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Genre: Shooter, Simulator, Tactical, Indie

Ready or Not

Vol. 78 - Ready or Not Development Briefing

Attention Officers,



Welcome to the 78th edition of our Ready or Not Development Briefing, September 27th, 2024!

This week we’ll be taking a look at a new motion capture session, which we used to gather some valuable gameplay and cinematic shots for the upcoming DLC and future RoN content. In the process, we’ll outline a sample of the new features under development, namely AI item caching, suspect loadouts, hesitation system variations, suspect squad systems, and a new ban manager.

In other news our dev team is going to be featured in an AMA through eXputer's online forums! If you have any burning questions for us, make sure to submit them at this link before questions close on Oct. 3rd: https://forums.exputer.com/threads/ready-or-not-devs-ama.957/

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.

New Mocap Updated Features



Although we won’t be showing the cinematics related mocap (spoilers?) we will touch on some of the useful work that was done for upcoming feature changes, particularly suspect item caching and additions to the AI hesitation system.

Item Caching



Item caching refers to a new system in which suspect/civilian AI in levels will be able to arm themselves during upcoming missions. The project name of this mechanic hints at one of its main purposes, which is being able to create weapons caches that suspects are able to fall back to.

Our early prototypes of this system explore ways of having them resupply, acquire weapons, and even armor. This means an unarmed subject who walked out of your sight may return wielding armor and a rifle. Keep your scene contained.

(Videos below: Mocap data of suspects kitting up via the item cache system)



Hesitation System Variations



In order to add some more nuance to AI encounters, our hesitation system is undergoing more variations on animations that suspects and civilians may use. For example, the existing animations in which a gun is hurriedly thrown to the ground will be reduced, slowing down the pace and increasing tension in gameplay. No sudden movements.

(Video below: Put the weapon down slowly)



Last but not least, a bevy of worldbuilding actions and conversation animations were recorded this session for future implementation.

Suspect Squad Behavior Overview



Currently, your SWAT team is the only true squad capable of proper coordination in the chaos of a mission. Although suspects will sometimes act in ways that complement each other, they are not truly coordinating in a complex manner.

The Suspect Squad Behavior system will be able to alter that dynamic, allowing certain suspects to be leaders and coordinate attacks against your team, share information with each other, rally, and regroup.

Shared information will allow suspects to convey last known positions of enemies when they encounter each other, forming a basis for the rest of the suspect squad behaviors.

High ranking suspects in a level may be determined as leaders according to their background and therefore become a high priority target that can issue orders against your team if not dealt with.

The ‘rally’ behavior, for example, will involve the ability for suspects to actively call for other nearby suspects to either back them up or attack a last known position of SWAT.

‘Regroup’ meanwhile can be used by suspects as a form of retreat to seek other allies if they are unwilling to fight, are in danger, or witness allies die. Once in the regroup state with other allies they can coordinate a plan with any shared information, perhaps deciding to stick together and patrol.

Suspect Loadouts



The item caching system nicely compliments another feature we’re developing for expanded suspect loadouts. In this suspect loadout system, suspects should use weapon attachments such as flashlights and optics as well as switch between multiple weapons at will.

We revised each mission to give suspects a case-by-case unique chance of having specific secondaries, melee options, being unarmed, and whether their weapon starts as holstered or not. If they run out of ammo on their primary's magazine, be ready for their sidearm.

Suspects previously would only pull-out secondaries for performing specific actions like faking a surrender or using a human shield, but this system revision gives them proper access to a full loadout that they will switch between items in any context, and requires that they first physically have that item in their individual loadout.

Ban Manager



One more upcoming feature we can touch on now is the ban manager, which will allow you to better control who you are matchmaking with even if you are not the host.

Our current ban system is only applicable if you’re the host of a lobby. It does not apply if you are a client joining a server, where a player you may have banned in the past might be able to match with you or be hosting.

Under this new ban system anyone is able to ‘ban’ another player from matchmaking with themselves in the future regardless of who is hosting.

