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Incursion Red River News

Development Update #9 - AI

Hey Everyone!
[p]
In this episode we wanna spotlight the latest ai changes mainly driven by our new AI programmer, better known as Solarint. You may know him from the AI mod for SP-Tarkov called “SAIN”.

Before we start, we want to get ahead of any possible confusion around the use of the term “AI”. When we talk about AI or bots, this has nothing to do with LLMs or any of the hype around “AI”. This is a normal game system inspired by decades of work from other developers.

The point of this dev-log is to list the major new mechanics being introduced and explain the reasoning and goals for each system.

So, let's talk about what we’ve been working on for the past few months.

In 1.3 we will introduce the first version of RedFor - an AI system for all bots in Incursion Red River. Shoutout to our discord community who suggested the fantastic name!

[/p][h2]Overview[/h2][p]
AI behavior has been completely rebuilt. It will feel fundamentally different to the enemies you will encounter in 1.2.

We are aiming for grounded and realistic behavior. Bots won't be doing jumpshots or anything that a person in their situation wouldn’t plausibly do.

This first version is designed to be a solid framework to build off in future updates. That means it is not feature complete and some behavior is placeholder until the systems can be made to support it as intended. Even so, we think it will be a very compelling upgrade compared to 1.2.
Just like in 1.2, RedFor is using a version of Goal Oriented Action Planning or “GOAP” called “Hierarchical Task Networks”.

This is certainly not a comprehensive list of everything new, but should give you a good idea of what we are designing going forward.

All the clips shown are recorded in editor on a test map, unscripted, and mostly unedited. Everything is actively in development and there are several issues currently being worked on.

[/p][h2]Movement[/h2][p]
The way bots move around in the world has been something of particular importance. We want bots to have a sense of physicality - like they exist in the game world. This will be an ongoing process, but for 1.3 we have rebalanced the speed at which bots move in all situations, and implemented inertia in their movement along with many smaller changes.

We want them to mess up sometimes as long as their mistakes feel like human mistakes rather than buggy ai. But of course - It's a fine line here and this is going to be something I’m closely watching as play testing begins. Designing bots to fail in interesting ways is a lot more difficult compared to having them execute everything perfectly.

[previewyoutube][/previewyoutube]

[/p][h2]Dynamic Lean[/h2][p]
Bots can lean around any corner at any time, and will try to minimize how much of their body is exposed to an enemy.

[previewyoutube]**Video**[/previewyoutube]

[/p][h2]Difficulty: Challenging but Fair[/h2][p]
The goal is to make every enemy feel like a threat and require respect, even for experienced FPS players. If things are too easy, it cheapens the experience.

So much has changed that it's difficult to give an exact measure of how much more difficult it will be compared to 1.2. In some ways, it may be easier, and in others, it may be harder.

At the same time, accessibility for players of all skill levels is important. We believe in allowing players to modify the experience in the way they seem fit. At risk of sounding corny - we want to “Empower the Player” to play the exact game they want, while also providing a solid default experience for those who’d rather just play.

So if you either want to chill with friends, or if you want an absurdly hardcore experience where death comes quickly, we want to support it.

[/p][h2]Stealth[/h2][p]
To us, stealth is not lost when combat pops off. It's something you should always be thinking about to reposition and put yourself somewhere that your enemy doesn’t expect to give you an advantage.
Currently we have a few key features related to this:

  • All bot senses have an enforced reaction time before they are allowed to perceive it.
  • Bot sound occlusion simulation. Bots hear sounds at a reduced range depending on what's between them and the sound source.
  • Bots who are un-alerted will have reduced peripheral vision and perception range for all their senses.
  • Bots who are about to see you will turn towards you and look before fully spotting you.
  • Vision speed depends on how far you are from where they expect you to be, if you flank they will be slower to see and react to you, while if you are where they expect, they will see and react to you faster.
  • Poor weather conditions will be reflected in how well bots can sense you. For example, rain will dull their hearing and vision depending on how intense it is.


[/p][h2]Focus[/h2][p]
This system gives bots the spatial awareness to understand where they should be pointing their weapon at all times.
This has 3 main purposes:

  • It completely solves the classic AI issue of staring into walls because they saw or heard an enemy behind that wall.
  • If their enemy happens to appear where they expect them to appear, they can react faster and in a more believable way.
  • It makes flanking more effective for the player in a believable way.


