today to address some issues and make further balance changes. Mapmakers, please be aware that from now on in order to load your custom map you now will require a map script. You can copy a script from an official map and rename it to your map, and it should work fine. To any Mac users who are still unable to use the radial menu since yesterday’s update, please see here. Hotfix changelist:
Bug Fixes
- Fix kit menu being cut off on ultra-wide monitors.
- Updated loading bar and MOTD positions to be correct in aspect ratios other than 16:9.
- Added missing Crete localization text.
- Fixed bots being assigned incorrect tactical roles.
- Fixed smoke grenades setting the navmesh to an “on fire” state which prevented bots from pathing correctly if a smoke grenade was used in coop.
- Resupplying after possessing a bot should now give you your normal loadout back.
- Added missing Invasion scenarios to the mp_battles playlist.
- Fixed Ortona Stronghold spawn coordinate being in the ground.
- Fixed Comacchio Entrenchment spawn.
Coop Improvements
- Created new Saboteur bot tactical role that will prioritize destroyable objectives, will apply to any bot with TNT in their loadout.
- Added bot engineers with TNT to both teams in Raid and Stronghold.
- Bots now are able to throw TNT at destroyable objectives.
- Bots will now attempt to flee from TNT.
Map Fixes
- Dog Red
- Fixed clipping on stairs.
- Crete
- Fixed a missing backface.
- Potential fix for overbright bloom.
- Sicily
- Fixed bell model floating.
- Saint Lo
- Optimization and soundscape pass.
- Bastogne
- Navmesh fixed.
[ 2017-02-10 17:06:49 CET ] [ Original post ]
Crete
Foy
We are releasing an update to Day of Infamy today to add two new maps Crete and Foy, new and improved coop and PvP game modes, better optimization, visual improvements, balance changes, and more. Full changelist below:
New Maps
- New map “Crete” formerly “Mercury” by The0rthopaedicsurgeon winner of the DOI mapping contest.
- New work in progress map “Foy”.
New and Improved Modes
- New and improved cooperative modes
- NEW: “Raid”
- In this new mode there are many possible objectives in the area, but three are randomly selected each round. The objectives range from capture points, to assassination targets, to destructible objects such as fuel dumps and artillery batteries. Securing, eliminating, or destroying a target will respawn dead players on your team.
- “Stronghold”
- Stronghold has evolved to take advantage of new types of objectives, such as destructible fuel dumps, artillery batteries and officers to assassinate. The mode has been changed to support any number of active objectives within a particular phase, instead of always being two.
- “Entrenchment”
- Entrenchment has been changed to focus on one defense position at a time instead of two. This increases the intensity of the mode as the enemies focus on attacking a single position.
- NEW: “Raid”
- New and improved limited life multiplayer modes
- NEW: “Firefight”
- Firefight is a highly popular mode from Insurgency which we decided to bring over to Day of Infamy. Teams battle over three objectives and receive reinforcements only after capturing.
- NEW: “Intel”
- Intel is a work in progress single life mode where one team must return found intelligence to their home base while the opposing team attempts to intercept them en-route.
- “Sabotage”
- First introduced in the last update, the mode has seen balance improvements and now utilizes fuel dumps as the first two objectives, with the final objective being an artillery battery. Fuel dumps are easier to destroy than artillery batteries. There are also now restricted areas, to prevent spawn camping.
- NEW: “Firefight”
Performance and Stability Improvements
- Texture streaming
- Player and weapon textures will now only be loaded on-demand instead of remaining resident in memory resulting in much lower memory usage and increased performance.
- Theater specific unit and model loading.
- Models, weapons and units will now only be loaded in accordance with the theater on a per map basis to prevent wasted memory usage.
- Air support optimization pass to fix stuttering and fps drop.
- Implemented D3D9Ex to improve memory usage and improve alt-tabbing speed in full-screen.
- Mac paged pool memory defaults to low.
- Fixed potential frame stuttering during high audio usage situations.
User Experience Improvements
- New multiplayer playlists defined by gamemode.
- “Battles” featuring sustained modes and 32 players max.
- Offensive
- Frontline
- Liberation
- “Special Assignments” featuring limited life modes and 16 players max.
- Firefight
- Sabotage
- Intel
- “Battles” featuring sustained modes and 32 players max.
- Updated unit & faction menu.
- Full overhaul of class & kit menu interface with class-based preset saving of loadouts. These loadouts are saved in Steam Cloud and will sync between computers.
- Rank & class icons now visible on the scoreboard.
- Class icons now show in the overhead map.
- Restricted areas and spawn areas now show on the overhead map.
- Improved team and global leaderboards.
- Improved load time & animation of ranking progress bar in post round screen.
- Improved loading speed of player profile from the profile menu.
- Axis team now have German class names.
- Improved texture memory usage.
Updated Content
- New default Canadian unit for Canadian based maps (Ortona and Reichswald).
- Major art passes on the following maps.
- Dog Red
- Saint Lo
- Sicily
- Updated objective radio & table models for allied & axis factions.
- Updated character art texture pass.
- Long sleeve commonwealth soldier variations.
- Per class unit and class head variation.
- Dynamic slings now added to all weapons supporting the sling attachment.
- Motion capture animation for crouch walk & crouch run for certain weapons.
- Updates sandbag models.
- Updated Sten and STG-44 audio.
- Updated M1 Garand, MP40 & Enfield textures.
- New 7x and 4x Scopes.
Visual Effects & Screen Shaders
- New suppression effect
- Updated suppression effect including dirt on screen when explosions go off nearby
- Explosions on the floor above you now cause dust to emit from the ceiling.
- New atmospheric bloom effect
- New thickness and translucency maps for characters heads (sub surface scattering).
- New two way blending shader.
- Post processing colour correction options currently available as cvars. These can be accessed in the console by typing: cl_colorgrade_profile plus a number below.
- 1 - Off (Default)
- 1 - Ryan
- 2 - Black & White
- 3 - Cinesoft
- 4 - DOI based sepia
- 5 - Red
- 6 - Green
- 7 - Bleach Bypass
Gameplay Improvements
- Various class kit balances and tweaks.
- Increased the interaction radius between officer & radioman.
- Personal and team-wide cooldowns added to the radial fire support system.
- MG34 recoil and handling balanced to match its Commonwealth and US Support class counterparts.
- Supply crates
- Tap once to receive a magazine or equivalent for your weapon.
- Hold until the progress bar is full to obtain a full refill and health.
Coop Improvements
- Reimplemented elite enemies.
- Slightly reduced the accuracy of bots with rifles.
- Bot ranks will match their difficulty levels; the higher the rank, the harder the enemy.
- Improved the “throwback explosive” behavior. Bots will throw back explosives at their visible enemy, or in a random direction if there is none.
Bug Fixes
- Potential radial menu fix for Mac OSX & Linux, game must be run in full-screen.
- Updated commonwealth No77 smoke to No79 smoke.
- Destroyable objectives no longer take physics damage.
- Smoke grenades landing in water and not detonating no longer cause a cough VO response.
- Fixed audio ducking continuing in spectator after death.
- The game will no longer continue to prompt the kit menu during the pre-round state.
- Fixed Linux servers reporting the incorrect CPU usage in the “stats” command output.
Map Changes
- Bastogne
- Layout adjustments to improve level flow.
- Additional optimization.
- Updated 3dskybox.
- Improved art and lighting in overall map.
- Comacchio
- Layout adjustments to improve level flow.
- Moved destructible wall in the church.
- Updated Offensive, Frontline, Liberation.
- Fixed several small issues throughout the map.
- Dog Red
- Major art pass.
- Fixed several issues throughout the map.
- Ortona
- Layout adjustments to improve level flow.
- Additional optimization.
- Updated offensive.
- More polishing.
- Reichswald
- Adjusted final axis spawn area.
- Additional art pass.
- Fixed several glitches throughout the map.
- Reduced sun brightness.
- Updated Liberation
- Updated soundscapes
- Salerno
- More polishing.
- Added extra stairs in Offensive A building.
- Saint Lo
- Major art pass.
- Layout adjustments to improve level flow.
- Additional optimization.
- Fixed several issues throughout the map.
- Updated 3dskybox.
- Sicily
- More polishing, includes updated 3dskybox.
- Moved Frontline Commonwealth start spawn a tad forward.
- Fixed numerous flaws throughout the map.
Modding
- SDK now updated with example maps for new game modes.
[ 2017-02-09 21:04:29 CET ] [ Original post ]
We have just begun our weekly livestream on the official New World Twitch channel. Join us this week to preview Day of Infamy's upcoming major update.
To play on the beta branch, opt into the beta by right-clicking Day of Infamy in your Steam library. Select Properties, Betas tab, and select beta branch from the dropdown menu. There is no password required, so leave that field blank.
The event for the test can be found here.
[ 2017-02-05 17:29:56 CET ] [ Original post ]
Join community manager and voice actor director Michael Tsarouhas for our weekly livestream on the official New World Twitch channel. This week we will be beta testing Day of Infamy, with some Cooperative gameplay along with the recently implemented Firefight and Sabotage multiplayer modes.
To play on the beta branch, opt into the beta by right-clicking Day of Infamy in your Steam library. Select Properties, Betas tab, and select beta branch from the dropdown menu. There is no password required, so leave that field blank. Once you are in game, check the "In Testing" playlist from the Cooperative or Multiplayer menus to find beta servers.
[ 2017-01-29 16:54:37 CET ] [ Original post ]
Join our community manager Mikee and lead level designer Jeroen van Werkhoven as we discuss Day of Infamy's development on the NationFusion live stream! http://www.hitbox.tv/nationfusion
[ 2017-01-24 19:27:00 CET ] [ Original post ]
Today at 3pm EST we will be conducting a large scale testing event to help stress test new features and modes. The test will take place on the "Beta Branch" which can be opted into under Game Properties -> Betas. We will be hosting numerous servers for this event, both multiplayer and cooperative. The multiplayer servers can be found under the "Official" section of the server browser, while the cooperative servers can be found under the "In Testing" section of its respective browser. We are hoping for a large turn out so we can properly determine whether our servers can handle the 40 player load. If you are free to join, we hope you will accompany us for this special event! We will be testing:
New Multiplayer Playlists
The new Battles playlist features a higher player count of up to 40 players which we hope to test for both balance and performance. The playlist features Frontline, Liberation and Offensive modes, all of which contain changes of their own. The new Special Assignments playlist supports up to 20 players and features more tactical game modes, including the new mode Sabotage (which has been updated) as well as the introduction of the popular Insurgency game mode Firefight.
New Cooperative Game Modes and Objective Types
Stronghold and Entrenchment modes in coop have seen major changes. Stronghold now features new objective types such as destructible Flaks and Fuel Dumps, as well as Assassination Targets. Entrenchment is now more focused and intense, focusing on defending a single point at a time instead of multiple. The cooperative servers will also be featuring the new game mode Raid, which selects 3 random objectives each round, which must be discovered and subsequently attacked in whichever order the players choose. We are looking for feedback on the mode before it's released publicly.
New Default Unit Types
Fallschirmjagers and Canadians are now the default units on certain maps to reflect the historical nature of these battles.
Updated Maps
We've made several level changes to many of the maps based on feedback and balance data, including Ortona, Reichswald and Bastogne.
[ 2017-01-24 18:58:27 CET ] [ Original post ]
https://youtu.be/6K22tiFMuYg
The judges from New World have selected the winners of the Gamebanana & Mapcore DOI Mapping Contest, sponsored by Corsair. Congratulations to all finalists, as it was a close finish and required multiple playtests to ensure we discovered the essence of each map. We have assembled a countdown trailer (see above) to announce the winners and to demonstrate their environments and gameplay. Outlined below are the winners and feedback from our lead level designer Jeroen Van Werkhoven.
