Big changes are afoot in Flashing Lights. Behind the scenes this year we have been working on some changes to the foundations of the game. We are excited to roll these out over the coming months. We are moving the game map to a tile based loading system that will help us address the performance issues many players experience in the game.
In addition it will mean we can add better interiors to important buildings, and over time, develop a much bigger world for you all to explore.
This month we are excited to share with you the first step on this journey. In the new update, releasing by the end of October, you will be able to see the first version of the new map. This is only a small area, and does not have traffic or people for you to interact with (plus no callouts), but it is just the beginning. For now the new map will be available as an option in the main menu.
Over the coming months we will be adding a new and improved dispatch system and new traffic AI, before expanding the map and including new neighbourhoods for you to patrol.
We know that in the long run it will create a much more compelling experience for you all. We really appreciate all of your support so far, and are excited to share the new roadmap with you all.
October 2020 - March 2021 Roadmap
October: Explorable Small Map First Look: Your first chance to explore the newly optimised map (no callouts or traffic). The first step in a newly optimised game experience.
November: Sirens Customisation: Sirens selection plus manual vehicle siren controls.
December: Optimised Map Release Part 1: Small map single player callouts + improved dispatch system based on community feedback
January: Optimised Map Release Part 2: Small map new multiplayer callouts + improved dispatch system based on community feedback
February: Optimised Map Release Part 3: Overhauled traffic AI + traffic will appear on the streets of the new small map.
March: Optimised Map Release Part 4: Fully functional enhanced and optimised new map. This will form the foundation of the ongoing game development.
Update News
We have some news for you today regarding the update which was planned for September, 'Background Work Part 1 - Open Beta'. Sadly we won't be getting the update out by the end of the month as we had hoped to. This update is a large undertaking, and as many of you already know, work on this update and beyond has been done in the background over the past months alongside the regular updates.
When a situation like this arises, we often have two choices:
1) Release the update even though we're not quite where we wanted to be 2) Hold back and give ourselves more time to improve upon the update
We've opted for option 2 - we feel this is the best option for you all even if it does sadly mean you'll have to wait a bit longer. Because of this, the September update, 'Background Work Part 1 - Open Beta' will now become the October update.
We will be getting this update onto the unstable branch as soon as we can in October, but we don't have an exact date yet. (If you wish to opt into the unstable branch, please join the Discord for more info) The update will now release to the public by the end of October.
Keep an eye out for news! Soon we'll be sharing your first look at the exciting new update, as well as the Q4 2020 roadmap.
Thank you, The Flashing Lights Team
UPDATE NOW LIVE | Communication Update - In-Game Voice Chat
We're delighted to announce that in-game voice chat is here! You can now chat with your friends while playing Flashing Lights directly through the game. We've also added more text chat types - one for individual departments, and one for radio chatter. The ban option has also been improved so that the game now saves your list of banned players, preventing them from joining your server again after they've restarted.
Text chat type: team chat, type /t in front of message. (Example: /t Hello!)
Text chat type: radio command, type /r in front of message (example: /r 600 is the best), text colour coded for each department
Text chat /me command added (bold text)
New menu for multiplayer commands when pressing Esc for Mute, Kick, Ban and Unban functions
Multiplayer Ban command improved to now save list of banned players, preventing them from joining your sever again after restarting
Voice chat volume option added in Audio Settings as a separate channel from game's master volume
Fixes
Vehicle menu appearance tab should no longer get stuck
Fixed freezing on faulty lights import/load
Player Left message no longer displays when banned players try to re-join
Fixed kicked and banned messages
Footstep volume reduced
Police charger car windows tint changed to defaults
See you next month for the September update!
Thanks, The Flashing Lights Team
UPDATE NOW LIVE | Vehicle Lights Colour and Pattern Customisation
Hello all,
We're happy to announce that the vehicle lights colour and pattern customisation update is here! You can now design patterns and colours for vehicle lights - that includes all vehicles in the game, covering all departments. You can also import and export vehicle configurations, allowing you to share your creations and use those other players have created should they share them with you.
Full Update Notes
New
Lights colour and patterns customisation introduced
Game now spawns the last vehicle with the lighting setup that was used in a selected role
Vehicle menu loads last lights configuration on the selected vehicle
Ability to import/Export vehicle configurations (livery, lights setup, customised patterns, lights colours), in order to share and save your creations and use other players'. Available from the top right of the 'Select Vehicle' menu
Option to import/export lightbar only, available from the top right corner of the 'Lights Customization' menu
Lightbars have 3 default flashing patterns
Lightbar menu shows model names
Fixes
Lightbar menu now highlights the current model that is on the vehicle
Party hat disabled D:
Vic police car pushbar size adjusted
Old lightbar added in options
Right mouse button icon to rotate vehicle during customisation
Spawning vehicle with no lights will revert to default setup
We hope you enjoy this update and have fun customising and sharing your vehicle light set ups! Flashing Lights has a couple of big updates coming up in August and September.