[previewyoutube][/previewyoutube]

[/p][h2]AI - Friendly Fire[/h2][p]
There are several new checks to make sure bots don’t gun down their friends.
While not perfect, it does make it much rarer than before. But you should expect several improvements to this in the future.



[/p][h2]Suppression[/h2][p]
Both players and AI will have the new Suppression Receiver System, which is able to identify when bullets are flying past their head and have suppression build up over time.
The amount of suppression is scaled based on the caliber of bullet, so 9mm will affect bots much less than a 7.62 projectile. While we have new visual effects for the player as well, let's focus on the AI.

[h3]AI Under Suppression[/h3]
Suppression against AI applies a debuff to their accuracy and perception, the more you shoot at them, the stronger the debuff. This builds and decays at the same rate as the player - letting you intuitively understand what counts as suppression, and how long you have before they start to recover. The system treats all characters in the world the same.

[h3]AI Suppressing Player[/h3]
They are not limited to only suppressing enemies in a scripted way. Suppression can vary from firing a few shots at where you just ran into cover before they run to cover as well, or full on barrages of bullets from multiple bots as they coordinate bounding overwatch (work in progress!). They can decide to suppress any target at any time based on how long it's been since they perceived you in some way. So they can manoeuvre to flank 1 target while suppressing another at any time.

They try to manage the ammo in their magazine to always keep enough ammo in reserve depending on the situation. For example, if they are being shot at and caught out of cover, they will allow themselves to use more of the ammo for suppression, but if they are in a safe position, they will be more trigger disciplined.

[previewyoutube][/previewyoutube]

[/p][h2]Flashlight and Laser Detection[/h2][p]
Bots can now see you shining your laser or flashlight around in the environment. That means that being careless about light discipline will give you away and cause bots to search for where they think it came from.
This system is something that is going to see major improvements and overhauls as we continue working on RedFor.

[previewyoutube][/previewyoutube]

[/p][h2]Customization[/h2][p]
The previously hidden AI customisation menu under Gameplay settings has been moved to its own tab in the settings menu with this update. In the future we will continue to expand on what you can customize including ways to share your settings easily.
I come from a modding background, and want to support that by designing systems in a way that modding is as easy as possible, and allowing you to customize the game from the settings without the need for mods.



[/p][h2]Performance[/h2][p]
Redfor is designed to make use of multithreading as much as possible. We are still in the process of optimizing, and don’t know yet how it’ll run on every system. With that being said, early performance profiling has been promising, and it should overall run better than before when playing singleplayer or hosting a server in coop - especially when there are large numbers of bots active and fighting. We are always looking to improve our systems, and we need the bots to run great for when we start adding AI vs AI fighting in the map in the future, as that will be the true test.

[previewyoutube][/previewyoutube]

[/p][h2]Feedback[/h2][p]
Feedback is fundamental to game design and we want to hear what you think - both positive and negative. While we won't promise to implement every suggestion you have, we will always listen to feedback.
As 1.3 begins play testing we will be closely watching for issues or looking to make changes based on your experience. We want to make something that YOU love, not just us.

This is not a complete list of everything new. We’ll have a more complete changelog when the update is released.

Also, if you want to know more about AI programming and what tools we use, feel free to reach out to Solarint on our discord, he will be eager to answer any question about AI!

[/p][h2]OUTLOOK[/h2][p]
We are now ramping up to the next big update for Incursion, which means we will also start testing soon! Should you wish to participate in playtesting when the time comes, be sure to join our Official Discord Server. Where you can assign yourself the playtester role, and give feedback over in the respective channels.

Additionally, if you are interested in picking up the game, the Steam winter sale just started and Incursion has a 20% discount!

Development Update #8

Hey Everyone!
[p]
Welcome back to another Dev Update. The team has been incredibly busy and focused on getting this next major update out to you all. Some of the major talking points we have are on the fresh AI mechanics, fixes, gameplay tweaks, and the new map: Delta. So much has been worked on and added, as well as some brand new story elements in our first phase of story telling to the player.

Our main focus however was on the new map. AI improvements have also been made thanks to our talented Lead AI Developer, Solarint. And, of course, overall engine improvements and optimization as we look to upgrade from Unreal Engine 5.4 to 5.6.

[/p][h2]New Map - Delta[/h2][p]
The previous Dev Update featured the Industrial Zone of Delta, and now we’re proud to present the other half of the map; Featuring dense urban residential zones, sprawling rice fields and terraces, and faction outposts in key chokepoints.

