Back in June we released our biggest update to date. Little did we know that the Adam Release was going to take that throne right away.
This update will be available to everyone soon!
Featuring five new levels, four new weapons, new AI behaviors, and MUCH more!
Let’s dive right in:
Adam Release
General
New
Levels: Agency, Data Center, Ridgeline, Hospital, Importer
Entire re-work of all existing levels lighting to new PBL standards for realism
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!
Updated
mod.io / Mods
mod.io Mods are now stored in the game install directory, instead of C drive
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:
Mod restart indicator is now present until the game is restarted
WorldGen data in mods is now handled, instead of generating new WorldGen data
Fixed
Mods are not cleaned up when unsubscribing in mod.io
Known Issues
MP7 floating in the preview character’s hands when seen in the loadout menu
Rules of Engagement will be inconsistent with the new AI system in some cases
Ragdolls in high-latency multiplayer may have issues with clipping and flying, we are continuously working on this implementation throughout the Supporter testing stage
Deprecated
Some of the game modes in Hotel were removed as Hotel is pending a future rework.
Gameplay
New
Ammunition spalling and ricochets.
Spalling happens when bullets hit steel surfaces thick enough for them to not penetrate. Ricochets happen when bullets hit surfaces at an angle.
Steel armor will cause spalling when hit. It will not cause injury to the wearer, but anyone around the spalling radius will receive damage.
Every ammunition type will have its own chance of ricocheting.
Arterial bleeds.
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.
Gore effects.
Decals now stick to AI properly instead of projecting on their model.
Bullet holes in AI will cause blood to seep around the wound and clothing slowly.
Headshots now cause head deformation.
Blood splatters on walls may be animated with blood trailing effects.
Incapacitation
AI now has a chance to fall into incapacitation when shot instead of outright dying.
Incapacitated AI must be reported to TOC (Pending additional voice acting. SWAT will use civilian incapacitation report lines for now)
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
Slowed down ALT leaning to prevent leanspam and allow more accurate leaning increments
Increase damage for 7.62 ammo variants
Increase limb damage for JHP ammo variants
Fixed
Fixed bullet exit effects appearing even when rounds are not fully penetrating
Fixed injured screen blur effect not fading while the player is moving
AI
General
New
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
“Factions” 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
Some AI can have a “faction leader.” Arresting or killing the leader may cause a morale drop for the rest of its faction
“Rathole” system allowing AI to evade the player through vents and spaces through/between walls. Only some levels have this behavior
Hostage Taking for suspects on certain levels when specific conditions are met
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
Improved
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
AI will play appropriate reaction animations when encountering players. Suspects no longer immediately raise their weapons to shoot if they don’t expect your arrival, and depending on their personality they might be more easily scared than others!
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
AI reactions to being stunned by grenades have been improved, playing fullbody animations appropriate to the stun type
Fixed
Fixed grenades not lowering suspect morale enough. They should cause surrendering much faster
Suspects
New
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
Rat holes. Some suspects can shimmy and crawl through gaps in the wall or ventilation systems, evading the player and gaining an upper hand
Reworked AI player detection and sensing. Will essentially stop them from “sensing” players through objects, lessening chances of them shooting through walls
Editor’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
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
Tweaked suspect focal point blends, slowing them down to prevent them from making flick shots
Improved
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
They will wander around the level and investigate gunshots, and their reaction times will be heightened if they think danger is incoming
They will take cover much more strategically and use it to conceal themselves, ambushing the player from behind objects. Be careful!
Civilians
Updated
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
Multiple civilian profiles and behavior for each level depending on the level’s situation and circumstances
Settings
New
Add motion blur intensity slider
Weapons
New
P90
MP7
SPC9
M11 Compact
Bullet penetration values have been reworked for more consistency. Material parameters, thickness, and bullet velocity is now calculated
Improved bullet zeroing to optic dot over distance
Updated
57 USG now ejects 5.7x28mm shell casings when firing
Updated old attachment models into newer versions. New SRS model, new Pistol Flashlight model, and SMGs now have their own unique flashlight model
3P grip poses! Players now hold onto grips properly in third person, for those sick screenshots
Significantly increased damage for 7.62 ammo variants
Increase limb damage for JHP ammo variants
Animation
Fixed
Death animations.
