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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

[hr][/hr]
[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)

[hr][/hr]
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

Community Content Exhibit Vol. 3

Welcome to the 3rd 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!

[h2]Community Spotlight – Mods of the Month[/h2]

1.) Mount Threshold Research Center by Vegriv

Following hot on the heels of our last mod newsletters shoutout of the Fairfax Residence, this time, we’d like to show off the beautiful recreation of another iconic SWAT 4 map! Mount Threshold comes off strong with claustrophobic rooms and halls, tense gunfights across side-halls, and jam-packed laboratories accented with clean textures and unique suspect skins!

Download Link: https://www.nexusmods.com/readyornot/mods/1280



2.) US Marshal Special Service Group by Taereus [Uploaded by VastGameMaster]

Lowering our scope slightly, we had a clean skin made by Taereus showing off a law enforcement unit that doesn’t get a lot of representation in popular media. The clean camo pattern and Marshal iconography show the SSG in all its glory.

Download Link: https://www.nexusmods.com/readyornot/mods/1214



3.) Ready or Not - Half Life Alyx Combine Voice Mod by eckojay2192

The last of our monthly top three is a mod produced by eckojay that takes the voice lines from the iconic Half-Life series newest installment, Half Life Alyx, and applies them to our officers. All that is really missing is a skin mod; thankfully, one is available on the Nexus as well!

Download Link: https://www.nexusmods.com/readyornot/mods/762



[h2]Editors Choice[/h2]

4.) Ready or Not - The Foundation by zSchloop

Showing some love for a universe that I love quite a bit, we have a set of configurable SWAT skins that rep the iconography of the SCP Foundation and their bespoke tactical units, Mobile Task Forces

Download Link: https://www.nexusmods.com/readyornot/mods/91


[hr][/hr]

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/

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/

Vol. 34 Ready or Not Development Update

[h2]Attention Officers,[/h2]
Welcome to the 34th edition of our biweekly development update! In this briefing, we're going to take a look at some of the concept art our team has put together for Ready or Not's characters. This is their first step en route to being fully integrated suspects and civilians within the game's levels.

Going forward we’re also going to be changing how we update the community on upcoming patches and how we announce dates to ensure that, at a minimum, we never have to delay an update ever again. In the process of getting the AI rework and the new maps to Supporter Edition users for testing, we announced a timetable which hindsight now tells us was a little over-optimistic as we had to delay the release a few times.

In the future, definite timeframes will not be made public unless we are 100% sure we can deliver on that date, which will hopefully amount to smaller lead times between announcement and update.
[h2]Scumbags and Security Guards[/h2]
Our first character in the spotlight is none other than the charming George Brixley, the prime suspect of our as-of-now unseen level of Agency.
Above: Mr. Brixley with his tools of the trade. For perfect touch-ups with a smile that could rot.

Greasy, smug, unkempt. Any number of words could be mustered to describe George Brixley. Except, perhaps, for 'wholesome'. His exploitative work at the Agency makes him and the fruits of his labor a top priority for police to bring down, but he won't be alone. And he certainly won't be unprepared.
[hr][/hr]
The next character concept we have to show off can be found at Data Center, the level featured in our last newsletter.
Above: The data they're guarding is more valuable than gold. They sure dress like it.

The MindJot security team is well-trained, professional, and equipped with bleeding edge gear. They're well compensated to ensure that their clients' information, no matter what it may be, is safeguarded from any threat. This is their territory; tread carefully.
[hr][/hr]
Lastly, we want to take a look at some concepts of a few characters that we've kept under wraps until now. We're very excited to show off -- 8,15,13,5 Above: Wake up. Remember. Your country needs you.

There is not an End. Every road converges upon You, every bloom becomes Us. Listen to Them. Listen. Breathe.
Above: You're not a hero. Not a King. Not a God. Just mulch for us all.

Where has it gotten you, this heaven-scorned fury? The blood seeps through you. Your eyes blinded by viscera. You're disgusting. You don't have to be this way. You don't have to be this way. You can be more.
the pus blooms, Our roots take hold. a Throne for Our vaunted Sepulchre. may we All claim it.
[hr][/hr]
Don't let go. It's too late, now. You remember. Take hold. Fight for Us. The Lost.

Conclusion 7 15 2 0 18 9 15 2 2

This concludes our 34th biweekly briefing. 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/
Peel open your e̴y̶e̵s̷.
VOID Interactive