We’ve heard the feedback from everyone requesting urban combat, and this area will be the first to feature this style of gameplay. You will be able to explore open interiors, set up sniper's nests from windows, flank through back alleys, and duck between suppressive fire from the IGC.

On the outskirts of the town, you and your team can gain elevation and perform reconnaissance for your next mission. This region will favor snipers heavily with long sightlines, trenches, and bridges to conceal yourself within the landscape.

[/p][h2]Story[/h2][p]
Over the past many months we have been working on building out the story and lore for Incursion Red River. The challenge of blending the real world with our own fictional narrative has been an exciting one to explore and one we are excited to start sharing. Most of the story is told through mission briefings and world buildings so we worked to create a story that gave the player as much actionability as possible.

Mission types will ask you to get pieces of information that slowly reveal the mystery, scope out specific buildings that play major roles, and extract with important packages to unlock new capabilities.

You will follow a fairly linear story and take jobs for each faction but will only truly be working for FANG. Each faction is entangled in their own motivations and goals: VLF is seeking for liberation, IGC for control and the UICS to plant a western perspective. Each is more than they seem. But, we don’t plan to hold your hand through it. It will take deduction and attentiveness to learn all that is going on under your nose.

We wanted the story to have substance to it, so the length is planned to take a while and be enjoyable in co-op as well. The larger plot has been broken down into three or so smaller arcs to be released incrementally, with phase one coming out with the next major update. Currently phase one features around 24 missions that will have you asking one question: Why was I sent here?

[/p][h3]Sneak Peek[/h3][p]
FANG is infamous the world over. They are spoken highly of in all the darkest corners and most secure rooms. The higher ups have connections so deep they might as well be blood ties. They have utilized those relationships to ingratiate you with each faction who trust FANG to provide confidential talent. You are that talent. Each faction has agreed to bring you on board, unbeknownst to the others of course. Assignment 12908 RR is an extended on-site residency. In other words, you’ll be here for a while. Consider it an honor to join, few get the pleasure, but know there are enough waiting in the wings to step up if you fall short. FANG was founded alongside the United States, it’s that old, and they expect a lot from all of us. They expect a lot of you.
To put it lightly, failure would be an incredible inconvenience.
You do not want to fail FANG.
And please, do not fail me.
Your first mission is to get the satellite connection going. Good luck and get out.


[/p][h2]Mission System Overhaul[/h2][p]
Alongside the expansion of the story, we overhauled our mission systems. While we previously had Operations and Tasks as trackable missions, Operations are now In-Raid Events and tasks are now separated between “General” Tasks and Story Missions.

[/p][h3]New Missions[/h3][p]
Tasks/Story Missions are locally tracked and can only be completed by the owning player. They can be tracked from the terminal. To support the development of our new story, we added an in engine story graph editor that enables us to set up the order of the story missions and the conditions on which it progresses. This tool will enable us to maintain the current story in its linear nature, and eventually expand it into a branching narrative with future updates.

[/p][h3]New In-Raid Events[/h3][p]
Each map now has a set of In-Raid Events that all have a certain probability to occur given certain conditions. These events are displayed on each player's GCPS and once interacted with in the Operation Device, will be started and tracked. Similar to previous operations, these Events are shared across all team members and all members will earn the same rewards. An important note is that Boss missions no longer exist as “Operations”, but they will be tied into the story. Once key missions are completed, bosses will spawn with a certain probability on their respective map.

[/p][previewyoutube][/previewyoutube][p]
[/p][h2]AI Changes[/h2][p]
There are many exciting features being worked on. Just about every single aspect of the AI is getting tweaked in some way. Because of how extensive the changes are, we are preparing a separate Developer Update specifically for the AI.
Here's a short list of a few of the new and improved features:

[/p]
  • [p] AI utilizes suppressing fire.
    [/p]
  • [p] AI are affected by suppressing fire.
    [/p]
  • [p] Friendly fire checks before shooting.
    [/p]
  • [p] Cover-finding changes.
    [/p]
  • [p] New behavior design that prioritizes self preservation.
    [/p]
  • [p] Flashlight detection.
    [/p]
  • [p] AI Grouping/Squads.
    [/p]
  • [p] Additional difficulty customizations.
    [/p]
[p]
[/p][h2]Engine Upgrade[/h2][p]
This update will come compiled under engine version 5.6 (previously 5.4). This version offers a significant performance boost along with more stability. Features like Nanite and Lumen are now much closer to production ready states than in previous versions. Also, the Procedural Content Generation (PGC) tool introduced in 5.0 got a great update, and we’ll be utilizing it extensively going forward. As a quick comparison between the previous and current engine versions…

Overall, we observed a 10-20% performance gain most of which coming from Lumen. In other words, performance wise, with lumen enabled in the new patch will be nearly identical to having “None” selected for Global Illumination in the previous engine build (what you’re playing now).