AI will play death animations when dying instead of playing a full ragdoll. This improves sync between AI death poses in multiplayer games.
A large batch of head models are now rigged for facial animation support
AI will now have different facial expressions depending on the situation
Real-time lip sync to dialogue is not currently supported but is planned in the future
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
AI now play a variety of flinch animations when shot, making gunplay feel more responsive
AI now play recoil animations when shooting
Added IK animation exceptions to many animations, fixing broken arms when AI is doing animations like surrendering or fake surrendering
Scoring
Removed the requirement that all civilians must be reported to pass the “Rescue all of the Civilians” objective
UI
Loadout
Added a scroll box to the Preset dropdown to handle long preset lists
Preset names now have a character limit. Names made prior will be cut off rather than extend beyond the boundary.
Fixed
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.
Quick-removing attachments from the Loadout Detail Panel will now work consistently
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
Fixed issue with adding ammo slots not automatically adding a magazine when two ammo types were selected until Loadout was reopened
Voice Over
Many new voice lines for a variety of situations
Increased frequency of random AI idle chatter
SFX
New
Tons of new weapon SFX
New level SFX
Bullet spalling SFX
Gore SFX
Updated
Many sounds that would previously not occlude (footsteps/gunshots / etc) now occlude (sounding muffled behind walls). Woohoo!
Major optimizations across all levels to many core sound components
Major optimizations/tweaks to core sound mix
Major optimizations to many FMOD events
First person weapon full auto firing smoothed significantly
Tweaked timings for ADS sounds
Weapon foley updated to have more prominent pouch sounds
Bullet ricochet sound is now independent from bullet impact sound
Updates to various weapon sounds
SBR reverted to use older variant of gunshot sound
Bodyfall sound can now play at gentler velocity
Smoother reverb transitions as player moves across a level
Tweak sound size for door alarm sounds
Tweak sound size for keycard pickup sounds
Fixed
Fix issue where certain weapons would make no sound when fired from a third person
Fix issue where taser contact sound wouldn’t play
Fix issue where certain incorrect environmental ambience parameters could be assigned on level start
Fix issue where a certain gas canister would sound like a nuke if shot
Fix rare issue where certain important sounds could cut out during intense gunfights
Rerender many assets to remove pops
Club
Club music can now be shut off from the DJ booth
Additional sound detailing / updates to level ambience
Fix issue where certain ambient layer wouldn’t play
Dealer
Additional sound detailing / updates to level ambience
Fix instances of wrong ambience playing in certain areas
Gas
Disabled key card deny sound for fire exit door
Additional sound detailing / updates to level ambience
Meth
Additional sound detailing / updates to level ambience
Separate environmental ambience beds so one doesn’t play before the other during transition
Penthouse
Penthouse TV now uses alternative propagation solution to pan sound around wall
Fix issue where certain outdoor SFX sounded clear regardless of player position
Fix instances of wrong ambience playing in certain areas
Ridgeline
Added / Updated existing SFX
Certain sounds should now flow more dynamically across environment (i.e. Trees)
Fix instances of certain ambience parameters not updating in certain areas
Music
New
Club OST
Data Center OST
Agency OST
Main Menu OST
Updated
Updated Ridgeline OST basement cue
Fixed
Fixed an issue where Ridgeline OST could repeat certain cues twice
Fixed an issue where Hotel Upper Rooms OST could potentially stop playing
Fixed an issue where certain areas on Dealer would incorrectly play music
Level Specific
Club
Club music can now be shut off from the DJ booth
Additional sound detailing / updates to level ambiance
Fix issue where certain ambient layer wouldn’t play
Dealer
Additional sound detailing / updates to level ambiance
Fix instances of wrong ambiance playing in certain areas
Gas
Disabled key card deny sound for fire exit door
Additional sound detailing / updates to level ambiance
Meth
Additional sound detailing / updates to level ambiance
Separate environmental ambiance beds so one doesn’t play before the other during transition
Penthouse
Penthouse TV now uses alternative propagation solution to pan sound around wall
Fix issue where certain outdoor SFX sounded clear regardless of player position
Fix instances of wrong ambience playing in certain areas
Ridgeline
Added / Updated existing SFX
Certain sounds should now flow more dynamically across environment (i.e. Trees)
Fix instances of certain ambience parameters not updating in certain areas
Misc
Map analytics added to help identify gameplay issues / improve gameplay (Defaults to off)
When enabled will stream actor locations / events to a server for further analysis
No user identifiable information is sent
Will be used for tracking down AI issues
Added a permanent message indicating if map analytics is recording or not, and if so what the Game ID is
Nvidia DLSS implementation updated to 2.3.11
Conclusion
That concludes the patch notes for the long-awaited Adam Release. The VOID Interactive team could not be more grateful to everyone for their support along this journey. It’s been a couple of months of hard work behind the scenes, and we can’t wait to bring you more updates in the future!
