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Incursion Red River News

Hotfix #1.1.0.2

Hey everyone!


Another hotfix for the big content update #1.1.0.0. Thank you all for doing the reports and providing feedback; it helps us a lot in polishing the game!

Here is the full patch note list:

[h2]Tweaks/Additions[/h2]

- improved item snaps visual quality [textures not loading] (still a work-in-progress)
- tweaked AI engagement speed and spawn count in bunker
- tweaked AI loot pool (added P90, Kriss Vector, Rattler)
- added friction to ragdoll physics (prevent rolling)
- added mission reroll functionality
- added unload option for weapons (unloading now to the same container)
- tweaked AI visibility (nighttime and bunker conditions)
- tweaked AI voice line usage
- tweaked AI behaviour when seeing dead body
- tweaked boss loadout (only tier 4 helmet/vest)
- tweaked ergonomics for FN FAL drum

[h2]Fixes:[/h2]

- fixed crash/disconnect on exfil
- fixed crash when picking up items (randomly occuring)
- fixed mission items not spawning on bunker (e.g., bugs, jammers)
- fixed mission showing wrong faction (IGC mission showing for UICS)
- fixed FN FAL barrels now have attachment container
- fixed loading screen for bunker (stays until ready)
- fixed SKS safety switch sound missing
- fixed hotkey issue (used injector stayed in slot)
- fixed HHV helmet wrong placement
- fixed SAK MK3 Krink chassis compatibility with B-11
- fixed AKS size increased too much with
- fixed AI navigation issues in bunker (AI pathing through doors)
- fixed mission items not spawning consistently
- fixed revive functionality (not always working consistently)
- fixed weight not correctly calculated
- fixed AI spawning inside the ground at the quarry
- fixed controls getting locked

Hotfix #1.1.0.1

Hey everyone!


We spent the last couple of days (& nights) addressing many bug reports. Thank you all for doing the reports and providing feedback; it helps us a lot in polishing the game!

Here is the full patch note list:

**Disclaimer**: You might need to restart the game to fix certain textures that are that don't load the first time.

[h2]Level/Lighting Fixes:[/h2]

- Fix Rock Collision
- Fix Floating APC
- Fix Gap in Rocks on Quarry
- Adjusted Barrier Position for easier Maneuverability
- More AO Prop Fixes
- Improve Riverside Collisions
- Soften Sun Shadows
- Remove Foliage from Indoor Areas
- Fix Block Collision
- Reduce Darkness
- Add Lens Flare Effects
- Additional Detailing to Bunker
- Added Signal Flares to Extracts
- Fix Cave Ground Material
- Add Boulder Collisions
- Fix Holes in Ceiling

[h2]Content/Feature Fixes:[/h2]

- reworked NVGs
- added AI voice lines when their armor breaks
- added AI voice lines when they lose sight on Player
- added sks to the standard ai patrol looting pool
- tweaked ai investigating
- tweaked spawn chance for okp-7 & okp-77
- tweaked armor penetration -> easier for lower caliber to penetrate
- tweaked loot pool for main containers
- tweaked rare collectibles prices -> halfed the price
- removed visual effects option -> caused texture to not load properly
- increased item name font size in inventory/stash
- increased free look range
- fixed items disappearing when dragging into secure container
- fixed pressing 4 again not unequipping GCPS
- fixed fn fal without iron sight not working
- fixed ai can see through towers at quarry
- fixed interaction for secure & place items not always appearing
- fixed coop crash -> needs to be tested, but likely
- fixed tracked mission when loading into the game not showing correctly
- fixed audio randomly disappearing
- fixed uics giving wrong rep
- fixed attachment container for hhv helmet missing

Patch #1.1.0.0

FULL PATCH NOTES


**DISCLAIMER**

! This update will wipe your inventory !

