{"id":50386,"date":"2023-07-16T11:06:50","date_gmt":"2023-07-16T11:06:50","guid":{"rendered":"https:\/\/www.ginx.tv\/patch-notes-33"},"modified":"2024-07-19T16:13:14","modified_gmt":"2024-07-19T16:13:14","slug":"patch-notes-33","status":"publish","type":"post","link":"https:\/\/www.ginx.tv\/en\/ready-or-not\/patch-notes","title":{"rendered":"Ready or Not Patch Notes (October 2023): Adam Updates, Changes And Latest News"},"content":{"rendered":"<p>Looking for the most recent Ready or Not patch notes and news information? We&#8217;ve got you covered within this article, showcasing the most recent and up-to-date information regarding Ready or Not&#8217;s updates, implementation, and patch notes. If you&#8217;re new to Ready or Not, it&#8217;s vital to note that the developers at VOID Interactive take updating the game very seriously, always adding new hotfixes and keeping the community entertained with new content. VOID Interactive make it their sole responsibility, displaying their utmost priority being Ready or Not, bringing much comfort to the player base, and knowing the game is going to be well looked after. Due to Ready or Not developers being independent with their own visions and control, they work towards their goals properly, ensuring high quality of their content, instead of rushing unfinished projects.<\/p>\n<p>Whilst the game continues to release new content to players and constantly updates, the developers aren&#8217;t shy of releasing <a href=\"https:\/\/www.ginx.tv\/en\/ready-or-not\/roadmap\">new information with upcoming features<\/a>. Players are incredibly excited to get their hands on larger-scale new content such as PvP modes and extensions to campaign modes. Here, you&#8217;ll find an updated list of all the recent changes and implemented updates, including developer notes and changes affecting the game. Regardless of the size or change Ready or Not experiences, the notes will be down below!&nbsp;<\/p>\n<div class=\"mce-toc\">\n<h2>Table of Contents<\/h2>\n<ul>\n<li><a href=\"#mcetoc_1h5d5decm4\">Latest Ready or Not Patch Notes<\/a>\n<ul>\n<li><a href=\"#mcetoc_1h5gn209s6\">19 January 2023 &#8211; Adam Hotfix 6 Patch Notes<\/a><\/li>\n<li><a href=\"#mcetoc_1h5gn209s7\">20 December 2022 &#8211; Adam Update 5 Patch Notes<\/a><\/li>\n<li><a href=\"#mcetoc_1h5gn209s8\">16 December 2023 &#8211; Adam Hotfix 3 Patch Notes<\/a><\/li>\n<li><a href=\"#mcetoc_1h5gn209s9\">14 December 2022 &#8211; Adam Hotfix 2 Patch Notes<\/a><\/li>\n<li><a href=\"#mcetoc_1h5gn209sa\">10 December 2022 &#8211; Adam Hotfix 1 Patch Notes<\/a><\/li>\n<li><a href=\"#mcetoc_1h5gn209sb\">8 December 2023 &#8211; Adam Update Patch Notes<\/a><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/div>\n<h2 id=\"mcetoc_1h5d5decm4\">Latest Ready or Not Patch Notes<\/h2>\n<p>Just below is where you&#8217;ll find all the latest patch notes and hotfixes for Ready or Not.<\/p>\n<section class=\"accordion-box\">\n<h3 id=\"mcetoc_1h5gn209s6\" class=\"accordion-box-title\">19 January 2023 &#8211; Adam Hotfix 6 Patch Notes<\/h3>\n<div class=\"accordion-box-description\">\n<h4 id=\"general-improvements\"><strong>General Improvements<\/strong><\/h4>\n<ul>\n<li>Improve Performance when running in DX12<\/li>\n<li>Remove &#8216;Into the Void&#8217; decal issues present when equipping a shotgun<\/li>\n<li>Show all mods in Mod.IO page, previous it was showing 100 only.\n<ul>\n<li>This is a temp solution while we add a better paging solution<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/div>\n<\/section>\n<section class=\"accordion-box\">\n<h3 id=\"mcetoc_1h5gn209s7\" class=\"accordion-box-title\">20 December 2022 &#8211; Adam Update 5 Patch Notes<\/h3>\n<div class=\"accordion-box-description\">\n<h4 id=\"gameplay\">G<span style=\"font-size: 12pt;\">ameplay<\/span><\/h4>\n<h5 id=\"updated\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">ROE bug fixes and improvements<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Decrease evidence collection time by 10%<\/span><\/li>\n<\/ul>\n<h5 id=\"improved\"><span style=\"font-size: 12pt;\">Improved<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Arrest paired interaction transitions and smoothness<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix scores not saving and not displaying on the mission select screen and mission end screen Animation<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed2\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix SWAT sliding whilst prepping a grenade to breach<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"modding\"><span style=\"font-size: 12pt;\">Modding<\/span><\/h4>\n<h5 id=\"audio\"><span style=\"font-size: 12pt;\">Audio<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Add support for custom sounds (documentation coming soon, ask Zack):<\/span><\/li>\n<\/ul>\n<ul>\n<li><span style=\"font-size: 12pt;\">Choose between 3D \/ 2D sounds, and whether or not they loop<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Customize certain attributes for 3D sounds (more parameters to edit soon!)<\/span><\/li>\n<\/ul>\n<ul>\n<li><span style=\"font-size: 12pt;\">Add support for custom music:<\/span><\/li>\n<\/ul>\n<ul>\n<li><span style=\"font-size: 12pt;\">Barebones template<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Customize certain attributes for music (enable combat, sudden or fade combat transition, more soon!)<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"music\"><span style=\"font-size: 12pt;\">Music<\/span><\/h4>\n<h5 id=\"fixed3\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix issues on Data Center where upon restarting, the OST wouldn&#8217;t play in the right spot<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"club\"><span style=\"font-size: 12pt;\">Club<\/span><\/h4>\n<h5 id=\"fixed4\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix more double doors having gaps in between, allowing AI to see through them<\/span><\/li>\n<\/ul>\n<h4 id=\"hospital\"><span style=\"font-size: 12pt;\">Hospital<\/span><\/h4>\n<h5 id=\"fixed5\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix more double doors having gaps in between, allowing AI to see through them<\/span><\/li>\n<\/ul>\n<h4 id=\"hotel\"><span style=\"font-size: 12pt;\">Hotel<\/span><\/h4>\n<h5 id=\"fixed6\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Regenerated world data and cover points<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix Belle Brady not spawning in as an objective<\/span><\/li>\n<\/ul>\n<\/div>\n<\/section>\n<section class=\"accordion-box\">\n<h3 id=\"mcetoc_1h5gn209s8\" class=\"accordion-box-title\">16 December 2023 &#8211; Adam Hotfix 3 Patch Notes<\/h3>\n<div class=\"accordion-box-description\">\n<h4 id=\"gameplay\"><span style=\"font-size: 12pt;\">GAMEPLAY<\/span><\/h4>\n<h5 id=\"updated\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">(Temporary change) Grenade launcher projectile detonations will now not affect the user<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix grenade launcher projectiles killing the user<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix rare instance &#8216;unauthorized force&#8217; penalty being given when civilians (like daniela voll) has injured a SWAT officer<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix &#8216;unauthorized force&#8217; penalty being given when using CS Gas on civilians<\/span><\/li>\n<\/ul>\n<h4 id=\"ai\"><span style=\"font-size: 12pt;\">AI<\/span><\/h4>\n<h5 id=\"updated2\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Increased Hard Cover and Suppression combat move bias for Club and Hospital suspects<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Increased suicide chance to 35% on Club and Hospital<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Tweak Amos Voll\/Brixley suicide<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix suicide not behaving consistently<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Lowered surrender bias of Club Shooters<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed2\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix AI not sight sensing the player when high up on separate floors (especially on