Home Invasion Release Changelog
Author: catindabox,
published 3 months ago,
[h1]Attention Officers,[/h1]
Below you will find the changelog for the Home Invasion DLC release and general base game update! This is a comprehensive list of key changes, bug fixes, and balance changes. At the top of the changelog we’ve included a few highlighted changes if you just want a quick glance.
The majority of the Home Invasion DLC's content is available for free in some manner and included as part of the general game update. Here's a quick outline of how it works:
[i](If you already own and have activated the Supporter Edition, the Home Invasion DLC is included for free.)[/i]
[b]DLC weapons: Free for all players
DLC maps: Free in multiplayer if the lobby host owns the DLC
DLC cosmetics: DLC purchase needed (with the exception of balaclavas and new camo options for base game cosmetics)[/b]
Within the changelog "DLC Exclusive changes" refers to the handful of changes that will only be accessible via DLC ownership. "DLC Related changes" refers to changes that are part of the DLC, but will be accessible to everyone in some manner. Finally, "Base game update changes" refers to the general changes that will be included for everyone as part of the base game and are not related to the DLC.
[b]Important Note: If you have mods installed, you should select the “launch in safe mode” option for Ready or Not to prevent crashes/conflicts that may occur until mod owners have updated their versions to match the game.[/b]
[b][u]Changelog Highlight Summary[/u]
[i](not a full list):[/i][/b]
[list]
[*] 3 new maps, free in multiplayer if the lobby host owns the DLC
[*] 3 new weapons, free for everyone: 509 Pistol, DM4 PDW, FLUX Raider MP17 PDW
[*] 5 new clothing assets, 4 new tattoos, each exclusive for DLC 1 owners
[*] Significant AI behavior improvements for suspects and civilians at the start of engagements, during them, and while surrendering
[*] Multi-faceted substantial improvements to performance, including adding new tools such as:
[list][*] FSR 3.0.4 added in addition to an upgraded DLSS 3.7
[*] PSO pre-caching to reduce stuttering[/list][*] Upgraded game to Unreal Engine 5.3
[*] Enhanced audio immersion and quality across the game, especially through reverb improvements
[/list]
[hr][/hr]
[h1][b][u]Gameplay[/u][/b][/h1]
[h2][b][i]AI[/i][/b][/h2]
[h3]Base game update changes:[/h3]
New:
[list]
[*] Added AI Zones behavior. Suspects can have designated "zones" on levels where they prioritize certain behaviors and movement flows based on the gameplay context
[*] Suspects will now hesitate much more consistently when their weapons are lowered even if an ally is nearby; however, aggressive actions can break them from this hesitation.
[*] Certain actions (mainly taking hostages and hiding) are now specifically gated behind a certain stress level that is set differently for each mission[/list]
Other:[list]
[*] Suspects more consistently make use of "stress," a value they track which continually goes up when exposed to certain stimuli (gunfire, being yelled at, other suspects dying). Stress is what determines if a suspect has their weapon lowered or raised, along with whether they walk or run to goals when suspicious
[*] Suspects who encounter the player before reaching their stress threshold are more likely to hesitate, especially if yelled at or with multiple SWAT in view
[*] Suspects can now surrender while hesitating even if they are not physically stunned
[*] Suspicious and stressed suspects now take cover or try to take an angle from the nearest doorway when they hear aggressive sounds[/list]
Fixes:[list]
[*] Suspects no longer investigate when they've reached a certain stress threshold. This should prevent suspects from running into rooms full of SWAT.
