One of the best military-inspired tactical PC shooters out there is getting even better with a supply drop of brand new in-game content.
In addition to Panj, an open-ended map based on the rural southern provinces of Afghanistan, NWI is re-introducing the Hunt game mode, a co-operative one-life game type where players are tasked with hunting down an enemy weapons cache while overcoming enemy defenses. The Push game mode has also been updated to include an additional end-game sequence, giving attackers have the opportunity to destroy the enemy weapons cache. Defenders have one life to make their last stand.
If you missed it, you can catch some action on the new map in these gameplay videos.
The update also introduces new gear, including a grenade launcher for both teams, giving the Demolitions and Security classes access to the M203 attachment for the M16 and the Striker and Sapper classes access to the GP25 attachment for the AKMS. Each launcher will fire either explosive or smoke rounds. Gamers will also notice a new 1X Aimpoint sight for Security, an M14 EBR bipod upgrade, new weight restrictions, and a supply point rebalance for some kit items.
Today’s update is only part one of the entire package that will arrive in full a couple days later, introducing even more content and features, so stay tuned for more details.
To get the specifics on bug fixes and all of today’s tweaks, check out the full change log below:
- New Hunt game mode (cooperative) where you must eliminate all enemies and caches in the area. This game mode requires extreme stealth and coordination as you only have one life.
- New multiplayer map: Panj.
- Updated multiplayer map: Market.
- New cooperative maps: District (Hunt), Heights (Hunt) and Ministry (Hunt).
- Added underbarrel grenade and smoke launchers: M-203 for Security and GP-25 for Insurgents.
- Added non-zoom red dot optic for Security team (costs 1 supply).
- New first person weapon collision system.
- Substantial revamp of particle FX throughout the game.
- Push now has a finale cache, where the defending team has an opportunity to make a last stand.
- Occupy is now 10 minutes (used to be 15) with 3 starting waves (used to be 5).
- In Occupy, the winner is now determined by having more waves and also being in control of the objective.
- M14 now has a bipod upgrade.
- Auto-bipod only works now when you are prone. If there is a surface you can deploy on, you must do it manually now instead of simply going into iron sights.
- Reduced resupply times so you don’t have to wait as long to resupply.
- Players can no longer equip an item if it puts them over their max weight value.
- Flashlights are now blinding when pointed directly at a player’s eyes.
- 2X Aimpoint now costs more for Insurgents (3 supply)
- PO scope now costs less for Insurgents (3 supply)
- Light armor is now less expensive for Insurgents (1 supply)
- Heavy armor is now less expensive for Insurgents (3 supply)
- Molotovs are more expensive for Insurgents (3 supply)
- Foregrips cost 1 supply less for support / machinegunner classes.
- Removed flashbangs from support classes.
- Removed smokes and flashbangs from demolition classes.
- Added M203-HE to Security Demolitions class.
- Added GP25-HE to Insurgent Striker and Sapper classes.
- Added M203-Smoke to Security Specialist, Recon and Demolitions classes.
- Added GP25-Smoke to Insurgent Specialist, Scout, Striker and Sapper classes.
- Fixed major bug in Cooperative where the AI would not recognize certain players.
- Improved bot count scaling technique and added new vote option for changing the bot count (more info below).
- Bots now give off the same damage as players do instead of a reduced amount of damage.
- Bots now investigate footsteps, flashlights and laser sights.
- Bots are now a lot more accurate and respond faster.
- Renamed the AI difficulties to “Forgiving,” “Normal,” “Unforgiving,” and “Brutal.”
- Removed Peak Checkpoint from the game until we come up with a better solution for dealing with the trees that the bots can see through.
- sv_pure 2 is now working properly.
- Fixed audio hitches when dealing with Workshop stuff.
- FAL now uses the proper ammo type (7.62x51mm).
- Added Valve fix for engine where frames wouldn’t get purged properly and would start to eat memory (should reduce cases of rubber-banding).
- Fixed multiple small memory leaks.
- Added shell ejection smoke.
- Ejected bullet casings now spin when ejecting.
- Windows servers now allow -autorestart.
- Changed the way bot counts are handled. The new system uses the following commands:
- “ins_bot_count_hunt”// Default is 0. When set higher, Hunt will override the bot count with this value. When a bot count vote is initiated, this is the value that is changed.
- “ins_bot_count_hunt_min”// Default is 15. This is the amount of bots that will be loaded when ins_bot_count_hunt is set to 0 and there is only 1 player on a server.
- “ins_bot_count_hunt_max”// Default is 25. This is the amount of bots that will be loaded when ins_bot_count_hunt is set to 0 and there are 8 players on a server.
- “ins_bot_count_hunt_default”// Default is 0. This is the value that a server will automatically reset ins_bot_count_hunt to when hibernating.
- “ins_bot_count_checkpoint”// Default is 0. When set higher, Checkpoint will override the bot count with this value. When a bot count vote is initiated, this is the value that is changed.“
- ins_bot_count_checkpoint_min”// Default is 5. This is the amount of bots, per objective, that will be loaded when ins_bot_count_checkpoint is set to 0 and there is only 1 player on a server.
- “ins_bot_count_checkpoint_max”// Default is 12. This is the amount of bots, per objective, that will be loaded when ins_bot_count_checkpoint is set to 0 and there are 8 players on a server.
- “ins_bot_count_checkpoint_default”// Default is 0. This is the value that a server will automatically reset ins_bot_count_checkpoint to when hibernating.
- Added new ConVar for determining the amount of reinforcement waves per objective in Push:
- “mp_wave_count_defenders_per_obj”// Default is 5. Sets the amount of waves per objective. Defenders get this amount multiplied by the total amount of objectives at the start of the round.