Thanks, The Flashing Lights Team
July Update Pushed to Next Week
Hello all,
We're sorry to say that we've had to move the public version of the July update back to next week. While the lights pattern and colour customisation is coming along nicely, it needs just a little more time in the oven. As developer Nils continues to polish the update for next week, there is a way that you can play an early version of the update right now if you wish to!
Unstable Branch
If you want to play an early in-development version of the update, you can do so via the unstable branch. Please join the Flashing Lights Discord if you haven't already and head to the #announcements channel for details on how to access the unstable version.
We're excited to get the update out to you all next week, and also continue our work towards the August and September updates.
Thank you again for your ongoing support!
The Flashing Lights Team
July, August, September 2020 Roadmap Revealed
Hello all,
The day you’ve been waiting for has finally arrived. We’re excited to reveal the Q3 2020 roadmap, detailing our plans for July, August and September updates! We’ve been teasing the major background work that’s been in progress for some time now – and we’re glad to be able to give you your first look at the results of that work in September! Read on for more details.
Q3 2020 Roadmap
In July, we’ll be expanding on the recently introduced vehicle lights customisation system. You can look forward to vehicle lights colour and pattern customisation this month.
We know how important multiplayer is to you – especially role play and spending time with friends. Which is why in August we’ll be adding in-game voice chat, and upgrading our in-game text chat with multiple channels.
In September, you’ll get your first look at some of the major background work that Nils has been carrying out alongside all of the new content and bug fixes. The goal of the background work, as we’ve stated before, is to improve the foundations of Flashing Lights.
We hope you're as excited about this roadmap as we are. See you at the next update!
Thanks, The Flashing Lights Team
22 June 2020 Bug Fix Patch
Hello all,
We've just launched a new patch, which fixes various bugs some of you have been running into regarding the new vehicle lights customisation system!
Patch Notes
Fixes - Fixed a saved lights set up bug that prevented further lights adjustments for police - Saved lights set up could be loaded incorrectly when switching departments - this has been addressed - Fixed livery menu displaying incorrect amount of options - Vehicle menu buttons "Clear All" and "Default" could stop working - this has been fixed - Fixed an issue where the fire ladder truck left side small cabin light tag was missing - Fire ladder truck icons to use ladder removed while editing lights - Traffic advisor now previews lighting when emergency lights are turned on in vehicle menu - Traffic advisor light in-game no longer turns off together with emergency lights - Vehicle menu mouse hover effect added for buttons - Vehicle menu cursor rendering underneath UI fixed - Added a memory clear when you enter/exit Vehicle Menu (Please report any crash or improvements)
UPDATE NOW LIVE | Vehicle Lights Customisation, Liveries Selection for Police
Hello all,
Flashing Lights' June update is now live, introducing the vehicle lights customisation system, as well as a selection of liveries for police vehicles.
With it comes a bit of news regarding the June update. We were originally planning to include vehicle lights customisation (lightbars, grill lights etc) as well as vehicle lights pattern and colour customisation this month. In order to allow developer Nils more time to work on the major background work, we’ve re-arranged our plans a little:
June update (out now!):
- Vehicle lights customisation (lightbars, grill lights etc) - Livery customisation for police (designed as the first step for planned future vehicle customization options, including liveries for the other departments)
July update:
- Vehicle lights pattern and colour customisation
It won’t be long until we reveal the full Q3 2020 roadmap, so keep an eye out for that! It’ll be an exciting one.
Lightbar customization for player vehicles, available at Vehicle Selection menu (remember you can rotate the vehicle in-menu by holding right mouse button and dragging)
Livery selection menu for police cars (base system for future Vehicle Customization)
Additional lightbar models
Rambar for police Vic car
Vehicle IDs and order in menu changed
Fixes/Changes
Vehicle menu changed to mouse navigation
Thanks, The Flashing Lights Team
UPDATE NOW LIVE | Bug Fixing Month
Hello all,
Flashing Lights' May update has arrived! This month is dedicated to bug fixes, and you can find the full list of patch notes below.
As we explained when we announced the April, May and June 2020 roadmap, this month was dedicated to rounding up and fixing lots of smaller issues - we recognise that there are still larger issues present in the game, and we are continuing to work on them.
Some of the issues run deep, which is why Nils is undertaking the large scale background work. However, we also know there are lots of smaller issues, some of which have been present for a while, that we would like to address. On their own these small issues are not game breaking, but we know that once some of them are addressed it will make the game much better. We appreciate your support and understanding that bugs are a part of Early Access development.
Fixes
Active missions now cancel when a host leaves the server in multiplayer, to prevent callouts and dispatch freezing
EMS players can now pick up patients with the stretcher who have been treated by other players
Deliver to Court (ID 1016) and Escaped Convict (ID 1025) callouts previously got stuck and never finished in multiplayer
NPC Tow and Prisoner Transport pathfinding logic now matches with that of NPC EMS, improving arrival at the scene and laying the groundwork for further AI improvements in the future
NPC Tow and Prisoner Transport now use the same vehicle models as players
NPC tow truck driver now gets out of the car correctly
Tow truck's controls pop up now displays correctly
Tow truck camera now pauses for 5 seconds before also rotating back to default position
Mugging and Shoplifting call suspects no longer are missing stolen goods when frisked
Fixed an issue with pedestrians levitating in the air
Occasionally NPC drivers would be invisible. This is no more.