If you are the lobby host, ‘banning’ a player will simultaneously kick them from the server, similarly to how it functions now. If you ‘ban’ another player in a match while you are not the host it will not kick them from the active match, it will instead only add them to the list of users that will not be able to match make with you in the future.

Also included in this system will be the ability to permanently mute players’ text chat and/or voice chat so that you yourself cannot see or hear the muted player’s communications in any matches going forward.

Conclusion



Our mocap session allowed for high fidelity animations to fuel upcoming cinematics and some feature changes. The selection of features listed here are as always a work in progress, but are on their way in implementation. Stay tuned for more info about upcoming features and content, and let us know your thoughts on some of the early info given so far.

This concludes our 78th development briefing, thank you for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

Stack up and clear out.
VOID Interactive

Community Content Exhibit Vol. 10

Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art!

This time we will be doing something a little different, this is the first in a series of interviews with Modders that have created pieces whose presence it known to most if not all of the players of Ready or Not that have dove into the wide world of modding.

To kick off our new series, we will be Interviewing Jerry the Weekend Gunfighter, author of the most wide-spread near total conversion on Nexus, leading the pack with 512k lifetime downloads since it’s re-Introduction with the 1.0 release of Ready or not.

The wonderful combination of modularity and sheer scope lets you modify just about any facet of the game you’d want to. In some cases making Ready or Not feel like an entirely different game once the entire package has been applied.

Download link: https://www.nexusmods.com/readyornot/mods/3160

The below section has been slightly edited from the original text interview for sentence flow and readability.



Q. Can you give us a short little introduction on who you are?

A. About myself, in the RON community, I usually call myself Jerry (the Weekend Gunfighter), of course. About the Weekend Gunfighter, this is because I am just an ordinary person you can see everywhere on the street. I have my own busy work, so I am more likely to "gunfight" in the games on weekends. I am a military/tactics enthusiast. It can be said that it was largely because of Operation Neptune Spear in 2011 that I started to study these and invested a lot of energy.

In the early years when I was not very busy, I would be happy to participate in some milsim activities and practice what I learned from there. At the same time, I also like to collect gucci gear.



Q. Did you have any sort of Background in modding or working on games before you started working on Gunfighter?

A. Yes, mainly in ARMA3 and an old air combat game released in the 2000-2010s called Strike Fighters 2. I don't have any famous and outstanding works, mainly kill time. Basically, some model, texture and scripting work. Making gunfighter was my first time using Unreal.



Q. What exactly made you want to create Gunfighter?

A. Hope you don't mind it being a little long. Over the past decade, I have been playing military/tactics style games such as ARMA3 and SWAT4. I think before Ready or Not was released, SWAT4 was the only game that specialized in CQB environment at that time, so ten years ago I was "dreaming" that it would be great if another CQB game could be produced on a more modern engine one day. When I first saw the trailer of RON around 2017, I said to myself "Finally, it's here". RON has become one of my favorite games over the years and I have been playing it all the time. For any game, I like to play it in a "close to reality" way. (Even though many aspects can only be based on assumptions, because I am not one of those who really put themselves in army to protect their families and country.) When I was playing RON, I always felt that there were some game designs that I didn't 100% agree with.

For example, in the game, the position of the weapon is very high. I understand that this is the traditional practice of almost all FPS, because it allows players to better appreciate the finely modeled guns, but it occupies a large part of the screen. Based on what I have learned and experienced, I hope it could be lower, closer to the height of "Depressed Ready". There are some other aspects that I want to make adjustments to. I mean, I am not dissatisfied, but I think that maybe some other ways is more suitable for me. So, in July 2022, I started thinking, hey, since I want a more "suitable" gameplay, why don't I try to modify it myself? At that time, I didn't know anything about Unreal Engine, so I had to learn it from scratch, and this is the origin of Gunfighter.

