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Ready or Not - 1.0: Hotfix #3

Find the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below:

If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot)
[hr][/hr][h2]Bug Fixes:[/h2]
  • Removed duplicate Beachfront briefing
  • Adjusted visibility blockers on Ridgeline, Penthouse, Valley and Importer
  • Fixed a bug that soft-locked the game when changing the language outside of the main menu
  • Fixed an issue with the loadout/customization menu that caused the game to crash when opened at the last second before the mission starts loading
  • Fixed a stack-up error that caused SWAT AI to be unable to move and clear when a door is opened toward them
  • Fixed a bug that prevented SWAT AI from autonomously completing all objectives and finishing the mission after the player dies in practice mode
  • Fixed an audio trigger in the tutorial that started too soon, resulting in players trying to complete the optiwand task on the wrong door
  • Fixed an unintentional interaction that allowed completion of the “Due Process” achievement without using C2
  • Fixed an issue that led to unintended AI behaviour, where Suspect AI was reopening fire at their last target after faking a suicide attempt
  • Fixed various lighting & art bugs across missions
  • Fixed an input error that caused players to stay in crouch position when approaching suspect/civilian or evidence while in crouch position and releasing input during a restrain or evidence animation
  • Fixed a customization bug that caused watches under long sleeved shirts to still appear in first person view
  • Fixed an issue that brought up the replay menu when pressing the slash button during missions
  • Fixed a startup issue that resulted in subtitles being reset to default instead of the one that was set during the previous game session
  • Resolved an issue that made weapons appear not to zoom in with the entire scene when ADS zoom is enabled while holding down ADS
  • Fixed missing ADS zoom when using the MP5A2 with a holographic sight
  • Fixed a bug in which additional taser ammunition was not granted when using an additional taser slot
  • Fixed an issue that caused the tablet to get stuck on the screen when opened before a gun is drawn for the first time
  • Fixed a bug that sometimes caused the game to crash when the Faction Manager and modded maps tried to interact in the background
  • Fixed a bug that squared the headshot damage against players only when the helmet was already destroyed
  • Fixed a bug on Gas & Streamer that sometimes made dropped weapons fall through the floor
  • Fixed a bug that allowed SWAT AI to kill suspects by shooting them in the head with beanbags
  • Fixed a bug that prevented SWAT AI from moving in and clearing through the container doors in the Port auction room
  • Fixed an animation bug for the taser that utilized the wrong reload animation while aiming, allowing it to fire again faster than intended
  • Fixed an issue that allowed prolonged engagements between suspects and SWAT AI through walls, without requiring line of sight
  • Fixed a bug on Club which caused bullets to not go through railings
  • Fixed a command issue that caused the “Deploy Shield” command not to work when ordered through team command
  • Fixed a bug where the “Open Door” command was not working when a team is stacked up on the same door already
  • Fixed a bug that made opening doors look stuttery when spectating someone far away from own corpse
  • Fixed a bug that caused Supporter Edition verification codes to not appear anymore in the options menu
  • Fixed a bug that allowed killed suspects with destroyed heads to still be restrainable
  • Fixed a bug that prevented Trailers from picking up ragdolled suspects & civilians
  • Fixed a bug that made SWAT AI unnecessarily avoid player aim during a “Move to” command, causing the command to be interrupted
  • Fixed a visual bug that caused snapping to occur when SWAT AI is pulling their NVG down
  • Fixed a bug that prevented modded content additions from being discovered by the asset manager
  • Removed any related SWAT voicelines that are referring to themselves as the high ground callsign
  • Fixed an audio bug that resulted in music not playing for clients in multiplayer
  • Fixed ammo types not meant to be accessible by players appearing in the loadout menu
  • Fixed an issue that caused the bounce light setting to always appear as disabled
  • Various audio fixes across most levels

[h2]Improvements:[/h2]
  • Added a new setting option to “enable/disable” the replay feature. The default setting is set to “disabled”, which also may improve the game’s performance
  • Added a new option in the graphics settings to disable Per Object shadows. Disabling this may improve performance. The lowest graphics preset will have this setting disabled by default.
  • Added several outstanding VO files for Penthouse
  • Added several new icons in the loadout customization menu
  • Adjusted reflectiveness of ballistic shield glass, making it easier to see through in most lighting conditions
  • Added DLSS “auto” and “ultra quality” options
  • Fixed DLSS quality options not being set correctly
  • Upgraded DLSS implementation from 3.1.0a to 3.5.2a
  • Upgraded FidelityFX Super Resolution 2 from 2.1.2. to 2.2.1
  • Added various audio enhancements, improvements and fixes across all available missions

