Spent all day recording and editing these tutorial videos for you guys to watch to learn how to use all the new mechanics included in this update. There will be more for things that will be finished up. A new patch will be published tomorrow morning with more fixes to the testing branch build. Stay tuned and hope you guys are enjoying! Dont forget to join our discord for help, bug reports and to report other issues: https://discord.gg/5mhbgJh
This is a TESTING branch meaning you will still find bugs, lag spikes, and possible crashes. The game is also still in pre-alpha early access. We are working around the clock and the game will be patched daily with fixes for bugs and other issues reported by the community to continue to improve the playability, stability, and performance. Things will start moving very quickly from this point on and we are super excited to finally have everyone try out the largest update to the game yet. 2 significant patches are already live in the first 6 hours since release. Change logs for those can be found all the way below.
A series of new tutorial videos will be going up tomorrow to introduce some of the new mechanics to players.
Please report bugs, crashes, and other feedback on our discord where we are always active and in touch with our community and if you want or need immediate help: https://discord.gg/5mhbgJh
New Wildfire Vehicles, Aircraft, Characters, Equipment and Emergencies Added to Montgomery County
New Destructible Buildings that procedurally and dynamically fall apart or can be destroyed by the player
New Charring and Burning Shaders on Walls, Ceilings, pillars and above windows etc
Completely redone Water Stream Effects including puddles that build up on the ground and walls and dynamic splashing
All vehicle handlings and sounds completely rebuilt from the ground up to be able to handle the steepest roads in Montgomery County
New Engine Company 85 and Firehouse Added to Manhattan
A new Interactive Tutorial in the Fire Academy
Working Mirrors, Backup cameras, animated gauges in Fire Trucks
New AI System for vehicles allows you to have AI Drive, setup all hoses automatically, setup the ladder, spray the deck gun, and many more other options. (Still a WIP)
Over 40 new Emergencies across all maps
Added Live Radio that you will hear near vehicles and will be tuned into a different frequency depending on which map you are playing on (volume adjustable in settings menu)
Added Coughing, yelling and screaming sounds to advise you when you are taking damage from smoke and or fire (Putting on your mask or distancing yourself from the fire will stop this)
Added a Thermal Imaging Camera to see fire, windows, doorways, and victims through dense smoke
Added the Shovel tool which allows you to dig lines and remove flammable brush from the ground
Completely new interiors for all Hospitals, Montgomery County Fire Stations, and Brooklyn & Montgomery County Police Stations
New Emergency Lighting Effects
New Post processing graphics and lighting
Major Changes
Nozzles drop with hose when pressing E
Nozzles are deployed with hose from the hose bed
Completely Redone Fire System and Spread
New Fire, Smoke, Steam, Embers, Heatblur, & Ashes Effects also affected by random wind directions and speeds
All Fire Emergencies are now random meaning they will start in different places and at different intensities each play through or may be a false alarm
Completely redone all vehicle handlings
Completely redone all vehicle sounds (Sirens, Horns, Engine Sounds, Doors, and Compartments)
All Montgomery County Vehicles redone and given new Liveries & Unique Details
Massive Rework and Optimizations on Hose System (You can now left click and drag any part of the hose) to flake it out
Hoses now have weight, drag, and tension affecting the players movement if the hose is charged
EMS Mechanics and Systems reworked & improved and made more user friendly
Completely redone K12 and Chainsaw Sounds
