1. Ready or Not
  2. News

Ready or Not News

Vol. 28 Ready or Not Supporter Development Update


[hr][/hr]
[h3]Future Update News and Community Spotlight[/h3]

Howdy gamers,

Welcome to the 28th edition of our biweekly newsletter! In this briefing, we'll be primarily focusing on content made by our wonderful and passionate modding community, as well as a few sneak peeks at what our team is working on behind the scenes.

[h3]Community Spotlight -- Mods of the Month[/h3]

Since Ready or Not entered Early Access, we've been lucky enough to see tons of mods from our community that add content to the game and offer unique experiences for players. We love our modding community and will continue to support it and expand support for it throughout development of Ready or Not. Today, we'll be sharing three mods in particular that caught our eye this month.

1.) 'Pup SWAT' on Nexus Mods, by BeYkeRYkt

Based on concept art released for Ready or Not, this mod provides high quality character skins that bring an old school, classic look to your SWAT team. Lovers of the 90s and early 2000s aesthetic rejoice, we've found just the mod for you.

Above: A timeless look for door kickers everywhere.

2.) 'Super-A Club' on Nexus Mods, by matthew9324, TayW, and mal0.

The neon lights, vibrant decorations, and numerous private rooms of the Super-A Club make for an exciting environment to move through and clear. This is an incredibly colorful map that radiates personality and clearly had a lot of love put into it.

Above: The club's entrance. Blinding lights are ignorant of the chaos brewing within.

3.) 'Breaking News' on Nexus Mods, by CCRifles.

Breaking News provides a new map for Ready or Not constructed of entirely unique assets laid out with care and precision. Alternating between claustrophobic close-quarters combat and open office spaces, your journey through this independent media office will require careful attention and a steady hand.

Above: Advancing through Breaking News.

[h3]Fast Food Update Preview -- Under the Hood[/h3]

We're happy to share some updates from our level design team on one of Ready or Not's test levels, 'Fast Food'. Still in its very early stages, we've seen a lot of progress on expanding and texturing the level to get it up to our standards.

Above: The familiar fast food place is starting to look a bit more alive.

Above: The back is coming together as well.

Above: The competition across the way.

[h3]Conclusion[/h3]

This concludes our 28th biweekly briefing, focusing on community-made content and some sneak previews of how Fast Food is starting to come together. Please tune in next time for even more development news, and keep an eye out on our social media!

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/

March Update Hotfix #1

Bug Fixes
  • Fixed multitool not removing traps properly
  • Fixed grenade launching two projectiles for clients
  • Fixed crash when using the ammo refill box
  • Gratr is now clientside only

Ready or Not Briefing 27: Future Content Preview


[hr][/hr]
[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.
[hr][/hr]
[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.
[hr][/hr]
[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...
[hr][/hr]
[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