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Ready or Not Briefing 27: Future Content Preview


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[h2]The March Update Has Arrived![/h2]
Howdy gamers,

Welcome to the 27th edition of our biweekly newsletter! This time around, we wanted to showcase a few different concepts and weapon variants that are further out from being ready for public release. We're keeping an eye on any necessary hotfixes for the recently released March update and are hard at work on a much larger update for April, so we thought it would be good to offer a few teasers of what the future might hold.
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[h2]New Weapon Variants -- MP5A3 and MP5A3/10MM[/h2]
As we continue to work on brand new weapons for Ready or Not, we also want to show love to the subtle intricacies that existing weapons platforms already have. Whether these be different calibers, different furniture, or the ability to utilize different attachments, so long as it offers more options for the player to enjoy we're happy.

To that point, we've been working on two new variants of the venerable MP5 for Ready or Not. The MP5A3 and the MP5A3/10MM, its higher caliber cousin, are perfect examples of weapons that showcase and emphasize the subtle differences. This updated version of the world's most well-known and best trusted submachine gun features a lot more rail coverage for attachments, and in the case of the 10MM variant, a higher caliber. Both feature unique, updated audio to represent their differences from the existing MP5.

Above: The new MP5A3, available in addition to the existing MP5.

Above: The MP5A3/10MM, a favorite of officers looking for a bit more punch. Or who just like straight mags.
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[h2]Suspect Ingenuity, AKA Shotgun Traps[/h2]
On the conceptual side of development, we've been working on adding more variety to the traps and tools that suspects can utilize against the player. Chief among these has been the shotgun trap, an idea that we've held close to our hearts for years but never been able to dedicate time to creating it. Now, however, we're happy to showcase an in-game render of the new shotgun trap, and what it looks like from the other side of the door.

Above: The shotgun trap requires an elaborate setup, but packs a devastating punch.

Above: The business end of the shotgun trap. Be alert, or you might go home in a body bag.

Above: A very early concept of shotgun traps, as well as a few others that may show up...
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[h2]Conclusion[/h2]
This brings an end to our 27th biweekly briefing, sharing some new weapon variants and a deadly new trap that we look forward to integrating into the game. Please tune in next time for even more development news!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and playtesting events occurring within the Ready or Not Alpha, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground.
Guinevere, Community Manager

Ready or Not March Content Update

Gameplay

New
  • Carry Arrested AI
Updated
  • Increased melee bash range
Fixed
  • Fixed SWAT AI becoming 'Injured' to CS gas when wearing a gas mask
AI

General

New
  • Bomb vests for Suspects and Civilians in certain levels and scenarios
Settings

New
  • NVG Phosphor display option (Green or White)
HUD

New
  • Paper doll UI showcases when you're carrying AI
Updated
  • Team View is no longer tied to HUD visibility. (HUD can now be turned off and team view will still visible)
  • Player nameplates independent of HUD visibility
Performance

Improved
  • HUD optimizations
  • Team View optimizations
Fixed
  • Fixed a performance issue with the significance manager causing hitches on certain maps
Networking

Updated
  • No longer able to join co-op games in progress
Weapons

New
  • M32A1 Launcher (Flashbang Rounds)
  • M320 Launchers (Flashbang, Stinger and Gas)
Fixed
  • Fix for pepperball projectiles hanging in the air when firing at sky
  • Fixed shotgun ammo inaccurate counting

Physics

  • Greatly improved player physics interaction against physics props
  • Physics props no longer affect player movement
UI

  • Fixed shotgun ammo UI display
VO

New
  • Shared death screams now added to all NPCs
Fixed
  • Swan no longer repeats certain lines
  • Removed duplicate death sound from GenericSuspectMale voice batch
SFX/Music

New
  • Foley sounds for various SWAT and NPC actions
  • Knife attack audio
  • SWAT Breaching
  • Compliant and fake surrenders
  • Universal rifle draw / holster sounds
Updated
  • Gunshot stereo width is no longer as thin as Zack’s hair
  • Volume balance across tons of sounds
  • Python snubnose gunshot now slightly different than non-snub gunshot
  • Surface impacts now more pronounced in the overall mix
  • Tweaks to certain step foliage sounds
  • SWAT footstep gear foley sound now plays slightly more often
  • First-person dirt footstep sound sounds more like dirt now
Fixed
  • Metal impacts now use shared metal impact sound for better audibility / consistency
  • Fixed instances of incorrect impact sound being applied to various surfaces
  • Fixed tons of instances where doors would incorrectly sound occluded on various maps and modes
  • Fixed certain step sounds not firing for all characters
  • Optimized many events so they don’t continue playing even after stopping
  • Fixed instances of SWAT steps being waaaaay too quiet
  • Fixed instances where pre-game music wouldn’t play
  • Optimized certain gunshot tail layers
  • Optimized bash sound
  • Optimized first-person footstep sounds
  • Increased sound size for all weapon foley to mitigate left / right channel switching if sound fires while player is moving mouse
Hotel

