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Version 09.8 Full Changelog

Noep edited this page Sep 29, 2022 · 1 revision

Standalone Hud

  • People installing the hud will no longer have to deal with over a gigabyte of overhaul stuff.
  • People installing the overhaul will still be able to access the hud mod, but they no longer have to manually enable the overhaul.
    • People using the overhaul should not install the standalone hud in addition to it.

Downs Rework

  • Players now start with 5 downs.
  • Downs can no longer be regenerated with First Aid Kits or Doctor's Bags.
  • Doctors Bags now provide 20% of your max health on use, and 4% health every 4 seconds for 3 minutes afterwards.
    • This makes them useful for long run sustain over a heist.
  • First Aid Kits now heal 100 hit points on use.
    • Their instant healing, and upgrades given by Uppers and Quick Fix make them useful for saving people before they are downed.
  • Leaving custody now only supplies you with 2 downs.
    • On higher difficulties, the cops will also confiscate ammo and reduce your down timer upon leaving custody.
  • The new Enduring crew ability allows for downs to be regenerated at the end of assaults.
    • This is to help compensate for the lack of friends to bail you out of jail.
    • These changes are intended to help normalize game difficulty (solo without DBs/FAKs was considerably harder than a 4 stack with 8x DBs), provide alternative means of sustain to HP builds, restore the feeling of being whittled down over the course of a heist, and introduce greater flexibility in deployable choice.

Visual Improvements

  • Enemy Assets:

    • Overhauled appearances of various base game FBI, SWAT, GenSec and Special units. * Added ZEAL Sniper.
      • Added FBI unit tier to the NYPD faction.
      • Added FBI unit tier to the LAPD faction.
      • Updated NYPD SWAT, HRT and Bronco Cop models.
      • Updated ZEAL Heavy models and textures.
      • Updated ZEAL Light models.
      • Updated ZEAL HRT textures.
      • Updated Policía Federal textures.
      • Updated OMNIA heavy model.
      • Updated Policía Federal, FBI, GenSec and OMNIA Heavy Shotgunner models.
  • Outfits:

    • Updated Sunny-Side Robber viewmodel.
    • Added support for custom gloves.

Audio

  • Voiceline Improvements
    • Overhauled the Murkywater bravo Unit voiceset.
    • Added a new voiceset for the Titan Sniper (old one moved to the Titan Shield).
    • Added a new voiceset for the Murkwater and OMNIA Medic.
    • Added a new voiceset for the Policía Federal Grenadier.
    • Updated various enemies that use custom audio to include more varied line calls (spotting players reload, flanking, etc).
    • Enemy flanks teams will now call out that they are flanking more often.
    • Megaphone cop lines have been expanded to fit more situations.
    • Fixed Megaphone cop lines not playing on all heists.
    • Fixed cop grenade throw call outs (and animations) not working.
  • Changed acoustics environments to sound a bit better.
  • Integrated Music Shuffle by Zenyr
  • Points of no return now play Window of Opportunity.
    • This can be changed in the mod settings.
  • Added New Songs:
    • The Payday Royale Theme
    • Fortress
    • Resistance
    • Spectre Shark 2020
    • Window of Opportunity

Masks

  • Added PS4 and XB1 pre-order masks: The Griefer and The Intuition.
    • These are tied to the PC pre-order DLC, since these are technically exclusive paid content.
  • Added the console exclusive mask: The Unforsaken
  • Mask customization stuff can be purchased using Continental Coins.

UI

  • The Restoration Mod logo is now used throughout the game.
  • Armor Regen Delay can now be viewed in the black market screen.
  • Anarchist per-armor stats can now be viewed in the black market screen.
  • Weapon swap time can now be viewed in the black market screen.
  • Reload speed is now displayed for up to 2 decimal places.
  • Locke's portrait & Charon's portrait for the alpha briefing screens have been re-done.
  • Classic Heist CrimeNet icons now use their PD:TH appearance.
  • You can now toggle using PD:TH loadout videos from the Extra Restoration Options menu. This only applies while using the Alpha Loadouts option.

