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SWAT Commander: Prologue News

SWAT Commander: Prologue, version 0.7.7.0

[p]Officers, [/p][p][/p][h3]SWAT Commander is coming to Early Access on July 31st![/h3][p][/p][p]We continue gathering feedback and using it to find ways to improve the prologue for you. Our latest solutions bring you this patch.[/p][p][/p][p]AI[/p]
  • [p]Suspects who previously surrendered and haven’t been restrained will return to combat when they see their accomplices arrive[/p]
  • [p]Added ability of Suspects and Civilians to move away from doors when surrendering[/p]
  • [p]Added ability of Suspects to perform a quick reload in the ‘fake surrendering’ mechanic if they need it[/p]
  • [p]Updated system for NPCs choosing a position where they will surrender[/p]
  • [p]Adjusted Suspects’ vision and hearing[/p]
  • [p]Adjusted weapon spread for shooting through doors[/p]
  • [p]Updated shooting logic of Suspects – they will now save ammo if they can't see their target well[/p]
  • [p]Adjusted burst length for the ‘firing through objects’ mechanic – Suspects will now shoot through them with automatic fire[/p]
  • [p]Improved focus system for Civilians (now they turn around more naturally)[/p]
  • [p]Fixed an issue where Civilians would follow compliance orders from Officers even if they were far away or behind a wall[/p]
[p]GAMEPLAY[/p]
  • [p]Added the ability to check the status of the door without opening it (‘C’ key by default, also supported for gamepad)[/p]
  • [p]Added game pause when gamepad is disconnected[/p]
  • [p]Changed default game difficulty level to ‘Easy’[/p]
  • [p]Rebalanced bleeding mechanic – you need to walk a greater distance before you take damage from blood loss[/p]
  • [p]Rebalanced conditions for receiving Evidence/Suspect progression hints [/p]
  • [p]Disabled the ‘firing through objects’ mechanic for Suspects when these conditions are met: no auto or burst fire mode is available for Suspects, ‘Easy’ difficulty level is enabled, the target door is metal, a mirroring Officer is behind the target door[/p]
  • [p]Disabled window frame collision for grenades[/p]
  • [p]Fixed issues with various door interactions: e.g. deploying C2, wedging, working with locks, retrieving installed devices[/p]
  • [p]Fixed Sniper weapon firing issues (shooting, noise generation)[/p]
  • [p]Fixed Sniper reporting previously reported NPCs[/p]
  • [p]Players will no longer receive a penalty for using lethal force against Suspects who are throwing a grenade[/p]
  • [p]Fixed issues with reporting of dead bodies[/p]
  • [p]Fixed an issue with Officers transitioning from a leaning to a sprint state[/p]
  • [p]Fixed door lock and C2 interaction outlines on barricaded doors[/p]
  • [p]Fixed player camera shake when tasing NPCs[/p]
  • [p]Fixed an issue where progression hints would spawn too early if it took the game’s session a longer time to load for the host[/p]
[p]NETWORK[/p]
  • [p]Updated mission launching process – fixed the issue of repeated client reconnects when loading a mission if the host’s processing is slowed down by various factors, e.g. playing on HDD[/p]
  • [p]Traffic optimization which should resolve many random disconnection issues[/p]
  • [p]Added current ping display to UI (appearing for the client when ping is above 100 ms)[/p]
[p]EQUIPMENT[/p]
  • [p]Updated the AC-60 rifle magazine mesh size to match its capacity[/p]
  • [p]Updated idle animation for the PA-500[/p]
  • [p]Fixed issues with grenade flight smoothness[/p]
[p]CHARACTERS[/p]
  • [p]Fixed various visual issues with NPC meshes[/p]
[p]ANIMATIONS[/p]
  • [p]Updated NPCs’ reaction animation while surrendering[/p]
  • [p]Fixed Door Wedge player interaction[/p]
  • [p]Fixed interruption of NPCs’ fear animations while surrendering[/p]
  • [p]Fixed C2 deployment animation issues[/p]
  • [p]Fixed visual issues in the process of restraining NPCs[/p]
[p]HOT RECEPTION LEVEL[/p]
  • [p]Fixed collisions & navigation issues[/p]
  • [p]Adjusted shadow rendering so that they are cast at much greater distances[/p]
  • [p]Adjusted Sniper FOV[/p]
[p]UI[/p]
  • [p]Added secondary interaction for contexts when you have two options for interacting with various objects[/p]
  • [p]Added 7 default loadout presets in the ‘Equipment’ screen[/p]
  • [p]Added game mode sorting so that each mission has the same order of modes[/p]
  • [p]Added more visible cues that mark Entrance selection and some other game settings as unavailable for session clients (some settings can only be changed by the session’s host)[/p]
  • [p]Updated Injector input so that now it’s split into two interactions – healing yourself and a target Officer[/p]
  • [p]Changed name of the ‘Ping’ feature to ‘Mark Location’ and adjusted its localizations; the function remains the same where it’s used to mark a specific spot in the mission’s space for other players[/p]
  • [p]Updated images: cover images for some missions and tutorial loading screen images[/p]
  • [p]Fixed issue where the debriefing screen did not appear on clients[/p]
  • [p]Fixed an issue where the loading screen could reappear multiple times during the client loading process (noticeable in case of HDD use by host)[/p]
  • [p]Fixed gamepad-related issues in the UI[/p]
  • [p]Fixed issues that appeared while using multiple Pepper Sprays in the additional menu and other issues related to Pepper Spray display[/p]
  • [p]Fixed an issue where progression hints would not appear if the host died[/p]
  • [p]Fixed spectator camera issues[/p]
  • [p]Fixed issues with show/hide HUD setting[/p]
  • [p]Added missing localization for Sniper position buttons[/p]
  • [p]Fixed UI display issues when removing C2[/p]
  • [p]Removed tutorial screen at first launch[/p]
[p]AUDIO[/p]
  • [p]Added new TOC responses, e.g. Officer injury/death, start of mission dialogs, and more[/p]
  • [p]added full voiceover to the Tutorial[/p]
  • [p]added more SFX to the ‘Hot Reception’ level (environment, water, damaged lamps, etc.)[/p]
  • [p]Added attenuation to some equipment animations[/p]
  • [p]Updated Battering Ram attenuation and sound cue[/p]
  • [p]Updated bomb disarming dialogues[/p]
  • [p]Updated weapon shot attenuation[/p]
  • [p]Updated Suspect footstep attenuation[/p]
  • [p]Updated explosion attenuation[/p]
  • [p]Fixed issues with incorrect voices for various characters[/p]
[p]OTHER[/p]
  • [p]Fixed damage-related achievements[/p]