Added a new over the shoulder camera when holding the Right mouse button in Third Person Camera
Added the ability to pick up items off the ground with hotkeys displayed on the toolbar
Revamped the cutting mechanics with the K12 and Chainsaw on Roofs and Gates to be able to trace cuts and poke them out with a pike or a hook
New Vehicles
Montgomery County
Cal-Fire UH-1H Inspired Firefighting helicopter
LA County Firehawk Inspired Firefighting helicopter
Skycrane Firefighting Helicopter
Cal Fire OV-10 Bronco Inspired Firefighting Plane
Fire Retardant Plane
Super Scooper
Hotshot Buggy
New Engine 1
New Ladder 1
New Engine 2
New Tanker
Brooklyn
New Battalion 37
Engine 283
Engine 236
Engine 332
Engine 310
Ladder 175
Ladder 112
Tower Ladder 44
Squad 1
Manhattan
Readded Squad 28 new rig
New 2020 Engine 78
New 2020 Tower Ladder 57
New Engine Company 85
New 2020 Battalion 5
EMS
New and Updated Fortis Ambulance
NYPD
New Dredge Crawler PD Car
New Ford Fusion style Unmarked police car replacing the Tahoe
Small Additions
Added a Stamina meter to your player which is depleted by running, jumping and using tools and can be replenished by drinking from the cooler on the fire trucks using the radial menu
Added a (Shift + R) option when in the drivers seat of any vehicle to respawn it back to its spawn point and reset all of its compartments, and tools
Added a camera option to drive the back of the tiller by hitting 7 when in first person view while in the truck. Mirrors were added as well as an animated steering wheel
Added World Trade Center memorial spotlights
Readded the Old World Trade Center
Fires now burnout over a long period of time if not put out
Added the ability to spray from a hose line directly connected to a hydrant
Added the ability to lay in
Spraying glass with a high pressure stream of water will break the glass
Added a radial menu option when holding a nozzle attached to a hose line to charge or shut down the line, this allows you to move around more freely when the line is shut down and recharge it when you're in position
Added the ability to vault into or out of any window
Added Standpipes to all buildings that needed them that didnt have them
Multiplayer Additions
Ability to see which players are loaded and which are still loading by holding the (Tab) key after loading into the game and seeing the hourglass or checkmark next to each player’s name
All animations are now synced including use of all tools
Players can all spawn there rigs at the same time once all are loaded in, no need to spawn 1 by 1
and much more!
Bug Fixes
Fixed not being able to stretch anymore hose after returning to the main menu and loading up a map again
Fixed an issue where the radial menu would double click on its own sometimes
Improved the stability of the Tiller
Fixed Hazmat tent bouncing your character
Fixed relay lines not being able to be connected to Standpipes
Fixed the Hose pack carry animation Nozzle are deployed with the hose when connecting a hose pack to a standpipe
Fixed all deck guns and Tower Ladders and the streams are redone and longer than before to allow you to reach fires further away
Added slanted colliders to many stairs across all maps to make climbing stairs smoother and easier
Fixed 227’s Firehouse TV
Removed the delay when entering a truck to being able to turn on/off the engine
Fixed Shelter roof pieces being skewed in Brooklyn\
Pressing F2 while in a bucket or deck gun will now remove your control from them when your character is deleted
Fixed smoke from window call in Manhattan where flower pot was inside the mesh
Fixed Montgomery County Garage and Shed Fire not being extinguishable
Fixed missing, duplicate or misplaced mini map beacons on some emergency calls
Fixed MDT Tickets that were incorrect
All youtube videos can play on TVs now
MUCH MUCH MORE.
Multiplayer Bug Fixes
Fixed Game Freezing if multiple players spawn in vehicles at once
MUCH MUCH MORE.
