SWAT: Elite Force v4
MAJOR FEATURES
- Introducing, Extra Missions! These are a second, Irrational-quality campaign of missions for you to explore.
- You will need to create a second campaign (in the menu) and select Extra Missions from the dropdown box (SWAT4 + TSS are selected by default)
- The first one, Meat Barn Restaurant, is an altered version of the multiplayer-exclusive Meat Barn Restaurant. Major changes were made to the layout to make it easier in Singleplayer and CO-OP.
- New system: Weight/Bulk. Instead of speed and use time being dictated by armor equipped, it's now based on two variables: Weight and Bulk.
- There are two bars on the loadout screen to help visualize how much weight/bulk you have, along with the real values.
- WEIGHT will slow you down. It is measured in kilograms, as a measure of how heavy things are.
- BULK will make things take longer to use. It is a percentage ingame, with real measurements behind it - it is a measure of surface area of your gear.
- Generally weight and bulk go in tandem, but there are some differences. The Desert Eagle is heavier than the Python, but the Python is more bulky.
- Weapons have been totally altered, both internally (how they function) and externally (how they play).
- All weapons have reworked accuracy, recoil and handling characteristics using realistic weights and lenght for each. Light, shorter weapons like pistols and SMGs now suffer less penalties for movement and injuries, whereas long, heavier weapons like assault rifles and shotguns are more accurate and powerful.
- The ammo bag tactical aid has been removed. Instead you can now customize the amount of ammo you want to bring, to fine-tune your weight and bulk.
- Weapons have been given more realistic rates of fire and muzzle velocities. In terms of gameplay, higher muzzle velocity = more potential for penetration. Most weapons got reduced muzzle velocity, except for the P90, TEC-9 and UMP.
- Bullets can now ricochet off of hard surfaces, such as concrete, stone, bricks, etc. Ricochets occur from FMJ and buckshot rounds. (This feature will be improved as more research is done)
- All secondary weapons are available in primary weapon slots.
- Heavy Armor now acts differently. It completely protects against conventional weapons, but may become damaged over time. At 0% health, it will only be as effective as Light Armor.
- The Less Lethal shotgun is much more dangerous. Don't fire it at point blank range; give the beanbags some travel time, and don't aim for the head...
- New set of commands in singleplayer: LEADER THROW. These commands allow you to use a grenade instead of your AI companions.
- For hold commands, when the INITIATE command is done, officers will blow/open the door, and will only enter after you use a grenade. Therefore, you only need one grenade for a double entry.
- These commands work for both thrown grenades and the grenade launcher, and they're "one-command-fits all" (OPEN, LEADER & CLEAR accepts flashbangs, CS gas and sting grenades without needing to pick in the menu)
- Many changes to both the officer and suspect AI to make them both better.
- The console has been improved.
- Completely redid all of the campaign progression/unlocks.
- You can now lock doors using the toolkit.
MINOR FEATURES / FULL CHANGES
- Added Meat Barn Restaurant extra mission
- Fixed CO-OP and tested. It works now, honest! Although it will see some improvements.
- AI improvements: SWAT officers no longer stare down noncompliant civilians for days
- AI improvements: SWAT officers will no longer form "death funnels" as easily in doors - they will engage with suspects while moving through doors.
- AI improvements: Suspects are more likely to play a Get-Hit animation when they are injured and are less accurate in general
- AI improvements: Suspects will no longer shoot instantaneously at SWAT officers. There is a small delay, dependent on skill level.
- AI improvements: Suspects will now shoot at SWAT officers while on the move. The chance is dependent on the skill level of the suspect.
- Fixed TSS bug/AI Improvements: Known locked/wedged doors weren't being taken into account when a suspect evaluates if it should flee.
- Fixed TSS bug: Can save loadouts to work around the campaign unlocks (It will bring up a dialog box informing you that the loadout you want uses invalid equipment)
- Fixed TSS bug: Glitchy arrests with No Armor
- Fixed TSS bug: Optiwand glitchy in multiplayer when near doors (unverified)
- Fixed TSS bug: Pregame not showing HTML styling of server name
- Fixed TSS bug: Glock not selectable in Custom Mission Maker
- Fixed TSS bug: Taser recoil applying to every player on the map
- Fixed TSS bug: Server name field in Multiplayer Setup not matching the actual number of characters that could be used
- Fixed TSS bug: When using Deploy C2 command, AI will pick the lock if they are out of C2
- Fixed TSS bug: TEC-9 not having any reload sound effects
- Fixed TSS bug: Hologen suspects having ridiculously high morale at times
- Fixed SEF bug: Join Game button on menu not appearing
- Fixed SEF bug: Officers picking locks on unlocked doors when ordered to breach and out of C2
- Fixed SEF bug: Riot Helmet not protecting against pepper spray like it's supposed to.
