BlueTheRobot here, the community manager for Incursion Red River. Welcome to our fourth development update! It’s been some time since the previous one, but certain features that we wanted to show off took longer than anticipated. There has been a lot of progress in all areas and we are happy to bring you up to date!
UI Overhaul pt. I
Inventory & Stash
As teased in the last dev update, the inventory and stash received a complete UI overhaul, making them clean and modern. Alongside this, item icons have been improved, leading to better visuals and faster & more reliable texture loading. We have also added new sorting and filtering options, making it easier to find exactly what you need at a glance. Additionally, we consolidated the additional storage boxes per category into one large inventory box per category.
Gunsmith
The long awaited Gunsmith system has been implemented, allowing all weapons to be modified. Presets can also be saved and applied, making it easier than ever to maintain weapon configurations without manually adjusting each firearm repeatedly. We cannot wait to see what variants you guys come up with!
Weapon MalfunctionI
Weapon malfunction mechanics have been introduced to add more realism and depth to firefights. Weapons will now display a visible overheating effect, providing clear feedback on their condition during extended engagements. Malfunction chance occurs based on the weapon’s heat and durability. The more a weapon overheats and the lower its durability, the higher the likelihood of a malfunction occurring.
To help balance the economy, AI enemies will now carry used and worn weapons, making them less valuable when looted to increase the value of other loot. Also, as a long-time request, players can not only repair their worn weapons but also damaged gear with one click within the hideout.
Quarry Overhaul
Our goal is to blend an authentic environment with an enjoyable level design requires lots of iteration to reach a quality result. With thorough testing from both internal testing and community feedback- we’ve been able to bring Quarry into its final state with this upcoming patch.
Quarry has been expanded and re-imagined with our new design philosophies from both a technical workflow and level design perspective. Some of the major changes we’ve made include:
The military base has been moved further from the cliffside to increase downtime between points of interest and encourage the possibility of long range gameplay styles. Additionally, the base itself has been completely redesigned to better reflect what a modern, real-world military base might look like.
The Quarry cutting factory has been re-imagined with a complete layout and material overhaul.
The Quarry pit has been adjusted to be more accessible.
Extractions have been adjusted to better fit the new scale of the map.
Spawnpoints have been adjusted to give a greater buffer between enemy spawns and Players entering the raid.
New point of interest: cave
The cave provides a shortcut from the factory extract to the upper region of the Quarry pit. It is a CQB focused area housing new defense missions while giving the player a break from the longer sightlines.
Here are some WIP pictures of the cave:
New 3d Props
As our development team continues to grow, we are excited to introduce the first assets created by our newest 3D artist, Satyaki. These new props will mainly be used for the quarry overhaul and showcase our continuous efforts to achieve a higher standard in the game's overall quality.
STV
We are excited to introduce the STV, the first Vietnamese firearm featured in Incursion Red River. Expanding the variety of weapons available in the game while finally giving the VLF faction a reasonable weapon to add to their arsenal. Here are the first renders:
VLF Boss
Last but not least, we also wanted to share the progress on the VLF boss that we showed briefly in one of our dev streams.
FUTURE
On our development horizon, we’ll be looking at a weapon roadmap, a second part to the UI overhaul, more level design updates, and more. We look forward to seeing you all in our next dev stream which we’ll be announcing soon!
Ident button to toggle on/off the blinking of plane targets that made a call.
Radio button to enable 'Radio Direction Finding': this feature marks planes when they are using the radio, so you can see who is talking. This feature is not only helpful when controlling busy airspaces, it's actually realistic; systems like this are used in real life in some countries.
Captions button lets you hide the blue text at the bottom of the screen. It declutters the screen and adds realism as you have to listen to the pilots carefully (but of course it's only practical to use this feature when voices are enabled). And if you miss a call, just open the menu, because then the blue text will still be displayed.
Clock lets you display the local time. These four new options can be found via the new 'Extra' submenu in the Display menu.
Added XL font size option to the Text button, and adjusted the font size for high DPI displays.
✈ Sound options
Added a Noise button to the Sound menu: when enabled, you will hear a bit of background noise when pilots are talking over the radio, for some extra immersion.
Adjustments to text-to-speech calls and readbacks, for more variation and accuracy.
✈ Small adjustments
For custom airports, the altimeter unit can now be manually set to either inches or hectoPascals by using a new 'inches' property.
