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Ready or Not News

Ready or Not Update - Build 21753

[h2]SFX[/h2]
[h3]General[/h3]
  • Assign phys mats to certain surfaces
  • Minor timing tweaks in ADS events
  • Minor volume balancing for generic sounds
  • Remove conditional redundancy in weapon firing loop
  • Re-render wood creak assets to remove pop
  • Reduce sound size for general HRTF preset
  • Fix double spatialization on many footstep foley events

[h3]Gas[/h3]
  • Door transition overhaul
  • Various tweaks across env to better suit door transition system

[h3]Meth[/h3]
  • Door transition overhaul
  • Various tweaks across environment audio to better suit door transition system
  • Fix certain footstep foley volume not having anything assigned to it

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[h2]Voice Acting:[/h2]
[h3]General[/h3]
  • Added Generic Civ Male 3 / 4
  • Added Generic Sus Male 2 / 3 / 4

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[h2]AI[/h2]
  • Tweaked the AIs ability to 'sense' targets through walls

[h3]Penthouse[/h3]
  • Tweaked Penthouse AI with lower overall reaction time.

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[h2]General[/h2]
  • Updated build to generate pak files based on level to make updating more granular in terms of files downloaded

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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/

Ready or Not Photography Contest

Attention Officers!


Today we’ll be revealing the winners of the first Ready or Not Photography contest! All three of these winners were chosen via a combination of Staff and Community vote, and for their adherence to the theme, the keys and steam gift cards that these three users will be receiving are well deserved.

[h2]1st. Place - royourboy[/h2]






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[h2]2nd. Place - Black0raz0r[/h2]


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[h2]3rd. Place - Lucifer.[/h2]


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[h2]Honorable Mention - Kuro[/h2]

Both the composition and the shout out to one of the more fascinating parts of Ready or Nots backstory has earned Kuro, whose image received a frankly criminally low amount of votes, the honorable mention spot!


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We’re glad that this complicated event event gathered so many applicants, a whopping 19 entries, stepped up to show off their photographic skills to the rest of the server. We hope to continue to encourage the community to be even more creative in the future

If you'd like to join future contests and see the rest of the entrants photos

https://discord.com/invite/readyornot

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 our Steam store page.

Make sure you follow Ready or Not on Steam.
https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground and camera in your hand.
Void Interactive.

Vol. 35 Ready or Not Development Update

Attention Officers,


Welcome to the 35th edition of our biweekly newsletter! This time around, we'll be showing off the first-ever in-depth look at 'Ridgeline', a cabin in the woods that will be a challenge to tackle and is filled with immense detail.

[h2]A Broken Day[/h2]
Ridgeline pits the Los Suenos Police Department SWAT team against a pair of well-armed suspects in a deadly game of cat and mouse. Be wary; you may outnumber them, but you won't have the element of surprise for long. Approach the cabin surrounded by stoic sentinels and a wall of razor wire.

Above: A safe haven from watchful eyes and listening ears. They won't take kindly to intruders.

Above: Rust covering metal, paper covering the windows. Just wait for the welcome party.
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[h2]The Wretched Nest[/h2]
The moldering walls of the fortified cabin hide a myriad of dangers and sights, caution will be paramount as you carefully make your way through the building in search of the suspects. Your first breach will be just as dangerous as your last, be sure you keep your wits about you.

Above: Every corner can hide a gun, every doorway a trap.


Above: What else has been going on here?
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This concludes our 35th biweekly briefing, showcasing Ridgeline and discussing some of the challenges the player will face there for the first time. Make sure to tune in next time for more development news.

However, we have one more treat in store for all of our community members: we will be collecting questions for an AMA on our Discord! So if there are any burning questions Navaro or Mark, one of our excellent sound designers and our level artist lead respectively, now would be the time to ask!

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 our Steam store page.

