In today’s dev diary, we’re going to talk about one of the staples of the nuclear triad, and the way we’ve implemented it in ICBM: Escalation. It’s not just a means to deploy nuclear weapons either, it’s also a defining feature of the modern battlefield, one that has the ability to turn the tide of an entire war, even without nuclear weapons. That’s right, we’re going to be talking about AIR POWER.
As every nuclear war aficionado knows, even though there’s plenty of systems that have been able to deploy nuclear weapons over the years, the only one that’s been used in anger against an actual opponent is the B-29, two of which were used to drop the bombs when the United States attacked Hiroshima and Nagasaki. Bombers were the first leg of the nuclear triad, and (thankfully) the only one to have ever actually been put to use. So, it makes sense to start there.
As mentioned before, ICBM: Escalation starts all the way back in the early 1950s, and progresses through time all the way up to the near future. The first bombers you’ll have access to will be early-model, jet-powered bombers with limited range and an arsenal restricted to primitive gravity bombs. Don’t be fooled, just because the B-47 itself isn’t particularly potent, that doesn’t mean you can’t get a lot of use out of your bombers. Their performance and capabilities can be upgraded considerably, and they can host a wide variety of weapons as soon as you upgrade them to their successor: The B-52.
As we all know, many strategic bombers developed in the mid-1950’s are condemned to roam the Earth forever and must bear the curse of endless upgrade packages for all eternity. This means that you can easily upgrade your strategic bombers to carry a variety of new weapons. For lighter duties like destroying radar sites, airports and army bases, you have your choice between primitive iron bombs, guided air-to-ground missiles, or long-range air-launched cruise missiles, which also come with a nuclear-armed counterpart. Air-launched ballistic missiles, which offer more range and a bigger punch than cruise missiles, are also at your disposal if you need to deliver a heavy blow without getting too close. And of course, if the enemy’s been worn down or if you’re feeling especially brazen, you can always just load up the biggest, baddest gravity bomb you can find and dump it on a major city during rush hour.
As for the actual bombers themselves, your standard strategic bombers have a few incarnations they can go through as you upgrade them. Starting with the B-47, then moving on to the ubiquitous B-52 lineage, and then to the supersonic B-1 Lancers, and finally the stealthy B-2s and B-21s. For players who are highly focused on their bomber fleet and don’t mind investing a little more into their nuclear strike capabilities, there’s also specially built high-speed bombers, which don’t have the same reach and offer fewer weapon options, but are very fast and can pack a serious punch over short distances. This particular pedigree is kept separate from the regular bombers, is expensive to build and requires specialized airbases, but can fill a valuable niche if you can employ it effectively, and it also has some serious potential if it’s upgraded further…
Now, there’s more to running an air campaign than dumping bombs on people. To keep enemy aircraft at bay and take on more tactical targets, the fighter/attacker combo from ICBM 1 is making a comeback. Like before, fighters are designed to effectively punch out enemy aircraft, while multirole attackers can deploy bombs, rockets, AGMs and even nuclear-armed cruise missiles to take out enemy assets. Starting with basic, gun-slinging first generation fighters that don’t even have radars, you’ll be able to upgrade your tactical wings to 2nd, 3rd, 4th, 5th and even 6th generation designs that are faster, better armed and deadlier than the last.
Adding to the mix are more strategically-focused aircraft, like AWACS, which are now less effective at reconnaissance but are vital for monitoring the airspace, as well as spy planes, which conduct long-range patrols to uncover assets deep in enemy territory. Also making an appearance are interceptor aircraft, which are specially armed and equipped to chase down high-value targets, and lastly, electronic warfare aircraft, which can lessen the effectiveness of enemy radar, pick apart air defence networks and pave the way for devastating air raids.
There’s plenty more we could talk about or delve into, but there’s a lot to take in so we’ll let your imagination roam for a bit. Hopefully this piqued your interest, and we can’t wait to hear what you think so far. Don’t worry, If you’re hungry for more, we’ll be back with another dev diary soon enough, and we’ll see you then!
We are super grateful to those who patiently waited and cheered for us on our social media. We look forward to every feedback from you and do our best to live up to your expectations. 👊
While we're woking hard on full version of the game, we found some time to refine the demo version as well. For those who haven't seen our demo version yet - we hope that you will welcome it warmly!
Please find the list of added features and bug fixes below:
What features were added:
Added mouse invert Y and X axis option
The ability to jump out of a window and jump onto smaller objects has been improved
Player slide duration extended
Added motion blur option
Bugfixes:
Player no longer clipping through lockpick camera
Fixed loading screen - (loading screen won't fade until game is loaded so the popup about loading level shouldn't be visible anymore)
Fixed a bug that caused the alarm sound to not always play
Fixed a bug that caused the player to fall after each jump
Fixed a bug that made the guards' footsteps inaudible to the player
Fixed many places where the player could get stuck
Adjusted the default volume of in-game sounds
We look forward to you trying it out and sharing your opinion! You create this game with us!
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While maintaining the visual effects, ensure the consistency of the highest quality graphics and optimize any unreasonable performance allocation. For example, supplement the models, special effects, and animations with a more complete LOD, and reduce the performance consumption of faraway scenes.
Redesign the underlying program code, using better strategies to restructure the underlying logic.
More detailed and reasonable default settings have been applied for different levels of graphics, and more graphics options are now available. These settings are finely tuned to achieve a better balance between visual quality and performance. No effects have been removed. they are just allocated more reasonably. Players can also customize the options according to their personal preferences, and performance will be improved compared to before under the same graphics quality.
Specific modifications:
While maintaining visual effects, modify art materials and optimize unreasonable performance allocation
Models, special effects, animations, UI, and sound art resources have been reset or modified, including but not limited to:
Over 300 Hero models, 500+ Weapon models, and 100+ Horse equipment models, along with related animation files.
