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Releases: eezstreet/SWATEliteForce

SWAT: Elite Force v5.3

04 Jun 16:02
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Special thanks to kevinfoley, who made a lot of changes here. His contributions are marked with [kf]

  • Rewrote SpeechCommands grammar file from scratch (see SpeechCommands.md for changes) (kevinfoley helped with this)
  • Added missing speech commands from v5 (for specifying breaching method)
  • Minor optimizations regarding the optiwand
  • Snipers now report when they've lost sight of entry team on all maps, not just Qwik Fuel (they only do this once)
  • Another possible fix for the RotateAroundActor crash
  • Improved the quality of shadows on the highest Shadow Quality setting. [kf]
  • Flashlights have a smaller cone but longer range [kf]
  • On the highest Shadow Quality setting, more things (such as AI-controlled officers, guns, etc) will cast shadows [kf]
  • In All Missions campaigns, it will display the author of the map and a short description (if available) in the Mission Selection menu
  • Chat messages now display the room name of where they were spoken from (except when spectating or in pregame)
  • In the Classic Command Interface (CCI), a lot more commands will return you to the main screen, including PICK LOCK and MAKE ENTRY commands.
  • In the Classic Command Interface (CCI), issuing a command will immediately return you to the main screen (if it does this to begin with) instead of waiting for Lead to finish talking.
  • Cut content restored: Blood spray texture that was not used [kf]
  • Fixed SEF bug: Sniper rifle not firing in multiplayer
  • Fixed SEF bug: Sniper rifle viewport not controllable on listen servers
  • Fixed SEF bug: Breaking a door with the breaching shotgun (in a dedicated server/multiplayer) would sometimes not disable the antiportal
  • Fixed SEF bug: Officers were reporting that they lost their contact way too often [kf]
  • Fixed SEF bug: Missions not sorted alphabetically sometimes in an All Missions campaign
  • Fixed SEF bug: Restart Mission button not working correctly in an All Missions campaign
  • Fixed SEF bug: Officer in a T-pose after returning to main menu after completing a mission in an All Missions campaign
  • Fixed SEF bug: High-scores not saving in All Missions campaign
  • Fixed SEF bug: The drag (bullet damage loss over distance) property was being calculated wrong and adding drag to bullets twice when they passed through objects.
  • Fixed SEF bug: Some commands missing from the main command menu in Multiplayer
  • Fixed SEF bug: Some commands being greyed out in the main command menu in Multiplayer
  • Fixed TSS bugs: The AI target sensor got rewritten from scratch, fixing the following TSS bugs:
    • SWAT AI unable to hit things at very close distances
    • SWAT AI not taking range into account when firing pepper spray, taser, etc
    • SWAT AI could sometimes shoot hostages/suspects who were in the way of their target
  • Fixed TSS bug: Doors broken with shotgun by AI would have a delay before they appeared broken to the player - this is fixed. [kf]
  • Fixed TSS bug: Officers don't reply when ordered to cover an area, they just do it
  • Fixed TSS bug: Wrong caption on QUICK OPTIONS/ADVANCED OPTIONS tabs in the Host Game menu

SWAT: Elite Force v5.2

05 May 14:20
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  • Fixed a crash in multiplayer
  • Fixed issues with grenade animations at high FOVs
  • Slowed down the animation speed of dropping weapons.