The control bar defaults to the bottom of the screen on ultrawide displays.
Apologies for the lengthy delay. There's been a death in the family, along with some personal struggles.
That said, development is progressing steadily.
I would like to introduce the Epitaphs. These are among the first overtly fantasy elements added, and I'd like to give a bit of an explanation as to what they are, and why I'm introducing them now.
While the world of Following Seas aims to be grounded in many areas, types of magic do exist. A big practitioner of these arts (prior to the collapse at least) was the Caelean culture. A cost of this is a struggle to maintain population numbers for reasons that may become clearer later -- but ultimately the effects of this were a somewhat distinct attitude towards death. Rather than practicing burial, or burnings as the Imperials do, instead bodies of (some) of the dead are ritualistically prepared, and animated. They are draped in ribbons, bearing texts that tell the story of who they were in life, their families, and notable events from their life.
Their purpose is to both act as walking gravestones, and to provide service in death to their descendants and people. Don't think of them as zombies or rotting corpses. They are closer to mummies, they don't stink or moan or eat brains or anything. In gameplay they function basically as robots that can automate some of your ship controls.
With all that said, these are intended to be the first kind of crew available to the player. I would like to expand this to include more varied human crew members eventually, but I'm not the best character artist or animator -- and these offer a simpler approach from a design perspective, and I feel have potential to be a bit interesting from a story perspective.
At this point, their capabilities are pretty limited, but more is intended, as well as a gradual dejankification. (Have I mentioned I'm not much of an animator?).
Commands can be issued from a radial menu, and currently allow for sail controls and pumping. An Epitaph can be directed to continually work the pumps until told differently, or you can queue up orders to manage the sails, furling or unfurling to any value without you needing to leave the helm. Soon to be added is capstan/windlass control, which aims to make precise harbour maneuvers easier, especially on the larger ships, as you can place the kedging anchor repeatedly without needing to wind it yourself.
You will be able to have multiple Epitaphs on a ship, but for practicalities sake don't expect realistic crew numbers. Each ship will have a preset number of crew stations, likely not exceeding a dozen or so for the bigger ships.
Mystery of Gevaudan will be participating in Steam Next Fest: February 2025, so if you are yet to try the game’s demo, it’s the perfect time to do so! Also, feel free to leave feedback, it will help me a lot to make the game better. Thank you, gamers!
Here is a quick recap from anything you missed yesterday!
Titan Talks February 21st
Why Release OB4 on a Monday?
Avoiding Weekend Hotfixes: The dev team prefers early-week launches to ensure they’re fully staffed and ready to address any immediate post-patch issues. Launching late in the week risks weekend problems—and weekend work for the team.
Watch Socials for Timing: While 7:00 AM Eastern was the targeted downtime, final live times vary. Once servers are updated, official channels will announce when OB4 is truly playable.
New God & Aspect Strategy
Artemis’s Aspect Arrives Immediately
The team noted it’s interesting to see players get used to a god’s base kit before introducing a transformative Aspect. Despite launching Artemis’s Aspect right away this time, expect future gods to release their Aspects later to allow players more time on the base kit first.
Awilix’s Visual & Kit Approach
Devs wanted to preserve her fluid “flow-state” playstyle, adding only small tweaks (e. g., synergy with Suku). Feedback from early tests suggested any drastic revamp would break her core feel. Hence, her OB4 design changes focus on thematic flourish rather than a big mechanical shift.
Face Model Updates & Art Consistency
Community Feedback: Achilles, Aphrodite, and Poseidon (Phantom Seas) got revised face/rigging to closer match their card art.
Intent: Card art and in-game models should align more faithfully, so the team is constantly fine-tuning lighting, rigging, and facial geometry based on feedback.
Assault “Team Bench” & Reroll Philosophy
Addressing “I Wanted That God!”
Players have long been frustrated when a teammate rerolls a god they actually wanted. Now, once rerolled, that “discarded” god goes to a shared “Team Bench.” Anyone can pick it up, keeping the random fun alive but reducing lost opportunities.
Maintaining Random Spirit
Devs don’t want Assault to become a free-choice mode. Healers are still limited, and only rerolled gods appear on the bench. They’ll watch how this new system affects team comps and match pacing.
Conquest Changes: The Bigger Picture
Encouraging Early Aggression
The team noticed that farming could feel strictly better than fighting early. XP from kills is now more rewarding, making early ganks and aggression a viable path to victory.