[/p][previewyoutube][/previewyoutube][p]
[/p][h2]Extreme Weather[/h2][p]
At long last, Extreme Weather is finally making it into the upcoming update — featuring fully dynamic rain, thunderstorms, powerful wind gusts, lightning, and ground puddles. These events can happen at any moment in-raid, so best to always be coming prepared.

The sound of rain will oftentimes occlude footstep audio and decrease visibility at range, keep your senses sharp!

Something we eventually want to achieve during extreme weather is how it affects nearby powered objects such as lighting, radio towers, and generators.

Lastly, AI enemies will be on the same playing field as you when a storm is brewing. AI perception will be dulled depending on the current intensity of the storm.

As we previously showcased the extreme weather effects on X, here is a more technical aspect of the new weather: we had to review all our foliage and redo the vertex painting to allow for more realistic bending during extreme weather conditions.

[/p][previewyoutube][/previewyoutube][p]
[/p][h2]New Weapons[/h2][p]
Several new weapons and attachments are coming with the new update. This time we would like to showcase the classic 9x19mm Beretta M9A3 pistol and the 7,62x51mm Knight’s Armament SR-25 DMR.
This combination should provide you with good long range punch, and mobility for sudden close quarters surprises!

We hope that you find these new additions fun and enjoyable to play with and customize!

[/p][previewyoutube][/previewyoutube][p]
[/p][h2]New Props[/h2][p]
We've been hard at work continuing to capture the authentic look and feel of Vietnamese semi-urban areas for our new map, Delta. The key props we've developed are essential to bringing this environment to life, starting with the roofs that show the traces of humidity and heat.The high rainfall and tropical climate are evident on the tiled roofs, which are covered in realistic moss, lichen, and overgrowth. Alongside these are painted steel roofs, used primarily as overhangs for shade and rain protection, but occasionally as main roof structures.

The new map features detailed roads and pavements. We use modular road-segments that allow us to quickly yet realistically construct the detailed network of streets you'll traverse throughout the map. The pavements follow classic Vietnamese tile patterns and feature displacement for high detail, providing an essential, realistic ground feel.

Finally, the map is punctuated by other relevant environment props. The concrete water tower serves as a key landmark, but also an elevated threat — be wary, as it's a perfect spot for snipers. We are also scattering various miscellaneous streetside items across Delta to complete the immersive, lived-in feel of the entire environment.

[/p][h2]Misc[/h2][p]
[/p][h3]Bunker GCPS[/h3][p]
By popular request, we’ve implemented a new interior mapping system that now works for Bunker! We felt it was best for newcoming players to be able to interact with the GCPS directly in order to avoid any issues with objectives being overly difficult to find and signage not being fully clear. Bunker’s GCPS display has several (height) levels and shows the according ‘floor’ wherever you are on the Bunker map.

[/p][h3]GPS Marker[/h3][p]
Some more QoL features have been added to our GCPS/GPS system. Set pings from both you and your teammates now display on the compass. To help distinguish your pings from the rest, each player gets a dedicated color assigned. You can ping now directly mission markers on the GCPS, making the overall GCPS experience a lot smoother.

[/p][previewyoutube][/previewyoutube][p]
[/p][h2]OUTLOOK[/h2][p]
While the current state-of-things are being presented to you all, the AI and map are undergoing an accelerated level of development and will be playtest ready sooner rather than later. Should you wish to participate in playtesting when the time comes, be sure to join our Official Discord Server. Where you can assign yourself the playtester role, and give feedback over in the respective channels.

We’re very excited to show you all of our story elements coming to the game. We’ll start to incorporate more story related missions, areas, and secrets that you, the player, will piece together. We’ll disclose more information regarding plot on our next Developer Stream the moment this update enters a more playable state. Until then, thank you for all of your support, and we will talk to you soon. Thank you![/p]

Development Update #7

Hey Everyone!


