We can’t believe it’s already been a year since our release in Steam's Early Access, we’ve grown so much thanks to all of your support, and it’s about time that we’ve given a little more back to the community!
Starting now until December 25th we will be giving away a staggering ***TWELVE*** standard edition keys to users that are new to the community and Discord itself!
How to enter: 1.) Be new to the Discord (Have been in the server less than a week prior to this announcement or joined the Discord after the announcement.) 2.) Post why you want Ready or Not in the #giveaway-lobby channel
Arrest paired interaction transitions and smoothness
Fixed
Fix scores not saving and not displaying on the mission select screen and mission end screen Animation
Fixed
Fix SWAT sliding whilst prepping a grenade to breach
Modding
Audio
Add support for custom sounds (documentation coming soon, ask Zack): - Choose between 3D / 2D sounds, and whether or not they loop - Customize certain attributes for 3D sounds (more parameters to edit soon!)
Add support for custom music: - Barebones template - Customize certain attributes for music (enable combat, sudden or fade combat transition, more soon!)
Music
Fixed
Fix issues on Data Center where upon restarting, the OST wouldn't play in the right spot
Club
Fixed
Fix more double doors having gaps in between, allowing AI to see through them
Hospital
Fixed
Fix more double doors having gaps in between, allowing AI to see through them
Hotel
Fixed
Regenerated world data and cover points
Fix Belle Brady not spawning in as an objective
Ready or Not - Adam Hotfix #3
Attention Officers!
-and they just keep coming, and they just keep coming,-
Gameplay
Updated
(Temporary change) Grenade launcher projectile detonations will now not affect the user
Fixed
Fix grenade launcher projectiles killing the user
Fix rare instance 'unauthorized force' penalty being given when civilians (like daniela voll) has injured a SWAT officer
Fix 'unauthorized force' penalty being given when using CS Gas on civilians
AI
Updated
Increased Hard Cover and Suppression combat move bias for Club and Hospital suspects
Increased suicide chance to 35% on Club and Hospital
Tweak Amos Voll/Brixley suicide
Fix suicide not behaving consistently
Lowered surrender bias of Club Shooters
Fixed
Fix AI not sight sensing the player when high up on separate floors (especially on valley)
Fix suspects exiting surrender when next to swat
Fix SWAT in some instances not following you, requiring a repeat of the ‘Fall In’ command (especially on hospital)
Fix civilians in some instances automatically surrendering with no SWAT around them
Club
Fixed
Fix club doors having gaps in between allowing AI to see through them
Hospital
Fixed
Fix incorrect female voice given to a male civilian
Fix SWAT unable to navigate on stairs leading down to the first floor
Update: Patch notes have been amended, updates present in the hotfix but not originally listed here will be marked with and asterisk <*>
General
New
Add new steam launch option to delete all save data and mods. Launching the game in a vanilla state*
Removed
Disabled Map Statistics*
Fixed
Fix level name not being displayed on the mission end screen*
Gameplay
Updated
Allow saving scores in modded games*
ROE
Unauthorized force if a suspect is hesitating or is being startled*
Revoke 'unauthorized force' penalties given to the player if suspects continue to engage (but did not at first)*
Revoke all penalties given to the player when a suspect has taken someone hostage*
Revoke all penalties given to the player when playing dead, meleeing or firing*
Improved
ROE inconsistencies*
Fixed
Fix no penalty sometimes not being given to the player when incapacitating a civilian*
Fix interaction icon on evidence items not being attached to the gun sometimes
Animation
Fixed
Fix AI playing hit reactions after playing other animations
Fix AI sometimes playing a weapon lower animation after raising their weapon
Gameplay
Improved
Add new roe metric 'time since last committed aggressive force'. Any force committed by the AI (shooting, meleeing, hostage taking, fake surrendering, etc.) since the last 2 seconds will be considered authorized
Improve pistol suicide transition to ragdoll
Improve torso death animation transition to ragdoll
Fixed
Fix 'unauthorized deadly force' penalty being given when a suspect exits surrender with a knife
Physics
Fixed
Fix reverse impact physics when shooting at physics objects
Performance
Fixed
Fix hitch when mag checking*
Potential fixes for hitch during gunfights (or at least mitigate)*
AI
Updated
Increased surrender bias on various suspect archetypes to be less suicidal*
Hesitation increases tension (more likely leading to a surrender)*
Lowered surrender bias on Gerard*
Lower AI morale when taking suppressive fire (each AI will be affected differently)*
Deprecate some AI config vars, as they're not used anymore*
Fixed
Fix civilians sometimes not seeking out the player when last alive*
Fix SWAT killing suspects that are stunned*
Fix Active Shooter AI not behaving properly sometimes*
Fix civilians not moving to player spawn in Active Shooter*
Fix suspects not playing the weapon raise animation after being animation blocked (i.e. stunned, hesitate, etc)*
TOC
Updated
TOC ROE Violate response now removed from suspects and will only trigger after a report
Audio
Fixed
Fix 1P footstep sounds not playing on some surfaces
Data Center
Removed
Removed traps
Updated
Remove Charging combat moves on security guards
Increase Hard Cover bias
Valley
Updated
Increase security guard Hard Cover weight (similar to mindjot)*
Remove Charging combat move off of security guards*
Amos Voll will now draw a concealed weapon when stressed out*
Meth
Updated
Tweak knife wielding meth suspects to not give up too easily. Lean more towards Hard Cover or Charge or Fake Surrender*
Increase meth suspect fake surrender bias*
Improved
Improved performance of security room. Disable shadow casting on meshes that don’t need to*
Fixed
Fix a few meth suspects only walking around, never sprinting or jogging*
Fix meth suspects hesitating constantly*
Club
Updated
Slightly increase Hard Cover weight*
Remove Charging combat move from club shooters*
Lobby
Updated
Increase civilian morale in less lethal training area so as to not surrender easily (or on first sight)*
Removed
Film grain*
Ready or Not - Adam Hotfix #1
Attention Officers!