Hotfix 0.9.0B
Fixed Engine 2 Hosebed not having hotkeys to pull hose Fixed USFS Engine not being able to pull supply line or quick attack line Fixed Tanker Pump UI and Hose Pulling Controls still being enabled when entering and exiting truck causing hose to sometimes spawn in hand from far away Fixed Terrain layers glitching and clipping into eachother noticeably in Montgomery County Fixed Lake Water drafting connections being floating above the water Disabled volumetric clouds by default in MC to avoid all black screen GPU glitch on some GPUs Removed irrelevant visual settings in Settings menu Added notes for not using full res textures if you have less than 32GBs of RAM for risk of crashing by running out of memory Added notes for keeping in game volume above 50% to avoid weird siren sounds (use windows volume mixer to adjust volume) Smoothed out the windy road outside of Brush truck station to not be so sharp and rugged Fixed not being able to jump in Subway stations in Manhattan Fixed Engine 234 Patch Fixed Engine 222 Patch Removed option to spawn NYPD and FDNY Boats
Hotfix 0.9.0A
Added UI Tooltips for how to fly Helicopters and Planes while in them in MC Fixed Tanker Flipping while driving Fixed grabbing some hoses from across the map in MC Fixed Fire Retardent plane not working when dropping retardent Reimplemented back up man mechanics (Needs to be tested) Added burning shaders to Brooklyn Private Dwellings with Garage Added Pump icon to pump section in tutorial Fixed Engine 234 Spare UI being on by default All doors are now unlocked and properly say unlocked until forcible entry is reimplemented Made relay lines a little bigger Fixed Restaurant Collapsing into ground in Manhattan Fixed Glass with decals in Laundromat having collisions Fixed Engine 32 Locking up while driving Fixed Engine 32 Spare handling Removed Line renderer when dragging hoses Fixed Garage door buttons being activated remotely Fixed positioning of Shovel tool on MC Firefighters Fixed Shovel tool Icon and name on radial menu Fixed headlights being unsynced when engine is on or off sometimes Fixed grabbing portable ladder when trying to stretch hoses off Engine 2 Changed glass material in MC PD station to bypass occlusion culling graphics glitch Fixed Engine 85 deckgun Added drop and holster ui in tutorial Added more tutorial info in Fire Academy Fixed dying when exiting vehicle sometimes Fixed camera getting deparented from character when exiting vehicle sometimes Added lights to all airplanes Fixed Engine 2 handling to not get stuck on hills Fixed Live Radio volume being too quiet Fixed Super Scooper not refilling in Lake Added option to disable burning shaders Fixed 234 spare locking up while driving Brush truck can now drive while connected to relay line or quick attack
A small clip of the new WIP Firefighter AI & Tower Ladder 57 all this as part of our attempt to give you all more small updates more often than large updates with long periods in between. You can find more daily development progress on our new Discord channel #development-progress.
Small update: I've decided to hold off on development of further Firefighter AI mechanics until AFTER this update is released so that I can focus solely on getting everything I have implemented this far polished and ready for public testing much sooner. Stay tuned for more daily and weekly development updates on our discord!
00:00 : Intro 00:41 : Before & After 00:55 : New Fire Effects 02:43 : New Smoke Effects 03:39 : Destructible Environments 04:20 : New Water Effects 04:55 : Thermal Camera 05:50 : New Rollup and Roof Cutting 06:20 : Secondary Searches 07:11 : Hotspots 07:20 : Overhaul 07:30 : New Montgomery County Sounds 08:30 : New Manhattan Sounds 09:05 : Live Radio 11:49 : New Brooklyn Units 12:57 : Optimizations
Coming Soon! 20% OFF UNTIL 01/05/21 price will raise after the update is released.
From the very beginning EmergeNYC has strived to be the most immersive and realistic firefighting simulator on the market. Part of this update has been asking ourselves the question “How can we do better than the new games who are dipping their toes in this genre.” The actual fire fighting gameplay is perhaps the most important aspect of a game like this and looking back our previous fire mechanics and effects were mediocre at best.
I have redesigned the entire fire & water systems from the ground up with all new particle effects, smoke and steam effects, dynamic charring, and now for the first time, we are introducing virtually completely destructible environments. I will be covering this and a lot more in this video.
New Fires(Lighting, brightness, Sounds, Charring, Refraction) This before & after shot is to give people a sense of the improvement. We have done several changes and additions to the fire including lighting that flickers, reflects off of its surroundings and even buildings nearby giving it a much more realistic look. Dynamic burning shaders have been added. Anywhere that fire is burning or residual heat remains, a burning effect will appear and areas that have burned and been extinguished or burnt out will appear black and charred. The brightness and color of the fire has also been adjusted. All fire sounds have been completely redone with a random library of over 20 different fire sounds which improve the overall immersion over the previous single fire sound effect. Sounds for the fire being extinguished and even the sound of water dripping and charring after the fire lingers for some time. Refraction, heat blur, and Embers have also been added to the fires to give them the most believable and realistic looks possible. One of the most game changing improvements we've done is that fires will always start in a random location rather than the same fire starting in the same place every time. Now no matter how much you play the game, you will not know what to expect or if to expect anything because there is also a chance that no fire starts at all and it is simply a false alarm.
