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Version 09.8.1 Full Changelog
Noep edited this page Sep 29, 2022
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- DC beatcops now have randomized faces.
- Added more death lines to Murky Bravos.
- Tijuana office cops now have poppable caps.
- NYPD FBI SWAT now use the ingame FBI logo.
- Added an option to use 'Real Ammo' in the HUD.
- When active, your total ammo counter will ignore ammo currently loaded in your gun- similar to other FPS games.
- Overdrill PONR timer increased to 90 minutes from 45 minutes.
- We introduced a large number of timers last patch, and one of them slipped through the cracks with a value that was too low to be reasonably beaten... sorry about that.
- Note that the PONR timer activates only AFTER throwing ALL the mission-required bags in the vent. so placing the drill after securing the bags does NOT extend the PONR timer.
- Increased spawn caps for certain heists and early assaults.
- While the previous changes to enemy spawns went a long way towards improving the pacing of heists and evening out difficulty, they often reduced spawns too much and lead to extremely empty first assaults. This should help fix that.
- Titan Dozers will now lay down constant suppressive fire at all ranges.
- Ammo pickup system reworked to use a universal formula and track non-integer ammo picked up.
- This should lead to more consistent, but still bad pickup with very low ammo weapons like Rocket launchers.
- Previously, because of how ammo worked, your ability to get ammo was pure RNG with these weapons.
- Expect ammo tension to be slightly higher across the board, especially on high damage, low ammo weapons.
- This should lead to more consistent, but still bad pickup with very low ammo weapons like Rocket launchers.
- Steakout 12G Shotgun Rework
- Damage increased to 90 from 60. Max ammo reduced accordingly.
- Accuracy reduced to 25 from 50.
- Stability reduced to 80 from 88.
- Concealment reduced to 20 from 24.
- Noise range increased to 30m from 28m.
- Base magazine size increased to 10 from 8.
- The gun is now full auto only, like the real gun.
- This should help move the steakout into its own niche, rather than being outshined by the IHZMA-12G.
- MG Specialist Ace
- Added functionality: Every 5th bullet fired by an SMG or LMG without releasing the trigger consumes no ammo.
- It was generally outclassed by MG Handling, which granted more desirable reload speed buffs. Now offers a viable alternative for less controlled spammy playstyles.
- Gunfighter Basic
- Reload speed bonus reduced to 5% from 15%.
- This skill simply offered too much value for the cost.
- Reload speed bonus reduced to 5% from 15%.
- Bulletproof Ace
- Armor bonus reduced to 20% from 30%, armor regen bonus increased to 10% from 5%.
- The skill offered too much value by meeting certain damage breakpoints on many builds, so some of its power is being moved to its regen capacity.
- Armor bonus reduced to 20% from 30%, armor regen bonus increased to 10% from 5%.
- Fully Loaded Ace:
- Now stacks properly with perk deck pickup bonus.
- Pickup bonus reduced to 60% from 75%.
- Has very little actual gameplay impact beyond giving more consistent value regardless of perk deck progress.
- Throwable pickup chance now starts at 5% and increases by 1% every failed roll.
- The increase is additive, rather than multiplicative like in vanilla- so it's actually noticeable.
- The first ammo box you pick up after starting a heist/gaining a grenade now rolls for the skill.
- Gambler
- Cooldown increased to 10 seconds from 5.
- Picking up an ammo box reduces the cooldown by 3 to 5 seconds.
- Previously, optimal play with gambler was to conserve ammo boxes to maximize the number of times you triggered your on-cooldown heal, which is counter intuitive.
- Of course the CDR had to be RNG... for thematic reasons.
- Perks reordered, healing now scales from 4-8 -> 8-12 rather than 6-10 -> 10-14
- Brings the scaling of its healing in line with other perk decks.
- When you are healed by an ammo box, you regain 30 armor.
- Makes grabbing risky ammo boxes potentially worth it.
- Now gives a full ammo pickup to the rest of the team when it activates, from 50% of an ammo pickup.
- This is to compensate for the deck being a lot more ammo box hungry than before to get full value, and help lean into its unique niche.
- Stoic
- DOT Duration reduced to 8 seconds from 14.
- Healing when DOT is cleared increased to 400% from 300%.
- These changes are aimed at reducing the strength of stacking healing on Stoic while also rewarding good flask usage more.
- Fixed crash for hosts when enemies stopped suspecting clients in casing mode in specific cases.
- Fixed masking up causing enemies that are in the process of noticing you to suddenly jump in suspicion.
- Improved cloaker syncing.
- Fixed crash related to bex fbi swat.
- Fixed crash related to snow suits.
- Fixed a missing description on the Ra Combined Module.
- Made the Ra Combined Module available on the Interceptor .45 pistol.
- Fixed a Groupaistatebesiege crash.
- Fixed a variety of issues with LAPD FBI models and textures.
- Gun Nut aced armor piercing now works on akimbo pistols.
- Improved corpse removal syncing.
- This also reduces an additional source of desync.
- Payouts on multiday heists are no longer pushed back to the final day.
- Fixed body armor always being pierced.
- Fixed a silly localization change that was snuck in by a certain dev last minute...
- coughRinocough