- Fixed SEF bug: Sniper rifle not accurate
- Fixed SEF bug: Wrong resolution in options menu (1600x1050 -> 1680x1050)
- Fixed SEF bug: Wrong window title ("MyMod" -> "SWAT: Elite Force")
- Fixed SEF bug: Invisible traps in CO-OP
- Fixed SEF bug: Invisible drug bags in CO-OP
- Five new commands: LEADER THROW & CLEAR; OPEN, LEADER & CLEAR; OPEN, LEADER & MAKE ENTRY; BREACH, LEADER & CLEAR; BREACH, LEADER & MAKE ENTRY. These commands let you throw the grenade instead of the AI doing it.
- Equipment is now affected by Weight and Bulk. Weight, which represents how heavy your equipment is, slows your character down, and Bulk, which represents how large your equipment is, slows down your actions.
- The toolkit can now be used to lock doors.
- Added an FOV slider (Video Options) and a Mouse Smoothing checkbox (Controls Settings)
- The toolkit interface no longer shows up for doors that cannot be locked (e.g, all of the doors on St. Micheal's Medical Center)
- FMJ and buckshot can now ricochet off of hard surfaces
- Bullets are now affected by drag; they will lose momentum (and therefore lethality) over long distances. JHP is more susceptible to drag than FMJ rounds.
- Heavy Armor now has "health". It will protect against rifle rounds almost perfectly but will lose that ability with successive shots.
- JHP does slightly more bullet-expansion ("internal damage") damage to account for drag.
- Restored cut content: AI-controlled officers will now report when they spot a civilian
- Restored cut content: Suspects will now yell loudly as they shoot at doors
- Redid all of the campaign progression/unlocks
- Added "Take Screenshot" option to controls menu
- Minor changes to the compliance system (see the detailed section below for a full list of changes)
- Civilians are now not ridiculously noncompliant like they were before
- Incapacitation health increased from 20 to 30, so incapacitation is more likely
- All pistols are selectable in primary weapon slots.
- CO-OP damage modifier reduced (2.0x -> 1.5x, same as Elite difficulty) and Easy damage modifier increased (0.5x -> 1.0x, same as Normal difficulty)
- Ammo Bandolier item removed
- VIP Colt M1911 removed
- Officers get (by default) 3 primary magazines and 5 secondary magazines. The only exception is Jackson, who gets 25 shotgun shells.
- You can no longer edit your equipment in Multiplayer while you are ready. Unready yourself first.
- You can no longer ready in Multiplayer while your equipment is over weight or bulk.
- If your equipment is over weight in multiplayer, it will be replaced with the default loadout.
- Mapmakers now have the ability for Rosters (bombs/enemies/hostages/etc) to be based on difficulty level.
- The scoring system has been changed. There is no longer a bonus for no suspects incapacitated or killed. Elite difficulty now requires 90 instead of 95 score to complete.
- Moved a few strings from SwatProcedures.ini to SwatProcedures.int so they can be localized correctly
- The Host Game menu no longer loads all of the maps in one go. Instead, the menu will load quickly, and parse all of the maps while in the menu. It will stutter for a bit while it loads all the maps; this is normal.
- The Host Game menu now STRICTLY enforces CO-OP mode. Lots of options relating to Barricaded Suspects/VIP Escort/Smash and Grab have been removed.
- Console upgrades: The console will no longer close after entering a command (use the ESC key)
- Console upgrades: The console will show a log of commands used and show the output of commands
- Console upgrades: New console command "history"
COMPLIANCE CHANGES
The compliance system has been changed slightly. Civilians are not nearly as noncompliant as before, but all of the changes required their own section.
- Greatly increased the effectiveness of Stinger grenades against Hostage and Suspect morale. They're as good as Tasers now.
- Greatly increased the area of effect for Stinger grenades.
- Doubled the duration of effect for CS gas but greatly reduced its morale modifier
- Slightly increased the effectiveness of Tasers against Suspect morale
- Slightly increased the effectiveness of bullets against Hostage morale
- Slightly reduced the effectiveness of C2 against Hostage morale
- Removed a slight (< 1 second) delay from AI being affected by Stinger and Flashbangs. (it still exists for CS gas)
- Reduced duration of effect of Pepperball gun by 50%
SCORING SYSTEM
The scoring system has been altered:
BONUSES
- Mission Completed: Awarded when all of the mission objectives are completed.