[h2]Balance: [/h2]
  • Revamped the way Suspect AI accuracy is calculated and rebalanced it, resulting in a fairer experience across all levels (Note: changes to the accuracy calculation will break AI mods)
  • Adjusted stress system usage on Penthouse and Sins
  • Increased maximum surrender time for Suspect AI before considering leaving surrender state to take action (Also prevents suspects from considering leaving surrender state after witnessing another suspect being killed, or while surrounded by multiple SWAT officers)
  • Decreased Suspect AI damage when shooting through walls
  • Decreased smoke opacity of CS Gas to allow players to see through it more easily
  • Slightly increased movement speed of SWAT AI when moving on slopes
  • Increased passive stress loss in commander mode
  • Decreased stress gained from player death in commander mode
  • Decreased Taser magazine count per slot from 4 to 3


Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.


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

Vol.67 - Ready or Not Development Briefing

Attention Officers,

Thank you for joining us for the 67th Edition of our biweekly development briefing, now returning from a holiday break!

Today we'll be taking a retrospective look at some frequently asked questions over the past few weeks following the 1.0 update. These questions will cover hotfixes, Suspect AI, the existing suspect/civilian “Stress” and “Morale” system, equipment, animations, and more.

We hope you have had a great time with your friends and with the game over these past weeks, and we have been keeping our eyes on how things are going!

Hotfix #2 is out the door as of yesterday and it is just part of many hotfixes and further gameplay improvements that we want to release as soon as possible. As mentioned in our Hotfix #2 patch notes, we are on the way towards Hotfixes #3 and #4 as well as any other fixes that may occur in-between.

We will be specifically focusing on performance and gameplay balancing among other areas in upcoming hotfixes.

One thing we want to quickly touch on, though, is that our team is not yet at full working capacity following our holiday break. In the meantime, we are continually gaining momentum to make progress on necessary fixes.

We're sorry that this hotfix process may be taking longer than expected but rest assured that we are committed to delivering them.

1.0 required countless high-priority systems and features to be put together, with each department focusing on their own particular workflows to get each critical component of the game prepared.

However, now that Ready or Not has reached 1.0 and all your wonderful hands, it’s time to more holistically parse how the game is functioning for our broader audience, adjust our internal workflow to reexamine its parts and find the best ways to address changes that could be made.

We are diligently aware of your valuable feedback and bug reports across our platforms in this process and are striving to meet them as effectively as possible.

To consolidate your input for best visibility for the development team please direct any feedback or bug reports you have to our Discord’s respective feedback or bug report channels (https://discord.gg/readyornot).

[h2]1.0 in Review FAQ[/h2]

  • What should we expect now that 1.0 is out the door?

    • Expect continued support for Ready or Not and its bright future as we explore ways to enhance your experience even further with future updates and expansion. On our short list is improving game balance, performance, and existing features such as Suspect AI. We’re still aiming to provide a public roadmap to allow an accessible long-term perspective on what our future plans will look like.
  • What is the status on the current hotfixes?

    • Due to the complexities of returning to work after the break we are focused on building momentum to get hotfixes out as soon as possible. We have internal timelines that we are using, but these timelines are fluid to address issues as they pop up.
  • How can I improve my performance, and what development is being done regarding it?

    • We are working on a variety of fixes to improve performance and reduce stuttering. Fortunately, for the time being there are a wide variety of recommendations and workarounds for any performance issues you may encounter. Using the crash reporter to delete mod data is one way to prevent outdated files from affecting performance which can be accessed by going to \steamapps\common\Ready Or Not\Engine\Binaries\Win64 then run CrashReporter.exe. Also using DX11 for old hardware/DX12 for newer hardware are two of the most helpful basic tips for performance issues. Our Discord server has a large compilation of common technical issues and workarounds in the pinned messages of #tech-support.
  • Is further work being done on Suspect reaction time and game sense? When should Suspect AI be able to detect me?

    • Yes, we are working to address these systems to make the process fairer and more enjoyable for the player. Suspect AI aim, reaction, and game sense can sometimes be too fast or accurate for what should be expected. Currently, auditory sources are a large factor of whether Suspect AI can determine your location and how they may react to you.
  • Why is the taser in the tactical slot rather than being a secondary?

    • The taser was moved to the tactical slot to address a growing desire from players to carry a lethal sidearm and a taser at the same time. By making it a tactical slot item, we improved the flexibility of less lethal options.
  • My SWAT AI switch to lethal force (i.e. pistol) when I am trying to get an S-rank on a less-lethal playthrough. Is there anything that can be done about this?

