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Suit for Hire News

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]

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]