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Version 09.9 Full Changelog

Noep edited this page Sep 29, 2022 · 1 revision

Heists

  • Added Rantman's No Mercy edit, adjusted to better fit Restoration
    • There are too many changes to list, just enjoy the change in lighting when the power goes out.
  • Christmas versions of Hoxton Breakout and Breaking Feds are now selectable under events heists.
  • Temporarily removed the Firestarter and Rats edits.
    • While we would like to keep these in place, there are crash related issues with loading the second and third days that we need to work out. In addition, we have received occasional crash reports on the Rats edit specifically, so we will be investigating those.

Art and Sound

  • Bloodsplatters have been changed to look closer to the ones in Payday: The Heist.
    • Shooting at other players now creates blood splatters- usually.
      • This gives essential feedback as to when you're accidentally hurting your team in Pro Jobs or Crimespree.
      • Has some issues with custom outfits that cannot be easily addressed.
  • Overhauled Murkywater enemy assets.
    • Murkywater enemies suffered from identification issues that needed to be addressed.
  • Added ability to change point of no return music.
  • Added Secret Masks for Bonnie, Sydney, Dragan, Hoxton Reborn, Clover, and Jacket.
  • Added option for quieter rain (on by default).
  • OMNIA Bulldozer assets improved.
  • Added unique voice acting for LMG Bravos.

Hud and UI

  • Added the Restoration Mod Buff Tracker:
    • Because of our changes to skills, many hud mods for tracking cooldowns and buffs are inaccurate in Resmod. This is a universally compatible option to address this issue.
    • The buff tracker is disabled by default.
    • Each individual skill can be toggled on or off.
    • Includes scaling and layout options.
    • More skills will be added in the future.
  • Added PD:TH styled weapon challenges. These don't do anything as of now, but they do work.
  • The heist summary shows a more detailed breakdown of cash payouts.

Enemies

  • Veteran Cops and Captain Autumn no longer dodge bullets.
    • We found that the dodge mechanic felt unfun and unintuitive to fight against, and that there were better means to achieve the same goals.
    • Veteran Cops now have a damage clamp that applies to bullets only.
      • This means that every individual bullet can deal a maximum amount of damage at once against him.
      • This helps maintain his vaguely anti-sniper/anti-shotgun niche.
      • Veteran Cops can still receive 100% dodge change in Crime Spree.
    • Captain Autumn now has additional resistance to bullets.
  • Captain Spring now throws Cluster Grenades.
    • We felt his grenade needed a bit more boom.
  • Enemy grenade damage falloff reduced.
  • Bravo unit grenades have been given better tells. They now have a distinctive beeping sound.
  • Sniper scope glint disappears on death now.
    • This should provide better feedback to players vs very distant snipers.
  • Swat headshot damage multiplier reduced to 3.5 from 4.5. This should only affect lower difficulties.
  • Light Shotgunner and Light UMP Elite units have had their damage tweaked. This should reduce instances of being instantly nuked to the ground.

