SWAT™ 4 is the next installment of the successful tactical first person shooter franchise. SWAT™ 4 will have new features, like multi-player and co-op modes while still maintaining the features people love about the previous SWAT™ titles. Combining the high degree of tactical gameplay with an extensive tutorial, quick-start action mode, and adjustable tactic levels SWAT™ 4 will be sure not to disappoint!

Post news Report RSS Introducing SWAT: Elite Force (v4)

An introduction to the most tactical SWAT 4 experience, and a hint of what's in store.

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SWAT: Elite Force is the most immersive police simulator experience for SWAT 4.

The mod, in essence, aims to become almost like a community expansion pack for the game, and eventually there will be new graphical improvements, missions, and equipment in the spirit of the original game. This is not a fresh coat of paint, rather, it is a full realization of what the game can be. With the help of the followers this mod has gained, I aim to market this as a fully-fledged police training tool.

THREE CAMPAIGNS IN ONE
The Stetchkov Syndicate and original game missions are merged into one campaign, with missions reorganized based on difficulty. A creepy house with a dark secret awaits your start, and a pro-life assault on a university lies at the end. In addition, a new series of missions, Extra Missions, will soon be added to the game as a separate campaign from the main game.

YOUR ACTIONS MATTER - YOU MUST PRESERVE LIFE
Every decision you make, whether in the loadout panel or in live gameplay, all matter. You may encounter traps upon doors - a feature which was cut from the original game. Penalties are much stronger, and easier to incur. You may now be penalized for not reporting suspects you incapacitate, as the trailer crew needs to be aware of them. Snipers and C2/Tasers from your crew can now trigger penalties.

THE GAME IS SMARTER THAN EVER
Suspects (and civilians) may possess unique personality traits such as Insane or Polite which modify their behavior. Insane suspects will fire without hesitation at hostages. Your AI counterparts will automatically report restrained civilians to TOC, and respond to new orders such as SEARCH FOR TRAPS. And lastly, the game will inform you of your mistakes and your progress - incurring penalties will trigger warnings, and completing objectives will provide a satisfactory "Objective Complete!"

PAY ATTENTION TO YOUR GEAR
Your less lethal equipment is no longer a shield for poor gunplay - TASERs can cause cardiac arrest in the elderly and drug users, flashbangs can seriously injure people, and the stinger is as dangerous as ever. In V4, the Less Lethal shotgun can expel beanbags realistically at forces strong enough to break ribs and incapacitate people at point-blank range.

All of the equipment in the game has been modified to use real-world values for rate of fire and muzzle velocity.

And now, the next version is on its way...

THE FIRST EXTRA MISSION: MEAT BARN RESTAURANT
This mission, originally a multiplayer-exclusive map, features a large restaurant area, kitchens, deli, meat packing and huge outdoor areas to explore. The Brooklyn Italian Mafia have ransacked the building in an effort to provoke other establishments in paying protection money. What they didn't count on was an alarm tipping off the police.

All of the Extra Missions will feature briefings, dispatch audio, custom maps, custom loading screens, and all the fixings of the original Irrational games. This one in particular was based on a heavily modified Multiplayer map with a new layout.

WEIGHT AND BULK
One of the new systems to keep your decisions tactical is the inclusion of Weight and Bulk. Weight is a measure of how heavy your equipment is, and Bulk is a measure of how big your equipment is. Weight affects your movement speed, is measured in Kilograms, and is shown on the HUD, as it frequently changes. Bulk affects your interaction (lockpick/C2/wedge) speed, and is a simple 0 to 100% percentage. Weight and Bulk are both shown as bars on the Loadout screen, and they affect both the player and AI controlled officers.

At 5kg (the minimum weight), you move at 260 units per second - about twice the speed increase of No Armor from Light Armor. At 35kg (the maximum weight), you move at 160 units per second - just a little over 1.5x the speed decrease from Light Armor to Heavy Armor. At 0% bulk, your interaction speed is doubled, the same as No Armor in the original game. At 100% bulk, your interaction speed is halved. As you use your equipment, your weight and (for all non-magazine based weapons) bulk will decrease.

As a result of this change, pistols are now equipable as primary weapons.

CUSTOMIZE YOUR AMMO TAKEN
Of course, with weight and bulk having a significant impact on your loadout, you'll want to eliminate any excess equipment you might not need. Ergo, you now have the ability to customize the amount of ammo you would like to bring for your weapons.

(note: the display is not final yet)


The ammo bag item has been removed, and in its place, you may now change the amount of ammo you would like to bring. For all magazine-based weapons, you can now carry up to 10 magazines; for the grenade launcher and taser you can carry up to 25 rounds; for the shotguns you can carry up to 50 rounds, and the pepper-ball gun is locked at 200 rounds.

