Ready or Not

Ready or Not Dev Tracker




11 Nov

Comment

Originally posted by Leftho0k

Right? You can only restrain from behind, so dumb…

Yeah this was a massive issue. Update will have the ability to order suspects and civvies to turn around (and these issues where they get stuck won’t be present either). Sorry it ruined your run mate, that’s the worst.


06 Nov

Comment

Originally posted by towelsrnothats

are we going to see any of these campaign additions in coop? Would be great to get immersed in a story with friends

It would be really tough to implement the campaign additions in cooperative, so they won't be present -- but we are being sure to serve cooperative players with a lot of extra content so they can feel more personalized while on mission. Just won't be any permadeath or AI squadmates for coop for 1.0. The latter is a bit of an undertaking that we'd like to tackle in the future but we'll see. In the meantime, if a friend dies -- kick him from the lobby and ban him from your discord. Boom, permadeath hah!

Comment

Originally posted by AshtonWarrens

The only thing we need now is contextual yelling. I hate telling a wall to put it's hands up instead of telling a suspect to come out of the room he's hiding in.

This is in ;)

Comment

Originally posted by Adventurous_Bell_837

Yeah, the animations still look a bit rough compared to the meticulously done mocap from clean house. I’d say it’s mainly the entire squad moving at the exact same time which makes it look like half life 1998

Clean house was also a purpose-built level with one goal in mind. Our SWAT have to work under all levels, all doors, all conditions, including modded maps too! So while (right now) they may not appear as smooth as the ones in MW, we're building a great framework for them to look much more lifelike in the future :)


05 Nov

Comment

Originally posted by mayonetta

Pretty sure they're changing it to function something like that.

Close to it, we still have them as main objectives usually, but we also will sprinkle more of them around (eg. For meth you need to report 3 labs, but there are 6 reportable lab zones which makes it a lot simpler)

Comment

By far my favourite bug

Comment

Originally posted by Terminal-Post

I hope Permadeath is an option, im all for it (X-Com has trained me) but for those who don’t want to stress while playing the story and enjoy it

Other than that this is super f**king exciting

All SWAT AI in single player have permadeath as you progress through the missions, but there’s also a practice mode which lets you play unlocked SP missions without losing anyone.


03 Nov

Comment

Originally posted by KyleTheKatarn

Really hope it works like Darkest Dungeon for permadeath if you wipe and then you can easily replace a full dead squad with fresh recruits at least to have.

Yup!


30 Oct

Comment

Your recoil will be increased procedurally, so it kicks up a lot more.


29 Oct

Comment

Damn… It was that easy this whole time

1.1, tactical strike update. Tag em and bag em, gold team.


28 Oct

Comment

Originally posted by UndercoverVenturer

92gb currently, but ok.

Sorry, I should've specified - the development build is currently 55 gb. The public build is 92. When we update, you'll see a significant decrease in how much space the game eats up.


26 Oct

Comment

Originally posted by Autisum_Creature

Serious reply: I think that the NPC’s are moving objects and I guess that the devs didn’t set the impact material.

Legit just this

Comment

It won’t be making a return, at least not right now. It was actually one of the first guns we added to the game waaay back when we started development, will always have a place in my heart


23 Oct

Comment

Originally posted by interflop

While I haven't played the game yet, I do appreciate what you guys have been working hard on and bringing to the table. It's always great to see that there are still teams not looking to turn every gameplay loop into a casino for artificially inflated engagement and focusing on just making a fun game people seem to enjoy a lot.

Thanks! A lot of our goals for progression simply reinforce the purpose of our gameplay loop anyways.

Comment

We've covered some larger ones but there are definitely a number of smaller missions coming, too!

Comment

Originally posted by CinnamonDaemon

I mean there aren't that many maps in general, but small ones are there. I mean hell we have on that's literally the smallest 2 storey cabin known to man

What cabins are you staying in? That place is a palace hah

Comment

We're actually adding a battle pass which will give you RoN Coins to buy skins (just kidding!)

We are aiming for some very light progression within the game that fits the narrative and gameplay loop, but it won't affect your loadouts or any kits/gear -- everything will be available from the get-go. Won't have to grind half the levels to get an optic or a new gun, night vision, or to get heavy armor. It also won't stop you from playing any mission with your friends the moment you load up 1.0.


21 Oct

Comment

Originally posted by zigaliro

One of the devs did say that they optimized the file size a lot and the current file size on the development build is 50-60 gb.

Current size on disk is 55 gb :)