A series of hotfixes for the Adam Update have arrived!
General
Fixed
Fix M320 Flashbang not appearing in Loadout menu
Fix certain sounds not triggering correctly on certain maps
Gameplay
Improved
ROE bug fixes and improvements (always be optimistic and not pessimistic when determining ROE violations (i.e. everything is authorized, unless otherwise specified. should help reduce unnecessary penalties)
Fixed
Fix 'Unauthorized use of deadly force' penalty being given when a suspect is bleeding out whilst incapacitated
Fix death animation transition bugs (blending from incapacitation
AI
Fixed
Fix AI in certain levels sight sensing through objects
TOC
Updated
Increased TOC ROE Violate response delay
Fixed
Fix TOC not speaking for networked clients
Fix TOC roe violate voice line spam
Audio
Improved
Improved SBR300 full auto loop
Lower rain volume slightly to better match visuals
Updated
Replace MP7 reload start with updated pouch version
Data Center
Fixed
Fix a few instances where AI could see through walls. Add visibility blocking volume to upper floor windows
Adjusted bulletproof glass to be penetrable with bullets in Datacenter to prevent awkward encounters and gunfights with AI
Dealer
Fixed
Ignore visibility for some windows and blinds (fixes AI not seeing through windows)
Agency
Updated
Lower rain volume slightly to better match visuals
Minor tweaks to inside / outside EQ for rain
Fixed
Fix SWAT being stuck on a few doors outside
Potential fix for radio / TV sounds occasionally dropping out
Ready or Not - Public Release - Adam Update
Attention Officers,
Our Adam update, that has been thoroughly scoured and critiqued, is finally available to the public branch!
Featuring five new levels, four new weapons, new AI behaviors, and MUCH, MUCH more!
Let’s dive right in to the amended patch notes: All of the patch notes that have been added will be marked with an asterisk <*>
Adam Release
General
New
Levels: Agency, Data Center, Ridgeline, Hospital, Importer
Entire re-work of all existing levels lighting to new PBL standards for realism
All visual effects like muzzle flashes, flashlights, and other gameplay-related lights are also re-worked to fit the PBL, so they may appear very bright in modded maps that do not follow this!
Updated
Allow Jack Adams, Brixley, Gerard and Accomplice to be killed and still have a mission complete. Changed objective description from "Arrest Jack Adams/Brixley/Gerard/Suspicious Targets" to "Apprehend"
Reduced sharpening and grain from the Main Menu (some soft grain remains, at 20% opacity)
Lighting improvements to the Main Menu, changed left officer to use different uniform
Better position lockpick prompts on all doors
Allow for mods to be deleted from Crash Reporter
TOC ROE Violate voice lines when ROE has been broken*
TOC Wounded/Incapacitated voice lines when reporting an incapacitated suspect*
Clear Mod.IO data option in the settings menu will now remove mods too*
Fixed
Fix players always spawning in with the SCAR on Hotel, regardless of what was chosen in the loadout menu
Fix C2 charge being positioned incorrectly. Sometimes planting itself on the other side of the door or floating in mid-air
Fix players ramming open doors with their body
Fix missing FP post-process effects from spalling damage
Fix mirror viewpoints clipping on some doors
Fix admin menu being inaccessible
Fix Gerard's ghillie appearing black
Fix large collision on soundproof static mesh (fixes invisible wall collision in firing range in the lobby)*
UI
Fixed
Fix beanbag shotgun appearing in the Long Tactical slot in the player’s hot bar
Networking
Fixed
Fix death animations blending into ragdoll causing major popping/teleporting on high ping clients
Fix clients unable to move after a respawn when killed in the lobby
Prevent hosts being kicked from their own game
Loadout Menu
Updated
Weapon descriptions for P90, MP7, M11, MK18 and SPC9
Fixed
Fix an infinite loop crash when setting slot count to zero on Primary or Secondary Ammo
Fix immediate crash when opening loadout menu (STACK_OVERFLOW error)
SWAT
Updated
Increased accuracy*
Fixed
Fix getting stuck on the back entrance staircase on Ridgeline
Fix SWAT trying to path through wall hole gaps and rat holes
Fix firing at an incapacitated target
Fix lock picking focal point
Fix engagement rules
mod.io/mods
mod.io Mods are now stored in the game install directory, instead of C drive
A migration will occur at the first launch of the game. However, if issues continue to arise, remove mods and data from the following folders:
C:\Users\Public\[mod.io](http://mod.io/)\3791
%LOCALAPPDATA%\ReadyOrNot\Saved\Paks
Mod restart indicator is now present until the game is restarted
WorldGen data in mods is now handled, instead of generating new WorldGen data
Fixed
Mods are not cleaned up when unsubscribing in mod.io
Fix mod migration issues*
Fix [mod.io](http://mod.io/) mods not installing to the drive where the game is installed*
Known Issues
MP7 floating in the preview character’s hands when seen in the loadout menu
Rules of Engagement will be inconsistent with the new AI system in some cases
Ragdolls in high-latency multiplayer may have issues with clipping and flying, we are continuously working on this implementation throughout the Supporter testing stage
Deprecated
Some of the game modes in Hotel were removed as Hotel is pending a future rework.
