Fixed an issue where interaction would not work sometimes
Fixed an issue where evidence items would not be recoverable if an evidence bag is covering the interaction point
Potential fix for items not equipping if said item’s class was not loaded
Fixed an issue where a grenade could be released whilst in low ready
Fixed an issue where grenades could sometimes go through geometry (walls, doors, etc)
Fixed an issue where trap cables would not sometimes simulate properly
Fixed pistol equipped with shield disappearing and reappearing on alternating frames
Fixed an issue where the hand could be shot while using the FBI HRT ballistic shield
Graphics
New
Spawn blood effects when hitting players
AI
Improved
Improved line of sight checks to reduce instances of AI seeing their enemies through walls
Fixed
Multiple crash fixes for AI
Fixed an issue where AI would not use their unalerted/alerted perception logic (only triggered by noise)
HUD
Fixed
Fixed an issue where equipped player gear would occasionally not display on paper doll.
Performance
Improved
Scale relevant AI tick rate based on distance
Networking
Improved
Replication performance (Hosts should now have a considerable performance boost, especially in full lobbies)
Fixed
Fixed an issue where an objective status would not sync when migrating hosts
Various networking fixes and improvements
Weapons
Updated
Increased SBR-300 damage
BCM MK1 fire rate now matches HK416’s fire rate
Fixed
Fixed MP5 mag in and mag out using wrong sounds
Physics
Physics items (shells, grenades, taser doors, projectiles) now have character interaction disabled
Removed pawn interaction physics off incapacitated humans
SFX
Slight attenuation bump to C2 and beanbag shotgun
Prevent certain weapons from severely blowing out mix
Weapon fire can now be heard from a greater distance than before
Localization
Updated Korean translations
Lobby
Fixed buzzer sound playing when shooting the civilian target when timer was not running
Coffee Machine nasty bugs cleanout:
Fixed an issue where non-host players could not interact with the machine
Fixed an issue where the coffee machine could deadlock forever if interaction was spammed
Fixed an issue where interaction spam and network latency could cause multiple coffee cups to be spawned at once
Fixed an issue where the coffee drinker could still interact with the machine whilst drinking their beverage
Fixed an issue where coffee machine SFX would not play for clients
Fixed an issue where the coffee machine would not reset when cup is left unattended beyond its max allowed time limit (causing deadlocked coffee machine)
Fixed an issue where interacting with unrelated parts of the coffee machine would trigger other parts of the coffee machine (especially when interaction is spammed)
Wenderly Hills Hotel -- 'Checkin' In'
New
Add static TV sound source to bar
Updated
Reduced suspects on Raid
Removed
Hotel briefing audio
Fixed
Fixed multiple sound sources not playing
213 Park Homes -- 'Twisted Nerve'
Updated
Reduced AI unalerted sight range on meth
Blocking volumes to backgarden of fumigated house (fixes falling into the void)
Removed
Outside AI spawns on Raid
4U Gas Station -- 'Thank You, Come Again'
New
Added main room radio tune to Gas
January Content Update
General
New
Added 3 Test Maps: Valley, Fast Food and Penthouse (Heavily WIP!)