SWAT: Elite Force v5.1

21 Apr 06:21
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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.

SWAT: Elite Force v5

06 Apr 23:09
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MAJOR FEATURES

  • Campaign Co-op!
    • You can now play any campaign in multiplayer. Beating missions in campaign co-op advances your singleplayer career. You will need to unlock equipment, just like in singleplayer, and there is a score requirement to win.
    • Simply select a previously created campaign from the menu and hit the CAREER CO-OP button to begin.
    • Some campaigns cannot be played in co-op (see below for restrictions)
  • Permadeath!
    • AI Permadeath option will kill your AI officers permanently when they die.
    • Player permadeath option will instantly end your campaign permanently when you die.
    • Campaigns with permadeath options enabled cannot be played in Campaign co-op.
  • All Missions campaign!
    • There is a new campaign path, titled All Missions. This includes every map you have on your hard drive, including customs, so you can play them in singleplayer.
    • All Missions campaigns cannot be played in Campaign co-op.
  • AI improvements!
    • Officers can now take cover while engaging suspects, and may lean or crouch while doing so.
    • Suspects and civilians can now wander all over the map (this depends on the map mostly)
    • A lot of cut speech got restored.
  • Equipment changes!
    • The SAS mod has generously allowed us to use some of their weapons in the mod. See the SAS weapons section for more details.
    • New rifle/pistol ammo types: JSP (jacketed soft point) and AP (armor penetrating).
    • New shotgun ammo types: 0 buck, 1 buck, 4 buck
    • The weapon handling (accuracy) received significant changes
  • Breaching improvements
    • All shotguns can now breach through doors. The Breaching Shotgun can break through any door with one shot, but other shotguns (particularly when dealing with metal doors) may take two or three shots to break open. (AI-controlled officers cannot breach with anything other than a Breaching Shotgun)
    • Broken doors can now be closed and/or wedged.
    • C2 can now blow up alarm traps on the other side of a door, preventing them from going off.
    • You can now tell the officers which breaching method you want them to use on a door (C2 & CLEAR vs SHOTGUN & CLEAR)
  • DOA conversions
    • Hostages who start out as incapacitated may become a DOA after 10-15 minutes.
    • Allowing hostages to become DOA may reduce your score.
    • This is an incentive to complete the mission quickly.