AI
Fixed
Fix some civilians on Port being unable to surrender after many compliance orders*
Fix T-Pose occurring when arresting a ragdolled AI (also disable ragdoll arresting while an AI is still dying)*
Fix Gerard getting stuck on a few objects on the ground, preventing movement*
Fix AI startling too often whilst in combat*
Fix hostage kill animation getting canceled if the player has killed the hostage taker whilst the hostage kill animation was being played, thus not killing the hostage*
Prevent instances of unintended shooting through walls*
Fix some meth suspects unable to surrender*
Fix hit animations playing whilst faking death*
Instances of suspects slow aim rotation speeds*
Prevent SWAT from yelling at team mates, caused by running AI mods*
Fix AI playing non-compliant VO whilst incapacitated*
Fix civilians stuck inside hiding places unable to get out*
Don't track target when performing a melee attack (fixes spin whilst melee'n)*
ROE updates for civilians. Since civilians (like daniela voll) can now pose a threat to swat officers, use of force will now be authorised if said civilian has injured anyone on the swat team*
Removed
Removed shotgunners from Dealer, Farm, Hospital, Hotel, Importer, Penthouse*
Updated
Gerard will now always spawn in with a weapon*
Gerard will now ignore damage hit reactions*
Disable AI to Player collision when incapacitated or dead*
AI taking a beanbag shot to the head will result in death*
Increased Farm suspect difficulty*
Penthouse veterans won’t easily hesitate when heard an aggressive noise*
Gerard’s Behaviour, and a few bug fixes/improvements with firing at SWAT outside*
Suspects and Civilians will now play a VO when sensing dead/incapacitated/fake dead AI*
Gameplay
New
Added SRO to P90
Added EXPS3 to MP510 and MP5A3
Ammunition spalling and ricochets.
Spalling happens when bullets hit steel surfaces thick enough for them not to penetrate. Ricochets happen when bullets hit surfaces at an angle.
Steel armor will cause spalling when hit. It will not cause injury to the wearer, but anyone around the spalling radius will receive damage.
Every ammunition type will have its own chance of ricocheting.
Arterial bleeds.
Hitting an AI in a spot that has major arterial veins can cause them to start bleeding, severely injuring them and dealing damage over time until they succumb to blood loss. Every ammunition type has its own chance to cause an arterial bleed.
Gore effects.
Decals now stick to AI properly instead of projecting on their model.
Bullet holes in AI will cause blood to seep around the wound and clothing slowly.
Headshots now cause head deformation.
Blood splatters on walls may be animated with blood trailing effects.
Incapacitation
AI now has a chance to fall into incapacitation when shot instead of outright dying.
Incapacitated AI must be reported to TOC (Pending additional voice acting. SWAT will use civilian incapacitation report lines for now)
Slightly tweaked location of RMR optic on the SPC-9
Restricted Q and E leaning degrees to 15 sideways instead of 40, matching the third person leaning much more accurately and preventing players from peeking suspects without exposing their bodies
Slowed down ALT leaning to prevent leanspam and allow more accurate leaning increments
Increase damage for 7.62 ammo variants
Increase limb damage for JHP ammo variants
Leaning while moving will now keep the same lean angle instead of restricting half of it
Disabled player jump (Jump input binding will now be rerouted to issuing a default SWAT AI command)
ROE bug fixes and improvements*
Fixed
Fixed bullet exit effects appearing even when rounds are not fully penetrating
Fixed injured screen blur effect not fading while the player is moving
Fix “Arrest Amos Voll” objective not clearing
Fix Ballistic Shield not protecting against bullets while on back
Fix a few Rules of Engagement inconsistencies
Fix a few objectives not clearing due to AI being incapacitated
Fix grenades being thrown through walls and doors when up close*
Fix TOC not speaking when an incapacitated AI was reported*
Fix player reporting incapacitated suspects as civilians*
AI
General
New
Completely rebuilt Civilian and Suspect AI. They now use a mathematical system to weigh and make continuous decisions they deem are best for their current situation and objective, instead of randomly choosing actions to take
“Factions” system. Each AI in every level now can have unique behavior specific to that level, and each individual NPC can act differently than the other
Some AI can have a “faction leader.” Arresting or killing the leader may cause a morale drop for the rest of its faction
“Rathole” system allowing AI to evade the player through vents and spaces through/between walls. Only some levels have this behavior
Hostage Taking for suspects on certain levels when specific conditions are met
AI suspects now have a limited ammo capacity. They can run out of ammunition after a set amount of reloads, what they do next depends on the situation
Improved
Suspect AI now use animations to aim and lower their weapons, instead of a simple blend between the two poses. This locks their raise-to-aim behavior causing fewer issues related to snap-shooting
AI will play appropriate reaction animations when encountering players. Suspects no longer immediately raise their weapons to shoot if they don’t expect your arrival, and depending on their personality they might be more easily scared than others!
