Attention Republic soldiers, Incursion is now officially out of early access and moving into its full release! Comparing the game to its original reveal trailer is an insane night & day difference. The game has undergone a graphics overhaul, tons of new maps & weapons, and lots of redesign and rebalancing. It's hard to believe that in June you couldn't even open the options menu from in-game.
The big focus of this update is the new gamemode Zombies3D. This gamemode was a pet project inspired by Counter-Strike: Global Offensive community zombie maps and classic video games. If when opening the gamemode you think "This is like playing on a CS community server from 2007" then I've done my job. I love this older graphics style, particularly the freedom it grants me with environment designing.
Zombies3D currently features 1 map "Graveyard" sporting many zombies and two boss battles. Some parts of the level are randomized but most of it is a crafted experience.
This gamemode & map feature an all-new music soundtrack to better fit the boomer shooter & fast-paced style, as well as many modifications to the player controller to match.
It is worth knowing! If you're used to the classic Incursion experience, know that Zombies3D difficulties scale much harder as difficulties are supposed to represent great challenges for those bold enough to try. Meaning, I would *highly* recommend you try out the gamemode on Veteran difficulty first and don't just dive into the higher difficulties!
Now, There are a lot of great things about this update, but since this is full release this is now about everything leading up to this point and from reveal trailer to now is no comparison!
Read the full changelog below.
Full Changelog
Added: Gamemode "Zombies 3D"
Added: Map "Graveyard" (for Zombies 3D)
Added: Difficulty "Incursion"
Added: Perk "Damage V" - Increases damage 1,000%
Added: Achievement "War Hero" - Win any gamemode on incursion difficulty
Added: Achievement "Going Retro" - Start a game of Zombies3D
Added: Achievement "Community Server Extraordinaire" - Beat a game of Zombies3D
Added: Achievement "I Love Pain" - Beat a game of Zombies3D on incursion difficulty
Changed: Adjusted multiplayer spawn rate scaling to be more aggressive
Closing Notes
The game has come a *very* long way since first releasing in June. The Reforged update alone could've warranted a sequel! I'm very happy with how this game has turned out as it turned into my longest game project. This update was a big push for me so I'll be taking a break for awhile but feel free to join the Discord as I want to hear feedback still & see players enjoying the game.
Attention Republic soldiers, I've released the War update! The third major update of the full-release roadmap, meaning we're only one major update away from full release. Adds 4 new weapons, 1 new map, and some other cool features.
The big focus of this update was the war theme. As the Incursion carries on, the Republic prepares counter-offensive measures against their invaders. Factory is a spaceship construction yard abandoned at the start of the war which if allowed to resume, could be pivotal in Earth's defense. Help clear the area in this new Last Stand map.
The Shredder and its crazy variant Nuclear Shredder are the first of their kind to arrive on the battlefield; Laser LMG's! And so long as we're serious about retaking Earth, and since our attackers aren't engaging in traditional warfare, The Republic has made available its defense satellites for battlefield use. Although these satellites are a tremendous use of resources, it's well worth the punch they pack! Call in these defenses using the new Satellite Strike. And if you're a fan of headshots and the future, check out the new Plasma Revolver (PR-8) in the light weapons shop. These and more are now available with the update.
Read the full changelog below.
Full Changelog
Added: Map "Factory" (Last Stand)
Added: Weapon "Satellite Strike" (Available in the specials shop)
Added: Weapon "Shredder" (Available in the heavy shop)
Added: Weapon "Nuclear Shredder" (Available in the heavy shop)
Added: Weapon "PR-8" (Available in the light shop)
Added: In-Game Leaderboard (See match stats in both singleplayer & online)
Added: Laser projectiles (Green & Blue)
Changed: Tracers now feature multi-color support
Changed: Mid-air accuracy calculations adjusted to guarantee minimum inaccuracy as well as to generally increase mid-air inaccuracy
Closing Notes
The game has come a *very* long way since first releasing in June. The Reforged update alone could've warranted a sequel! I'm excited to see full release come and hope you're all enjoying the new updates.
Attention Republic soldiers, I've released the Specialists update! The second major update of the new roadmap marking the game as halfway to full release. Adds 2 new weapons, 1 new class, and 2 new perk slot challenges to the game.
This big focus of this update was introducing new ways to play the game, hence specialists. For base defense, you now have a powerful new way to defend your bases. The Ranged Repair is for those of you who like to focus on buildables, letting players repair from a distance but at the cost of using up a weapon slot. For those looking for a little more oomph to put your late-game currency into, you now have the Flamethrower.
Along with these two new weapons is a new class: Juicer. Juicer's ability lets you deal critical hits with every shot, effectively tripling most weapons damage for 10 seconds.
And finally, there are now 2 new perk slot challenges and therefore 2 new perk slots players can work toward unlocking. This means the player now can unlock up to 5 perk slots allowing greater customization & allowing room for more passive perks.
Read the full changelog below.
