News Liste Emergency 2016

Update 3.0.1
Emergency 2016
26.10.16 14:07 Community Announcements
New content

  • New freeplay and multiplay events:[/*] [list]
  • Storm front over the city[/*]
  • Blackout[/*]
  • Manhunt[/*]
  • Explosion at rock concert[/*]

  • Additional new freeplay event:[/*]
    • Train crash[/*]

  • Added unit overview window which can be opened by clicking on a new button inside the minimap or by pressing 'O'[/*]
  • [/list]

    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[/*]

  • Graphics[/*]
    • 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 flickering supervisor which could happen in sore rare situations[/*]
  • Highlighting of recommended graphics setting for your computer in graphics settings menu[/*]
  • Additional map polishing regarding slightly misplaced objects[/*]
  • Visual polishing[/*]
    • 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[/*]

  • In case the used graphics cards doesn't support DirectX 11, there's now a more detailed error description so you can more easily figure out what's the cause of the problem[/*]
  • [/list]
  • Effects[/*]
    • 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[/*]

  • Units[/*]
    • 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[/*]

  • Campaigns[/*]
    • 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[/*]

  • Events[/*]
    • 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[/*]

  • Gameplay[/*]
    • 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[/*]

  • Freeplay[/*]
    • 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[/*]
    • 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[/*]

  • GUI[/*]
    • 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[/*]

  • Unified hotkeys for unit commands[/*]
  • Jumping to an event is now also possible by clicking into the objectives list[/*]
  • Showing both event time and game time of day where it makes sense[/*]
  • Moved drone screen windows to have enough space for the unit overview window[/*]
  • Camera zoom does not change any more when jumping to an event[/*]
  • Fix for the credits display in EMERGENCY 5 campaign which did not always get updated correctly[/*]
  • Usability improvements[/*]
    • 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]
  • Audio[/*]
    • 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[/*]

  • World Builder / Modding[/*]
    • 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]