1. Mercury
A Beautiful medium sized map with a strong setting and theme. The level has a high fun factor due to its significantly designed objectives. The fort is an excellent example of that, the moment you're pushed back by the enemy to protect the airfield it feels like taking part in a WW2 movie. Lighting is solid, but the bloom is a bit too much, especially when exiting an interior your eyes have to adapt to the brightness which can be a bit frustrating at times when fighting off the enemy. The overall art direction of this map is stellar, and the attention to detail is exceptional and deserves a lot of credit.
2. Kruppstahl
Well executed industrial themed map. The warehouse and factory interiors are well done. Some of the interiors could benefit from additional props to improve their authenticity. Lighting is stellar, good contrast between interior and exterior areas. Gameplay is great overall. However, due to the large scale of this map, some of the areas feel a bit to open and hard to cross. Overall the map is a lot of fun to play and easy to memorize due to its strongly defined areas.
3. Brest
The art in this map is awesome and goes greatly with the theme. There are many memorable play spaces that help the player to navigate through the map more easily. The dock is a great example of this. Also, the 3dskybox adds an extra dimension to the map look and feel. Gameplay is great overall but suffers a bit from linearity. The objectives are well designed but lacking some strong defensive positions. Also, spawn placement could use some work to avoid spawn camping and to improve balance. It wouldn’t harm to extend the map a bit to give the player a bit more breathing room around their main spawn areas. Brest is a great looking map with a lot of potential, huge thumbs up for the custom art.
4. Bure
Icy map with great potential. The iced river and bridge is a notable area and provides the map with a strong identity. The buildings feel great overall, but they lack character and detail. Lighting does its job for the setting but is a bit behind in contrast and overly-bright in areas. The art direction could use some extra attention, texture choice and props aren't always consistent with the setting. The great design of the church is visually appealing and a fun fighting ground. Gameplay wise this map is very challenging. It's very hard for the attacking team to cross the bridge. The attacker's side could use some higher buildings with accessible floors and extra cover on the bridge. These additions will improve the balance and fun factor of this map hugely. The breakable windows is a nice extra but the amount could be reduced a bit to avoid repetition and to make it clear for the player that the windows are in fact breakable.
5. Tobruk
Unique theme and setting but needs a lot of work on construction and scale to match other maps. Most of the streets are quite empty. They could benefit from a bit more cover and detail to make it more appealing for the player to advance through the streets. The buildings look generic and can use more detail and textures, a bit more color wouldn't hurt the visual side of the map. The gameplay is solid, and firefights are quite memorable when fighting from building to building. The dusty feel helps with selling the setting and makes it a lot more intense when bullets are flying around your head. Something to consider is to replace the church with a different structure, maybe a hotel or something else that fits better in the environment. Overall Tobruk has a lot of potential, and we hope to hear more from it in the future. Check out the other finalists in the contest in this post. You can play all these maps by subscribing to them on Workshop.
[ 2017-01-22 19:09:43 CET ] [ Original post ]
As we work towards the full launch of DOI, one of our goals is to have the game translated into as many languages as we can. Thankfully, we can do it with your help with our Translate website. In particular, we are striving to localize the game in the following languages over the next few months:
[ 2017-01-21 22:59:17 CET ] [ Original post ]
Starting at 12pm EST (5pm GMT) we will be livestreaming from the official New World Twitch channel the playtest of the top five finalists for the Gamebanana & Mapcore Day of Infamy Mapping Contest, sponsored by Corsair. Players can join the test by subscribing to the DOI Map Contest Testing Playlist on Workshop. All ten maps must also be subscribed to (find their links below).
The Finalists, in alphabetical order:
Brest
Subscribe on Workshop
Bure
Subscribe on Workshop
Kruppstahl
Subscribe on Workshop
Mercury
Subscribe on Workshop
Tobruk
Subscribe on Workshop
The Honorable Mentions
While the five runner-up maps won't be tested today, they remain on the map contest servers for players to enjoy in the coming weeks. Our lead level designer Jeroen Van Werkhoven has looked at each map and offers his invaluable feedback to help improve their work: Alps Strong setting and a good looking map, but a bit rough around the edges. The rocks in the foreground seem a bit too much manmade. I think one the elements the rocks can benefit from is better materials and depth. Blending the rock material with grass will improve the overall quality of the map even more. The big tower adds a lot to the vertical feeling of the map. However, it would be great if it was accessible, maybe not all floors but just a few good spots for snipers and MG to improve the overall fun factor of the map. Dianville Great looking map but struggles a bit on the gameplay side. Offensive A can use quite some work to improve the overall fun factor of the map. I suggest to open up the building more, blown out wall perhaps, but something to make the building less concealed and more approachable for attackers. The sewer system is a nice addition but can use some work from a visual perspective. The back area with the big antenna feels a bit random, maybe a clear road towards the church will give it a more realistic feel and improve the overall gameplay. Metz Great map with potential. However, some of the areas are a bit lacking in theme. Especially the farm area can use a lot of work; the landscape feels a bit dull. Maybe some trenches and creating some more fleshed out fields with crops could give this area a better overall feel and will also improve level flow and balance. The town could use some extra detail too. Mainly decals and different windows will go a long way to improving the overall feel of the town. The church is a great spot, both from visual and gameplay perspective. Interior lighting feels a bit flat; especially the church can use some warmer light colours. Normandy A map with a strong architectural setting and feel. The town layout is solid and a lot of fun to fight through. One of the elements this map could benefit from is more dirt and a stronger art direction. Some of the buildings are looking brand new and lacking a bit in making the map feel like a war zone. Decals, more broken walls and more suitable materials can help a lot for immersion. In some of the areas the map feels a bit like a theme park because of its joyful colors. Also on the gameplay side, the map could use a few more adventurous elements, roof access, and accessible church tower will make it even a more fun map to play. Westwall Overall the map feels great, but it suffers a bit from its large scale. Performance makes the map a bit less fun than it could be, this mostly caused by the huge amount of trees, props and geometry. Reducing the amount of detail on the map will help quite a bit for performance and also improves the readability of the map. Also, the trees don't fit well in the area; they're too green and breaking the feeling a bit of a cold snowy environment. The Axis base feels very convincing with the barracks and watchtowers and has great gameplay. The interior lighting throughout the map can use some work, but mainly the church could benefit from some warmer light tints.
[ 2017-01-15 16:46:37 CET ] [ Original post ]
Thank you to all the level designers who took the many weeks of hard work to produce a map for the Gamebanana & Mapcore Day of Infamy Map Contest, sponsored by Corsair. The expert judges at Gamebanana and Mapcore have scored all 21 entries, and outlined below are the Top 10 listed in alphabetical order.
We will be announcing and playtesting the Top 5 maps this Sunday, January 15th at 12pm EST and livestreaming on our official New World Twitch channel.
Top 10 (Alphabetical Order)
Alps
Download from Gamebanana Subscribe on Workshop
Brest
Download from Gamebanana Subscribe on Workshop
Bure
Download from Gamebanana Subscribe on Workshop
Dianeville
Download from Gamebanana Subscribe on Workshop
Kruppstahl
Download from Gamebanana Subscribe on Workshop
Mercury
Download from Gamebanana Subscribe on Workshop
Metz
Download from Gamebanana Subscribe on Workshop
Normandy
Download from Gamebanana Subscribe on Workshop
Tobruk
Download from Gamebanana Subscribe on Workshop
Westwall
Download from Gamebanana Subscribe on Workshop View all the entires on Gamebanana
[ 2017-01-13 15:30:43 CET ] [ Original post ]
Today we are releasing a patch to address some issues and make some improvements based on feedback we have received since launching Beta. Full change list below:
Stability Fixes
- Resolved crash when connecting to a different server.
New Features
- Class loadouts can now be saved from the outfit selection menu.
- Once you have selected a loadout to be saved, type a name for it in the box and click the “Save Loadout” button.
- Loadouts which cost more supply than your current supply will be greyed out and unselectable.
- Max squad size changed from 16 to 20 to support up to 40 player servers.
- New Sabotage scenarios
- Comacchio Sabotage
- Reichswald Sabotage
- Bastogne Sabotage
- Saint Lo Sabotage
Game Mode Changes
Liberation
- Added 3 starting waves for each team.
Offensive
- Added new “auto regroup timer” which triggers after a second “dead player ratio” is reached. When 40% of the defending team dies, the regroup point opens up. When 60% of the defending team is dead, the 40 second timer is set.
Sabotage
- Fixed a bug with spawning in the wrong location.
- Defending team can no longer regroup when there is just 1 remaining target.
- Now 40% of the defending team must die in order for a regroup point to unlock instead of 50%.
- Increased the class limits across the board.
Coop
Balance Tweaks
- Reduced the amount of pellets the Ithaca shotgun fires from 12 to 9.
- Increased the Carpet Bomber bomb count from 12 to 16.
- Increased the Stuka damage radius from 1400 to 1600.
- Increased the effectiveness of the Strafing Run.
Bug Fixes
- Fixed bug in the outfit selection UI where after selling one item, items which could now be purchased would not indicate this to the user.
- Fixed enemy bots not having bayonets.
Level Design Changes
Bastogne
- Updated main street in the town with more cover.
- Added more defensive positions in and around the church.
- Made a few more buildings accessible in the town.
- Unblocked an area which was sealed off previously.
- Updated Flak locations for sabotage.
- Updated Liberation objective locations.
- Revised Stronghold spawn locations.
- Updated art in numerous areas of the map.
- Continued optimization.
- Fixed several glitches throughout the map.
Reichswald
- Adjusted bridge area and bunker.
- Adjusted Axis spawn/area to make it less easy for Allies to lockdown the area.
- Moved Reichswald house to improve balance for Frontline and Liberation.
- Extended lake to make the area more interesting and diverse.
- Added more trees and cover around the Reichswald house.
- Removed trees near Offensive A to improve line of sight for both factions.
- Changed objective location Offensive, Liberation B and Frontline C to Bridge Bunker.
- Updated Frontline objectives to improve balance.
Saint Lo
- Made a few upstair’s areas accessible.
- Moved the initial spawn for axis in frontline
- Fixed several clipping issues
- Closed off a broken wall
- Updated all the rubble materials.
Comacchio
- Updated Frontline and Liberation scenarios.
- Various level design tweaks throughout the map.
Salerno
- Tweaked spawn locations for Liberation and Frontline.
- Fixed stuck spots.
- Optimized navmesh.
[ 2017-01-06 15:08:12 CET ] [ Original post ]
Today we are releasing a hotfix to address some major issues with cooperative that have been present since the Beta release. We've been working hard into our holidays to make sure our players have the ingame experience they’re meant to have.
Fixes
- Fixed major bug in Stronghold and Entrenchment causing the “Next Objective” to not reset when the round restarts. This would make the next objective that’s unlocked usually the wrong objective after the round restarts, assuming there was progress made in the previous round.
- Fixed bots spawning under the map in Bastogne cooperative modes.
- Fixed bad spawn locations in Bastogne cooperative modes
[ 2016-12-25 17:03:45 CET ] [ Original post ]
We have released another hotfix with the changes outlined below. There remain some outstanding issues that we are aware of, however we are busy taking some time with family and friends for the holidays following a very busy crunch period. We hope you understand that we will get to fixing many of the other bugs as soon as possible.
Bug Fixes
- Fixed a client crash when entering the outfit selection menu.