Heists

  • Undercover

    • Board at the end of the heist has been removed on higher difficulties.
    • Removed the middle server room spawn.
    • Taxman codes chance changed from 5% + 5% on fail to static 5% on Ovk+.
      • This means that you might want to dedicate a heister to interrogating him, similar to PD:TH.
    • Bathroom of Shame has been closed off on Mayhem+.
    • Saw timer increased to 150 seconds from 90 seconds.
    • Hack timer increased from 60 seconds to 100.
    • Cops can pull the power more than once per hack.
    • Cops can now use vent spawns again.
    • After the hack has been completed, a Point of No Return will start.
    • Barrel on roof removed that would destroy planks.
    • Chance for no fence on far right side of the roof removed.
    • Delay for outside spawns on both staircases increased to 5 from 0, and removed some debris that blocked them.
    • Some powerboxes removed on Mayhem+ depending on server room location.
    • Changed the colors on the lights.
    • Updated the level visuals.
    • Chance of Limo landing on roof increased to 66% from 35%, and balcony reduced to 34% from 66%. Chance for Limo to fall through roof remains 50%.
    • Sniper cap changed to 4/5/6/8/10 on N/H/VH/O/MH+
  • Panic Room:

    • Adjusted enemy spawning behavior.
      • This is primarily aimed at making the objectives to clear snipers for Bile less tedious.
  • Brooklyn Bank:

    • Added additional loot to Brooklyn Bank
  • Big Bank:

    • Added additional loot to Big Bank
    • You can now drill the lockbox in Big Bank
  • Aftershock:

    • Saw timer increased to 150 seconds from 90 seconds.
  • First World Bank:

    • Disabled alternate vault spawn until a better design can be worked out.
    • Point of No Return timer added, replacing the infinite assault.
      • 7 minutes on Very Hard and below.
      • 12 minutes on Overkill +.
      • When the overdrill is placed, the timer increases to 45 minutes.
    • Changed some of the scripted shields after using C4 to escape with a more varied enemy group.
  • Firestarter:

    • Reduced the SWAT Van Turret chance on Day 1
    • Improved optimization on day 1
      • Removed bushes, set distant objects to not cast shadows, ect.
    • Increased the sniper respawn relay on Day 1
  • Heat Street:

    • Implemented Whurr's Heat Street: True Classic.
    • Also includes some Restoration Mod specific adjustments.
  • Heat Street (Holdout/Skirmish):

    • Adjusted van locations to provide more effective cover and additional routes for enemies.
    • Adjusted garage spawn to occur less frequently.
  • Go Bank:

    • Implemented Rex's Go Bank: Remaster.
    • Also includes some Restoration Mod specific adjustments.
    • Implemented a new environment that more closely matches the lighting in CS:GO.
  • Goat Sim 1:

    • Added a cloudy day environment.
  • Watchdogs 1 (Day):

    • Added a cloudy day environment.
  • Framing Frame 3:

    • Added a cooldown to cops shutting down the power.
    • Reduced enemy spawn cap on the level.
  • Removed infinite assaults from White Xmas, Golden Grin Casino, Aftershock, Brooklyn 10-10, Ukranian Job, First World Bank, and Shacklethorne Mansion.

    • These infinite assaults didn't add very much to the experience when spawn adjustments are factored in, and their intended goal is achieved in pro jobs via PONR in most cases.
  • Added Points of No Return to most heists that were missing them during pro-jobs.