valley)<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix suspects exiting surrender when next to swat<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix SWAT in some instances not following you, requiring a repeat of the &lsquo;Fall In&rsquo; command (especially on hospital)<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix civilians in some instances automatically surrendering with no SWAT around them<\/span><\/li>\n<\/ul>\n<h4 id=\"club\"><span style=\"font-size: 12pt;\">CLUB<\/span><\/h4>\n<h4 id=\"fixed3\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h4>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix club doors having gaps in between allowing AI to see through them<\/span><\/li>\n<li>&nbsp;<\/li>\n<\/ul>\n<h4 id=\"hospital\"><span style=\"font-size: 12pt;\">HOSPITAL<\/span><\/h4>\n<h5 id=\"fixed4\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix incorrect female voice given to a male civilian<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix SWAT unable to navigate on stairs leading down to the first floor<\/span><\/li>\n<\/ul>\n<\/div>\n<\/section>\n<section class=\"accordion-box\">\n<h3 id=\"mcetoc_1h5gn209s9\" class=\"accordion-box-title\">14 December 2022 &#8211; Adam Hotfix 2 Patch Notes<\/h3>\n<div class=\"accordion-box-description\">\n<h5 id=\"new\"><span style=\"font-size: 12pt;\">New<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Add new steam launch option to delete all save data and mods. Launching the game in a vanilla state*<\/span><\/li>\n<\/ul>\n<h5 id=\"removed\"><span style=\"font-size: 12pt;\">Removed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Disabled Map Statistics*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix level name not being displayed on the mission end screen*<\/span><\/li>\n<\/ul>\n<h4 id=\"gameplay\"><span style=\"font-size: 12pt;\">Gameplay<\/span><\/h4>\n<h5 id=\"updated\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Allow saving scores in modded games*<\/span><\/li>\n<\/ul>\n<h5 id=\"roe\"><span style=\"font-size: 12pt;\">ROE<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Unauthorized force if a suspect is hesitating or is being startled*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Revoke &#8216;unauthorized force&#8217; penalties given to the player if suspects continue to engage (but did not at first)*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Revoke all penalties given to the player when a suspect has taken someone hostage*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Revoke all penalties given to the player when playing dead, meleeing or firing*<\/span><\/li>\n<\/ul>\n<h5 id=\"improved\"><span style=\"font-size: 12pt;\">Improved<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">ROE inconsistencies*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed2\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix no penalty sometimes not being given to the player when incapacitating a civilian*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix interaction icon on evidence items not being attached to the gun sometimes<\/span><\/li>\n<\/ul>\n<h4 id=\"animation\"><span style=\"font-size: 12pt;\">Animation<\/span><\/h4>\n<h5 id=\"fixed3\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix AI playing hit reactions after playing other animations<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix AI sometimes playing a weapon lower animation after raising their weapon<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"gameplay2\"><span style=\"font-size: 12pt;\">Gameplay<\/span><\/h4>\n<h5 id=\"improved2\"><span style=\"font-size: 12pt;\">Improved<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Add new roe metric &#8216;time since last committed aggressive force&#8217;. Any force committed by the AI (shooting, meleeing, hostage taking, fake surrendering, etc.) since the last 2 seconds will be considered authorized<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Improve pistol suicide transition to ragdoll<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Improve torso death animation transition to ragdoll<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed4\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix &#8216;unauthorized deadly force&#8217; penalty being given when a suspect exits surrender with a knife<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"physics\"><span style=\"font-size: 12pt;\">Physics<\/span><\/h4>\n<h5 id=\"fixed5\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix reverse impact physics when shooting at physics objects<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"performance\"><span style=\"font-size: 12pt;\">Performance<\/span><\/h4>\n<h5 id=\"fixed6\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix hitch when mag checking*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Potential fixes for hitch during gunfights (or at least mitigate)*<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"ai\"><span style=\"font-size: 12pt;\">AI<\/span><\/h4>\n<h5 id=\"updated2\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Increased surrender bias on various suspect archetypes to be less suicidal*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Hesitation increases tension (more likely leading to a surrender)*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Lowered surrender bias on Gerard*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Lower AI morale when taking suppressive fire (each AI will be affected differently)*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Deprecate some AI config vars, as they&#8217;re not used anymore*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed7\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix civilians sometimes not seeking out the player when last alive*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix SWAT killing suspects that are stunned*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix Active Shooter AI not behaving properly sometimes*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix civilians not moving to player spawn in Active Shooter*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix suspects not playing the weapon raise animation after being animation blocked (i.e. stunned, hesitate, etc)*<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"toc\"><span style=\"font-size: 12pt;\">TOC<\/span><\/h4>\n<h5 id=\"updated3\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">TOC ROE Violate response now removed from suspects and will only trigger after a report<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"audio\"><span style=\"font-size: 12pt;\">Audio<\/span><\/h4>\n<h5 id=\"fixed8\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix 1P footstep sounds not playing on some surfaces<\/span><\/li>\n<\/ul>\n<hr>\n<h4 id=\"data-center\"><span style=\"font-size: 12pt;\">Data Center<\/span><\/h4>\n<h5 id=\"removed2\"><span style=\"font-size: 12pt;\">Removed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Removed traps<\/span><\/li>\n<\/ul>\n<h5 id=\"updated4\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Remove Charging combat moves on security guards<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Increase Hard Cover bias<\/span><\/li>\n<\/ul>\n<h4 id=\"valley\"><span style=\"font-size: 12pt;\">Valley<\/span><\/h4>\n<h5 id=\"updated5\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Increase security guard Hard Cover weight (similar to mindjot)*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Remove Charging combat move off of security guards*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Amos Voll will now draw a concealed weapon when stressed out*<\/span><\/li>\n<\/ul>\n<h4 id=\"meth\"><span style=\"font-size: 12pt;\">Meth<\/span><\/h4>\n<h5 id=\"updated6\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Tweak knife wielding meth suspects to not give up too easily. Lean more towards Hard Cover or Charge or Fake Surrender*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Increase meth suspect fake surrender bias*<\/span><\/li>\n<\/ul>\n<h5 id=\"improved3\"><span style=\"font-size: 12pt;\">Improved<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Improved