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]