Insurgency Advanced
by INF_MIke64
2.0.1
- Minor Field manual improvements
- Game Version
- 1.9.0.37
- Created
- Tue, 10 Nov 2026 12:36:18 GMT
- Last Modified
- Tue, 10 Nov 2026 12:36:21 GMT
2.0.0
## Officers - Enemy officers now command a handful of zones and camps, marked on the map by a gold border. - An officer's zone brings an extra squad that holds the ground and defends it, and the enemy is more likely to call in mortars and vehicles there. - An officer carries better intel. Search his papers, or secure him and question him again and again, as he is more likely to talk. - Kill or capture him and his zone returns to ordinary, the border fades, and he does not return. - Officers are chosen when the mission begins and are remembered across restarts. ## Objectives - A new task tracks the officers remaining. - Mission end is now a set of switches in the mission header and the game master options. Camps, zones and officers can each be required for victory. - All switches are off by default. The old mission end setting is gone.
- Game Version
- 1.9.0.37
- Created
- Tue, 10 Nov 2026 12:26:56 GMT
- Last Modified
- Tue, 10 Nov 2026 12:27:00 GMT
1.0.37
- Loiter scripting fix (animations may be broke for a bit)
- Game Version
- 1.9.0.37
- Created
- Thu, 05 Nov 2026 14:24:20 GMT
- Last Modified
- Thu, 05 Nov 2026 14:24:24 GMT
1.0.36
- Fix standing weapons after capture
- Game Version
- 1.8.0.13
- Created
- Thu, 05 Nov 2026 09:53:33 GMT
- Last Modified
- Thu, 05 Nov 2026 09:53:36 GMT
1.0.35
- attempt delete and recreate items for disarming AI during capture
- Game Version
- 1.8.0.13
- Created
- Thu, 05 Nov 2026 09:46:27 GMT
- Last Modified
- Thu, 05 Nov 2026 09:46:30 GMT
1.0.34
## Zone activation - Fewer zones wake around small groups, and large groups no longer light up the whole map. - Zones whose defenders have all been killed no longer take up an activation slot, so the fight can move on to wake new zones. They stay capturable and still despawn when players leave. ## Defences - Defence guards now come from a zone's own troops when it has plenty. Small zones keep their roamers and get extra troops for their defences. - Guards can appear much closer to players than before, so defences near the action are no longer left empty. - If guards can't appear at their defence, they spawn further out and run in, the same way roaming troops arriving from outside the zone do. ## Reinforcements - Troops that have to run in from outside a zone now prefer to start from a nearby uncaptured area where they could have spawned normally, favouring closer areas, so they no longer appear far behind the lines. - If no such area is available, they arrive from further out as before. ## Counterattacks - Counterattacks are more persistent and can arrive from closer to players.
- Game Version
- 1.8.0.13
- Created
- Thu, 05 Nov 2026 09:12:40 GMT
- Last Modified
- Thu, 05 Nov 2026 09:12:43 GMT
1.0.33
- More prisoner fixes - Attemps to make counter attacks give up less
- Game Version
- 1.8.0.13
- Created
- Thu, 05 Nov 2026 08:05:07 GMT
- Last Modified
- Thu, 05 Nov 2026 08:05:11 GMT
1.0.32
- Mortars are now less common - Mortars have a longer re-arm time - Camps now have a vehicle service station once captured - Cache destruction now more of a show
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 20:35:09 GMT
- Last Modified
- Wed, 04 Nov 2026 20:35:12 GMT
1.0.31
- 2nd capture placement item fix attempt
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 09:46:37 GMT
- Last Modified
- Wed, 04 Nov 2026 09:46:40 GMT
1.0.30
- Fix: Prisoner kit not bundling on servers
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 09:14:46 GMT
- Last Modified
- Wed, 04 Nov 2026 09:14:51 GMT
1.0.29
## Changelog ### Prisoners - A captured man's weapons are now piled together beside his body, clear of the medic. - Mistreating a prisoner always gets a warning, shown to everyone and replacing any other notice. The Flying Spaghetti Monster is watching, and His patience is not endless. - Any harm done to a prisoner after capture counts, whether by gunfire, blade, blast, fire or a vehicle. Only bleeding from an earlier wound is excused. ### Defences - Defences are despawned when outside of player range, and return when players approach. - At the start of an operation, and whenever the server is empty, defences far from friendly bases are removed straight away. - Destroyed defences stay gone; damaged ones return repaired. Camps are not affected.
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 08:55:56 GMT
- Last Modified
- Wed, 04 Nov 2026 08:55:59 GMT
1.0.28
- Decrease Mortar Chance - Add deleys in mortar process
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 18:21:57 GMT
- Last Modified
- Tue, 03 Nov 2026 18:22:01 GMT
1.0.27
- Attempt Server Mortar Perception fix
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 17:50:15 GMT
- Last Modified
- Tue, 03 Nov 2026 17:50:18 GMT
1.0.26
- Removed Cache generation code - Increased Mortarr chance to 100% and added debugging (figuring out why no firing)
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 17:20:29 GMT
- Last Modified
- Tue, 03 Nov 2026 17:20:37 GMT
1.0.25
- Dev add cache position generation using manually positioned caches as seed
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 09:42:03 GMT
- Last Modified
- Tue, 03 Nov 2026 09:42:08 GMT
1.0.24
- Camp spawning ignrores caches
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 07:54:40 GMT
- Last Modified
- Tue, 03 Nov 2026 07:54:43 GMT
1.0.23
- remove checks blocking camps from spawning from persistance (debug if bad pos)
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 07:45:29 GMT
- Last Modified
- Tue, 03 Nov 2026 07:45:38 GMT
1.0.22
- Attempt to handle dupe camps and defenses due to persistance conflict
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 07:33:34 GMT
- Last Modified
- Tue, 03 Nov 2026 07:33:37 GMT
1.0.21
- Fixes....
