Insurgency Advanced

by INF_MIke64

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

1.0.9

- Camp Arsernals save restrictions removed
Game Version
1.8.0.13
Created
Sat, 24 Oct 2026 08:14:53 GMT
Last Modified
Sat, 24 Oct 2026 08:14:56 GMT

1.0.8

Game Version
1.8.0.13
Created
Fri, 23 Oct 2026 10:27:40 GMT
Last Modified
Fri, 23 Oct 2026 10:27:45 GMT

1.0.7

Garrison strength
Scaled to the ground. Enemy command now sizes a garrison by what is actually standing there. Villages and built-up squares hold more fighters than isolated farms. Ruins add only a little. Sheds and outhouses add nothing. Lighthouses, watchtowers and other tall structures are treated as real strongpoints.
Mixed formations. Garrisons are now made up of whatever formations are available, from pairs up to full fireteams. Expect a lone building to be held by a pair, and larger squares to be split between several groups.
Dispersal. Command sometimes breaks a large formation into smaller ones, so the same strength can arrive as more groups.
Regrouping
Losses are remembered. If you pull back from a position after damaging it, it is reoccupied only by whoever survived.
Given time, they recover. Leave a position alone for long enough and the enemy rebuilds it to full strength.
Ground you have secured is unaffected.
Camps
Closer to the countryside. Camps may now be set up beside a lone building or a pair of ruins. They still avoid settlements, other camps and larger clusters.
Keeping their distance. Camps no longer sit right next to small outbuildings.
Map overlay (GM view)
Safe zones. They now show as blue squares on the same grid as everything else.
Secured ground. Squares you have secured stay marked green, even where nothing is left standing.
Dormant squares. They are shaded by garrison size, so heavily held squares look darker.
Live squares. Active, capturing, inbound and counterattack squares share one opacity, so live positions stand out clearly against dormant ones.
Note: the terrain survey will rebuild on the next launch, so the first start takes longer than usual.
Game Version
1.8.0.13
Created
Fri, 23 Oct 2026 10:23:46 GMT
Last Modified
Fri, 23 Oct 2026 10:23:50 GMT

1.0.6

Armed vehicles may now support local defenders, positioned on roads or suitable open ground.
Vehicle reinforcements may approach from outside the area when local deployment is impractical. Watch the approaches as well as the objective.
Enemy patrols use safer deployment positions, reducing vehicles appearing trapped against buildings, walls or other obstacles.
Vehicle positions require room to manoeuvre, allowing crews space to move forward, reverse and find a way out.
Game Version
1.8.0.13
Created
Wed, 21 Oct 2026 11:18:46 GMT
Last Modified
Wed, 21 Oct 2026 11:18:49 GMT

1.0.5

- Secured camps and territory now remain under friendly control after server restarts.
- Ground can now be secured from within **100m of a zone’s centre**.
- Nearby zones receive higher priority for defenders and remain active while players are close.
- **Purple zones** indicate insurgent defenders approaching the area.
- If insurgents fail to rally defenders after **three attempts**, players can move in and secure the ground.
- If approaching defenders cannot reach the area within **five minutes**, players can secure it without waiting for them. Nearby insurgents must still be cleared.
- Eliminating approaching defenders now allows capture to proceed without an additional delay.
- Insurgent counterattack chance reduced from **25% to 10%**.
- Reduced background processing and fixed nearer zones being unloaded ahead of more distant ones.
Game Version
1.8.0.13
Created
Wed, 21 Oct 2026 07:14:25 GMT
Last Modified
Wed, 21 Oct 2026 07:14:28 GMT

