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Suit for Hire News

Patch v19.4 - Bugfixes and Improvements

Hey everyone,

We've made some major bugfixes and improvements to the game that should hopefully make things feel better, we also reverted our engine code back to the original code rather than source code which should resolve some other issues.

The full patch notes can be found below:

  • FIXED: Bright lights in levels like the Subway Level
  • FIXED: Black fade wall not disappearing in the Club level somehow
  • FIXED: Enemies keep getting stuck in cover state (this is a duct tape fix for now, we'll be doing a full revamp of the AI in the near future)
  • FIXED: Weapon selection would load before Game Instance causing weapons that were locked to appear unlocked on first start-up
  • FIXED: Cathedral boss firing even when the player would start executing an enemy
  • FIXED: Dive not working near objects and was being set to 'Standing' during dive
  • FIXED: Secondary weapon execution being used even though primary is equipped


Thanks for all of your feedback and bug reports, keep them coming and Happy New Year!

[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.

Patch v19.3 - Countering Hotfix

Hey everyone,

Super short hotfix of one particular bug happening during countering, kind of a duct tape fix but it should work better now: when the player would tap the counter key, enemies being countered would sometimes teleport far away.

The problem should be fixed or functioning better than before, let us know if there's still any more issues.

Cheers!

[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.

Patch v19.2 - More Improvements and Bugfixes

Hey everyone,

We found some additional issues that needed to be fixed and improved, patch notes found below:

  • MUSIC: Improvements to Art Exhibit music ending too early, it now should loop if needed
  • IMPROVEMENT: Input buffers had issues with rolling at times, it should now work properly 99% of the time
  • BUGFIX: Fire floors not dealing damage to the player in the Art Exhibit boss room
  • BUGFIX: Player getting stuck inside of mannequin in Tutorial
  • BUGFIX: Buffer input with shotgun would fire at the ground sometimes
  • BUGFIX: Weapons dropped from enemies that aren't usable now are deleted


Cheers everyone, we're hoping melee combat and the rest of the game is feeling better!

[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.

Patch v19.1 - Input Improvements Patch and more

Hey everyone!

We've received quite a bit of feedback and bug reports these past few weeks, we're hoping this patch improves things such as input buffering and more. Kicking, punching, and shooting should now be buffered if you click it near the end of an animation, allowing gameplay to be a bit more smooth. This feature is still pretty experimental so let us know if you experience any bugs or issues with that change in particular.

We've also made more changes, here's the patch list:

  • IMPROVEMENT: Added input buffering for shooting and kicking (needs feedback, let us know if you encounter any issues!)
  • MUSIC: New boss music track in the Cathedral area
  • MUSIC: Improved and revamped Art Exhibit music including boss area
  • UI: Changed "Reset Level" in the pause menu to "Reset to Last Checkpoint"
  • BUGFIX: Negative accuracy bug, most likely due to shotguns
  • BUGFIX: Death penalty showing up on a full chapter reset
  • BUGFIX: Throwing a weapon while diving caused the dive to stay stuck proning (also let us know if you ever get stuck while diving, I'll attempt to make more fixes)
  • BUGFIX: Character playing 'get up' animation if releasing dive at the perfect time


Thanks for all the feedback and bug reports everyone, Happy Holidays!

[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.

Update #19: Weapon Swap Update

Hello everyone!

We've been working hard on improving the game and adding mechanics that give players more control over their Suit and the flow of actions.

In the past month or so, we worked hard on adding a much needed mechanic, weapon swapping- the ability to switch between your secondary and primary without having to throw away your secondary weapon.



This mechanic alone enables so much dynamic gunplay/style that I believe many of you will enjoy replaying the game with this added feature.

On top of this new mechanic, we also received your feedback on other parts of the game and have applied some fixes, improvements, and balances to bossfights- full list below:

  • IMPROVEMENT: Non lootable weapons will no longer drop from enemies
  • IMPROVEMENT: Weapon pickup square UI will disappear at a distance
  • IMPROVEMENT: levels now have puddles (graphics galore)
  • IMPROVEMENT: Items will now be grayed out if the player already has it (armor/ammo)
  • AUDIO: Adjusted attenuation on vehicles to reduce music being muddied
  • BALANCE: Enemies piled up at the center boss-arena in Art Exhibit, they now get deleted when entering the boss-arena
  • BALANCE: Reduced enemy spawns in Art Exhibit final fight
  • BUGFIX: Throwing a weapon at an auto-aimed enemy throws the weapon at the ground
  • BUGFIX: Fixed issue with melee weapons hitting invisible overlap boxes
  • BUGFIX: Enemies can trigger slowmo on doors they open
  • BUGFIX: Bug where the underground key stayed/duplicated in the inventory on Cathedral
  • BUGFIX: Single bullet drops not adding to Revolver reserve
  • BUGFIX: Finishing a chapter with an empty weapon causes inability to fire in the next chapter
  • BUGFIX: Player can't throw a weapon (or do certain actions) until dodge rolling
  • BUGFIX: Shotgun shooting from different points rather than one initial location
  • BUGFIX: Enemies that drop a bullet cause a 'flow issue' on execution
  • BUGFIX: Double death screen in the Art Exhibit circular area
  • BUGFIX: Fixed occlusion (again) on the walls in the Cathedral (should work now... hopefully)
  • BUGFIX: Crashes should be reduced (for real this time)
  • BUGFIX: Main Menu windows shouldn't clip into each other on smaller resolutions (e.g. Steamdeck)


If we missed any of your feedback, please let us know!

Thank you for all of the support these past few months, and a big thank you to everyone who submitted feedback, bug reports, and suggestions leading up to this update. Please send us more so we can make future patches/updates great!

[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.