One Week Left To SWAT Commander's Early Access!

https://store.steampowered.com/app/1619310/SWAT_Commander/

We hope you're as thrilled as we are, Officers! 👮

With just one week until Deployment Day – when we officially release SWAT Commander in its Early Access version – it's not much longer until a number of innocent civilians are going to need the intervention. Rescue them from fanatical cultists, ruthless gangers, and scammed investors turned terrorists with nothing to lose.

And for that last part, that's when things tend to get really explosive… 👇

https://youtu.be/ggXLlNlLKFo

SWAT Commander coming to EA on July 31st!

[p]Officers, 👮‍♂️[/p][p]We're proud to announce that the time is finally near![/p][p][/p][h2]SWAT Commander is coming to Early Access on July 31st! It's Deployment Day![/h2][p][/p][p]So join us on this Deployment Day as we present to you our take on the first-person-shooter simulation of a Special Weapons and Tactics unit's operations.[/p][p][/p][p]What's coming to SWAT Commander in Early Access?[/p]
  • [p]Single player gameplay with a computer-controlled SWAT squad that takes orders from you as its leader.[/p]
  • [p]Dozens of direct and sequential commands that allow you to carry out your perfect strategies for breaching, entering, clearing, and securing targets.[/p]
  • [p]Cooperative gameplay where you and your friends form a squad of your own with up to 5 players in total.[/p]
  • [p]6 missions set in distinct environments, telling their participants about different situations that required a SWAT intervention.[/p]
  • [p]3 game modes for each of the missions that alter their environments and objectives into new challenges.[/p]
  • [p]Over 40 items of equipment – weapons with customizable attachments, helmets, armor, grenades, different ammo types, and special tools that you configure for yourself or your operatives.[/p]
  • [p]A dedicated behavioral system that brings to life your officers as well as the civilians and suspects encountered during missions. With characters responding differently to various factors, your tactical skills will constantly be put to the test.[/p]
  • [p]And many, many more features that will allow you to configure the challenge and experience you have with our game as well as possible.[/p]
[p]Visit our game's Steam page and check out our release date trailer for more![/p][previewyoutube][/previewyoutube][p]Stay tuned for more reminders about Deployment Day! 📣 [/p][p][/p][p]Over and out, SWAT Commander Team[/p]