- Fixed issue with bolt-action rifle stripper clips.
- Fixed issue where Grease Gun and Sten stocks would be missing when a sling is attached.
- Fixed issue with number of rounds ejected on half-empty reloads.
Map Changes
- Bastogne: Add additional Entrenchment objective.
- Reichswald: Fixed capture zone.
Other
- If gloved hand view models are not defined for a class they will fall-back to normal hand models. This will fix maps set to cold weather that also feature Commonwealth Forces.
[ 2016-12-24 18:31:48 CET ] [ Original post ]
First, we wish our community a happy and safe holiday season!
https://www.youtube.com/watch?v=Q6vQ2Tnns_w
Today we are releasing a hotfix to address a few issues from yesterday's Beta launch update. The changelist is:
Balance Changes
- Increased Stuka bomb penetration distance from 300 to 500
- Modified strafing aim logic, it now starts closer to your cursor instead of the cursor acting as the center point of the strafe.
Bug Fixes
- Fixed a crash on the class menu.
- Fixed attachments not rendering on weapons when hovering over classes in kit menu.
- Fixed some issues with Stronghold gamerules logic.
- Fixed Entrenchment points unlocking improperly.
- Fixed aircraft spawning during pre-round in Raid.
- Fixed some animation issues relating to the Springfield grenade launcher.
- Fixed some animation issues relating to the Kar-98k, Springfield & Enfield rifles.
- Fixed supply drops disappearing shortly after drop on Reichswald and Bastogne.
- Fixed incoming enemy bomber VO playing the friendly bomber lines.
Updated Content
- FG42: Updated viewmodel textures.
Map Changes
- Bastogne
- Fixed a glitch in the town where players could get behind a wall.
- Fixed spawn & objective positions.
- Fixed a nodraw face in the town near objective B.
- Fixed missing localizations for some objectives.
- Extended 3d skybox to improve air support.
- Added missing soundscape proxies for co-op modes.
- Sicily
- Fixed an area portal window issue.
- Reichswald
- Fixed a number of colliding props.
- Adjusted fade distances on crates in the bunker.
Other
- Disabled displacement light super sampling in VRAD any maps compiled again after this fix will no longer see black areas on displacement surfaces.
- Disabled join faction button if the team you are attempting to join is full.
- Added Saint Lo to Liberation & Offensive only playlists.
[ 2016-12-23 22:00:30 CET ] [ Original post ]
The latest milestone in Day of Infamy's development has been reached, as we move from Alpha phase into Beta. Thank you to our passionate community, who provided feedback through our surveys, forums, and analytical data that enabled us to make some major changes. Maps such as Bastogne and Reichswald have been overhauled, improved balance to player classes, performance improvements, and various bug fixes.
We are also introducing several major features, such as stats and rankings, the unit system, air support, and new game modes. New shaders for characters and environment materials have boosted the graphic fidelity of the Source engine. As we move forward into the Beta phase, our focus will shift from experimentation to finalization. We will polish the visuals, improve the user experience, and finalize content.
Stats & Rankings
Official servers are now tracking player stats, that can be viewed in the Profile menu. There are several rank levels to attain, and when you advance, your character model will display the arm patch of your rank. Upon the game's full launch, stats will be reset for all players.
Unit System
With the introduction of stats and rankings, we have created a system to reward players with an unlocked Unit inventory item when they rank up. These Units will be strictly cosmetic, adding diversity to each faction and expanding historic representation. With the beta release, we are providing one Unit per faction exclusively to our Early Access customers. Anyone who buys the game after launch next year will not be able to obtain these Units, unless they are traded for on Steam. These "First Wave" Units are based upon units that served during the outset of the Second World War: Gordon Highlanders (Commonwealth), 1st Ranger Battalion (U.S. Army), and 1.Infanterie Division (German Wehrmacht). We already have several more Units in progress, such as Fallschirmjäger, 101st and 82nd Airborne divisions, 92nd "Buffalo Soldiers" Infantry Division, Canadian regiments, Australian regiments, Indian regiments, and even more planned.
Air Support
The addition of air support brings a new level of intensity to each battle. All factions now have a Carpet Bombing option, while the U.S. Army have a Mustang strafing run and the Germans have a Stuka dive bomber, with their fearsome siren.
View the full changelist below:
New Content
- New stats system and player Profile menu.
- Progress shown at the end of the round and in your player profile.
- New ranking system.
- Rank designation is visible on characters in the game.
- New Unit system: Units are Steam Items which can be collected ingame and traded on Steam. Units change the way you appear ingame, each having a unique aesthetic look and appropriate insignia. In the future they will be unlockable using the game’s ranking system.
- “First Wave” units provided exclusively to all Early Access players. These units will not be obtainable by non-early access purchasers unless traded for.
- 1.Infanterie-Division (German Faction).
- 1st Ranger Battalion (US Faction).
- Gordon Highlanders (Commonwealth Faction).
- New map: Saint-Lô
- Saint-Lô is based on the classic Day of Defeat map Thunder, taking place in a destroyed and rainy French town.
- New Sabotage multiplayer mode.
- Tactical Attack/Defend mode where attackers must destroy three Flak-88 targets in the map. Attackers respawn only when they destroy one of the targets, while the defenders respawn by regrouping. Attackers get a supply drop when an objective is destroyed.
- New weapons:
- FG42 (German Faction.)
- Einstossflammenwerfer 46 area denial weapon (German Faction.)
- Vickers Machinegun (Commonwealth Faction).
- M1917 single action revolver & Moon Clip upgrade (US Faction).
- New radial support options:
- Mustang machinegun run (US Faction).
- Stuka dive bomber (German Faction).
- Carpet bomber (All factions).
- Supply crate drop (All factions).
- New weapon features:
- Melee bashing.
- Visible slings on rifles.
- Bayonet now available for the Ithaca shotgun.
- Characters now wear gloves on cold weather maps.
Performance Improvements
- Improved OGG Vorbis audio streaming to reduce stuttering on slower hard drives.
- Performance passes on multiple maps.
Gameplay Improvements
Classes
- Major class overhaul to provide more unique roles with dedicated class based attributes:
- Officer - Fire support call in.
- Rifleman - Enhanced stamina.
- Assault - Quicker movement.
- Support - More resistant to suppression.
- Flamethrower - Extra weight capacity.
- Communications - Speeds up objective captures.
- Engineer - Faster reloading.
- Machinegunner - Extra ammunition.
- Sniper - Hold breath for longer (focus).
Game Modes
- Redesigned Offensive mode
- Defenders need to fall back & regroup to respawn.
- Defenders also respawn when they lose an objective or if their whole team dies.
- Attackers have modified reinforcements count and time between each wave.
- Updated Frontline mode:
- Starting wave counts & reinforcement times reworked.
- When a team advances on their enemy’s radio, it cuts their enemy’s wave count to 0. The enemy can still counter-attack to gain additional waves.
- Updated Liberation mode:
- Modified starting wave counts & reinforcement times to make this more tactical with a heavy importance on each life.
- Invasion mode:
- The old Offensive, available on Dog Red, Sicily and Bastogne.
- Support options disabled briefly at the beginning of the round:
- Air support - 60 seconds
- Artillery - 30 seconds
- Smoke Artillery for attacking teams - Not Disabled.
- Supply drops - Not Disabled.
- Supply drops will replenish health when used to rearm.
Weapons
- Heavy weapons are now slower to ADS.
- Heavy machineguns cannot ADS unless deployed.
- Bren & Bar now have a slight recoil reduction.
- Bren & Panzerschreck sight FOV tweak to make aiming easier.
- Bazooka, Panzerschreck & PIAT damage increased slightly.
- Panzerfaust damage reduced slightly.
- M1 Carbine slightly reduced free aim for better hip fire control.
- All machineguns can now fire faster after deploying & deployed reloading.
- Bolt actions & shotguns can now fire faster after chambering a round or reloading.
- Bells can no longer be rung by shooting them, must be “used” or triggered via explosives.
- Destructible walls allowing for new flanking routes added to all maps. These walls are only destroyable with rockets or heavy explosives. Players receive a score bonus for blowing up a destructible wall.
Updated Content
- Bastogne major layout overhaul.
- Reichswald major layout overhaul & lighting pass.
- New sleeve models & materials for 1st person arms.
- Sliding now performs a baseball slide instead of knee slide.
- Texture improvements for damaged Commonwealth & US radios.
- Updated Ithaca shotgun model & textures.
- Updated Welrod model & textures.
- US bayonet texture updated.
- New world GGX Shader.
- Water shader now supports cascaded shadows.
User Experience Improvements
- New Faction / Unit Selection screen.
- Improved Class / Outfit Selection screen.
- Clearer UI images for German grenades.
- Radial menu now shows which support assets are disabled or on cool down.
- Radiomen & officers now have clear UI icons depicting their function.
- Tutorial page added to main menu with video tutorials.
Bug Fixes
- Smoke not being rendered through 3d scopes.
- Can no longer prone into underwater.
- Certain US classes not being assigned melee weapons.
- Flamethrower pilot light not aligned when weapon is in down state.
- Killing bots will no longer kick you from a practice game.
Cooperative Improvements
- Disabled elite units for re-introduction at a later date.
- Behavior updates:
- Bots should now be much less aggressive when chasing targets.
- Bots should now value their life a little more, and should hold their cover for longer.
- Sensor updates:
- Bots reaction times, field of view and hearing distances have been reduced to be less superhuman.
- Added a morale system to soldiers. Gruesome deaths of allies (explosions, burning) may cause certain units to route and retreat.
- Headshotting an officer will force nearby soldiers to retreat.
- A unit will not rout if they have an officer nearby.
- Entrenchment:
- Air support may be called in against the defending players.
- Stronghold:
- Counter attack mechanics revised.
- Counter attacks are no longer guaranteed.
- Air support may be called in against the captured point.
- A counter attack now spawns extra enemies.
- A counter attack now lasts longer.
- Reduced the amount of battle chatter from bots.
- For modders: Officers/ game-mode logic will now call in fire support from the theater definitions.
- Bug fixes:
- Fixed an issue where bots were unable to path to a destination due to too many deaths.
- Bots will now always throw a grenade they have pulled the pin on.
- Bots should stop freaking out about grenades they can’t see.
Map Changes
- Sicily
- Small layout adjustments to improve level flow and balance.
- Raised skybox for air support.
- Fixed several small issues throughout the map.
- Ortona
- Adjusted layout to improve level flow and balance.
- Added lion statues.
- Added more destructible walls.
- Fixed several glitches throughout the map.
- Raised skybox for air support.
- Salerno
- Small layout adjustments to improve level flow and balance.
- Rosetta added to the church.
- Raised skybox for air support.
- Dog Red
- Moved B objective Offensive.
- Raised skybox for air support.
- Bastogne
- Major layout adjustment to improve level flow and balance.
- Updated snow materials.
- Added more detail throughout the map.
- Raised skybox for air support.
- Reichswald
- Major layout adjustment to improve level flow and balance.
- Changed level theme to autumn (wip) to improve readability and overall setting.
- Raised skybox for air support.
- Comacchio
- Small layout adjustments around the church area.
- Fixed several glitches throughout the map.
- Raised skybox for air support.
‘In Testing’ Additions
- New Raid cooperative mode added to ‘In Testing’ playlist:
- Players must check areas provided by intel for high value targets and destroy them. Some potential targets are decoys, discovering them will reveal the actual targets by process of elimination. Players will be resupplied via supply drop when an objective is destroyed.
Modding
- Map script can now be used to restrict firesupport options per faction & per gamemode.