Updated
  • Hotel now uses updated ambiance backend
  • Massive amount of tweaks to existing sounds/ambiances across all game modes(sizing, adding, deleting, etc)
  • Massive amount of tweaks to existing 3D sound sources across all game modes(stereo width, positioned closer to sound sources, etc)
  • Implemented 3 unused ambiances (Bar, Kitchen, Gym)
  • Implemented unused occluded traffic effect in parking garage
  • Fixed instances where sprinklers on Bomb Threat game mode wouldn't all play
  • Fixed instances of bomb threat puddles not producing splishy splashy sound
  • Increase stereo width of certain sounds for better realism
  • Game music now stays quiet until player is in certain areas on the first floor
  • Upper rooms music section now plays during upper rooms game modes
Meth

New
  • New Areas: Attic, Meth Lab, new rooms in tent house
Updated
  • Changed and removed sounds to match updated visuals
  • Re-implemented second combat theme
Fixed
  • Backend improvements to Meth music
  • Optimize certain sounds
Dealer

Updated
  • Game music fades to silence when close to rockin' stereo song
Fixed
  • Fixed instance of ambient tension not playing during certain combat outro
Gas

Fixed
  • Fixed instance of incorrect ambience playing in certain areas
Port

Updated
  • Game music now fades out when inside and around the Auction room
  • Optimized/balanced most ambiances
  • Apply LFO to rain sound / rain on clothes to simulate rain gusts
  • Increase stereo width for certain sounds
  • Slight adjustment to add reverb to certain areas
Fixed
  • Fixed instances of certain warehouse rooms not having reverb
  • Fixed instances of rain sounds continuing indoors on Port
  • Fixed instance of incorrect ambiance playing on Barricaded Suspects spawn
  • Added invisible wall to hostage rescue to prevent players from jumping out of map
  • Added invisible wall to prevent players from getting stuck in certain external warehouse area

February Update Hotfix #2: NVIDIA Reflex

New

  • NVIDIA Reflex
Fixed
  • Fixed unlimited shotgun ammo

February Update Hotfix #1: Rules of Engagement Tweaks and More!

General

  • Fast Reload magazines maintain velocity from animation
  • Any weapon can now be canted(default keybind 'O'. This will not be O if you have an existing keybind set up.)


ROE bug fixes and improvements:

New
  • Revoke penalties if AI tries to threaten someone again (by fake surrendering, for example)
  • Fixed an issue where a suspect drawing a weapon would be considered unjustified when force was used
  • Updated SWAT engagement rules
  • Fixed an issue where fake surrender exits would not count as authorized use of force
  • Fixed an issue where fake surrenders with a knife would not count as authorized use of force
  • Shortened required yell reaction time before authorizing use of force
  • Made surrender checks more lenient in the case where accidental shots were fire as soon as an AI surrenders
  • If a suspect is hesitating or fleeing with a weapon, even after hearing a yell, force is authorized
Other
  • Civilians again avoid traps
  • 'Bring Order to Chaos' is only complete if all suspects are arrested or dead. Excludes civilians.
  • Added civilian response to yelling outside of line of sight(with a cooldown).
  • Any weapon can now be canted (Default: O)
  • Pepper spray now reduces morale
  • Knife damage now applied to AI
  • Lowest chunks of destroyable doors now ignore pawn collision (may resolve AI getting stuck inside doors)
  • Detonator now appears in tactical device slot once all C2 has been used/placed
  • Fixed an issue where clients could not see item scroll menu due to inventory not being replicated at start
  • Fixed bleed audio playing on death
  • Fixed new fake surrender exits not aborting when stunned
  • Fixed camera being stuck in mirror gun when dying while mirroring in full screen
  • Fixed several crashes
  • Fixed AI not always having correct health on start
  • Fix for ragdolls repeatedly playing collision sounds
  • Fix for ragdolls never sleeping
  • Fixed suspects being able to fake surrender multiple times