[*] Suspects should more consistently choose to flee or move to try and melee the player when they're pepper sprayed
[*] Suspects should be better about not fake surrendering or exiting their surrendered state if multiple SWAT are watching them
[*] Suspect shotgun spread tweaked to make them much more effective
[*] Fixed SWAT AI pulling out their sidearm despite having no secondary ammo
[*] Fixed SWAT AI freezing when ordered to search and secure after completing a mission
[*] Fixed SWAT AI only being able to fire grenade launchers once
[/list]
[h2][i][b]Engineering:[/b][/i][/h2]
[h3]Base game update changes:[/h3]
New:
[list]
[*] Upgraded to Unreal Engine 5.3
[*] Started using ModularGameplay and GameplayFeatures plugins from Epic Games to make pushing builds more streamlined internally
[*] Added Home Invasion specific Steam Achievements
[*] Included UE5’s TSR rendering technology as a standard alternative to DLSS or FSR
[/list]
Other:
[list]
[*] Updated default launch option to DirectX 12
[/list]
Fixes:
[list]
[*] Lots of bug fixes and quality of life improvements
[*] Fixed an issue causing players to become soft-locked when shot while trying to heal
[*] Assorted fixes to damage calculations for both flesh and armor damage
[*] Fixed floating zipcuffs in some contexts, especially in multiplayer
[*] Fixed crash when Trailers pick up a suspect/civilian when clearing level
[/list]
[h2][b][i]General Performance:[/i][/b][/h2]
[h3]Base game update changes:[/h3]
New:
[list]
[*] Added PSO Pre-caching, decreasing FPS stuttering
[*] Added object pooling to reduce number of times assets need to be spawned/de-spawned
[*] Added component pre-caching to reduce the performance cost when new objects or effects need to suddenly appear on screen
[*] Upgraded to FSR 3.0.4, but the setting may be mislabeled as FSR 2 due to a UI discrepancy
[*] Fully updated to DLSS 3.7
[*] Integrated optical multi frame generation technology for DLSS.
[/list]
Other:
[list]
[*] Used object pools where necessary instead of spawning on demand
[*] Optimized spectator HUD
[*] Restructured code for improved performance
[*] Reduction of unnecessary/unused code that could reduce performance
[*] Optimized level of detail (LOD) settings for characters
[*] Reduced the amount of complex collisions across the levels, decreasing FPS stuttering
[/list]
Fixes:
[list]
[*] Fixed lag spike that occurred when the player was killed
[*] Fixed physics related lag when close to some characters
[/list]
[hr][/hr]
[h1][u][b]Visuals[/b][/u][/h1]
[h2][i][b]Animation:[/b][/i][/h2]
[h3]Base game update changes:[/h3]
New:
[list]
[*] Added speech system that allows characters to speak and perform lip sync animation on all game dialogue
[*] Characters will form facial expressions depending on their state, particularly noticeable when dying and when in pain
[*] Added eye tracking for all AI characters in game, allowing them to peer directly at the player who is closest
[*] New animations reworked across the police station
[/list]
Other:
[list]
[*] Improved and reworked the existing system for character head movements when looking at/reacting to objects or actors in the game world
[/list]
Fixes:
[list]
[*] Fixed character turning animations creating visual pops due to different idle poses
[*] Fixed character arms being distorted during weapon handling due to improper inverse kinematics (IK)-related animation elements
[*] Fixed Character arms sometimes being broken during weapon handling due to improper inverse kinematics (IK)-related animation elements
[*] Fixed IK-related animation issues during Suspect/Civilian strafing
[*] Fixed suspects' right arm clipping through torso during a suspicious animation cycle
[*] Fixed some post-processing elements that persisted unnecessarily in some multiplayer contexts
[*] Fixed SWAT Officer equipped pepper spray animations pushing players too far into the ground
[/list]
[h2][i][b]Character Art: [/b][/i][/h2]
[h3]DLC 1 Exclusive: [/h3]
New:
[list]
[*] SWAT:
[list][*] ERT Carbon Helmet Shell w/ Rail mounted Headset option, cover option, and & 4 texture variations
[*] L9 Combat top w/ rolled sleeves option, 7 texture variations
[*] L9 Field Top w/ rolled sleeves option, 7 texture variations
[*] BST Combat Pants, 9 texture variations
[*] SLY Low Visibility Vest (LVV) w/ 4 texture variations
[*] Salmon C6 Low Hike Shoes
[*] 4 new tattoos[/list][/list]
[h3]Base game update changes: [/h3]