Weapons

  • New Weapons:

    • Added the Phoenix .500, a heavy primary revolver with a mean kick and a big piercing bullet that nobody wants to be on the receiving end of.
    • Added the Anubis .45 and Akimbo Anubis .45, a light, tactical handcannon that serves as a more modern alternative to the Crosskill.
  • New Mod Parts:

    • RA Combined Module, a higher tech combined module featuring a durable outer shell that will work in any environment.
  • Weapons in general:

    • Start off at half damage, and perk deck damage bonuses have been increased to compensate.
      • Should help give a better sense of progression.
  • Guns in general:

    • Have undergone an extensive rebalance.
    • Stability now changes the penalty you receive to accuracy while moving.
      • This should make it a relevant stat on all guns.
      • This is in addition to it changing recoil.
    • Kick values normalized so that stability is actually a meaningful stat that can be compared between guns.
    • Aiming down sights now reduces recoil.
    • Weapon mods now generally act as sidegrades to weapons, with their power now baked into the weapon itself.
      • This should give more freedom to have the gun look how you want it to without making mods useless mechanically.
    • Concealment now also increases swap speed.
      • Maybe now you will use that short barrel on the minigun.
    • Concealment on guns is now capped at 32.
    • Weapon sight zoom levels have been re-adjusted for consistency.
      • Concealment penalties for sight choice removed.
    • The formula for shotgun damage falloff has been reworked to be less punishing for low accuracy shotguns.
      • A minimum damage threshold has been introduced with the goal of hopefully preventing certain soft locks from occurring.
    • Accuracy now scales linearly by area, which means that weapons below 75 accuracy will no longer degrade in their ability to hit things as severely due to exponential scaling.
      • To compensate, shotguns firing multiple pellets have a static 2.5x multiplier to spread.
    • Stance modifiers have been adjusted to fit the new spread system.
  • Butterfly Knife:

    • Damage reduced from 60(126) to 30(60)
    • Now deals quadruple damage when attacking enemies from behind.
  • Switchblade:

    • General nerfs to attack speed, charge speed, and range.
    • Now deals double damage when attacking enemies from behind.
  • Alabama Razor:

    • Damage reduced to 60 from 90.
    • Now applies 120 bleed damage over 3 seconds.
  • OVERKILL Boxing Gloves:

    • Now are a moderate knockdown but extremely low damage melee weapon that instantly refills your stamina bar when you kill an enemy with them.
  • Icepick/Gold Fever:

    • Reduced in damage tier, but now deal 1.5x headshot damage.
  • Psycho Knife:

    • Made actually terrifying.
  • Dynamite:

    • Explosion radius reduced to 4 meters from 5 meters.
    • Damage Pow (how quickly damage decreases with range) increased to 0.6 from 0.5.
      • Dynamite is easier to use than normal grenades, and serves as a very strong turret removal tool. This should help compensate for these strengths.
  • Incendiary Grenades:

    • Fire duration increased to 12 seconds from 10 seconds.
      • This should give them some advantage over molotovs to compensate for their added finickiness.

Skills

  • Desperado:

    • Duration changed from 6/8 seconds to 5/10 seconds.
    • Accuracy bonus now applied to ALL guns, but can still only be stacked and refreshed using pistols.
      • Pistols benefited little from this skill since they generally had good accuracy, and full on pistol builds usually opted for Akimbo anyway.
      • This should make the skill more useful for builds looking to mix in a pistol with another more inaccurate gun to take advantage of their swap speed and shore up weaknesses.
  • Trigger Happy:

    • Duration changed from 6/8 seconds to 5/10 seconds.
      • Just making it match desperado.
    • No longer ends prematurely when you swap off of your pistol but return to it before the duration would be over.
      • This also allows for it to work properly with Desperado's new design.
  • Shotgun CQB Basic:

    • Now increases ADS speed by 75% from 50%.
  • Frenzy Basic:

    • Deflection bonus reduced to 20 from 25.
      • It was a little bit too strong on certain perk decks, or perk deck combinations in coop.
  • Iron Man Ace:

    • Added Functionality: Your armor recovers 5% faster.
      • While the skill serves a useful niche in countering Titan Shields, it didn't feel like it really tied into armor very well and had impact that inconsistently felt.
  • Sneaky Bastard Ace:

    • Added Functionality: While your armor is broken, dodging an attack restores 5% of your maximum health.
      • Ace concealment skills felt too much like a tax on using the weapons you want. Giving them a little something extra should help reduce that.
  • Low Blow Ace:

    • Added Functionality: Your critical hit chance is increased by an additional 50% when attacking enemies from behind with guns or melee.
  • Moving Target:

    • Now scales off of concealment the same way as Sneaky Bastard and Low Blow.
      • There wasn't really any reason for this to not match the others. Now you get the full benefits at 5/25 concealment.
    • Added Functionality (Ace): Killing an enemy from behind with guns or melee fills your dodge meter by 75% of your dodge.
  • The Professional:

    • Basic- You gain 5 accuracy with silenced weapons.
    • Ace- Special enemies you kill with silenced weapons drop an extra ammo box.
      • Silencer skills didn't really offer anything particularly unique or interesting beyond generic numbers buffs.
  • Optical Illusion:

    • Basic- now simply increases concealment on suppressed weapons by 1 instead of reducing the concealment penalty of suppressors by 1.
      • Just makes the skill easier to understand.
    • Ace- Added Functionality: You equip and holster silenced weapons 25% faster.
  • Sharpshooter Ace:

    • Increased accuracy bonus while standing still to 10 from 5.
      • Also fixed a bug where it gave 20 accuracy instead of the intended value... yeah
  • Rifleman Ace:

    • Accuracy bonus when aiming down sights increased to 35% from 10%.
    • Now works with weapons not fired in single-fire mode.
  • MG Handling Basic:

    • Now tightens hipfire accuracy by 20% for SMGs, LMGs, and Assault Rifles.
  • MG Specialist Basic:

    • Reduces the stability movement penalty to accuracy by 65%.
  • Gun Nut:

    • Basic- Tightens the hipfire accuracy of pistols by 20%.
    • Ace- you gain a 15% increased rate of fire with pistols. Your pistols now pierce body armor.
      • This should make the skill generally more coherently useful for auto-pistols.
  • Gunfighter Basic:

    • You reload pistols 15% faster. Reduces the stability movement penalty to accuracy by 40%.
  • Uppers Ace:

    • Cooldown reduced to 30 seconds from 60.
  • Quick Fix Ace:

    • Now gives 60% damage resistance for 5 seconds to people that use your First Aid Kits.
  • Hostage Taker:

    • Now restores 1.25/2.5 health every 4 seconds per hostage, instead of 0.5/1% every 5 seconds.
      • This, combined with Medic Bag changes, makes the skill less essential to HP builds, but more useful to armor builds without sustain like Maniac or Armorer.
  • Cleaner Basic:

    • Now grants a 5% damage bonus against specials.
      • This should make the skill slightly more attractive for loud play.
  • Sixth Sense Basic:

    • Aiming down sights, shooting, melee attacks, and other non movement related actions no longer stop it from activating.
      • Just removes some unintuitive and flow breaking stuff from the skill.
  • Scavenger Ace:

    • Kill requirement for extra ammo boxes reduced to 5 from 10.
      • Should make the skill less awful, and also compensates for the bug fix to Fully Loaded Ace
  • Inspire Ace:

    • Now requires line of sight.
      • Inspiring allies through walls gave too much reward for next to no risk.
  • Messiah Ace:

    • Changed Functionality: You have infinite charges, but getting yourself up now has a 120 second cooldown which is reduced by 10 seconds for each kill while downed. You gain 1 extra down before entering custody the first time.
      • This keeps some of the multikill challenge of the previous iteration, while also giving us a better knob to tune it to where we want power-wise.
  • Enduring (Crew Ability):

    • Players regain 1 down after 3 assault waves. The number of assault waves required is reduced by 1 per AI controlled crew member.
      • Replaces Sharp Eyed.
      • Gives offline players, or those missing a full crew, something to compensate for the harsher custody and down system.
  • Piercing (Crew Ability):

    • Now gives bots 25% more damage, body armor piercing bullets, and a chance to knock down shields.
      • This crew ability was far behind the others in terms of usefulness.
      • Shield knocking is a generally more interactive mechanic than shield piercing that should encourage you to help your bots kill shields without removing shields from play entirely.