February Content Update

General

New
  • New Map: Club (Early Blockout Phase)
  • Support for displaying modded maps on the World Map (in Lobby)
  • World generation on modded maps will now have AI and Stack Up points generated automatically
Updated
  • RoE updates/improvements
Fixed
  • Fixed loading screen crash
  • Multiple crash fixes


Gameplay

Fixed
  • Fixed an issue where placed C2 explosives would spawn inside of some doors instead of on it
  • Fixed an issue where CS Gas would sometimes trigger off traps
  • Fixed crash when opening loadout
  • Fixed double evidence bagging with AI teammates
  • Fixed shotgun reloading one too many rounds when reloading from empty
  • Fixed an issue where reporting a suspect may sometimes cause a crash
  • Fixed crash when firing a projectile based weapon (pepperball gun, R7, etc)


AI

General

Fixed
  • Fixed an issue where hesitating AI would sometimes move (floating around)
SWAT

Fixed
  • Fixed possible crash when giving a stack up order when no SWAT are available
  • Fixed SWAT sometimes getting stuck on the 'Restrain' command


Suspects

New
  • Knife wielding suspects(Careful, these guys are sharp)
  • Added ability for AI to place traps
Fixed
  • Fixed suspects instantly reacting to the player deciding to kick a door
  • Fixed bug preventing AI from holstering weapons
  • Fixed an issue where suspects could sometimes exit arrests while being arrested by SWAT


Networking

Improved
  • Grenade de-sync fixes and improvements
Updated
  • Continue to search for game automatically when server is full
Fixed
  • Fixed Online Login crash
  • Fixed Tasers not properly replicating magazines from server to client post-reload


Weapons

New
  • G36C -- A German 5.56 assault rifle that looks way cooler without a carry handle.
  • BRN-180 -- A modern take on the classic AR-18 with its sleek charging handle.


Updated
  • Changed the Speed Grip's name to Angled Grip
  • Changed the Control Grip's name to Vertical Grip
  • Adjusted the BCM MK1 recoil and damage to be the same values as the SR16


UI
  • UI and HUD font overhaul


Localization
  • Added Chinese localization


VO

New
  • Meth Suspect and Civilian voices
Improved
  • Dialogue doesn't duck FP gun fire as much(prevents dialogue from artificially quieting gunfire)


SFX

New
  • Farm boiler room ambiance(I am scared)
  • New NVG toggle sound(Tacticool)
Updated
  • Volume tweaks for various ambiances for better balance
  • Use proper physics materials to various surfaces / objects
Improved
  • Backend ambiance system overhaul for Dealer, Farm, Fast Food, Gas, Meth, Penthouse, Port, and Valley
  • Additional sounds / footstep Foley areas added to Port
  • Many Farm ambiances tweaked for better atmosphere
  • Additional sound detailing to Meth raid house
  • Additional sound detailing to Valley
  • Optimized Hotel for smaller audio CPU footprint
  • Optimized Lobby for smaller audio CPU footprint
  • Adjusted certain footstep sounds
Fixed
  • Metal doors now play a sound when the player attempts to open a locked metal door
  • Certain props no longer cause incorrect SFX to play for level duration
  • Certain sounds on Dealer now properly spatialized
  • Port auction music now only plays in the correct game mode
  • Certain incorrect sounds removed from incorrect modes on Hotel
  • Certain sounds no longer pop when looped on Meth
  • Fixed many instances of incorrect bullet impacts for certain surfaces


Music

New
  • Port track added(not final)
  • Club diagetic track(a bop)


Lobby
  • Fixed a rare crash when opening the World Map
  • High quality lobby lighting bake and lightmap adjustments on broken objects


Wenderly Hills Hotel -- 'Checkin' In'

Updated
  • Lobby clock now simulates occlusion when player is behind it
Removed
  • Remove instances of sounds that shouldn't be playing in certain modes


213 Park Homes -- 'Twisted Nerve'

Updated
  • Increased physics barrel mass(even though they were hilarious before)
  • Increase velocity threshold before any barrel sounds to play (should not play sounds as often)
  • Moved physics barrels out of corridor and into another room nearby


Port

Fixed
  • Fixed navmesh in shipping services area