Ready or Not - Supporter Edition - Adam Update

Ready or Not - Supporter Edition - Adam Update
Published by 29 Nov, 2022 0 likes

Attention Officers, Back in June we released our biggest update to date. Little did we know that the Adam Release was going to take that throne right away.

Featuring five new levels, four new weapons, new AI behaviors, and MUCH more!

Let’s dive right in: Adam ReleaseGeneralNewLevels: Agency, Data Center, Ridgeline, Hospital, ImporterEntire re-work of all existing levels lighting to new PBL standards for realismAll visual effects like muzzle flashes, flashlights, and other gameplay-related lights are also re-worked to fit the PBL, so they may appear very bright in modded maps that do not follow this!

Updated mod. io / Mods mod.

io Mods are now stored in the game install directory, instead of C drive A migration will occur at the first launch of the game.

However, if issues continue to arise, remove mods and data from the following folders: C:\Users\Public\[mod. io](http://mod. io/)\3791

%LOCALAPPDATA%\ReadyOrNot\Saved\Paks Mod restart indicator is now present until the game is restarted WorldGen data in mods is now handled, instead of generating new WorldGen dataFixed Mods are not cleaned up when unsubscribing in mod.

ioKnown IssuesMP7 floating in the preview character’s hands when seen in the loadout menuRules of Engagement will be inconsistent with the new AI system in some casesRagdolls in high-latency multiplayer may have issues with clipping and flying, we are continuously working on this implementation throughout the Supporter testing stageDeprecatedSome of the game modes in Hotel were removed as Hotel is pending a future rework.

GameplayNew Ammunition spalling and ricochets. Spalling happens when bullets hit steel surfaces thick enough for them to not penetrate.

Ricochets happen when bullets hit surfaces at an angle. Steel armor will cause spalling when hit.

It will not cause injury to the wearer, but anyone around the spalling radius will receive damage. Every ammunition type will have its own chance of ricocheting.

Arterial bleeds. Hitting an AI in a spot that has major arterial veins can cause them to start bleeding, severely injuring them and dealing damage over time until they succumb to blood loss.

Every ammunition type has its own chance to cause an arterial bleed. Gore effects.

Decals now stick to AI properly instead of projecting on their model. Bullet holes in AI will cause blood to seep around the wound and clothing slowly.

Headshots now cause head deformation. Blood splatters on walls may be animated with blood trailing effects.

IncapacitationAI now has a chance to fall into incapacitation when shot instead of outright dying. Incapacitated AI must be reported to TOC (Pending additional voice acting.

SWAT will use civilian incapacitation report lines for now)ImprovedHitscan client simulation accuracy significantly improvedUpdatedRestricted Q and E leaning degrees to 15 sideways instead of 40, matching the third person leaning much more accurately and preventing players from peeking suspects without exposing their bodiesSlowed down ALT leaning to prevent leanspam and allow more accurate leaning incrementsIncrease damage for 7. 62 ammo variantsIncrease limb damage for JHP ammo variantsFixedFixed bullet exit effects appearing even when rounds are not fully penetratingFixed injured screen blur effect not fading while the player is movingAIGeneralNewCompletely rebuilt Civilian and Suspect AI.

They now use a mathematical system to weigh and make continuous decisions they deem are best for their current situation and objective, instead of randomly choosing actions to take“Factions” system.

Each AI in every level now can have unique behavior specific to that level, and each individual NPC can act differently than the other Some AI can have a “faction leader. ”

Arresting or killing the leader may cause a morale drop for the rest of its faction“Rathole” system allowing AI to evade the player through vents and spaces through/between walls.

Only some levels have this behaviorHostage Taking for suspects on certain levels when specific conditions are metAI suspects now have a limited ammo capacity.

They can run out of ammunition after a set amount of reloads, what they do next depends on the situationImprovedSuspect AI now use animations to aim and lower their weapons, instead of a simple blend between the two poses.

