1. Ready or Not
  2. News

Ready or Not News

Home Invasion Patch 2 Changelog

Attention Officers,


[h2]Welcome to the Patch 2 Changelog for the Home Invasion Release![/h2]

In Patch 2, DLC 1 missions are now available in Commander Mode. These Home Invasion missions are made available to play in Commander Mode after the base game missions are complete. Furthermore, we have renamed "Practice" mode to "Quick Play" in order to more accurately reflect its function within the game and reduce confusion. The Home Invasion Missions will still be available in Quick Play and Multiplayer as well.

[h2]Fixes:[/h2]
  • Fixed civilians getting stuck trying to path through rat holes when told to “Move to Exit”
  • Fixed civilians getting stuck on locked doors when told to “Move to Exit”
  • Fixed crash if host dies while restraining a suspect or civilian
  • Fixed missing texture on club entrance curb
  • Fixed evidence on Dorms not being able to be collected after falling under some of the debris on the ground
  • Fixed SWAT AI getting stuck on certain rooms when trying to breach and clear with the breaching shotgun
  • Fixed various collision issues on Narcos
  • Fixed music on Hospital not ramping up properly
  • Fixed various occlusion issues on Hospital
  • Added missing requirements text to DLC customization items
  • Fixed incorrect Home Invasion level order
  • Added missing holding cell audio in the DLC station
  • Fixed use of deprecated propagation audio on Penthouse
  • Optimized sound transitioner
  • Fixed spectator camera not transitioning audio
  • Added missing face ROMs to Penthouse
  • Fixed SWAT command status UI text elements overlapping
  • Fixed SWAT AI being unable to clear small room on Lawmaker
  • Fixed SWAT LODs not working as expected
  • Fixed missing club reaction volumes
  • Fixed optics being blown out on Port
  • Fixed character hands disappearing during paired interactions
  • Fixed SWAT AI getting slightly stuck in the Northern Exit Elephant spawn
  • Fixed civilians not getting arrested in the Northern Exit Elephant spawn
  • Fixed the TCR not reloading while empty and aiming down sights at the same time
  • Fixed certain helmets disappearing when viewed through the team cam
  • Fixed an issue with the tan GPNVG normal map
  • Fixed duplicate battery pack setups on helmets while using night vision goggles

[h2]Improvements:[/h2]
  • Added ability to play DLC missions in Commander Mode after finishing the base missions
      Missions are unlocked in order, as is normal for Commander Mode
  • Added a few helpful pop-ups to the main menu
  • Improved Crystal audio on Gas
  • Improved system performance when opening/closing doors
  • Adjusted SWAT AI clearing behaviour in the main Dorms hallways
  • Optimized various character models

[h2]Known Issues:[/h2]
  • The 'Thank you for purchasing the DLC' pop-up appears when launching the game for the first time, even without owning the DLC.

Vol. 76 - Ready or Not Development Briefing

Attention Officers,


Welcome to the 76th edition of our Ready or Not Development Briefing, August 2nd, 2024!

This week we want to provide a hopeful retrospective from our Game Director, Gruntr, regarding the recent release of our first DLC, Home Invasion. The message also serves as a general reflection that will help you understand our current experience as a game development studio.

Thank you for all of your feedback and continued support for the game as we look to support the game to the best of our abilities.

We’re eager to deliver you all more Ready or Not content, growing together throughout the process. Speaking of which, Patch 2 for Home Invasion is on its way shortly.
Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.

[hr][/hr]
Hey everyone, thanks for reading this dev briefing, I'd love to share a bit of reflection and insight as the Game Director for Ready or Not:

It's been one hell of a wild ride, from RoN’s early inception and private alpha, "that" PVP event during the pandemic, releasing the game in Early Access to massive acclaim, and dropping 1.0 with a big marketing push that saw our game across billboards in downtown Los Angeles.

Underlying all of this is hundreds upon thousands of collective hours of learning how to work together as a larger team, continue to grow a game studio at a healthy pace for the product, company, and people; improve RoN, and release content on a reasonable schedule. This progression internally has allowed us to hone our skills as a team and improve Ready or Not.

While DLC 1 came with a myriad of QoL improvements, a player-friendly approach to DLC, fresh content, cosmetics, and more ― it was (reasonably) received with dismay namely due to the unintentionally poor system performance and limited access to new DLC maps, among other concerns.

Regarding the DLC maps, I want to establish that the decision was made initially to not release the DLC in Commander Mode months ago. Collectively, we didn't properly consider the ramifications of this decision, and it has become an extremely valuable lesson.

Regardless, just like any good company should, we're working on improving our processes while also creating a better line of communication with everyone who follows Ready Or Not. Patch 2 will see access to the new DLC maps through Commander Mode for those who have completed all 1.0 levels, as well as even further improvements to performance and bugfixes.

The start of this year saw our team reconvene slowly due to the sheer intensity of 2023 -- we all ended up all working extremely long hours to get the release out the door at the end of the year, and as a result we paid the price with a slow but necessary recovery from burnout in the first quarter of 2024.

However, even through all this our team managed to continue work on the DLC 1 (and DLC 2) maps, plan future content, improve the game repository (cleaning up 7-odd years of unused content within the editor), dealt with a partial leak alert, and switched to Unreal 5 so that we could continue to reap the benefits from engine upgrades well into the future.

With of this being said, thank you all for your feedback on our latest release: positive, negative, and anywhere in between.

We don't want anything to stop us from continuing to work on the game many of you have sunk hundreds of hours into, and we have big plans for DLC 2 and beyond; I'm personally super excited to get into those plans internally this coming week― we've got some cool stuff in store.