- Points: 45
- Suspects Arrested: Bonus based on the amount of suspects secured.
- Points: (Number of suspects arrested)/(Total Number of suspects) x 20.
- Suspects Incapacitated: Bonus based on the amount of suspects incapacitated and secured.
- Points: (Number of suspects arrested)/(Total Number of suspects) x 13 (65% of 20).
- Suspects Neutralized: Bonus based on the amount of suspects neutralized.
- Points: (Number of suspects arrested)/(Total Number of suspects) x 4 (20% of 20).
- No Civilians Injured: Awarded when no civilians suffer injuries, be it gunfire, less-lethal weapons or aids.
- Points: 5
- No Officers Downed: Bonus based on the amount of incapacitated officers.
- Points: 10 - ((Number of downed officers)/(Total Number of officers) x 10).
- Player Uninjured: Bonus based on the amount of players that sustained no injuries during a mission.
- Points: 5 - ((Number of injured players)/(Total Number of players) x 5).
- Report Status to TOC: Bonus based on the amount of reports to TOC.
- Points: (Number of reports made)/(Total Number of reportable characters) x 10.
- All Evidence Secured: Bonus based on the amount of evidence collected.
- Points: (Number of evidence collected)/(Total Number of evidence) x 5.
PENALTIES:
- Unauthorized use of Force: Given when the team incapacitates a suspect, be it by gunfire, sniper fire, less-lethal weapons or aids or breaching charges.
- Points: -5 per suspect.
- Unauthorized use of Deadly Force: Given when the team kills a suspect, be it by gunfire, sniper fire, less-lethal weapons or aids or breaching charges.
- Points: -20 per suspect.
- Incapacitated a Hostage: Given when the team incapacitates a hostage, be it by gunfire, sniper fire, less-lethal weapons or aids or breaching charges.
- Points: -20 per hostage.
- Killed a Hostage: Given when the team kills a hostage, be it by gunfire, sniper fire, less-lethal weapons or aids or breaching charges. The death of a hostage results in failure of the mission.
- Points: -50 per hostage.
- Injured a fellow officer: Given when an officer wounds another officer, be it by gunfire or sniper fire.
- Points: -10 per officer.
- Incapacitated a fellow officer: Given when an officer incapacitates another officer, be it by gunfire, sniper fire, less-lethal weapons or aids or breaching charges. Other officers may turn on the incapacitator.
- Points: -25 per officer.
- Tased a fellow officer: Given when an officer uses a taser another officer.
- Points: -5 per infraction.
- Triggered a Trap: Given when an officer opens a door with an alarm or booby trap attached to it.
- Points: -10 per trap.
- Failed to apprehend fleeing suspect: Given when a suspect escapes the perimeter of the mission area.
- Points: -5 per suspect.
- Failed to report a downed officer: Given when a downed officer is not reported to TOC:
- Points: -5 per downed officer
- Failed to report a downed suspect: Given when a downed suspect is not reported to TOC:
- Points: -5 per downed suspect
- Failed to report a downed hostage: Given when a downed hostage is not reported to TOC:
- Points: -5 per downed hostage
PER-MAP CHANGES
!!!! WARNING !!!! From here down, there are possible spoilers if you have not played the TSS and SWAT 4 campaigns.
- Fairfax Residence
- Lawrence Fairfax: Max Morale (0.75 -> 1.0)
- Fairfax Accomplice: Max Morale (0.75 -> 0.6)
- Gladys Fairfax: Min Morale (0.75 -> 0.3)
- Gladys Fairfax: Max Morale (1.2 -> 1.0)
- Cut content restored: Conversation where Fields is disgusted by the residence
- Fixed SEF Bug: Cut conversation between TOC and Lead not working correctly with regards to the accomplice
- Fixed SEF Bug: Cut conversation between TOC and Lead not working correctly with regards to a trap being tripped.