performance of security room. Disable shadow casting on meshes that don&rsquo;t need to*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed9\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix a few meth suspects only walking around, never sprinting or jogging*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix meth suspects hesitating constantly*<\/span><\/li>\n<\/ul>\n<h4 id=\"club\"><span style=\"font-size: 12pt;\">Club<\/span><\/h4>\n<h5 id=\"updated7\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Slightly increase Hard Cover weight*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Remove Charging combat move from club shooters*<\/span><\/li>\n<\/ul>\n<h4 id=\"lobby\"><span style=\"font-size: 12pt;\">Lobby<\/span><\/h4>\n<h5 id=\"updated8\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Increase civilian morale in less lethal training area so as to not surrender easily (or on first sight)*<\/span><\/li>\n<\/ul>\n<h5 id=\"removed3\"><span style=\"font-size: 12pt;\">Removed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Film grain<\/span><\/li>\n<\/ul>\n<\/div>\n<\/section>\n<section class=\"accordion-box\">\n<h3 id=\"mcetoc_1h5gn209sa\" class=\"accordion-box-title\">10 December 2022 &#8211; Adam Hotfix 1 Patch Notes<\/h3>\n<div class=\"accordion-box-description\">\n<h4 id=\"general\"><span style=\"font-size: 12pt;\">GENERAL<\/span><\/h4>\n<h5 id=\"fixed\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix M320 Flashbang not appearing in Loadout menu<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix certain sounds not triggering correctly on certain maps<\/span><\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<h4 id=\"gameplay\"><span style=\"font-size: 12pt;\">GAMEPLAY<\/span><\/h4>\n<p><strong><span style=\"font-size: 12pt;\">Improved<\/span><\/strong><\/p>\n<ul>\n<li><span style=\"font-size: 12pt;\">ROE bug fixes and improvements (always be optimistic and not pessimistic when determining ROE violations (i.e. everything is authorized, unless otherwise specified. should help reduce unnecessary penalties)<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed2\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix &#8216;Unauthorized use of deadly force&#8217; penalty being given when a suspect is bleeding out whilst incapacitated<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix death animation transition bugs (blending from incapacitation<\/span><\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<h4 id=\"ai\"><span style=\"font-size: 12pt;\">AI<\/span><\/h4>\n<h5 id=\"fixed3\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix AI in certain levels sight sensing through objects<\/span><\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<h4 id=\"toc\"><span style=\"font-size: 12pt;\">TOC<\/span><\/h4>\n<h5 id=\"updated\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Increased TOC ROE Violate response delay<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed4\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix TOC not speaking for networked clients<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix TOC roe violate voice line spam<\/span><\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<h4 id=\"audio\"><span style=\"font-size: 12pt;\">AUDIO<\/span><\/h4>\n<h5 id=\"improved\"><span style=\"font-size: 12pt;\">Improved<\/span><\/h5>\n<p><span style=\"font-size: 12pt;\">Improved SBR300 full auto loop<\/span><\/p>\n<ul>\n<li><span style=\"font-size: 12pt;\">Lower rain volume slightly to better match visuals<\/span><\/li>\n<\/ul>\n<h5 id=\"updated2\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Replace MP7 reload start with updated pouch version<\/span><\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<h5 id=\"data-center\"><span style=\"font-size: 12pt;\">Data Center<\/span><\/h5>\n<h4 id=\"fixed5\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h4>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix a few instances where AI could see through walls. Add visibility blocking volume to upper floor windows<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Adjusted bulletproof glass to be penetrable with bullets in Datacenter to prevent awkward encounters and gunfights with AI<\/span><\/li>\n<\/ul>\n<h4 id=\"dealer\"><span style=\"font-size: 12pt;\">DEALER<\/span><\/h4>\n<h5 id=\"fixed6\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Ignore visibility for some windows and blinds (fixes AI not seeing through windows)<\/span><\/li>\n<\/ul>\n<h4 id=\"agency\"><span style=\"font-size: 12pt;\">AGENCY<\/span><\/h4>\n<h5 id=\"updated3\"><span style=\"font-size: 12pt;\">Updated<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Lower rain volume slightly to better match visuals<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Minor tweaks to inside \/ outside EQ for rain<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed7\"><span style=\"font-size: 12pt;\">Fixed<\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix SWAT being stuck on a few doors outside<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Potential fix for radio \/ TV sounds occasionally dropping out<\/span><\/li>\n<\/ul>\n<\/div>\n<\/section>\n<section class=\"accordion-box\">\n<h3 id=\"mcetoc_1h5gn209sb\" class=\"accordion-box-title\">8 December 2023 &#8211; Adam Update Patch Notes<\/h3>\n<div class=\"accordion-box-description\">\n<p><span style=\"font-size: 12pt;\"><strong><img decoding=\"async\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/ONUwGy0MB9G8pLgL7YpWFFIMQGP54DFSvM1IfAZ62-Q\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMi9SZWFkeV9vcl9Ob3QvUmVhZHlfT3JfTm90X0FkYW1fVXBkYXRlLnBuZw\" alt=\"Ready_Or_Not_Adam_Update\" width=\"1024\" height=\"332\" loading=\"lazy\"><\/strong><\/span><\/p>\n<p><span style=\"font-size: 12pt;\"><strong>ADAM RELEASE<\/strong><\/span><\/p>\n<h4 id=\"general\"><span style=\"font-size: 12pt;\"><strong>General<\/strong><\/span><\/h4>\n<h5 id=\"new\"><span style=\"font-size: 12pt;\"><strong>New<\/strong><\/span><\/h5>\n<ul>\n<li>\n<p><span style=\"font-size: 12pt;\">Levels: Agency, Data Center, Ridgeline, Hospital, Importer<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Entire re-work of all existing levels lighting to new PBL standards for realism<\/span><\/p>\n<ul>\n<li><span style=\"font-size: 12pt;\">All visual effects like muzzle flashes, flashlights, and other gameplay-related lights are also re-worked to fit the PBL, so they may appear very bright in modded maps that do not follow this!<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h5 id=\"updated\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Allow Jack Adams, Brixley, Gerard and Accomplice to be killed and still have a mission complete. Changed objective description from &#8220;Arrest Jack Adams\/Brixley\/Gerard\/Suspicious Targets&#8221; to &#8220;Apprehend&#8221;<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Reduced sharpening and grain from the Main Menu (some soft grain remains, at 20% opacity)<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Lighting improvements to the Main Menu, changed left officer to use different uniform<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Better position lockpick prompts on all doors<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Allow for mods to be deleted from Crash Reporter<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">TOC ROE Violate voice lines when ROE has been broken*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">TOC Wounded\/Incapacitated voice lines when reporting an incapacitated suspect*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Clear Mod.IO data option in the settings menu will now remove mods too*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix players always spawning in with the SCAR on Hotel, regardless of what was chosen in the loadout menu<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix C2 charge being positioned incorrectly. Sometimes planting itself on the other side of the door or floating in mid-air<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix players ramming open doors with their