Make sure you follow Ready or Not on Steam.
https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground.
VOID Interactive

Ready or Not PVE Update - Patch 21677

[h3]General[/h3]
  • Hotel lighting fixes
  • Gas lighting fixes
  • Fix players being able to walk through vending machines on gas
  • Removed Ridgeline and Hospital (We have received enough feedback on these levels and they will return complete later)

[h3]Gameplay[/h3]
  • Fix bullets not penetrating through limbs
  • Fix ammunition penetrating through suspects despite being blocked by armour
  • Fix shotgun ammunition having incorrect penetration and armour durability damage
  • Fix buckshot having too much spread
  • Fix excessive camera movement when shot with certain weapons
  • Incapacitated kill penalty buffed to -200 (was -15)
  • Damage to neck bone is now considered a headshot instead of a body shot
  • Multiple crash fixes

[h3]AI[/h3]
New:
  • Armoured suspects will now react more severely to bullet impacts
  • Reduced suspect damage tracking time from 5 seconds down to 1 second
  • Fix AI getting stuck under some beds on Meth
  • Fix an issue where an arrested AI who were previously in a cover pose would snap back to the cover pose again
  • Fix a few animation snapping issues related to cover
  • Fix an issue where suspects taking damage in cover would not play a hit reaction animation
  • Fix swat AI not looking in the direction they are moving sometimes
  • Fixed bug causing AI to get stuck arresting
  • Changes to Suspects reactions when encountering a player
  • Fixes to arresting animation

[h3]UI[/h3]
  • Fix supporter only items appearing unlocked for everyone
  • Localization updates
  • Weapons/Items/Gear
  • Removed suppressor socket for Python Revolver
  • Renamed PFC9 to PC19
  • Fix the M320 Grenade Launcher sometimes killing the user firing

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[h2]SFX[/h2]
[h3]General[/h3]
New:
  • Created dedicated modding FMOD bank for the modding wizards

Updated:
  • Certain glass smashing sounds are now easier to discern which direction they’re coming from
  • Improve footstep directional audio (especially above / below)
  • Balance SWAT footstep volume
  • Breaching shotgun equip SFX changed to be more appropriate
  • Added feedback when door is unlocked using lockpick gun
  • Player dirt footstep SFX now easier to hear
  • Various improvements to reverb

Fixes:
  • Fix certain door not playing SFX when closed
  • Fix SWAT footsteps not playing on certain surfaces
  • Fix NPC footsteps not playing on certain surface
  • Fix certain explosion having waaaay too much reverb
  • Fix certain reverb activating a second reverb
  • Potential fix for certain SFX when entering certain bushes sounding delayed
  • Potential fix for SWAT shotgun breaches not having pew pew SFX

[h3]Club[/h3]
New:
  • Added additional diegetic track

Updated:
  • Additional sound detailing
  • Bump volumes for certain SFX
  • Various optimizations

[h3]Fast food[/h3]
Updated:
  • Certain SFX now sound like they’re coming from the world
  • General backend improvements to restaurant track
  • General improvements to ambiance

Fixes:
  • Fix exterior ambiance firing inside of main restaurant

[h3]Hotel (First Floor)[/h3]
New:
  • Added additional rumble layer to exterior

Updated:
  • Place certain SFX in the world for more immersive feel
  • General improvements to ambiance
  • Various optimizations

Fixes:
  • Fix metallic walking sounds on certain surfaces
  • Fixed certain ambiance popping when looped

[h3]Meth[/h3]
New:
  • Added cloth wind SFX
  • Added tunnel pipes SFX
  • Added police radio SFX
  • Added diegetic rap SFX

Updated:
  • General improvements to ambiance (volume, transitions)
  • Improve how certain sounds react behind walls
  • Various optimizations

Fix:
  • Fix plane sound being audible from the tunnels
  • Potential fix for instances where sounds can drop out

[h3]Penthouse[/h3]
New:
  • Added crowd SFX

Updated:
  • General improvements to ambiance (volume, transitions)
  • Certain sounds are now placed in the world rather than 2D

[h3]Port[/h3]
Updated:
  • General improvements to ambiance
  • Various optimizations

[h3]Valley[/h3]
New:
  • Added cicadas around level

Updated:
  • Restore exterior SFX (birds / cars now sound like they’re coming from the world!!!)
  • General improvements to ambiance
  • Various optimizations

Fixes:
  • Potential fix for certain interior diegetic song being cut out too much by gunfire
    Music

[h3]Fast food[/h3]
New:
  • Overhaul for Fast Food OST (Certain combat section won’t play for now)

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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.

Make sure you follow Ready or Not on Steam here.
https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground.
VOID Interactive