Smoke and Steam (Volumetric, Dynamic Wind, and collisions) We have completely redone and optimized the smoke effects. The smoke and steam is now volumetric meaning it is affected by the lighting around it. Light from the fire, your flashlight, emergency lights, and even the sun affect the shading and shadows in the smoke. All of this, while looking much better, also is much less impactful on your frame rate then the previous smoke. Wind now affects the smoke of all fires and with random wind direction and speed, the smoke and steam plumes look much more realistic and constantly shift making some areas easier to search when the wind is blowing the smoke away, and the next second, completely banked down. Thermal layering is now a thing meaning that the smoke rises and hangs on the ceiling. Staying low when searching is now more effective than before. The smoke particles have collisions which prevent them from going through walls, roofs and the smoke will now only seep out of openings that it can fit through.
Destruction (Collapses, opening walls, debris) For the first time in any firefighting game, we are introducing fully destructible environments. This has been something requested by the community for years and up until now felt like an impossible task. Every part of the fire building minus the exterior frame is now destructible. This means every fire will be completely different. Roofs and Ceilings weakened by fire can collapse and block your exit. The floor below you can give way and Fire can hide inside the walls and sneak its way around you or even above you. All of this is dynamic and not event scripted in any way. Simply put any part of the building that is damaged enough by fire or the player can and will collapse or break even down to the wooden pillars inside of the walls and in between floors.
New Interiors Over a dozen new building interiors up to our new standard of quality including complete destruction capabilities have been added into the game with potential for many new emergencies
New Water Effects Sound Pressure Puddles One of the things we knew needed to be improved were the Water effects. While I was at it I went ahead and redid the nozzle mechanics. The Nozzle is now opened or closed with the scroll wheel on the mouse acting as the nozzle handle allowing you to adjust the pressure and amount of water you want coming out of the nozzle. The sounds have also been redone, all of this adding to the immersion. To top it off, water puddles appear on the environment and even on your character
Thermal Camera With all of these new improvements to fire and smoke it can be very difficult when doing searches, looking for fire through the smoke and steam, or when disoriented, finding your way to a window or door. For this reason we have implemented the new Thermal Camera. The thermal camera will show you where residual heat and fire are hiding, whether it’s behind thick smoke, under debris, or in the walls, the thermal camera is your go to tool when searching for heat and fire. When doing searches for victims, the smoke can become blinding and the need for the thermal camera may arise to try to find a victim in the thick smoke. If you become trapped and disoriented and need a way out quickly, the thermal camera can see through the smoke and door ways and window frames can be seen clearly. This is a very useful addition to the game and one of my favorite new tools.
Climb through any window Climbing through any window of an active fire building is now possible for when needing to bail out, or climb into a window.
New Roof Venting & Roll up Door Cutting\ Another thing that we felt could be improved was roof cutting, and roll up door cutting. Previously you simply held your saw to a lock or a square piece of roof until it came loose, while you still have the option of cutting a lock off a rollup, you can now cut more dynamic cuts in the roof and roll up doors depending on the direction and angle you are cutting. Once your cuts have been made you can use any of the hitting tools to break the cut pieces off. This is still a work in progress mechanic.
Traffic Lights One feature that has been lacking for a while now is fully functional traffic lights. Traffic lights now indicate their actual status and cars will stop and behave as they should at an intersection. This is very useful when knowing when to be on the lookout for traffic cars coming from the sides at an intersection.
Montgomery County and Manhattan Sounds LC has been hard at work continuing his work on redoing all vehicle sounds and has completed all of the Manhattan and Montgomery County Units. So many of you enjoyed the last video so here is a minute or two of some of the new sounds.