I think you may also ask me about my evaluation of this mod. So, about Gunfighter, I will say on the description page: "This mod is aiming to provide a realistic gunfight experience in theory (based on gameplay)." In fact, the core change of this mod is that based on my experience and learning materials, I changed the position of all weapons in the mod to make them closer to how the operators use weapons in reality. At the same time, I adjusted the capabilities of night vision goggles, the feedback after limb injuries, allowed us to use the hidden 9banger, and let us use NVG and gas masks at the same time, etc. etc. I would like to say that every coin has two sides. I said this mod's purpose is "Realism", but this is very subjective, and everyone has their own standards. Therefore, I will emphasize that this is "based on gameplay".

I have always believed that in many aspects, it is impossible to achieve true "Realism" in most game so far, and blindly pursuing "Realism" may have a counterproductive effect on gameplay, so games always have their own unique way to "reflect reality", just like the topic that always start war - recoil, it also applies to many other designs in the game. If you don't mind, I wrote a few articles here to explain some of the designs in the mod, and they all have reasons:

This mod aims to provide a realistic gunfight experience in theory (based on gameplay), covering some CQB concepts and tactical thinking in recent years.



Q. You're pretty reasonable, acknowledging that you're not making the game 'better' but just giving players a different way to play RoN. If you had the chance to add something [a new mechanic, set of equipment, map, etc.] to the game, what would it be?

A. I might need to send you a 50 meter long list about this, but let's keep it simple this time.

  • 1. Mechanic: laser and flash combo, use one button to switch and another button to light up;
  • 2. Equipment: I never complain about gears, as Void has gotten better and better in this regard, but I really need an option to mount an ATAK phone on my vest;
  • 3. Map: Any map in RON is top quality, I never worry about it, but I wish the doors could opened more than 90° so we have more techniques available when doing door procedures; Especially point 1 is what I hope to achieve the most.



I'd like to thank Jerry for their time and I can't wait to pick the brain of some of the other members of our modding community. If you have anyone you'd particular to hear from, please feel free to say so in the outputs Discussion thread.

Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work.

Outside of our drops, you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/

Keep your feet on the ground.
VOID Interactive

Vol. 77 - Ready or Not Development Briefing

Attention Officers,



Welcome to the 77th edition of our Ready or Not Development Briefing, August 30th, 2024!

August has been an eventful month between patches and some occasional downtime across the team.

In this briefing, we share moments from Gamescom and a brief intro to some of RoN's recent feature development avenues, along with some undercurrents of movement from an ‘alternate reality’ storyline.

Quick mention― if you find yourself eyeing the Ready or Not development shirts on display in the following photos and looking for something of your own, keep an eye out for merch coming in the future. An abundance of care continues to go into our selection of merchandise partners and designs with the ultimate goal of equipping you with merch that is tangibly excellent.

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.

Patches In and Features Underway



We're extremely grateful for your patience and reception of Patches 2 and 3 that followed the Home Invasion Release. Leading up to Gamescom the team was hard at work guaranteeing Patch 3 was good to go and released during the convention.

Like our Game Director, Gruntr, mentioned in the last dev briefing, DLC 1 was our first foray into a content release following 1.0 and a valuable learning experience in how to approach and develop our DLC.

Right now our team is revving up progress on a suite of yet to be announced features that will continue to improve and refresh the game.

We are still moving through the production phase on many of these features, allocating the workloads, but the prospects are exciting to see.

Generally speaking, we are delving into ways to make missions more dynamic going forward and looking to get new systems in place for AI interactions. There's also new options being explored regarding an array of quality of life features and beyond.

Aside from that we're continuing to look into reports for any existing bugs and crashes to be addressed.

DLC 1 was just us getting started in terms of making accompanying feature additions to the game. The changes that will occur around DLC 2 aim to expand on that aspect further.

Gamescom Engagement



As a remote but tight knit studio, we often spend our time connecting virtually; however this month brought us a productive unique opportunity to do some serious planning in-person while meeting with fans at Gamescom 2024!

Much of the VOID team interacted in Cologne, Germany about a week ago, enjoying each other's company (perhaps a Kölsch or two) and making connections with countless industry peers. Many of these discussions will continue to evolve in an internal manner for the time being, but they are invigorating for our development of RoN.

