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#4617782 - 12/30/22 07:36 AM Re: Ready or Not [Re: RedOneAlpha]  
Joined: Dec 2002
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Flogger23m Offline
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Apparently the SWAT AI took a hit. I have not yet played this update though.

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#4617785 - 12/30/22 07:58 AM Re: Ready or Not [Re: RedOneAlpha]  
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wormfood Offline
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I don't know about the friendly AI, but the enemies always seem to know where we are and come speeding around the corners prefiring us. Not sure what's going on, but it's way harder than it used to be.

#4623265 - 03/21/23 04:11 PM Re: Ready or Not [Re: RedOneAlpha]  
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wormfood Offline
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There are maps, many of which are redone SWAT4 maps in the mods section of the game.
They're fun and add a bit more variety to the same maps.

Be careful though, I added all the maps in the mods list and it crashed my game and would allow it to launch. Not sure if it was too many mods, or if particular ones worked. I've only tried the ones listed as SWAT or NOT.

If you go to Nexus mods, there's several more there. Some original and some more from SWAT 4.
Fairfax alone is worth another go, what a creepy and atmospheric mission that was.

#4639544 - 12/12/23 01:09 AM Re: Ready or Not [Re: RedOneAlpha]  
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wormfood Offline
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1.0 release slated for later this week.

Here's the trailer:


Looks like mostly AI and command improvements. They claim those improvements will work on custom maps as well. I'm a bit disappointed there's still doesn't seem to be much of a briefing or planning before the map starts.

#4639559 - 12/12/23 12:22 PM Re: Ready or Not [Re: RedOneAlpha]  
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PanzerMeyer Online centaurian
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I'll be reinstalling it. It's really great that 1.0 is finally coming out but it took MUCH longer than I was anticipating. I guess those are the risks you take when you buy a game in alpha state.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4639777 - 12/17/23 04:01 AM Re: Ready or Not [Re: RedOneAlpha]  
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wormfood Offline
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With the 1.0 release they added and fixed more than just the AI.
Several new maps and an old one was redone. A few weapons. Audio changes. Bug fixes and more.
Here's the full notes: https://store.steampowered.com/news/app/1144200/view/3859085878636601509

Some changes to movement as well. Makes it easier to look over cover, check under tables/desks and lean around corners.

#4640060 - 12/23/23 08:49 PM Re: Ready or Not [Re: RedOneAlpha]  
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Flogger23m Offline
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It is okay. AI got some improvements but the main issues are still present. Suspect AI has insane tracking and detection. Friendly officers often fail to execute commands, sometimes they start clearing a room before one of the officers throws a grenade in, sometimes they throw the grenade at their own feet, or toss it at an obvious map object and it lands at their feet.

As far as I am concerned, it is still beta. Maybe even alpha, with feature incomplete AI. That is a huge problem because it is perhaps the most important thing with this genre of games.

Here is an example of an AI unit that I flash banged 4 times, and shot at, and yelled at, and shot, to get them to surrender.



That all occurred before I started recording. Essentially my officers all had less lethal weapons because you need to arrest this character, not kill them. They would stun him with pepperball guns. He would heal, and then before the officers react shoot and kill them. He did this until he killed all 4 of them. The suspects heal too quickly to advance and subdue them. I could only move maybe 15 feet before he healed. And that is how I ran out of grenades, and they would still not surrender.

There is an AI mod that helps, but it is more or less a band aid. Game still needs a lot of work.

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