[h2]New Content:[/h2]

  • NEW map(Bunker)
  • NEW Foliage & Lighting (Quarry)
  • NEW character model (AI & Player)
  • NEW voice lines (4 actors)
  • NEW gear
  • -> 2 more backpacks
  • -> 2 more unarmored plate carriers
  • -> 2 normal plate carriers
  • -> 1 more helmet
  • NEW weapons
  • -> AKS-74U
  • -> SKS
  • -> PP-19 Vityaz
  • -> FN FAL
  • NEW M4 receiver model & barrels
  • NEW operation: Elimination
  • NEW task: Profit
  • NEW safes & unlockable doors
  • NEW barter items


[h2]New Features/Mechanics:[/h2]

  • Update Unreal Engine to 5.4
  • Added Medical System + Animations
  • -> Bleeding → bandage
  • -> Painkiller → buff
  • -> Health Injector → regenerate health
  • -> Revive syringe → revive teammate
  • -> Quick heal
  • -> Quick slots
  • Added interaction animations
  • -> Pickup
  • -> Open container
  • -> Open/Close doors
  • -> Unlock doors/safes
  • Added Penetration System
  • -> Armor protection/bullet piercing level stats
  • -> Bullets piercing level/penetration/chance to wound stats
  • AI improvements
  • -> Improved AI perception
  • -> Improved AI behaviour
  • -> Additional AI behaviour types (sniper, guard, patrol)
  • Reworked tp animations
  • -> Improved AI/Player tp animations
  • -> Improved feet IK
  • -> Improved hit animations
  • -> Improved ragdolls


[h2]QOL[/h2]

  • Added image settings to graphic settings (highlights, details, sharpness)
  • Added compass
  • Inventory Overhaul:
  • -> Adjusted layout
  • -> Improved Network Bandwith
  • -> Several Bug Fixes
  • -> Fast traveling between stash & laptop
  • -> Compatible search from inventory/stash
  • Balance Overhaul
  • -> adjusted item prices
  • -> Operations now display faction progress
  • -> Tasks no longer provide faction progress
  • Improved Audio
  • -> Added better reverb zones
  • -> Improved footsteps
  • -> Adjusted audio mixing
  • Improved network bandwidth usage
  • Improved Performance
  • Fixed DLSS Flickering

Development Blog #1 - NEW Map, NEW Weapons & more

Hey Everyone!


BlueTheRobot here! Welcome to our development blog alongside our first big content update. In this blog, we’ll go over the new content that has been added with this update and all the improvements to existing systems. We are so happy to finally give you a deep dive on what we have been working on the last couple of months, so let’s get into it!

[h2]NEW Map → Bunker :[/h2]

The Bunker is a heavily CQB focused map, while often requiring flashlights and Night Vision to navigate most effectively. The location is set within a former mining outpost turned to a military stronghold occupied by various factions throughout the timeline of Incursion. The Vietnamese Liberation Front (VLF) currently has their hold on the region. You and your team will have to closely watch your six, and fearlessly pierce the depths of the facility.



[h2]Overhauled Map → Quarry:[/h2]

Our primary goal with this update was to give the player an even more intense and immersive sense of being in the dense Vietnamese jungle. We’ve taken further steps to better capture the mood of being in a tropical environment by tweaking the volumetric fog and adding screen space fog scattering. Overall, this environment update has brought us much closer to our original vision!



[h2]NEW Weapons[/h2]

Together with the new map Bunker and the overhauled Quarry,, we introduce 4 NEW weapons to Incursion Red River. Diversifying our roster, the update will bring the PP-19 Vitayz as another short-range weapon to the game, followed by the AKS-74U. Both weapons are great budget choices, followed by a FN FAL, a very versatile weapon- and the fan favorite SKS, which brings a great budget option for longer-range encounters.