- Fixed TSS bug: Accomplice carrying two Colt Pythons
- The accomplice now spawns 100% of the time in Elite difficulty
- The trap now spawns 100% of the time in Elite difficulty
- FunTime Amusements
- Javier Arias: Max Morale (0.8 -> 1.0)
- Fixed TSS bug: Missing loading screen text
- Our Sisters of Mercy Hostel
- Halfway House Staff: Max Morale (0.7 -> 0.35)
- Halfway House Residents (not Lionel MacArthur): Max Morale (1.5 -> 1.1)
- Halfway House Residents (not Lionel MacArthur): Min Morale (0.5 -> 0.6)
- Halfway House Robbers: Max Morale (0.7 -> 0.5)
- Cut content restored: Conversation where Lead informs TOC about heavily armed, panicking suspects
- Cut content restored: Conversation where Lead informs TOC about resistant civilians
- Fixed TSS bug: SwatWildGunner holding the wrong gun model (he's classified as wielding an M249 SAW, but the model was pointing to the M4 Carbine)
- Northside Vending and Amusements
- Cut content restored: Conversation between Lead and TOC when an alarm has been triggered
- Louis Baccus: Min Morale (0.7 -> 0.5)
- Northside Gamblers: Min Morale (0.8 -> 0.3)
- A-Bomb Nightclub
- Fixed TSS bug: Alley door does not have MAKE ENTRY commands on it
- Sellers St. Auditorium
- Andrew Norman: Max Morale (0.9 -> 1.0)
- CASM: Min Morale (0.6 -> 0.3)
- CASM: Max Morale (0.8 -> 0.9)
- Sellers Street Band: Max Morale (0.95 -> 1.2)
- Sellers Street Band: Min Morale (0.3 -> 0.5)
- Sellers Street Male Patrons: Max Morale (1.2 -> 0.5)
- Sellers Street Female Patrons: Max Morale (1.2 -> 0.6)
- Department of Agriculture
- Cut content restored: Conversation between TOC and Lead about how many bombs are present
- Rita Winston: Max Morale (1.5 -> 1.2)
- Department of Agriculture Staff: Max Morale (0.9 -> 0.6)
- Angry Farmers: Min Morale (0.7 -> 0.5)
- Angry Farmers: Max Morale (0.9/1.1 -> 0.7/0.8)
- Drug Lab
- Drug Lab Workers (Civ): Max Morale (0.9 -> 1.0)
- Drug Lab Workers (Hostile): Max Morale (0.6 -> 1.1)
- Only the drug lab workers who wear a gas mask can die from the taser now
- Cut content restored: Conversation where Fields makes a sarcastic remark
- Cut content restored: Conversation where the team converses about the smell of the establishment
- Fresnal St. Station
- Subway Homeless: Max Morale (0.2 -> 0.4)
- Subway Businesswoman: Max Morale (0.8 -> 0.2)
- Cut content restored: Lead telling TOC that Officer Wilkins is safe
- Old Granite Hotel
- Cut content restored: Lead saying when he's disabled bombs
- Cut content restored: Jackson remarking that the bomb squad is "missing on all the fun" when all the bombs are disabled.
- Fixed TSS bug: Snipers in wrong positions (for real this time)
- Fixed TSS bug: Missing lights on floor 6
NITTY GRITTY/TYPOS AND STATS
- NOTE: some very (microscopically) tiny changes to stats aren't mentioned. For instance, the Nova Pump had its muzzle velocity raised by 2 units - not noteworthy at all and hardly noticeable.
- HUGE thanks to Jose21Crisis for crunching a lot of these numbers for me.
