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Ready or Not January 2022 Update Patch Notes

The first major Ready or Not update arrived over a month after its launch, and it delivers many quality-of-life improvements as well as important new additions.

Ready or Not is surely one of the near important shooter games of 2022 that joined the party in the very last month of concluding twelvemonth, still, it managed to surprise most realistic shooter fans with its level of realism also as incredibly engaging gameplay mechanics.

  • Check THIS OUT: Wild Rift Ends Back up for Selected Apple iPhones and iPads

Equally a simulation of SWAT missions, Ready or Non provides a PvE co-op feel where you demand to take on different missions in multiple maps with the to the lowest degree penalties.

Regarding the fact that Ready or Not is still in the Early on Access phase, the game had some issues after its original launch. Hopefully, the developers have addressed so many bug with the beginning major update of the game that went alive terminal night.

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ASUS | 2022 TUF Dash F15

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Fix or Not January 2022 Update Patch Notes

General

New

  • Added 3 Exam Maps: Valley, Fast Food and Penthouse (Heavily WIP!)
  • Working Mirrors
  • Vivox Integration

Updated

  • New Weapon Descriptions
  • Interaction ranges and icon sizes in Entrance hall

Fixed

  • Fixed a rare bug causing yous to go stuck on the loading screen
  • Fixed rare bug where trap wires would await incorrect (when doors were fully opened)
  • Fixed broken lightmap UVs
  • Stock-still squad view cam sometimes going to pre-mission planning level (viewing SWAT truck)
  • Stock-still Optiwand mesh not actualization in Team View Cam
  • Various bugs and crash fixes
  • Depreciated SWAT command decal markers and outlines

Gameplay

New

  • Sight swapping/toggling for new optics
  • Free Await (with option to activate through a concord or toggle). Also has a wider horizontal range of motility
  • Alert traps

Improved

  • Improve weapon offset for super broad monitors
  • Grenades now take a more centered throw trajectory
  • Improved melee system for players and AI
  • Improved melee hit detection

Updated

  • Reduced max Flashbangs and Stingers per role player to iv
  • Commencement match time reduced to 10 seconds (previously 20 seconds)

Stock-still

  • Stock-still loadouts occasionally resetting
  • Fixed bug that could cause the abort target to teleport

Graphics

New

  • AMD FidelityFX Super Resolution graphics choice
  • Options to disable world decals or modify their density and fade distance (pregnant functioning comeback for some hardware)

Improved

  • More items at present visible in mirror/team view
  • NVG visual overhaul
  • Several tweaks to reduce blinding the histrion
  • Re-enabled NVG spotlight with extremely low intensity to have care of fringe cases where in that location'south not plenty light data
  • New LUTs for green and white phosphor options (coming presently)
  • Updated overlay textile to show inner screen reflections/lighting
  • Tweaked exposure curve for better "auto-gating" in extreme low-cal conditions

Stock-still

  • Stock-still some clipping issues at high FOV and depression aspect ratio
  • Fixed clipping when player was in Low Ready only playing a blocking blitheness
  • Fixed crash on some GPUs running low settings on DX12

General AI

Improved

  • Allow arrested AI to move
  • Increased AI stride angle and then they don't get defenseless on pocket-size props, causing them to be stuck in place
  • Significantly improve AI enemy detection reaction time (SWAT specially)
  • Fleeing Improvements
  • No fleeing to outdoor areas
  • Reduced occurrences of AI running into you

Updated

  • Any AI can set off traps
  • Increased default number of Roamers to 3
  • Increased morale loss from SWAT bash/melee attacks
  • Tweaked Rules of Engagement

Fixed

  • Stock-still roamers so they don't endeavor roam where they tin can't go (e.yard. through locked doors)
  • Fixed surrender go out bugs
  • Fixed issues with instant snap aiming
  • Fixed bug causing AI that are getting up to 'pop'
  • Stock-still AI being able to see through pixel perfect gaps in geometry
  • Stock-still bug causing AI to be less aggressive than intended