BULLET RICOCHETS
One of the factors not frequently accounted for in a tactical shooter is the tendency for bullets to ricochet against hard surfaces. In SWAT: Elite Force v4, you will need to be extra considerate of the types of bullets you want to bring, and where you are shooting. FMJ rounds and buckshot now have the ability to ricochet off of certain surfaces, potentially injuring unintended victims. The ricochet projectile loses some of its momentum, and it's subject to randomness, but it could still be fatal nontheless. Exercise caution when firing in areas with lots of hard surfaces, such as alleyways, parking garages, and other outdoor areas.

This system is not perfect, as ricochet has little research done. Bullet fracturing is something I want to look into, where bullets split into multiple parts when hitting hard surfaces, and in the future there will be more choices than FMJ and JHP. Keep your eyes peeled for more info on this.

REALISTIC ARMOR MECHANICS
Armor in SWAT4 has always been a poor representation of how body armor actually functions. Type III armor ("Heavy Armor") is capable of stopping rifle rounds dead in their tracks, but the ceramic plates in such heavy armor tend to degrade. Likewise, kevlar vests ("Light Armor") are capable of catching 9mm projectiles at reasonable range. But in SWAT4, armor is more of tissue paper than anything real. It might offer some small protection, but it is otherwise a burden.

With the advent of weight and bulk being the dictator of movement speed, the focus now shifts on real, tangible benefits that armor can provide. In SWAT: Elite Force v4, body armor will be much more effective at stopping bullets in general. Light Armor will have improved effectiveness against small rounds at range. Heavy Armor will receive a large overhaul - the ceramic plates will be able to catch large rifle rounds, but they will quickly deteriorate the armor gradually over time. The armor breaks with diminishing returns - the first bullet removes a lot of protection from the armor, and subsequent bullets affect it less. You will be able to view the status of your armor on the HUD, but the exact method has yet to be determined.

OTHER CHANGES

  • There are a new set of commands: Leader Throw. These will show up on the menu as "OPEN, LEADER, and CLEAR" for example. These will allow you to throw the grenade you want, instead of your AI controlled officers doing it.
  • You can now lock doors using your toolkit, similar to how picking locks works, but it locks the door instead of picking the lock.
  • The "Join Game" button is back on the menu. The game (should) now allow for people with different texture packs to join the game. Various DRM methods have also been removed from the game.
  • Civilian morale has been largely reduced across the board - you'll still encounter noncompliant civilians frequently, but they won't require both a pepper spray AND punch to be compliant. At least, most of the time.
  • Less lethal equipment has been tweaked. Stingers and less lethal shotgun modify morale stronger, but less lethal shotgun can injure and/or incapacitate now. CS Gas affects a much larger area and for a longer duration, but modifies morale much less.
  • Suspects are a little less accurate, and they have a slight delay before firing upon you. Unskilled suspects are no longer master shooters that can target your head in less than a millisecond.
  • Fixed various bugs, including the sniper rifle not being accurate.

WHEN WILL VERSION 4 BE RELEASED?
Currently, the only main feature left to be complete are the armor changes. On top of that, bug fixes and a little extra work, the next version should be ready to go very soon. If you're interested in beta testing the mod, feel free to drop by in the Discord server. (https://discord.gg/RfujTnF)

HOW CAN I SUPPORT THE MOD?
I would love for the mod to better advertised. If you can think of a way for me to advertise better, let me know. Also, I appreciate the videos people have done showcasing the mod, and I have taken time to gather people's feedback and watch their videos. I'd like to give a shoutout to SiC, who has gotten a significant portion of the campaign done via Letsplays, here's a link to the first in the series: Youtube.com

I intend to set up a Patreon page soon for anyone who would like to donate, as I have received a request for this. By all means though, spread the word about this mod and SWAT4.

Keep the page covered. There will be more intel soon.

Post comment Comments
Azatoth027
Azatoth027 - - 320 comments

It's getting better and better. Everything I was hoping for in SWAT 4 (and much more) is all in this article. Thank you so much for this mod!

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WeeGee9000
WeeGee9000 - - 1,639 comments

Hey there, is there an incentive to use lethal weapons now? The way i remember SWAT 4 reduced your score for every kill you had, so what would be the point of using the new lethal weapons?

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eezstreet Author
eezstreet - - 783 comments

Lethal weapons are your only option for the first few missions, aside from pepper spray. Less than Lethal options are also not totally foolproof as of V4, as the LL shotgun can be dangerous if used improperly, the pepperball weapon is not always effective, and the taser may cause people to go into cardiac arrest.

That being said, I was considering changing the scoring system a little bit to not punish as sharply for correct utilization of lethal force.