Working Mirrors
Vivox Integration
Updated
New Weapon Descriptions
Interaction ranges and icon sizes in Lobby
Fixed
Fixed a rare bug causing you to get stuck on the loading screen
Fixed rare bug where trap wires would look incorrect (when doors were fully opened)
Fixed broken lightmap UVs
Fixed team view cam sometimes going to pre-mission planning level (viewing SWAT truck)
Fixed Optiwand mesh not appearing in Team View Cam
Various bugs and crash fixes
Depreciated SWAT command decal markers and outlines
Gameplay
New
Sight swapping/toggling for new optics
Free Look (with option to activate through a hold or toggle). Also has a wider horizontal range of movement
Alarm traps
Improved
Better weapon offset for super wide monitors
Grenades now have a more centered throw trajectory
Improved melee system for players and AI
Improved melee hit detection
Updated
Reduced max Flashbangs and Stingers per player to 4
Start match time reduced to 10 seconds (previously 20 seconds)
Fixed
Fixed loadouts occasionally resetting
Fixed bug that could cause the arrest target to teleport
Graphics
New
AMD FidelityFX Super Resolution graphics option
Options to disable world decals or modify their density and fade distance (significant performance improvement for some hardware)
Improved
More items now visible in mirror/team view
NVG visual overhaul
Several tweaks to reduce blinding the player
Re-enabled NVG spotlight with extremely low intensity to take care of fringe cases where there's not enough light data
New LUTs for green and white phosphor options (coming soon)
Updated overlay material to show inner screen reflections/lighting
Tweaked exposure curve for better "auto-gating" in extreme light conditions
Fixed
Fixed some clipping issues at high FOV and low aspect ratio
Fixed clipping when player was in Low Ready but playing a blocking animation
Fixed crash on some GPUs running low settings on DX12
AI
General
Improved
Allow arrested AI to move
Increased AI step angle so they don’t get caught on small props, causing them to be stuck in place
Significantly improve AI enemy detection reaction time (SWAT especially)
Fleeing Improvements
No fleeing to outdoor areas
Reduced occurrences of AI running into you
Updated
Any AI can set off traps
Increased default number of Roamers to 3
Increased morale loss from SWAT bash/melee attacks
Tweaked Rules of Engagement
Fixed
Fixed roamers so they don't try roam where they can't go (e.g. through locked doors)
Fixed surrender exit bugs
Fixed bug with instant snap aiming
Fixed bug causing AI that are getting up to 'pop'
Fixed AI being able to see through pixel perfect gaps in geometry
Fixed bug causing AI to be less aggressive than intended
SWAT
Improved
SWAT will fire back when sensing damage (fixes SWAT getting shot and not returning fire, also allows Suspects to fire back if they they take damage through walls/doors)
SWAT will abort arrest if target is not surrendered, or is already arrested
SWAT now use door interactions from the center (reduces issues in tight geometry spaces where the point on the navmesh will end up on the wrong side)
SWAT now checks if enemy is fake surrender/drawing/picking up a weapon for engagement checks (with a small buffer of time to simulate delay)
Improved SWAT navigation for all maps
Updated
Reduced time spent with weapon up on suspects so they can shoot quicker
Stack 1/1 on door if giving a single team command (red/blue)
Fixed
Fixed crash if you collect evidence while giving 'Collect Evidence' command to SWAT
Fixed several issues causing stalls when breaching and clearing
Fixed giving two commands in quick succession leading to SWAT not executing the first commands
Fixed issue where giving quick commands to different SWAT teams could have them execute on the wrong contextual data (e.g. previous door/location)
Fixed bug that could cause the navmesh to break after using 'Shotgun and Clear' on a door
Fixed SWAT executing 'Breach and Clear' command early.
Suspects
New
Hesitation Mechanic
Reaction animation to heard gunshots
Suspects investigate trap stimulus when trap goes off
Suspects lower weapons against walls and doors
Improved
Tweaked suspect accuracy for better engagements
Suspects are more likely to surrender if you yell at them before they've targeted anybody
Updated
First 3 bullets that a suspect fires have an accuracy penalty
Suspects in Hostage Rescue now execute hostages after spotting an enemy instead of when hearing aggressive noises.
Reduced shotgun fire rate to 1/sec (We will miss you, shotgun John Wick)
Beanbag shotgun removed from suspects on Hotel
Patrols can only end up inside (but can traverse outside)
Fixed
Fixed Suspects using trapped doors when they had been peeked open
Fixed Suspects spam firing
Fixed patrols sometimes not working
Civilians
Updated
Halved civilian morale
Settings
New
Use (Only) key bind
Added Toggle Secondary Sight key bind. Default is bound to P
Added Free Look Toggle and Hold key binds
Advanced mirror options (anti alias, decals and dynamic shadows. disabled by default)
Mouse inverted options for Optiwand
Fixed
Fixed Reload, Tactical Reload and Mag Check binds
HUD
New
Implemented crouch animation for 'Paper Doll' health indicator.