Weapons and Equipment

  • Added the SABR assault rifle.
    • The SABR was a cancelled attempt by the US military to replace the venerable AMR-16 with a truly next generation rifle. The remaining units have been purchased by OMNIA.
    • Its signature features are its intergrated airburst grenade launcher, and advanced built in optics.
    • In gameplay, you can think of the SABR as a more lightweight, spammier companion of the Little Friend.
    • The SABR also makes use of Super BLT's custom animation support, thanks to the hard work of Zdann.
  • Added automatic stat balancing for custom weapon mods.
    • Only works with Non-Special guns.
    • Automatically balanced weapons will never have as high quality results as hand-balanced weapons. If you really like a particular custom weapon, let us know!
      • But the results are usually in the right ballpark.
    • Likewise, the system has limited understanding of the weapons that are passed into it- so the stats it outputs might not always provide an accurate reflection of the weapon or its intended design.
      • For example, it thinks that Killerwolf's Remington Spartan Ultra Short is just a normal double barreled shotgun- and assigns a high accuracy to fit with that, rather than the abysmal accuracy intended by the author.
    • The system likewise cannot always overwrite weapon stats that are set in lua.
      • Very few weapons do this, ones that do will typically end up with blatantly incorrect damage numbers and are usually older mods.
    • It currently does not auto-balance attachments that come with custom weapons, but does attempt to strip the stats off of them.
      • The main roadblock here is that certain attachments resist having their stats overwritten. We are hoping to find a solution soon.
  • Added support for Vanilla Mod Pack and Vanilla Mod Pack Volume 2.
    • We have actually had very incomplete support since the weapon rebalance in 9.8, so this has been a long time coming.
    • Weapon mods from Vanilla Mod Pack are balanced with a slightly wider range of effects than normal weapon mods, however they should all roughly remain sidegrades.
  • Added support for the Toy M16 and Toy M1911
    • After hours of heated debate over whether or not a brightly colored toy gun should have good concealment, we have decided to make their concealment follow the whims of RNG.
  • All Armors now grant 5 more dodge than before.
    • Moving some dodge away from perk decks and baselining it slightly opens up build variety.
  • Bullets that pierce shields deal half damage.
    • This should help make 240 damage sniper rifles more attractive, since 180 damage piercing weapons will no longer kill shields in a single headshot through the shield.
  • Bipods now use the steelsights stance modifier instead of the crouching stance modifier.
    • This should make them considerably more attractive to use.
  • Rocket Launcher damage falloff decreased dramatically.
    • This should give you more value per rocket.
  • Concussion Grenade stun falloff slightly decreased.
    • The other consumable grenades are in a good spot, but the concussion grenade lagged behind a little outside of its anti-dozer niche.
  • Underbarrel Grenade Launchers can now be toggled on and off while aiming down sights.
  • LMGs now have the 'supersize me' kit by default and it cannot be removed. This comes with a max ammo increase of 50%, 25% speed malus, LMG concealment changes (-2 globally), and a -10% SWAP speed multiplier.
    • This is to allow LMGs to feel unique and reward 'hunkering down' versus the run and gun gameplay of ARs and SMGs.
  • Buffed the M60 up to the 'heavy mg' tier at 60 damage. Stats adjusted to match.
    • The weapon's Rate of Fire is significantly lower than any other LMG, and an accuracy/stability bonus wouldn't really compensate for it being one of the lowest-DPS weapons in the game. As such, we made the decision to add a new weapon tier for it. It is very unlikely this tier will ever get another weapon.
  • Added the "Supersize me" kit to the Bootleg AR.
    • This allows it to fulfill a similar role to the KSP, allowing it to function as a more accurate and less bulky sidegrade.
  • Increased the stability and lowered the accuracy of the Anubis .45
    • This allows it to be unique compared to the Crosskill and act as a more 'spammy' counterpart. We are interested in exploring more interesting options for this weapon in the future, but this was decided on for now.

Skills

  • Heavy Impact
    • Basic: LMGs have a 40% chance to knock down enemies while using a bipod.
    • Ace: You take 50% less damage while using a bipod.
      • This gives LMGs not built for concealment a usable skill in the tier, and prevents Heavy Impact from being actively detrimental when not running Body Expertise.
  • BulletProof
    • Basic: Your armor cannot be pierced.
    • Ace: While your armor is full, damage taken is reduced by a number of points equal to 25% of your maximum armor. Your armor recovers 10% faster.
      • BulletProof offered too much multiplicative survivability when combined with other skills, and simply reducing its base numbers would leave it in a state where the skill would feel bad to use.
      • The skill has been redesigned from the ground up to offer more situational benefits that fit a greater variety of builds. This will pretty directly nerf any super-tank builds you have, but it opens up a lot more potential variety and is less degenerative for general game balance. Give it a shot and tweak your builds.
  • Sharpshooter Ace
    • New Functionality: Any killing headshot will increase your rate of fire by 20% for 6 seconds. Can only be triggered by rifles and SMGs set to semi-auto.
      • This should make the skill considerably more versatile and attractive- especially for slower firing Sniper Rifles (to compensate for their weaknesses) and SMGs/ARs (to buff your full-auto rate of fire after you swap fire modes back).
  • Rifleman Ace
    • Bonus reduced to 30% from 35%.
      • Just offered a tad too much strength on low accuracy rifles.
  • Hostage Taker
    • Regen reduced to 1 health per tick per hostage (max 4), from 1.25/2.5 health per tick per hostage (max 4).
    • Having the maximum number of hostages now doubles the health regen when aced.
      • Hostage Taker was generally overpowered, and the bug fix to the hostage cap further increased its strength in coop play.
      • These changes keep most of its strength, but make it a bit harder to maintain.
      • We may continue to rework this skill in the future. We aren't 100% happy with this iteration, but this reduces degenerative interactions with perk decks notably.

