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v1.0.15 - Photomode, Headshots (and some other things)

[p]Hey everyone!

Apologies for this update taking so long, it was essentially ready for a hot minute considering it was in the Beta branch for a while.

This update includes a bunch of things spanning from bug fixes, improvements, additional customizable settings and more.

There's a few more minor bugs on my to-do list so expect a patch in the coming weeks, that being said, I tried to do extensive testing of this update to make sure I didn't f*** anything up, but if you notice anything game breaking, feel free to yell at me in any of the respective channels (Discord, the Community Hub, this news update's thread, messenger bird) and I'll do my best to hotfix anything ASAP.


[/p]
Photomode
[p]One of the new features in this update is the quick photomode that was added in, you can easily pull it up with the hotkey (Default: J, customizable) and there's a button in the pause menu as well.

A few players have already been taking some fun screenshots with it during the Beta, now others can mess around with it as they execute enemies with style.


I may add some filters/more controls in the future, let me know if you'd like anything added and I'll consider it.

[/p]
Headshots in Third Person
[p]After the 3rd person mode's release, a few people were confused by the lack of damage variety based on where enemies were hit. I didn't really consider it since I wanted the gameplay to be similar from top-down to third person- but it made sense adding headshots to the third person mode.

This only works for secondary weapons, since your primary pistol is meant to be a tool of destruction. The Enhanced Hitboxes setting is turned on by default but if you prefer the more arcade-y shooting style, you can disable it in the Gameplay settings.

[/p]
Katana
[p]The Katana has been in the game for a while now, but it felt like it was missing a special something. The Katana can now pierce and stick into enemies/surfaces when you throw it at the right distance, be careful not to throw it in an unreachable spot because there's a small likelihood you won't get it back. [/p][p][/p]
and more...
[p]There's a lot more changes, improvements and additions to the game as well that I'll simply put into the patch notes list below. I'll be honest, there's a few things I fixed/added that I might've forgotten in the list so that's on me![/p][p][/p]
  • [p]ADDED: Basic Photomode feature[/p]
  • [p]ADDED: Quick restart button keybinding (restart at any point without pause)[/p]
  • [p]ADDED: Office level now has enemies spawning in when pushing the secret button revealing the elevator[/p]
  • [p]ADDED: Setting to turn off camera popups during clean suits[/p]
  • [p]ADDED: Keybinding to toggle light/laser (None > Only Laser > Only Flashlight > Both, then cycle)[/p]
  • [p]ADDED: Enhanced hitboxes for Third Person, new gameplay setting (defaulted to on): Hitting enemies in different body parts with a secondary weapon will deal varying levels of damage.[/p]
  • [p]ADDED: Button to clear a binding entirely in Input settings[/p]
  • [p]Tilde key ( ` ) should be bindable in Input menu now[/p]
  • [p]Gamepad Special Left (Select button generally) should now be bindable in the Input Menu[/p]
  • [p]Categorized settings UI to make it easier to find things[/p]
  • [p]Changed hit react animations for first two punches[/p]
  • [p]Adjusted pathing limits in Ocean Drive and various enemy placements[/p]
  • [p]Optimized some levels that had lights that weren’t fading at a distance[/p]
  • [p]Increased hearing range of all enemies from 3000 to 5000 (still subject to some pathing length limits)[/p]
  • [p]Improved leaning animations while moving and added more smoothing/interpolation[/p]
  • [p]Improved current Lethal Indicator (shows when ranged enemies will fire, different color for melee enemies)[/p]
  • [p]Thrown weapons will bounce around a bit more when hitting surfaces[/p]
  • [p]Thrown Katana can now stick in surfaces and enemies (deals additional damage) if hit in the correct orientation (a lil skill-check for players who memorize the proper throw distance)[/p]
  • [p]Removed FPS presets and replaced with a slider (use 0 for unlimited, highly unrecommended though)[/p]
  • [p]Changed some sound effects[/p]
  • [p]Improved directing melee attacks using desired movement direction (as long as enemy is in view), additional layer of melee aim assist[/p]
  • [p]Removed default key for Toggle HUD (can still be used in Input Settings)[/p]
  • [p]FIXED: Can’t hit Escape on Caution popup when restarting through pause menu[/p]
  • [p]FIXED: Shooting physics magazines on the ground plays blood particles… uh[/p]
  • [p]FIXED: Executing and activating slowmo after a perfect dodge will cause the enemy being executed to have a desync’d execution animation[/p]
  • [p]FIXED: Revolver ultimate hits glass rather than going through it[/p]
  • [p]FIXED: Secondary weapon throw prompt staying on screen and stopping shooting after restarting mission[/p]
  • [p]FIXED: Throwing weapons into glass would make them not lootable[/p]
  • [p]FIXED: Throwing weapon in the air causes it to not continue physics properly and when fallen to the ground, cannot be picked up again (possibly lifespan related)[/p]
  • [p]FIXED: Incorrect physics launch direction on melee attacks[/p]
  • [p]FIXED: Fire extinguisher not despawning and not respawning (Overflow, Chop Shop)[/p]
  • [p]FIXED: Akimbo deagle not affected by Crazy Ragdolls modifier[/p]
  • [p]FIXED: Enemy navigation when cars roll in at Mansion entrance[/p]
  • [p]FIXED: Controller focus should return to settings button when closing settings menu in pause menu[/p]
  • [p]FIXED: Comic camera at full resolution when game has less than 100% resolution scale (now adjusts dynamically)[/p]
  • [p]FIXED: Using other weapons with deagle equipped drops bullets no matter what kill-type[/p]
  • [p]FIXED: Enabling slowmo after walking through a slowmo door doesn’t continue the slowmo and stamina continues to drain[/p]
  • [p]FIXED: Diving while a slowmo is ending causes an odd time dilation difference, causing the dive to be very quick and odd animation changes[/p]
  • [p]FIXED: Using Time Focus at the end of a hand-to-hand execution causes a mismatch in custom time dilation[/p]
  • [p]FIXED: Second Deagle staying in the level after restarting[/p]
  • [p]Disabled FOV/zoom effects and camera adjustments when going into Time Focus for UEVR Mode[/p]
[p][/p][p]Again, there's a few more things on my to-do list I'd like to fix/improve, so that'll come in a future patch. [/p][p][/p][h2]Future content[/h2][p]I'd like to be transparent for the players that have been looking forward to new content. In the v1.0 release post, I mentioned that the game is mostly feature/content complete, it's possible there may not be any new levels, systems or features added in the future.[/p][p]If any new content/features gets added, it'll be bonus content that I create in my free-time.[/p][p]I know a few people have suggested Workshop support and trust me, I'd love to put it in the game- a couple people joined the Discord and gave me advice on the various workflows/processes for adding mods to a UE game, so I have some directions I could take the game when I have the time (shoutout to Mike Nolan!).[/p][p][/p][p]That being said, thank you for all of the incredible support, I'll still be pushing out fixes and improvements when/where I can for the game![/p]

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.