Updated
Changed heal prompt to ‘Press F to Stop Bleeding’
Fixed
Fixed NVG Paper Doll icon not being displayed sometimes
Performance
New
Added Performance Profiler (to capture and send performance issues to VOID)
Improved
Reduced VRAM usage by ~2GB
Loading screen improvements
Significantly improved Beanbag and Pepperball particle performance (especially when spammed in a small area)
Flashbang post process effect
Beanbag impact particle
Team View & Optiwand render performance
Significantly improved team view/optiwand memory usage (was using 16x more memory than needed)
Main Menu performance
Mirror performance
Rain particle FX performance
Potential stutter improvements
Performance on levels with many AI
Fixed
Fixed frosted glass (causing major performance hits)
Fixed stinger post process effects severely affecting game performance by ~50%
Fixed stuffer when team view/optiwand are active
Networking
New
Host Migration
Only attempt migration on Connection Lost or Connection Timeout
World state is saved from client perspective at the time of disconnect (getting you back into the game seamlessly)
Host admin game controls
Improved
Join random session within desired ping instead of always joining lowest ping (allows people with slightly higher ping to receive players / spreads players over more sessions)
Greatly optimized network performance
Updated
Allow joining of servers using Find Sessions running different mods if checksum is turned off(and server has checksum turned off), option available in settings.
Modded games can now always join any server that has checksum disabled regardless of their own checksum state (vanilla games will only join modded games if this is turned off)
Change session state in pre-login if server is full (may help with finding full servers)
Sync movement for physics props placed in the world
Stagger the initialization of the world over the full time to help reduce bandwidth load when starting a level
Fixed
Fixed 'Time Until Bomb Explodes' on Bomb Threat only showing for the host
Fixed occasionally not being able to join sessions
Fixed quit to main menu not going back to main menu if not a listen server
Fixed being kicked when restarting the mission
Potentially fixed some issues causing disconnections (and added further logging to determine any other causes)
Fixed other SWAT appearing in truck for clients
Fixed issue where light/laser could fall out of sync if used outside of network relevancy range
Weapons
New
R7 Launcher, a magazine-fed customizable pepperball gun.
MK.16, reliably accurate 5.56 assault rifle.
BCM MK1, weapon skeleton with new audio/model/mesh exclusive to Supporter edition owners. No statistical advantage over other 5.56 ARs currently in game.
SLR 47, modernized Eastern carbine boasting compactness and power.
Added ATACR and SDR optics to M4, SBR-300, SA58, BCM MK1, Mk. 16, SR16, and HK416
Updated
G19 Gen5, updated model/audio for the G19.
P92X, updated model/audio for the M9A1.
Reduced camera shake when shooting SA58
Significantly lowered UMP45 Recoil
Shortened the SBR-300's barrel significantly
'Thumb over bore' combat grip now used for HK416, SBR-300, and SR16
New Stinger Grenade model.
New Flash Grenade model.
New CS Gas Grenade model.