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Spencer_Ruler
Spencer_Ruler - - 1 comments

That's my biggest pet-peeve with the vanilla game. You get this great arsenal of lethal weapons but it's actually easier to just shoot beanbags with a shotgun because you don't have to ask for compliance first. I also feel that it's a bit annoying that it's so important to keep suspects alive in terms of score. You get like 20 points for keeping all suspects alive but only 10 if you keep your squad and yourself alive. Like at least give me half points for neutralizing suspects when I get shot at, game!

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NetBuddyBoo
NetBuddyBoo - - 296 comments

Thank you so much for keeping this game alive.

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Jeza123c
Jeza123c - - 23 comments

Thanks for the continued work on this, a true marvel! (Ps your discord link seems to have expired). Did some gameplay also :) Youtu.be

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eezstreet Author
eezstreet - - 783 comments

Thank you for the exposure! Very interesting to see the mod with GEM installed, I might have to give it a shot.

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salmenda
salmenda - - 6 comments

I'm slow. So how is this installed?

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eezstreet Author
eezstreet - - 783 comments

Hi,
Installation instructions are included in the readme, but basically you'll want to unzip everything into your SWAT 4 folder and run the .bat file that's included. You'll know it's set up correctly when there's a Content, ContentExpansion, and SEF folder. Then to uninstall the mod, just remove the SEF folder and .bat.

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SeriousToni
SeriousToni - - 626 comments

Looking awesome! I'm watching this now. Good luck on this, folks! :)

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TheRenegadist
TheRenegadist - - 2,087 comments

Will this also include proper full widescreen support? (And not the buggy kind either where text is missing from buttons and other UI issues.)

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eezstreet Author
eezstreet - - 783 comments

As you'll note, all of the screenshots of the mod are in 1440x900 (16:10 / 8:5) widescreen. :) You can select from a variety of widescreen resolutions in the video menu.

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TheRenegadist
TheRenegadist - - 2,087 comments

Got a few more questions for you:

1. How moddable is Swat 4? (How much can you alter the game)

2. Will you be revamping the weapon models and animations?

3. Are you able to do more model and skin variations for the NPC's to make the game feel more varied?

4. How many new levels do you plan on adding?

5. Would you consider adding other people's levels with their permission? (Make a campaign made up of the best levels that the community has made)

6. Will AI be expanded in the future?

Thanks eez, really interested in this mod!

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eezstreet Author
eezstreet - - 783 comments

1. The developers released an SDK and the modding tools for it. It's fairly moddable, but a lot of stuff is locked down behind native code, which requires lots of workarounds. The engine is also fairly complex and hard to understand initially, but we're making good progress with that I think.

2. Maybe, if we can get our hands on an artist! I'd want everything to be made from scratch, not ported from other games.

3. Hopefully, if an artist can help with that. We'd like to see some new suspect apparel for Meat Barn specifically.

4. At least 3 confirmed, with the Extra Missions.

5. I've already gotten permission from Sebastien Nova to use his maps, so perhaps that answers your question. :)

6. Yes! I wanted to specifically model some patterns of suspect behavior which aren't seen in the game (roaming killers, etc)

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juliethotel13
juliethotel13 - - 4 comments

First off, I love your mod and hands down one of the best mods for any game I've ever played. That being said, I do have some few questions/comments though.

Is there any way for you to implement the ability to "force" arrest someone or to have your squad mates arrest suspects/hostages dynamically?

Will the penalty messages continue to show up during the actual mission? The messages (for me personally) was a nice touch in the beginning but later felt distracting, especially during moments when I knew it wasn't my fault or having it pop up in the middle of the screen while I was engaging targets.

Is there any possibility of being able to make it "true" first person by being able to see the rest of your body when you look down?

Also, one of the biggest gripes I have with this game is the fact that your friendly teammates tend to stop in the middle of the fatal funnel (aka doorway) especially if a suspect is directly in front of them as they're entering.
Is there any way that would allow your teammates to engage and still move smoothly into a room without stopping and possibly moving/stacking towards the next closest door we need to go to?
Youtube.com
Youtube.com
(Not my videos but makes a good reference for what I mean)

Another gripe I have with the friendly AI is when I tell them to cover a door or something, but they end up moving/chasing after a suspect somewhere else. Is there any way to prevent that from happening also?

I know I'm asking a lot but I seriously think at this point you're the only one that could pull off any of these.

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eezstreet Author
eezstreet - - 783 comments

Thank you for the support.

If you're referring to what I think you're referring to, Force Arresting would be pretty much the same thing as spamming the melee button over and over until they comply, so I'm not sure how useful that would be. An "Arrest All" command is something that I'm looking into implementing but I can't give a timeframe for when it can be done.