Live Radio Another addition to the overall immersion is Live Radio, depending on whether you’re in Manhattan or Brooklyn you will hear live real life dispatch audio with less than a minute delay which can be heard inside a rig and a certain distance near the rig.
Optimizations Possibly the most important part of this update has been working on optimization. While adding these new features we kept in mind the possible impact on performance that this could all have. The top 3 performance impacting issues were smoke, the hose physics, and a long list of repetitive errors. All of these have been addressed and much more to give our players a much smoother gameplay experience. The fire hoses have been completely redone and now are 80% less impactful on performance. The new volumetric smoke effects, while looking much more realistic and believable, are now 90% more efficient than the previous smoke effects. Many other things that should not be taking load on the CPU have been optimized and the performance improvement will be noticeable for all players. New Settings have also been added such as how quickly dynamic debris should disappear.
Hotspots: Hotspots can ignite small fires long after the main body of fire has been extinguished. Washing down any glowing debris will prevent this from happening.
Overhaul: Most pieces of furniture and Debris can be grabbed with the mouse and thrown or moved meaning it is now possible to overhaul and you can even throw furniture out of windows.
New Units: 8 new companies have been added
Secondary Searches: With collapses and destruction added, it can be easy to miss a fire victim in a primary search. Once the smoke has lifted and the visibility has improved, the need for secondary searches is much higher in this new update. Victims can be buried under debris and easily blend into all of the mess.
Announcement posted on 12/23 regarding release
As you are all eagerly waiting, I wanted to just clarify a few things for you guys. Yes a new video is coming out in the next 2-3 days. However the update is not. Simply because it is not ready. While my goal from the start was to have it ready by this time, I was unable to meet that self imposed deadline (Remember I never said it would be ready by now) just was one of my personal goals. The last few years I have not taken Christmas or New Years off to work on Christmas updates and many of you know that that never ended well. While putting an update out now is smart for profits and sales, I care more about the quality and stability of the update rather than wanting to make as much money as possible. This Christmas and New Years I will be taking off like a normal human being and spending it with my mother who came to visit me in NYC. This new video I am working on now is to preview the final additions to the update and all time afterwards will be spent on getting the update ready for Single Player only staging branch testing to thoroughly test before a full public release early next year. It will be Single Player only public testing at first because getting every thing networked properly is what is taking so long and there is no point in keeping you all waiting when things are fully functional in Single Player. There is still NO time frame for either release and I want to keep it that way because it allows us to work more thoroughly on very important things and you will all see that once we reach that point. I and all the devs in training are very hard at work and this new video will blow your mind with the amount of progress we have made in optimization and improvements to the game all around. Thanks all for your patience, and hang in there, this update will be very very worth it, I can promise that. stay tuned for the video coming
Hello everyone, my name is Raf lead developer of EmergeNYC. I'm really excited to walk you through all of the things we have been working extremely hard on since our last development update video 3 weeks ago. This year I have really been able to tone all my skills as a game developer in all aspects (modelling, coding, animation) etc. This means the sky's the limit and virtually any idea I come up with or suggestion from the community, I am able to translate into the game as a functional mechanic. A lot of this update has been new additions such as the wildfires, and new game mechanics, however a huge portion of what is coming is polishing and complete reconstruction of some of the previous game mechanics to be more user friendly and functional. In this video we are going to go over a few different things. Completely new vehicle sounds which include exact replicas of real life sirens, engine sounds, and other vehicle sounds. Our redesign of the firehose mechanics into the most realistic fire hose mechanics in any firefighting game. New Real Time Strategy Emergency 4 style gameplay with new AI Commands and smarter AI. A more intuitive inventory and Item system. New Police Precinct, Hospital, and Firehouse interiors, and a lot of new neat additions to the game. The video will be time stamped to allow you to navigate to certain sections easier.