Diminishing Returns on Bullying
When a high-level player repeatedly kills a much lower-level player, the XP gained is noticeably reduced. The goal is to avoid the “snowball effect” of hammering an under-leveled opponent for the same big reward.
Doors, Minotaurs & Base Sieges
Runic Bomb can now destroy enemy base doors; minotaurs remain strong tools for closing out the game. The devs hope these tweaks encourage more dynamic endgame pushes and coordinate objective-based play.
UI & Quality of Life: Rationale Behind the Updates
Scoreboard Ability Details
Newer players struggled to understand an enemy’s abilities after dying. Being able to hover or select an enemy god’s portrait to read their kit helps reduce confusion and fosters better counterplay.
God Page Refinements
Multi-stance gods can toggle through stance abilities directly in the god page. This was highly requested in Titan Talk sessions for clarity and practice outside of live matches.
Jump Stamp Visibility
Previously, jump stamps were visible through Fog of War—effectively a “pay-to-lose” mechanic if you had a flashy stamp. Now, they’re hidden unless you have direct line of sight.
Dev Team Perspectives on Balance Tweaks
Rather than repeat the changes:
Penetration & Burst:
The devs emphasized that too many high-penetration items at once create lethal “burst-heavy” scenarios. OB4 reduces some penetration values to see if it mitigates that “instant-delete” feel.
Healing & Anti-Heal:
The community and top players alike voiced concerns about the power of healing comps. Developers are carefully buffing anti-heal durations so players can maintain pressure longer without removing healing from the game entirely.
Warrior/Guardian Tuning:
Addressing underused items like Warrior’s Axe aligns with the devs’ broader goal: give different roles more item paths. The team wants players to discover a variety of valid build routes, not just “cookie cutter” ones.
Community-Driven Questions & Future Plans
Here are a few behind-the-scenes bits not spelled out in patch notes:
Why Are Some Features Not in Yet?
God Builders, Bracket Targeting, and HUD Customization require major engineering and UI time. The devs confirm these are in active development but come after core systems are stabilized.
FPS Caps & Optimization
120 FPS on all platforms remains a desired milestone; the devs need further optimization to ensure stable performance. They’re also looking at adding more in-between caps (e. g., 144 or custom caps) for different monitors.
Stylistic Approach
The team is aiming for a “painterly” or “stylized” look that feels uniquely SMITE—rather than ultra-realism. Early on, feedback suggested the game was veering too realistic. Hence, the color palette and lighting are intentionally more vibrant and stylized.
Releasing Some Aspects Later
You’ll notice not all newly ported gods launch with an Aspect. This is to let the community fully explore the base kit first. Artemis is a special case this patch, but expect more “post-release Aspects” going forward.
Social/Party System Work
Known invite/party formation bugs remain a major target. A dedicated sub-team is tackling these issues, and we’ll see incremental fixes rolling out in upcoming patches.
Feedback: The Engine That Drives Iteration
The devs reiterated how crucial community insight is for refining game flow:
Tournament POVs & Creator Feedback: Big influences on tuning gods, from minor kit adjustments to broader item reworks.
Ambassador Conversations: The internal community panels often bubble up issues (e. g., certain starts or items underperforming).
Expect more incremental changes to gold bounties, new item additions, and further assault/conquest tweaks based on real-world data.
Looking Ahead
OB4 hits very soon, with Artemis and her Aspect, plus many behind-the-scenes improvements.
Awilix arrives next week—on track for March 3, unless scheduling shifts.
Future dev talk topics: new Aspects (Baron Samedi is on deck), ongoing UI improvements, quality-of-life expansions (music packs, more party fixes), and continued game-mode polish.
Stay Connected
For exact downtime or hotfix times, always check official SMITE 2 socials.
If you haven’t already, dive into the OB4 Patch Notes for every detail on item/god changes.
Keep the feedback coming—through Titan Talk, official forums, and community channels. Your voice shapes the battleground.
Thanks for reading, and we’ll see you Monday in OB4!
Hotfixes
The following hotfix items have been applied in the last 24 hours:
Fixed an issue where Aladdin's A02 can be cancelled and trigger more hydras that intended.
User API - Fixed an issue where searching for a name just like yours will return yourself
User API - Fixed an issue where searching for a player would cause them to appear multiple times in the results