Penalties will continue to show, but I can perhaps add a toggle option to the Settings menu to turn that, and other notifications (Objective Complete!) off. The main reason is that sometimes the game makes it unclear what is considered to be a correct kill, especially when a suspect is running towards you. But I agree it can be annoying at times.

The AI is something that I want to work on but it's difficult code to work with. It'll be baby steps with the AI.

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KevinL
KevinL - - 133 comments

It's useful to work around the "suspect will never surrender" bug if you haven't fixed it already.

Here's a list of top 10 SWAT bugs a clan came up with:
Ets-clan.co.uk

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eezstreet Author
eezstreet - - 783 comments

Hi,

That bug has been fixed. It's because the Army of Faith goons on Hologen have a maximum morale of 9.0, which is ludicrously high. I've tweaked it down to like 1.5 or so.

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KevinL
KevinL - - 133 comments

Have you found the cause of / fixed suspects being able to see through walls if you lean? I think it's different from accidentally leaning through doors.

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eezstreet Author
eezstreet - - 783 comments

Not sure what causes that. But then again, I am so used to playing on ETS that I rarely even lean in the singleplayer!

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[TDNL]SiC
[TDNL]SiC - - 3 comments

Hello mate, thanks for the exposure to my channel and of course the mod!
I have one more suggestion that I'd love to see in Elite Force v4 or some later version which I also saw in the Sheriff's Special Forces mod, namely the automatic switching back to the primary weapon after throwing a grenade. Or make it so that it switches back to whichever weapon you were holding before getting out a grenade, be it the primary or secondary.

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eezstreet Author
eezstreet - - 783 comments

Thank you for the suggestion! I will look into it soon, but I can't guarantee that it will appear in v4 due to more time restraints. Some news on this coming up but I am not at liberty to discuss it.

I am looking forward to your next videos though - I have subscribed as your content looks interesting. :)

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[TDNL]SiC
[TDNL]SiC - - 3 comments

That's alright, doesn't have to be on the next version, just to have it at some point is good enough for me! Thanks for subscribing btw. I put a new video online today.

Also, now that GOG are selling SWAT 4 again and even pointed out your mod you should probably see a lot of activity soon :)

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eezstreet Author
eezstreet - - 783 comments

I actually implemented your idea today, it was easier than I thought. Feel free to hop on the Discord, perhaps we could chat. :)

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[TDNL]SiC
[TDNL]SiC - - 3 comments

That is awesome hehe :) we can certainly do that. Where can I find the details?

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eezstreet Author
eezstreet - - 783 comments

The news post has the Discord link, but here's another link:
Discord.gg

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NewFaith
NewFaith - - 2 comments

Your Mod is great and I can't wait for V4. But I am kind of confused whenever the AI officers get triggered on non-compliant suspects or civies and stop obeying my orders XD. Was just wondering: why is that?
And also, any improvements on Speech Recognition in Version 4 (please)? Maybe contact MulleDK19 and integrate his Speech Recognition Improvement Mod with Your Elite Force?

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eezstreet Author
eezstreet - - 783 comments

Yes, there will be some improvements to the speech recognition, although they are minor. Any issues with the microphone not getting good reception/voice not being understood is not something I can fix however.

The AI officers won't get bothered so much by uncompliant civilians, but they tend to ignore orders when engaging with suspects, which can be annoying when they are ordered to cover an area. It's something I'm looking into.

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Guest
Guest - - 689,408 comments

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Multishape
Multishape - - 20 comments

Wow, this mod seems amazing. I can't wait for the next version.

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HolyOrangeJuice
HolyOrangeJuice - - 34 comments

I'm curious to know if my AI SWAT officer are making bad shots or if the bad guys are executing hostages. I've failed missions several times because a hostage was killed after my team entered a room.

Latest example was one bad guy and one hostage in a bathroom. I knew they were there because I mirrored it. I had blue team stack up, and get ready with a stinger. Didn't want a flashbang to wound a hostage. The line up one on each side of the door (my officers), and when the one opens the door he is in perfect sight of the bad guy. Gunfire happens, hostage go down, fail mission. Officers and I rush the bad guy who if stunned by the grenade. We ended up having to shoot him.

This was on A-bomb and the prior mission i had the same problem too. It wasn't until I went gas masks and CS gas that I could pass it. So..I'm not sure how to avoid this because I don't know what the problem is. I wish you could control which side of the door your AI team stacked on. Sometimes they do a good job. Other times bad job. And you can't do anything except do it yourself.

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tomatomketchup
tomatomketchup - - 10 comments

thank so much for this mod seems amazing to me please add more suppressor guns

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