Just as important were the excited fans we met throughout the convention posing for photo after photo. Thank you so much to everyone who approached us just to say hi or to offer your appreciation, we see you and cherish these moments. The impact Ready or Not has had so far is not lost on us.

(Images below: Some photos with VOID and fans alike at Gamescom)








More photos from Gamescom will be popping up on our socials soon!


Roots which Run Deep



As longtime fans and those newer may know, Ready or Not is said to have some history of a game unto its own.

The bulletined lines of lore that run throughout these stories have persistently been traced outside narrow confines.

Perhaps you know some people who have pursued these phantomlike threads. Our community has a subsect who seeks them, apparitions or not.

There is no telling what awaits in the cycle.


Conclusion



We have some exciting new feature developments underway and had a great time as a team meeting with those of you at Gamescom!

Although it's too early to get deep into detail on the sort of things we're working on since some could be subject to change, that should of course solidify as time progresses.

This concludes our 77th development briefing, thank you for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

Stack up and clear out.
VOID Interactive

Home Invasion Patch 3 Changelog

Attention Officers,



Welcome to the Patch 3 changelog for the Home Invasion Release! Among the fixes and improvements, one notable change is how DLSS capability and quality should now be improved. Meanwhile, lower graphics settings will more appropriately result in increased performance and decreased graphical fidelity.

Fixes:



  • Reduced blurriness of sights when aiming while using DLSS or FSR3
  • Fixed DLC notification appearing in the main menu while the DLC is not owned
  • Fixed various typos across the game
  • Fixed missions being able to end automatically when downed officers have still not been reported
  • Fixed C2 placement position on various doors
  • Fixed cursor disappearing in the loadout menu while saving a preset and pressing escape
  • Fixed SWAT AI endlessly trying to kick open one-way container doors
  • Fixed facial animations not playing within a certain distance of the player
  • Fixed uneven stress application when quitting to desktop from a commander mode mission
  • Fixed manually added mods not causing the modded watermark to appear
  • Fixed stretchy informant photo in the Narcos briefing media
  • Fixed distant cars down the road on Narcos appearing as black rectangles
  • Fixed various visual issues on Dorms
  • Fixed misaligned door on Dealer
  • Fixed Informant not playing the correct animation when reported
  • Fixed detective’s neck clipping through his uniform in the station
  • Fixed new station showing as “In A Mission” in the steam overlay
  • Fixed personal best numbers not saving under certain conditions and distinguishing when a mission is considered ‘Unresolved’
  • Fixed slight performance hit when selecting customization items in the customization menu
  • Fixed some new customization items appearing blurry
  • Fixed cases of being able to equip locked customization item variants
  • Fixed cases of flickering weapons in the customization menu
  • Fixed various other UI issues in the customization menu
  • Fixed SWAT AI failing to breach the side entrance double doors on Gas
  • Fixed dead suspects falling through various assets on Narcos
  • Fixed suspects on Valley being able to take hostages
  • Fixed flashing lights when looking through some of the frosted glass on Penthouse
  • Fixed zeroing issues of picture in picture optics
  • Fixed chemlights being too dim on some levels due to eye adaptation
  • Fixed an issue with the significance manager, which caused distant suspects to pop in at times
  • Fixed missing briefing map for Dealer
  • Fixed various navmesh issues across many maps
  • Fixed funky animation when deploying a chemlight or enabling night vision while holding a shield
  • Fixed missions not auto completing once all tasks are done, if any primary objective was failed
  • Fixed officers in Commander Mode who were killed by a trap in the mission displaying as “Alive”
  • Disabled the keybind which allowed for opening the replay browser in the station or loading screens
  • Fixed overkill film grain after watching replays
  • Fixed replays sometimes showing incorrect information in the replay viewer
  • Fixed explosive vests killing officers through walls/ceilings
  • Fixed lobby manager resetting voice chat mode to local when opened
  • Fixed civilians sometimes getting stuck while moving to exit, when too far away from the player
  • Fixed friendly fire penalty against SWAT AI not appearing on the HUD
  • Fixed missing SWAT roster information on the tablet during missions in commander mode and quick play
  • Fixed various collision issues on Valley
  • Fixed out of bounds message appearing in the middle of the level on Gas
  • Fixed some shadow related issues with scalability settings
  • Fixed credits not properly showing after finishing Port
  • Fixed an instance where Civilians/Suspects should be roaming but would stop after a few minutes