MINOR/ALL CHANGES

  • Publishing Multiplayer games to Internet no longer requires a CD-key.
  • Added campaign co-op
  • Added SAS weapons
  • Added Less Lethal Remington M870 (Less Lethal version of an SAS weapon)
  • Added JSP, AP, 0 buck, 1 buck, 4 buck ammo types
  • Added player permadeath option
  • Added officer permadeath option
  • Added custom voice acting (by GrimithM) to Adam Moretti so he actually speaks now
  • Civilians who are incapacitated at the start of the level can now become DOA after 10-15 minutes. Allowing a hostage to become DOA will have a negative effect on your score.
  • Officers may now take cover and crouch
  • Doors breached with the shotgun are not "swung open." Only C2 can "blast a door open."
  • Broken doors can now be closed and wedged
  • Shotguns (except ones that fire beanbags) no longer show the Pick Lock or Deploy C2 fire interfaces - firing will try to blast open the door instead.
  • C2 can now break door alarms
  • The equipment menu has been changed to use dropdown boxes for the weapon and ammo types. It has a category system to pick weapons easier.
  • Added advanced information panel to Armor equipment tab - it shows armor rating and what special protection the armor provides.
  • Added campaign statistics information to Campaign Selection menu
  • Completely redid the New Equipment menu to look better and handle two unlocks at the same time
  • Suspects can now employ a "wandering" behavior that allows them to pick patrol points randomly.
  • Snipers can now be used in multiplayer. All players can view the sniper viewport but only Leaders can control them.
  • Suspect equipment is only available in Multiplayer and All Missions campaigns now
  • Issuing a FALL IN command will now have the officers reload their weapons automatically
  • Added new voting configuration options for server hosts: TiesWin, CallCastVote, MinVoters, and NonVotersAreNo. You can edit them in Swat4x.ini/Swat4xDedicatedServer.ini. See Default.ini for more information.
  • Taunt feature now differentiates between belligerent and passive hostages
  • At the end of a multiplayer game, the next map is listed just above the Ready button
  • Mission Completed accounts for 40 points in the score, instead of 45.
  • No civilians injured bonus removed, replaced with All Civilians Uninjured which awards points based on the number of civilians that were rescued unharmed. This counts towards 10 points instead of 5.
  • The MP viewport binds now function identical to the singleplayer ones, instead of all the viewport binds doing the same thing.
  • You can now see the viewports of the other team in CO-OP.
  • Clarified some text in the Training mission
  • Added an icon to the Riot Helmet
  • Added an icon to the ProArmor Helmet
  • Adjusted the positions of some drug evidence in Sellers Street Auditorium so that it doesn't fall through the floor as easily.
  • Armed, Insane suspects are now considered threats at all times after having been shouted at, even if they are running - they could be running to shoot hostages
  • The language now defaults to International (int) instead of English (eng) to prevent issues with gui_tex version mismatch in multiplayer.
  • Cut dialogue restored: Suspects will now mourn the death of their fellow suspects
  • Cut dialogue restored: Suspects will now apologize when shooting each other
  • Cut dialogue restored: Hostages will now freak out when other hostages die
  • Cut dialogue restored: Officers will now correctly report when they do not have grenade launcher ammo
  • Cut dialogue restored: Officers will now report when they are using grenades
  • Cut dialogue restored: Officers will now report when they are using pepper spray, less lethal shotgun, or grenade launcher
  • Fixed SEF bug: SWAT officers using full auto; suspects not using full auto
  • Fixed SEF bug: Handcuffs not playing sound properly and popping back up during use
  • Fixed SEF bug: Civilians can trigger traps
  • Fixed SEF bug: Manager on Meat Barn having glasses on backwards (special thanks to sandman332 for this fix)
  • Fixed SEF bug: Bullets that lose all of their momentum due to drag cause bleeding/impact effects
  • Fixed SEF bug: Less Lethal Shotgun, Grenade Launcher causing penalties when it's not supposed to
  • Fixed SEF bug: Log being spammed with messages about trap penalties
  • Fixed SEF bug: Log being spammed with "Fast trace blocked!"
  • Fixed SEF bug: AI-controlled officers not shouting for compliance correctly in some situations
  • Fixed SEF bug: CS gas turning black in some situations
  • Fixed SEF bug: Officers not spawning with any equipment in the Training mission
  • Fixed SEF bug: Briefcase on Mt. Threshold Research Center sometimes falling through the floor
  • Fixed SEF bug: Adam Moretti (Meat Barn enemy) appears as "Simon Gowan" in the subtitles
  • Fixed SEF bug: Suspects or civilians who had become incapacitated, reported, and then died later counted towards the "Failed to report downed Civilian/Suspect" penalty.
  • Fixed TSS bug: M249 SAW, P90 and TEC-9 making the same sound effect as the MP5 when heard in third person.
  • Fixed TSS bug: Night vision goggles alerting AIs. The idle hum sound effect can alert AIs from around corners etc
  • Fixed TSS bug: Explosion effects (from gas cans, nitrogen cans etc) not alerting AIs
  • Fixed TSS bug: Office workers on Department of Agriculture having broken morale levels (special thanks to sandman332 for this fix)
  • Fixed TSS bug: P90 having bad first person position
  • Fixed TSS bug: M249 SAW having bad first person position
  • Fixed TSS bug: Colt Accurized Rifle doesn't have lowready animations in third person
  • Fixed TSS bug: Grenade Launcher doesn't have lowready animations in first person
  • Fixed TSS bug: Officers weren't animating correctly with the Colt Accurized Rifle or the P90
  • Fixed TSS bug: AKM ammo types simply listed as "FMJ" or "JHP" instead of listing the caliber

SAS WEAPONS

The following weapons have been added from the SAS mod. All of them have a tactical flashlight.

  • Browning Hi-Power
    • Pistol. Medium capacity 9mm pistol with decent stopping power.
    • Has a silenced variant.
  • P226
    • Pistol. High capacity 9mm pistol with low stopping power.
    • Has a silenced variant.
  • MP5K
    • Machine Pistol/SMG. 9mm, low accuracy and high recoil, but low weight and bulk. Comparable to the TEC-9.
    • Has a silenced variant.
  • MP5SD6
    • SMG. 9mm, integrally suppressed. Quieter but weaker compared to the Suppressed MP5
  • ARWEN 37 Grenade Launcher
    • Grenade Launcher. 5 round magazine, but it can only be equipped as a primary and it has high weight/bulk.
  • M16A1
    • Assault Rifle. Better at range than the M4, but heavier.
    • Has a silenced variant.
    • Only available in Multiplayer CO-OP.
  • HK33
    • Assault Rifle. Better at range than the G36C, but heavier.
    • Has a scoped variant.
  • SG552 Commando
    • Carbine. Lightweight; comparable to the G36C.
    • Has a silenced variant.
  • Remington 870
    • Lightweight, pump action shotgun. Wider spread than other shotguns.