- Fixed an issue in sdk_liberation example map, vmf.
[ 2016-12-22 21:46:28 CET ] [ Original post ]
Day of Infamy is approaching our beta launch. Our objective is to include the first implementation of a complete feature set for the game. From there, we will iterate based on player feedback and get the game the best it can be for full launch early next year.
To help with beta testing, you must enable the beta branch of the game. To enable the beta branch, right-click on Day of Infamy in the Steam Library. Select Properties, then the Betas tab. Select 'beta' in the drop down. There is no code required, so leave that blank. Ensure your game downloads the update. If it is not updating, or you join the game and cannot find servers, try restarting Steam.
We have a number of new features in the beta branch that require testing. Also please note that some of the art is placeholder, especially in our new Profile sections.
New Map
- Saint Lo
Map Layout Changes:
- Salerno
- Ortona
- Reichswald
- Bastogne
Updated Reichswald
New Game Modes
- Sabotage (PVP): Attackers must destroy three 88mm Flak gun emplacements with TNT.
- Raid (Coop): Attackers must find and destroy two 88mm Flak gun emplacements with TNT.
Game Mode Changes:
- Frontline: Increased starting wave count to 10. 40 second reinforcement timer. 60 second objective capture time.
- Liberation: 60 second objective capture time. 40 second reinforcement timer.
- Offensive: Defenders must regroup to reinforce their team when 50% of teammates have been killed. 40 second reinforcement timer. 120 second objective capture time.
New Weapons
- FG-42 (German)
- Vickers machine gun (Commonwealth)
- M1917 revolver (US)
- Eintossflammenwerfer (single-use flamethrower for Germans)
Weapon Changes
- Melee bashing for most weapons
- Heavy machine guns now can only aim down sights when deployed.
- Vickers MG ammo count decreased from 250 to 100.
- Time before being able to fire when deploying MG's & deployed reloads decreased.
- Time before being able to fire when chambering a round or reloading for bolt actions and shotguns decreased.
- Time between melee weapon hits decreased.
- Bayonet for Ithaca shotgun.
- Heavier weapons are now a bit slower to ADS.
- Bren and BAR slight recoil reduction.
- Bren and Panzerschreck iron sight FOV tweaks to make aiming easier.
- Bazooka, Panzerschreck and PIAT damage increased slightly (approx 5%).
- Panzerfaust damage reduced slightly (approx 10%).
- M1 Carbine slightly reduced free aim for better hipped fire control.
Expanded Fire Support
- Cooldown timers for fire support at beginning of the round, depending on the team and support option.
- Cooldown times displayed in radial menu options.
- Stuka dive bomber for Germans.
- Mustang strafing run for US.
- Carpet bombing run for all factions.
User Interface
The following are still in a very early state, so layouts are incomplete and they are using placeholder art or text.
- New Team Selection menu when joining a match. Also where units enabled for the map can be selected. (Note: only developers can select units at this time)
- Profile Menu:
- View your rank progress.
- View progress of achievements and awards.
- Manage your unit inventory.
- View stats for maps, weapons, and modes.
[ 2016-12-22 02:54:03 CET ] [ Original post ]
A new community survey is available to be completed, and we hope you can help! As Day of Infamy reaches the final chapter of early access, we want to ensure the best possible user experience for first-time players at launch. As we finalize the design of the game, we can use your guidance. Take the new survey here. Thank you for your feedback! For those interested in viewing the results of our previous survey, check out the PDF here.
[ 2016-11-24 16:39:31 CET ] [ Original post ]
We are releasing a hotfix today that addresses some issues. You can see yesterday's update notes here. Details below:
Bug Fixes
- Fixed characters rendering in black on Mac OS X.
- Fixed Linux crashing on level load due to a GLSL translation error.
- Fixed cases where crash handler would keep running after the game has been closed.
- Fixed floating grenade projectile when firing rifle grenade.
- Shootable bells can now only be rung from being shot, meleed or hit with explosives.
Cooperative Tweaks
- Stronghold
- Only radiomen will fall back to trigger the counter attack
- Decreased counter attack instant respawn from 60 seconds to 45 seconds.
- Reduced counter attack artillery chance from 50% to 35%.
- Reduced the enemy count on the Dog Red final bunker and increased the respawn time.
- Reduced the enemy count on the Sicily beachhead.
- Removed health bonus on officer bots.
- Reduced bot bayonet damage from 100 to 50.
- Fixed flamethrower bots not firing sometimes.
Map Changes
- Ortona
- Fixed Frontline restricted areas, scenario added back to multiplayer playlist.
- Removed clip brush in a building near to the cathedral.
- Re-added stairs in the axis radio building.
- Navmesh updated.
- Comacchio
- Navmesh updated.
Other
- Bells can now also be rung if you press the use key on them.
- BattleEye now also enabled on PvP and coop servers in the main playlist in addition to “in testing”.
- Tweaked grenade launcher fire animations.
- Improved readability of respawn information in the spectator HUD.
[ 2016-11-24 15:10:31 CET ] [ Original post ]
We have released a substantial update to Day of Infamy today, including performance improvements, BattlEye anti-cheat, destructible walls for alternate map routes, lethal bayonet charging, improved character art, helmets that fly off, a new map in testing, and much more! Check out the full changelist below:
Performance Improvements
- Map Performance Pass
- Sicily
- Ortona
- Model Performance Pass
- All character models, improved LODs and bones collapsed in higher LODs.
- Third person weapons improved LODs.
New Content
- Added BattlEye anti-cheat.
- New map: Saint Lo - Inspired by DoD “Thunder” now available in the “in testing” playlist.
- New weapon: German “Splitterring Stielhandgranate”
- New weapon upgrades:
- American “White Phosphorous” bazooka round.
- M1 Garand grenade launcher.
- Suppression audio heartbeat effect heard when suppressed and under 40% health.
- Shootable Bells on the following maps:
- Bastogne
- Comacchio
- Ortona
- Salerno
- Sicily
- “Explosive planted” VO for TNT for all factions.
- 1st person screen desaturation shader tied to low player health.
- Caps for German officers.
Updated Content
- Improved shading on character models using new SurfaceGGX shader.
- New Springfield & grenade launcher models.
- Bayonet option now added to all bolt action rifles regardless of class type.
- New lighting in the kit selection menu when shader detail is set to “high” or above.
- Particle tails now added to rifle grenades & launcher rounds.
- Added pilot light particles to flamethrowers.
- Improved TNT textures for all factions.
Gameplay Improvements
- Destructible walls allowing for new flanking routes added to all maps.
- Bayonets can now be charged for a guaranteed kill by holding the attack key.
- Helmets now have a percentage chance to be knocked off characters by headshots or nearby explosions.
- Reduce confusing battle sounds from soundscape ambiences.
- Rebalanced grenade launchers to use grenade damage values.
Bug Fixes
- White phosphorous impact grenades no longer bounce or roll after detonation.
- Fixed missing prop dynamic override on Bastogne.
- Fixed bots occasionally not being assigned their fuel tank when using flamethrowers.
- Fixed missing localization string for “Radial Request Artillery” in the keybinding menu.
- Fixed grenade launcher reload skipping.
- Fixed bad angular velocity impulses being applied to the Bazooka round.
- Fixed smoke grenade particle alignment.
- Fixed exit impacts for bullet penetration.
Cooperative Improvements
- Stronghold:
- New Counter Attack Mechanic:
- After capturing a point, an enemy will retreat to call in a counter attack. If he gets there safely, the enemy army will assault the captured position with intensity. Look for the swearing, sprinting soldier who holstered his weapon!
- During a counter attack artillery may be called against the players.
- Round timer changed from 20 minutes to 5 minutes, which will reset on each point captured. The final radio objective time has been reduced to 90 seconds so be quick to destroy it.
- Rare chance of elite, better equipped enemies spawning throughout the round.
- On the final radio objective, fire support will be called against the players and elite enemies will be defending.
- Elite, better equipped enemies will start appearing towards the end of the round.
- In Solo mode, any living ally will head to the regroup point to reinforce the team when it is unlocked, allowing the player to keep fighting.
- Other:
- Easy difficulty changes:
- Allied bots will endlessly spawn in Stronghold.
- Enemy bots will take 2.5x longer to react.
- AI will try to avoid and repath around areas with death and gunfire.
- German Engineer bot now has a C96 Carbine.
- Allied bots are now 50% more accurate.
- Fixed a bug where flamethrower bots were burning to death on spawn.
Map Changes:
- Ortona
- Changed defender spawn location for Objective A in Offensive.
- Fixed church window clipping issue.
- Fixed numerous exploits and community identified flaws.
- Major art pass on all areas of the map.
- Minor layout adjustments to improve level flow and performance.
- Comacchio
- Fixed player clip allowing players to get outside of the map bounds.
- Minor art pass on several areas of the map.
- Reichswald
- Fixed stuck spots at front of entrenchments.
- Fixed several issue throughout the map.
- Minor performance improvements.
- Salerno
- Adjusted Salerno entrenchment mode to improve gameplay.
- Adjusted Salerno Offensive mode to make it more balanced.
- Fixed numerous exploits throughout the map.
- Adjusted several areas of the map to improve level flow.
- Updated soundscapes.
- Clipping pass to smooth out player movement.
- Sicily
- Minor layout adjustments to improve level flow and performance.
- Fixed small clipping issue near bakery.
- Fixed several small issues throughout the map.
[ 2016-11-23 17:14:09 CET ] [ Original post ]
Work in progress versions of our Gamebanana and Mapcore contest maps are ready for testing by the community. Come check out twelve new maps on our testing servers!
To play these maps, just subscribe to the Steam Workshop playlist here. This will download all the maps and give you access to the playlist ingame. Open Day of Infamy and select “Multiplayer Battles”. Select the playlist to the left titled “Map Contest Testing”, select a server, and join up.
We will be keeping the servers online and testing will be ongoing. We are hosting an event tomorrow, November 6th, at 8 pm CST (2 pm EST) where developers and level designers will be participating in testing and getting feedback directly from players. The event can be found here.
Please be aware that these maps are not final and the contest deadline is not over. What is being played are work in progress from level designers in our community. This is an excellent opportunity for creators to gather valuable feedback on their work, so please help them by sharing your thoughts via the comments section of each map item on the Steam Workshop. You can find a list of the maps under “Required Items” to the right in the Workshop playlist.
Enjoy, and please share your thoughts!
[ 2016-11-05 16:31:44 CET ] [ Original post ]
Day of Infamy is now a Daily Deal on Steam with a 25% discount. We hope the timing of the sale coinciding with yesterday's Dismemberment update will bring in many new players and renewed interest from our early adopters.
We’ve assembled a special 3D scene to preview the dismemberment experience using Sketchfab. Check it out below:
https://sketchfab.com/models/b21e28d501bc47329578c829f5afc78f/
We are excited to play the new update with you all, both new and old players alike, throughout the weekend. We look forward to hearing your feedback of the new additions and changes.
[ 2016-10-29 17:28:45 CET ] [ Original post ]
Today's Deal: Save 25% on Day of Infamy!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
[ 2016-10-29 17:00:00 CET ] [ Original post ]
We have just released a small, optional update which should stop the "Engine Hunk Overflow" error from happening on Mac when connecting to servers. This is a client side update, so servers will not have to restart.
[ 2016-10-29 13:50:33 CET ] [ Original post ]
Today we are excited to unveil our most significant update yet. We are referring to it as the Dismemberment Update, paying tribute to Halloween and the new character dismemberment feature.