Improvements:



  • Improved graphics settings menu backend, allowing for larger performance gains on lower settings
  • Optimized nav mesh processing, improving performance when opening/closing doors
  • Improved noncompliant civilian behavior
  • Added ability to pull out fresh can of pepper spray after one runs out, as long as the player has added multiple cans to their inventory
  • Optimized SWAT equipment/customization models
  • Further optimization of various suspect and civilian models
  • Added missing facial animations to suspects and civilians across multiple levels
  • First person weapon models should now always use the highest quality LOD


Known Issues:



  • Several replay viewer issues
  • On Valley, Importer, Datacenter, and Agency some small objects may disappear at a relatively short distance if “View Distance” setting is set lower than “Epic”

Community Content Exhibit Vol. 9

Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art!

As this is the first look into the modding scene since our 1.0 Launch, this will be an extra-large exhibition of the frankly absurd number of mods currently available for Ready or Not. First, we’ll start with some of the first mods that most officers will seek out, an expansion of your LSPD provided arsenal with new firearms and attachments

1. SIG MCX SPEAR - by Ballistic



Coming from one of the scenes' most prolific firearm modders, Ballistic has crafted a beautiful representation of the MCX SPEAR as a replacement for the SA58 which is unfortunately a significantly under-appreciated rifle. Sporting styles in both tan and black and fully compatible with all the stock customization options, a burst of .277 Fury will put a firm stop to any armored or unarmored threat.



Download Link: https://www.nexusmods.com/readyornot/mods/2072

2. AK-47 conversion - by Boomkaboom



Based on one of the oldest versions of the venerable Avtomat Kalashnikova platform, the AK-47 Tactical, is a straight upgrade to the SLR-47 that features a full suite of modern furniture. The solid aluminum parts alongside the crisp modeling bring out a look that is only achieved by Russian firearms, sitting firmly on the line between sleek and chunky.



Download Link: https://www.nexusmods.com/readyornot/mods/4521


With a brand new custom kit in hand, you’ve got to find a new mission to put it to use. The two stompin' grounds listed below are just a couple classic modded maps that will test your mettle.

1. Propaganda - by P0RTER35



Propaganda offers any officer, green or veteran, a challenge as they move through this incredibly detailed map. Managing your teams’ tactical transitions from large open spaces to the tight and dangerous corners of the maps offices, hallways, and lobbies will continue to keep you on alert from start to finish.



Download Link: https://www.nexusmods.com/readyornot/mods/4160

2. Apartment of Horrors – by Decoymoth



Coming from a name that has been in the modding scene for quite some time, Decoymoth has created a level that is entirely indoors which stands apart from other modded maps like Fairfax where you start outside. Apartment of Horrors shoves your team into dangerous, claustrophobic corners that are packed to the gills with both suspects and civilians that force officers to quickly identify and appropriately respond to any threat that appears.



Download Link: https://www.nexusmods.com/readyornot/mods/1798


Next we’ll go over AI package mods. This is one of the most sure-fire ways to change how the game feels by modifying the behavior of the game's AI. Making them more or less aggressive, changing the amount of spawns, even going so far as to make all AI characters on a map hostile and arming them with nothing but knives.

1. Terrorist Hunt R6 Style - bioshockelite



This mod does exactly what it says on the tin, by removing both Civilians and traps this AI package converts Ready or Nots gameplay into a particularly dangerous shooting gallery. Taken lethal or non-lethal, this mod makes for excellent practice or just a reasonably brainless combat experience.


