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SWAT: Elite Force v5.1

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@eezstreet eezstreet released this 21 Apr 06:21
· 820 commits to master since this release

CHANGES

  • Some additional improvements to speech commands (thanks to kevinfoley for these changes):
    • You can now report things to TOC using your voice!
    • Improved the speech commands with CS gas
    • A new SpeechCommands.md file has been provided which lists all the things you can say to trigger voice commands.
  • Adjusted the weapon accuracies (see Weapon Changes for more information)
  • Reduced the drag of beanbag ammo by 25% so it can hit more distant targets
  • AI will now wait before entering a room after a gas grenade goes off. The amount of time depends on what equipment your officers have equipped. (thanks to kevinfoley for this change)
  • Halved the melee range (170 -> 85)
  • Reduced the damage done by torso shots against all targets
  • Increased the damage done by 9mm AP and .223 ammunition
  • Suspects have a chance to drop their weapon immediately upon surrendering, making it less likely to shoot them accidentally
  • Added a "grace period" to compliance. If a suspect becomes compliant and you accidentally shoot them within a moment of their surrender, no penalty is ensued.
  • Restored cut dialogue: Officers will report when they've lost sight of a suspect.
  • Fixed SEF bug: Investigating enemies were considered threats (for the purposes of penalties and officer AI)
  • Fixed SEF bug: Fleeing suspects who were attacking were not considered threats (for the purposes of penalties and officer AI)
  • Fixed SEF bug: Rare glitch where SWAT AI could shoot hostages intentionally
  • Fixed SEF bug: The AI could "miss" and not break a door with the breaching shotgun. They will now fire up to two times, and if they miss both times, the door will break on its own.
  • Fixed SEF bug: Colt Accurized Rifle, HK69, HK33, M16A1, AKM, G36C and Commando Rifle had wrong animations for AI-controlled officers
  • Fixed SEF bug: M16A1 had 30 round magazine for JSP and JHP ammo and 20 round magazine for others (now it's 20 rounds for all)
  • Fixed SEF bug: Manager on Meat Barn had a ridiculously high amount of morale (3.0)
  • Fixed TSS/SEF bug: Suspects could be "juked" by running in a circle around them and/or spamming crouch, which would foil their AI and prevent them from firing. This was more pronounced in SEF since enemies take longer to fire their weapon.
  • Fixed TSS bug: Punching a restrained suspect would make them stand up.
  • Fixed TSS bug: Punching while changing weapons (or when finishing an arrest) would cause weird bugs, including turning your weapon invisible and going into a T-pose
  • Fixed TSS bug: Compliant/arrested "Wild Gunner" AIs (the kind with M249 SAWs) would be sweeping back and forth still, which looked odd (they still do this while they are stunned, but it'll require some reorganization of the code to fix this properly)

WEAPON CHANGES

All weapons have been adjusted again, to reflect more realistically their weight. The general changes for the weapons are:
-Pistols: Increased recovery speed.
-SMGs: Increased recovery speed, with some exceptions:
-Suppressed UZI: Reduced recovery speed.
-MP5SD6: Reduced recovery speed.
-Suppressed MP5K: Adjusted accuracy, recoil and recovery stats.
-Suppressed MP5A4: Reduced recovery speed.
-UMP: Reduced recovery speed.
-Rifles: Increased recovery speed, with some exceptions.
-M16A1 and Suppressed M16A1: Reduced recovery speed.
-HK33A2: Reduced recovery speed.
-Scoped HK33A2: Reduced recovery speed. Increased zoom.
-Suppressed Accurized: Reduced recovery speed.
-Shotguns: Reduced recovery speed, with some exceptions.
-Remington M870, Less Lethal and Breaching Variants: Increased recovery speed.
-Grenade Launchers:
-HK69: Reduced recovery speed.
-ARWEN 37: Increased recovery speed.
-Other weapons:
-M249 SAW: Reduced recovery speed.
-Pepperball Launcher: Increased recovery speed.
-Taser X26P and X2: Increased recovery speed.