- Multiple Locations around the map for them to occur - Completely modular so expect them to show up near some of the factory buildings with spreading from them into the building, and vice versa. - They randomly generate when spawned, sometimes they can be a garbage truck, fuel tanker, or box trailer - Can climb into box trailer to extinguish fires - Can have the new hazmat type spill with them
These will be expanded upon like everything else including some rescue aspects coming to them
Investigations Introducing the first investigation type of emergency.
- Report of a tractor trailer on fire can be the result of smoking brakes, you will have to investigate tires to see if there is fire or not
New Hazmat type
Spills. These can grow in size, expect a future version of them to have fire hazards associated with them This brings oil dry, and brooms
Contain spill with leak kit, place oil dry on spill, then clean up with broom
Map
- Lots of optimizations have been done, and will continue. - Expanded 10 Rusty to include junkyard that can be fully involved
EMS - Starts development tonight - No I am still not answering any questions pertaining to it
Other - I am continuing to bug fix, and optimize the game the best I can. I will be working to add more pullable ceiling in other locations around the map - Still actively working on UI Bugs
3.7.0E
Build 3.7.0E
Bug Fixes - Fixed floating blue light on Garbage Truck - Fixed Engine 3 Lightbar - Fixed Scaling issue with some components on engine 2 - Fixed client sided issue with mirrors not shutting off when exiting the truck - Fixed Nozzle pick up collision preventing players from re-picking up hose - Fixed glitch that allowed two trucks to connect to same hydrant (Would bug first trucks hose) - Fixed nozzle being unable to be removed if hose is destroyed - Fixed Tanker 2 Amber Tail board lights - Fixed player house menu getting stuck if opening general menu - Fixed bad collisions around 15 Pine Ave preventing players from entering building - Fixed Crouching players clipping through ground ( Has been a bug since the original launch in 2020) - Fixed victim return portion of the tutorial
Sirens - Exiting truck will auto shut off all sirens. " Auto Q will finish Cycle"
Map Bug
- Made small change to code to see if it corrects it.
Fire Update - Foam is no longer a requirement to put out hotter fires. However not using foam on them will take twice as long for them to be extinguished . Tutorial - Changed fire from being instantly put out to just having half health from normal fires - Changed pry bar to proper term halligan in tutorial
Optimizations - Performed more smaller optimizations to open world - Optimized fires/smoke a bit more
Plywood + Glass windows [Recently added ones] - Added wood + glass effect when breaking
Command System - added buttons under establish command in CAD that allows you to place it under control, and upgrade alarm
Traffic - Lowered the amount of traffic per server until it is better optimized. Numbers will be adjusted further upon server feedback.
Light / Default = 25 cars [Total] originally 75 Med = 50 Cars [Total] originally 150 Heavy = 100 Cars [ Total ] Originally 200
Investigating closely watching mini map issues + drone issues
Build 3.7.0b
- Modding skin support for most trucks - Fuel System - Ai Command system - Traffic - Lots more
Command + Traffic now available on testing branch!
How to access testing branch
- Load up steam and head to your library - Right click on Into the Flames and then select "Properties" - Head to the Beta tab and in the drop down select "testing" (no password needed) - This will then download the new update for you
Join me for a live stream Q & A session on March 29th 6 PM to 8 PM EST. I will be hosting a public lobby, where anybody is free to join, and come hang out!
Any, and every question is on the table for me to answer!
Incident Command System Devblog
[previewyoutube="iVKe4yz23w4;full"]
Traffic Teaser 1
[previewyoutube="KjpSTwVMv4c;full"]
Coming soon! [Traffic, Custom Skins, Command System + More!!!]
A little information about the command system that will be shown off in a devblog soon.
For starters to use it, you will have to assign yourself to a call, and press a new "Establish Command" Button. Only one person can be in charge of a scene at any given time. Only the person who took command can pass command.
On the cad menu now there is a new area that show ALL units in the county, and what they are currently doing. It is broken up into 5 categories. In Quarters, Available, Responding, Staging, On Scene, and Out of Service. Players will be able to go en route to calls they have assigned themselves to in the cad.
Trucks are also broken down into 5 categories. Engine, Rescue, Ladder, Tower, and Tanker. All this info will be available on the cad screen with an up to date view on where the unit is responding to etc
There will be a host option to manually put calls under control, only command has the ability to do so.
Last tidbit I am sharing for now. Command has ability to upgrade box alarms to "Working Fire", all the way up to 5 alarms. This will change the description of emergency on cad to "5th Alarm assignment"
I will share more info soon
I'm working extremely hard to the command system ready for a public build. Lots of stuff coming to the game this, and we are also working on fixing quite a few of the reported bugs.
Coming this month
- Full Traffic System [ Yes they pull over!] - EMS System - Command System - AI assistance on calls - New Emergency Locations - Custom Vehicle Skins