AI now use a movement blend system. They will have to accelerate first from walking before moving at their maximum speed. This prevents erratic and unreadable AI movement suddenly moving at full speed in close quarters
AI reactions to being stunned by grenades have been improved, playing fullbody animations appropriate to the stun type
Fixed
Fixed grenades not lowering suspect morale enough. They should cause surrendering much faster
Suspects
New
Hostage taking. Some suspects can take hostages by using them as a human shields. Use grenades to break them up, or risk an accurate shot to take them down
Rat holes. Some suspects can shimmy and crawl through gaps in the wall or ventilation systems, evading the player and gaining an upper hand
Reworked AI player detection and sensing. Will essentially stop them from “sensing” players through objects, lessening chances of them shooting through walls
Editor’s note: This was a necessary feature in the past to prevent them from losing track of the player if they move past small gaps and objects, but has been replaced with better and more accurate detection
Reworked reaction time. A larger amount of their actions when unaware, will be buffered by a determined amount of milliseconds instead of making decisions at the very first frame of detection. Should improve readability
Tweaked suspect focal point blends, slowing them down to prevent them from making flick shots
Fix AI faking death playing non-compliant voice lines*
Fix AI faking death too often (even when they shouldn’t)*
Fix swat not killing the player after they've killed a swat officer*
Potential fixes for SWAT AI in modded games tracking the player as an enemy*
Improved
Suspect reaction times have been lowered, but they will also be much more aware of their surroundings, and will appropriately hold angles and corners where they expect players to come from if there has been a lot of noise. The same level of deadliness, but now with a higher level of awareness
They will wander around the level and investigate gunshots, and their reaction times will be heightened if they think danger is incoming
They will take cover much more strategically and use it to conceal themselves, ambushing the player from behind objects. Be careful!
Civilians
Updated
Civilians will react to combat more appropriately by seeking hiding places when hearing gunfights and other aggressive noises, and flee when they are in the midst of a firefight
Multiple civilian profiles and behavior for each level depending on the level’s situation and circumstances
Settings
New
Add motion blur intensity slider
Weapons
New
P90
MP7
SPC9
M11 Compact
Bullet penetration values have been reworked for more consistency. Material parameters, thickness, and bullet velocity is now calculated
Improved bullet zeroing to optic dot over distance
Updated
57 USG now ejects 5.7x28mm shell casings when firing
Updated old attachment models into newer versions. New SRS model, new Pistol Flashlight model, and SMGs now have their own unique flashlight model
3P grip poses! Players now hold onto grips properly in third person, for those sick screenshots
Significantly increased damage for 7.62 ammo variants
Increase limb damage for JHP ammo variants
M76 uses 9x19 instead of 7.92*
Fixed
Fix SPC9 magazine bullets being located the wrong way*
Fix scope attachments not zeroing on SMGs*
Fix scopes copying active player post processing (i.e blood scope bug)*
Animation
Improved
Greatly improve death animation to ragdoll transitions, eliminating obvious transition popping*
Improve voice line search performance. Cache all voice lines in VO/ directory on game start for faster lookup times. This should reduce the hitches when running the game on HDDs*
Player nameplate performance improvements*
Fixed
Death animations.
AI will play death animations when dying instead of playing a full ragdoll. This improves sync between AI death poses in multiplayer games.
Fix 360 spin whilst arresting incapacitated AI*
A large batch of head models are now rigged for facial animation support
AI will now have different facial expressions depending on the situation
Real-time lip sync to dialogue is not currently supported but is planned in the future
Added a larger variety of idle poses for AI, ensuring that a group of AI NPCs can have a different and much more natural silhouette from one another
AI now play a variety of flinch animations when shot, making gunplay feel more responsive
AI now play recoil animations when shooting
Added IK animation exceptions to many animations, fixing broken arms when AI is doing animations like surrendering or fake surrendering
Fix ragdolled AI sometimes performing a 360 spin whilst being arrested
Scoring
Removed the requirement that all civilians must be reported to pass the “Rescue all of the Civilians” objective
UI
Loadout
Added a scroll box to the Preset dropdown to handle long preset lists
Preset names now have a character limit. Names made prior will be cut off rather than extend beyond the boundary.