    • The granular control you have over your officers’ loadouts lets you remove lethal options, including ammunition, which can help circumvent unintended situations where they use lethal force for those of you striving for the coveted S-ranks. Furthermore, features to further facilitate less-lethal playthroughs may be expanded upon, such as potentially making less-lethal options like the TPL also available in the secondary slot in a future hotfix. Programming quirks may need to be sorted out for other less-lethal items such as the taser’s simultaneous compatibility in tactical/secondary slots, however.
  • Are Suspect AI intended to be able to shoot through walls?

    • To a degree yes, partly to prevent players from too easily shooting suspects through walls and to give Suspect AI further tactical flexibility, they are indeed intended to be able to fire through walls. However, we are seeing instances where their estimation player tracking appears too precise or their proclivity for engaging through walls is perceived as too much.
  • What is the system of Suspect/Civilian “Stress” and “Morale” and how does it affect my gameplay (e.g. with grenades)?

    • “Stress” and “morale” in the context of suspects/civilians are mechanics that work together and sometimes against each other as you progress through each mission. ‘Stress,’ when it refers to suspects/civs, is how agitated they are during a mission. Gunfire, killing people, using grenades, and loud dynamic entries that nearby civ/suspect AI perceive are examples that increase suspect/civ stress level and make them more agitated. When stress for suspects/civs is high, they are more likely to be evasive, suspicious, attack you without hesitating, and less likely to comply with orders. “Morale” is a suspect/civilian’s willingness to surrender. The lower the morale, the more willing they are to surrender. Careful usage of less lethal weapons, grenades, and calls for compliance can lower suspect/civilian morale while reducing the amount of stress gained.
  • Why do some holographic reticles appear smaller or dimmer than others?

    • Playing on an ultrawide monitor may currently affect the perceived size or brightness of holographic reticles on some of the weapons. One workaround in the time being may be to lower your game’s FOV, however this is an issue that we will examine further in the future.
  • What is the current state of Suspect/Civ AI worldbuilding idle animations?

    • The worldbuilding animations we had in the past still exist, however there is an issue with Suspect AI patrolling that prevents these worldbuilding animations from activating. We are currently exploring a solution.
  • I'm trying to find the last few civilians in the level, where are they?

    • One effective way to get locate civilians in this situation is to call for compliance, to which they should often reply with a voiceline. We'll be continuing to monitor feedback on this topic and looking for ways to improve gameplay flow.
  • How can I create cinematic videos or screenshots of my missions?

    • The in-game replay viewer provides an excellent way to take cinematic captures of the game.
Conclusion


We hope that this FAQ provides some additional context for your questions following the 1.0 release and over the period of our break.

We are fully focused on your feedback and incorporating it into future hotfixes as soon as possible, and we look forward to continuing to dive into development and delivering you the best.

An anticipated public roadmap in the near future will give a further understanding of some more long term exciting plans for the game.

This concludes our 67th development briefing. Be sure to tune in next time for more development news!

Are you a content creator on YouTube or Twitch looking for new games? We've got you covered; Ready or Not has partnered with Lurkit to elevate gameplay!
Link up with our Lurkit campaign here.



Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.


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

Ready or Not - 1.0: Hotfix #2

Find the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below:

If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot)
[hr][/hr]
[h2]Localisation:[/h2]
  • Language improvements for German, French, Korean & Chinese
  • New available language options for Italian, Japanese, Polish, Portuguese, Russian, Spanish & Turkish
*While hotfix#2 is dedicated to improving existing translations and adding new languages, we want to highlight that localization is not complete. We are entering the stage of live QA, during which all languages will undergo continuous iterations and improvements to enhance quality and provide a better experience across all supported languages over time
[h2]Bug Fixes:[/h2]
  • Fixed an issue that was preventing AI death animations from playing in certain situations
  • Fixed an issue that caused SWAT officers to get stuck in an animation loop when attempting to report objectives
  • Fixed a loading issue that caused game crashes for the host when loading into the station after a mission
  • Fixed a UI error for both subtitle and UI localization, which picked another language instead of the one being selected
[h2]Message from the team:[/h2]
We have returned from a brief holiday break and are continuing to prioritize enhancing the Ready or Not experience for our dedicated community of players and fans. Currently, our primary focus is on the upcoming releases of hotfixes #3 and #4. These updates are specifically designed to address performance enhancements, fine-tune balance, and tackle any lingering issues related to suspect and SWAT AI. We are committed to Ready or Not and its ongoing development support, fueled by your enthusiasm and feedback. Stay tuned for more exciting updates and upcoming changelogs!



Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.


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