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Version 09.8 Full Changelog
- 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.
- 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.
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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.
- Overhauled appearances of various base game FBI, SWAT, GenSec and Special units.
* Added ZEAL Sniper.
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Outfits:
- Updated Sunny-Side Robber viewmodel.
- Added support for custom gloves.
- 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
- 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.
- 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.
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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+
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Panic Room:
- Adjusted enemy spawning behavior.
- This is primarily aimed at making the objectives to clear snipers for Bile less tedious.
- Adjusted enemy spawning behavior.
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Brooklyn Bank:
- Added additional loot to Brooklyn Bank
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Big Bank:
- Added additional loot to Big Bank
- You can now drill the lockbox in Big Bank
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Aftershock:
- Saw timer increased to 150 seconds from 90 seconds.
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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.
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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
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Heat Street:
- Implemented Whurr's Heat Street: True Classic.
- Also includes some Restoration Mod specific adjustments.
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Heat Street (Holdout/Skirmish):
- Adjusted van locations to provide more effective cover and additional routes for enemies.
- Adjusted garage spawn to occur less frequently.
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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.
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Goat Sim 1:
- Added a cloudy day environment.
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Watchdogs 1 (Day):
- Added a cloudy day environment.
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Framing Frame 3:
- Added a cooldown to cops shutting down the power.
- Reduced enemy spawn cap on the level.
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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.
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Added Points of No Return to most heists that were missing them during pro-jobs.
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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.
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New Mod Parts:
- RA Combined Module, a higher tech combined module featuring a durable outer shell that will work in any environment.
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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.
- Start off at half damage, and perk deck damage bonuses have been increased to compensate.
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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.
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Butterfly Knife:
- Damage reduced from 60(126) to 30(60)
- Now deals quadruple damage when attacking enemies from behind.
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Switchblade:
- General nerfs to attack speed, charge speed, and range.
- Now deals double damage when attacking enemies from behind.
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Alabama Razor:
- Damage reduced to 60 from 90.
- Now applies 120 bleed damage over 3 seconds.
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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.
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Icepick/Gold Fever:
- Reduced in damage tier, but now deal 1.5x headshot damage.
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Psycho Knife:
- Made actually terrifying.
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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.
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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.
- Fire duration increased to 12 seconds from 10 seconds.
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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.
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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.
- Duration changed from 6/8 seconds to 5/10 seconds.
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Shotgun CQB Basic:
- Now increases ADS speed by 75% from 50%.
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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.
- Deflection bonus reduced to 20 from 25.
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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.
- Added Functionality: Your armor recovers 5% faster.
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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.
- Added Functionality: While your armor is broken, dodging an attack restores 5% of your maximum health.
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Low Blow Ace:
- Added Functionality: Your critical hit chance is increased by an additional 50% when attacking enemies from behind with guns or melee.
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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.
- Now scales off of concealment the same way as Sneaky Bastard and Low Blow.
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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.
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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.
- Basic- now simply increases concealment on suppressed weapons by 1 instead of reducing the concealment penalty of suppressors by 1.
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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
- Increased accuracy bonus while standing still to 10 from 5.
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Rifleman Ace:
- Accuracy bonus when aiming down sights increased to 35% from 10%.
- Now works with weapons not fired in single-fire mode.
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MG Handling Basic:
- Now tightens hipfire accuracy by 20% for SMGs, LMGs, and Assault Rifles.
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MG Specialist Basic:
- Reduces the stability movement penalty to accuracy by 65%.
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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.
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Gunfighter Basic:
- You reload pistols 15% faster. Reduces the stability movement penalty to accuracy by 40%.
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Uppers Ace:
- Cooldown reduced to 30 seconds from 60.
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Quick Fix Ace:
- Now gives 60% damage resistance for 5 seconds to people that use your First Aid Kits.
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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.
- Now restores 1.25/2.5 health every 4 seconds per hostage, instead of 0.5/1% every 5 seconds.
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Cleaner Basic:
- Now grants a 5% damage bonus against specials.
- This should make the skill slightly more attractive for loud play.
- Now grants a 5% damage bonus against specials.
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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.
- Aiming down sights, shooting, melee attacks, and other non movement related actions no longer stop it from activating.
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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
- Kill requirement for extra ammo boxes reduced to 5 from 10.
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Inspire Ace:
- Now requires line of sight.
- Inspiring allies through walls gave too much reward for next to no risk.
- Now requires line of sight.
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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.
- 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.
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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.
- Players regain 1 down after 3 assault waves. The number of assault waves required is reduced by 1 per AI controlled crew member.
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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.
- Now gives bots 25% more damage, body armor piercing bullets, and a chance to knock down shields.
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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.