body<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix missing FP post-process effects from spalling damage<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix mirror viewpoints clipping on some doors<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix admin menu being inaccessible<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix Gerard&#8217;s ghillie appearing black<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix large collision on soundproof static mesh (fixes invisible wall collision in firing range in the lobby)*<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"ui\"><span style=\"font-size: 12pt;\"><strong>UI<\/strong><\/span><\/h4>\n<h5 id=\"fixed2\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix beanbag shotgun appearing in the Long Tactical slot in the player&rsquo;s hot bar<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"networking\"><span style=\"font-size: 12pt;\"><strong>NETWORKING<\/strong><\/span><\/h4>\n<h5 id=\"fixed3\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix death animations blending into ragdoll causing major popping\/teleporting on high ping clients<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix clients unable to move after a respawn when killed in the lobby<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Prevent hosts being kicked from their own game<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"loadout-menu\"><span style=\"font-size: 12pt;\"><strong>LOADOUT MENU<\/strong><\/span><\/h4>\n<h5 id=\"updated2\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Weapon descriptions for P90, MP7, M11, MK18 and SPC9<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed4\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix an infinite loop crash when setting slot count to zero on Primary or Secondary Ammo<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix immediate crash when opening loadout menu (STACK_OVERFLOW error)<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"swat\"><span style=\"font-size: 12pt;\"><strong>SWAT<\/strong><\/span><\/h4>\n<h5 id=\"updated3\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Increased accuracy*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed5\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix getting stuck on the back entrance staircase on Ridgeline<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix SWAT trying to path through wall hole gaps and rat holes<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix firing at an incapacitated target<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix lock picking focal point<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix engagement rules<\/span><\/li>\n<\/ul>\n<h4 id=\"mod-io-mods\"><span style=\"font-size: 12pt;\"><strong>mod.io\/mods<\/strong><\/span><\/h4>\n<ul>\n<li><span style=\"font-size: 12pt;\">mod.io Mods are now stored in the game install directory, instead of C drive<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">A migration will occur at the first launch of the game. However, if issues continue to arise, remove mods and data from the following folders:<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">C:UsersPublic[mod.io](<a href=\"https:\/\/mod.io\/)\/3791\" rel=\"ugc\">http:\/\/mod.io\/)3791<\/a><\/span><\/li>\n<li><span style=\"font-size: 12pt;\">%LOCALAPPDATA%ReadyOrNotSavedPaks<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Mod restart indicator is now present until the game is restarted<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">WorldGen data in mods is now handled, instead of generating new WorldGen data<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed6\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Mods are not cleaned up when unsubscribing in mod.io<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix mod migration issues*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix&nbsp;<a href=\"https:\/\/mod.io\/\" rel=\"ugc\">mod.io<\/a>&nbsp;mods not installing to the drive where the game is installed*<\/span><\/li>\n<\/ul>\n<h5 id=\"known-issues\"><span style=\"font-size: 12pt;\"><strong>Known Issues<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">MP7 floating in the preview character&rsquo;s hands when seen in the loadout menu<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Rules of Engagement will be inconsistent with the new AI system in some cases<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Ragdolls in high-latency multiplayer may have issues with clipping and flying, we are continuously working on this implementation throughout the Supporter testing stage<\/span><\/li>\n<\/ul>\n<h5 id=\"deprecated\"><span style=\"font-size: 12pt;\"><strong>Deprecated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Some of the game modes in Hotel were removed as Hotel is pending a future rework.<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"ai\"><span style=\"font-size: 12pt;\"><strong>AI<\/strong><\/span><\/h4>\n<h5 id=\"fixed7\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix some civilians on Port being unable to surrender after many compliance orders*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix T-Pose occurring when arresting a ragdolled AI (also disable ragdoll arresting while an AI is still dying)*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix Gerard getting stuck on a few objects on the ground, preventing movement*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix AI startling too often whilst in combat*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix hostage kill animation getting canceled if the player has killed the hostage taker whilst the hostage kill animation was being played, thus not killing the hostage*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Prevent instances of unintended shooting through walls*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix some meth suspects unable to surrender*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix hit animations playing whilst faking death*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Instances of suspects slow aim rotation speeds*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Prevent SWAT from yelling at team mates, caused by running AI mods*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix AI playing non-compliant VO whilst incapacitated*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix civilians stuck inside hiding places unable to get out*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Don&#8217;t track target when performing a melee attack (fixes spin whilst melee&#8217;n)*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">ROE updates for civilians. Since civilians (like daniela voll) can now pose a threat to swat officers, use of force will now be authorised if said civilian has injured anyone on the swat team*<\/span><\/li>\n<\/ul>\n<h5>&nbsp;<\/h5>\n<h5 id=\"removed\"><span style=\"font-size: 12pt;\"><strong>Removed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Removed shotgunners from Dealer, Farm, Hospital, Hotel, Importer, Penthouse*<\/span><\/li>\n<\/ul>\n<h5 id=\"updated4\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Gerard will now always spawn in with a weapon*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Gerard will now ignore damage hit reactions*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Disable AI to Player collision when incapacitated or dead*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">AI taking a beanbag shot to the head will result in death*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Increased Farm suspect difficulty*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Penthouse veterans won&rsquo;t easily hesitate when heard an aggressive noise*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Gerard&rsquo;s Behaviour, and a few bug fixes\/improvements with firing at SWAT outside*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Suspects and Civilians will now play a VO when sensing dead\/incapacitated\/fake dead AI*<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"gameplay\"><span style=\"font-size: 12pt;\"><strong>GAMEPLAY<\/strong><\/span><\/h4>\n<h5 id=\"new2\"><span style=\"font-size: 12pt;\"><strong>New<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Added SRO to P90<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Added EXPS3 to MP510 and MP5A3<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Ammunition spalling and ricochets.