Fixed
Double-clicking a new weapon selection while in the Quartermaster (weapon modification) screen will properly return to the attachment list for the newly selected weapon.
Quick-removing attachments from the Loadout Detail Panel will now work consistently
Reducing ammo slots should no longer remove secondary ammo type and always keep at least one of each ammo type if multiple are selected or slots are reduced to 1
Fixed issue with adding ammo slots not automatically adding a magazine when two ammo types were selected until Loadout was reopened
Voice Over
Many new voice lines for a variety of situations
Increased frequency of random AI idle chatter
SFX
New
Tons of new weapon SFX
New level SFX
Bullet spalling SFX
Gore SFX
Updated
Many sounds that would previously not occlude (footsteps/gunshots / etc) now occlude (sounding muffled behind walls). Woohoo!
Major optimizations across all levels to many core sound components
Major optimizations/tweaks to core sound mix
Major optimizations to many FMOD events
First person weapon full auto firing smoothed significantly
Tweaked timings for ADS sounds
Weapon foley updated to have more prominent pouch sounds
Bullet ricochet sound is now independent from bullet impact sound
Updates to various weapon sounds
SBR reverted to use older variant of gunshot sound
Bodyfall sound can now play at gentler velocity
Smoother reverb transitions as player moves across a level
Tweak sound size for door alarm sounds
Tweak sound size for keycard pickup sounds
Fixed
Fix issue where certain weapons would make no sound when fired from a third person
Fix issue where taser contact sound wouldn’t play
Fix issue where certain incorrect environmental ambience parameters could be assigned on level start
Fix issue where a certain gas canister would sound like a nuke if shot
Fix rare issue where certain important sounds could cut out during intense gunfights
Rerender many assets to remove pops
Fix issues with MP5 / Legion reloads using incorrect sounds*
Lobby
Fixed
Fix low res popup target texture*
Fix out of bounds traversal found in locker room*
Fixed players being able to travel outside the lobby, found near the firing range*
Club
Club music can now be shut off from the DJ booth
Additional sound detailing / updates to level ambience
Fix issue where certain ambient layer wouldn’t play
Importer
Blocking volumes added to prevent out of bounds traversal
Fix AI stuck up top on the parcel piles
Fix a few texture issues
Dealer
Additional sound detailing / updates to level ambience
Fix instances of wrong ambience playing in certain areas
Gas
Disabled key card deny sound for fire exit door
Additional sound detailing / updates to level ambience
Fix a few hiding closet collision issues*
Fixed Active shooter not targeting civilians*
Hospital
Delete cup clipping into water dispenser*
Out of bounds fixes in spawn area*
Bomb Threat - Fix SWAT AI stuck at spawn*
Fix AI shooting through window shutters*
Fix SWAT AI not being able to navigate on some staircases*
Fix AI seeing through small gaps through window blinds*
Unreachable civilians spawns in Barricaded Suspects*
Adjust mop bucket position to prevent AI from being stuck/un-navigable*
Blocking volumes added to prevent out of bounds traversal*
Lowered urinals*
Enabled physics for buckets and wet floor sign*
Fix SWAT AI unable to traverse on some staircases*
Lighting rebake*
Fix issue where exterior sirens wouldn't muffle correctly at emergency*
Fix issue where reverb could drop out at emergency*
Meth
Additional sound detailing / updates to level ambience
Separate environmental ambience beds so one doesn’t play before the other during transition
Add blocking volume to prevent AI standing on thin objects*
Fix floating police car light*
Penthouse
Penthouse TV now uses alternative propagation solution to pan sound around wall
Fix issue where certain outdoor SFX sounded clear regardless of player position
Fix instances of wrong ambience playing in certain areas
Remove floating sign*
Ridgeline
Added / Updated existing SFX
Certain sounds should now flow more dynamically across environment (i.e. Trees)
Fix instances of certain ambience parameters not updating in certain areas
Valley
Fix out of bounds traversal near spawn
Added more spawns for Daniela Voll*
Datacenter
Updated
Mindjot security guards now use MK18 instead of ARWC*
Fixed
Fix ragdolled AI sometimes performing a 360 spin whilst being arrested*
Port
Improved
Red dot visibility*
Sped up port lighting exposure compensation*
Agency
Exterior to interior audio transitions*
Added additional audio transition zone for exterior tent*
Fix effect on M37 potentially muffling it*
Fix issue where reverb could drop out at emergency*
Farm
Collision fixes in areas where players could walk through some walls*
Light leaking*
Music
New
Club OST
Data Center OST
Agency OST
Main Menu OST
Updated
Updated Ridgeline OST basement cue
Fixed
Fixed an issue where Ridgeline OST could repeat certain cues twice
Fixed an issue where Hotel Upper Rooms OST could potentially stop playing
Fixed an issue where certain areas on Dealer would incorrectly play music
Level Specific
Club
Club music can now be shut off from the DJ booth
Additional sound detailing / updates to level ambiance
Fix issue where certain ambient layer wouldn’t play
Dealer
Additional sound detailing / updates to level ambiance
Fix instances of wrong ambiance playing in certain areas
Gas
Disabled key card deny sound for fire exit door
Additional sound detailing / updates to level ambiance
Meth
Additional sound detailing / updates to level ambiance
Separate environmental ambiance beds so one doesn’t play before the other during transition
Penthouse
Penthouse TV now uses alternative propagation solution to pan sound around wall
Fix issue where certain outdoor SFX sounded clear regardless of player position
Fix instances of wrong ambience playing in certain areas
Ridgeline
Added / Updated existing SFX
Certain sounds should now flow more dynamically across environment (i.e. Trees)
Fix instances of certain ambience parameters not updating in certain areas
Misc
Map analytics added to help identify gameplay issues / improve gameplay (Defaults to off)
When enabled will stream actor locations / events to a server for further analysis
No user identifiable information is sent
Will be used for tracking down AI issues
Added a permanent message indicating if map analytics is recording or not, and if so what the Game ID is
Nvidia DLSS implementation updated to 2.3.11
Conclusion
That concludes the patch notes for the long-awaited Adam Release. The VOID Interactive team could not be more grateful to everyone for their support along this journey. It’s been a couple of months of hard work behind the scenes, and we can’t wait to bring you more updates in the future!