In addition to dismemberment, this update contains a lot of new content including new map Salerno, based on Avalanche from Day of Defeat. This map is not only nostalgic for Day of Defeat players, but it is a ton of fun especially when combined with the new dismemberment feature and the new weapons that have been added to the game.
The new weapons include the Browning HP, Thompson M1A1, TNT/Sprengbuchse explosives, Panzerschreck, Nebelhandgranate and for coop only the scoped M1C Garand and suppressed Sten Mk. V.
Full changelist of this update below:
New Feature
- Added dismemberment. Players can now lose their limbs on or after death when an explosion goes off or a limb has taken a high amount of bullet damage. This can be toggled on or off through game options.
New Content
- New map:
- Salerno. Layout based on Avalanche from Day of Defeat.
- New weapons:
- Browning Hi-Power: Sidearm option for the Commonwealth faction.
- Sten Mk V: Primary weapon for Commonwealth Officer.
- Thompson M1A1: replaces M1928A1 on US Army faction.
- TNT/Sprengbuchse fuse explosive.
- Panzerschreck: German rocket launcher.
- Nebelhandgranate: German smoke grenade.
- M1C Garand (Currently coop only, will consider for PvP)
- Suppressed Sten MK5 (Currently coop only, will consider for PvP)
Stability Improvements
- Fixed a crash in Sicily Entrenchment.
- OS X: All models are unloaded between level changes to prevent memory-related crashes.
Gameplay Improvements
- Added the ability to reload with stripper clips even when the weapon is not empty. In these cases, new rounds will be loaded one-by-one.
- Added new team-only dialogue for incoming rockets and grenades.
- Added dialogue for when artillery is ready to fire.
Balance Changes
- Flamethrower projectiles now take a brief period to reach maximum range after firing.
- Increased bazooka damage from 120 to 150.
Bug Fixes
- Fixed some cases where the grenade throwback would result in no weapon being held.
- Fixed an issue where decals wouldn’t draw properly on Comacchio.
- Fixed a bug where spawning in single-player wasn’t choosing your selected class correctly.
User Experience Improvements
- Added a new icon for radiomen seen by officers when their artillery is on cooldown.
- Added a new icon for players on your team who are on your Steam Friends list. (Can be toggled on/off in Game options)
Visual Improvements
- Certain radial commands will now play an animated gesture on the character.
- New Springfield textures.
- New Kabar Knife.
- Unarmed third person animations.
Coop Improvements
- Added new dialogue and gestures to the bots.
- Adjusted the bot turn speed to be much slower and less robotic.
- Increased bot accuracy with launchers.
- Added a 0.3 second delay to flamethrower bot reaction time.
- Officer bots will draw their binoculars and stand still when calling artillery.
- Commonwealth officers will occasionally call in incendiary artillery.
- Silenced weapons will not be heard by distant bots.
- Bots who are firing weapons will have their hearing range briefly reduced.
Map Changes
- Dog Red
- Fixed numerous flaws identified by the community
- Stronghold:
- Lengthened axis spawn timer for final objective
- Fixed final allied spawn
- Reduced AI visual distance so they can’t see through some smoke effects
- Reichswald (Stronghold mode)
- Fixed final allied spawn
- Lengthened axis spawn timer for final objective
- Salerno
- Continued initial art pass
- Added Stronghold and Entrenchment modes
- Comacchio (Entrenchment mode)
- Added a flank point for the bots at objective A
- Shortened axis spawn time for objectives A and B
[ 2016-10-28 20:51:20 CET ] [ Original post ]
On November 6th, we will be hosting a playtesting event for the upcoming Day of Infamy community map contest levels. The deadline for submission of your map to be included in this testing (not the final deadline for the contest) is November 3rd. This test is not part of the judging process and is totally optional, but is a great opportunity for level designers to play through their maps with a full server.
Last month we launched our map contest with Gamebanana and Mapcore, sponsored by Corsair, and are excited to see all the great work our community is capable of. We’re already seeing some really exciting maps on the Mapcore forums, and want to give those creators an opportunity to test their maps. This testing will help designers determine map balance, get inspired with new ideas, and improve their levels overall.
If you are a map creator and would like to submit your map to be included in this testing, your map must first be uploaded to Day of Infamy’s Steam Workshop Then, you must post in this Mapcore thread with a link to your map on the Workshop. Deadline for submission is November 3rd at 3:00pm EST, at which point we will create a playlist for all the submitted maps and ready our servers to host them starting November 6th.
Remember this is not final submission for the contest. You supply the maps and we’ll supply the servers. It is not required to participate in this testing if you are entering a map in the contest.
If you are a player and want to play these maps, you will need to subscribe on Day of Infamy’s Steam Workshop to a playlist we create. You’ll then be able to start up Day of Infamy and see the additional playlist when looking for servers. Our servers will go live for November 6th. So keep your eyes open on various social media and here on Steam for when we announce the playlist is ready.
Thanks, and we’ll see you in the servers!
[ 2016-10-20 20:49:10 CET ] [ Original post ]
Today we are releasing a patch to address a crash and some gameplay balance since our most recent update. See the changelist below:
Stability Fixes
- Fixed an entity limit crash on Sicily.
Gameplay Improvements
- Made adjustments to the multiplayer supply economy based on feedback.
- Supply Cost Changes
- Bayonets, Stripper Clips and Slings were all reduced in cost for the Rifleman class, now only 1 supply each.
- M1 Garand default supply reduced from 5 to 4.
- Thompson with 30 round magazine was reduced from 10 to 8 total supply. The base Thompson with 20 round magazine now costs 6 instead of 7, and the 30 round magazine upgrade costs 2 instead of 3.
- BAR supply reduced from 7 to 6 for American Support class.
- Default Loadout Changes
- Extra grenade for German and British Rifleman added to default loadout to offset cheaper stripper clips.
- Sling for American Rifleman added to default loadout to offset cheaper M1 Garand.
- Supply Cost Changes
- Updated third person crouch leaning animations and crouch idle positions to line up better with where the first person camera is.
Bug Fixes
- Fixed a bug where AI weren’t losing accuracy against sprinting/moving targets.
Updated Content
- New Mills grenade model and texture.
- Charging handle for Grease gun with correct reload animation.
Map Changes
- Sicily
- Reduced entities to fix crashes.
- Polished 3d skybox.
- Comacchio
- Fixed Frontline axis radio position that was spawning inside a prop.
- Moved the Entrenchment Axis objective A spawn.
- Modified so bots will cross the river in a few spots near the bridge to solve a movement problem with Entrenchment mode.
- Modified displacements on destroyed buildings near the bridge so the bricks don’t look stretched.
- Clipped a few spots where bots would get stuck.
- Removed spots from navmesh where bots would get stuck.
- Reichswald
- Removed stuck spots at front entrenchments.
- Bastogne
- Expanded skybox for urban area.
- Tweaked skybox fog levels.
- Reblended some textures.
- Fixed a supply crate position.
‘In Testing’ Playlist Updates
- Updated Salerno map
- Added dismemberment for Germans
[ 2016-10-06 13:23:03 CET ] [ Original post ]
We will be hosting a livestream this Sunday October 2nd at 2:00 pm EST at https://www.twitch.tv/newworld to showcase some of the work in progress maps from our Day of Infamy map contest and talk about our level design.
A couple weeks ago we launched our map contest with Gamebanana and Mapcore, sponsored by Corsair, and are already seeing some awesome maps being developed. Participants have until November 24th to create, test and upload an original or Day of Defeat inspired map for Day of Infamy. And it's not too late to get started!
Hosts will be lead level designer Jeroen Van Werkhoven and community manager Michael Tsarouhas. First they'll go over the levels posted so far on Mapcore and give feedback. Then they'll hop into Source's Hammer level editor and create a level with help from the chat, going over what exactly makes for a good map. And as always, there will be a Q&A section at the end for questions about mapping, Day of Infamy, or any of New World's projects. Check out the Steam event for the stream here. We'll see you there!
[ 2016-09-30 18:47:56 CET ] [ Original post ]
Today we are releasing a hotfix for yesterday’s update. See the changelist below.
Updated Content
- Updated Ortona map with new details and Offensive gameplay changes.
Bug Fixes
- Fixed players T-posing when using binoculars while prone.
- Fixed American Assault class not having brass knuckles.
- Fixed a bug in Liberation that would cause a tie to occur if the round timer reached the end.
- Fixed a bug with the bots not attacking one another if you practice multiplayer modes offline.
[ 2016-09-30 11:06:38 CET ] [ Original post ]
Today we are releasing a big update with new content, gameplay balance, performance improvements, bug fixes, and a new supply gain economy feature.
The update contains multiple new weapons - most significantly the M3 Grease Gun and the C96 (both pistol and primary versions). It also introduces binoculars, which can be found under the new “Utility” slot. Binoculars can help you spot enemies far away, and also may be used by the officer to more quickly and efficiently call precise artillery.
Multiple maps have seen gameplay changes, and some new ‘In Testing’ content has been added such as updates to work in progress maps Salerno and Astonia, as well as an early implementation of dismemberment.
Dismemberment in Testing
On the ‘In Testing’ playlist, you may now try dismemberment. It currently only applies to the American forces. Custom servers may enable dismemberment if they are interested in trying it, with the console command “sv_ragdoll_dismemberment”. Dismemberment will not be added to the default game experience until it’s fleshed out more and is supported for each faction.
Map Contest and Livestream
We recently launched a map contest with GameBanana and Mapcore, sponsored by Corsair, and we are very excited about some of the maps in progress. We will be hosting a livestream this Sunday October 2nd at 2:00 pm EST at https://www.twitch.tv/newworld to showcase some of the maps and talk about our level design. We will even hop into Source’s Hammer level editor and create a level with help from the chat. So come on out! We have posted a Steam event here. Full changelist below:
New Content
- New Weapons
- M3 Grease Gun
- C-96 (Pistol & Carbine versions)
- Brass knuckles for American Officer
- New Equipment
- Binoculars
New Features
- New way of quickly calling in artillery using binoculars.
- New multiplayer supply gain economy
- Players now earn supply each time they capture an objective or get 5 combined kills/assists.
- Supply is awarded upon respawning or touching a friendly spawn.
- Supply costs for weapons and equipment are weighted based on effectiveness.
Performance Improvements
- Reduced use of jigglebones on characters in the game to potentially mitigate performance issues caused when lots of players are rendered.
Gameplay Improvements
- Liberation win conditions have been changed so that if the time runs out and there are contested objectives, the round will keep going until these objectives are secured by one of the teams.
- Updated squad layouts based on feedback:
- Assault Class is now limited to 3 (formerly unlimited) for assault squads, and 2 (formerly 3) for support squads.
- Engineer Class is now limited to 1 (formerly 2) for assault squads, and 2 (formerly 1) for support squads.
- Sniper Class is now limited to 2 (formerly 3) for assault squads.
- Weapon balance improvements:
- Sniper rifles now have more sway than previously, requiring players to use the “focus” (Shift key) feature in order to be effective snipers. This was done to make sniping less casual and a bit more challenging.
- Webley and Welrod damages increased at closer ranges.
- M1919 hip fire and non-bipod fire is harder to control.
- M1 Garand weight decreased.
- White Phosphorous damage increased from 36 to 80 every second.
- Flamethrower range increased from 550 to 700 units.
- Flamethrower damage now scales over range. Previously it did a flat 20 damage at all ranges; now it scales from 35 to 10 based on distance.
- Reduced supply cost of Panzerfaust from 4 to 3.
- Added 2 extra clips by default for the M1 Garand.
