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Suit for Hire News

Patch v1.0.4 - Toronno Boss hotfix

[p]Hey everyone,

Apologies for those having issues with the helicopter boss, this patch is aimed at fixing the boss and the enemy spawns so the fight can be continued. The last patch broke the spawning behavior and it should be fixed.

On top of the fix, enemies will now spawn more frequently including the enemy that drops an RPG, however I've also reduced some of the enemy count in higher difficulties.

Additionally, I've been ongoing attempts at fixing the crashes and this patch includes some of those attempts at improving stability, please let me know if you're still getting frequent crashes.

Some players have mentioned that uninstalling/reinstalling helps, and playing in third person makes the crashes worse, so I am looking into all of that.

More patches to come in the coming days (I wish it could be faster but I'm only one developer working on the code/in-game stuff), thanks for all of your bug reports and patience, I do appreciate it.[/p]

Patch v1.0.3

[p]Hey everyone,

Thanks for all of your patience, support, feedback and bug reports- this patch is just one of many to come to make the game more stable and responsive.

I've also written some notes about the Fatal Error crashes below, something that I've been heavily looking into the past few days.

[/p]
  • [p] FIXED: Execute tutorial can’t be completed when using a different hotkey than the Interact key[/p]
  • [p] FIXED: Glass windows (after being broken) still have a collision box over them[/p]
  • [p] FIXED: Players wouldn’t unlock levels after completing Toronno series due to Steam not being connected, while bad for anti-piracy, it’s also bad for offline players (ye win this time… mateys)- players should be unlocking levels/series while offline now, if not, please try restarting the game as a fix[/p]
  • [p] Speed up score tracking again (make score interpolation faster) from 1500.0f to 3000.0f[/p]
  • [p] FIXED: Deadeye ultimate not attaching to enemies in 3PP[/p]
  • [p] FIXED: Pause menu taking multiple presses to open[/p]
  • [p] FIXED: Checkpoint not working in Trains after pressing button in Elevator[/p]
  • [p] FIXED: Enemies running into wood panels on Toronno Manor levels[/p]
  • [p] FIXED: Hitting Restart Mission and switching perspectives would cause 3PP camera to stay in one direction with an additional crosshair on screen[/p]
  • [p] FIXED: Enemies getting stuck behind the bar on the upstairs area in Lotus Club[/p]
  • [p] FIXED: Incorrect potential respawn location on various levels like Sashimi[/p]
  • [p] Reduce slowmo input delay from 0.5s to 0.15s[/p]
  • [p] Reduce amount of stamina sprinting uses up from 1.5f to 1.0f[/p]
  • [p] Shoot input queuing should be improved (e.g. shooting while punching, etc.)[/p]
  • [p] Increased max value for Third Person Look Sensitivity from 1.5 to 2.5[/p]
  • [p] Increased max value for Third Person FOV from 70 to 90 (additionally the physical camera will compensate accordingly, let me know if this feels unintended/unnatural)[/p]
  • [p] Melee enemy hits
  • should* be more consistent, allowing for counters to go through (please let me know if you experience any more issues, and where in levels as that could help a ton!)
    [/p]
[p]
As mentioned in a few bullet points above, if you experience anything new/weird, please let me know either on the Steam discussion forum or on Discord!

[/p][h2]Fatal Error crash[/h2][p]I've gotten a number of reports of Fatal Error crashes, specifically starting in the Manor and in other various areas of the game- I've spent a good chunk of my time the past few days investigating the issue and am still looking into it, that being said, some changes have been pushed in this patch to see if stability has improved, feel free to yell in my direction if you're still getting crashes in the same spots:

[/p]
  • [p] Slight changes to enemy code which shouldn’t impact gameplay (but if you see any weird behavior from v1.0.2 to this patch, let me know)[/p]
  • [p] All APEX Destruction actors disabled (destructible pillars in Manor)[/p]
  • [p] Garbage collection more frequent- this might cause some slight hitches, please let me know if your performance feels worse[/p]
  • [p] Enemy physics bodies used to be turned into a static version, that was turned off temporarily so please let me know if you feel performance hits around large amounts of enemy bodies[/p]
  • [p]Adjustments to loading screen behavior, which may look slightly different in this patch [/p]
[p]
I do apologize for the crashes, it's definitely not something I want for the game as it ruins players' experiences, but I am looking into it as much as I can (spent around 20 hours looking into just the crashes alone)- chances are I'll have to look into doing an engine upgrade (from UE4.26 to UE4.27) on my end which may take a few days to do, but I'm hoping it should reduce the crashes.

[/p][h2]Other issues[/h2][p]I've also been listening closely and keeping an eye on reviews (both positive and negative), any feedback is always welcome and very helpful toward helping me improve the game, so I appreciate y'all that are taking the time to write feedback/suggestions.