This locks their raise-to-aim behavior causing fewer issues related to snap-shootingAI will play appropriate reaction animations when encountering players.

Suspects no longer immediately raise their weapons to shoot if they don’t expect your arrival, and depending on their personality they might be more easily scared than others!

AI now use a movement blend system. They will have to accelerate first from walking before moving at their maximum speed.

This prevents erratic and unreadable AI movement suddenly moving at full speed in close quartersAI reactions to being stunned by grenades have been improved, playing fullbody animations appropriate to the stun typeFixedFixed grenades not lowering suspect morale enough.

They should cause surrendering much fasterSuspectsNewHostage taking. Some suspects can take hostages by using them as a human shields.

Use grenades to break them up, or risk an accurate shot to take them downRat holes.

Some suspects can shimmy and crawl through gaps in the wall or ventilation systems, evading the player and gaining an upper handReworked AI player detection and sensing.

Will essentially stop them from “sensing” players through objects, lessening chances of them shooting through wallsEditor’s note: This was a necessary feature in the past to prevent them from losing track of the player if they move past small gaps and objects, but has been replaced with better and more accurate detectionReworked reaction time.

A larger amount of their actions when unaware will be buffered by a determined amount of milliseconds instead of making decisions at the very first frame of detection.

Should improve readabilityTweaked suspect focal point blends, slowing them down to prevent them from making flick shotsImprovedSuspect reaction times have been lowered, but they will also be much more aware of their surroundings, and will appropriately hold angles and corners where they expect players to come from if there has been a lot of noise.

The same level of deadliness, but now with a higher level of awarenessThey will wander around the level and investigate gunshots, and their reaction times will be heightened if they think danger is incomingThey will take cover much more strategically and use it to conceal themselves, ambushing the player from behind objects.

Be careful!

CiviliansUpdatedCivilians will react to combat more appropriately by seeking hiding places when hearing gunfights and other aggressive noises, and flee when they are in the midst of a firefightMultiple civilian profiles and behavior for each level depending on the level’s situation and circumstancesSettingsNewAdd motion blur intensity sliderWeaponsNewP90MP7SPC9M11 CompactBullet penetration values have been reworked for more consistency.

Material parameters, thickness, and bullet velocity is now calculatedImproved bullet zeroing to optic dot over distanceUpdated57 USG now ejects 5.

7x28mm shell casings when firingUpdated old attachment models into newer versions. New SRS model, new Pistol Flashlight model, and SMGs now have their own unique flashlight model3P grip poses!

Players now hold onto grips properly in third person, for those sick screenshotsSignificantly increased damage for 7. 62 ammo variantsIncrease limb damage for JHP ammo variantsAnimationFixedDeath animations.

AI will play death animations when dying instead of playing a full ragdoll. This improves sync between AI death poses in multiplayer games.

A large batch of head models are now rigged for facial animation supportAI will now have different facial expressions depending on the situationReal-time lip sync to dialogue is not currently supported but is planned in the futureAdded a larger variety of idle poses for AI, ensuring that a group of AI NPCs can have a different and much more natural silhouette from one anotherAI now play a variety of flinch animations when shot, making gunplay feel more responsiveAI now play recoil animations when shootingAdded IK animation exceptions to many animations, fixing broken arms when AI is doing animations like surrendering or fake surrendering

ScoringRemoved the requirement that all civilians must be reported to pass the “Rescue all of the Civilians” objectiveUILoadoutAdded a scroll box to the Preset dropdown to handle long preset listsPreset names now have a character limit.

Names made prior will be cut off rather than extend beyond the boundary.

FixedDouble-clicking a new weapon selection while in the Quartermaster (weapon modification) screen will properly return to the attachment list for the newly selected weapon.

