SWAT: Elite Force is a massive overhaul of SWAT 4: The Stetchkov Syndicate, making it into a more realistic tactical police simulator.

Post news Report RSS Elite Force v5 Released!

The fifth iteration of the Elite Force mod for SWAT 4 is available now!

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I'd like to preface this by thanking everyone for the positive feedback on our little community (on our Discord especially: Discord.gg) that we've fostered in developing this mod. Your guys's enthusiasm has been very appreciated, and I enjoy replying to the comments and questions that have come up. Thank you, and thanks to those on Patreon as well who have supported me, and the other developers on this project who have helped make Elite Force from something simple to something spectacular.

Version 5!

Coming from v4, the first thing we wanted to look at was equipment. We contacted the developers of the SAS Mod, and got their blessing to use some of the SAS Mod's weapons in our mod. These weapons fit right into the game we felt. Of course, that required totally new changes to the unlocks system, and so we developed a system of two unlocks for missions.

Up to two pieces of equipment can now be unlocked per mission.


The Protection panel now lists advanced information about your headgear and body armor.


There are all kinds of new weapons and ammo types, and the menus have been changed to use dropdown boxes to fit all of your shiny new gear!


In V4, one of the major things we wanted to do was a rewrite of the entire weapons system, so that people could add new weapons to the game without having to edit the code. This failed, largely because of some unforeseen issues deep in the engine. In V5, the focus was put towards making weapons that were easy to create, but still needed code to back them up. Thankfully, we've made it so that only a single line of code is needed to add a new weapon into the game. Since the source code is freely available online, there's plenty of examples for people to draw upon.

The animations that officers use for their weapons is now defined in external files. The P90 had broken animations in the Stetchkov Syndicate - these are now fixed!


Any non-beanbag shotgun can blast through door locks. Just be careful of ricochet.


After focusing on equipment, our attention was on new ways to play. Permadeath and All Missions were among the first things to be implemented in v5 (our efforts towards equipment in v5 actually started in v4 production). Later, DOA conversions would make this interesting. Campaign CO-OP and multiplayer were totally nightmarish and the majority of the bugs that had to be fixed stemmed from Campaign CO-OP. But overall I think it adds a lot of value for people.

There's lots of new ways to enjoy the singleplayer campaign - like with custom maps, Permadeath, or even enlisting the help of your friends to complete it. Your stats are tracked, either way.


After completing a mission in Career CO-OP, you can pick an entry and difficulty for the next mission.


The AI also received a substantial upgrade. They can now take cover, including behind low objects, or leaning around corners during firefights. The enemy AI is also more responsive, and will swear when you shoot their friends (or apologize when they hurt their own...)

The AI can now be ordered to pick a specific breaching method.


The SWAT and Suspect AI can use cover to their advantage when faced by a foe.


However dumb the AI may have seemed, it was actually quite intelligent; just hampered by bugs.