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Spalling happens when bullets hit steel surfaces thick enough for them not to penetrate. Ricochets happen when bullets hit surfaces at an angle.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Steel armor will cause spalling when hit. It will not cause injury to the wearer, but anyone around the spalling radius will receive damage.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Every ammunition type will have its own chance of ricocheting.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Arterial bleeds.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Hitting an AI in a spot that has major arterial veins can cause them to start bleeding, severely injuring them and dealing damage over time until they succumb to blood loss. Every ammunition type has its own chance to cause an arterial bleed.<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"gore-effects\"><span style=\"font-size: 12pt;\"><strong>GORE EFFECTS<\/strong><\/span><\/h4>\n<ul>\n<li><span style=\"font-size: 12pt;\">Decals now stick to AI properly instead of projecting on their model.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Bullet holes in AI will cause blood to seep around the wound and clothing slowly.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Headshots now cause head deformation.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Blood splatters on walls may be animated with blood trailing effects.<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"incapacitation\"><span style=\"font-size: 12pt;\"><strong>INCAPACITATION<\/strong><\/span><\/h4>\n<ul>\n<li><span style=\"font-size: 12pt;\">AI now has a chance to fall into incapacitation when shot instead of outright dying.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Incapacitated AI must be reported to TOC (Pending additional voice acting. SWAT will use civilian incapacitation report lines for now)<\/span><\/li>\n<\/ul>\n<h5 id=\"improved\"><span style=\"font-size: 12pt;\"><strong>Improved<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Hitscan client simulation accuracy significantly improved<\/span><\/li>\n<\/ul>\n<h5 id=\"updated5\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Re-scaled SPC-9<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Slightly tweaked location of RMR optic on the SPC-9<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Restricted Q and E leaning degrees to 15 sideways instead of 40, matching the third person leaning much more accurately and preventing players from peeking suspects without exposing their bodies<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Slowed down ALT leaning to prevent leanspam and allow more accurate leaning increments<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Increase damage for 7.62 ammo variants<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Increase limb damage for JHP ammo variants<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Leaning while moving will now keep the same lean angle instead of restricting half of it<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Disabled player jump (Jump input binding will now be rerouted to issuing a default SWAT AI command)<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">ROE bug fixes and improvements*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed8\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fixed bullet exit effects appearing even when rounds are not fully penetrating<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fixed injured screen blur effect not fading while the player is moving<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix &ldquo;Arrest Amos Voll&rdquo; objective not clearing<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix Ballistic Shield not protecting against bullets while on back<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix a few Rules of Engagement inconsistencies<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix a few objectives not clearing due to AI being incapacitated<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix grenades being thrown through walls and doors when up close*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix TOC not speaking when an incapacitated AI was reported*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix player reporting incapacitated suspects as civilians*<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"ai2\"><span style=\"font-size: 12pt;\"><strong>AI<\/strong><\/span><\/h4>\n<h5 id=\"general2\"><span style=\"font-size: 12pt;\"><strong>General<\/strong><\/span><\/h5>\n<h5 id=\"new3\"><span style=\"font-size: 12pt;\"><strong>New<\/strong><\/span><\/h5>\n<ul>\n<li>\n<p><span style=\"font-size: 12pt;\">Completely rebuilt Civilian and Suspect AI. They now use a mathematical system to weigh and make continuous decisions they deem are best for their current situation and objective, instead of randomly choosing actions to take<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">&ldquo;Factions&rdquo; system. Each AI in every level now can have unique behavior specific to that level, and each individual NPC can act differently than the other<\/span><\/p>\n<ul>\n<li><span style=\"font-size: 12pt;\">Some AI can have a &ldquo;faction leader.&rdquo; Arresting or killing the leader may cause a morale drop for the rest of its faction<\/span><\/li>\n<\/ul>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">&ldquo;Rathole&rdquo; system allowing AI to evade the player through vents and spaces through\/between walls. Only some levels have this behavior<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Hostage Taking for suspects on certain levels when specific conditions are met<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">AI suspects now have a limited ammo capacity. They can run out of ammunition after a set amount of reloads, what they do next depends on the situation<\/span><\/p>\n<\/li>\n<\/ul>\n<h5 id=\"improved2\"><span style=\"font-size: 12pt;\"><strong>Improved<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Suspect AI now use animations to aim and lower their weapons, instead of a simple blend between the two poses. This locks their raise-to-aim behavior causing fewer issues related to snap-shooting<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">AI will play appropriate reaction animations when encountering players. Suspects no longer immediately raise their weapons to shoot if they don&rsquo;t expect your arrival, and depending on their personality they might be more easily scared than others!<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">AI now use a movement blend system. They will have to accelerate first from walking before moving at their maximum speed. This prevents erratic and unreadable AI movement suddenly moving at full speed in close quarters<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">AI reactions to being stunned by grenades have been improved, playing fullbody animations appropriate to the stun type<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed9\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fixed grenades not lowering suspect morale enough. They should cause surrendering much faster<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"suspects\"><span style=\"font-size: 12pt;\"><strong>SUSPECTS<\/strong><\/span><\/h4>\n<h5 id=\"new4\"><span style=\"font-size: 12pt;\"><strong>New<\/strong><\/span><\/h5>\n<ul>\n<li>\n<p><span style=\"font-size: 12pt;\">Hostage taking. Some suspects can take hostages by using them as a human shields. Use grenades to break them up, or risk an accurate shot to take them down<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Rat holes. Some suspects can shimmy and crawl through gaps in the wall or ventilation systems, evading the player and gaining an upper