- Game Version
- 1.8.0.13
- Created
- Mon, 02 Nov 2026 13:30:57 GMT
- Last Modified
- Mon, 02 Nov 2026 13:31:01 GMT
1.0.20
- use mission baked in defenses slot data (dedicated server scan fails)
- Game Version
- 1.8.0.13
- Created
- Mon, 02 Nov 2026 11:42:07 GMT
- Last Modified
- Mon, 02 Nov 2026 11:42:10 GMT
1.0.19
-attempt more fixes for defenses on dedicated server
- Game Version
- 1.8.0.13
- Created
- Mon, 02 Nov 2026 11:08:20 GMT
- Last Modified
- Mon, 02 Nov 2026 11:08:26 GMT
1.0.18
-ettempt fix of server defenses
- Game Version
- 1.8.0.13
- Created
- Mon, 02 Nov 2026 10:08:17 GMT
- Last Modified
- Mon, 02 Nov 2026 10:08:21 GMT
1.0.17
- Huge increase in startup speed (little lag and ready in less than a minute)
- Game Version
- 1.8.0.13
- Created
- Mon, 02 Nov 2026 09:04:17 GMT
- Last Modified
- Mon, 02 Nov 2026 09:04:21 GMT
1.0.16
- Add Defenses and Road Blocks - Add Camp Markers - Attempt Fix Mission finish persistance
- Game Version
- 1.8.0.13
- Created
- Sun, 01 Nov 2026 23:03:20 GMT
- Last Modified
- Sun, 01 Nov 2026 23:03:33 GMT
1.0.15
Changelog: Hostile Mortars Hostile forces have deployed mortar teams behind their lines. If they spot you, or hear a firefight, they can call in artillery support to pin you down. This works day or night, with smoke and flares to cover their moves. Stay hidden and they stay blind. Take out the crews and the guns go quiet.
- Game Version
- 1.8.0.13
- Created
- Sun, 01 Nov 2026 10:13:58 GMT
- Last Modified
- Sun, 01 Nov 2026 10:14:02 GMT
1.0.14
Field Notes: Intel Gathering Update Choose how intel is gathered. The Game Master can now decide where the team's intel comes from. Allow both searching bodies and questioning prisoners, or rely on questioning alone. With questioning alone, searching bodies is off the table, so the interrogation tent becomes the only source of tips. Cache location overlay restored. The Game Master's private "show cache locations" toggle is back in the Insurgency Advanced tab, next to the camp location overlay. It still only shows on the Game Master's own map. * Camps are now code named
- Game Version
- 1.8.0.13
- Created
- Sun, 01 Nov 2026 07:53:37 GMT
- Last Modified
- Sun, 01 Nov 2026 07:53:41 GMT
1.0.13
Enemy vehicles Hostile defenders now arrive by vehicle more often in the zones you contest. Zone garrisons have a better chance of bringing one, and more of them can be on the road at once. Vehicles are placed more sensibly. They look for a road first, then open ground, then a spot outside the zone to drive in from. Each spot must be clear, level and out of sight, with room to get out. A vehicle's turn to appear comes before its zone's infantry, and vehicles no longer queue up on top of each other. If a vehicle can't find a place, its chance passes to the next zone that wakes up, so it isn't wasted. Patrol vehicles on the roads look further afield for a clear place to start when their usual spot is blocked. Capture and zone control Capturing a zone is now a steady build-up. More soldiers holding the ground make it go faster, and it fades slowly if they leave, instead of snapping back to nothing. A late arrival can no longer finish a capture instantly. Counterattacks, capture, zone activation and clean-up now run on one shared rhythm, so the world does less work in the background. Prisoners Captured soldiers are restrained once and then left alone. They are checked less often once they settle into their pose. Game master tools Our settings now sit in their own Insurgency Advanced tab, with an icon, at the end of the tab list. Settings that stopped doing anything in the new zone system stay hidden. Two editor errors about duplicate settings, and a crash when opening the attributes dialog, are fixed. Under the hood Spot-finding uses the engine's own clear-space check, and the player distance maths is cheaper. Unused code was removed, and the logs now say when a vehicle appears or why it couldn't.
- Game Version
- 1.8.0.13
- Created
- Sat, 31 Oct 2026 11:18:32 GMT
- Last Modified
- Sat, 31 Oct 2026 11:18:35 GMT
1.0.12
Hands off our bases: Insurgents no longer spawn around friendly spawn points, including player-built bases. They can still attack from outside, but can't appear inside your camp. A town with a friendly base in it may be more lightly defended as a result.
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 18:38:04 GMT
- Last Modified
- Fri, 30 Oct 2026 18:38:14 GMT
1.0.11
Defenders marching in from the outskirts now give up sooner, so a lone patrol can't pin a town down for long. A town you've emptied stays quiet for a good while. Pull back, resupply and return to secure it. Squads spread across a wider area are now treated as one operation. Ground is secured faster the more soldiers hold it. A sector is declared secure once the area around its centre is clear, and one straggler no longer blocks it.
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 18:22:00 GMT
- Last Modified
- Fri, 30 Oct 2026 18:22:04 GMT
1.0.10
- Stagger spawns and despawns by 2s each
- Game Version
- 1.8.0.13
- Created
- Sun, 25 Oct 2026 23:49:18 GMT
- Last Modified
- Sun, 25 Oct 2026 23:49:23 GMT