Full Changelog
Added: New Perk Slots & Perk Slot Challenges
-> "Level Up I": Reach xp level 6 or higher
-> "Level Up II": Reach xp level 12 or higher
Added: Weapon "Ranged Repair" (Available in the specials shop)
Added: Weapon "Flamethrower" (Available in the specials shop)
Added: Class "Juicer": Gain critical hits on all attacks for 10 seconds
Changed: Shop "Explosive" category renamed to "Area Of Effect"
Changed: St. Ignace (A) walkway can no longer be built on top of (intended for shooting down from)
Changed: Added higher quality icon images for weapons
Closing Notes
If you're curious why this update was meant to release Friday (the 7th) but is releasing today Sunday (the 9th), this update was announced to be delayed on the discord by 2 days as I underestimated the time it would take to make the flamethrower.
Some of you may have noticed I cut from this update "Specialist Perks". The original intention was to have perks which complimented weapons (hence, specializing) such as "+10% Damage to Shotguns". The problem was that when working on the system, I came to realize this contradicted the game design intended by the shop. One of the biggest changes moving from Incursion Classic to Reforged was to get rid of class weapons/loadouts and instead to have a shop. This was specifically to increase player choice and flexibility in gameplay and I feel as though (even if player-voluntary) having a system which promoted specific weapons again would undo that design as since there is no way to change perks mid-game it would once again limit players to the weapons they choose at the start of the match. Hope that provides some clarity.
Next update is a big one too "The War Update" which will be the second-biggest content update in Reforged, only 1 behind full release.
Attention Republic soldiers, I've released the Snipers & Bombs update! This is the first content update post-Reforged, being only a couple of weeks after the roadmap released. Very exciting stuff.
With all new content my hope is to enhance or add new strategies to the game or ways to play. With this update that meant adding sniping (which existed in Incursion Classic) back to the game with two snipers with different playstyles. The Grasshopper is a semi-automatic sniper with complete accuracy and The Bull is a slow firing heavy-hitting sniper with the ability to pierce through multiple enemies with every shot. The most versatile and unique of the new additions is the C7, a sticky explosive you can throw and remotely detonate. It's expensive to buy and expensive to refill ammo for, but in return you get on-demand explosives that do extreme damage. You can buy the C7 at the newly-online specials shop and the snipers at the heavy weapons shop.
Along with these new weapons are new achievements & some important changes and fixes, such as making turrets useful at close-range and fixing the "Waiting for players" bug in the tutorial. Read the full changelog below.
Full Changelog
Added: Specials shop
Added: Weapon "C7" (Available in the new Specials shop): A thrown sticky remote-detonated explosive
Added: Weapon "Grasshopper" (Available in the Heavy Weapon shop): A semi-automatic sniper rifle
Added: Weapon "The Bull" (Available in the Heavy Weapon shop): A slower-firing sniper rifle that can pierce through multiple enemies with every shot
Added: Achievement "A Respectable Career": Have your total perk level be 50 or higher
Added: Achievement "Mighty Defender": Have your total perk level be 70 or higher
Changed: Individual Impact Grenade's now deal 100 damage, with consideration that 3 grenades are thrown with the ability & with current balancing this means the ability will no longer kill full-health enemies if all grenades hit them after wave 23. This change importantly makes the ability helpful rather than a get-out-of-jail free card late-game
Changed: Shotguns now use a dynamic circle crosshair instead of the dynamic cross
Changed: Turrets now attack targets that are very close to them
Changed: Update impact grenade's visual to be more appropriate to explosive (old visual looked more like a smoke or flash grenade)
Changed: Minor adjustments to the spawn rate of zombies for post-evac waves
Fixed: Levels with no cutscene causing the "Waiting for players" screen to remain active (this was mainly a problem with the "How To Play" tutorial level)
Fixed: Console Command "sv_setshopscanbeused" not performing a cheats check
Attention Republic soldiers, This patch has been worked on strictly to solve the 1 major disconnect problem that has been facing multiplayer. This was thought to be fixed in the previous patch but revealed to still exist. It has been an adventure trying to find and I'm glad it can finally stop haunting my dreams.
This solved lets me focus all of my attention on the EA-4.0 update releasing September 9th!
General Changes
Changed: Added more useful log information for debugging problems in the future
Fixed: Disconnect problem caused by invalid NPC weapon lookup under very specific circumstances
Let multiplayer disconnect issues be a thing of the past!
Attention Republic soldiers, More and more players have been playing the game multiplayer, which is great to hear, but it means some new discoveries have come about which I thought should be addressed before the 4.0 update brings in even more players.
General Changes
Fixed: Disconnect problem caused by invalid NPC weapon lookup under very specific circumstances (Thanks to users joining the Discord & sharing player logs to hunt down this problem!)