Over 300+ Unit entities, horse models, Attires, and related animation files are included.
Over 8,000 scene object models
Over 5,600+ character scene effects
500+ UI Materials
50+ music materials, 13,000+ sound effect materials.
Combine similar items and remove complex objects in over 40 scenes, including but not limited to:
Reducing the complexity of the model combination.
Combining models of the same type to reduce the absolute number and the number of triangular surfaces.
Modifying the distant scenery vegetation to reduce the performance consumption of faraway scenes.
Refactoring the underlying code, the following underlying systems have undergone code refactoring:
Graphics-related systems:
Optimizing materials, shadows, and lighting, among other graphic algorithms to reduce the GPU's computational overhead.
Optimizing static objects, dynamic objects, trees, and other models' clipping algorithms to reduce the CPU consumption of submitting rendering commands.
Optimizing the graphics system DrawCall batch submission algorithm.
Loading certain textures selectively, and reducing the usage of video memory and RAM.
Adjusting the task scheduling strategy of the graphic system, and making better use of CPU resources.
The rendering algorithms for highlighted objects and semi-transparent objects have been optimized.
For special effects, particles, decals, and other systems, more reasonable budget control strategies are used in high, medium, and low settings.
The performance effect after a Unit's death has been optimized.
Client-related System:
Cleaning up 11 unsuitable UI interfaces in the game.
UI system rendering and logic optimization for 58 interfaces.
The soldier creation system is optimized to avoid sudden lags when recruiting at supply points.
Optimizing the Point Capture system logic.
Optimizing the logic of the Season Challenges system.
Optimizing the system logic for changing levels.
Optimizing the logic of the Unit in Formation system.
The script system's garbage collection mechanism has been optimized, reducing occasional lagging issues.
Optimizing the LOD algorithms for animation, particles, and special effects systems to balance both visual quality and performance requirements.
Other Systems:
Optimizing audio effects, UI, Devastate, fabric, and other System synchronization Materials creation logic to avoid lags during the Create process.
Optimizing the frame rate smoothing algorithm to avoid large fluctuations.
Optimizing the multithread scheduling for new Intel CPUs, and making better use of CPU resources.
Fixing a series of crashes caused by multi-threading issues.
We have made more refined and reasonable default configurations for different levels of graphics settings, and also opened up more customization options. These settings have been adjusted to provide a more balanced visual and performance experience.
Join the beta branch to test randomly generated missions and other stuff! To join Beta, right click on Junkyard Truck>Properties>Betas>Beta Participation>beta. The beta branch might have some issues, but that's the purpose.
Randomly generated missions can be obtained on the notice board on the side of the gas station. If you don't like the mission you were given, you can always generate a new one. Reminder: Track missions and view mission details using the missions menu(Esc>Missions)
This update contains some fixes and adjustments, and some new trailers: -Added a large utility trailer for hauling large volumes of junk and other crap. -Added a large flatbed trailer for extremely heavy items which cannot be picked up. To transport these items, pull the flatbed trailer near them and interact with the object. -Added recovery options for all trailers. They will recover to a spot within the town. -Cuttable trees are now on a real-time respawn timer and cannot be regenerated by reloading. -Junk engines found in abandoned cars no longer regenerate on reload. -Manually carrying abnormally large or heavy objects long distances will drain your hydration and slow your movement speed. -Dentside now responds more realistically to mud. -Increased transparency of Dentside windshield. -Fixed an issue where the jerry can could have a problem filling up the Dentside pickup. -Fixed a visual issue where the Dentside pickup was not bending grass blades. -Several small fixes not worth mentioning!
In the Demo 1.0.3 update, UI additions, several gameplay adjustments, and bug fixes were continued.
Additions:
In snowy weather, it was challenging to see the focus areas of buildings when the ground was white. Now, when the ground reaches a certain amount of snow, the area indicators, which were yellow, turn black.
In the UIs of warehouses and villagers, when you hover over resources, it now shows how many days until they decay or the remaining durability in days.
A tracking system was developed to better monitor all stored, on-ground, and in-transfer resources. The resource indicators are now more accurate.
Adjustments:
Warnings about homeless villagers and insufficient housing start showing after the town center is built. Clicking on warnings that appear before building the town center used to prevent building houses. This adjustment was made to avoid confusion for players.
The red-colored warning in the resource management and building management buttons has been made more prominent.
Bug fixes:
Ein Problem wurde behoben, bei dem das Schließen des Panels, das durch Anklicken eines Dorfbewohners mit ESC und anschließendem erneuten Drücken von ESC geöffnet wurde, nicht das Pausenmenü öffnete.
Resolved the problem where right-clicking to move a villager did not stop the camera rotation and movement. This feature will make more sense when aligning multi-unit selection in one direction.
Fixed the issue where the profile of a villager wouldn't open when clicked while the game was paused.
Added 75 FPS to the FPS limit options, and fixed the issue where the limit selection wasn't immediately active.
We have scheduled an server maintenance on 11/10 from 13:10-14:10 UTC. The servers will go live again when maintenance is complete. Sorry for all the inconvenience and the maintenance could be postponed incase of unexpected technical issues. Thank you for your understanding and support.
In order to provide a better gaming experience, we have made the following updates:
Bugs Fixed 1.Fixed the helicopters will explode while landing under certain circumstances.
Now we have completed the English translation of the two villages and towns facing east and west of the university city, as well as the English translation of a shelter in the north and a mysterious area. Players are welcome to take risks and submit bugs in a timely manner. After leaving the shelter in the north, the content was not translated into English, which is the next step of work. Thank you again, My friends.