User Experience Improvements
- Servers using the official playlist are no longer able to force workshop mods on users.
- Forced a couple of sourcemod plugins to be off if they're in the official playlists.
Modding Changes
- Added AI mapscript entry "max_vision_range" for overriding bot vision distance to fine-tune their vision behavior in maps that use fog.
Bug Fixes
- Fixed a major bug in Frontline where the Allied team advancing on the German radio would cause the Germans to lose all their reinforcement waves, but this was not happening the other way around when the Germans advance on the Allied radio. Removed this all together, so that teams have sufficient opportunity to counter-attack.
- Improved leaning animation response, first person is now more in sync with third person.
- Fixed bolt state not being reset on weapon holster, this could be abused to speed up the bolting process.
- Character eyes should no longer shine super bright when they are in the dark.
Map Changes
- Ortona:
- Moved Offensive Objective A.
- Added second floor to Offensive Objective A building.
- Added additional windows top floor Offensive Objective A building.
- Fixed several reported map flaws.
- Removed back entrance of building opposite the cathedral.
- Added additional cover inside cathedral.
- Added new defensive position to building near new Offensive objective A.
- Dog Red:
- Expanded 3dskybox
- Clipped additional single-width doors.
- Sicily:
- Adjusted Allied Frontline start spawn location.
- Clipped all single-width doors.
- Added additional routes off beach.
- Added new route through first row of buildings.
- Updated 3dskybox
- Comacchio:
- Adjusted church steeple stairs.
- Clipped all single-width doors.
- Changed Entrenchment initial axis spawn location.
- Bastogne:
- Altered farm house.
- Updated numerous props.
- Continued optimization.
- Updated snow texture.
- Fixed/updated soundscapes.
- Salerno (“In Testing” playlist only)
- Added courtyard at Axis spawn area.
- Added windows at Allies Liberation objective.
- Adjusted restricted zone for Americans liberation spawn zone.
- Adjusted routes inside church.
- Moved Americans neutral spawn in frontline a tad closer to center.
- Added additional cover in Frontline Americans objective.
- Added an upstairs area for the last Axis offensive objective building.
- Added cover to the large balcony in the center of the map.
- Numerous gameplay tweaks throughout the map.
- Updated visuals in the overall map.
- Updated soundscapes.
- Astonia (“In Testing” playlist only):
- Added Stronghold and Entrenchment modes.
- Revised city center.
- Changed Frontline objectives and spawn zones.
- Continued optimization.
- Updated numerous textures.
- Clipped single-width doors.
- Added shack next to pond.
- Modified numerous buildings.
[ 2016-09-29 18:34:08 CET ] [ Original post ]
We are excited to team up with GameBanana and MapCore to bring you Day of Infamy’s first official map contest. Prizes are sponsored by Corsair, Wall Worm, and New World. Participants have 10 weeks, from the 15th of September 2016 until Midnight (GMT) on the 24th of November 2016 to create, test and upload an original or Day of Defeat inspired map for Day of Infamy. Maps will be judged by the developers at New World along with the staff at MapCore and GameBanana.
The contest is hosted on GameBanana, you can find full contest information here.
In addition, we have published a new developer blog by our lead level designer Jeroen van Werkhoven. In this blog he outlines our design process and provides advice for level designers looking to enter the contest. Check out the blog here.
[ 2016-09-15 17:21:44 CET ] [ Original post ]
Today we are releasing a patch with some missing pieces from yesterday’s update. We had a great play test last night on the new map Salerno, and are very excited about how easy it now is for us to test work in progress content with our community.
Today’s patch adds a new map to the ‘In Testing’ playlist - Astonia. We look forward to getting your feedback (and data) on both Astonia and Salerno over the next few weeks so we can polish them up and add them to the official map rotation. The patch also includes new modding / SDK example maps, to help community mappers create even better content.
New Content
- New map Astonia added to the “In Testing” playlist.
Cooperative Improvements
- Players may no longer destroy the final radio in Stronghold without capturing all the points prior.
Modding / SDK
- Added game mode example maps to show community mappers how to support each of the game’s modes.
- Added environment example zoo maps to help community mappers quickly stylize their environments.
[ 2016-09-15 15:09:28 CET ] [ Original post ]
Today we are releasing an update for the game which adds new content, improves user flow, addresses optimization, and more.
In this update we are also introducing a new way for players to test things even earlier on. We’ve added an ‘In Testing’ playlist to the server browser, where you can find unreleased maps and experimental features. We will keep servers up and running on this playlist, and schedule weekly community testing events for it. Our first ‘In Testing’ event will be today at 5:30 pm EST, and will showcase the new map Salerno. Salerno is based on the classic Day of Defeat map Avalanche. While the map is quite early, it is blocked out and we are excited to play it for the first time with you all.
One of the more notable changes in this update is with Liberation. The mode has been changed in this update to be more balanced and eSports friendly. The new Liberation also contains a supply economy that treats supply differently than other game modes, enabling players to gain additional supply as rounds progress, evolving the field of battle as a match goes on. We hope many of you will play the mode and let us know your thoughts so we can improve upon it throughout early access, and consider whether this sort of supply economy makes sense for other modes in the game.
We’ve been investigating ways to improve performance in the game and this update includes some further optimization. We still have a ways to go and will be addressing this gradually as we get closer to full release. We know many of you are still struggling with performance and we hope you will remain patient and provide us with feedback on this update whether you see any improvements or not.
We’ve been analyzing a lot of data lately and have made some map changes which should make certain experiences more balanced. We’ve also noticed based on data that Patrol doesn’t seem very popular, so we have decided to move it from the official playlist to ‘In Testing’, declaring it as a “work in progress” game mode that we either need to improve or replace with something equally hardcore. If any of you feel attached to this mode, it would be great to hear your feedback on how it can be better.
New Features
- New “In Testing” playlists to allow players to help us test work in progress levels, game modes and other gameplay before they meet our standards of becoming official content.
- New Liberation matchplay experience
- Supply gain economy
- Supply costs balanced for eSports / competition.
- Players may gain supply as a round goes on, allowing them to earn better weapons and equipment.
- One supply is earned every time you capture an objective, and every time you get 5 kills/assists. This is intentionally skewed towards objective capturing to promote teamplay.
- Tactics evolve over the course of the match as the most effective players become better equipped.
- Updated game rules
- 10 minutes per round instead of 15 minutes.
- Best of 5 instead of best of 3.
- Slower reinforcement waves (25% dead player ratio, 5 extra second deployment time).
- Faster objective capture time (30 seconds instead of 40).
- Supply gain economy
- New cooperative campaign rulesets
- Within cooperative, you can now play through an entire campaign for any of the three factions in the game. There is an American Campaign, a Commonwealth Campaign and a German Campaign, which you can play in sequential order with your friends.
New Content
- New G43 model and 4x scope optics
- New map Salerno added to the “In Testing” playlist.
Optimizations
- Optimized all player related textures, including radios, third person weapon models and fuel tanks.
- Adjusted the distance at which the player model level of details load.
- Flamethrower dynamic lighting is now disabled by default (can be enabled in options).
Gameplay Improvements
- Improved the hitboxes on all player models.
- Increased the height of the third person deployed animations to prevent head glitching.
- Added spawn protection from artillery so players can no longer call in artillery on an enemy’s spawnzone.
- The amount of gear shown on a player model is now dependent on if you have a carrier or chest rig equipped.
User Experience Improvements
- Menu changes
- Added player count display to the main menus.
- Full servers are no longer filtered out by default, making people think there are fewer players playing the game than there actually are.
- Custom games are now a bit more visible as a playlist option within the Multiplayer and Cooperative server browsers, instead of being in its own separate main menu section.
- Removed difficulties from multiplayer/cooperative and have instead gone with a playlist system. Within these base official playlists servers can define whether they want death messages enabled or friendly fire disabled, which can be filtered by players.
- Officers requesting artillery will have their icons blink and grow larger for players equipped with a radio.
- New compass notifications
- Players requesting backup will draw a blue compass needle.
- Officers requesting artillery will draw a yellow compass needle to characters equipped with a radio.
- Patrol game mode has been moved from the official playlist into the testing playlist.
Bug Fixes
- Fixed a bug in Entrenchment where players weren't respawning at the correct regroup point.
- Added some checks to reduce the chances of spawning inside one another in coop.
Cooperative Improvements
- Stronghold: enemy respawn timer has been split based on difficulty.
- Hard defaults to 25 seconds.
- Normal and Easy have been reduced from 45 seconds to 40 seconds.
- Stronghold: Sicily and Dog Red now have a higher enemy count for the initial beach invasion and will spread out more when fortifying.
- Entrenchment: Comacchio and Reichswald have had their enemy counts increased slightly.
Map Changes
- Ortona
- Added more defensive positions on the top floor of the Cathedral at Axis side.
- Added extra doorways in the Cathedral.
- Added Alleyway at corner building near A Offensive.
- Updated art on the Cathedral.
- Fixed several issues throughout the map.
- Reichswald
- Tweaked area around Offensive A to improve balance.
- Reduced drop down areas too Offensive A to slow down Axis from reaching objective.
- Added basement in chateau with multiple entrances.
- Added tunnel from main road to chateau basement.
- Added more defensive positions near chateau.
- Relocated and removed some trees throughout the map to improve line of sight.
- Fixed various glitches throughout the map.
- Sicily
- Added stairway at the front of Offensive B.
- Added new defensive positions near Offensive C.
- Added new path to improve level flow towards Offensive C.
- Added new accessible balcony near Tiger tank.
- Fixed several issues throughout the map.
Modding / SDK
- Added game mode example maps to show community mappers how to support each of the game’s modes.
- Added environment example zoo maps to help community mappers quickly stylize their environments.
[ 2016-09-14 21:02:36 CET ] [ Original post ]
Today we are releasing a new patch which addresses some gameplay issues, bugs, and also some fixes some stats collection issues so we can continue to retrieve important analytics to help us balance and improve the game.
Thank you to everyone who has participated in our survey! We are very pleased with the information you all have provided us with, and are using it to effectively address issues and improve the game in the ways our community wants. For those who have not taken the survey who still wish to, it can be found here.
We're also analyzing a lot of gameplay stats which are helping us determine which maps, game modes, classes and weapons are imbalanced and need improvement. The changes to Offensive being made in this patch, as an example, are a direct response to the win % for the attacking team ranging between 7% and 30% depending on the map. We see this percentage as too low and needing to be addressed. For Offensive mode, we will aim to have every map at around a 35-40% chance for the attacking team to win. We still want there to be a sense of needing to overcome odds in order for the attacking team to achieve victory, utilizing smoke and artillery.
Here is the full changelist:
Gameplay Improvements
- Offensive game mode changes
- Attackers now get 5 additional waves at the start of the round.
- The percentage of a team which must be dead in order for a wave to be triggered has been modified for both the attacking and defending team.
- Attacking team dead player ratio changed from 20% to 25%.
- Defending team dead player ratio changed from 20% to 30%.
- Time it takes to deploy a wave after being triggered has been increased by 5 seconds.
- Reload speeds for the Lewis and Bren have been decreased by around 10%.
- Reduced trigger delay on Webley.
Bug Fixes
- Flamethrowers no longer drop.
- Fixed a bug where bots weren’t being kicked when they should have.
Cooperative Improvements
- General
- German and Commonwealth bot loadouts now include the Panzerfaust and PIAT. Server operators can adjust their accuracy with doi_bot_launcher_bloat.
- Stronghold allied bots take 50% of incoming damage.
- Entrenchment allied bots take 25% of incoming damage.