SWAT AI

Improved

  • SWAT will fire back when sensing damage (fixes SWAT getting shot and not returning fire, likewise allows Suspects to fire back if they they take damage through walls/doors)
  • SWAT will abort arrest if target is not surrendered, or is already arrested
  • SWAT at present use door interactions from the center (reduces issues in tight geometry spaces where the point on the navmesh will end up on the wrong side)
  • SWAT now checks if enemy is simulated surrender/cartoon/picking up a weapon for engagement checks (with a small buffer of time to simulate delay)
  • Improved SWAT navigation for all maps

Updated

  • Reduced fourth dimension spent with weapon up on suspects and so they tin can shoot quicker
  • Stack 1/1 on door if giving a single team control (red/blue)

Fixed

  • Fixed crash if y'all collect testify while giving 'Collect Evidence' control to SWAT
  • Fixed several issues causing stalls when breaching and clearing
  • Fixed giving two commands in quick succession leading to SWAT not executing the get-go commands
  • Fixed result where giving quick commands to dissimilar SWAT teams could take them execute on the incorrect contextual information (due east.g. previous door/location)
  • Fixed issues that could cause the navmesh to break subsequently using 'Shotgun and Articulate' on a door
  • Stock-still SWAT executing 'Alienation and Clear' command early on.

Suspects AI

New

  • Hesitation Mechanic
  • Reaction animation to heard gunshots
  • Suspects investigate trap stimulus when trap goes off
  • Suspects lower weapons confronting walls and doors

Improved

  • Tweaked suspect accuracy for meliorate engagements
  • Suspects are more likely to surrender if you yell at them before they've targeted anybody

Updated

  • First three bullets that a suspect fires have an accuracy penalty
  • Suspects in Earnest Rescue now execute hostages later on spotting an enemy instead of when hearing aggressive noises.
  • Reduced shotgun fire charge per unit to 1/sec (We will miss you, shotgun John Wick)
  • Beanbag shotgun removed from suspects on Hotel
  • Patrols can simply stop up within (but can traverse outside)

Fixed

  • Fixed Suspects using trapped doors when they had been peeked open
  • Fixed Suspects spam firing
  • Fixed patrols sometimes non working

Civilians AI

Updated

  • Halved noncombatant morale

Settings

New

  • Use (Only) key bind
  • Added Toggle Secondary Sight key bind. Default is bound to P
  • Added Free Expect Toggle and Hold fundamental binds
  • Advanced mirror options (anti alias, decals and dynamic shadows. disabled by default)
  • Mouse inverted options for Optiwand

Fixed

  • Fixed Reload, Tactical Reload and Mag Bank check binds

HUD

New

  • Implemented hunker animation for 'Newspaper Doll' health indicator.

Updated

  • Changed heal prompt to 'Press F to Cease Haemorrhage'

Fixed

  • Fixed NVG Paper Doll icon not existence displayed sometimes

Performance

New

  • Added Performance Profiler (to capture and send operation issues to VOID)

Improved

  • Reduced VRAM usage by ~2GB
  • Loading screen improvements
  • Significantly improved Beanbag and Pepperball particle performance (especially when spammed in a small expanse)
  • Flashbang post procedure effect
  • Beanbag impact particle
  • Team View & Optiwand return functioning
  • Significantly improved team view/optiwand memory usage (was using 16x more retentiveness than needed)
  • Chief Carte performance
  • Mirror performance
  • Rain particle FX performance
  • Potential stutter improvements
  • Operation on levels with many AI

Fixed

  • Fixed frosted glass (causing major performance hits)
  • Fixed stinger post process furnishings severely affecting game operation past ~l%
  • Fixed stuffer when squad view/optiwand are active

Networking

New

  • Host Migration
  • Merely attempt migration on Connectedness Lost or Connection Timeout
  • Globe country is saved from customer perspective at the time of disconnect (getting you lot dorsum into the game seamlessly)
  • Host admin game controls

Improved

  • Join random session within desired ping instead of ever joining lowest ping (allows people with slightly higher ping to receive players / spreads players over more sessions)
  • Greatly optimized network performance