We hope you've been having fun in the week since launch - flying around in your personal sniper Viper build, nuking entire fleets with numerous boxes of grenades or possibly already slicing and dicing with Excalibur. We've been hard at work analyzing your feedback and eliminating bugs where they have been encountered.
We'd like to thank all of our players for their interest and support so early in development and hope you'll want to stick around. Moreover, please voice any feedback or bugs you might find. We want to do this game justice as it is a game we want to play as well.
Note: The first stage, Sector 3, is abbreviated to S3.
New Features
Upgrade Rerolls (capped to 3 per run) allow for easier access to chosen build paths. This should also alleviate difficulty issues in the early to mid game.
HP pickup heal now grants a textured green feedback frame.
Taking damage now grants a textured red feedback frame.
Newer, longer version of S3 combat soundtrack.
Steam Cloud Saving.
Balancing
HP pickup heal amount and drop chance has been doubled.
HP pickups visibility improvements.
HP bar changed to green to match with pickups.
The background of S3 has been darkened to enhance visibiity.
S3 Tier 2 enemies health has been lowered from 24 to 20 (-17%).
S3 Tier 3 enemies health has been lowered from 70 to 60 (-14%).
S3 Tier 2, 3 and 4 shot cooldowns no longer synchronize, varying somewhat with every shot.
S3 Tier 2, 3 and 4 enemies spawn 20 seconds earlier to offset the lax spawn time of Tier 2.
Glaive upgrade (Space-lawnmower Blades) and bomb upgrade (Box of Grenades) damage is decoupled from ship damage. They are now guaranteed to deal 8 and 10 damage respectively - meaning they one-shot tier 1 enemies.
Player projectile speed changed from 8 to 7 (-12.5%).
Projectile amount upgrade (Bolt-on Barrels) shot spread changed from 6.5 to 4.5 (-31%).
Upped XP-rate upgrade (AI-Generated Feedback) from 5% to 10%.
Lowered drift slow motion upgrade (Eurobeat CD) cap from 4 to 3 (-25%).
Bugfixes
Player and enemy projectiles no longer collide.
Enemies that shoot no longer fire instantly on spawn, meaning you should no longer have to worry about being one-shot from across the map.
Actualized projectile amount upgrade (Bolt-on Barrels) damage decrease to 15% from 10% as mentioned in info text.
Unit experience works, experience is added at the start of victory screen now. (If you skipped unit tables on the Victory screen before all units were shown you got 0 experience. ) Impatience is a vice.
You've come very far players but I believe It's time for me to continue my travels. The things you've taught me, shown me, will remain with me for as long as I live. But before I leave in search of new knowledge, I have one last request...
Welcome to the Lost Tribe of the Collector.
The challenge is simple, reach the chest. To find his reward! Parkour your way to the end in the most stylish way possible! The Best Replay will win a larger reward!
You have a variety of options when it comes to sending your submissions.
You can do /submit on Discord to leave me a replay.