1. Suit for Hire
  2. News
  3. Update #20: Mechanics and AI Upgrade (and new chapter!)

Update #20: Mechanics and AI Upgrade (and new chapter!)

Hey everyone!

After an extensive period of beta testing, we're happy to announce v20.0 is now officially released in the main branch of the game.

[previewyoutube][/previewyoutube]

Update #20 contains AI behavioral upgrades, a big mechanical overhaul, a new Miami chapter, UEVR mode support, improvements to gamepad controls and a ton of bugfixes/QOL improvements. More details are found below.

New chapter: Ocean Drive

The latest addition to our Miami series, Ocean Drive, is included in the v20.0 update. This chapter unfolds in an infamous Miami nightclub.

Engage in combat in diverse settings, including an expansive club area and a VIP bathhouse, all while enjoying a new soundtrack composed by our in-house music composer, Gerrard Wallace.



Give it a whirl and let us know what you think!

Mechanics Overhaul

As we mentioned in our earlier Roadmap back in late January, we've made a ton of mechanical changes that beta testers have deemed as big improvements to the overall gameplay.

To make it easier, we'll list out the latest changes by mechanic/feature:
  • Dodges have been updated to function with a specific Stamina system, improving upon the previous model
  • Initially, dodges will appear as sidesteps, enhancing combat speed and flow
  • Sprinting is no longer an automatic action; it can now be activated by a keypress. This change allows players to fire while sprinting and makes use of the new Stamina system
  • The Willpower system has been eliminated. Executions now become available when enemies are worn down to near-death, offering players more control over when to execute
  • The Slomo/Time-Focus feature now operates on the Stamina system instead of the discontinued Willpower system
  • Weapon Ultimates now operate on their own resource, allowing players to use their ultimates with increased frequency

We've additionally made improvements throughout all mechanics and systems in the game, hopefully making the game feel better to play. If you experience any issues or have feedback, please let us know through our Discord or Community Hub.

AI Upgrades

The game's enemy AI has been improved, now featuring alert states and a heightened awareness of the environment.

Striking enemies with smaller weapons, such as dropped pistols, will now knock back or stagger them. This change enhances the viability of these lighter arms as effective tools for players.

We're planning further enhancements for the enemies, such as introducing more voiceovers and dialogue, refining their behaviors, and making other various improvements.



We are optimistic that this marks the start of significant enhancements to the game's overall challenges and difficulty level, and we look forward to introducing even more improvements in the future!

As always, please let us know what you think about the new AI changes.

UEVR, QOL and Controller Improvements

We've enhanced various aspects of the game. If you've been experimenting with UEVR, you'll find a new setting in the Gameplay category that adjusts certain systems to accommodate a VR environment.

Also, we've refined the aim for Controllers/Gamepads and made the aim assist more reliable. We've added other settings, such as a UI Scale slider and an option to hide tracers, based on your feedback.

We've also improved the overall aim. Previously, players may have encountered issues when trying to shoot through car windshields or glass. We've adjusted this, so shooting through these surfaces should now be more reliable.

[hr][/hr]
Thank you so much for your patience and support, we'll be continuing to work on even more content and improvements in the next couple months.

More improvements and bugfixes have been made throughout the entire game, including some graphical improvements, the full list can be found below:

  • REMOVED: Willpower system
  • NEW: Miami chapter, Ocean Drive
  • ADDED: Checkpoints in Cathedral boss and Art Exhibit final room
  • ADDED: New Stamina system for sprinting, dodges, slomo and more
  • ADDED: Sidestepping mechanic as a quicker dodge (can still roll after double-pressing dodge)
  • ADDED: New Ultimate resource for Weapon Ultimates
  • ADDED: New AI behavior between Passive and Aggressive, Alerted state
  • ADDED: UI Scale slider in Settings
  • ADDED: Setting to disable tracers
  • ADDED: Hotkey for new/adjusted Sprint mechanic
  • ADDED: UEVR mode support in Gameplay Settings
  • IMPROVED: Auto-aim on different heights now does multiple body checks for more consistent hits
  • IMPROVED: Overall aim should avoid some surfaces to allow for shooting over/through cars, etc.
  • IMPROVED: Player animations including walk/running animations and more
  • IMPROVED: Enemy perception through glass should properly work
  • IMPROVED: Enemies now walk slower when strafing or moving backwards
  • CHANGED: Description for Silenced Pistol primary weapon
  • CHANGED: Silenced Pistol combo window now increased to 6 seconds
  • CHANGED: Tutorial adjusted to new mechanics
  • CHANGED: Enemies can now be executed/finished by beating them up, throwing them around, and more, no longer relying on the old Willpower system
  • FIXED: Enemy ragdolls shouldn't be as messed up
  • FIXED: Having a secondary weapon and going into the next chapter didn't clear the weapon on the HUD
  • FIXED: Landing roll happening multiple times
  • FIXED: On death, player's secondary weapon not being dropped
  • FIXED: Attempting to use Revolver ultimate with a secondary weapon would not work
  • FIXED: Level transition boxes showed [E] to proceed UI
  • FIXED: Weapon switching unwillingly after an execution
  • FIXED: Automatic secondary weapons immediately going into throw after firing all bullets
  • FIXED: Using walk on controller freezed aiming
  • FIXED: Doing a clean suit before a camera adjustment box would mess up FOV
  • FIXED: Enemy getting teleported/pushed from a grapple push
  • FIXED: Clean Suit perfect shots not being added to score combo
  • FIXED: Door in Lab level can get stuck in the shelf
  • FIXED: Slomo not being removed when resetting from checkpoint after death
  • FIXED: Reset from checkpoint showing an extra mag that's not there
  • FIXED: Checkpoints not saving score data (when in combo)
  • FIXED: Some UI buttons not being clickable sometimes
  • FIXED: Score streaks continuing while game is paused
  • FIXED: Enemies opening a door didn't hide certain roof meshes
  • FIXED: Every spitting out blood particles with melee weapons
  • FIXED: Destructible pillars not having player collision
  • FIXED: Having a bodyshield didn't guarantee protection when facing enemies with guns

... and more bugfixes/improvements!

We'll see you in the next devlog or update, thank you again and please let us know if you have any feedback or bug reports!

[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.