- Fixed an exploit where players could resupply through walls.
- Behavior
- Bots with flamethrowers who are clearing rooms will be more careful not to burn themselves.
- Bots who take burn damage will only stop attacking once they actually catch on fire.
- Stronghold
- Added a radio point that needs to be destroyed to all stronghold maps. This will unlock when all of the points have been captured. Enemies will not respawn once this is unlocked.
- Dog Red: Added an extra objective to the map.
- Dog Red: Reduced enemy bot counts once you capture the cliffs from 16 to 12 and increased their respawn time.
- Sicily: Reduced enemy bot counts once you enter the town from 18 to 12, and increased their respawn time.
- Entrenchment
- Added a “Last Stand” mode. When there is 1 point remaining, all players will respawn and regroups will be disabled. Added an extra objective to all entrenchment maps for this.
- Enemy wave timer increased from 5 seconds to 20 seconds.
- Dog Red: Reduced round timer from 15 minutes to 12 minutes.
- Sicily: Reduced round timer from 15 minutes to 12 minutes.
- Sicily: Increased enemy count from 14 to 16.
Singleplayer Improvements
- The player now takes 75% of incoming damage.
[ 2016-09-07 15:30:01 CET ] [ Original post ]
We are releasing a patch today with some gameplay improvements, map changes, bug fixes, and cooperative improvements.
Full changelist below:
Gameplay Improvements
- Increased horizontal recoil for Thompson.
- Larger damage falloff over distance for Thompson.
- Decreased vertical recoil for BAR.
- Increased from the hip and non-bipod ironsight recoil for MG34.
- Increased free aim for MG34 to make hipfire more challenging.
- Flamethrower burn duration increased from 2 seconds to 3 seconds.
Map Changes
- New stairway route added to the manor building on Reichswald
- Added Comacchio and Ortona entrenchment maps to default coop playlist.
Bug Fixes
- Fixed an issue where too many friendly bots were spawning in coop.
- Fixed recipient filters for jumping and landing sounds.
- Voting to play again will increase mp_maxgames instead of increasing round and win limit cvars.
- Fixed broken thumb on M1911 ads.
- Custom games section will now correctly default to the “all” playlist.
- Fixed killer name not appearing on kill feed (for custom/classic servers).
Cooperative Improvements
- Behavior
- Bots have slightly worse accuracy over longer ranges (around 10-15%).
- Bots with automatic weapons will take slightly longer to “zero in” on the player.
- Bot officers will no longer miss their artillery!
- Bots are now pyromaniacs and will be much more aggressive burning enemies, and clearing dangerous rooms they are entering
- Stronghold
- Increased default enemy respawn delay from 35 seconds to 45 seconds.
- Defending enemies will teleport into position at the start of the round. This should result in a more prepared defense.
- Sicily
- Reduced maxplayer enemy count from 18 to 14 after the initial beach assault.
- Ortona
- Reduced maxplayer enemy count from 18 to 16.
- Dog Red
- Reduced maxplayer enemy count on last points from 18 to 14.
- Removed enemy spawn boost on last points (was every 20 seconds, now 45 seconds)
- Bastogne
- Reduced maxplayer enemy count from 18 to 16.
- Comacchio
- Reduced maxplayer enemy count from 18 to 16.
- Sicily
- Entrenchment
- Bastogne
- Added 1 new objective (destroyed building in front of church)
- Added enemy flank points for A
- Increased enemy strength from 18 to 20
- Reduced round timer from 15 minutes to 12 minutes
- Comacchio
- Reduced round timer from 15 minutes to 10 minutes
- Reduced enemy bot counts
- Reichswald
- Added 2 new objectives (bridge and fishing shack).
- Reduced round timer from 15 minutes to 10 minutes.
- Enemies now spawn further away from the objectives.
- Reduced enemy bot counts.
- Enemies respawn on a longer timer, allowing more time to prepare and fortify. This timer gets quicker as they push through the map.
- Enemies will take the new staircase to get to anyone camping on the 2nd floor of the last building.
- Ortona
- Reduced round timer from 15 minutes to 12 minutes.
- Reduced enemy bot counts.
[ 2016-08-31 16:46:20 CET ] [ Original post ] - Bastogne
The current update schedule for Day of Infamy consists of major content updates every few months, with smaller updates in between. We will likely do the occasional sale timed with these larger updates, as our total wishlist count on Steam is nearing 100,000 people.
Today’s update would be considered an in between update. It contains weapon / class / artillery / gameplay balance, flamethrower dynamic lighting, a new weapon, and more. It’s nothing substantial, but it makes the game a bit more fun and addresses a lot of grief people have expressed.
We are also releasing a new survey to go along with the update, so we can gather some feedback on the game and improve it going forward. We encourage you all to participate in the survey if you have some spare time. It can be found here: https://www.surveymonkey.com/r/DOI_Early_Access_Survey_Aug_2016
Full changelist below:
New Features
- New Flamethrower features:
- Fire lights up darkened areas.
- Fire damage now reflects and bounces off surfaces to match the visual effect.
- New white phosphorus barrage option for Commonwealth forces.
New Content
- New PIAT launcher for Commonwealth forces.
- New “Pig Sticker” bayonet for Commonwealth forces.
- New P-08 first person animations.
- Faction specific flamethrower death VO.
- Additional US “report status” squad leader VO.
Visual Updates
- Optimized radios, flamethrower tanks reducing memory footprint.
- Updated textures for Mk.2 flamethrower.
- Added visual change to British radio when destroyed.
User Experience Improvements
- Added “custom games” option to the main menu which allows players to find servers running custom maps and game rules.
- Added “not full” filter option to the server browser.
- Refreshing the server list will no longer reset sorting.
- Pressing F5 on the keyboard will also refresh the server list.
- Grayed out the buttons for full classes on the outfit selection menu.
Gameplay Improvements
- Squad changes
- The second squad can now only be unlocked once a certain amount of players are on the server (6 by default). This has allowed us to better balance class and weapon limitations.
- Reduced Support classes by 1 per squad.
- Reduced Machinegunner availability on attacking teams by 1 per squad.
- Supply / class adjustments
- StG-44 supply cost increased by 1 for Wehrmacht Support
- StG-44 supply cost increased by 2 for Wehrmacht Assault
- Bren Gun supply cost reduced by 1 for Commonwealth Machinegunner.
- G43 supply cost increased by 2 for Wehrmacht Rifleman
- Weapon changes
- Added visual and audio feedback to hitting static world geometry with a melee weapon or bayonet.
- Flamethrower fire damage radius has been scaled over range making it harder to self damage.
- Increased total flamethrower fire burn damage over time from 15 to 20.
- Reduced flamethrower spread from 160 back to 128 to compensate for changes.
- Reduced time taken to cycle the bolt on the Lee-Enfield.
- New rapid fire and slow fire modes for BAR which replace current full auto and semi-auto fire modes.
- Increased MG42 hip fire recoil and free aim area.
- Increased MG42 recoil when iron sights and not deployed.
- StG-44 recoil increased slightly.
- Slightly reduced recoil for Bren Gun.
- Slightly increased damage for Bren and Lewis Gun.
- Increased close quarters damage for Ithaca shotgun.
- Increased close quarters damage for Sten Mk. 2.
- Decreased long range damage for Sten Mk. 2.
- Decreased long range damage for MP40.
- Enlarged aperture on the M1 Carbine, Springfield and M1 Garand.
- Increased the bolt cycle speed of the Enfield.
- Increased the speed of the Stielhandgranate prime animations.
- Ammo changes
- Added more reserve ammo to bolt-action rifles.
- You can now obtain an extra bazooka rocket if you have a heavy kit.
- Heavy kit now gives additional explosives to the first explosive slot instead of the second slot.
- Artillery changes
- Added separate artillery cooldown for attackers and defenders in Offensive. Attackers may call artillery every 30 seconds while Defenders may call artillery every 60 seconds.
- Reduced Liberation artillery cooldown to 30 seconds (from 40), since the gameplay is more scattered and therefore harder to get a direct hit.
Coop Changes
- General:
- Removed legacy Insurgency difficulties and replaced them with doi_bot_difficulty (easy, normal, hard)
- Hard bots now have a faster turning speed and double the accuracy of normal bots.
- Incendiary grenades block bot visibility for much longer (5 seconds to 14 seconds).
- Behavior:
- Officers will now more frequently try to call in artillery, and will be more careful about hitting friendlies.
- MG enemies have had their accuracy and reaction times reduced substantially.
- Flamethrower enemies now react instantly and will try to fire over cover.
- Enemies with a height advantage over their target will fire more accurately.
- Various minor tweaks/bugfixes to locomotion, behaviors and obstacle avoidance.
- Entrenchment:
- Enemies will use flank routes to get around chokepoints.
- Enemies will split up and attack different objectives, or focus on a single objective depending on the current success of the attack.
- Stronghold:
- Enemies will now respawn by default when a point is captured (mp_stronghold_respawn_on_capture).
Bug Fixes
- Fixed instances where bots would spawn sliding.
- Fixed shot alignment issues when transitioning to ironsights with the Ithaca or P-08.
- Fixed blood effect spam when killing a player with a melee weapon.
- Fixed tactical reload animation being triggered when the Ithaca was loaded but needed pumping.
- Fixed t-posing when sprinting with an M1 carbine with a bayonet.
- Fixed shooting a teammates radio/fuel tank causing it to destroy/explode.
- Artillery cooldown has been reset on round restart
Map Changes
- Dog Red
- Added extra Sherman tank on the beach at the center.
- Removed back entrance at radio bunker to slow down the Axis from reaching C.
- Fixed an issue at the beach where the player could get stuck behind some walls.
- Set lamps in the beach bunkers to non-solid.
- Ortona
- Completed interior art pass.
- Continued map optimization.
- Added additional player clips.
- Fixed several map flaws and exploits.
- Sicily
- Improved performance in several areas of the map.
- Fixed a nodraw face behind the radio tower.
The Future
For the next major update, in addition to various new content, one of the features we are working on is body dismemberment. It seems that one of the qualities of the game people love is its intense nature and gritty combat, so we expect dismemberment will only push that even further. We hope to have this in before Halloween time.
We’re in the design process for Day of Infamy’s ranking up progression system, as well as its competitive Liberation mode which will allow players to rank up faster. As you ascend through the game’s ranks, you will earn medals and unlock random unit badges/headgear. The unit badges would be visible on your character as an arm patch and special headgear. We are looking into the possibility of making these tradeable through Steam’s inventory system. Your profile card is essentially a trading card representing your persona. Players will be able to see the profile cards of friends and stack up against one another in leaderboards. On the back side of profile cards will show more detailed statistics of your persona.
We recently started a new official map, which is based on the classic Day of Defeat map Avalanche. The map is in an early block out stage, and will likely be tested on the beta branch at some point in the not too distant future, for those interested. If you would like to get beta branch event updates, we would suggest joining the official game group here.
Community Spotlight
The Day of Infamy Workshop has be buzzing with new content, from updated rifle sights to new maps and sound replacements there is something for everyone. If you're interested in what’s on offer you can check out all the workshop content here. Here are a few highlights: Day of Resurgence Alpha Third-person total conversion mod that explores Day of Infamy from a new perspective. http://steamcommunity.com/sharedfiles/filedetails/?id=736631377
Propaganda loading screens. http://steamcommunity.com/sharedfiles/filedetails/?id=737159194
Panzerschlacht http://steamcommunity.com/sharedfiles/filedetails/?id=748373492
[ 2016-08-26 16:41:36 CET ] [ Original post ]
Today we are releasing a patch for Day of Infamy that includes optimizations, gameplay adjustments, and art updates.