Major Update – SWAT Commander: Prologue, version 0.7.6.4

[p]Officers, [/p][p]We continue gathering feedback and using it to find ways to improve the prologue for you. Our latest solutions bring you this patch.[/p][p][/p][p]AI[/p]
  • [p]Fixed aiming for Suspects using the RPG launcher or the kamikaze behavior model[/p]
  • [p]Civilians now react to nearby shooting when they have already surrendered[/p]
  • [p]Updated Suspect/Civilian alert system[/p]
  • [p]Improved the system of Suspects focusing on noise as well as fixed various character focus issues[/p]
  • [p]Fixed issues with Suspects’ fake surrender mechanic working less reliably than intended[/p]
  • [p]Improved the ability of suspects and civilians to position themselves away from a door when surrendering[/p]
  • [p]Suspects won't shoot if their target is not properly within line of sight[/p]
  • [p]Improved the grenade throwing system of the AI to make it more consistent[/p]
[p][/p][p]GAMEPLAY[/p]
  • [p]Added bullet exit traces to surfaces they can penetrate[/p]
  • [p]Updated Less Lethal Shotgun damage to be, in fact, less lethal[/p]
  • [p]Updated noise system (it should now be easier to generate the necessary noise for various events at difficulty levels above Easy)[/p]
  • [p]Updated C2 interaction area to make placing the charge easier and stop the lock and Tactical Mirror prompts from getting in the way[/p]
  • [p]Fixed door ramming issues with the Battering Ram[/p]
  • [p]Fixed issues related to carrying out and interrupting the restraining process[/p]
  • [p]Fixed NPC head rotation bug[/p]
  • [p]Fixed the ‘Bring Order to Chaos’ objective, so that it is properly checked off[/p]
  • [p]Updated bleeding system[/p]
  • [p]Sniper's shooting is now improved with better mechanics and noise generation[/p]
  • [p]Fixed RPG missile damage[/p]
  • [p]Sniper no longer reports previously reported individuals[/p]
  • [p]Fixed penalties not being accounted correctly for characters with grenades[/p]
  • [p]Fixed error caused by switching from leaning to sprinting in co-op[/p]
[p][/p][p]EQUIPMENT[/p]
  • [p]Sight movement while Aiming Down Sights (ADS), affected by the Officer’s breathing, is significantly reduced[/p]
  • [p]Increased speed of entering ADS[/p]
  • [p]Reduced recoil for all handguns[/p]
  • [p]Fixed character model collision issue for taking damage when the character is using the Ballistic Shield[/p]
  • [p]Fixed Shotguns recoiling infinitely while firing[/p]
  • [p]Fixed issues related to incorrect Pepper Spray functioning for characters with injured hands[/p]
  • [p]Fixed 2x and 3x scopes lowering performance[/p]
[p][/p][p]ANIMATIONS[/p]
  • [p]Updated Officers melee animations for special equipment[/p]
  • [p]Improved scared state animations for Civilians and Suspects[/p]
  • [p]Removed the ability of Suspects to reload while fake surrendering, which broke the process[/p]
  • [p]Fixed an issue where the character would get stuck in the ground while incapacitated[/p]
  • [p]Fixed pickup animations for characters interacting with a Battering Ram or Ballistic Shield equipped[/p]
  • [p]Fixed issues related to Ballistic Shield collision models[/p]
  • [p]Fixed issue related to NPCs performing ADS while having the Ballistic Shield equipped[/p]
  • [p]Fixed various Injector interaction animations (e.g. interactions with other Officers, incapacitation movement bug)[/p]
  • [p]Fixed player's interaction with the Door Wedge,[/p]
  • [p]Surrendering will no longer interrupt scared-state animations of characters[/p]
[p][/p][p]NETWORK[/p]
  • [p]Added a Character Selection tab in the Loadout screen, play as any one of the available Officers (it will only apply to co-op in Early Access, too)[/p]
[p][/p][p]USER INTERFACE[/p]
  • [p]Added special Evidence locating hints that should make securing it far more efficient during a playthrough[/p]
  • [p]Added equipment presets and equipment randomization button to the Loadout screen, which allows you to save and load specific equipment setups[/p]
  • [p]Added equipment counters to grenades menu[/p]
  • [p]Added ‘Back to Briefing’ and ‘Back to Main Menu’ confirmation screens[/p]
  • [p]Added gamepad support for tutorial UI[/p]
  • [p]Revamped the layout of the briefing and co-op screen for improved functionality[/p]
  • [p]Gamepad keybind improvements with various menus and equipment for easier use[/p]
  • [p]Updated hints with references to gamepad keybinds[/p]
  • [p]Fixed gamepad-focus-related issues in the weapon customization screen[/p]
  • [p]Fixed issue caused by carrying multiple Pepper Sprays[/p]
[p][/p][p]AUDIO[/p]
  • [p]Added immersive new HQ background SFX to the main menu[/p]
  • [p]Added new TOC dialogue for reporting Civilians, Evidence, and Suspects[/p]
  • [p]Added immersive new radio signal to alert about downed Officers[/p]
  • [p]Decreased Suspect/Civilian footstep volume[/p]
  • [p]Added introductory narration to mission briefing[/p]
  • [p]Added sound effects to broken light sources[/p]
  • [p]Added additional sound effects to the "Hot Reception" map[/p]
[p][/p][p]VISUALS[/p]
  • [p]Updated "Low" and "Medium" graphics quality presets to offer better performance[/p]
  • [p]Fixed Smoke Grenade affecting game performance[/p]
  • [p]Added door handle rotation when the doors are used by characters[/p]
  • [p]Improved optimization for particles[/p]

Recent News & Incoming Prologue Update

Officers,

We're proud to report that our current stats show our game's free co-op prologue has been activated on Steam over 300 000 times, matching our initial wishlist and then some! So, thank you again for trying out SWAT Commander: Prologue!

Many of the game's improvements just wouldn't be possible without your involvement, so we appreciate every bit of feedback that we can use. And speaking of using your feedback, our team is of course still hard at work introducing further enhancements to our main app, due to be released in Early Access soon.

What's very relevant to the prologue, however, is that we're going to use our progress with the main game to do a solid new update of the prologue app as well. Stay tuned for news on that, too.

For more updates on both our progress and the EA release date, we invite you to follow the full SWAT Commander game here on Steam:

https://store.steampowered.com/app/1619310/SWAT_Commander/

Over and out,
SWAT Commander Team