Updated

  • Let joining of servers using Find Sessions running unlike mods if checksum is turned off(and server has checksum turned off), pick available in settings.
  • Modded games can now ever bring together whatever server that has checksum disabled regardless of their own checksum country (vanilla games will only join modded games if this is turned off)
  • Change session state in pre-login if server is full (may aid with finding total servers)
  • Sync movement for physics props placed in the world
  • Stagger the initialization of the world over the full time to help reduce bandwidth load when starting a level

Fixed

  • Fixed 'Fourth dimension Until Bomb Explodes' on Bomb Threat only showing for the host
  • Fixed occasionally not being able to join sessions
  • Stock-still quit to principal carte non going back to main menu if not a listen server
  • Fixed being kicked when restarting the mission
  • Potentially fixed some issues causing disconnections (and added farther logging to determine whatsoever other causes)
  • Stock-still other SWAT appearing in truck for clients
  • Stock-still effect where light/light amplification by stimulated emission of radiation could fall out of sync if used outside of network relevancy range

Weapons

New

  • R7 Launcher, a magazine-fed customizable pepperball gun.
  • MK.xvi, reliably accurate 5.56 assail rifle.
  • BCM MK1, weapon skeleton with new audio/model/mesh exclusive to Supporter edition owners. No statistical reward over other 5.56 ARs currently in game.
  • SLR 47, modernized Eastern carbine boasting firmness and power.
  • Added ATACR and SDR eyes to M4, SBR-300, SA58, BCM MK1, Mk. 16, SR16, and HK416

Updated

  • G19 Gen5, updated model/audio for the G19.
  • P92X, updated model/sound for the M9A1.
  • Reduced camera shake when shooting SA58
  • Significantly lowered UMP45 Recoil
  • Shortened the SBR-300'due south butt significantly
  • 'Thumb over bore' gainsay grip at present used for HK416, SBR-300, and SR16
  • New Stinger Grenade model.
  • New Flash Grenade model.
  • New CS Gas Grenade model.
  • Increased burn down rate of AR-blueprint weapons to be more realistic
  • SRS optic now uses risers for HK416, SBR-300, and SR16 (if you had the SRS equipped before this change, you may have to re-equip on the workbench)
  • Corrected laser rotation when right upward confronting an object

Fixed

  • Fixed M4A1 socket for M600V
  • Stock-still double sound playing for MPX, UMP45 and SBR-300
  • Fixed restriction scaling for SR16
  • Fixed shotgun accuracy
  • Fixed P92X(M9) pistol using wrong inertia values
  • Stock-still G19 backplate non moving with slide
  • Fixed G19 slide plate not actually disappearing when an optic is attached

Animation

  • Fixed lowered shield reloads with Python revolver
  • Fixed A-Pose when killing arrested AI
  • Fixed wrongly assigned animations for m45A1 speed reload
  • Fixed arrested decease poses

Physics

  • Re-enabled physics prop interactions (Increased push forcefulness and so you lot cannot get stuck on/behind them)
  • Fixed standoff with thrown items (Chemlights and Grenades)

Scoring

  • Scores will no longer salvage if game is modded
  • Traps no longer impact scoring

UI

  • Removed loading screen percentage when going back to main menu (every bit information technology's a blocking load)
  • Fixed mission select non working if 2 inputs were sent at the exact same fourth dimension
  • Stock-still 'Finding Session' text non showing on the menu

VO

New

  • TOC Vox
  • New prepare of generic female voice lines

Removed

  • Removed unused voice files
  • Removed legacy/placeholder voice lines

Updated

  • Just agender Gauge lines play when ordering arrests
  • Updated female noncombatant vox lines