hand<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Reworked AI player detection and sensing. Will essentially stop them from &ldquo;sensing&rdquo; players through objects, lessening chances of them shooting through walls<\/span><\/p>\n<ul>\n<li><span style=\"font-size: 12pt;\">Editor&rsquo;s note: This was a necessary feature in the past to prevent them from losing track of the player if they move past small gaps and objects, but has been replaced with better and more accurate detection<\/span><\/li>\n<\/ul>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Reworked reaction time. A larger amount of their actions when unaware, will be buffered by a determined amount of milliseconds instead of making decisions at the very first frame of detection. Should improve readability<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Tweaked suspect focal point blends, slowing them down to prevent them from making flick shots<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Fix AI faking death playing non-compliant voice lines*<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Fix AI faking death too often (even when they shouldn&rsquo;t)*<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Fix swat not killing the player after they&#8217;ve killed a swat officer*<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Potential fixes for SWAT AI in modded games tracking the player as an enemy*<\/span><\/p>\n<\/li>\n<\/ul>\n<h5 id=\"improved3\"><span style=\"font-size: 12pt;\"><strong>Improved<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Suspect reaction times have been lowered, but they will also be much more aware of their surroundings, and will appropriately hold angles and corners where they expect players to come from if there has been a lot of noise. The same level of deadliness, but now with a higher level of awareness<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">They will wander around the level and investigate gunshots, and their reaction times will be heightened if they think danger is incoming<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">They will take cover much more strategically and use it to conceal themselves, ambushing the player from behind objects. Be careful!<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"civilians\"><span style=\"font-size: 12pt;\"><strong>CIVILIANS<\/strong><\/span><\/h4>\n<h5 id=\"updated6\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Civilians will react to combat more appropriately by seeking hiding places when hearing gunfights and other aggressive noises, and flee when they are in the midst of a firefight<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Multiple civilian profiles and behavior for each level depending on the level&rsquo;s situation and circumstances<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"settings\"><span style=\"font-size: 12pt;\"><strong>SETTINGS<\/strong><\/span><\/h4>\n<h5 id=\"new5\"><span style=\"font-size: 12pt;\"><strong>New<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Add motion blur intensity slider<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"weapons\"><span style=\"font-size: 12pt;\"><strong>WEAPONS<\/strong><\/span><\/h4>\n<h5 id=\"new6\"><span style=\"font-size: 12pt;\"><strong>New<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">P90<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">MP7<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">SPC9<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">M11 Compact<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Bullet penetration values have been reworked for more consistency. Material parameters, thickness, and bullet velocity is now calculated<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Improved bullet zeroing to optic dot over distance<\/span><\/li>\n<\/ul>\n<h5 id=\"updated7\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">57 USG now ejects 5.7x28mm shell casings when firing<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Updated old attachment models into newer versions. New SRS model, new Pistol Flashlight model, and SMGs now have their own unique flashlight model<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">3P grip poses! Players now hold onto grips properly in third person, for those sick screenshots<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Significantly increased damage for 7.62 ammo variants<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Increase limb damage for JHP ammo variants<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">M76 uses 9&#215;19 instead of 7.92*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed10\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix SPC9 magazine bullets being located the wrong way*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix scope attachments not zeroing on SMGs*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix scopes copying active player post processing (i.e blood scope bug)*<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"animation\"><span style=\"font-size: 12pt;\"><strong>ANIMATION<\/strong><\/span><\/h4>\n<h5 id=\"improved4\"><span style=\"font-size: 12pt;\"><strong>Improved<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Greatly improve death animation to ragdoll transitions, eliminating obvious transition popping*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Improve voice line search performance. Cache all voice lines in VO\/ directory on game start for faster lookup times. This should reduce the hitches when running the game on HDDs*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Player nameplate performance improvements*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed11\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li>\n<p><span style=\"font-size: 12pt;\">Death animations.<\/span><\/p>\n<ul>\n<li><span style=\"font-size: 12pt;\">AI will play death animations when dying instead of playing a full ragdoll. This improves sync between AI death poses in multiplayer games.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix 360 spin whilst arresting incapacitated AI*<\/span><\/li>\n<\/ul>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">A large batch of head models are now rigged for facial animation support<\/span><\/p>\n<ul>\n<li><span style=\"font-size: 12pt;\">AI will now have different facial expressions depending on the situation<\/span><\/li>\n<li><span style=\"font-size: 12pt;\"><em>Real-time lip sync to dialogue is not currently supported but is planned in the future<\/em><\/span><\/li>\n<\/ul>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Added a larger variety of idle poses for AI, ensuring that a group of AI NPCs can have a different and much more natural silhouette from one another<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">AI now play a variety of flinch animations when shot, making gunplay feel more responsive<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">AI now play recoil animations when shooting<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Added IK animation exceptions to many animations, fixing broken arms when AI is doing animations like surrendering or fake surrendering<\/span><\/p>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Fix ragdolled AI sometimes performing a 360 spin whilst being arrested *<\/span><\/p>\n<\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"scoring\"><span style=\"font-size: 12pt;\"><strong>SCORING<\/strong><\/span><\/h4>\n<ul>\n<li><span style=\"font-size: 12pt;\">Removed the requirement that all civilians must be reported to pass the &ldquo;Rescue all of the Civilians&rdquo; objective<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"ui2\"><span style=\"font-size: 12pt;\"><strong>UI<\/strong><\/span><\/h4>\n<h5 id=\"loadout\"><span style=\"font-size: 12pt;\"><strong>Loadout<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Added a scroll box to the Preset dropdown to handle long preset lists<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Preset names now have a character limit. Names made prior will be cut off rather than extend beyond the boundary.