Download link: https://www.nexusmods.com/readyornot/mods/4010


Lastly we have some ancillary mods, ones that don’t directly add to the gameplay via differing weapon or system performance but still directly improve or change how the game presents itself.

1. Foundation Mobile Task Forces – by Voltscorp



Pulling from the rich and absurdly expansive lore of the collaborative writing project known as the SCP Foundation, this mod from Voltscorp allows the player to deck out their swat time in the livery of a good number of various Mobile Task Force units which thankfully includes the ever venerable Nu-7. Perfect for leveling the cult at Cherryessa or even [REDACTED]



Download Link: https://www.nexusmods.com/readyornot/mods/2939

2. Foregrip replacer – by Ballistic



Being a commonly recurring facit of our community showcases due to both their considerable portfolio and skill, Ballistic once again delivers a package that replaces the LSPDs store-brand grips with their counterparts from reality.



Download Link: https://www.nexusmods.com/readyornot/mods/4480



Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work.



Outside of our drops, you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/



Keep your feet on the ground.
VOID Interactive

Ready or Not: Home Invasion Bundle is Available Now



Home Invasion Bundle Launched!



We've launched the Ready or Not: Home Invasion Bundle! Ready or Not: Home Invasion Bundle is our new exclusive offer that includes the globally acclaimed tactical FPS game Ready or Not, the thrilling first DLC Ready or Not: Home Invasion, and the atmospheric and noire Ready or Not Soundtrack, all in one unique package. Save up to 20% and experience the intense gameplay and haunting sounds that made Ready or Not a worldwide hit.

Check out the bundle on Steam here.



Follow Ready or Not on Steam here.
Our other links: Spotify, Discord, X, YouTube, Instagram, Facebook.

Ready or Not: Official Soundtrack is Available Now



Ready or Not's Soundtrack is Available Now



We've launched the Ready or Not: Official Soundtrack digital OST! If you're looking to listen to all your favorite tracks no matter what mission you're on, then check it out on Steam, or find it streaming on Spotify.



Follow Ready or Not on Steam here.
Our other links: Spotify, Discord, X, YouTube, Instagram, Facebook.

Home Invasion Patch 2 Changelog

Attention Officers,



Welcome to the Patch 2 Changelog for the Home Invasion Release!



In Patch 2, DLC 1 missions are now available in Commander Mode. These Home Invasion missions are made available to play in Commander Mode after the base game missions are complete. Furthermore, we have renamed "Practice" mode to "Quick Play" in order to more accurately reflect its function within the game and reduce confusion. The Home Invasion Missions will still be available in Quick Play and Multiplayer as well.

Fixes:



  • Fixed civilians getting stuck trying to path through rat holes when told to “Move to Exit”
  • Fixed civilians getting stuck on locked doors when told to “Move to Exit”
  • Fixed crash if host dies while restraining a suspect or civilian
  • Fixed missing texture on club entrance curb
  • Fixed evidence on Dorms not being able to be collected after falling under some of the debris on the ground
  • Fixed SWAT AI getting stuck on certain rooms when trying to breach and clear with the breaching shotgun
  • Fixed various collision issues on Narcos
  • Fixed music on Hospital not ramping up properly
  • Fixed various occlusion issues on Hospital
  • Added missing requirements text to DLC customization items
  • Fixed incorrect Home Invasion level order
  • Added missing holding cell audio in the DLC station
  • Fixed use of deprecated propagation audio on Penthouse
  • Optimized sound transitioner
  • Fixed spectator camera not transitioning audio
  • Added missing face ROMs to Penthouse
  • Fixed SWAT command status UI text elements overlapping
  • Fixed SWAT AI being unable to clear small room on Lawmaker
  • Fixed SWAT LODs not working as expected
  • Fixed missing club reaction volumes
  • Fixed optics being blown out on Port
  • Fixed character hands disappearing during paired interactions
  • Fixed SWAT AI getting slightly stuck in the Northern Exit Elephant spawn
  • Fixed civilians not getting arrested in the Northern Exit Elephant spawn
  • Fixed the TCR not reloading while empty and aiming down sights at the same time
  • Fixed certain helmets disappearing when viewed through the team cam
  • Fixed an issue with the tan GPNVG normal map
  • Fixed duplicate battery pack setups on helmets while using night vision goggles