[previewyoutube][/previewyoutube]

[h2]AI overhaul[/h2]

With this update, we’ve also overhauled the AI to behave more consistent & challenging in addition to new the AI types- Guards and Snipers. AI types differ in their behavior and in their loadout.. Additionally, we have added a more advanced AI perception system to further improve the AI behavior, which makes the AI “gain” sight on the Player over time. Once the sight value reaches a certain threshold (Can be adjusted in the AI Difficulty settings), the AI will actually behave like it “sees” the Player. Preventing instances where the AI would instantaneously detect the Player. We have also improved the foliage visibility system, giving the player now a better chance to hide in the new dense jungle foliage. While this update already improved the AI quite a bit, AI is still very much a work in progress and we will certainly continue to work hard on new features and adjustments moving forward. Here is a video on the new perception system:

[previewyoutube][/previewyoutube]

[h2]NEW Voice Lines[/h2]

“Got any water left?”
Even though our previous voice lines already caught some traction as memes within the community, we decided to step up our voice lines to the next level with the help of an outsourcing company to get completely new voice lines into the game. We want to give a huge thanks to Vox Grinder, you did a great job in writing, recording, acting and directing for the new voice lines, here is a short clip of one of their recording sessions:

[previewyoutube][/previewyoutube]

[h2]Medical system[/h2]

With this update we want to introduce our first iteration of a medical system. This means characters can get wounded when being shot (The bullet defines chance) and you need to use a bandage to stop losing continuous health. Additionally, we’ve reworked how painkillers work. While they previously just healed, they do not give a health buff for a certain amount of time, whereas to heal you actually need to take a health injector. With this update, we are also bringing animations to all of our medical items, which helps pacing the game as well.
We’re dedicated to increasing immersion (Without sacrificing playability) across the board as development continues, and these animations are just the beginning for the medical system!

[previewyoutube][/previewyoutube]

[h2]Interaction Animations/Key System [/h2]

As shown in one of our X posts already, we have also added interaction animations for unlocking, opening, closing doors as well as looting items & containers. This goes along with our goal for an even more interactive and grounded experience.

[previewyoutube][/previewyoutube]

[h2]Penetration System [/h2]

A requested feature was also to add increased depth to the armor system. We are now introducing a much more complex penetration system, where each armor comes with an additional protection level stat and each bullet with stats such as piercing level and a separate penetration value. Based on armor durability, armor protection level, the bullet piercing level and penetration value, we calculate if the bullet penetrated, how much (blunt) damage and how much armor damage is dealt. This video should give a better overview how the different calibers behave against different armor protection levels:

[previewyoutube][/previewyoutube]

[h2]NEW third person animations[/h2]

One of our main criticisms were the subpar third-person animations and third-person models. We have tackled both issues at once with this update. Here is a sneak peek on our new animations and models:

[previewyoutube][/previewyoutube]

[h2]NEW Bosses operation / NEW Profit Task [/h2]

We have also added a new Operation called “Elimination”. This will spawn a Boss with high-tier armor and loot that needs to be eliminated by the player.
The design of Bosses are temporary at the moment, but will soon feature a full high quality character model with custom gear and lore details- stay tuned for the future dedicated post from us featuring this!
The mission becomes available only on higher faction reputations. Secondly, we have added a new task called “Profit” where the player has to extract with over a threshold of loot value to complete the task. We have also reworked how faction reputation works. Previously, you lost a considerable amount of reputation for the rivaling factions when completing an operation for another faction. This is no longer the case, you only lose reputation if you fail an operation. Tasks, on the other hand, provide only rewards such as cash and other items and no longer provide any faction reputation progress.

[h2]NEW Barter Items & Balance Overhaul[/h2]

Along with all the new content & features, we made significant changes to our economy. We added many new barter items, making the looting experience much more diverse and exciting. Additionally, we’ve increased barter item prices and added high-value loot, for which you should keep your eyes open, to make looting more meaningful. Together with the new barter items we also placed more looting spots together with new safes, which are placed across both maps and need a key to be unlocked. These safes are additional high-value looting spots, but are placed at well-guarded territories.