Thanks again,


[h3]Gruntr COO/Game Director [/h3]

[hr][/hr]
Conclusion


As we continue to work on fixes and improvements for the game and initiate our next phases of planning, know that we are thinking of our community and how we can best strive to meet your expectations. We’re sorry for any shortcomings that can occur, and we work to improve wherever possible.

This concludes our 76th development briefing, thank you again for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

[h3]Stack up and clear out.
VOID Interactive [/h3]

Home Invasion Patch 1 Changelog

Attention Officers,


Welcome to Patch 1 changelog for the Home Invasion Release! Included is an introduction to the recent changes today and our next steps, with the Patch 1 changelog notes listed further below:

Following the launch of our first DLC, we have taken in the great amount of feedback provided by our community and are working to rectify as many of the most pressing issues as we can. In two patches we will address two main areas of concern along with general bugfixing and improvements: the first being performance, and the second being the lack of availability of DLC1 maps in Commander Mode.

Here in Patch 1, we are focusing on performance as the primary priority. Among the fixes, FSR3 will work as intended, resolution scaling is fixed, texture streaming issues are resolved on the new maps, and improvements have been made to several specific performance areas. More changes are of course elaborated in the changelog further below.

Patch 2 meanwhile will look to address the limited availability of the DLC 1 maps. Currently the DLC 1 Home Invasion maps are available in Multiplayer and Practice mode. In Patch 2 will be bringing those same maps into Commander Mode.

For some background context on the situation with Commander Mode, we initially intended for the upcoming DLCs to be part of their own cohesive experience in a separate segment of Commander Mode. However, with the release of Home Invasion, our players have made it clear that this approach restricted the experience of Commander Mode in its current state.
There will of course be a dedicated changelog for Patch 2 for when it releases, but without further ado, here's this Patch 1 changelog:


[h2]Fixes:[/h2]
  • Fixed FSR3 not working
  • Fixed some issues related to turning on DLSS
  • Fixed resolution scale not working
  • Partially fixed civilians getting stuck on doors after being ordered to move to exit. Civilians now move through unlocked doors fine, but may still get stuck on locked doors.
  • Fixed texture streaming on Narcos, Lawmaker and Dorms
  • Fixed missing UI notification when unlocking the flower polo shirt
  • Fixed reportable for dead informant not appearing on Narcos
  • Fixed certain cases of strange character head rotation
  • Fixed issues with spawn points on Valley and Ridgeline in full multiplayer lobbies
  • Fixed hands and gun disappearing when alt leaning a certain way
  • Fixed hostage takers sometimes facing away from the player
  • Fixed small collision issue on Gas
  • Fixed lobby manager and tablet friend invite buttons not working in multiplayer
  • Fixed sound occlusion issue on Sins
  • Fixed subtitles for one of the DLC Station conversations
  • Fixed various typos
  • Possible fix for various music parameters sustaining on Lawmaker and Dorms
  • Fixed certain weapons always using specific weapon draw / holster type
  • Fixed slide lock back audio inconsistency for certain weapons
  • Fixed doubled draw audio for a bunch of weapons
  • Fixed doubled select audio for certain weapons
  • Fixed instances of certain weapons not having third person draw animations assigned
  • Fixed instances of crouched draw / holster audio not having any animation assignments, resulting in no audio
  • Fixed breaching shotgun range, reduced down to ~3.5m
  • Fixed strange looking capsule shadows (by removing them), increasing performance
  • Fixed crashes if host dies will restraining an NPC
  • Fixed crashes for the host that could occur when spectating a full lobby
  • Fixed broken head tracking on arrested suspects/civilians
  • Fixed overly noisy vegetation shadows on Ridgeline
  • Possible fix for dead arrested character models phasing in and out of existence for clients in multiplayer
  • Possible fix for suspects sometimes holding invisible weapons for clients in high latency lobbies
  • Fixed a variety of crashes

[h2]Improvements:[/h2]
  • Added sliders for ambient occlusion quality and reflection quality to the graphics settings
  • Optimized performance of SWAT AI threat tracking
  • Improved UI performance
  • Misc. CPU performance improvements
  • Improved visibility of all holographic and red dot sights
  • Improved first person shading effects when Per-Object Shadows are enabled
  • Improved lighting on Dorms and Lawmaker

[h2]Known Issues:[/h2]
  • Usage of the SPC9 submachine gun may lead to crashes
  • DLSS currently only uses the ‘Quality’ preset regardless of which preset it is set to when turned on

Ready or Not's new expansion takes the tense shooter action to new heights, but the politics hit rock bottom




Ready or Not’s Home Invasion DLC feels like the expansion packs of old. There’s a wedge of new missions, a few new weapons, some cosmetics and a QOL update (free for all players) that eases a few of the game's pain points, refreshing its multiplayer lobbies while also beefing up AI and audio. Home Invasion also comes in at $9.99, making it a steal for those already invested in Void Interactive’s misanthropic cop-’em-up...
Read more.

Ready or Not: Home Invasion DLC is Now Available!

The Home Invasion DLC and its accompanying base game update are now released! You can view the full changelog here: https://store.steampowered.com/news/app/1144200/view/4343242494484137727


Much of the Home Invasion DLC content is free for all players, however if you want access to the DLC exclusive cosmetics check out the Home Invasion store page here:

https://store.steampowered.com/app/3015760/Ready_or_Not_Home_Invasion/

[h3](If you already own the Supporter Edition, the Home Invasion DLC is included for free.)

DLC weapons: Free for all players
DLC maps: Free in multiplayer if the lobby host owns the DLC
DLC cosmetics: DLC purchase needed (with the exception of balaclavas and new camo options for base game cosmetics)
[/h3]

If you have any bug reports or feedback, please post them on our Discord bug report forum channel or our Discord feedback report forum channel to consolidate them most effectively.

Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

[h3]Stack up and clear out. VOID Interactive [/h3]