Crime Spree

  • Forced Modifiers:

    • Forced modifiers changed to be every 100 levels instead of 500, and begin appearing at level 600 and higher.
    • Forced modifiers no longer increase damage, but instead reduce I-frames between taking damage. This has a generally more even effect on different builds.
    • Forced modifiers will also cause enemies to be increasingly replaced with Elite bravo units.
  • New Loud Modifiers (these are added after the existing ones):

    • Medics heal units 25% more often (total 75%).
    • Grenadiers explode on death.
    • Veteran Cops dodge all bullets.
    • All smoke gas is replaced with nerve gas.
    • Players deal 100% friendly fire damage to each other.
  • Crime Spree starting level options increased to 200/400 from 20/40.

    • This should let people that want to skip the easier bits do so more easily.
  • Heist list adjusted for Crime Spree. Includes a greater variety of heists, and now always uses our edited versions.

Perk Decks

  • Grinder

    • No longer removes deflection.
      • Giving Grinder more baseline tankiness should make it less binary between unkillable and instagibbed. It still has poor ehp, but not to the same degree as before.
    • Health regen is no longer triggered by damage over time or fire.
      • Promotes the aggressive play that makes Grinder engaging and gives more room for making said play actually viable.
    • Health regen stacks now grant 3 life points every second for 5 seconds from 4 life points every 0.5 seconds for 4 seconds.
    • Health regen stacks are now hardcapped at 5, previously a max of 4 was achievable.
    • Delay between getting new stacks reduced to 0.5 seconds from 1.5 seconds.
      • The changes overall are aimed at making Grinder a more consistent deck without sacrificing its glass cannon/extreme sustain identity.
    • Each stack now grants 5% movement speed- up to a total 25% faster movement speed.
      • Goes hand in hand with the aggressive playstyle that makes Grinder fun.
      • We will be keeping a close eye on this perk deck, as its binary nature makes it tricky to balance.
  • Stoic

    • DOT Duration reduced to 14 seconds from 16.
    • Time before damage over time is auto cleared reduced to 4 seconds from 5.
    • Armor->Health Conversion Rate increased to 50% from 40%.
      • Should give it a little bump to be more attractive.
  • Ex-President

    • Life points stored on Kill reduced to 10 from 12.
    • Maximum health stored reduced on most armors.
    • Armor regen speed bonus on kill reduced.
    • Dodge bonus increased to +15 from +10.
      • Ex-pres needed some general downwards tweaking. While it's hard to recover from being downed while using it, it simply offered too much power for good players.
      • These changes should even out its strengths and weaknesses a little.
  • Hacker

    • Dodge bonus increased to +15 from +10.
      • Looking to buff dodge hacker into viability.
  • Infiltrator

    • Damage reduction now only activates when you are within 12 meters from an enemy, from 18.
      • Infiltrator's EHP is very high, and it was too easy to have near constant uptime on it; causing it to outshine similar decks.
      • Should now force people to play in close range more, as the deck is intended to do.

Stealth

  • Detection is now handled client side instead of only by the host.

    • This should make for a considerably more consistent stealth experience in multiplier since high latency will no longer allow guards to see players when they shouldn't.
  • Only guards with pagers will increase suspicion in stealth on death. Pager snatching will now add 0.4 suspicion, having a pager go off will add 0.6 (a 50% increase).

  • Dramatically increased the suspicion increase from dead civs to 0.1 (from 0.01).

  • Melee pager snatching now has trickier timing.

  • Standing up while holding a bag increases the range you can be seen from.

  • Singleplayer bonuses to Body Bag and Cable Tie quantity reduced to be equivalent to 2 players from 4.

Enemies

  • Enemy Spawn Adjustments.