[h2]Inventory + Stash Improvements[/h2]

We also made some QoL improvements to the inventory layout and usability. To reduce the need of scrolling, we made all equippable slots, such as weapons & gear, available all the time to the player to quickly change equipped items. Furthermore, we have added usability improvements such as switching between the laptop & the stash by pressing tab or making a compatibility search of any item within your stash, which should make building your loadout much faster while we implement the weapons workbench.



[h2]QoL[/h2]

Additionally we also made general improvements to the game. For example, we improved the performance by utilizing new technologies of Unreal Engine 5, by further pushing the use of Nanite geometry for high end visuals and greater performance. Additionally, many optimizations have been applied to Lumen and Virtual Shadows Maps to hopefully allow lower-end systems to get a similar experience in both visuals and performance. We also improved the scalability of our game, allowing lower-end PCs still get reasonable frames. We’ve also reworked underlying systems like the inventory and the mission system, which results in smaller save game files and more robust behavior which hopefully will allow us to work more efficiently in the future when we plan to expand on those systems. Last but not least, we’ve also improved the Network Bandwidth usage so the coop experience will now feel smoother than before.

[h2]Outlook[/h2]

With the year of 2024 approaching its end, our focus remains on finishing the items on our original roadmap. However, we will also return to you soon with a brand new roadmap for 2025. To be completely transparent, we plan to keep the 6 month release cycle as originally announced, as it suits our team size & scope best and ensures each update comes with meaningful content & improvements. We will keep you updated every month with our development update as well, so catch you all later!


Development Update #2

[h2]Hey Everyone![/h2]
BlueTheRobot here, the community manager for Incursion Red River. Welcome to the second development update! In this one, we want to announce our new Content Creator Program and share with you guys some of the Team's progress. First of all, Quarry has undergone a massive foliage reconstruction process to further increase immersion and bring it closer to our vision for the game. Select areas have also received additional Level Design passes for smoother gameplay, most notably the factory zone. We also have been working hard to make swift progress towards the Bunker– the first additional map.
While we are working hard on the new environmental art, we have also made large improvements to our third-person animations. Last, we have some new animations for one of the upcoming weapons: the SKS!

[h2]QUARRY FOLIAGE & LIGHTING UPDATE[/h2]
Our primary goal with this update was to give the player an even more intense and immersive sense of being in the dense Vietnamese jungle. We’ve taken further steps to capture better the mood of being in a tropical environment by tweaking the volumetric fog and adding screen space fog scattering. Overall, this environment update has brought us much closer to our original vision!



[h2]BUNKER PROGRESS[/h2]
The Team also made significant progress on the Bunker map. The Bunker is a heavily CQB focused map, while often requiring flashlights and Night Vision to navigate most effectively. The location is set within a former mining outpost turned to a military stronghold occupied by various factions throughout the timeline of Incursion. The Vietnamese Liberation Front (VLF) currently has their hold on the region. You and your team will have to closely watch your six, and fearlessly pierce the depths of the facility.



[h2]THIRD PERSON ANIMATION OVERHAUL[/h2]

One of our main criticisms were the subpar third-person animations and third-person models. We have tackled both issues at once with this update. Here is a sneak peek on our new animations and models:

[previewyoutube]*Video*[/previewyoutube]

[h2]SKS[/h2]

We already showcased our new in-house model for the SKS. Now, we are excited to showcase the animations as the next step in the pipeline. Next stop -> show the SKS ingame :P

[previewyoutube][/previewyoutube]

[h2]CONTENT CREATOR PROGRAM[/h2]
With our first big content update getting closer, we are also launching our content creator program NOW. Anyone who meets the requirements is very welcome to join! Please apply here:

[h2]Content Creator Application[/h2]

The next post on Steam will most likely be a complete dev blog to cover everything of our big content update, so stay tuned; we cannot wait to share more information with you!