Hey everyone, BlueTheRobot here, the community manager for Incursion Red River! I just have to say thank you to everyone for the support. Seeing the community’s growth lately has been very heartwarming.

Attending Gamescom was nothing short of amazing! From meeting up with fellow developers, to seeing members of the community face to face at our booth: it really meant a lot to us as a team. We’re also grateful for all the feedback not just from this past update, but all developments from your YouTube videos, comments on X, Steam, and even messages in Discord. We try our best to see it all, and take all feedback into consideration.

With that being said, we have quite the dev update for you. We’re going to be showcasing the new map, mantling and vaulting movement mechanics, and even some melee moves. Afterwards, we’ll discuss more additions and features for the rest of the dev update. Hope you all enjoy!

[h2]New Map[/h2]

As promised during previous Dev Plays, here’s the next map - Delta. This region is focused on both long range, and urban centered combat. Prepare to traverse open rice fields or cut through the distant treelines to reach your targets. Skulk through what's left of the rural towns to find the loot you’re looking for.

Delta from a design perspective will juxtapose between CQB in its urban centers to long range combat. Ranged combatives will take full advantage of our ballistics system, long range optics, and provide a fun experience for all our snipers out there.

Thanks to previous feedback we kept orienting our design approach towards more realistic spaces true to the setting, and dynamic enough to support a variety of new missions. Regarding the latter, you’ll be encouraged to explore new routes throughout the map and approach objectives from ways that previously would give you too large of a disadvantage.



[h2]New Features[/h2]

In addition to new content, we have also been working on some new systems that will finally make their way to Incursion Red River.

[h3]Mantling & Vaulting[/h3]

A highly requested feature in the past was mantling and vaulting. There were quite a few situations where even the best of crouch jumpers couldn’t get past a hurdle that shouldn’t have been an obstacle in the first place. We’ve decided then to step away from being able to crouch jump, and instead replace it with a proper mantling and vaulting system. The game’s traversal actions are hopefully much smoother. Again, our focus while implementing it was to strike a good balance between smooth yet realistic movement.

As seen in the showcase, the system makes windows more easily traversable for players, which can open up new strategies. Another feature that was on the list was proning, unfortunately we need to postpone the implementation as it is a much more complicated process (adjustments for AI would need to be made as well). While this may disappoint some, rest assured, proning will make its way to the game eventually!

[previewyoutube][/previewyoutube]

[h3]Melee[/h3]

Fists, but no melee attack? We know it was a bit weird to have an unarmed without the ability to attack, so we were finally able to get back and solve that. This means punching and melee weapons with the ‘enabled’ melee slot in the next update!

Melee weapons will provide the fastest movement speed and lowest stamina cost, making wearing only a knife a bit more viable. (Also, we can’t wait for knife-only runs.)

[previewyoutube][/previewyoutube]

[h3]Grenades[/h3]

Another major request has been to add grenades to the game. In all FPS games, grenades play a major tactical role, and we are pleased to say IRR now has them. Grenades can be equipped via the Quickslots just like medical items and work as soon as equipped like any standard weapon.

For the first iteration we added frag grenades which have two variants of “damage”. One is “blast damage” dealt by the shock wave, and the other is “frag damage”, which is dealt by fragments from the grenade.

Damage is calculated (as seen in the video) by casting rays to each bone of the character in a certain range. Each hitting ray has a chance to deal “shrapnel” fragmentation damage. Fragmentations at their core work as bullets and have a penetration value and piercing chance. The percentage of ray hits and distance from the explosion source define the blast damage. Future grenades will come with different values. We’re also aiming to add tactical grenade variants such as smoke grenades and flashbangs.

[previewyoutube][/previewyoutube]

[h2]Worldbuilding[/h2]

As a result of our previous calling for native Vietnamese Advisors, we’ve been focusing our worldbuilding efforts into more authentic environments, scenarios, and cultural details. This will be an important transition for existing maps and a long process. Delta however, is being built from the ground up very closely to references. This includes our inclusion of semi-modern rural Vietnamese houses that will be more frequent throughout maps new and old, along with more accurate foliage.