Improvements:



  • Added ability to play DLC missions in Commander Mode after finishing the base missions
      Missions are unlocked in order, as is normal for Commander Mode
  • Added a few helpful pop-ups to the main menu
  • Improved Crystal audio on Gas
  • Improved system performance when opening/closing doors
  • Adjusted SWAT AI clearing behaviour in the main Dorms hallways
  • Optimized various character models

Known Issues:



  • The 'Thank you for purchasing the DLC' pop-up appears when launching the game for the first time, even without owning the DLC.

Vol. 76 - Ready or Not Development Briefing

Attention Officers,



Welcome to the 76th edition of our Ready or Not Development Briefing, August 2nd, 2024!

This week we want to provide a hopeful retrospective from our Game Director, Gruntr, regarding the recent release of our first DLC, Home Invasion. The message also serves as a general reflection that will help you understand our current experience as a game development studio.

Thank you for all of your feedback and continued support for the game as we look to support the game to the best of our abilities.

We’re eager to deliver you all more Ready or Not content, growing together throughout the process. Speaking of which, Patch 2 for Home Invasion is on its way shortly.

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.



Hey everyone, thanks for reading this dev briefing, I'd love to share a bit of reflection and insight as the Game Director for Ready or Not:

It's been one hell of a wild ride, from RoN’s early inception and private alpha, "that" PVP event during the pandemic, releasing the game in Early Access to massive acclaim, and dropping 1.0 with a big marketing push that saw our game across billboards in downtown Los Angeles.

Underlying all of this is hundreds upon thousands of collective hours of learning how to work together as a larger team, continue to grow a game studio at a healthy pace for the product, company, and people; improve RoN, and release content on a reasonable schedule. This progression internally has allowed us to hone our skills as a team and improve Ready or Not.

While DLC 1 came with a myriad of QoL improvements, a player-friendly approach to DLC, fresh content, cosmetics, and more ― it was (reasonably) received with dismay namely due to the unintentionally poor system performance and limited access to new DLC maps, among other concerns.

Regarding the DLC maps, I want to establish that the decision was made initially to not release the DLC in Commander Mode months ago. Collectively, we didn't properly consider the ramifications of this decision, and it has become an extremely valuable lesson.

Regardless, just like any good company should, we're working on improving our processes while also creating a better line of communication with everyone who follows Ready Or Not. Patch 2 will see access to the new DLC maps through Commander Mode for those who have completed all 1.0 levels, as well as even further improvements to performance and bugfixes.

The start of this year saw our team reconvene slowly due to the sheer intensity of 2023 -- we all ended up all working extremely long hours to get the release out the door at the end of the year, and as a result we paid the price with a slow but necessary recovery from burnout in the first quarter of 2024.

However, even through all this our team managed to continue work on the DLC 1 (and DLC 2) maps, plan future content, improve the game repository (cleaning up 7-odd years of unused content within the editor), dealt with a partial leak alert, and switched to Unreal 5 so that we could continue to reap the benefits from engine upgrades well into the future.

With of this being said, thank you all for your feedback on our latest release: positive, negative, and anywhere in between.

We don't want anything to stop us from continuing to work on the game many of you have sunk hundreds of hours into, and we have big plans for DLC 2 and beyond; I'm personally super excited to get into those plans internally this coming week― we've got some cool stuff in store.

Thanks again,


Gruntr
COO/Game Director





Conclusion



As we continue to work on fixes and improvements for the game and initiate our next phases of planning, know that we are thinking of our community and how we can best strive to meet your expectations. We’re sorry for any shortcomings that can occur, and we work to improve wherever possible.