SFX

  • Footstep tweaks for 3P Civilians / Suspects
  • Crash-land sound size for pistol melee so it doesn't pan equally actor moves
  • 3P weapons slightly sidechain bullet impacts now
  • Lowered volume for certain sidearm melee foleys
  • Tweaks to certain 3P weapons for better parity
  • Slightly lower bullet cleft risk, removed EQ
  • Added updated taser assets and updated taser shot / hum
  • Lower trap cut volume
  • Many tweaks to existing events across the board to minimize sound drop out
  • Updated Mk. sixteen / SBR300 / SA58 / Stinger sound events
  • Disabled auto activation for many audio sources to foreclose leaking
  • SWAT voice lines tin can exist heard in headset at range

Music

  • 'Fast Food' eatery song(Information technology's a bop)
  • 'Penthouse' music

Localization

  • Added Korean, French, German and Czech translations
  • Korean text at present uses Numan font

Miscellaneous

  • Fixed spelling/grammer misteaks
  • Added Discord Supporter Code in settings (for Supporter server verification purposes)
  • Crash reporter at present displays a simple error bulletin (ie. Crash, GPUCrash, Assert) and the reason, if possible

Lobby

  • Shoothouse target mini-game (Shoothouse timer is now operational)
  • Java machine in Lobby (with speed buffs for certain drinks)
  • Updated Shoothouse trigger box range to become out of forced Low Ready at the beginning door

Wenderly Hills Hotel — 'Checkin' In'

New

  • Active Shooter Mode
  • Earnest Rescue Mode
  • Raid Mode
  • Hotel's lobby and commencement floor areas now bachelor for new modes
  • Added Chef models

213 Park Homes — 'Twisted Nerve'

New

  • Raid Mode
  • Second house has been opened up.
  • Added destructible lights
  • TV now plays static audio(spooky)
  • Sewer area now plays dripping sounds(yucky)

Updated

  • Ecology Updates
  • Incapacitated Minor score penalty increased to -350 (previous penalty was erroneously -xv)
  • Adjustments to Meth tunnel ambience
  • Tweaks to Meth audio
  • Additional sounds added to sewer
  • Telly on flooring in main house at present plays sound
  • Chime sound added to master house side
  • Additional sounds added to spawn garage
  • Additional sounds added to street low-cal about spawn
  • Rat / droppings sounds now play around main house
  • Added volume to Meth front door so outdoor ambience plays in near information technology
  • Kid'south radio on Meth now has effect cone parameter so role player can't hear information technology behind wall
  • Female suspects on Meth now use female doubtable lines

Fixed

  • Fixed popping of certain Meth sounds
  • Fixed some navs in meth
  • Fixed out of bounds areas
  • Collision fixes
  • Lighting fixes
  • Stock-still some Meth spawns where AI wouldn't be able to motility
  • Fixed AI not being able to navigate the pigsty in the fence on Meth

Caesar'southward Cars Dealership — 'Buy Cheap, Buy Twice'

New

  • Bomb Threat Way
  • Added rockin' radio track courtesy of a fable

Updated

  • Max attenuation for barrel burn reduced
  • Increased distance of Dealer car passerby SFX
  • Slight book tweaks to outside Dealer outside quake SFX
  • Modest Dealer artwork changes

4U Gas Station — 'Thank You, Come up Again'

Updated

  • Adjustments to certain Gas ambiences
  • Huge overhaul of ambience volumes to prevent leaking
  • Certain room tones changed for better parity
  • Certain spatial sounds moved
  • Flies now fly effectually poor Mudasir

Port Hoken — 'Hibernate and Seek'

New

  • Bomb Threat Mode
  • Added creepy auction music to auction room
  • Added blocking volume to certain area so players can't get for a swim

Updated

  • Tweaked Raid AI count

Fixed

  • Fixed drip sound from stopping and starting, remove second audio for ameliorate consistency with location

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Mehrdad Khayyat

Mehrdad (He/Him) is a Senior Staff Writer at DualShockers. He started writing virtually video games when he was a high-school pupil. He's probably 1 of those rare Rainbow Six Siege fans that have the game installed and updated on every bachelor platform.

Read more of Mehrdad'southward articles

Source: https://www.dualshockers.com/ready-or-not-january-2022-update-patch-notes/

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