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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.
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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.
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Heist list adjusted for Crime Spree. Includes a greater variety of heists, and now always uses our edited versions.
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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.
- No longer removes deflection.
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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.
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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.
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Hacker
- Dodge bonus increased to +15 from +10.
- Looking to buff dodge hacker into viability.
- Dodge bonus increased to +15 from +10.
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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.
- Damage reduction now only activates when you are within 12 meters from an enemy, from 18.
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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.
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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).
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Dramatically increased the suspicion increase from dead civs to 0.1 (from 0.01).
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Melee pager snatching now has trickier timing.
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Standing up while holding a bag increases the range you can be seen from.
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Singleplayer bonuses to Body Bag and Cable Tie quantity reduced to be equivalent to 2 players from 4.
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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.
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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.
- Titan Taser bullets apply a 75% slow that fades away over 3 seconds instead of tasing you, with a very short cooldown.
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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.
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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.
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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.
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Spring now throws the same frag grenades as Bravo units.
- This should feel more fun to fight.
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FBI units will now replace SWAT during PONRs.
- Pro jobs needed something cool on lower difficulties.
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Autumn can now throw tear gas grenades and disables deployables map wide on lower difficulties.
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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.
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Gangsters and Bikers now have a chance to spawn with Mac10s, Broncos, Mosconis, or AKs.
- Previously they had very little weapon variety.
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Snipers now have perfect accuracy.
- They still take time to focus in on you, so don't give them time to take the shot.
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Lowered Gangster HP to 20 base (from 40).
- Helps balance out their significantly more damaging weapons.
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Lowered the magazine count on NPC mac10s to 20 (from 30).
- This should keep the dps of enemies using this gun in check.
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M1911s used by enemies now have proper stats instead of being heister deleting meme machines.
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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.
- Friendly fire is now active in pro-jobs at 25% damage, or 50% damage on overkill+; in addition to the preexisting mutator.
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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.
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Sicario smoke bomb no longer alerts enemies in stealth.
- Will be more relevant once some later plans are in place.
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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.
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Poison DOTs should now tick a consistent number of times.
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Rifleman Basic now has an accurate description (it actually granted a 50% boost to ADS speed).
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Rifleman Ace now applies only to smgs and rifles, as the description states.
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Shotgun skills that affect flamethrowers now say so explicitly.
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Fully Loaded now gives the proper 75% ammo pickup boost instead of 110% ammo pickup.
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The dodge meter is now properly set to 0 when downed.
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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.
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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.
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Fixed an issue where grenadiers would be unable to throw grenades when they should.
- Expect to see a lot more tear and nerve gas.
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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.
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Fixed a bug where Dire Need was multiplicative with other bonuses.
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Packages can now be picked up instantly.
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Fixed a bug where Titan Tasers could tase downed/incapacitated players.
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Fixed a bug where the Airbow with explosive bolts would deal orders of magnitude more damage than intended.
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Fixed a bug where flamethrower weapon mods had twice the intended effect on its falloff.
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Fixed bugs with pager snatching and other damage related things not syncing properly.
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The Grenadier now uses a weapon butt for his melee attacks, just like other special units.
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Fixed a crash on Scarface Mansion when playing on lower difficulties.
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Fixed a bad door and spawn placement on Firestarter day 2.
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Fixed Spring being able to throw frags on lower difficulties.
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Fixed Cartel members being friendly towards Federales on Border Crystals.
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Titan Swats dropping Tier Gas is now handled by the host.
- Should lead to more consistent syncing between players.
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Bots can now properly shoot through glass.
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Jokers now use the same system as bots to prioritize targets.
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Bots can now assist at intimidating cops.
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Compatibility with the Kill Feed mod has been added.
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Grenade ranges in descriptions now match their actual range.
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Fixed sound bug that could occur when flashbangs are destroyed.
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Disabled shotgun push entirely.
- Shotguns will no longer awkwardly launch bodies, and are no longer optimal for stealth play.
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Smoke, Flash, and Gas grenades now use intended sound location.
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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.
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Fixed a crash that could occur when Bravo units spawned.
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Fixed a crash on launch relating to custom outfits.
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Fixed a number of animation bugs with melee sprinting.
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Fixed an issue where Medics had an incorrect cooldown when healing Grenadiers.
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Fixed bug where shotguns would fire 1 more pellet than intended unless you had Shotgun Impact Ace.
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Fixed bug where weapon mods for flamethrowers would apply their falloff changes twice.
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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.
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Continuing an existing crime spree also now grants rewards as expected.
- Rewards have been adjusted to compensate.
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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.
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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.
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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.
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Holdout has been renamed to Skirmish.
- I wonder if this is a hint at something in the future...