    • Enemy spawning behavior as a whole has been adjusted for consistency.
    • Difficulty level among heists is normalized to start at 50% and increase with each assault and civilian killed. Points of no return set it to the maximum value.
      • Difficulty level is a hidden mechanic in the vanilla game that adjusts enemy spawn frequency. It's why heists like Bank Heist seem to become more challenging over time.
      • Many vanilla heists did not make meaningful use of the mechanic, creating wild inconsistency in difficulty and pacing.
    • Cloakers are less common.
    • Grenadier spawns now use proper groups instead of randomly replacing tasers.
    • Titan Snipers, OMNIA LPFs, and Titan Dozer spawn chances increased.
    • LPFs and Titan Dozers can now very rarely spawn on Mayhem and Deathwish.
    • Captain spawns have been reworked for all maps.
      • You should no longer run into stuff like Captain Winters on Rats 1, that was horrible.
    • Specials that spawn in with a captain now count towards special spawn caps.
  • Titan Tasers

    • Titan Taser bullets apply a 75% slow that fades away over 3 seconds instead of tasing you, with a very short cooldown.
      • Titan Taser slows will turn the edges of your screen blue.
    • Titan Taser melee attack tasing no longer has a cooldown.
      • These changes serve to make Titan Tasers a more interactive enemy to fight with a more clearly defined role.
  • Turrets

    • Will more consistently use tear gas on nearby heisters.
    • Have smarter target prioritization.
      • Because Turrets share code with player Sentry Guns (because of course they do), these improvements will also apply to player owned sentries.
  • Titan Cloakers now take 50% more bullet damage and 75% more explosive damage.

    • Can also be stumbled by them.
    • Should promote proactively flushing them out a bit more.
  • Bravo units can now throw frag grenades.

    • These grenades can be seen by their red glow and smoke trail as they fly through the air.
    • Previously, Pro jobs felt a little... lacking.
  • Spring now throws the same frag grenades as Bravo units.

    • This should feel more fun to fight.
  • FBI units will now replace SWAT during PONRs.

    • Pro jobs needed something cool on lower difficulties.
  • Autumn can now throw tear gas grenades and disables deployables map wide on lower difficulties.

  • Heavy SWAT weapon proficiency will now scale with difficulty.

    • This helps them keep up with FBI/GenSec tiers so that they are not completely useless on maps where they are used as scripted spawns.
  • Gangsters and Bikers now have a chance to spawn with Mac10s, Broncos, Mosconis, or AKs.

    • Previously they had very little weapon variety.
  • Snipers now have perfect accuracy.

    • They still take time to focus in on you, so don't give them time to take the shot.
  • Lowered Gangster HP to 20 base (from 40).

    • Helps balance out their significantly more damaging weapons.
  • Lowered the magazine count on NPC mac10s to 20 (from 30).

    • This should keep the dps of enemies using this gun in check.
  • M1911s used by enemies now have proper stats instead of being heister deleting meme machines.

  • Your "COOP Friends"

    • Friendly fire is now active in pro-jobs at 25% damage, or 50% damage on overkill+; in addition to the preexisting mutator.
      • The friendly fire no longer applies weird math to attacks, attacks also pierce armor.
      • Dragons breath and the flame thrower can deal friendly fire damage while friendly fire is active.

Misc Fixes and Improvements

  • Enemy and Team AI refactored.

    • Should hopefully address some quirks in previous versions.
    • Enemies should be able to use a greater range of paths to the player, and generally respond faster.
  • Sicario smoke bomb no longer alerts enemies in stealth.

    • Will be more relevant once some later plans are in place.
  • Skills that increase the accuracy stat now properly increase shotgun range.

    • Does not apply to % accuracy boosts. This is specifically noted in relevant skill descriptions.
  • Poison DOTs should now tick a consistent number of times.

  • Rifleman Basic now has an accurate description (it actually granted a 50% boost to ADS speed).

  • Rifleman Ace now applies only to smgs and rifles, as the description states.

  • Shotgun skills that affect flamethrowers now say so explicitly.

  • Fully Loaded now gives the proper 75% ammo pickup boost instead of 110% ammo pickup.

  • The dodge meter is now properly set to 0 when downed.

  • Counterstrike Ace and the damage reduction from the Buckler melee weapon are now calculated the same way as all other forms of damage reduction.

