Ready or Not

Ready or Not Dev Tracker




04 Mar

Comment

Is this modded at all out of curiosity? As in, are you running any AI mods? We've seen AI accidentally kill themselves before but not in vanilla RON.


03 Mar

Comment

Yeah as others have said here it is a deliberate decision to slow the gameplay and make players very certain of their decision making :) easy to high tail it out of any mess you've created with sprint!


02 Mar

Comment

Thanks for the feedback. Knives (melee weapons in general, really) are definitely in their infancy in RoN but it's stuff like this that helps it along nicely.


01 Mar

Comment

Farm is getting a big fat overhaul but I'll look at this one. The port one may be fixed in the latest patch, is this on bomb threat or hr?

Comment

Originally posted by dontry90

Nice updates, but... Please next one should have a better/bigger display and stats of the weapon attachments (sights,brakes,muzzles)!!!

Big UI overhaul for that and Loadout/AI customisation in the works. :)

Comment

We had it for a long time, and it caused so many issues.

We started with the scroll wheel being the only way (at this time doors only opened in one direction), then we had a "fast" open and the scroll wheel for peeking, then we had hold use key to open the door over time (so if you held it down for long enough it would open), and then finally we arrived at animating the doors open with a press, and opening up a new context button for peeking.

The team has experimented with all kinds of door opening types, I would hazard to say every single possibility, and this is the best feeling one by a mile. The benefits are:

- AI will not clip through doors if you open them too fast

- Opening doors is fast and responsive

- AI can open doors easily and not get stuck

- Door sounds and implementation is simplified (therefore we can spend more time making sounds)

The legacy of old incremental doors somewhat lives on when you walk into an o...

Read more

24 Feb

Comment

Were doing themed story threads so your wish will be granted.

Comment

SWAT 3 vibes. Very cool!


23 Feb

Comment

Yeah we're looking into this.


22 Feb

Comment

Originally posted by BastillianFig

  • Added ability for AI to place traps

Ffs. Last thing we need is more traps

It replaces them spawning initially altogether. Max traps stays the same per level.

Comment

Originally posted by Toast_Meat

AI is a okay, but needs work (both enemy AI and teammates). So far I've only ever played single player and I love it. I keep coming back to it despite sometimes rage quitting because of some absolute BS impossibility but hey... it's an early access game and I'm sure the devs will get a lot of things done over the next while. It's very enjoyable and tense as hell. Just be careful and take your time. It's no Call of Duty.

Any bs, please report by the way!

Comment

Originally posted by harakiwiz

50 hours in, exactly 1 online match

Yeah its worth it imo

Wow!


18 Feb

Comment

Originally posted by genericusername610

Hopefully they don’t ruin the MK1 with the shitty recoil from the 416. I’d rather the 416’s recoil be similar to the MK1 with slightly more recoil like irl.

Recoil will actually be closer to the SR16 than the HK due to the different systems. My bad, told everyone on the team the wrong gun and only realised now.

Comment

Were working on a new customisation and planning system so this should be in relatively soon.

Comment

Originally posted by Narrow_Line_11

"Generate AI logic"

Asking as a non-modder, what does this mean? That AI pathfinding works automatically?

Anyway I think this is smart, mod maps will keep their game fresh years from now, and keeps it selling copies. They are setting up the stage early, so that things will go smoothly and it will attract new modders early on

It means you can generate spawns so they can be random each mission load, as well as allowing swat AI to stack up and clear. I'll need to double check but that's usually how we refer to it.

Comment

There should be some. Might be bugged out. Will look into it.