<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed12\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Double-clicking a new weapon selection while in the Quartermaster (weapon modification) screen will properly return to the attachment list for the newly selected weapon.<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Quick-removing attachments from the Loadout Detail Panel will now work consistently<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Reducing ammo slots should no longer remove secondary ammo type and always keep at least one of each ammo type if multiple are selected or slots are reduced to 1<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fixed issue with adding ammo slots not automatically adding a magazine when two ammo types were selected until Loadout was reopened<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"voice-over\"><span style=\"font-size: 12pt;\"><strong>VOICE OVER<\/strong><\/span><\/h4>\n<ul>\n<li><span style=\"font-size: 12pt;\">Many new voice lines for a variety of situations<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Increased frequency of random AI idle chatter<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"sfx\"><span style=\"font-size: 12pt;\"><strong>SFX<\/strong><\/span><\/h4>\n<h5 id=\"new7\"><span style=\"font-size: 12pt;\"><strong>New<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Tons of new weapon SFX<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">New level SFX<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Bullet spalling SFX<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Gore SFX<\/span><\/li>\n<\/ul>\n<h5 id=\"updated8\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Many sounds that would previously not occlude (footsteps\/gunshots \/ etc) now occlude (sounding muffled behind walls). Woohoo!<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Major optimizations across all levels to many core sound components<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Major optimizations\/tweaks to core sound mix<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Major optimizations to many FMOD events<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">First person weapon full auto firing smoothed significantly<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Tweaked timings for ADS sounds<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Weapon foley updated to have more prominent pouch sounds<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Bullet ricochet sound is now independent from bullet impact sound<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Updates to various weapon sounds<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">SBR reverted to use older variant of gunshot sound<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Bodyfall sound can now play at gentler velocity<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Smoother reverb transitions as player moves across a level<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Tweak sound size for door alarm sounds<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Tweak sound size for keycard pickup sounds<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed13\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix issue where certain weapons would make no sound when fired from a third person<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where taser contact sound wouldn&rsquo;t play<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where certain incorrect environmental ambience parameters could be assigned on level start<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where a certain gas canister would sound like a nuke if shot<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix rare issue where certain important sounds could cut out during intense gunfights<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Rerender many assets to remove pops<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issues with MP5 \/ Legion reloads using incorrect sounds*<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"lobby\"><span style=\"font-size: 12pt;\"><strong>LOBBY<\/strong><\/span><\/h4>\n<h5 id=\"fixed14\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix low res popup target texture*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix out of bounds traversal found in locker room*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fixed players being able to travel outside the lobby, found near the firing range*<\/span><\/li>\n<\/ul>\n<h5 id=\"club\"><span style=\"font-size: 12pt;\"><strong>Club<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Club music can now be shut off from the DJ booth<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Additional sound detailing \/ updates to level ambience<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where certain ambient layer wouldn&rsquo;t play<\/span><\/li>\n<\/ul>\n<h5 id=\"importer\"><span style=\"font-size: 12pt;\"><strong>Importer<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Blocking volumes added to prevent out of bounds traversal<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix AI stuck up top on the parcel piles<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix a few texture issues<\/span><\/li>\n<\/ul>\n<h5 id=\"dealer\"><span style=\"font-size: 12pt;\"><strong>Dealer<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Additional sound detailing \/ updates to level ambience<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix instances of wrong ambience playing in certain areas<\/span><\/li>\n<\/ul>\n<h5 id=\"gas\"><span style=\"font-size: 12pt;\"><strong>Gas<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Disabled key card deny sound for fire exit door<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Additional sound detailing \/ updates to level ambience<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix a few hiding closet collision issues*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fixed Active shooter not targeting civilians*<\/span><\/li>\n<\/ul>\n<h5 id=\"hospital\"><span style=\"font-size: 12pt;\"><strong>Hospital<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Delete cup clipping into water dispenser*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Out of bounds fixes in spawn area*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Bomb Threat &#8211; Fix SWAT AI stuck at spawn*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix AI shooting through window shutters*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix SWAT AI not being able to navigate on some staircases*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix AI seeing through small gaps through window blinds*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Unreachable civilians spawns in Barricaded Suspects*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Adjust mop bucket position to prevent AI from being stuck\/un-navigable*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Blocking volumes added to prevent out of bounds traversal*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Lowered urinals*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Enabled physics for buckets and wet floor sign*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix SWAT AI unable to traverse on some staircases*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Lighting rebake*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where exterior sirens wouldn&#8217;t muffle correctly at emergency*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where reverb could drop out at emergency*<\/span><\/li>\n<\/ul>\n<h5 id=\"meth\"><span style=\"font-size: 12pt;\"><strong>Meth<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Additional sound detailing \/ updates to level ambience<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Separate environmental ambience beds so one doesn&rsquo;t play before the other during transition<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Add blocking volume to prevent AI standing on thin objects*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix floating police car light*<\/span><\/li>\n<\/ul>\n<h5 id=\"penthouse\"><span style=\"font-size: 