Major Changes

  • Campaign CO-OP! Now you can enlist the help of your friends in completing your singleplayer campaign. You will have to unlock new equipment and meet the score requirement, just like in singleplayer, but there are no friendly AI. Simply press the CAREER CO-OP button in the Campaign screen to get started.
  • Permadeath! You now have the option to create a Permadeath campaign, with two different options:
    • AI permadeath, where your fallen AI SWAT officers won't return
    • Player Permadeath, where your campaign is ended once you die.
    • Note that you can't play a permadeath campaign in Campaign CO-OP.
  • Equipment Overhaul!
    • There is a glut of new weapons and equipment from the SAS Mod, including the ARWEN 37 Grenade Launcher, P226 and Browning Hi-Power pistols, and the M870 Shotgun (including a less lethal version).
    • There are two new rifle ammo types: Armor-Piercing and Jacketed Soft Point, and three new shotgun ammo types: 0 buck, 1 buck, and 4 buck.
    • You can now unlock two weapons per mission, but some un-SWAT-like weapons, including the AKM, the Uzi, and the new M16 Assault Rifle are now Multiplayer-only weapons.
  • All Missions! You now have a new career path: All Missions. This will allow you to play custom missions with your AI controlled officers in a campaign with no progression or unlocks. Note that you can't play an All Missions campaign in Campaign CO-OP.
  • Breaching Changes!
    • The breaching commands have been separated into C2 AND... and SHOTGUN AND... to allow you to specify which style of breaching you would like.
    • Any shotgun has a chance to break a lock on a door. The Breaching Shotgun always breaches in one shot, and the chance is determined by the material of the door, and the ammo you pack.
    • Broken doors can be closed and wedged, but not re-locked.
    • C2 can break alarm traps on doors (but not bomb traps)
  • AI Changes!
    • SWAT officers can take cover by crouching behind low objects and leaning around corners to engage suspects.
    • On some maps, suspects and civilians can wander around randomly instead of taking preset patrols.
    • Restored a lot of cut speech from suspects and SWAT officers.
  • DOA Conversions!
    • Civilians who start out incapacitated may turn into a DOA after 10-15 minutes.
    • Reporting incapacitated civilians to TOC will stop the timer.
    • "No Civilians Injured" was changed into "All Civilians Unharmed" and awards up to 10 points for no civilians being hurt and no civilians converting into DOAs.
    • By rescuing the wounded quickly, you are awarded more points.

A full list of the changes provided in V5 is available here: Markdownshare.com

Comments
TheRenegadist
TheRenegadist

April Fool's!

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theengineertcr
theengineertcr

Not an April fools, enjoy guys! We have lots of stuff planned for V6, nothing to disclose yet so stay tuned :)

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latexmatriarch
latexmatriarch

What happened to your avatar?

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The007guard
The007guard

April Fools.....no **** i see that glitch too :\

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latexmatriarch
latexmatriarch

Wondering what notable weapon accuracy changes you've made?

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eezstreet Author
eezstreet

Hi, I'm glad you asked. The weapons were modified so that similar classes of weapons have similar handling. For instance, the M4A1 and G36C have similar accuracy, but different recoil, muzzle velocity, weight, etc to differentiate the two. It's based in large part on the length of the weapon.

Generally, long weapons are more accurate, while pistols are a little less accurate now. Shotguns are about the same in terms of accuracy, but their "choke" value (the spread of the projectiles) is slightly higher.

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Azatoth027
Azatoth027

This is a very impressive work. Thank you so much for improving this already awesome game while staying true to it. This is my all time favorite mod for sure!

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Guest
Guest

Nice work guys !

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djibe89
djibe89

Love it

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bluewario
bluewario

Noticable lag when cycling through the equip screen. Hopefully you can fix that. Btw, playing on easy, and the CASM guys keep killing civilians. The Devil's rock band level. I just can't get past it... Does easy difficulty let me get to the next level if I fail to keep hostages alive?

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eezstreet Author
eezstreet

Nope, you need to rescue all civilians on all difficulties. The trick with that mission is to try and do a double entry from the backstage and the front at the same time, and wedge the upstairs doors so the upstairs is contained.

The lag isn't preventable unfortunately, it's doing a lot of calculations (although this used to be a lot worse in development, I optimized it a lot)

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bluewario
bluewario

Thanks. I'll do that on the mission. I also wonder if throwing flash bangs can kill a hostage. I did that instead of the gas and also failed a mission right away.

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eezstreet Author
eezstreet

They can, they do 35 damage which is enough to kill an incapacitated target on a direct hit.

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TheVidmaster
TheVidmaster

should have waited one day for this announcement saving you the April Fool confusion :-) . great job by the way!

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bluewario
bluewario

You're on the front page, but they didn't mention Campaign Co-op, that's our flagship feature for v5!!

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Tomasgd1
Tomasgd1

Awesome mod! I do have a bug to report, it seems the AI cant use the breaching shotgun, the doors just dont break when used by AI.

