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Suit for Hire News

v1.0.14.1 - Hotfixes Patch

Hey everyone,

Just a small hotfix patch fixing a few issues that have been brought to my attention (thanks for letting me know quickly!)

  • Melee attacks will only cause impulse deaths now (non-animated, should fix the weird stiffness issue)
  • FIXED: Crosshair resetting improperly when restarting a mission, Reticle HUD showing up when disabled, etc.
  • FIXED: Akimbo deagle not counting towards clean suits


Thanks and keep the feedback/bug reports coming, I'll try to have another patch out later in the week.

v1.0.14 - Reticle HUD, Overkill, and more

Hey everyone,

This update focuses on making shooting enemies a bit more fun by implementing 'overkilling' and animation physics that used to be in the game before (should be fixed/improved now), additionally adding some more QOL improvements.

I tested this patch a bunch but there's a chance some bugs sneaked through, let me know if you encounter any weird issues and I'll get on it ASAP.

[h2]Aim Assist Intensities[/h2]
Felt like Aim Assist was a bit too strong? The Aim Assist settings now have a Low, Medium, High (and obviously Off) setting, you may notice your settings have reset if you were using Aim Assist before, so feel free to play with the settings to see which one feels best for you.



[h2]Reticle HUD[/h2]
A feature that was requested was having a condensed version of the HUD directly on your reticle/crosshair, this setting is turned off by default but feel free to give it a try if it tickles your fancy.



Various other changes and improvements have been made (and bugs have probably been produced), please let me know if you come across anything and I'll make sure to get on it as soon as I can.

  • UI indicator when slowmo is activated to show stamina is being reduced
  • Added overkilling (can shoot enemies multiple times when killed, bullets will penetrate them when killed though to not get in the way)
  • Modified physics ragdolling
  • Adjusted some deceleration values for Grunts
  • Slowed rotation rate when grabbing an enemy from 500 to 300
  • QOL: Aim assist intensity for controller and KB/M
  • Improve blending of sidestep/roll animations
  • Thumb mouse buttons will now show as TMB on UI
  • QOL: Condensed crosshair UI (seeing ammo count and stamina)
  • FIXED: Incorrect animation in Grunt movement
  • FIXED: HUD shake is incorrect when firing in third person
  • FIXED: Leaves aren’t set to Vegetation and stops bullets in City 2 Park Level (green leaves trees)
  • FIXED: both hands play recoil animation when dual wielding deagles
  • FIXED: Countering an attack while in time-focus causes the time-focus to break
  • FIXED: Executing another enemy while grabbing a different enemy causes the grabbed enemy to get stuck, walking in place
  • FIXED: Having Kick and Counter binded to the same event causes the player to start walking very slowly
  • FIXED: Doors not colliding on any surfaces (self-collision)
  • FIXED: Shooting explosive barrel in third person is incorrect


Thank you again for all of your feedback, bug reports and overall support!

[hr][/hr]
Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch.

Report any bugs or feedback on our Community Hub.

v1.0.13.3 - Patch

Hey everyone,

Another patch hopefully improving the game further and fixing a few bugs, let me know if you encounter anything new or if the below bugs haven't been fully fixed:

  • Reload UI not showing during Ultimate reload
  • Added Grabbing to input buffer to allow chaining actions more fluidly (is that a word?)
  • System to make player face specified orientation on spawn (third person)
  • Keep facing direction when switching from top-down to third person
  • Music now resets when hitting Replay button after ending a mission
  • FIXED: Music not resetting in Trains
  • FIXED: Firing recoil animation and then crouching causes crouch anim to be delayed
  • FIXED(?): Secrets challenges not completing properly (made adjustment to code that should make this work better)
  • FIXED: Reloading game while holding a bodyshield causes the UI to stay on screen


Thanks again for all of your bug reports and feedback!

v1.0.13.2 - Patch

Hey everyone,

Mostly a small hotfix patch to fix an issue with the Deagle ultimate, but I also made some various changes/improvements in other areas.

  • Added Reload progress UI (let me know if you run into any issues with the crosshair and/or this new UI)
  • Adjusted water in Miami: Ocean Drive level to be more… threatening, also adjusted collision to not be as punishing for the player
  • FIXED: Dual wield deagles animation not functioning properly
  • FIXED: Loading screen taking mouse control if hitting pause menu too quickly during animation
  • Made more optimizations to UI


Thanks for all of the feedback and bug reports, let me know if you come across any new issues with this patch.

v1.0.13.1 - Patch

Hey everyone,

v1.0.13.1 is out now (these numbers are getting a little out of hand), mostly fixing a few bugs and also adding a Toggle Dive setting.

  • Added Toggle Dive setting
  • Door
  • should* be kicked more consistently now
  • FIXED: Shader making it so enemies appear through player’s character body
  • FIXED: Mistranslations for Portuguese
  • FIXED: Score multiplier is set to x0 after getting killed and restarting mission and doesn’t reset, most likely caused by a recent UI optimization
  • Enemies should no longer go into blocking stance if they’re given attack priority (unless melee attacked)
  • Audio output type should default to WASAPI on Windows, let me know if you experience any audio issues with this patch


Thanks for all of the bug reports and feedback! Just as a note, thank you to everyone submitting bug reports on the Steam forum and Discord, I apologize that I can't respond to every report but I am keeping an eye on them and attempting fixes as soon as I can.