# What changed in Ready or Not 1.5
Void Interactive rolled out update 1.5 for Ready or Not, introducing the first version of a mission editor. The tool is described as an "initial introductory launch" and is available now for singleplayer and friends-only multiplayer sessions. The editor exposes both basic and advanced toggles so you can adjust how the tactical FPS behaves at a granular level.
# Why this matters for players
Ready or Not is built around careful movement, team coordination and punishing consequences for mistakes. The mission editor lets you alter those variables directly, so you can tune difficulty, experiment with alternate playstyles, or create scenarios that emphasize different threats and behaviors. Because configurations can be shared via a code, you can try community presets or distribute your own settings to friends.
# What you can tweak right away
Basic gameplay settings include player health, bandage limits, friendly fire on/off and its penalty level, and a damage cap that limits how much harm a single hit can deliver. You can also set the number and types of traps, and change what percentage of doors spawn locked versus open. Melee shield damage receives its own multiplier.
The update also adds a free cosmetic triple weapon pack: Hard Chrome MK-V pistol, Flat Dark Earth 590M shotgun, and LSPD Blue M32A1 rotary grenade launcher. If you already owned the original console-launch pack, you receive both versions.
# AI controls are the deepest area
The mission editor's AI tab has the largest set of options. It covers SWAT teammates, suspects and civilians. You can adjust:
- Health, accuracy and fire rate
- Sight range and reaction times
- Morale and other behavioral thresholds
- Suspect and civilian archetypes
Suspect archetypes include sneaky, cowardly, irrational, professional, twitchy and tactical. Civilians can be set as unaware, noncompliant, hostages, prisoners, and so on. You can also toggle roaming civilians and whether civilians can have explosive vests.
Suspects get many unique modifiers: stun disable duration, chances to hesitate, fake surrender or play dead, perceptiveness, and whether taking a hostage reduces their accuracy. Preferred primary and secondary weapons for suspects are configurable as well.
# Sharing and future development
When you finish configuring a mission, you can copy a code and share it with other players across platforms. Void Interactive calls this the introductory launch of the editor and says it will expand and improve the tool in future patches.
# Practical use cases
- Lower player health and increase suspect accuracy to recreate tense, high-risk operations.
- Turn off friendly fire for learning and training runs, then re-enable it with higher penalties for realistic runs.
- Design crowd-heavy scenarios by enabling more roaming civilians or adding hostage archetypes.
- Create challenge runs that limit bandages, increase traps, or change door-lock distributions.
# What's included in the patch besides the editor
Patch 1.5 also bundles a handful of bug fixes and the free triple weapon style pack referenced above.
# Bottom line
If you play Ready or Not and want to modify how each mission feels or craft scenarios for friends, the mission editor in update 1.5 is a usable, immediate option. It opens broad customization of NPC behavior and core rules now, with more expansions to the editor planned in future updates.