12pt;\"><strong>Penthouse<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Penthouse TV now uses alternative propagation solution to pan sound around wall<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where certain outdoor SFX sounded clear regardless of player position<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix instances of wrong ambience playing in certain areas<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Remove floating sign*<\/span><\/li>\n<\/ul>\n<h5 id=\"ridgeline\"><span style=\"font-size: 12pt;\"><strong>Ridgeline<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Added \/ Updated existing SFX<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Certain sounds should now flow more dynamically across environment (i.e. Trees)<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix instances of certain ambience parameters not updating in certain areas<\/span><\/li>\n<\/ul>\n<h5 id=\"valley\"><span style=\"font-size: 12pt;\"><strong>Valley<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix out of bounds traversal near spawn<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Added more spawns for Daniela Voll*<\/span><\/li>\n<\/ul>\n<h5 id=\"datacenter\"><span style=\"font-size: 12pt;\"><strong>Datacenter<\/strong><\/span><\/h5>\n<h5 id=\"updated9\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Mindjot security guards now use MK18 instead of ARWC*<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed15\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fix ragdolled AI sometimes performing a 360 spin whilst being arrested*<\/span><\/li>\n<\/ul>\n<h5 id=\"port\"><span style=\"font-size: 12pt;\"><strong>Port<\/strong><\/span><\/h5>\n<h5 id=\"improved5\"><span style=\"font-size: 12pt;\"><strong>Improved<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Red dot visibility*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Sped up port lighting exposure compensation*<\/span><\/li>\n<\/ul>\n<h5 id=\"agency\"><span style=\"font-size: 12pt;\"><strong>Agency<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Exterior to interior audio transitions*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Added additional audio transition zone for exterior tent*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix effect on M37 potentially muffling it*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where reverb could drop out at emergency*<\/span><\/li>\n<\/ul>\n<h5 id=\"farm\"><span style=\"font-size: 12pt;\"><strong>Farm<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Collision fixes in areas where players could walk through some walls*<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Light leaking*<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"music\"><span style=\"font-size: 12pt;\"><strong>MUSIC<\/strong><\/span><\/h4>\n<h5 id=\"new8\"><span style=\"font-size: 12pt;\"><strong>New<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Club OST<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Data Center OST<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Agency OST<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Main Menu OST<\/span><\/li>\n<\/ul>\n<h5 id=\"updated10\"><span style=\"font-size: 12pt;\"><strong>Updated<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Updated Ridgeline OST basement cue<\/span><\/li>\n<\/ul>\n<h5 id=\"fixed16\"><span style=\"font-size: 12pt;\"><strong>Fixed<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Fixed an issue where Ridgeline OST could repeat certain cues twice<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fixed an issue where Hotel Upper Rooms OST could potentially stop playing<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fixed an issue where certain areas on Dealer would incorrectly play music<\/span><\/li>\n<\/ul>\n<h4>&nbsp;<\/h4>\n<h4 id=\"level-specific\"><span style=\"font-size: 12pt;\"><strong>LEVEL SPECIFIC<\/strong><\/span><\/h4>\n<h5 id=\"club2\"><span style=\"font-size: 12pt;\"><strong>Club<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Club music can now be shut off from the DJ booth<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Additional sound detailing \/ updates to level ambiance<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where certain ambient layer wouldn&rsquo;t play<\/span><\/li>\n<\/ul>\n<h5 id=\"dealer2\"><span style=\"font-size: 12pt;\"><strong>Dealer<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Additional sound detailing \/ updates to level ambiance<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix instances of wrong ambiance playing in certain areas<\/span><\/li>\n<li>&nbsp;<\/li>\n<\/ul>\n<h5 id=\"gas2\"><span style=\"font-size: 12pt;\"><strong>Gas<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Disabled key card deny sound for fire exit door<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Additional sound detailing \/ updates to level ambiance<\/span><\/li>\n<\/ul>\n<h5 id=\"meth2\"><span style=\"font-size: 12pt;\"><strong>Meth<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Additional sound detailing \/ updates to level ambiance<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Separate environmental ambiance beds so one doesn&rsquo;t play before the other during transition<\/span><\/li>\n<\/ul>\n<h5 id=\"penthouse2\"><span style=\"font-size: 12pt;\"><strong>Penthouse<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Penthouse TV now uses alternative propagation solution to pan sound around wall<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix issue where certain outdoor SFX sounded clear regardless of player position<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix instances of wrong ambience playing in certain areas<\/span><\/li>\n<\/ul>\n<h5 id=\"ridgeline2\"><span style=\"font-size: 12pt;\"><strong>Ridgeline<\/strong><\/span><\/h5>\n<ul>\n<li><span style=\"font-size: 12pt;\">Added \/ Updated existing SFX<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Certain sounds should now flow more dynamically across environment (i.e. Trees)<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Fix instances of certain ambience parameters not updating in certain areas<\/span><\/li>\n<\/ul>\n<h5 id=\"misc\"><span style=\"font-size: 12pt;\"><strong>Misc<\/strong><\/span><\/h5>\n<ul>\n<li>\n<p><span style=\"font-size: 12pt;\">Map analytics added to help identify gameplay issues \/ improve gameplay (Defaults to off)<\/span><\/p>\n<ul>\n<li>\n<p><span style=\"font-size: 12pt;\">When enabled will stream actor locations \/ events to a server for further analysis<\/span><\/p>\n<ul>\n<li><span style=\"font-size: 12pt;\">No user identifiable information is sent<\/span><\/li>\n<li><span style=\"font-size: 12pt;\">Will be used for tracking down AI issues<\/span><\/li>\n<\/ul>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Added a permanent message indicating if map analytics is recording or not, and if so what the Game ID is<\/span><\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><span style=\"font-size: 12pt;\">Nvidia DLSS implementation updated to 2.3.11<\/span><\/p>\n<\/li>\n<\/ul>\n<\/div>\n<\/section>\n","protected":false},"excerpt":{"rendered":"<p>Looking for the most recent Ready or Not patch notes and news information? We&#8217;ve got you covered within this article, showcasing the most recent and&#8230;<\/p>\n","protected":false},"author":12873,"featured_media":50387,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"tags":[],"class_list":["post-50386","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ready-or-not","genre-fps","content_type-game-updates"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Ready or Not Patch Notes (October 2023): Adam Updates, Changes And Latest News - GINX TV<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.ginx.tv\/en\/wp-json\/wp\/v2\/posts\/50386\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Ready or Not Patch Notes (October 2023): Adam Updates, Changes And Latest News - GINX TV\" \/>\n<meta property=\"og:description\" content=\"Looking for the most recent Ready or Not patch notes and news information? 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