New:
[list]
[*] Enabled players to select all the available officer heads in multiplayer
[*] Added additional arm materials to support other skin tones and overall improve the look of the new officer heads
[*] Removed battery pack from certain NVG meshes to avoid clipping with currently placed meshes on helmets
[*] Added additional glove variations to items such as Ironsight Gloves
[*] Added more camo variations to FISA G3 Pants
[/list]
Other:
[list]
[*] Added 3 new extra officer heads utilizing balaclavas, each named "Echo.” Note: currently only available in multiplayer
[*] Changed standard glass material on gas masks and goggles to have a more opaque appearance
[*] Included selection of new officer head options
[/list]
Fixes:
[list]
[*] Fixed cloth simulation issues with multiple characters causing visible LOD issues (cloth disappearance)
[*] Fixed certain LOD character limitations causing head models to disappear on Sins mission
[*] Corrected battle belt location, height & placement as it had a wrong placement and height
[*] Corrected an issue where LSPD battle belt had the wrong materials assigned
[*] Corrected texture stretching issues with LSPD/FISA belt
[*] Fixed an issue with a Meth character missing eyeballs
[*] Fixed high-visibility vest clipping into character textures due to cloth physics issues
[*] Adjusted Helmet camera material to avoid blocking camera FOV when spectating
[*] Overall improvements to character elements affected by LOD material parameters in hospital
[*] Corrected station officers' bodies clipping with certain head types
[*] Added missing customization icons for gloves, gas mask, goggles
[/list]
[hr][/hr]
[h1][b][u]Audio[/u][/b] [/h1]
[h3]DLC 1 Related: [/h3]
New:
[list]
[*]New tracks for all DLC levels[/list]
[h3]Base game update changes: [/h3]
New:
[list]
[*] Interior / Exterior reflection probes added to all levels
[*] Reverbs inside of structures now sound '3D'
[*] When outside, certain noises now 'reflect' off of the environment
[*] A material property is now applied to reverbs, so rooms that are made up of concrete, wood, etc. have more suitable reverberance. This property carries over to reflection probes as well, meaning reverb that travels around a wooden room sounds duller, for example
[*] Conversations can now trigger within the station and certain levels
[*] 5 new station tracks
[/list]
Other:
[list]
[*] Significant optimizations to reverb effects
[*] Tweaks made to certain music timelines for improved responsiveness
[/list]
Fixes:
[list]
[*] Fixed combat music not working as intended when playing as a client
[*] Fixed combat music sustaining unintentionally when certain conditions are met
[*] Fixes to certain music track logic
[*] Various fixes and improvements to the Quantum Sound Manager (QSM) system, level audio
[*] Comprehensive fixes and improvements to character VO, including death reactions, reactions when shot at depending on distance, and idle lines to breathe more life into the AI
[/list]
[hr][/hr]
[h1][u][b]Weapons [/b][/u][/h1]
[h3]DLC 1 Related: [/h3]
New:
[list]
[*]New weapons (included for free in base game):
[list][*]DM4 PDW
[*]FLUX Raider MP17 PDW (uses P320)
[*]509 Pistol[/list]
[/list]
[h3]Base game update changes: [/h3]
Other:
[list]
[*]MPX[list][*]Reworked firing animation and weapon climb to bring it in line with other SMGs[/list]
[*]ARWC[list][*]Replaced fire animation when aiming weapon and shooting
[*]Improved camera climb when shooting[/list]
[*]MK1[list][*]Replaced fire animation when aiming weapon and shooting
[*]Improved camera climb when shooting[/list]
[*]SLR47[list][*]Reduced vertical recoil
[*]Replaced fire animation when aiming weapon and shooting
[*]Improved camera climb when shooting[/list]
[*]G36C[list][*]Reduced vertical recoil
[*]Replaced fire animation when aiming weapon and shooting[/list]
[*]SR16[list][*]Replaced fire animation when aiming weapon and shooting[/list]
[*]Modified recoil return values on: HK416, M4A1, MK18, MP7, MPX, P90, ARWC, SR-16, UMP9, 870CQB, MK1
[/list]
Fixes:
[list]
[*]Weapon inputs are now buffered, improving gunplay consistency and fluidity when firing rapidly in semi-auto. Mouse clicks made right before a weapon can be fired again will no longer be ignored; instead, the weapon will fire in response to those additional clicks as soon as it is able. This technique is essentially the same as input buffering that is used in many fighting games.