Join our Discord server to chat about the update!
https://discord.com/invite/readyornot
Keep your feet on the ground, Void Interactive.
Community Content Exhibit Vol. 7
Attention Officers
Welcome to the 7th in our series of monthly newsletters dedicated entirely to community creations and contributions to Ready or Not. Today we will be featuring some of the content creators that keep the Ready or not community vibrant and generate no end of informative and/or entertaining content.
Please note, they are in no particular order of quality, it is simply how they landed. Community Spotlight – Content Creators
1.) Karmakut
While Karmakut isn’t a dedicated Ready or Not content creator, he and his crew show off the tactical aspects of any game they play, be it RoN, Squad, ArmA, or Hell let loose.
With content that varies from tight and uncompromising tactical gameplay to wild and barely controlled tears across wide open battle zones, there’s bound to be some time
GLID Gaming is another variety content creator, this channel distinguishes itself by being hosted by a cadre of personalities with backgrounds in both the military and law enforcement. Their combined experience lends wonderfully to every game they choose to engage with leading to them excelling, game mechanics notwithstanding of course.
An almost exclusively RON-flavored content creator, FAC TACs content sparkles not in long form gameplay videos or commentary, but in short bursts. An even mix of AI oddities, clean tactical takedowns, or just perfectly timed encounters.
https://youtu.be/spoQpnWetF0 Closing
There are a host of quality content creators that have not been listed here that may be featured in the future, while I would love to have them all listed here, if I did that then this particular list would have no end.
Always be sure to support your favorite content creators with your comments, your subscriptions, and your attention!
Keep your feet on the ground, Void Interactive.
Ready or Not - Supporter Edition - Adam Update
Attention Officers,
Back in June we released our biggest update to date. Little did we know that the Adam Release was going to take that throne right away.
Featuring five new levels, four new weapons, new AI behaviors, and MUCH more!
Let’s dive right in:
Adam Release
General
New
Levels: Agency, Data Center, Ridgeline, Hospital, Importer
Entire re-work of all existing levels lighting to new PBL standards for realism
All visual effects like muzzle flashes, flashlights, and other gameplay-related lights are also re-worked to fit the PBL, so they may appear very bright in modded maps that do not follow this!
Updated
mod.io / Mods
mod.io Mods are now stored in the game install directory, instead of C drive
A migration will occur at the first launch of the game. However, if issues continue to arise, remove mods and data from the following folders:
C:\Users\Public\[mod.io](http://mod.io/)\3791
%LOCALAPPDATA%\ReadyOrNot\Saved\Paks
Mod restart indicator is now present until the game is restarted
WorldGen data in mods is now handled, instead of generating new WorldGen data
Fixed
Mods are not cleaned up when unsubscribing in mod.io
Known Issues
MP7 floating in the preview character’s hands when seen in the loadout menu
Rules of Engagement will be inconsistent with the new AI system in some cases
Ragdolls in high-latency multiplayer may have issues with clipping and flying, we are continuously working on this implementation throughout the Supporter testing stage
Deprecated
Some of the game modes in Hotel were removed as Hotel is pending a future rework.
Gameplay
New
Ammunition spalling and ricochets.
Spalling happens when bullets hit steel surfaces thick enough for them to not penetrate. Ricochets happen when bullets hit surfaces at an angle.
Steel armor will cause spalling when hit. It will not cause injury to the wearer, but anyone around the spalling radius will receive damage.
Every ammunition type will have its own chance of ricocheting.
Arterial bleeds.
Hitting an AI in a spot that has major arterial veins can cause them to start bleeding, severely injuring them and dealing damage over time until they succumb to blood loss. Every ammunition type has its own chance to cause an arterial bleed.
Gore effects.
Decals now stick to AI properly instead of projecting on their model.
Bullet holes in AI will cause blood to seep around the wound and clothing slowly.
