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Suit for Hire News

v1.0.6.3 - Patch

Hey everyone,

This patch focuses on improving some input queuing when going from action to action (e.g. punching to shooting), it also fixes a various amount of bugs. Thank you again for all of the feedback and bug reports, with this patch I'd love to hear what you think of the input changes; there's moments where shooting might take a small moment since it's waiting for an animation to complete, let me know how that feels as well.

  • FIXED: Enemies dropping bullets should work again, including for the silenced pistol passive
  • FIXED: Flashlight appearing during dodge roll (after sidestep)
  • Temporarily turned off shadows on player's gun, will figure out a better solution for the flashlight casting shadows on the gun in a future patch
  • Aggro range for enemies in third person increased by 25%
  • Improvements to input queuing, should be able to immediately kick/punch right after shooting, additionally input queue for shooting shoot reduce the chance of lost inputs (still needs some more improvement mechanically and visually animation-wise)
  • Enemy attack tokens should reset upon player death now (should fix enemies not attacking anymore after a few deaths)
  • Kick hitboxes should be improved, reducing missing even though enemy is right in front of the player
  • Gamepad Special Left (or Select) should now be bindable to an Input on controllers


Thanks again for all of the support!

v1.0.6.2 - Grenade Enemies hotfix

Hey everyone, this one's a small patch just focused on the grenade enemies.

  • Grenade enemy no longer waits for attack queue to throw a grenade
  • Grenade enemy throwing range increased from 1500.0f to 2500.0f
  • FIXED: Enemy not dropping grenade on their body during a throw animation


Thanks for your bug reports!

v1.0.6.1 - Emergency Hotfix

[p]Hey everyone,

I've received some reports of the Red Suit in the Art Exhibit holding a little too hard onto his keycard, I've made some adjustments to fix his keycard drop and additionally fixed grenade enemies not dropping their grenades properly.

Apologies for this bug, it came up after some adjustments/fixes in the last patch! (fix one thing, 2 things break kind of situation)

Appreciate the patience and bug reports, cheers! [/p][p][/p][p]EDIT: It would appear the grenade enemies are still not 100% functioning properly, working on a fix...[/p][p][/p][p]EDIT 2: Grenade enemies should be functioning better in v1.0.6.2[/p]

v1.0.6 - Patch

Hey everyone,

A new patch is headed your way, and this time... I think the crashes are fixed (?), if not though, please feel free to let me know:

  • FIXED: Enemies sidestepping from a corpse causing irratic movements
  • ATTEMPTED FIX: Enemy attack tokens get lost, making enemies not attack at all
  • FIXED: Diving staying in-place (happens if you let go of movement key during starting animation)
  • FIXED: Patrolling Grunts continue their pathing when aggro’d rather than cancelling their current movement
  • FIXED: Melee Attacking while crouching keeps crouching state
  • FIXED: Clean Suit camera not being set properly
  • Adjusted attack trace to occur from upper body rather than hips (should improve melee attack detection a bit)
  • More attempts at fixing crashes


Thanks for all of the bug reports so far, I'll continue working on more for more patches this week.

v1.0.5 - Patch

[p]Hey everyone,

This patch is covering a lot of gameplay balancing and fixes alongside some more attempts at reducing crashes- thank you again for all of the feedback and bug reports!

[/p]
  • [p]Delay between punch animations should be reduced, allowing for quicker consecutive attacks (I might have an idea for a skill-based system allowing for even faster attacks if the player punches/attacks in the right time window rather than spamming, not sure yet, feel free to let me know your thoughts on this idea!)
    [/p]
  • [p]FIXED: Melee bat attack sound playing multiple times in one hit
    [/p]
  • [p]FIXED: Multiple loading screens being added, causing an issue where a loading screen stays active while in-game
    [/p]
  • [p]FIXED: Diving used to go in the velocity direction rather than input direction
    [/p]
  • [p]FIXED: J key being binded to Pause
    [/p]
  • [p]FIXED: Can open pause menu while dying, causing menus to overlap, death screen appears instantly upon death now
    [/p]
  • [p]FIXED: Replay button causes player to die instantly in Caribbean: Same Day Shipping
    [/p]
  • [p]FIXED: Accuracy not resetting when Restarting Mission
    [/p]
  • [p]FIXED: Steam achievement progress not resetting when returning to main menu
    [/p]
  • [p]FIXED: Secrets not updating in a run properly, requiring the player to replay the mission to propogate, causes challenge to not update (mostly a problem in Caribbean: Shipping) \[should be fixed]
    [/p]
  • [p]FIXED: Weapons dropped by enemies after an execution sometimes fall under the playspace
    [/p]
  • [p]FIXED: Counterattack not working with godmode modifier on knife enemies
    [/p]
  • [p]FIXED: You can complete achievements in the Tutorial
    [/p]
  • [p]Improvements to aiming and firing in 3PP, aiming crosshair on an enemy that comes into frame from behind should work more consistently
    [/p]
  • [p]Credits screen will no longer play when ending a final chapter in a series
    [/p]
  • [p]“New” text to make Toronno more apparent on first time startup (players that completed the series will see the New text but there’s nothing new there sadly)
    [/p]
  • [p]Increased default opacity of Series buttons in the map/level select screen
    [/p]
  • [p]Increased lunge distance of knife enemy
    [/p]
  • [p]Explosive barrels now count as environment kills
    [/p]
  • [p]Increased Endurance damage on enemies when taking damage (allowing for more executions), future tutorial will come explaining how Enemy Endurance works, some tips for current players is that kicking and/or throwing enemies into walls (using the Grapple mechanic) and into other enemies deals endurance damage as well
    [/p]
  • [p]Increased enemy sight angle radius when enemy dies in another enemy’s vision
    [/p]
  • [p]Increased enemy sight range for third person (60% more range than top-down), please let me know how this feels and if enemies immediately spot you in certain levels
    [/p]
  • [p]Increased enemy hearing range from 2400 to 3000
    [/p]
  • [p]More attempts at reducing crashes
    [/p]
[h2]Known issues[/h2]
  • [p]Enemies strafing over dead bodies very quickly, should have a fix for this in the next patch[/p]
  • [p]Secrets still not properly propagating to the player[/p]
  • [p]Enemies not attacking after a certain period of gameplay[/p]
[p][/p][p]
More patches to come, thanks again for all of the patience and support![/p]