[/list]
[hr][/hr]
[h1][b][u]User Interface and Experience [/u][/b][/h1]
[h3]Base game update changes: [/h3]
New:
[list]
[*]Officer cosmetic Customization Presets added
[*]New cursor designs
[*]Added UI Scale option to Graphics Settings
[*]Navigation added to Mission Select for base game, DLC, and mods
[*]Entry Point images added to Mission Select
[*]Character preview can now be rotated in Loadout and Customization screens
[/list]
Other:
[list]
[*]Adjusted Loadout preview lighting
[/list]
Fixes:
[list]
[*]Armor coverage selection now disables options above current vest max coverage
[*]Loadout overview's munition preview now shows each unique grenade type and will auto-scroll on hover when entries exceed width
[*]Fixed various loadout camera bugs
[*]Fixed loadout previews not updating reliably on tactical tablet
[*]Fixed language change requiring game restart
[*]Fixed various visual issues when equipping or previewing loadout and customization items
[/list]
[hr][/hr]
[h1][u][b]Levels [/b][/u][/h1]
[h2][b][i]Level Design: [/i][/b][/h2]
[i]Note: The DLC 1 maps are not available in Commander Mode, they are instead immediately accessible to be played via Multiplayer or Practice.[/i]
[h3]DLC 1 Related: [/h3]
New:
[list]
[*]Station re-works, also done to reflect Home Invasion theming (included in multiplayer)
[*]New maps/missions (playable for free in Multiplayer if lobby host owns the DLC):
[list][*]"Dorms" (Greenside Dormitories)
[*]"Narcos" (213 Park)
[*]"Lawmaker" (Redwood)[/list]
[/list]
[h3]Base game update changes: [/h3]
New:
[list]
[*]Manual Cover Placement objects added across multiple maps
[*]Dialogue Volumes added across the Station in Commander Mode
[/list]
Other:
[list]
[*]Collision Blocking Volumes re-adjusted across A Lethal Obsession
[/list]
Fixes:
[list]
[*]Door C2 placement position adjusted to match interact locations
[/list]
[h2][i][b]Environmental Art:[/b][/i][/h2]
[h3]Base game update changes:[/h3]
Other:
[list]
[*]Texture additions and improvements throughout all levels
[*]Lighting improvements and quality improvements throughout all levels
[*]Improved vfx visual fidelity and performance
[*]Major optimizations for performance throughout all levels
[/list]
Fixes:
[list]
[*]Bug fixes/quality improvements throughout
[*]Collision improvements and fixes throughout game
[*]Fixed lighting on Farm and Coyote, where incorrect volumetric lighting would be used
[*]Agency and Sins rain performance optimization fixes
[/list]
[hr][/hr]
[h1][u][b]Known Issues[/b][/u][/h1]
[i]This is a collection of some of known issues that may appear in gameplay. More issues could emerge following release, especially because of the vast range of systems that people will be using.[/i]
[list]
[*] There may be lighting issues present with specific assets on some levels which will be fixed in a rapid upcoming patch.
[*] Players can spawn in random locations on levels in multiplayer and get stuck or fall through the level
[*] Some characters disappearing in spectator camera
[*] Lobby manager/tablet invite buttons don’t work
[*] Tactical/retention reload not working when using shield
[*] Occasionally, when a player issues the command ‘Shotgun and Clear’, SWAT AI will breach, but then remain at the room entrance and not execute the 'Clear' command.
[*] Dead arrested suspects/civilians disappearing and reappearing for clients in multiplayer
[*] Rare issue where the “Hold F to stop bleeding” prompt does not appear for clients in multiplayer, but players can still bandage
[*] When a civilian has to open a door during their move to exit movement, it will be impossible for them to move through that doorway until the player interacts with it.
[*] Sometimes civilians won’t be automatically arrested when told to move to the exit.
[/list]