Fixed: Zombie explosion gas not spawning over the network properly
Fixed: Buildables blocked pathfinding while still being built (in their ghost form)
Fixed: Buildables blocked pathfinding for a few seeconds after they were destroyed
Attention Republic soldiers, This is a pretty small patch for the Reforged update, just crossing known to-do's off my list. I estimate this will be the last patch before EA-4.0 (The Snipers & Bombs update on the roadmap).
General Changes
Changed: Shotgun spread is slightly more randomized (not listed as a balancing change because this will have a small impact on gameplay but make shotgun shots less grid-like which looks nicer)
Changed: Shop bottom left slot info changed to make more logical sense
Changed: Made M16 shoot volume louder to be more in-line with other weapons
Fixed: The more egregious stuck spots & spots where you'd be invincible to damage on Backstreet Market
Fixed: Exploding zombie gas blocking the player from viewing/using interactables (This most often made so when exploding near a wall, you could no longer view the walls health until the gas cleared)
Fixed: Non-host not seeing shop markers between waves
Attention Republic soldiers, The Reforged update couldn't have gone better. I'm very happy with the results, lots of new players, old players logging more hours, and just overall everyone seems happier about the game.
With the content patches ironing out all of the major issues with the Reforged update, it's time to announce what my plans are moving forward.
My goal is to do a major content update a month, leading to December 9th which will be when Incursion goes from early access to full release. That's 4 major content updates!
The 2022 Full Release Roadmap
(Read the text version of this graphic at the bottom of this announcement)
For the full release update in December, I decided to do things a bit different from the updates before it. I wanted to be a bit selfish and try making a new gamemode idea that I've had since Incursion first released. I've always been a big fan of Wolfenstein3D-style graphics and I'd love if my passion for them could be in one of my games too. For long-time players I'm also going to be working on adding a new difficulty so you have something new to work toward.
The biggest feedback from the Reforged update has been now that we're on solid footing gameplay-wise, more content is a top priority. So every content update aims to introduce a new way to play the game. Specializing with perks, weapons adding new strategies, a new class, lots of good stuff.
So, I'm celebrating that Incursion: Reforged turned out so well and looking forward to getting the game to full release over the next 4 months!
"Full Release" (December 9th, 2022) -Adds NEW DLC: Zombies3D --Adds New Gamemode --Adds New Maps -Adds Difficulty: Incursion -Adds Buildable: Sniper Turret
Small Update (EA 3.2)
Attention Republic soldiers, This is the second patch for the Reforged update.
This updates goal was to polish up the Reforged update so I can focus on moving on to content updates. The biggest mid-game multiplayer bugs have been eliminated, difficulties have received big balancing changes, crashing has been reduced, performance in multiple areas has been improved, and some quality of life changes have come out.
One of the big changes that has been a long time coming is the ability to use the options menu in-game.
Between now and the next big update there will likely be more patches as less serious or new bugs are discovered and fixed. But with this patch, I've begun working on the roadmap for the game. This will show a clear plan for new content/features as well as the path to full release. I hope to have the roadmap released within the next week or so. Moving forward, having consistent content updates will mean I won't be working so hard anymore and get to focus on the cool stuff! Hooray!
Balancing Changes
Changed: Currency earned now scales with difficulty (No more turrets wave 2 of Heart Bleed!) so you earn roughly the same amount of currency killing enemies on various difficulties
Changed: Auto Turret damage now scales with difficulty
Changed: Auto Turret view distance reduced from 50m to 35m
Changed: Auto Turret rotate speed increased from 2 to 4
General Changes
Added: Escape menu now lets you access the options menu in-game
Added: Helpful console logs so player reports can easily find wave defense progression (Important so debugging crashes can know if they happened near the start of a game or further in)
Changed: (Forgot to mention in the EA-3.1 patch notes, now updated) Cutscenes can now be skipped by the host
Changed: Escape menu visuals updated
Changed: Walls now place slightly further from the player so their placement is valid when rotated vertically
Changed: Auto turret now locks-on better to enemies
Fixed: Skipping cutscene in multiplayer only skipped for the host
Fixed: Multiplayer disconnect involving the impact grenade (usually when thrown by the host)
Fixed: Impact grenade floating mid-air if thrown by non-host
Fixed: Updated Lighthouse navmesh to include the new pillars/railings from the EA-3.1 patch
Fixed: Auto turret not syncing rotation over the network
Fixed: Headshot achievements still being awarded if you lost a game
Fixed: Changing server settings in multiplayer performing a start check, causing the chat to get spammed with start check messages (i.e "Too high perk level") when changing server settings
Fixed: Auto turret creating errors if shots don't hit anything
Fixed: Spectate camera being active during cutscenes (This helped to both reduce log spam & improve performance during cutscenes)
Fixed: Alley fire particles causing log spam
Fixed: Lighthouse intro causing log spam
Fixed: St. Ignace (A) & (B) intro having an unnecessary directional light active (This will reduce log spam & improve their intro's performance)
Fixed: Loading screen causing log spam
Removed: "Defender Weapon FOV" from options (Not being used in Reforged since Whiteout Engine 2 is now using HDRP)