Headshots now cause head deformation.
Blood splatters on walls may be animated with blood trailing effects.
Incapacitation
AI now has a chance to fall into incapacitation when shot instead of outright dying.
Incapacitated AI must be reported to TOC (Pending additional voice acting. SWAT will use civilian incapacitation report lines for now)
Restricted Q and E leaning degrees to 15 sideways instead of 40, matching the third person leaning much more accurately and preventing players from peeking suspects without exposing their bodies
Slowed down ALT leaning to prevent leanspam and allow more accurate leaning increments
Increase damage for 7.62 ammo variants
Increase limb damage for JHP ammo variants
Fixed
Fixed bullet exit effects appearing even when rounds are not fully penetrating
Fixed injured screen blur effect not fading while the player is moving
AI
General
New
Completely rebuilt Civilian and Suspect AI. They now use a mathematical system to weigh and make continuous decisions they deem are best for their current situation and objective, instead of randomly choosing actions to take
“Factions” system. Each AI in every level now can have unique behavior specific to that level, and each individual NPC can act differently than the other
Some AI can have a “faction leader.” Arresting or killing the leader may cause a morale drop for the rest of its faction
“Rathole” system allowing AI to evade the player through vents and spaces through/between walls. Only some levels have this behavior
Hostage Taking for suspects on certain levels when specific conditions are met
AI suspects now have a limited ammo capacity. They can run out of ammunition after a set amount of reloads, what they do next depends on the situation
Improved
Suspect AI now use animations to aim and lower their weapons, instead of a simple blend between the two poses. This locks their raise-to-aim behavior causing fewer issues related to snap-shooting
AI will play appropriate reaction animations when encountering players. Suspects no longer immediately raise their weapons to shoot if they don’t expect your arrival, and depending on their personality they might be more easily scared than others!
AI now use a movement blend system. They will have to accelerate first from walking before moving at their maximum speed. This prevents erratic and unreadable AI movement suddenly moving at full speed in close quarters
AI reactions to being stunned by grenades have been improved, playing fullbody animations appropriate to the stun type
Fixed
Fixed grenades not lowering suspect morale enough. They should cause surrendering much faster
Suspects
New
Hostage taking. Some suspects can take hostages by using them as a human shields. Use grenades to break them up, or risk an accurate shot to take them down
Rat holes. Some suspects can shimmy and crawl through gaps in the wall or ventilation systems, evading the player and gaining an upper hand
Reworked AI player detection and sensing. Will essentially stop them from “sensing” players through objects, lessening chances of them shooting through walls
Editor’s note: This was a necessary feature in the past to prevent them from losing track of the player if they move past small gaps and objects, but has been replaced with better and more accurate detection
Reworked reaction time. A larger amount of their actions when unaware will be buffered by a determined amount of milliseconds instead of making decisions at the very first frame of detection. Should improve readability
Tweaked suspect focal point blends, slowing them down to prevent them from making flick shots
Improved
Suspect reaction times have been lowered, but they will also be much more aware of their surroundings, and will appropriately hold angles and corners where they expect players to come from if there has been a lot of noise. The same level of deadliness, but now with a higher level of awareness
They will wander around the level and investigate gunshots, and their reaction times will be heightened if they think danger is incoming
They will take cover much more strategically and use it to conceal themselves, ambushing the player from behind objects. Be careful!
Civilians
Updated
Civilians will react to combat more appropriately by seeking hiding places when hearing gunfights and other aggressive noises, and flee when they are in the midst of a firefight
Multiple civilian profiles and behavior for each level depending on the level’s situation and circumstances
Settings
New
Add motion blur intensity slider
Weapons
New
P90
MP7
SPC9
M11 Compact
Bullet penetration values have been reworked for more consistency. Material parameters, thickness, and bullet velocity is now calculated
Improved bullet zeroing to optic dot over distance
Updated
57 USG now ejects 5.7x28mm shell casings when firing
Updated old attachment models into newer versions. New SRS model, new Pistol Flashlight model, and SMGs now have their own unique flashlight model
3P grip poses! Players now hold onto grips properly in third person, for those sick screenshots
Significantly increased damage for 7.62 ammo variants
Increase limb damage for JHP ammo variants
Animation
Fixed
Death animations.
AI will play death animations when dying instead of playing a full ragdoll. This improves sync between AI death poses in multiplayer games.
A large batch of head models are now rigged for facial animation support
AI will now have different facial expressions depending on the situation
Real-time lip sync to dialogue is not currently supported but is planned in the future
Added a larger variety of idle poses for AI, ensuring that a group of AI NPCs can have a different and much more natural silhouette from one another
AI now play a variety of flinch animations when shot, making gunplay feel more responsive
AI now play recoil animations when shooting
Added IK animation exceptions to many animations, fixing broken arms when AI is doing animations like surrendering or fake surrendering
Scoring
Removed the requirement that all civilians must be reported to pass the “Rescue all of the Civilians” objective
UI
Loadout
Added a scroll box to the Preset dropdown to handle long preset lists
Preset names now have a character limit. Names made prior will be cut off rather than extend beyond the boundary.