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eezstreet Author
eezstreet

Hi,

that's a known issue and will be addressed in a patch

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Tomasgd1
Tomasgd1

Great!

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KevinL
KevinL

Game froze on a custom map, Operation Apollo, when I encountered the first enemy; are they officially supported yet?

Is it possible to have the batch files that start up the game use the start command so you don't have a command prompt window lying around?

There still seem to be some empty speaker entries in the SoundEffects file but they don't seem to show up in-game so not sure if they're still a problem.

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eezstreet Author
eezstreet

There may be issues with some maps, that would really be up to the individual maps. I tested it with Skytower and that map seemed to work fine.

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SeriousToni
SeriousToni

Is that april fools? :D

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HangPhyr
HangPhyr

Any reason why the bots were dropped from campaign co-op? It'll make playing the campaign co-op with less than a full group of players either very difficult or impossible I'd think.

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sandman332
sandman332

They were never in campaign coop to begin with. Its still coop so bots were not added. They are looking into it as it is a highly requested feature (bots for MP in general) but nothing yet.

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PopeFrancis
PopeFrancis

BUGS LOCATED:

1) You can adjust pebberball ammo, but only up to 99 and it will still give 200
If you go over any other loadout than the adjust pebberball, it will reset it to 20 again.
--> EX: Lead adjusted to 99 ammo for PB-gun | proceed to adjust Jackson's Shotgun ammo to 22 | Lead's ammo is now 20 again.

2) Breaching shotgun doesn´t breach doors, sadly.

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eezstreet Author
eezstreet

Thanks for the information about the pepperball gun. I will look into it.

As for #2, if you're referring to AI-controlled officers, this is a known issue and will be addressed in a patch.

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Slackliner
Slackliner

If you want to adjust equipment ammo, open up the SEF System folder, go to the SwatEquipment config file, and then search for Pepperball Weapon. You can simply edit the magazine size from 200 to 300 or whatever you want. You can also do this with other weapons as well. :)

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darkionexar
darkionexar

I have issues. I can't execute the "LaunchSEF" or "LaunchSwatED"

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eezstreet Author
eezstreet

Hi, please verify that the Stetchkov Syndicate expansion is installed and make sure that the mod is installed correctly (see the tutorial if you need help)

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darkionexar
darkionexar

That was the problem, thank you!
Also, theres other way to Breach the door without the C2? (Cuz the Shotgun don't work) or u going to fix that?

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Jedi21
Jedi21

Hi guys, thanks for the amazing work!

Very green to this game, so forgive the question:
is this mod compatible with 11-99 Enhanced 1.3.5, SAS Mod 1.1, SSF Mod 3.2 and SWAT G.E.M.?

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eezstreet Author
eezstreet

This mod works with GEM but not SSF, SAS, or 11-99 Enhanced because those mods alter the code, which this game also does.

That being said, the weapons from SAS are in this mod as well and the command interface is similar to the one in 11-99 Enhanced.

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Jedi21
Jedi21

Thank you!

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redhelp251
redhelp251

Anybody knows how to start multiplayer/coop in SEF or Swat 4 in general without gameranger?

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Yunas
Yunas

Hi! Thanks a lot for the mod! Love it! Bit of a problem though.. i tried to play with a friend and after installing this:
Github.com

We finally found some servers and were able to play few rounds. But when i tried to host a game (or friend did) we can't seem to be able to connect each other? Used whatsmyip.com for our ip and firewall isn't the problem.. Any suggestions? There are only few servers with your mod out there and even fewer that actually work :D

So long story short.. we're not able to connect directly in swat or in the expansion or with your mod. Both have Gog.com gold editions..

Thanks a lot, Lancelot!

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vastgm
vastgm

Is there a chance we might be able to change the officer's skins for SP as you would in MP?

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TesterSwat
TesterSwat

That would be nice!

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