[h3]New Texel Density[/h3]

During this update cycle, we’ve taken broad measures to increase texture resolution to match the current FPS standard. Last patch we moved to support virtual texturing, which enabled us being able to use UDIMs. This opened an easier path to implement the higher texel density of 10.24 pixel per centimeter of geometry. Along with the resolution increase across the board, we’ve also taken to standardizing this resolution as well. Currently and very noticeably- our props have a wide range of resolutions, but after this update the world will feel much more consistent.



[h3]New 3D Props[/h3]

We want to show off our recent efforts in that regard by showing Vietnamese architecture. We’ve added new custom walls, floor trims, pillars, several slant roof types, doors, windows, indoor stairs and much more to our catalogue, allowing for more unique and authentic designs. In the texturing phase we gave special attention to the tropical conditions of Vietnam, such as moss overgrowth, humidity damage, and overall wear from harsh weather conditions.



[h2]New Weapons[/h2]

While we just added (as an exclusive small content update for Gamescom) the Honey Badger to the game, we’re already working on the next weapon: the Galil Ace 2. Since we added the STV 380, a Vietnamese copy of the base Galil version, we decided to add the updated Galil Ace 2. It will serve as a great DMR choice that may be especially useful in the new map for long-range combat!

[previewyoutube][/previewyoutube]

[h2]OUTLOOK[/h2]

That’s it for now! We’ve been doing a lot over the last two months since our last major overhaul update in June, and we plan on showcasing even more later down the road.

We have a ton planned coming very soon! More Developer plays, introducing Ben aka Solarint as our new Lead A.I. programmer, more insights with the new map Delta, and of course more playtester announcements. All of which you will be able to get updates and participate in over on our Discord server. Make sure to stay up to date with all of our socials, including X and YouTube for any upcoming news!

We appreciate all of your support, we look forward to answering questions, and to talking with you in the near future.

Thank you!




Patch #1.2.1.0

PATCH NOTES
[p] [/p][p]To celebrate our first appearance @Gamescom, we are bringing a new small content update to Incursion Red River.[/p][p][/p][p]With this update, the popular honey badger finally makes it to the game with various attachments to modify it. It even comes with the new ammo type .300 Blackout![/p][p][/p][p]If you are visiting the Gamescom this year, feel free to stop by and grab some of the exclusive merch we brought to the event. Stay tuned for that also on our social channels, we will be posting a lot![/p][p][/p][p]Our booth is at Hall 10.2 - A11 - Indie Arena Booth. [/p][p][/p][p]We can’t wait to see you in person and we hope you enjoy the small new content update.[/p][p][/p][p]PS: this update was planned and executed separately so there are no further bug fixes nor other gameplay relevant changes.[/p]

Hotfix #1.2.0.8

Hotfix – Version 1.2.0.8


Fixes

- Fixed crash caused by using meds while holding GCPS and unequipping GCPS.
- Fixed missing interaction prompt at Quarry in specific areas.
- Fixed SVDs being equippable without vital parts.
- Fixed FN FAL quad rail attachment placement.
- Fixed empty description for the Rebar Cutter.
- Fixed AK-12 stock position.
- Fixed M4 stacking scopes increasing size incorrectly (3x height).
- Fixed items spawning inside backpacks in unintended positions (on AI and in containers).
- Fixed bug when traveling from Stash to Gunsmith/Terminal while dragging an item.
- Fixed occasional inventory issues when playing in co-op (items cannot be moved, duplicated, very slow inventory..).
- Fixed empty STV-380 reload. (chamber wasn't loading properly).
- Fixed MICH Helmet having no attachment slots displayed.
- Fixed footstep echo being louder than actual footstep sound making the actual location hard to pinpoint.
- Fixed a box in Quarry being not lootable (fishing village).
- Fixed possibly unlimited inspect windows after reopening inventory (fixes same item being displayed in multiple windows).


QoL
- Made flashlights display proper environment shadows on epic shadow settings.
- Increased Bunker Key rarity to intended level.
- Increased board game spawn rate.
- Increased item count in large safes (still random, chances are higher).
- Reduced selling price of all keys.
- Reduced fly buzz volume and frequency (request by community).
- Added optional Ray Reconstruction Setting when DLSS is enabled. Greatly improved image quality and shadows, comes with an performance impact.
- Removed incorrect Dovetail Adapter slot from AK-12 (might remove installed muzzles from gun as well).
- Removed Arrow Keys Up/Down as valid input from terminal (lead to many invalid logins..).