Fixed
Double-clicking a new weapon selection while in the Quartermaster (weapon modification) screen will properly return to the attachment list for the newly selected weapon.
Quick-removing attachments from the Loadout Detail Panel will now work consistently
Reducing ammo slots should no longer remove secondary ammo type and always keep at least one of each ammo type if multiple are selected or slots are reduced to 1
Fixed issue with adding ammo slots not automatically adding a magazine when two ammo types were selected until Loadout was reopened
Voice Over
Many new voice lines for a variety of situations
Increased frequency of random AI idle chatter
SFX
New
Tons of new weapon SFX
New level SFX
Bullet spalling SFX
Gore SFX
Updated
Many sounds that would previously not occlude (footsteps/gunshots / etc) now occlude (sounding muffled behind walls). Woohoo!
Major optimizations across all levels to many core sound components
Major optimizations/tweaks to core sound mix
Major optimizations to many FMOD events
First person weapon full auto firing smoothed significantly
Tweaked timings for ADS sounds
Weapon foley updated to have more prominent pouch sounds
Bullet ricochet sound is now independent from bullet impact sound
Updates to various weapon sounds
SBR reverted to use older variant of gunshot sound
Bodyfall sound can now play at gentler velocity
Smoother reverb transitions as player moves across a level
Tweak sound size for door alarm sounds
Tweak sound size for keycard pickup sounds
Fixed
Fix issue where certain weapons would make no sound when fired from a third person
Fix issue where taser contact sound wouldn’t play
Fix issue where certain incorrect environmental ambience parameters could be assigned on level start
Fix issue where a certain gas canister would sound like a nuke if shot
Fix rare issue where certain important sounds could cut out during intense gunfights
Rerender many assets to remove pops
Club
Club music can now be shut off from the DJ booth
Additional sound detailing / updates to level ambience
Fix issue where certain ambient layer wouldn’t play
Dealer
Additional sound detailing / updates to level ambience
Fix instances of wrong ambience playing in certain areas
Gas
Disabled key card deny sound for fire exit door
Additional sound detailing / updates to level ambience
Meth
Additional sound detailing / updates to level ambience
Separate environmental ambience beds so one doesn’t play before the other during transition
Penthouse
Penthouse TV now uses alternative propagation solution to pan sound around wall
Fix issue where certain outdoor SFX sounded clear regardless of player position
Fix instances of wrong ambience playing in certain areas
Ridgeline
Added / Updated existing SFX
Certain sounds should now flow more dynamically across environment (i.e. Trees)
Fix instances of certain ambience parameters not updating in certain areas
Music
New
Club OST
Data Center OST
Agency OST
Main Menu OST
Updated
Updated Ridgeline OST basement cue
Fixed
Fixed an issue where Ridgeline OST could repeat certain cues twice
Fixed an issue where Hotel Upper Rooms OST could potentially stop playing
Fixed an issue where certain areas on Dealer would incorrectly play music
Level Specific
Club
Club music can now be shut off from the DJ booth
Additional sound detailing / updates to level ambiance
Fix issue where certain ambient layer wouldn’t play
Dealer
Additional sound detailing / updates to level ambiance
Fix instances of wrong ambiance playing in certain areas
Gas
Disabled key card deny sound for fire exit door
Additional sound detailing / updates to level ambiance
Meth
Additional sound detailing / updates to level ambiance
Separate environmental ambiance beds so one doesn’t play before the other during transition
Penthouse
Penthouse TV now uses alternative propagation solution to pan sound around wall
Fix issue where certain outdoor SFX sounded clear regardless of player position
Fix instances of wrong ambience playing in certain areas
Ridgeline
Added / Updated existing SFX
Certain sounds should now flow more dynamically across environment (i.e. Trees)
Fix instances of certain ambience parameters not updating in certain areas
Misc
Map analytics added to help identify gameplay issues / improve gameplay (Defaults to off)
When enabled will stream actor locations / events to a server for further analysis
No user identifiable information is sent
Will be used for tracking down AI issues
Added a permanent message indicating if map analytics is recording or not, and if so what the Game ID is
Nvidia DLSS implementation updated to 2.3.11
Conclusion
That concludes the patch notes for the long-awaited Adam Release. The VOID Interactive team could not be more grateful to everyone for their support along this journey. It’s been a couple of months of hard work behind the scenes, and we can’t wait to bring you more updates in the future!
Remember that this update will be available to everyone soon!
Join our Discord server to chat about the update!
https://discord.com/invite/readyornot
Keep your feet on the ground, Void Interactive.
Ready or Not - Steam Awards 2022
Attention Officers,
Ready or Not is a Tactical FPS game; thus, working together and having remarkable coordination is paramount. While going solo is an option, playing with friends is what truly delivers the full Ready or Not experience and what shows how strong your chemistry is with your squad. We all need someone watching our six.
This is why we humbly ask for your help nominating Ready or Not for Steam's 2022 Better With Friends Award!
We really appreciate your continuous support, officers!