- New freeplay and multiplay events:[/*] [list]
- Storm front over the city[/*]
- Blackout[/*]
- Manhunt[/*]
- Explosion at rock concert[/*]
- Train crash[/*]
Additional improvements and fixes
- General[/*] [list]
- Full multiplay and modding compatibility between EMERGENCY 5, 2016 and 2017[/*]
- Many stability improvements[/*]
- Additional performance optimizations[/*]
- Fixed a problem with savegames containing non-ASCII characters or only a single character[/*]
- Connected all achievements to Steam[/*]
- Regarding black screen reports from users - thanks for your feedback, we were able to identify two problems:[/*] [list]
- Graphics cards below minimum requirements: Intel HD 4000 graphics cards generally cause a black display inside the main game - this is the only Intel card known to have this problem[/*]
- Fixed: Black screen inside the launcher already when using an installation path with non-ASCII characters[/*]
- Fixed light editing of some cars which previously disabled e.g. headlight emissive map while the dynamic light was still active[/*]
- DLK vehicle has now blue lights which rotate correctly together with the ladder[/*]
- Fixed several visual glitches[/*]
- Improvements for the depth-of-field effect, it's less noisy now[/*]
- Improved bloom effect which previously could look odd in certain lighting & weather combinations[/*]
- Ultra quality graphics: The street markers on wet streets are no longer oddly dark[/*]
- Low quality graphics: Damaged or destroyed windows are now black so one can no longer see through the buildings[/*]
- The selection marker below player's personnel now rotate slightly as it did in EMERGENCY 4[/*]
- Dead persons now have a special pose so one can identify them faster[/*]
- Persons diagnosed as deceased are marked with an icon now[/*]
- Smoother movement of some effects, e.g. throwable weapons[/*]
- Faster animation of firefighters getting equipment from rescue vehicle[/*]
- Faster animation of crane vehicle[/*]
- Intensive care transport vehicle can now be used in freeplay and multiplay for EMERGENCY 2016 (and 2017) players[/*]
- Rescue dog: Faster feedback if no victim can be found[/*]
- SWAT helicopter can now be sent to hover (using right-click), land or rope down the SWAT team (using buttons)[/*]
- Helicopters: Fixed glitches when issuing an exit command for starting/landing helicopters[/*]
- SWAT drone: issuing the search command again while already searching enforces searching another target, if there is one[/*]
- Firefighter plane: Message when ready again is now a normal message, no supervisor[/*]
- Some changes to the EMERGENCY 5 Avalanche mission so that finding and rescuing all victims works better[/*]
- When starting the tutorial inside the EMERGENCY 2016 campaign, it could happen that the game didn't continue correctly after finishing the tutorial[/*]
- Gangster behavior improvements for some police events[/*]
- Fix for quickly escaping supermarket robbers[/*]
- Fixed several bugs leading to events getting stuck or failing too early[/*]
- Automatic cleanup of failed freeplay events[/*]
- Fixed issues with cars temporily standing around on streets[/*]
- Added a hint when units can't reach their target position[/*]
- Smoother braking of vehicles at traffic lights or obstacles[/*]
- Smoother following of moving targets, e.g. policemen chasing gangsters[/*]
- Injured player units and damaged vehicles are not selectable any more, especially for multi-selection[/*]
- How many events can be active at the same time is now controlled by the current event level, which is shown in the information bar at the top[/*]
- Improvements to event appearance probabilities[/*]
- Multiplay communication uses a proxy server now so no port forwarding is needed any more[/*]
- Additional IPv6 support[/*]
- Added direct connection mode so clients can connect to a host by entering the host IP address[/*]
- Fixed disconnects caused by certain gameplay situations[/*]
- Fix for several visual glitches on client side[/*]
- Fix for a background music issue[/*]
- Better multiplay compatibility of events and units[/*]
- Added more buttons to the launcher[/*] [list]
- Open your user data folder (containing your savegames, settings, mods, log files, etc.)[/*]
- Reach our support more easily[/*]
- Inside the minimap, the path of the currently selected unit is now shown in singleplay modes[/*]
- Added more tooltips[/*]
- Double click support for loading savegames and overwrite security question for saving[/*]
- Clearer checked icon for checkboxes[/*]
- Various more minor GUI tweaks[/*]
[/list]
- Fixed that several audio effects were played too loud after an building evacuated audio effect had been played[/*]
- Smoother audio fade in/out for ambient sound[/*]
- Fixed and extended navigation map tool visualizations[/*]
- Asset browser asset context menu tag editing ease-of-use actions added[/*]
- Added batch processes for converting skeletons between the two most widely used coordinate systems[/*]
- Added pre-defined collision types to simplify collision editing[/*]
- When importing OGRE meshes, we now only output errors when there's just a single and empty texture unit[/*]
- Particle assets now also support hot-reloading inside the editor, reimport a particles effect to see the new asset at once[/*]
- Fixed situations where an online editor client deleted some local game files not managed by the online system[/*]
- Fixed various situations with linked objects inside the online editor which could lead to transform changes not been saved correctly[/*]
- Fixed a problem of the local prefab file cache not being updated correctly in certain situations after having changed the editing of a prefab asset[/*]
- Added more API exports for plugin modders (e.g. command modes, reserve logics)[/*]
[/list]