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PROJECT QUARANTINE - Development Blog #1 [March 2023]

Hello everyone!
It’s been a while since we’ve spoken, and so we’re publishing the first of many dev blogs to fill you in on everything that’s been going on since the release of our demo: PROJECT QUARANTINE. Many items on our to-do list that we want to share with you are not yet disclosable, so we’ll focus on topics that have shifted into a presentable state during March. Enjoy!

Bugs
(F10 -> “resetinventory”)
Since the release of the demo, we have addressed and resolved 57 bugs submitted by the community. We want to express our gratitude to those who have reported bugs, as it has been immensely helpful in improving the game's overall quality. After investigating a group of seemingly unique issues, we discovered that they were all connected to one primary system in the game: the inventory logic. These issues included gear, looting, frozen weapons, and money acquisition, all of which were caused by inventory-related problems. If you browse the bug channel in our Discord) server, you will likely come across the widely known recommendation to "f10 -> reset inventory" for nearly every remaining issue. As a result, we decided to prioritize rebuilding our inventory system from scratch. Drawing from our previous experience, we intend to make the new version of the inventory system more CPU-efficient, reliable, and we aim to address all remaining inventory-related issues in the next few updates.

AI:

We have made significant improvements to the AI system. Specifically, we have added animations to indicate when the AI changes its action state, such as taking and leaving cover. Previously, the AI would simply move in and out of cover, making it unclear what action it was taking. In addition, we have revamped the AI's thought process and behavior to make it more unpredictable. We will be providing a full breakdown of its thought process in an exclusive post for our Patreon supporters. We have also designed the AI's settings in such a way that the player can adjust the variables that influence its behavior within a certain range, allowing for a more personalized experience. Our intention is to redefine what difficulty means in the game, and while we still provide preset difficulty levels, we encourage players to explore this customization. As the game develops, we plan to incorporate difficulty levels into mission rewards and loot.





Map

We are pleased to announce that we are currently working on a new map, which was revealed on our Twitter. In order to ensure that the map meets our high standards and to gather feedback from those who have funded its development, we will be offering initial playtesting exclusively to our Patreon supporters. This will allow us to identify and address any issues or imperfections before releasing the map to all of you. While we are not yet ready to provide background information on the map or reveal its full geographical setting, we can say that the map's main points of interest revolve around the path between the wilderness, a quarry, an industrial plant, and a military base at the foot of the mountain. For Quarry, we changed our level design process entirely. The map features lots of verticality with all ranges of strategic sightlines. We are excited to continue exploring this map as it is being built and look forward to sharing it with the rest of our community.

Weapons

We are currently in the process of designing and modeling our first completely in-house weapon, the AK-74M. We are working hard to ensure realism and details of the gun models are respected, while balancing the optimization and efficiency of our workflow.

We have also been working on a new animation set for the upcoming SRS, the second sniper rifle in our roster. With this new animation set, additional reload poses are added to enable the player to cancel reloads at any time without interruption or lag. See video below:

We thank you all for your continuous support, and for over 70,000 downloads of the demo!

If you would like to support our development efforts, we invite you to become a patron on our Patreon page.

Update 1.1.2.0 - QoL

Hello everyone, in this patch we focused on further improving the AI and implementing some other smaller QoL improvments.

Adjustments

Improved AI wayfinding & cover selection.
-> Ai avoid fences as cover.
-> AI acts now much more consistent.
-> AI approaches the target till in effective distance according to equipped weapon/sight.
Improved Mag Inspect UI readability.
Improved impact sounds
Added blood splatter FX (back)
Added memory length to AI settings (how long AI searches for the player)

Update 1.1.1.0 - Hotfix

Hello everyone, we just released a new hotfix for PROJECT QUARANTINE. Now all AI settings work as intended.

Bug fixes:

Fixed weapon not always rendered correctly.
Fixed reward text after mission when finished as default loadout selected.
Fixed free look being super low mouse sensitivity.
Fixed AI difficulty settings.
Fixed impact sounds.

Adjustments

Improved AI behaviour when approaching target.
Adjusted Glock idle position.
Added tooltips for AI settings.

Update 1.1.0.0 - AI Overhaul

Hello everyone, Patch 1.1 is HERE!

Complete with AI overhauls, general bug fixes, and new features. Nearly all bugs fixed were submitted by you guys, and we wanted to thank you for supporting us in this manner.
In the next few days, we will be publishing detailed coverage of the AI reworks to give you an idea of how they have improved

NEW AI:

AI logic completely revamped.
AI difficulty can be changed.
‘Move and Cover’ behavior implemented.
Improved AI communication & flanking
New animations.

Additional NEW Features:

Scopes support variable height over bore.
Free look.

Adjustments:

Added more Anti Aliasing Options (FXAA currently recommended).
Increased base & running movement speed.
Increased lean angle to 30 degrees.
Made mouse sensitivity independent of FPS.
Removed ANY existent mouse smoothing.
Removed empty backpack from enemies.

Bug Fixes:

Ammo no longer sticks to hideout walls.
Weapon grips now appear normal.
Removed ‘ghosting’ effect in scopes.
Dropped weapons no longer fall through the ground.
Removed y-axis ‘smoothing’ behavior.
Improved footstep sounds.
Video settings are now saved.
Windowed / Borderless settings corrected.
Fixed Colt USGI A2 Flash Hider.
Removed startup animation.
Added missing rebinding options.
Keybindings are saved now.
Fixed crash using point firing on the Orsis T-5000.
Fixed decals on the demo level.

Known Bugs:

Inventory system unstable -> items not movable & cursed weapons .
Semi-auto firing sound triggered multiple times.


Again, thank you for your participation in bug reports, and in helping each other navigate tribulations that surfaced in the previous build. We hope you enjoy the new patch and we look forward to another round of feedback!

Update 1.0.3.0 - QoL Improvements

Hello everyone, this is our second update for PROJECT QUARANTINE.

Please be aware that this update won't fix all bugs and will RESET your inventory & settings! We will continue to iron out all bugs in the upcoming weeks!

Bug fixes:

Fixed Meds not stacking.
Fixed Thermal Scope reticle.
Fixed Thermal canted sight attachement.
Fixed Guns falling through the floor.
Fixed Grip while having steiner laser equipped.
Fixed Mags only unloading to secure container.
Fixed Credits screen (resets after watched).
Fixed Weight display in mission.
Fixed Cannot shoot after being picked up.
Fixed Surefire flashlight not supported on Geissele MLOK handguards.

Menu Update:

Updated Menu options during mission & hideout
Fixed Aiming/Fire Keybindings
Added toggle for lean
Added rebinding options for all actions in game as well as movement
Added apply & reset option to settings
Added popups on choosing your loadout
Moved FOV option from gameplay to graphics

Adjustments

LUMEN indoor behavior and performance improvements.
Inventory can be opened at any time in hideout.
Sight reticles are now opaque.
Recoil curves for auto fire adjusted.
General increased recoil.
Updated interaction messages.
Reduced general aim sway.
Increased influence on sway of weapon weight & length.
Changed Tec9 fire animation.
Enabled contact shadows on epic & cinematic shadow settings.
Increased ambient occlusion on factory map.
Increased Flashlight Range.
Increased Footstep Volume.
M4 reload sound.
Footsteps volume.

Additions

Added AR stock adapter for AK.
Changed and cleaned up M4 stanag mag reload sounds.
New bolt chamber sound for Orsis.