New Patch Released
The majority of the feedback in response to the poll we came out with in the last patch favored a large, expansive update. However, there were some nagging issues in the game which were bugging us. So, we kept the v6 code on a separate branch and contributed fixes to the main game on the master branch. Eventually all of these fixes piled up to the point where we could consider creating a new patch, and thus, we have v5.3.
GameRanger Support
Many people have been reporting issues with getting multiplayer working, and needing assistance. We are proud to announce that v5.3 will work with GameRanger, by changing a few options. No port forwarding or complicated setup is necessary. For more information, please see the README.md file.
Multiplayer Improvements
This patch fixes the snipers in multiplayer and allows you to shoot with them, although they do not make sound yet. The chat will also report which room you are talking in. Some commands which were missing from the Command Menu were brought back, and commands which were mistakenly greyed-out before are no longer. Lastly, we believe to have fixed some key crashes regarding suspect AI.
AI Improvements
We have rewritten the target sensor from scratch, meaning that SWAT AI and Suspect AI will perform much better at aiming. SWAT will shoot at targets who are very close, and they will not shoot their taser or pepper spray if the target is too far away, or if there are objects in the way, etc. Critically, they also will not shoot if there is a hostage in the way. (Suspects, likewise, won't shoot if there is a friendly suspect in the way). The SWAT AI also won't spam "target lost!" all the time.
Other changes
The Classic Command Interface and Speech Recognition Interface both got some important changes to them. All Missions campaigns got a considerable amount of fixes applied to them. Shadows and flashlights were improved.
Click here for a full list of changes in v5.3.
Full Steam Ahead
v6 is progressing nicely. I would like to share just a brief taste of the things we focusing on:
- First person weapon improvements. There was a great deal of buzz about the iron sights picture, but there are more changes that are yet to be shown.
- Equipment realignment. There's going to be a lot of changes to the equipment for sure. For starters, there are more silenced weapons. The breaching tab will be removed, and a sixth tactical slot will be added. (C2 will be a tactical item; the Breaching Shotgun will be a weapon)
- More Extra Missions. They've been kinda lonely for a while now. We have a few in mind.
- ???? (there's still some room for thought)
Even when I think you won't amaze me more then you already have, you amaze me more then you already have.
Well put! :D
Thank you :)
You sir are Godsend!! Before this patch the SWAT AI were so stupid that even when the enemies were in their face pointing guns at them, they would let the bad guys shoot them! Thank you, kind sir.
Thank you for developing this awesome mod!
let's hope multiplayer is stable now, it was really crashy since 5.0
Haven't encountered a single crash in close to 10hrs of testing multiplayer. It seems pretty stable now!
Yeay !
Got a technical question tho : what's the point of sound suppressors ingame ? Do suspects actually react to gunfire ?
Yes, suspect do react to gunfire. It makes them go barricade or investigate. The suppressors reduce the sound range of the weapon and the AI cannot identify the sound as a gunshot, so they won't go to barricade. They also lower the recoil of the weapon. The disadvantages are reduced muzzle velocity (lower damage), longer recovery rates and slighty lower accuracy (due to the higher weight)
Good to know ! Thanks for the answer :)
I installed the full mod and patch. When I went into career, only the vanilla equipment and guns were available. Any fixes?
That might be because the majority of the equipment in SEF's campaign is unlocked during the campaign. Also make sure you are running the mod and not the original game (you will know because there will be a different splash screen and the main menu's title will look different)
Is there any command that automatically checks for traps so we don't have to give several commands to the AI at the door?
Check the lock
Check for traps
Mirror the door
Gets old after a while especially saying it via voice.
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i've been hiding under a rock and never found this til right now. Where has this been all my life :) thank you. Hope I can get it working on my PC