- NOTE: This section may not be completely accurate as some of the stats were changed in developments
Weapon Stats
- Colt Accurized Rifle: Muzzle Velocity (61261 -> 47838)
- M4Super90: Muzzle Velocity (21384 -> 20386)
- Colt M4A1 Carbine: Muzzle Velocity (58344 -> 44609)
- Colt M4A1 Carbine: Firing Speed (1.5 -> 1.333)
- Colt M4A1 Carbine: Single Fire Speed (1.00 -> 2.00)
- AK-47 Assault Rifle: Muzzle Velocity (47404 -> 36080)
- AK-47 Assault Rifle: Single Fire Speed (1.00 -> 2.00)
- AK-47 Assault Rifle: Auto Fire Speed (1.00 -> 1.666667)
- H&K G36C: Muzzle Velocity (56355 -> 40370)
- H&K G36C: Single Fire Speed (1.0 -> 2.0)
- M249 SAW: Muzzle Velocity (48037 -> 46173)
- M249 SAW: Firing Speed (1.75 -> 2.44445)
- M249 SAW: Single Fire Speed (1.00 -> 1.8333333)
- FN P90 PDW: Muzzle Velocity (25185 -> 36131)
- FN P90 PDW: Firing Speed (1.75 -> 1.25)
- FN P90 PDW: Single Fire Speed (1.0 -> 0.833333)
- IMI Uzi: Muzzle Velocity (19508 -> 17106)
- IMI Uzi: Firing Speed (1.25 -> 0.6777)
- IMI Uzi: Single Fire Speed (1.00 -> 2.00)
- H&K MP5A4: Muzzle Velocity (26520 -> 20185)
- H&K MP5A4SD: Muzzle Velocity (18895 -> 14381)
- H&K MP5: Both versions firing speed (1.3300 -> 1.1111)
- H&K MP5: Both versions single fire speed (1.00 -> 2.00)
- H&K UMP45: Muzzle Velocity (12693 -> 13120)
- H&K UMP45: Firing Speed (0.55 -> 1.00)
- H&K UMP45: Single Fire Speed (1.00 -> 2.00)
- Glock 9mm: Muzzle Velocity (18170 -> 16148)
- Glock 9mm: Single Fire Speed (1.00 -> 2.00)
- Colt M1911: Single Fire Speed (1.00 -> 2.00)
- Desert Eagle: Muzzle Velocity (24675 -> 19983)
- Desert Eagle: Firing Speed (1.0 -> 2.0)
- TEC-DC9: Muzzle Velocity (16170 -> 18166)
- TEC-DC9: Firing Speed (1.75 -> 2.00)
- TEC-DC9: Single Fire Speed (1.00 -> 2.00)
- M9 (suspect weapon): Muzzle Velocity (18924 -> 17863)
- MAC-10 (suspect weapon): Muzzle Velocity (14123 -> 15391)
- G3KA4 (suspect weapon): Muzzle Velocity (42893 -> 40370)
- AK74 (suspect weapon): Muzzle Velocity (37093 -> 45416)
- Colt Python: Fire Speed (1.00 -> 1.03)
- Nova Pump: Fire Speed (1.00 -> 1.166667)
Other Hostages Not Listed
- Warehouse Civilians: Max Morale (1.2 -> 0.9)
- Wolcott Homeless: Min Morale (0.5 -> 0.3)
- Wolcott Homeless: Max Morale (1.33 -> 1.1)
- Convenience Store Workers: Max Morale (0.4 -> 0.1)
- Theodore Sturgeon: Max Morale (1.1 -> 0.8)
- Hologen Students: Min Morale (0.5 -> 0.25)
- Hologen Students: Max Morale (1.1 -> 1.0)
- Food Wall Patron: Max Morale (1.1 -> 0.8)
- Food Wall Staff: Max Morale (1.1 -> 1.0)
- DuPlessi Security: Max Morale (0.15 -> 0.8)
- Warren Rooney: Max Morale (1.35 -> 1.0)
- Red Library Staff: Max Morale (1.15 -> 0.6)
- Taronne Civilian: Min Morale (0.8 -> 0.0)
- Female Taronne Civilians max morale (1.33) now matches Male civilians (1.2)
Other Suspects Not Listed
- Kiril Stetchkov: Max Morale (2.0 -> 1.5)
- Kiril Stetchkov: Taser Death Chance (0.35 -> 0.5)
- Alex Jimenez: Max Morale (0.6 -> 0.8)
- Taronne Cultists: Max Morale (0.9 -> 1.1)
- Andrew Taronne: Max Morale (0.95 -> 1.1)
- Andrew Taronne: Min Morale (0.7 -> 0.4)
- Hologen Terrorists: Max Morale (9.0 -> 1.2) [good lord]
PROGRESSION
The progression has been modified. There is now a piece of equipment unlocked on every mission.
- Fairfax Residence (---)
- Food Wall (yellow Taser)
- Qwik Fuel (M4Super90)
- FunTime Amusements (Gas Mask)
- Victory Imports (Less Lethal Shotgun)
- Sisters of Mercy (Pepperball Gun)
- A-Bomb Nightclub (Riot Helmet)
- Northside Vending (P90)
- Red Library (Colt Accurized Rifle)
- Sellers Street Auditorium (UMP 45)
- DuPlessis Diamonds (HK69 Grenade Launcher)
- Children of Taronne Tenement (Night Vision Goggles)
- Department of Agriculture (Colt Python)
- St. Micheal's Medical Center (Uzi)
- The Wolcott Projects (TEC-DC9)
- Stetchkov Drug Lab (expansion Taser)
- Fresnal St. Station (ProTec Helmet)
- Stechkov Warehouse (Desert Eagle)
- Old Granite Hotel (AK-47)
- Mt. Threshold Research Center (M249 SAW)