Stability Improvements
- Reduced the memory footprint of a lot of character and first person weapon assets to help improve stability on low end systems.
Gameplay Improvements
- Increased the speed of all fire cycle, reload and grenade launcher equip/unequip animations for bolt actions.
- Reduced the base cost of all bolt action rifles from 2 to 1.
- Flamethrower splash radius increased from 128 to 160.
- Flamethrower burn requirements have been tweaked. Players will catch alight more frequently but burn for less time.
Coop Modes
- Entrenchment
- Enemies capturing a point no longer disables the regroup point. It will only change after the point is captured.
- Stronghold
- An enemy wave will always spawn when the last point is unlocked.
- Added a CVar to respawn an enemy bot wave when a point is captured: mp_stronghold_respawn_on_capture (off by default).
- Behavior
- Avoidance and navigation has been tweaked to prevent bots getting stuck on world objects.
- Bots will be more careful when advancing and avoid areas with machinegun fire.
Bug Fixes
- Fixed Sniper class being cut off on the kit selection screen on low resolution screens.
- Fixed burned and blown up textures not showing on all character heads.
- M1 Garand has been set to open bolt so you can’t +1 it by reloading it when it’s full.
- Fixed flamethrowers not igniting alive players.
Visual Improvements
- New BAR and Webley first person animations.
- New empty reloads for the Thompson when you have 20 or 30 round magazines.
- Improved various third person weapon models.
- Updated textures for the German gear.
- Adjusted character materials to improve the shading of character models.
- New BAR weapon model.
- Updated textures for Enfield, Lifebuoy, Bren and Springfield.
- New US Entrenching tool weapon.
- Added shortsleeve view models for british faction.
- New world models for STG44, MP40 M1911, MK2, M1A1.
- Visual improvements on M1911, Mk.2, STG44, MP40, MG42, and MG34.
- Updated the water shader with a more realistic Fresnel term for reflections.
Map Changes
- Dog Red
- Entrenchment: Added an additional objective between the front bunkers and rear bunker.
- Replaced lights in the beach bunkers with lamps.
- Clipped the side of a beach bunker.
- Fixed floating props.
- Adjusted cover entities.
- Comacchio
- Adjusted cover entities.
- Sicily
- Adjusted cover entities.
- Fixed floating bushes.
- Bastogne
- Adjusted cover entities and added numerous others.
- Removed nav grids from under play area.
- Reichswald
- Adjusted cover entities.
- Ortona
- Started interior art pass.
- Added/adjusted cover entities.
[ 2016-08-12 14:08:29 CET ] [ Original post ]
Today we are releasing an update to Day of Infamy that includes many improvements to AI behaviors, bug fixes, and stability improvements. Full changelist below:
Stability Improvements
- Reduced the amount of memory being used by the game. Crashing on OSX should be reduced as a result.
Gameplay Improvements
- Added new VO response for the Commonwealth officer and subordinate.
- Added bayonet option for M1 Carbine.
- The Sten, BAR, Thompson and all LMGs are now open bolt.
- Some bot count adjustments to Coop based on testing.
- AI behavior improvements:
- Bots throw smoke grenades more frequently if they have them.
- Bots should behave a bit more strategically and display a bit more caution when indoors and moving through corridors / doorways.
- Bots will now look around and scan the area when idle instead of just standing facing in the same direction.
- If a bot is low on ammo, it will not pursue enemies.
- New AI command response behaviors:
- “Need backup” has nearby AI teammates gather around you.
- “Move” sends AI teammates moving toward a particular location ahead.
- “Hold position” has AI teammates find cover nearby and hold their position.
- “Go” returns the AI to its default orders.
- “Request Smoke” adds a grenade target for nearby AI friendlies.
- “Spread out” makes your nearby AI teammates spread out.
- “Stick together” makes your nearby AI teammates tighten their formation.
- Bots will yell “Yes, sir” / “On the way” in response to commands.
Bug Fixes
- Fixed scoreboard overview and class options being cut off on ultra-wide resolutions.
- Getting kicked or timed out from a server will now show the main menu correctly.
- Reworked some of the AI path costing code, so bots should avoid using the same route over and over again.
- Fixed artillery assists not working.
- Kill notifications no longer uses a specific color if the person is in your squad (this may have been causing confusion if relative team colors were disabled).
- Improved ragdoll behavior.
- Fixed some material related exploits.
- Reduced instances of gear and weapon upgrades being visible or floating in the world when they shouldn’t be.
- Atmospheric bloom setting now saves and loads properly.
Visual Improvements
- New face models for Commonwealth.
- Updated StG-44 first person animations.
- M1 Carbine, STG44, M1911, Webley and Lewis texture improvements.
- Scaled up Lewis gun model in third person.
- Updated smoke particle.
- Reduced broken radio sizzle particle.
User Experience Improvements
- Updated American and Commonwealth class UI images.
- A summary of the news article is now displayed on the main menu.
- Added new loading screen hints for coop and single player modes.
Map Changes
- Dog Red
- Moved Offensive B objective to a different location.
- Tweaked flanking routes on the beach to make it a bit easier for Allies to Reach A.
- Reworked underground tunnel near Offensive B to make it less mazy.
- Added new area for Axis final radio location and spawn in Offensive.
- Adjusted several routes in the map to improve level flow for all modes.
- Soundscape fixes and updates.
- Fixed a displacement issue at A Offensive where players could get stuck.
- Added lights inside the beach bunkers.
- Comacchio
- Axis can no longer spawn camp allies at Offensive C.
- Adjusted the church capture zone.
- Visual improvements to several buildings along the river.
- Added new props inside multiple buildings.
- Performance improvements throughout the map.
- Sicily
- Adjusted AI navmesh to repair stuck spot.
- Adjusted AI cover behavior at several locations.
- Fixed numerous environmental flaws.
- Added new props.
- Added several player clips to improve player movement.
- Bastogne
- Added additional cover and altered terrain height in the map’s middle section.
- Optimized navmesh.
[ 2016-08-05 16:10:05 CET ] [ Original post ]
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
[ 2016-07-31 13:16:08 CET ] [ Original post ]
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.
- 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.
- Fixed artillery assists not being properly recorded for radio operators.
- 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.
Bug Fixes
User Experience Improvements
[ 2016-07-31 13:13:26 CET ] [ Original post ]
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.
[ 2016-07-29 22:58:07 CET ] [ Original post ]
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
- 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.
- 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
Bug Fixes
Performance/Stability Improvements
[ 2016-07-29 18:44:43 CET ] [ Original post ]
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
[ 2016-07-28 19:27:54 CET ] [ Original post ]
Starting at 3pm EST (8pm GMT), we are giving away a final 500 keys to test Day of Infamy before launch. The key will be revoked tomorrow, and you will still need to purchase the game.
TOMORROW! Thursday, July 28th, 2016 Day of Infamy will launch early access on Steam, bringing our shooter experience to a new era.
Join the official Day of Infamy Steam group to receive announcements and testing events.
Add Day of Infamy to your wishlist on Steam.
[ 2016-07-27 18:01:10 CET ] [ Original post ]
We're giving away another 1000 keys for the Day of Infamy closed alpha starting at 2:00 pm EST. Use this link and be ready!
Four days from now, Thursday, July 28th, 2016 Day of Infamy will launch early access on Steam, bringing our shooter experience to a new era.
Join the official Day of Infamy Steam group to receive announcements and testing events.
Add Day of Infamy to your wishlist on Steam.
[ 2016-07-24 16:48:56 CET ] [ Original post ]
Five days from now, Thursday, July 28th, 2016 Day of Infamy will launch early access on Steam, bringing our shooter experience to a new era.
We are giving away 2000 keys to play test the Alpha version of DOI. Click here to receive a copy of DOI and help us test leading up to release. The key will expire on Thursday, so you will still need to buy the game when it releases. Register your key on Steam, play with others, and give us your opinions/bug reports/feedback!
Join the official Day of Infamy Steam group to receive announcements and testing events.
Add Day of Infamy to your wishlist on Steam.
[ 2016-07-23 19:34:11 CET ] [ Original post ]
Tonight we are conducting some important multiplayer testing for Day of Infamy, starting right now!
If you are available, we welcome you to join us this evening for some multiplayer fun. We can really use the players, and would love to hear what you think as we get close to the early access release. The testing will go on into the evening. Hopefully some of you can join us!
[ 2016-07-19 20:46:44 CET ] [ Original post ]
🕹️ Partial Controller Support
- Day of Infamy Linux [100.4 M]
- Day of Infamy - Deluxe DLC
Features
Strategic Gameplay
Intense core infantry mechanics and a simplified HUD create a highly visceral and immersive experience. With a reinforcement wave system tied to objectives, the game maintains an emphasis on teamwork and coordination.
Iconic WWII Battles
From the shores of Sicily and streets of Italy, to the forests of Belgium and Germany. And of course the Normandy beaches.
Historic Armies
The Allied infantry forces of the British Commonwealth and U.S. Army clash against the German Wehrmacht.
Authentic Arsenal
Depending on your team’s supply, you may customize and upgrade your gear and weaponry, affecting your appearance, weight, stamina, and movement speed. The game contains a full-range arsenal including bolt-action rifles, pistols, revolvers, submachine guns, heavy machine guns, grenades, and flamethrowers. Fix bayonets, extend magazines, or swap iron sights with period-specific customization options.
Teamwork Required
Officers can direct their team in the field. In addition to a wide variety of command options, they may call in fire support if a radio operator is nearby. Fire support options include artillery barrage and smoke screen. Local voice is used to talk to your teammates in the game, but be careful because the enemy can hear you if you’re too close. Radio operators also serve as a communication beacon to those around them, as HQ and radio operator chatter can be heard through them.
Multiplayer Modes
Designed for up to 32 players engaging in sustained infantry combat, battling over territorial and destructive objectives that increase your reinforcements.Frontline
Both teams are given the objective of pushing through the map. A team wins when all objectives have been captured, or if the time runs out and a team has majority control of the battlefield.
Liberation
To win, your team must capture all territorial objectives to liberate the area. Capturing points will gain your team more reinforcement waves. You will gain more waves by securing points behind enemy lines.
Offensive
The attacking team must capture one point at a time pushing back the entrenched enemy. When objectives are secured by the attacking team, additional waves and time is added to prolong the battle.
Cooperative Modes
8 player squads battle a challenging AI opponent in attack or defense modes.Stronghold
Move through enemy held territory and secure the area. Your team will be reinforced each time an objective is secured.
Patrol
Patrol the surrounding area. Be especially careful, as there are no reinforcement waves in this mode. Once your squad has reached its waypoint, you must either return to base or eliminate any discovered enemy forces in the area.
Entrenchment
Defend the line at all costs. Make sure to fall back and regroup occasionally to keep your squad reinforced.
Community Features
Mod Support
People can create mods for the game that contain all new factions, weapons, and more. With Workshop support you can expect to see custom mods, weapons, player skins, maps, and various other contributions from our talented community. We are very excited to see what the community produces.
Achievements
The game contains a diverse array of achievements for players to feel a sense of progression learning the game’s various mechanics.
- OS: Ubuntu 12.04
- Processor: Dual core from Intel or AMD at 2.8 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 8600/9600GT. ATI/AMD Radeon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1Network: Broadband Internet connection
- Storage: 12 GB available space
- Processor: 4+ coresMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 1536MB VRAM or moreNetwork: Broadband Internet connection
- Storage: 15 GB available spaceAdditional Notes: Solid state hard drive
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