This concludes our 76th development briefing, thank you again for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

Stack up and clear out.
VOID Interactive

Home Invasion Patch 1 Changelog

Attention Officers,



Welcome to Patch 1 changelog for the Home Invasion Release! Included is an introduction to the recent changes today and our next steps, with the Patch 1 changelog notes listed further below:

Following the launch of our first DLC, we have taken in the great amount of feedback provided by our community and are working to rectify as many of the most pressing issues as we can. In two patches we will address two main areas of concern along with general bugfixing and improvements: the first being performance, and the second being the lack of availability of DLC1 maps in Commander Mode.

Here in Patch 1, we are focusing on performance as the primary priority. Among the fixes, FSR3 will work as intended, resolution scaling is fixed, texture streaming issues are resolved on the new maps, and improvements have been made to several specific performance areas. More changes are of course elaborated in the changelog further below.

Patch 2 meanwhile will look to address the limited availability of the DLC 1 maps. Currently the DLC 1 Home Invasion maps are available in Multiplayer and Practice mode. In Patch 2 will be bringing those same maps into Commander Mode.

For some background context on the situation with Commander Mode, we initially intended for the upcoming DLCs to be part of their own cohesive experience in a separate segment of Commander Mode. However, with the release of Home Invasion, our players have made it clear that this approach restricted the experience of Commander Mode in its current state.

There will of course be a dedicated changelog for Patch 2 for when it releases, but without further ado, here's this Patch 1 changelog:


Fixes:



  • Fixed FSR3 not working
  • Fixed some issues related to turning on DLSS
  • Fixed resolution scale not working
  • Partially fixed civilians getting stuck on doors after being ordered to move to exit. Civilians now move through unlocked doors fine, but may still get stuck on locked doors.
  • Fixed texture streaming on Narcos, Lawmaker and Dorms
  • Fixed missing UI notification when unlocking the flower polo shirt
  • Fixed reportable for dead informant not appearing on Narcos
  • Fixed certain cases of strange character head rotation
  • Fixed issues with spawn points on Valley and Ridgeline in full multiplayer lobbies
  • Fixed hands and gun disappearing when alt leaning a certain way
  • Fixed hostage takers sometimes facing away from the player
  • Fixed small collision issue on Gas
  • Fixed lobby manager and tablet friend invite buttons not working in multiplayer
  • Fixed sound occlusion issue on Sins
  • Fixed subtitles for one of the DLC Station conversations
  • Fixed various typos
  • Possible fix for various music parameters sustaining on Lawmaker and Dorms
  • Fixed certain weapons always using specific weapon draw / holster type
  • Fixed slide lock back audio inconsistency for certain weapons
  • Fixed doubled draw audio for a bunch of weapons
  • Fixed doubled select audio for certain weapons
  • Fixed instances of certain weapons not having third person draw animations assigned
  • Fixed instances of crouched draw / holster audio not having any animation assignments, resulting in no audio
  • Fixed breaching shotgun range, reduced down to ~3.5m
  • Fixed strange looking capsule shadows (by removing them), increasing performance
  • Fixed crashes if host dies will restraining an NPC
  • Fixed crashes for the host that could occur when spectating a full lobby
  • Fixed broken head tracking on arrested suspects/civilians
  • Fixed overly noisy vegetation shadows on Ridgeline
  • Possible fix for dead arrested character models phasing in and out of existence for clients in multiplayer
  • Possible fix for suspects sometimes holding invisible weapons for clients in high latency lobbies
  • Fixed a variety of crashes

Improvements:



  • Added sliders for ambient occlusion quality and reflection quality to the graphics settings
  • Optimized performance of SWAT AI threat tracking
  • Improved UI performance
  • Misc. CPU performance improvements
  • Improved visibility of all holographic and red dot sights
  • Improved first person shading effects when Per-Object Shadows are enabled
  • Improved lighting on Dorms and Lawmaker

Known Issues:



  • Usage of the SPC9 submachine gun may lead to crashes
  • DLSS currently only uses the ‘Quality’ preset regardless of which preset it is set to when turned on