[u][b]General[/b][/u] New [list] [*] Added 3 Test Maps: Valley, Fast Food and Penthouse (Heavily WIP!) [*] Working Mirrors [*] Vivox Integration [/list] Updated [list] [*] New Weapon Descriptions [*] Interaction ranges and icon sizes in Lobby [/list] Fixed [list] [*] 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 [/list] [u][b]Gameplay[/b][/u] New [list] [*] 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 [/list] Improved [list] [*] 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 [/list] Updated [list] [*] Reduced max Flashbangs and Stingers per player to 4 [*] Start match time reduced to 10 seconds (previously 20 seconds) [/list] Fixed [list] [*] Fixed loadouts occasionally resetting [*] Fixed bug that could cause the arrest target to teleport [/list] [u][b]Graphics[/b][/u] New [list] [*] AMD FidelityFX Super Resolution graphics option [*] Options to disable world decals or modify their density and fade distance (significant performance improvement for some hardware) [/list] Improved [list] [*] 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 [/list] Fixed [list] [*] 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 [/list] [u][b]AI[/b][/u] [b]General[/b] Improved [list] [*] 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 [/list] Updated [list] [*] 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 [/list] Fixed [list] [*] 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 [/list] [b]SWAT[/b] Improved [list] [*] 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 [/list] Updated [list] [*] 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) [/list] Fixed [list] [*] 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. [/list] [b]Suspects[/b] New [list] [*] Hesitation Mechanic [*] Reaction animation to heard gunshots [*] Suspects investigate trap stimulus when trap goes off [*] Suspects lower weapons against walls and doors [/list] Improved [list] [*] Tweaked suspect accuracy for better engagements [*] Suspects are more likely to surrender if you yell at them before they've targeted anybody [/list] Updated [list] [*] 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) [/list] Fixed [list] [*] Fixed Suspects using trapped doors when they had been peeked open [*] Fixed Suspects spam firing [*] Fixed patrols sometimes not working [/list] [b]Civilians[/b] Updated [list] [*] Halved civilian morale [/list] [u][b]Settings[/b][/u] New [list] [*] 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 [/list] Fixed [list] [*] Fixed Reload, Tactical Reload and Mag Check binds [/list] [u][b]HUD[/b][/u] New [list] [*] Implemented crouch animation for 'Paper Doll' health indicator. [/list] Updated [list] [*] Changed heal prompt to ‘Press F to Stop Bleeding’ [/list] Fixed [list] [*] Fixed NVG Paper Doll icon not being displayed sometimes [/list] [u][b]Performance[/b][/u] New [list] [*] Added Performance Profiler (to capture and send performance issues to VOID) [/list] Improved [list] [*] 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 [/list] Fixed [list] [*] 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 [/list] [u][b]Networking[/b][/u] New [list] [*] 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 [/list] Improved [list] [*] 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 [/list] Updated [list] [*] 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 [/list] Fixed [list] [*] 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 [/list] [u][b]Weapons[/b][/u] New [list] [*] 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 [/list] Updated [list] [*] 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 [/list] Fixed [list] [*] 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 [/list] [u][b]Animation[/b][/u] [list] [*] 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 [/list] [u][b]Physics[/b][/u] [list] [*] Re-enabled physics prop interactions (Increased push force so you cannot get stuck on/behind them) [*] Fixed collision with thrown items (Chemlights and Grenades) [/list] [u][b]Scoring[/b][/u] [list] [*] Scores will no longer save if game is modded [*] Traps no longer impact scoring [/list] [u][b]UI[/b][/u] [list] [*] 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 [/list] [u][b]VO[/b][/u] New [list] [*] TOC Voice [*] New set of generic female voice lines [/list] Removed [list] [*] Removed unused voice files [*] Removed legacy/placeholder voice lines [/list] Updated [list] [*] Only agender Judge lines play when ordering arrests [*] Updated female civilian voice lines [/list] [u][b]SFX[/b][/u] [list] [*] 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 [*] Updated Mk. 16 / SBR300 / SA58 / Stinger sound events [*] Disabled auto activation for many sound sources to prevent leaking [*] SWAT voice lines can be heard in headset at range [/list] [u][b]Music[/b][/u] New [list] [*] 'Fast Food' restaurant song(It's a bop) [*] 'Penthouse' music [/list] [u][b]Localization[/b][/u] [list] [*] Added Korean, French, German and Czech translations [*] Korean text now uses Numan font [/list] [u][b]Miscellaneous[/b][/u] [list] [*] Fixed spelling/grammar misteaks [*] Added Discord Supporter Code in settings (for Supporter server verification purposes) [*] Crash reporter now displays a simple error message (ie. Crash, GPUCrash, Assert) and the reason, if possible [/list] [u][b]Lobby[/b][/u] [list] [*] Shoothouse target mini-game (Shoothouse timer is now operational) [*] Coffee machine in Lobby (with speed buffs for certain drinks) [*] Updated Shoothouse trigger box range to get out of forced Low Ready at the first door [/list] [u][b]Wenderly Hills Hotel -- 'Checkin' In'[/b][/u] New [list] [*] Active Shooter Mode [*] Hostage Rescue Mode [*] Raid Mode [*] Hotel's lobby and first floor areas now available for new modes [*] Added Chef models [/list] [u][b]213 Park Homes -- 'Twisted Nerve'[/b][/u] New [list] [*] Raid Mode [*] Second house has been opened up. [*] Added destructible lights [*] TV now plays static sound(spooky) [*] Sewer area now plays dripping sounds(yucky) [/list] Updated [list] [*] Environmental Updates [*] Incapacitated Minor score penalty increased to -350 (previous penalty was erroneously -15) [*] Adjustments to Meth tunnel ambience [*] Tweaks to Meth audio [*] Additional sounds added to sewer [*] TV on floor in main house now plays sound [*] Chime sound added to main house side [*] Additional sounds added to spawn garage [*] Additional sounds added to street light near spawn [*] Rat / debris sounds now play around main house [*] Added volume to Meth front door so outdoor ambience plays in near it [*] Child's radio on Meth now has event cone parameter so player can't hear it behind wall [*] Female suspects on Meth now use female suspect lines [/list] Fixed [list] [*] Fixed popping of certain Meth sounds [*] Fixed some navs in meth [*] Fixed out of bounds areas [*] Collision fixes [*] Lighting fixes [*] Fixed some Meth spawns where AI wouldn't be able to move [*] Fixed AI not being able to navigate the hole in the fence on Meth [/list] [u][b]Caesar's Cars Dealership -- 'Buy Cheap, Buy Twice'[/b][/u] New [list] [*] Bomb Threat Mode [*] Added rockin' radio track courtesy of a legend [/list] Updated [list] [*] Max attenuation for barrel fire reduced [*] Increased distance of Dealer car passerby SFX [*] Slight volume tweaks to outside Dealer outside quake SFX [*] Minor Dealer artwork changes [/list] [u][b]4U Gas Station -- 'Thank You, Come Again'[/b][/u] Updated [list] [*] 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 [/list] [u][b]Port Hoken -- 'Hide and Seek'[/b][/u] New [list] [*] Bomb Threat Mode [*] Added creepy auction music to auction room [*] Added blocking volume to certain area so players can't go for a swim [/list] Updated [list] [*] Tweaked Raid AI count [/list] Fixed [list] [*] Fixed drip sound from stopping and starting, remove second sound for better consistency with location [/list]