The February update not only adds new enemies with knives to the tactical shooter Ready or Not, but also an additional map and two weapons.
Ready or Not was for a while considered the new hope for fans of tactical shooters like SWAT and Rainbow Six. As part of a five-man special police unit, our task is to eliminate a terrorist threat with the help of our fellow players or AI colleagues. In the Early Access test, however, the game was not yet convincing, as it cannot fully exploit its potential:
But Ready or Not is constantly being expanded and improved with new content. With the latest February update, more content, bug fixes and improvements are now being added. We have summarised all the important information about the update for you. And as usual, you can find the complete patch notes on page 2.
If you haven’t played Ready or Not yet, but would like to know what the first steps in the tactical shooter are like, then watch the release trailer:
This is new now
With the big content update, there is now some new content to make your missions more varied and dangerous. These are the highlights of the patch:
- New map: The existing map selection will be expanded with the update to include Map Club. In addition, the functionality of mod maps is improved and they can now be displayed on the world map.
- More weapons: When equipping your police officer, you can now access two new weapons: The G36C is a more compact variant of the German G36 assault rifle. And the BRN-180 is also an assault rifle.
- New enemies: You will now also encounter suspects who carry knives instead of firearms. You also have to watch out for them.
- AI Skills: The AI can now also set traps. So you have to take extra care not to trigger them
- In addition to the new content, the update also provides some bug fixes and improvements. For example, some causes of crashes have been fixed, new voices for suspects and civilians have been added and numerous sounds have been improved and revised. See page 2 of this article for the full patch notes.
Patch Notes
* Source is the (Steam update) from the developers.
General
New:
* New Card: Club (Early Lockout Period)
* Support for displaying modified maps on the world map (in the lobby)
* World generation on modified maps now automatically generates AI and stack-up points
Updated:
* RoE Updates/Improvements
Removed:
* Fixed loading screen crash.
* Several crash fixes
* Gameplay
Fixed:
- Fixed an issue where placed C2 explosives could spawn in some doors instead of resting on them
- Fixed an issue where CS gas would sometimes trigger traps
- Fixed crash when opening loadout
- Double bagging of evidence with AI colleagues fixed
- Fixed shotgun reloading one round too many when reloading empty
- Fixed an issue where reporting a suspect would sometimes cause a crash
- Fixed crash when firing a projectile-based weapon (pepper ball gun, R7, etc.)
KI – General
Fixed:
* Fixed an issue where the hesitant AI would sometimes move (float around)
KI – SWAT
Fixed:
* Fixed possible crash when issuing a stack up command when no SWATs are available
* Fixed: SWAT sometimes got stuck when issuing a ‘hold back’ command
KI – Suspects
New:
* Knife-wielding suspects (watch out, these guys are sharp)
* AI can now also set traps
Fixed:
* Suspects no longer react immediately when the player kicks a door
* Fixed bug that prevented AI from holstering their weapons
* Fixed an issue where suspects could sometimes back out of an arrest while being detained by SWAT
Networking
Improved:
* Grenade de-sync fixed and improved
Updated:
* Automatically resume searching for the game when the server is full
Fixed:
Fixed crash during online login
Fixed: For tasers, magazines were not transferred correctly from server to client after reload
Weapons
New!
* G36C – A German 5.56 assault rifle that looks way cooler without a carry handle.
* BRN-180 — A modern take on the classic AR-18 with its slim charging handle.
Updated:
* The name of the Speed Grip has been changed to Angled Grip.
* The name of the Control Grip has been changed to Vertical Grip.
* Recoil and damage of the BCM MK1 have been adjusted to the values of the SR16.
* UI
* UI and HUD font revised
* Localisation
* Chinese localisation added
* Voice output
New:
* Voices for meth suspects and civilians
Improved:
Dialogues no longer duck FP gunfire as much (prevents dialogues from artificially making gunfire quieter)
SFX
New:
* Farm boiler room ambience (I’m scared).
* New NVG Switching Sound (Tacticool)
Updated:
* Volume adjustments for different environments for better balance
* Use of appropriate physics materials for different surfaces/objects
Enhanced:
* Revise backend ambience system for Dealer, Farm, Fast Food, Gas, Meth, Penthouse, Port and Valley
* Added additional sounds / foley areas for the port
* Many farm ambiences have been tweaked for better atmosphere
* Added sound details for meth raid house
* Additional sound details in the Valley
* Optimised hotel for lower audio CPU consumption
* Optimised lobby for smaller audio CPU footprint
* Adjusted certain footstep sounds.
Fixed:
Metal doors now play a sound when the player tries to open a locked metal door
Certain props no longer cause incorrect SFX to play for the duration of the level
Certain sounds at merchants are now correctly spatially rendered
The music of the harbour auction is now only played in the correct game mode
Certain incorrect sounds have been removed from incorrect modes in the hotel
Certain sounds no longer pop when looped on meth
Fixed many instances of incorrect bullet impacts for certain surfaces
Music
New
* Port track added (not final)
* Club diagetic track(a bop)
* Lobby
* Fixed a rare crash when opening the world map
* High quality lobby lighting and lightmap adjustments on broken objects
* Wenderly Hills Hotel – ‘Check in’.
Updated:
*
* Lobby clock now simulates occlusion when player is behind it
Removed:
Removed instances of sounds that should not be played in certain modes
213 Park Homes – ‘Twisted Nerves’
Updated:
* Increased the mass of physical barrels (even though they were funny before)
* Increased the speed threshold before a barrel sound is played (shouldn’t be played as often).
* Moved the physical barrels out of the corridor to another room nearby
Port
Moved:
* Navmesh corrected in shipping services area