Ready or Not March Content Update
Author: Gallant,
published 2 years ago,
[u][b]Gameplay[/b][/u]
[b]New[/b]
[list]
[*] Carry Arrested AI
[/list]
[b]Updated[/b]
[list]
[*] Increased melee bash range
[/list]
[b]Fixed[/b]
[list]
[*] Fixed SWAT AI becoming 'Injured' to CS gas when wearing a gas mask
[/list]
[u][b]AI[/b][/u]
[b]General[/b]
New
[list]
[*] Bomb vests for Suspects and Civilians in certain levels and scenarios
[/list]
[u][b]Settings[/b][/u]
[b]New[/b]
[list]
[*] NVG Phosphor display option (Green or White)
[/list]
[u][b]HUD[/b][/u]
[b]New[/b]
[list]
[*] Paper doll UI showcases when you're carrying AI
[/list]
[b]Updated[/b]
[list]
[*] Team View is no longer tied to HUD visibility. (HUD can now be turned off and team view will still visible)
[*] Player nameplates independent of HUD visibility
[/list]
[u][b]Performance[/b][/u]
[b]Improved[/b]
[list]
[*] HUD optimizations
[*] Team View optimizations
[/list]
[b]Fixed[/b]
[list]
[*] Fixed a performance issue with the significance manager causing hitches on certain maps
[/list]
[u][b]Networking[/b][/u]
[b]Updated[/b]
[list]
[*] No longer able to join co-op games in progress
[/list]
[u][b]Weapons[/b][/u]
[b]New[/b]
[list]
[*] M32A1 Launcher (Flashbang Rounds)
[*] M320 Launchers (Flashbang, Stinger and Gas)
[/list]
[b]Fixed[/b]
[list]
[*] Fix for pepperball projectiles hanging in the air when firing at sky
[*] Fixed shotgun ammo inaccurate counting
[*]
[/list]
[u][b]Physics[/b][/u]
[list]
[*] Greatly improved player physics interaction against physics props
[*] Physics props no longer affect player movement
[/list]
[u][b]UI[/b][/u]
[list]
[*] Fixed shotgun ammo UI display
[/list]
[u][b]VO[/b][/u]
[b]New[/b]
[list]
[*] Shared death screams now added to all NPCs
[/list]
[b]Fixed[/b]
[list]
[*] Swan no longer repeats certain lines
[*] Removed duplicate death sound from GenericSuspectMale voice batch
[/list]
[u][b]SFX/Music[/b][/u]
[b]New[/b]
[list]
[*] Foley sounds for various SWAT and NPC actions
[*] Knife attack audio
[*] SWAT Breaching
[*] Compliant and fake surrenders
[*] Universal rifle draw / holster sounds
[/list]
[b]Updated[/b]
[list]
[*] Gunshot stereo width is no longer as thin as Zack’s hair
[*] Volume balance across tons of sounds
[*] Python snubnose gunshot now slightly different than non-snub gunshot
[*] Surface impacts now more pronounced in the overall mix
[*] Tweaks to certain step foliage sounds
[*] SWAT footstep gear foley sound now plays slightly more often
[*] First-person dirt footstep sound sounds more like dirt now
[/list]
[b]Fixed[/b]
[list]
[*] Metal impacts now use shared metal impact sound for better audibility / consistency
[*] Fixed instances of incorrect impact sound being applied to various surfaces
[*] Fixed tons of instances where doors would incorrectly sound occluded on various maps and modes
[*] Fixed certain step sounds not firing for all characters
[*] Optimized many events so they don’t continue playing even after stopping
[*] Fixed instances of SWAT steps being waaaaay too quiet
[*] Fixed instances where pre-game music wouldn’t play
[*] Optimized certain gunshot tail layers
[*] Optimized bash sound
[*] Optimized first-person footstep sounds
[*] Increased sound size for all weapon foley to mitigate left / right channel switching if sound fires while player is moving mouse
[/list]
[u][b]Hotel[/b][/u]
[b]Updated[/b]
[list]
[*] Hotel now uses updated ambiance backend
[*] Massive amount of tweaks to existing sounds/ambiances across all game modes(sizing, adding, deleting, etc)
[*] Massive amount of tweaks to existing 3D sound sources across all game modes(stereo width, positioned closer to sound sources, etc)
[*] Implemented 3 unused ambiances (Bar, Kitchen, Gym)
[*] Implemented unused occluded traffic effect in parking garage
[*] Fixed instances where sprinklers on Bomb Threat game mode wouldn't all play
[*] Fixed instances of bomb threat puddles not producing splishy splashy sound
[*] Increase stereo width of certain sounds for better realism
[*] Game music now stays quiet until player is in certain areas on the first floor
[*] Upper rooms music section now plays during upper rooms game modes
[/list]
[u][b]Meth[/b][/u]
[b]New[/b]
[list]
[*] New Areas: Attic, Meth Lab, new rooms in tent house
[/list]
[b]Updated[/b]
[list]
[*] Changed and removed sounds to match updated visuals
[*] Re-implemented second combat theme
[/list]
[b]Fixed[/b]
[list]
[*] Backend improvements to Meth music
[*] Optimize certain sounds
[/list]
[u][b]Dealer[/b][/u]
[b]Updated[/b]
[list]
[*] Game music fades to silence when close to rockin' stereo song
[/list]
[b]Fixed[/b]
[list]
[*] Fixed instance of ambient tension not playing during certain combat outro
[/list]
[u][b]Gas[/b][/u]
[b]Fixed[/b]
[list]
[*] Fixed instance of incorrect ambience playing in certain areas
[/list]
[u][b]Port[/b][/u]
[b]Updated[/b]
[list]
[*] Game music now fades out when inside and around the Auction room
[*] Optimized/balanced most ambiances
[*] Apply LFO to rain sound / rain on clothes to simulate rain gusts
[*] Increase stereo width for certain sounds
[*] Slight adjustment to add reverb to certain areas
[/list]
[b]Fixed[/b]
[list]
[*] Fixed instances of certain warehouse rooms not having reverb
[*] Fixed instances of rain sounds continuing indoors on Port
[*] Fixed instance of incorrect ambiance playing on Barricaded Suspects spawn
[*] Added invisible wall to hostage rescue to prevent players from jumping out of map
[*] Added invisible wall to prevent players from getting stuck in certain external warehouse area
[/list]