I'm hoping to address these issues in more patches to come, but I am primarily focused on stability/crashes at the moment so all players are smooth sailing and the only thing blocking them from an S+ is skill issue.

Thank you again for all the incredible support and feedback.[/p]

Patch v1.0.2 - Hotfixes/more controller improvements

Hey everyone, another small patch heading your way (if you're not a controller player, this probably won't matter much for you):

  • Controller navigation fixed in settings menu
  • Reduced specular intensity in Intro levels and Asphalt material
  • FIXED: "Show crosshair option" affects the death menu’s cursor making it disappear

Thanks a lot for the feedback and bug reports!

v1.0.1 Hotfix patch for Controllers

Hey everyone,

Apologies for the one-fix hotfix patch (probably a large download so I apologize for that), it was brought to my attention that controllers couldn't navigate in the Main Menu which was a pretty critical issue.

Controllers should now work properly in the Main menu, allowing you to move the thumbstick left/right.

Cheers, the next patch will be a more substantial one, this was just a big enough issue to warrant getting it out ASAP.

Hope you're enjoying the new 1.0 update!

Suit for Hire leaves Early Access (1.0 Update)

[p]Hey everyone,[/p][p][/p][p]I'm happy to announce that Suit for Hire has now left Early Access! The 1.0 update is out now and playable on the official branch of the game.[/p][previewyoutube][/previewyoutube][p]The 1.0 update brings exciting new features including Third Person Mode and loads of fresh content for players to enjoy.[/p][p][/p][p]Many other features include Steam Achievements, Gameplay Modifiers, new executions, additional languages (Russian, Ukrainian, Portuguese (Brazil), German and Korean), a new primary weapon, a new rating system and more.[/p][p][/p][p]To celebrate the release of Suit for Hire, the game will be 40% off for a limited time - from June 20th to July 4th! Don't miss out on this launch week special.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]I'd like to thank everyone that contributed to the game, provided feedback and bug reports and overall support for the project over the past 5 years, it's been a crazy ride.[/p][p][/p][p][/p][p][/p][h2]What's next for Suit for Hire?[/h2][p]With the release of version 1.0, I consider the game complete in terms of features. My focus will shift to releasing patches in the upcoming days to address bugs and implement Quality of Life improvements. There are no plans to add new content beyond these stability updates.[/p][p][/p][h2]New Features[/h2]
  • [p]New Third person mode[/p]
  • [p]New gameplay modifier system, play the game in fresh ways by adding cheat modifiers or difficulty modifiers[/p]
  • [p]Improved end screen stats and ranking system[/p]
  • [p]New hand-to-hand execution animations[/p]
  • [p]New Primary Weapon: Deagle[/p]
  • [p]15 new levels[/p]
  • [p]Steam Achievements[/p]
  • [p]Added localization for Russian, Ukrainian, Portuguese, German and Korean[/p]
  • [p]Added Crosshair settings[/p]
  • [p]Improved visuals for older levels[/p]
  • [p]New Difficulty UI[/p]
  • [p]Last used weapon and difficulty now gets saved[/p]
  • [p]Difficulty selected gets saved for future runs[/p]
  • [p]Player now has 1.2s of i-frames after an execution[/p]
  • [p]UI showing overall completion of series in the main menu[/p]
  • [p]Reworked boss in Toronno to spawn enemies with RPGs and take bullet damage, grenades can still be kicked at it to deal damage[/p]
  • [p]Enemies that fire weapons now have a static timing when starting a lethal shot- harder difficulties will lower the duration[/p]
  • [p]Removed MSAA in AA settings (wasn’t doing anything)[/p]
  • [p]Added Show Muzzle Flash setting[/p]
  • [p]Added Restart Chapter in Pause Menu[/p]
  • [p]Grabbing now uses player stamina rather than separate resource[/p]
  • [p]Aim-assist on controller is now a bit stronger while in mid-air/diving[/p]
  • [p]Improved aim assist on controller (for 3PP and top-down)[/p]
  • [p]New unlock text when unlocking a series, cosmetic or weapon[/p]
  • [p]Added more checkpoints to levels[/p]
  • [p]Added sounds when enemies are firing and attacking (can be disabled)[/p]
  • [p]Player can now pick up bullets during all weapon ultimates[/p]
  • [p]Added new ways to earn score[/p]
  • [p]Improved levels that had multiple pathways[/p]
  • [p]Art Exhibit now improved to be more linear and easier to full-wipe enemies[/p]
  • [p]Removed riot shield deflection and corresponding challenge[/p]
  • [p]Reduced bullet spread on SMG[/p]
  • [p]Removed Cursor to World Aim setting (wasn’t working as intended and needed way too much work to get it working semi-properly)[/p]
[p][/p][hr][/hr][p]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.[/p][p][/p][p]Report any bugs or feedback on our Community Hub.[/p]