Quick-removing attachments from the Loadout Detail Panel will now work consistentlyReducing ammo slots should no longer remove secondary ammo type and always keep at least one of each ammo type if multiple are selected or slots are reduced to 1Fixed issue with adding ammo slots not automatically adding a magazine when two ammo types were selected until Loadout was reopenedVoice OverMany new voice lines for a variety of situationsIncreased frequency of random AI idle chatterSFXNewTons of new weapon SFXNew level SFXBullet spalling SFXGore SFXUpdatedMany sounds that would previously not occlude (footsteps/gunshots / etc) now occlude (sounding muffled behind walls).

Woohoo!

Major optimizations across all levels to many core sound componentsMajor optimizations/tweaks to core sound mixMajor optimizations to many FMOD eventsFirst person weapon full auto firing smoothed significantlyTweaked timings for ADS soundsWeapon foley updated to have more prominent pouch soundsBullet ricochet sound is now independent from bullet impact soundUpdates to various weapon soundsSBR reverted to use older variant of gunshot soundBodyfall sound can now play at gentler velocitySmoother reverb transitions as player moves across a levelTweak sound size for door alarm soundsTweak sound size for keycard pickup soundsFixedFix issue where certain weapons would make no sound when fired from a third personFix issue where taser contact sound wouldn’t playFix issue where certain incorrect environmental ambience parameters could be assigned on level startFix issue where a certain gas canister would sound like a nuke if shotFix rare issue where certain important sounds could cut out during intense gunfightsRerender many assets to remove popsClubClub music can now be shut off from the DJ boothAdditional sound detailing / updates to level ambienceFix issue where certain ambient layer wouldn’t playDealerAdditional sound detailing / updates to level ambienceFix instances of wrong ambience playing in certain areasGasDisabled key card deny sound for fire exit doorAdditional sound detailing / updates to level ambienceMethAdditional sound detailing / updates to level ambienceSeparate environmental ambience beds so one doesn’t play before the other during transitionPenthousePenthouse TV now uses alternative propagation solution to pan sound around wallFix issue where certain outdoor SFX sounded clear regardless of player positionFix instances of wrong ambience playing in certain areasRidgelineAdded / Updated existing SFXCertain sounds should now flow more dynamically across environment (i. e. Trees)Fix instances of certain ambience parameters not updating in certain areasMusicNewClub OSTData Center OSTAgency OSTMain Menu OSTUpdatedUpdated Ridgeline OST basement cueFixedFixed an issue where Ridgeline OST could repeat certain cues twiceFixed an issue where Hotel Upper Rooms OST could potentially stop playingFixed an issue where certain areas on Dealer would incorrectly play musicLevel SpecificClubClub music can now be shut off from the DJ boothAdditional sound detailing / updates to level ambianceFix issue where certain ambient layer wouldn’t play DealerAdditional sound detailing / updates to level ambianceFix instances of wrong ambiance playing in certain areasGasDisabled key card deny sound for fire exit doorAdditional sound detailing / updates to level ambianceMethAdditional sound detailing / updates to level ambianceSeparate environmental ambiance beds so one doesn’t play before the other during transitionPenthousePenthouse TV now uses alternative propagation solution to pan sound around wallFix issue where certain outdoor SFX sounded clear regardless of player positionFix instances of wrong ambience playing in certain areasRidgelineAdded / Updated existing SFXCertain sounds should now flow more dynamically across environment (i. e. Trees)Fix instances of certain ambience parameters not updating in certain areasMiscMap analytics added to help identify gameplay issues / improve gameplay (Defaults to off)When enabled will stream actor locations / events to a server for further analysisNo user identifiable information is sentWill be used for tracking down AI issuesAdded a permanent message indicating if map analytics is recording or not, and if so what the Game ID isNvidia DLSS implementation updated to 2. 3.

11ConclusionThat concludes the patch notes for the long-awaited Adam Release. The VOID Interactive team could not be more grateful to everyone for their support along this journey.

It’s been a couple of months of hard work behind the scenes, and we can’t wait to bring you more updates in the future! Remember that this update will be available to everyone soon!

Join our Discord server to chat about the update! https://discord. com/invite/readyornotKeep your feet on the ground, Void Interactive.

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