1.0.4

Vehicles
Ambient and zone-spawned vehicles now carry a random number of passengers, using each seat’s default unit.
Vehicle limits are based on vehicle count, not crew/passenger AI budgets. Ambient and zone limits remain separate.
Improved crew tracking to handle early dismounts, deaths and captures without false initialization timeouts.
Unified vehicle cleanup and added retries for wrecks occupied by protected prisoners.
Prisoners
Questioned prisoners can now be cleaned up under their spawning system’s normal distance, delay and visibility rules.
Unquestioned prisoners abandoned by players follow the same cleanup rules.
Nearby prisoners remain protected; questioning does not delete them immediately.
Failed ACE surrender requests now fall back to native prisoner animations.
Camps and Map Markers
Camp spawn points remain enabled for the spawned composition’s default faction.
Permanently secured camps transfer spawning to the configured main player faction.
Improved camp and arsenal ownership synchronization for late-joining clients and streamed objects.
Map-area spawn failures now retry instead of permanently stopping marker updates.
Fixed debug camp/cache markers remaining after being switched off.
Renamed the camp interaction to “Search camp for intel.”
Other Improvements
Unconscious players no longer contribute to zone capture.
Consolidated shared grid, concealment and cleanup logic.
Simplified Field Manual validation and expanded regression coverage.
Fixed script syntax and vehicle override-signature errors.
Game Version
1.8.0.13
Created
Mon, 19 Oct 2026 10:28:33 GMT
Last Modified
Mon, 19 Oct 2026 10:28:37 GMT

1.0.3

Clearer territory colours: yellow means capture in progress, orange warns of an incoming or active insurgent counterattack, and green means permanently secured.
Counterattacks are decided when capture completes, rather than leaving captured zones waiting indefinitely for a later chance roll.
More room to defend: players can remain within 300 m of the zone centre instead of standing inside the captured square.
Blocked counterattacks no longer leave zones pending indefinitely. If an attack cannot form, nearby players secure the zone; abandoned ground returns to insurgent control.
Camp ownership and objectives follow permanent security, including faction transfer and access to friendly respawn points.
Counterattacking infantry now receive a run movement setting to reach their target faster.
Updated Field Manual guidance with clearer, in-world descriptions and consistent use of “insurgents.”
Game Version
1.8.0.13
Created
Mon, 19 Oct 2026 09:15:02 GMT
Last Modified
Mon, 19 Oct 2026 09:15:07 GMT

1.0.2

Camp discovery and selection now prioritise woodland interiors, using edge locations as a fallback.
Reserved cache/intel placement now allows tree and bush clipping.
Updated the candidate-cache identifier so existing camp candidates rebuild.
Updated related documentation and offline tests.
Game Version
1.8.0.13
Created
Mon, 19 Oct 2026 08:36:37 GMT
Last Modified
Mon, 19 Oct 2026 08:36:41 GMT

1.0.1

Improved startup with background terrain discovery and progress notifications.
Updated woodland camps to select 7 locations by default, configurable from 1–20 through the mission header.
Relaxed tree and bush clearance checks to allow more forest camp placements while retaining essential safety checks.
Counterattacks are defeated when every attacker is killed or captured. Failed spawns and abandoned attacks no longer grant permanent securing.
Coordinated permanent camp ownership, objective completion and friendly spawn access, including replication support.
Improved prisoner capture, disarming and idle behaviour.
Physical intel searches and prisoner questioning now have separate team-wide attempts.
Questioning requires a conscious prisoner who is no longer bleeding. Bleeding prisoners show a disabled action with a bandaging prompt.
Renamed interactions to Capture Prisoner and Question Prisoner.
Improved Field Manual formatting, map-colour guidance and prisoner instructions; added a short Pastafarian page.
Removed outdated ground-map instructions.
Game Version
1.8.0.13
Created
Sun, 18 Oct 2026 22:36:23 GMT
Last Modified
Sun, 18 Oct 2026 22:36:33 GMT

1.0.0

Game Version
1.8.0.13
Created
Sun, 18 Oct 2026 20:36:01 GMT
Last Modified
Sun, 18 Oct 2026 20:36:04 GMT

Showing 31 to 42 of 42 results

Rows per page