[b][h1]Attention Officers, [/h1][/b] Thank you for joining us for the 67th Edition of our biweekly development briefing, now returning from a holiday break! Today we'll be taking a retrospective look at some frequently asked questions over the past few weeks following the 1.0 update. [b]These questions will cover hotfixes, Suspect AI, the existing suspect/civilian “Stress” and “Morale” system, equipment, animations, and more. [/b] We hope you have had a great time with your friends and with the game over these past weeks, and we have been keeping our eyes on how things are going! Hotfix #2 is out the door as of yesterday and it is just part of many hotfixes and further gameplay improvements that we want to release as soon as possible. As mentioned in our Hotfix #2 patch notes, we are on the way [b]towards Hotfixes #3 and #4[/b] as well as any other fixes that may occur in-between. [b]We will be specifically focusing on performance and gameplay balancing among other areas in upcoming hotfixes.[/b] One thing we want to quickly touch on, though, is that our team is not yet at full working capacity following our holiday break. In the meantime, we are continually gaining momentum to make progress on necessary fixes. We're sorry that this hotfix process may be taking longer than expected but rest assured that we are committed to delivering them. 1.0 required countless high-priority systems and features to be put together, with each department focusing on their own particular workflows to get each critical component of the game prepared. However, now that Ready or Not has reached 1.0 and all your wonderful hands, it’s time to more holistically parse how the game is functioning for our broader audience, adjust our internal workflow to reexamine its parts and find the best ways to address changes that could be made. We are diligently aware of your valuable feedback and bug reports across our platforms in this process and are striving to meet them as effectively as possible. To consolidate your input for best visibility for the development team please direct any feedback or bug reports you have to our Discord’s respective [url=https://discord.com/channels/310075021882294272/1050529506022137876]feedback[/url] or [url=https://discord.com/channels/310075021882294272/1050535723087958156]bug report[/url] channels (https://discord.gg/readyornot). [h2][i][u][b]1.0 in Review FAQ[/b][/u][/i][/h2] [list][*] What should we expect now that 1.0 is out the door? [list][*] [i]Expect continued support for Ready or Not and its bright future as we explore ways to enhance your experience even further with future updates and expansion. On our short list is improving game balance, performance, and existing features such as Suspect AI. We’re still aiming to provide a public roadmap to allow an accessible long-term perspective on what our future plans will look like.[/i] [/list][/list][list][*] What is the status on the current hotfixes? [list][*] [i]Due to the complexities of returning to work after the break we are focused on building momentum to get hotfixes out as soon as possible. We have internal timelines that we are using, but these timelines are fluid to address issues as they pop up. [/i] [/list][/list][list] [*] How can I improve my performance, and what development is being done regarding it? [list][*] [i]We are working on a variety of fixes to improve performance and reduce stuttering. Fortunately, for the time being there are a wide variety of recommendations and workarounds for any performance issues you may encounter. Using the crash reporter to delete mod data is one way to prevent outdated files from affecting performance which can be accessed by going to \steamapps\common\Ready Or Not\Engine\Binaries\Win64 then run CrashReporter.exe. Also using DX11 for old hardware/DX12 for newer hardware are two of the most helpful basic tips for performance issues. Our Discord server has a large compilation of common technical issues and workarounds in the pinned messages of #tech-support.[/i][/list][/list][list][*] Is further work being done on Suspect reaction time and game sense? When should Suspect AI be able to detect me? [list][*] [i]Yes, we are working to address these systems to make the process fairer and more enjoyable for the player. Suspect AI aim, reaction, and game sense can sometimes be too fast or accurate for what should be expected. Currently, auditory sources are a large factor of whether Suspect AI can determine your location and how they may react to you.[/i] [/list][/list][list] [*] Why is the taser in the tactical slot rather than being a secondary? [list][*] [i]The taser was moved to the tactical slot to address a growing desire from players to carry a lethal sidearm and a taser at the same time. By making it a tactical slot item, we improved the flexibility of less lethal options. [/i] [/list][/list][list][*] My SWAT AI switch to lethal force (i.e. pistol) when I am trying to get an S-rank on a less-lethal playthrough. Is there anything that can be done about this? [list][*][i] The granular control you have over your officers’ loadouts lets you remove lethal options, including ammunition, which can help circumvent unintended situations where they use lethal force for those of you striving for the coveted S-ranks. Furthermore, features to further facilitate less-lethal playthroughs may be expanded upon, such as potentially making less-lethal options like the TPL also available in the secondary slot in a future hotfix. Programming quirks may need to be sorted out for other less-lethal items such as the taser’s simultaneous compatibility in tactical/secondary slots, however. [/i][/list][/list][list][*] Are Suspect AI intended to be able to shoot through walls? [list][*] [i]To a degree yes, partly to prevent players from too easily shooting suspects through walls and to give Suspect AI further tactical flexibility, they are indeed intended to be able to fire through walls. However, we are seeing instances where their estimation player tracking appears too precise or their proclivity for engaging through walls is perceived as too much. [/i] [/list][/list][list][*] What is the system of Suspect/Civilian “Stress” and “Morale” and how does it affect my gameplay (e.g. with grenades)? [list][*] [i]“Stress” and “morale” in the context of suspects/civilians are mechanics that work together and sometimes against each other as you progress through each mission. ‘Stress,’ when it refers to suspects/civs, is how agitated they are during a mission. Gunfire, killing people, using grenades, and loud dynamic entries that nearby civ/suspect AI perceive are examples that increase suspect/civ stress level and make them more agitated. When stress for suspects/civs is high, they are more likely to be evasive, suspicious, attack you without hesitating, and less likely to comply with orders. “Morale” is a suspect/civilian’s willingness to surrender. The lower the morale, the more willing they are to surrender. Careful usage of less lethal weapons, grenades, and calls for compliance can lower suspect/civilian morale while reducing the amount of stress gained. [/i] [/list][/list][list][*] Why do some holographic reticles appear smaller or dimmer than others? [list][*] [i]Playing on an ultrawide monitor may currently affect the perceived size or brightness of holographic reticles on some of the weapons. One workaround in the time being may be to lower your game’s FOV, however this is an issue that we will examine further in the future. [/i] [/list][/list][list][*]What is the current state of Suspect/Civ AI worldbuilding idle animations? [list][*][i]The worldbuilding animations we had in the past still exist, however there is an issue with Suspect AI patrolling that prevents these worldbuilding animations from activating. We are currently exploring a solution.[/i][/list][/list][list][*] I'm trying to find the last few civilians in the level, where are they? [list][*] [i]One effective way to get locate civilians in this situation is to call for compliance, to which they should often reply with a voiceline. We'll be continuing to monitor feedback on this topic and looking for ways to improve gameplay flow.[/i][/list][/list][list][*] How can I create cinematic videos or screenshots of my missions? [list][*] [i]The in-game replay viewer provides an excellent way to take cinematic captures of the game.[/i][/list][/list] [h1][b]Conclusion[/b][/h1] We hope that this FAQ provides some additional context for your questions following the 1.0 release and over the period of our break. We are fully focused on your feedback and incorporating it into future hotfixes as soon as possible, and we look forward to continuing to dive into development and delivering you the best. An anticipated public roadmap in the near future will give a further understanding of some more long term exciting plans for the game. This concludes our 67th development briefing. Be sure to tune in next time for more development news! Are you a content creator on YouTube or Twitch looking for new games? 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