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Ready or Not News

Community Content Exhibit Vol. 4

Attention Officers

Welcome to the 4th in our series of monthly newsletters dedicated entirely to community creations and contributions to Ready or Not; this week, we’ll focus on popular, well-made, and unique mods to augment your gameplay!

Community Spotlight – Mods of the Month

1.) Not So Convenient by TheLoafLord

For the first mod of this bundle, we’ve got a map that perfectly caters to a consistent community request. Small maps! The convenience store offers incredibly tight corners and the low number of possible hiding places mean that every single nook and cranny could hide one of the map's small handful of suspects.

As an added bonus, the map comes in Winter, Day, and Night variants to increase playability!

Download Link: https://www.nexusmods.com/readyornot/mods/1581



2.) Forest House by RareKiwi

Once again featuring RareKiwi we keep the theme of compact maps, with Forest House. A step up in size from the previous entry, the map offers a suspect-packed, claustrophobic, kill house where every engagement has to be undertaken carefully to ensure that you don’t get shot at from another hidden threat.

Download Link: https://www.nexusmods.com/readyornot/mods/1235



3.) Sky Tower Remaster by aerostatic


Keeping the incidental tradition of having a Swat 4 map recreation in these showcases, we have a recreation of a popular modded map. The stark, clean halls of the skyscraper provide a sharp contrast to the last two maps, replacing drug addled crooks with a group of well trained, armed, and equipped raiders.

Download Link: https://www.nexusmods.com/readyornot/mods/826



Closing

Going forward, we can’t wait to see what else the community brings to the table as we update the game and give modders more functionality to play with and improve their own works.

Outside of our drops, you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/

Vol. 37 Ready Or Not Development Update

Attention Officers,


Welcome to the 37th edition of our biweekly newsletter! This week we will be showing an in-depth first look at our new map, “Coyote”, still in the very early stages of development. Our newest level will take players into claustrophobic halls chiseled out of the hot desert along the border. We can’t wait to see how players handle the tight corners and hidden enemies.
[hr][/hr]
[h2]The Path to Freedom[/h2]

Three teams (BORTAC, HRT, SWAT) have been pulled together on a cold night to stop the exfiltration of key members of the Los Locos gang into Mexico through underground tunnels. Little do they know what awaits them mere feet below the ground.

A small tunnel lies at the back of a property leading deep below the Los Suenos surface. Once opened, the loud steel door gives away your presence within the tunnels, erasing the element of surprise.

Above: The sign reads “Dejad toda esperanza, los que entráis” meaning “Leave all hope, ye who enter”

[h2]The Coyotes Den[/h2]

The tunnels are dark, wet, and narrow. There’s no turning back when you enter, nowhere to run or take cover. The suspects have the advantage over you; they know the layout with their eyes closed and can be hidden in plain sight. Every sound you make will carry, so we need to be especially careful.



Above: If you’re claustrophobic, good luck. The tunnels won’t give you a second chance.



Above: A bedroom, how thoughtful. I guess they do care about their people after all.



Above: The tunnels are lined with small rooms and dugouts. Even more space to hide.
[hr][/hr]
[h2]The Cave[/h2]

Proceed with caution when approaching the hidden dock at the end of the tunnels. Where the water comes from and where it is going is a mystery. We need to find out exactly what they are transporting, where it’s going, and who they got it from.?



Above: I guess there’s light at the end of the tunnel. Literally.



Above: Hope you brought a second pair of socks, you might be getting wet.

[h3]Conclusion[/h3]

This concludes our 37th biweekly briefing, taking a first look at one of Ready or Not’s future levels, Coyote. Be sure to tune in next time for 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 the Supporter community, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

Keep your feet on the ground.
VOID Interactive

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






Ready or Not Update - Build 21874


[h2]AI[/h2]
  • Fix animation pop when AI is surrendering
  • Fix suspects not entering cover consistently due to always tracking their movement vector and/or last known enemy location
  • Fix cover entry location sometimes not being calculated correctly (leading to difficulties entering cover properly)
  • Fix suspects unable to enter cover in tight spaces


[h2]UI[/h2]
  • Loadout item selection list now oriented vertically with an interactive scroll bar
  • Weapon attachment configurations should now persist in their last state as intended, even after switching away or leaving the loadout menu.
  • Full Loadout Presets are now enabled and can be selected and saved from the dropdown on the overview.
  • Presets can be quickly applied to AI officers
  • “Default” option will reset the loadout (this cannot be overwritten or deleted)


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 play testing events occurring within the Ready or Not Alpha, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

Keep your feet on the ground.
VOID Interactive

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

Vol. 36 Ready Or Not Development Update


[hr][/hr]
Attention Officers,

Welcome to the 36th edition of our biweekly newsletter! In this briefing, we’re going to dive into some AI improvements our team has made as well as explore future plans for suspect AI development.
[hr][/hr]
[h2]Manipulated Chaos [/h2]
As of our most recent update, AI behavior will be altered depending on player interaction. Over the course of the game, AI stress will naturally decrease or increase depending on how aggressive your team is. AI in high stress will not hesitate to shoot you and be combative, while AI in low stress will not be as aggressive. Our goal is to show you how your team’s actions impact the world and gameplay experience. As we progress, we hope the stress mechanic will create the opportunity for a wider range of dynamic situations to arise.

Above: Slow to raise the weapon, wonder what else?
[hr][/hr]
[h2]Suspect Gameplay[/h2]
Our team is looking into improving how AI moves through the world by using spline paths during navigation. By using a spline path, AI will be able to move more easily and smoothly around sharp edges and corners, giving them more natural and realistic characteristics. Through the addition of more complex animation transitions, turns will be determined by AI speed and trajectory. In response to gunfire or stress, future versions of AI could slip or stumble during transitions. This new feature aims to make interactions with threats more entertaining and challenging in high-speed situations.

Above: There's no Lombard Street in Los Suenos, but this will do.

Our top priority is improving AI movement and consistency during gameplay. AI can currently burst into full speed without any build-up; we will be introducing methods to slow down encounters, allowing officers time to react. Slowing down initial movement will make interactions more believable, but players should still proceed with caution, even if the threat doesn’t appear to move as quickly as before.

Above: Think twice before you do whatever it is you plan on doing.

For suspect AI gunplay, we’re focused on reworking reaction times and how they locate and engage with players. Instead of suspects blending between two poses (weapon up and down), specific states to raise a weapon and then aim it will be introduced, minimizing issues related to readability during encounters. Our next major update will also include the ability to startle unaware suspects and civilians. Startles will fill the gap when suspects are deciding to flee, hesitate, surrender, or shoot. Lastly, we are working towards creating more variety in suspect profiles and abilities depending on their role in the world. These additions should build up to create a more realistic and improved gameplay experience.
[hr][/hr]
[h2]Conclusion[/h2]
This concludes our 36th biweekly briefing, discussing AI updates already integrated in Ready or Not as well as revealing some exciting plans for gameplay against suspects. Expect more details on our plans to improve civilian interaction and SWAT control in the future. Make sure to tune in next time for 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 the Supporter community, 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.
VOID Interactive
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