Perk Decks

  • Hitman Rework

    • Card 1: Killing an enemy outside of melee stores 25 temporary health. You can store up to 75 temporary health. Killing an enemy in melee turns that stored temporary health into temporary health that decays at a rate of 5 per second. Temporary health can exceed your normal maximum health, but you can only have up to 240 temporary health at once. Note: Frenzy will reduce temporary health by 75%.
    • Card 3: Your dodge meter fills up by 100% of your dodge when your armor is restored. You gain 5 dodge points.
    • Card 5: You store 60% more health.
    • Card 7: You gain 120 temporary health when you are revived. You gain an additional 5 dodge points.
    • Card 9: While you have temporary health you gain 20 deflection and 20% more movement speed.
      • Hitman has been reworked from the ground up to offer an entirely new set of mechanics that better reflect John Wick's Gun-fu-esque fighting style in the films.
      • It now encourages weaving fluidly between gun and melee combat.
      • While we've designed the perk deck to work fairly seamlessly with custom huds- those that do not support stoic's delayed damage mechanic will prevent you from seeing your temporary health.
  • Maniac Rework

    • Card 1: Damage you deal is converted into Hysteria Stacks. Max amount of stacks is 2400. Hysteria Stacks: Incoming damage is reduced by 1 point for every 300 stacks of Hysteria. Hysteria Stacks decay by 300 every 8 seconds.
    • Card 5: Changes the decay of your Hysteria Stacks to 240 every 8 seconds.
    • Card 7: Incoming damage is now reduced by 1 point for every 240 stacks of Hysteria.
    • Card 9: Hysteria stacks are 50% more potent for you.
      • These changes are aimed at making it easier to get stacks, but harder to maintain them- while also simplifying usage of the perk deck. Now, you'll consistently lose about 1 DA's worth of stacks every 8 seconds, rather than it being inconsistent. And damage is no longer multiplied by an arbitrary percentage when converted to stacks.
      • These changes also aim to slightly reduce its (sometimes abusable) synergy with percent based DR in CO-OP play.
      • While maniac was previously in an ok place, it had room for simplification and improvement.
  • All Perk Decks with Dodge now grant 5 less dodge than before.

    • See armor changes in Weapons and Equipment.
  • Kingpin

    • Fixed bug where deflection was not included properly in healing amounts.
    • Increased damage reduction at low health to 90% from 80%.
      • Kingpin previously ignored deflection when looking at the damage numbers to heal, giving outsized results (or potential invincibility) when stacking it.
      • While this power was fine and all, balancing around niche bugs like this is not good practice.
    • Cooldown reduction increased to 2 seconds for every 5 health "healed" while at full health, from 1 second for every 3 health "healed."
      • This partially compensates for bulletproof changes dramatically reducing people's ability to interact with the cooldown reduction mechanic, and the bug fix.
  • Anarchist

    • Health/Armor conversion rate changed to 50%/100%/150% from 50%/75%/100%.
      • This is intended to address the loss of the old Bulletproof skill, which had multiplicative (rather than additive) effects on Anarchist that dramatically increased its power to the point of being mandatory in an optimized build.
  • Sociopath

    • Armor regen reduced to 40 from 50.
    • Health regen increased to 5% from 2%.
      • Sociopath's health regen has long been too low to be valuable, so it's been increased to be around Infiltrator levels of power. To compensate, its armor regen has been reduced.
  • Yakuza

    • Passive dodge generation reduced to 8% from 10% of your dodge stat every second at minimum health.
      • Yakuza felt very slightly overtuned when built for dodge.

Misc Fixes and Improvements

  • Fixed incompatibilities with new mask customization screen.
  • Fixed bug where perk deck damage increases influenced ammo pickup.
  • Fixed bug where PONR music would continue playing after completing a heist.
  • Converts no longer count towards hostage cap.
    • This should make joker users quite happy in multiplayer.
  • Fixed bug where enemies would use smoke and flashbangs far less often than intended.
  • Steadiness is no longer displayed in the UI.
    • Steadiness is a stat that scales the visual screenshake when you get hit. While it's a vanilla mechanic, its effect is so minor that most players don't even know what it does.
  • Uppers description made more accurate.
  • Combat medic description made more accurate.
  • Fixed a potential softlock on the stealth tutorial heist.
  • Fixed UI incompatibilities related to update 199.6,
  • Fixed bug causing ammo pickup values to be too low on most special weapons with a full perk deck.
  • Fixed bug causing ammo pickup to be too high on grenade launchers using incendiary grenades.
  • The Commando 101 no longer results in incorrect menu poses.
  • Fixed FBI Boss having his dual pistols on stealth heists.
  • Fixed bug where titan tasers would rarely tase players normally.
  • Fixed issues with Burstfire.
  • Fixed a few missing scripted spawn changes.
  • Fixed the Unfolded Stock being unavailable on the Reinfeld and Loco.
  • Fixed the No Stock option being unavailable on the Mark 10.
  • Fixed Heat Street using the wrong spawn rate preset.
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