    • Previously they were applied after DR and DA and were additive instead of multiplicative.
  • Player grace period calculations now ignore damage reduction and absorption.

    • Could previously lead to edge cases where your damage reduction could cause your grace period to be pierced if it ended during a grace period.
  • Fixed an issue where grenadiers would be unable to throw grenades when they should.

    • Expect to see a lot more tear and nerve gas.
  • Enemy damage code has been refactored, removing quirks such as damage granularity.

    • Enemy helmets can get popped by fire and explosions.
    • Medic healing syncing has been improved, allowing for clients to trigger things like the heal damage boost.
    • Improved enemy hurt behaviors.
      • Shield knocking animations (such as those caused by Iron Man Ace) no longer interrupt each other.
      • Increased animation variety by allowing previously unplayed animations to play.
      • Fixed the pseudorandom function used for synced animation RNG such that it works properly with negative heist timers (Cursed Kill Room).
      • Certain animations now transition more smoothly to ragdolls.
      • Concussion animations now take direction into account.
      • Tased enemies can now accidentally shoot other enemies when they fire their gun during the animation.
  • Fixed a bug where Dire Need was multiplicative with other bonuses.

  • Packages can now be picked up instantly.

  • Fixed a bug where Titan Tasers could tase downed/incapacitated players.

  • Fixed a bug where the Airbow with explosive bolts would deal orders of magnitude more damage than intended.

  • Fixed a bug where flamethrower weapon mods had twice the intended effect on its falloff.

  • Fixed bugs with pager snatching and other damage related things not syncing properly.

  • The Grenadier now uses a weapon butt for his melee attacks, just like other special units.

  • Fixed a crash on Scarface Mansion when playing on lower difficulties.

  • Fixed a bad door and spawn placement on Firestarter day 2.

  • Fixed Spring being able to throw frags on lower difficulties.

  • Fixed Cartel members being friendly towards Federales on Border Crystals.

  • Titan Swats dropping Tier Gas is now handled by the host.

    • Should lead to more consistent syncing between players.
  • Bots can now properly shoot through glass.

  • Jokers now use the same system as bots to prioritize targets.

  • Bots can now assist at intimidating cops.

  • Compatibility with the Kill Feed mod has been added.

  • Grenade ranges in descriptions now match their actual range.

  • Fixed sound bug that could occur when flashbangs are destroyed.

  • Disabled shotgun push entirely.

    • Shotguns will no longer awkwardly launch bodies, and are no longer optimal for stealth play.
  • Smoke, Flash, and Gas grenades now use intended sound location.

  • Ammo boxes now drop cable ties 5% of the time, from 25%.

    • This makes them work as intended as a way to infrequently get cable ties back.
  • Fixed a crash that could occur when Bravo units spawned.

  • Fixed a crash on launch relating to custom outfits.

  • Fixed a number of animation bugs with melee sprinting.

  • Fixed an issue where Medics had an incorrect cooldown when healing Grenadiers.

  • Fixed bug where shotguns would fire 1 more pellet than intended unless you had Shotgun Impact Ace.

  • Fixed bug where weapon mods for flamethrowers would apply their falloff changes twice.

  • Fixed a bug where changing hud scale would incorrectly move the position of the dodge meter.

    • This slider still isn't quite as useful as we want, so we hope to generally improve it in the future.
  • Continuing an existing crime spree also now grants rewards as expected.

    • Rewards have been adjusted to compensate.
  • Kickstarter Ace now procs on saws in addition to drills for normal melee attacks, as intended.

    • Previously only chainsaw type rapid hits would work on saws as a result of some outdated melee code.
  • Fixed Ex-Pres stored health not being consumed when armor regenerates after being broken after bullseye is triggered.

    • Removes a silly anti-synergy between these two things.
  • Adjustments to cash payouts.

    • Meth bag value reduced.
    • Value for Red Diamonds, Counterfeit money, and Diamonds increased.
    • Instant Cash no longer has an arbitrary cap.
  • Holdout has been renamed to Skirmish.

    • I wonder if this is a hint at something in the future...
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