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Incursion Red River News

Development Update #3

[h2]Hey Everyone![/h2]

BlueTheRobot here, the community manager for Incursion Red River. Welcome to our third development update! It’s been some time since our last one, and we have much to cover. The bottom line is that the team has been hard at work to push new features, add more content, and polish the current state of the game. Our art team is currently drafting a complete UI overhaul! Development wise, after we pushed the latest hotfix (#1.1.0.5), we shifted our development focus towards replayability. We’ve added a brand new interactive terminal, as well as a new mission type. Alright let’s get into it!

[h2]DEFENSE MISSION & TERMINAL[/h2]

Outlined in Roadmap was a new mission type, and we’re happy that the next update will include: Defense.

In addition to the Defense mission types we’re going to introduce a brand new system to the game, the Terminal. Terminals are going to play a key role in several new missions. As an example for a Defense mission, you may need to download a certain file to an external storage from the terminal. First you have to collect the external objective, find the admin login and then start the download process. Once the process is started, reinforcement is triggered and you need to fight them off until the download is completed and you can safely extract.

[previewyoutube][/previewyoutube]

[h2]UI OVERHAUL[/h2]

One aspect of the game that we felt needed a fresh look after the launch of Early Access was the User Interface.
With this next update, we’re looking to completely overhaul the current UI. We also want to make some important user experience changes as well to keep the look coherent across the entire game.



This new design allows us to improve what we’ve already got, as well as making way for new features such as resources for Safehouse improvements and other features that will be revealed later!

[h2]TABLET OVERHAUL[/h2]



The GCPS (Global combat positioning system) plays a major role in our game and helps the player track the current mission and navigate through the level. With the next update, we plan to expand on the GCPS by replacing the current model with a much more detailed one, and equipping it with advanced interaction animations for panning and zooming the on-screen map.

[h2]QBZ[/h2]

The QBZ was first shown in our Dev Stream (check it out if you haven't already!), and we are now excited to share the final animation set, as well as confirm that it will be in the next update.

[previewyoutube][/previewyoutube]

[h2]SCOPE OVERHAUL & NEW THERMALS[/h2]

We are finally ready to address the feedback on our scopes, and their lack of realism. We reworked the scope material entirely and added eye relief and a small additional zoom & distortion effect to it. Also, the reticle now zooms correctly on the Vudu scope!

[previewyoutube][/previewyoutube]

After reworking the scope material we looked into adding thermals to the game. We attempted a few different approaches and are really happy how they turned out. We’ll include two variants, one Black Hot and one Red Hot Thermal.

[previewyoutube][/previewyoutube]

[h2]FUTURE[/h2]

While new missions, features, and weapons are exciting for the future of the game, we still hold true to our philosophy of ensuring we remain polished, and optimized with the current state of things... For example, while we are currently overhauling Quarry and adding new areas, we are reworking existing ones. The bunker is also getting additional areas to explore.
Apart from the level design progress we are also looking at adding a new durability system for weapons, a weapon bench and more..!

We want to re-iterate how thankful we are for all of your continued support and for taking the time to check in with us. If reading long blogs isn't your thing, we encourage you to join us in our Dev Streams to stay up to date and in touch with us! We look forward to catching you guys there or on our Official Discord Server so we can keep you up to date with the latest information.

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Along with the content and overhauls this dev update offers, we wanted to let you know we are also working hard on squashing bugs and more technical issues as well. Currently one of the most important issues for us is the sound occlusion, which currently causes difficulties pinpointing enemy locations. Unfortunately, these things take time- but nonetheless will come eventually!

Development Vlog: Alpha Update #1.1.0.0.

Hey Everyone! Blue here...

With multiple hot fixes pushed out, we now feel it is time to showcase our Development Vlog on our YouTube channel, where you can see some breakdowns of this update, as well as some upcoming concept art for our new VLF Boss.

Stay tuned for more news here, as well as on our discord and social medias...

Discord:
Official Discord Server
X:
Official X Page

[previewyoutube][/previewyoutube]

Hotfix #1.1.0.5

Hey everyone!


We've released another small hotfix. This will be likely the final for this content update cycle.

[h2]Fixes:[/h2]

- Fixed healing while reloading not working
- Fixed several crash occurances
- Fixed SKS reload not working (with internal mag + tapco mag inside rig)
- Fixed backpacks not being able to pickup again
- Fixed AI occasionally not firing
- Fixed AI occasionally stuck in cover stance
- Reduced Noise for NVGs a bit

Hotfix #1.1.0.4

Hey everyone!


We've released another hotfix for the latest content update that addresses some bug reports and improves the general AI behaviour.

[h2]AI:[/h2]

- Added AI Sniper behaviour to go into cover
- Improved AI communication
- Improved AI investigation behaviour
- Tweaked AI custom settings available range to avoid weird behaviour
- Tweaked AI behavior during the night
- Tweaked AI responding better to suppressed & unsuppressed sound
- Tweaked AI settings (low/mid/high)
- Tweaked AI to be more responsive
- Fixed several occasions where AI was just standing still

[h2]Tweaks:[/h2]

- Improved performance on quarry (cpu)
- Improved loot spawning (safes have now a “min” value)

[h2]Fixes:[/h2]

- Fixed several more minor crashes
- Fixed several collision issues
- Fixed being stuck in inventory when drawing GCPS
- Fixed being occasionally stuck when equipping again from an unarmed state
- Fixed compatible weapons when dragging attachments are not highlighted if the attachment slot is from another attachment, not the weapon itself

Hotfix #1.1.0.3

Hey everyone!


It's Sunday again, and it is time for the big content update #1.1.0.0. Thank you for the continuous support and bug reports, they help a lot!

Here is the full patch note list:

[h2]Tweaks:[/h2]

- Increased boss max health.
- Elimination mission is now available for IGC at level 0.
- Tweaked item loading time for better performance.
- Tweaked shootable lights – now exhibit consistent behavior.
- Tweaked shotgun ammunition – increased buckshot penetration to level 2 and improved slug penetration.
- Tweaked hold breath – now functions as a toggle; works as long as stamina is available, but drains noticeably more stamina.
- Tweaked flashlights – added shadow casting for non-VSM settings and slightly improved overall quality.

[h2]Fixes:[/h2]

- Fixed bug/jammer mission count on bunker.
- Fixed sneaking making noise.
- Fixed some broken gun stats (P320, etc.).
- Fixed Five Seven preview.
- Fixed spawned backpacks having the wrong size sometimes.
- Fixed rails appearing in the scope picture.
- Fixed damage multipliers always being reset.
- Fixed armor durability being updating when placing helmets inside the rig.
- Fixed FN FAL 16-inch barrel weird collision behavior.
- Fixed being stuck (unable to interact/aim) when reloading and equipping a weapon at the same time.
- Fixed invisible walls in some areas.
- Fixed missing materials on some meshes.
- Fixed foliage appearing inside some buildings.
- Fixed canvas on towers at the factory and inside the bunker to not block AI vision.
- Fixed windows at quarry factory – AI was able to detect players through them.