SWAT: Elite Force v4.1

10 Feb 01:19
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v4.1

This is a hotfix patch to address some common issues that have been raised.

  • The taunt feature has been improved significantly. You now have to be aiming at the target in order to taunt at them.
  • The FOV slider no longer freezes the game, and resolution options should now save correctly. (Review the updated installation instructions if it does not work.) Navigating away from the Video Options menu will bring up a "Please Wait..." dialogue as it saves settings.
  • Widescreen improvements; the GUI has been tweaked so that certain widescreen resolutions (mostly 16:9 ones) won't have disappearing elements in the GUI. Ultrawide is still unsupported at the moment and there might be a few issues I missed.
  • The Optiwand screen no longer shows your AI officers in root ("T-pose"). The optiwand screen no longer freezes frame and will preserve aim, allowing you to peek around corners better.
  • The Nova Pump and M4Super90 have reversed roles. The Nova Pump may now be equipped as a Primary or Secondary weapon, and the M4super90 is now a primary weapon only.
  • The Less Lethal Shotgun is now able to be equipped as a secondary weapon.
  • Slightly improved penalty detection for Use of Force.
  • Fixed typo on Silenced MP5 production year start (1964 -> 1974)
  • Sellers St. Auditorium no longer displays the Colt Carbine text for New Equipment; it displays the UMP text correctly instead.
  • Fixed an issue that caused magazine counts to "reset" themselves when switching away from a shotgun
  • Speech Command Interface improvements:
    • Now distinguishes between "Mark with Lightstick" and "Drop Lightstick" properly
    • Added missing commands: SECURE EVIDENCE, RESTRAIN and all of the LEADER THROW commands.
    • Added a new keybind to the Key Config menu: Toggle Speech Commands. This button turns off/on the speech command interface; which is good for streamers.
    • You can now shout for compliance at civilians, suspects, etc using your voice. Try "Police!", "Put your hands up!", "Drop your weapons!" or for roleplay purposes, "Police! Search warrant!"
    • Commands involving "stinger" now use "sting" since this was often confused by the engine for "taser"
    • Various other misc improvements
  • Fixed chat in multiplayer pregame having the wrong number of lines (thanks to KevinL and Sokol for this fix)
  • Updated wedge description to explain the difference between using a wedge and locking a door.
  • Suspects now use full auto like they're supposed to instead of bursts/single shot

SWAT: Elite Force v4

05 Feb 06:51
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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 Arrest...
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SWAT: Elite Force v2

13 Sep 21:03
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  • New Feature: Speech Recognition. Enable it in Audio Options
  • New Feature: Disable initial dispatch. Enable it in Audio Options
  • You can now pick up guns through restrained suspects, and all hostages (except live, unrestrained ones)
  • AI-controlled officers will now automatically report suspects/hostages that they restrain
  • Support for many more resolutions (4 -> 22)
  • Fixed a bug that caused the Heavy Armor to have texture issues due to StaticLoadout.ini missing
  • Fixed a bug that caused the AI-controlled officers to not deploy pepperball gun if it was their secondary weapon
  • Fixed a bug that caused the AI-controlled officers to not deploy grenade launcher if it was their secondary weapon
  • Fixed a bug where grenades in the DEPLOY >> submenu would not be greyed out if officers didn't have them (vanilla bug?)
  • Fixed a bug where DROP LIGHTSTICK would not be greyed out if there was no officer with a lightstick
  • MIRROR UNDER DOOR and CHECK FOR TRAPS now obeys the stack-up positioning and stacks up the squad on the door.
  • Fixed: Children of Taronne has traps bolted onto incorrect bones
  • Fixed: Children of Taronne has a trap on the wrong side
  • Fixed: Missing drug rosters on Stetchkov Drug Lab
  • 'Show Subtitles' moved to Audio Options
    Files modified:
    Content/Maps/SP-DrugLab.s4m
    Content/Maps/SP-Tenement.s4m
    System/SpeechCommandGrammar.xml
    System/CommandInterfaceMenus_SP.ini
    System/PlayerInterface_Command_SP.ini
    System/PlayerInterface_Use.ini
    System/SoundEffects.ini
    System/StaticLoadout.ini
    System/SwatGui.ini
    System/SwatGuiState.ini
    Generated code