Traffic vehicles now do not do not swerve as fast as they did when you approach them with sirens on
Traffic spawning stopped when player parked on road side at random locations
Player character's neck rotation limited
NPC Tow previously did not pick up vehicles after traffic stop chase
Disabled ability to cuff and uncuff NPCs while they sit in police vehicle
Added barrier to the curved steep road near the south city exit to highway, to prevent player and NPC pickup transport falling
Arsonist call (2013) NPC fire truck moved
Various missions' despawner location updated to prevent instant despawn after mission completed or cancelled
NPC traffic obstacle detection range increased
Ambulance and Tow engine sound loop adjusted
Fixed various sound glitches
Player no longer gets out of vehicles on sides that are blocked
Fixed an issue with parked White Vic cars levitating above the ground while towed
Player SUV model engine hood fix - previously you could see front lights through vehicle body
Player SUV glowing seatbelt props texture adjusted
NPC suspects no longer slide and fist fight at the same time
Aggressive driver call (ID 1000) previously did not end the mission if a player registered the suspect at police station
NPC car in in aggressive driver callout (ID 1000) no longer despawns if a tow truck has been called or is being towed by a player.
Aggressive driver call (ID 1000) did not end if the host did not accept the call or was playing as EMS or FD
If another Aggressive driver call (ID 1000) is accepted while previous car is being towed, the new call no longer shows the old location, bugging the new mission
Missing flashlight for EMS female #2 character is no longer missing
Spotlight offset altered when used from interior view
Host no longer receives reputation points for police NPC prisoner transport when not playing as police
Siren now syncs correctly for NPC Tow and Prisoner Transport arrival in multiplayer
We hope you enjoy this update, and cannot wait to keep on improving and expanding Flashing Lights throughout 2020! Take a look at the Q2 2020 roadmap if you are yet to do so:
As previously announced, developer Nils Jakrins is also continuing with some major background work that will ensure Flashing Lights is bigger, better, faster and stronger before the end of the year. More on that in the coming months!
Thanks, The Flashing Lights Team
UPDATE NOW LIVE | New Callouts, Up to 20 Player Lobbies, Animated Dashboards
Hello all,
April's Flashing Lights update is now live, delivering new content and bug fixes!
As promised, this update includes functioning vehicle dashboards, displaying speed, tachometer, fuel, and engine temp - along with three new callouts. A missing person callout along with a shoplifting callout have been added for police, as well as a new escaped convict call for the police and EMS. The latter call features a new NPC type too.
Alongside that, we have a bit of a surprise: we're testing larger servers. You can now have up to 20 players in a game, but only when setting up a lobby with a password.
Incoming Flashing Lights Price Increase
Please note that on 7 May, we will be increasing the price of Flashing Lights from $14.99/£11.99/€13.99 to $19.99/£15.99/€16.99. It's been almost two years since we launched the game in Early Access. Countless updates have delivered new content, and so this small price increase reflects the substantial growth of the game since it launched. If the game has been on your wishlist and you're looking to jump in before the price goes up, now is the time.
April 2020 Update Full Patch Notes
New
Animated player vehicle dashboards (speed, tachometer, fuel, engine temp)
New police and EMS callout: Escaped Convict, featuring a new NPC type (ID: 1025)
New police callout: Missing Person (ID: 1027)
New police callout: Shoplifting (ID: 1026)
We're testing larger servers! You can now have up to 20 players in a game, but only when setting up a lobby with a password.
Player vehicle engine sound sync in multiplayer
You can now turn on/off 2D vehicle dashboard with F5
You can now use grab on NPCs without them being handcuffed
Added dispatch debug messages in Log Window (F4), to let you know if a department is to busy to be issued a new callout. In multiplayer, only the host can see them
Fixes
Changes to player character, player vehicles, traffic and pedestrian update cycles, potentially reducing lag on servers. Please let us know if any of you who have been experiencing lag have a better experience!
Potential fix introduced for the framerate drop which appeared in the March update. Please let us know if it's better - performance will be slightly different on different PCs, so hearing reports from various players helps us massively.
Unmarked SUV spotlight brightness adjusted
Fixed an issue with the rescue spreaders sync in multiplayer
Player character movement animation sync optimized - this was causing lag on start/stop movements
Ambulance steering wheel position adjusted to not block gauges visibility
Fixed an issue with NPC suspects sometimes shooting a gun while walking
Added a filter for dispatch to not issue new callouts or co-op callouts if any departments are already busy with another mission
We cannot wait to keep on evolving Flashing Lights throughout 2020. Take a chance to look at the Q2 2020 roadmap if you are yet to do so:
As previously announced, developer Nils Jakrins is also continuing with some major background work that will ensure Flashing Lights is bigger, better, faster and stronger before the end of the year. More on that in the coming months.