Increased fire rate of AR-pattern weapons to be more realistic
SRS optic now uses risers for HK416, SBR-300, and SR16 (if you had the SRS equipped before this change, you may have to re-equip on the workbench)
Corrected laser rotation when right up against an object
Fixed
Fixed M4A1 socket for M600V
Fixed double sound playing for MPX, UMP45 and SBR-300
Fixed brake scaling for SR16
Fixed shotgun accuracy
Fixed P92X(M9) pistol using wrong inertia values
Fixed G19 backplate not moving with slide
Fixed G19 slide plate not actually disappearing when an optic is attached
Animation
Fixed lowered shield reloads with Python revolver
Fixed A-Pose when killing arrested AI
Fixed wrongly assigned animations for m45A1 speed reload
Fixed arrested death poses
Physics
Re-enabled physics prop interactions (Increased push force so you cannot get stuck on/behind them)
Fixed collision with thrown items (Chemlights and Grenades)
Scoring
Scores will no longer save if game is modded
Traps no longer impact scoring
UI
Removed loading screen percentage when going back to main menu (as it's a blocking load)
Fixed mission select not working if two inputs were sent at the exact same time
Fixed 'Finding Session' text not showing on the menu
VO
New
TOC Voice
New set of generic female voice lines
Removed
Removed unused voice files
Removed legacy/placeholder voice lines
Updated
Only agender Judge lines play when ordering arrests
Updated female civilian voice lines
SFX
Footstep tweaks for 3P Civilians / Suspects
Bump sound size for pistol melee so it doesn't pan as player moves
3P weapons slightly sidechain bullet impacts now
Lowered volume for certain sidearm melee foleys
Tweaks to certain 3P weapons for better parity
Slightly lower bullet crack chance, removed EQ
Added updated taser assets and updated taser shot / hum
Lower trap cut volume
Many tweaks to existing events across the board to minimize sound drop out
Slight volume tweaks to outside Dealer outside quake SFX
Minor Dealer artwork changes
4U Gas Station -- 'Thank You, Come Again'
Updated
Adjustments to certain Gas ambiences
Huge overhaul of ambience volumes to prevent leaking
Certain room tones changed for better parity
Certain spatial sounds moved
Flies now fly around poor Mudasir
Port Hoken -- 'Hide and Seek'
New
Bomb Threat Mode
Added creepy auction music to auction room
Added blocking volume to certain area so players can't go for a swim
Updated
Tweaked Raid AI count
Fixed
Fixed drip sound from stopping and starting, remove second sound for better consistency with location
Ready or Not Alpha Testing Branch Clarification
To Our Community,
We wanted to take a moment to elaborate on Ready or Not's Alpha testing branch and how it relates to the live Early Access branch. While it is easy to understand why our players want access to new alpha content, we did not make this decision lightly or without reason.
As a new video game developer, we have managed to survive and bring Ready or Not to life thanks to our Supporters. Not only was their financial commitment a critical lifeline for us, the feedback and criticism they provided throughout the game's Alpha has also helped shape the game into a better product. Currently, we wish to continue to test content in a Supporter only Alpha branch prior to launching for all players, giving us the opportunity to correct as many errors as possible. In addition to showing Supporters our appreciation for believing in and backing Ready or Not, this allows our limited staff to more easily receive, evaluate, and assimilate feedback into the game.
By creating a short 1-2 week evaluation window, we create a much needed space to test things prior to releasing onto the live Early Access branch. For instance, we are currently testing foreign language localization and have discovered several omissions or errors caused by software glitches. As another example, we discovered a bug that merged every player currently playing the game into one voice channel together. The extra time afforded to us by this Supporter exclusive testing period is invaluable for the purpose of managing our limited resources to fix game breaking or exceptionally tricky bugs before being released to everyone.
With this method, we are not promising that the content released onto the live Early Access branch will be bug or error free, but we do believe it will be the cleanest version possible given a short window to resolve pertinent issues. We will continue to take feedback from all of our players and are taking steps to enhance our feedback mechanisms to make them more robust and easy to utilise.
We have no plans of dividing our playerbase in any way, and this brief testing period is meant to ensure when new content rolls out that it is ready to play and enjoy with your friends. Any hotfixes or patches to outstanding issues will, of course, be sent out to the live Early Access branch as we are capable of doing so.
We look forward to fully releasing the content currently on the Alpha testing branch to all players within the next week or two, and hope that we can continue to showcase our desire to communicate earnestly, honestly, and with the best of interest of all players in our hearts.
Ready or Not - Team17 Partnership Announcement!
For those of you new to Ready or Not, welcome!
This is the old Ready or Not page.
Please head over to our new page for full details on this update:
If you want the full details on this announcement then please head to the post on the official Ready or Not Steam page: https://store.steampowered.com/news/app/1144200/view/3035962360469535706
Here's the trailer from the announcement: [previewyoutube="Q-s6HOVDgiQ;full"]