Hoses
The hose system has been plagued with bugs, poor optimization, and just a completely unrealistic feel to them. Most games which have any firehose mechanics generally “cheat” when it comes to creating these mechanics by using procedural infinite hose that has no feedback, limit to how much you can stretch, or any indications if the hose has water. I redesigned the hose mechanics to encompass all of these aspects. While performing more reliably, and causing less stress on the player’s systems, the hoses now simulate tension meaning the player can no longer infinitely stretch a single length of hose to reach the fire and will be stopped from moving further once the hose is completely stretched. The player will also feel drag and heavier movement depending on whether or not the hoseline is charged with water or not. The Engine Company backup man now has purpose. If he is behind the Nozzle man on the line, the drag will be reduced significantly and the pair can move the line quicker. The hose behavior has been designed to look more realistic with more believable bending and stiffness when the hose is empty or full. Additional changes have been made such as when dropping a line while equipped with the nozzle, the line will be dropped with the nozzle attached so that any other players can easily pick up the nozzle where it was dropped. When deploying attack line from the hose bed, a nozzle comes pre attached allowing for the nozzle man to quickly grab the line and the nozzle simultaneously and have water on the fire quicker. The entire system is still a work and progress and I plan to make sure it is fully functional by the release of the update.
RTS AI
A huge motivating factor in the development of EmergeNYC was my previous modding experience in 911 First Responders. This is where the seed for EmergeNYC was planted and I always envisioned EmergeNYC to blend the 3rd Person and First Person with the Real Time Strategy point and click style gameplay of 911 First Responders. This update will introduce the first major building block in EmergeNYC with AI to make single player and multiplayer a less hands on experience and more of a management, dispatch, and command experience. The existing vehicle AI have been improved significantly to ensure that the AI will reach their destination successfully. You can specifically place exactly where you want your selected truck to park even up to the angle that it parks. A unique audio clip taken from real life recordings will play when the unit has accepted the run. Many of the commands inspired from our Emergency 4 mods have been added including speed controls to control how fast the vehicle drives, rapid deployment which will quickly hook a supply line to the nearest hydrant, stretch an attack line, attach the attack line to the rig, and begin pumping water all with one click of a button. The Spray Deck gun command on the Engine Companies allows you to simply click where you the water to be directed. The new auto ladder command lets the player click on any window or rooftop and the ladder will automatically extend to the exact point you have set. The scene light will even automatically aim to where you have pointed the ladder.This is useful when you want to save time, or maybe need a way out of a hairy situation.
Items and Inventory
I wanted to make the inventory and item system a little more user friendly by adding hotkeys to pick up items off the floor or quickly equip them from your inventory rather than having to navigate to each one through the radial menu. This will help you save time on the fire floor.
Gauges
The driving experience in EmergeNYC is a major part of the game and improving many aspects of this was high priority on my task list. Working gauges now show you your speed and RPMs as well as other useful information such as what gear you're in, if the blinkers are on or off, and eventually things such as low fuel, overheating from damage, and more. 3D Animated gauges are now on every fire truck in the game.
Sounds
While that is a nice addition, thanks to our new developer in training program (Ill touch base on this at the end of the video)EmergeNYC has made a huge leap in immersion with this update with brand new vehicle sounds. All engine sounds and siren sounds have been completely redone. Teaming up with our new developer LC, we spent close to 2 weeks focusing on seeing how we could improve the sounds of EmergeNYC which are a huge part of the immersion. Using real audio clips and recordings as well as reference from the actual sirens being created and countless hours of tweaking, we have been able to create virtually the exact sounds going into even the smallest details. We have added rumblers which the FDNY has recently begun to put on all of their trucks. If you dont like the sound you can easily turn it off. Each company has a unique airhorn sound and engine sounds are correct corresponding to which engine the unit uses in real life. Every truck sounds different. We dramatically improved the Q Sirens and have included different model mechanical sirens ranging from the Federal Model 28 , older Q Sirens, and newer Q Sirens. The sirens also switch between automatic modes more realistically. These changes may seem like they are not important however these really enhance the immersion of the game and we know they will be a player favorite.
Steering Wheel Support
Steering wheel support is now native in EmergeNYC with a quick setup allowing players to hook up their peripherals such as pedals, steering wheels, and other external inputs. Here you can see LC using his complete setup to play EmergeNYC.
Interiors
In this update we went back and finished any interiors that had not been completed yet, this includes the Montgomery County Fire stations as well as the Police Precincts and Hospital Interiors on each map. Each having a unique look.
Several new features have been added to enhance the multiplayer experience and make it easier on all players. A new player list shows who is loaded and still needs to load into the game, a new score system will be added where things can negatively or positively impact your score for example how many fires you put out will give you a higher score versus hitting traffic or parked cars will decrease your score. A Respawn option lets people teleport back to their firehouse with one click and returns all items and systems back to normal for a quick pack up if you prefer not to wait.
Multiplayer Optimization
To address your concerns about Multiplayer and optimization I can guarantee you there will be improvements all across the board and it is one of our top priorities along with all game breaking issues. I play multiplayer 90% of the time so I know how important it is to the core concept of the game. If you watch the video you can see steady frames all the way through and most of the video was shot in Multiplayer. The complications arise from having to network all the data from all players across the network and the more players you add into that equation the more data it needs to pass and performance issues arise. I am skilled enough to not rely on a hired developer to assist me with any of these issues anymore and can now figure out the best ways to get the best performance on my own. That’s why this update has taken so long, the end point here is the more time worked on this before release the more solid and stable end product and more satisfied less frustrated and disappointed players
Thank You!
Thank you for the support and the patience especially. I know I have kept you all waiting but I promise you I have been working my butt off every day 24/7 even spent the entire days sifting through hours of footage and editing this video while away visiting family. I bought my pc with me in a checked bag to keep working while I’m away and my monitor broke in the process and had to buy a new one. Goes to show I’m not letting anything stop me from trying to get this update pushed out as soon as possible. I want to make sure everything that I’ve shown you guys works as it should with no major issues. There are still things to address and some could take me 5 minutes to fix and others a few days. So that’s the reason I don’t want to give a release date but ideally I am personally aiming to release by Christmas week. I cannot make any promises though so do not take that as a solid answer.
I'm happy to see how eager everyone is for the new update. The last 2 weeks I have spent working on expanding, improving, and adding to the EMS Mechanics of the game as well as introducing the basics to PD including a new deputy character for Montgomery County, fixing and improving current aspects of gameplay. I plan to fix remaining bugs before release of this huge update and make sure that all new things work as expected and do not bring new bugs into the picture. The next week and a half I will be out of town to spend time with my family back home for my birthday. There is still no estimated release date for this update. There is extensive testing taking place in private testing before we release so when release comes, most if not all gamebreaking bugs or annoying bugs have been solved. I want all things to work as expected in Single Player and Multiplayer. This update will bring back Montgomery County, add all the wildfire mechanics, and introduce nearly final EMS gameplay and the beginnings of the PD Mechanics. Once this update is out I plan to focus on a Rescue update that will entail Water Rescues, High Angle Rescues, Marine Operations as well as shifting focus to Police gameplay over everything else. Thanks again everyone for your patience!
This video demos a few new features I added this past week to the upcoming free update to EmergeNYC which introduces wildfires to the game. Smoke jumpers parachuting down into the fire, a new helicopter, drafting water from the lake, cutting trees to stop the fire from advancing, optimizations, wind dynamic, fire spreading to nearby structures, and new smoke effects. The update will be available very soon so stay tuned!
Coming Soon, This update adds new units to Montgomery County and introduces aerial firefighting to the game with 2 firefighting helicopters, a USFS engine, and a new offroad engine. New buildings and environments have been added to the map to complete the look for the map. Enjoy this multiplayer game play sneak peak with commentary. Enjoy! All details in the video!
Fixed Radial Menu not working when starting a new game after going back to main menu Temporarily removed Squad 28's front line rig while we fix the bug Fixed issues with Tiller bouncing while driving Fixed 113's rolldown decal Fixed 2 fires that wouldnt go out in Brooklyn Fixed Squad 28 character spawning trapped inside a cage Fixed getting on the turntable of the tiller when pressing C for compartments