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Version 11.1 Full Changelog

SC edited this page Feb 14, 2021 · 6 revisions

Difficulty Tweaks

  • Special spawn rates scale per map.
    • Previously, maps with low spawn presets would keep special caps the same, causing them to crowd out normal units. Now, they scale with map preset.
  • Generally increased enemy spawn cap, and made enemy spawns scale more linearly with difficulty.
  • Reworked spawn groups on Very Hard and up.
    • Dozers now spawn with more synergistic assault teams.
    • Shields are considerably less common. Other specials are slightly more common.
    • Assault scaling is now more noticeable.
    • These changes are generally aimed at cleaning up some messiness with the old spawn groups, and improving the variety of challenges you may find yourself facing.
  • Reduced the maximum number of shields to 4, from 5, on higher difficulties.
    • Shields often made maps feel extremely cluttered, and their frequency made anti-shield tools near mandatory. This should help address that.
    • Note that this cap does not apply to all types of enemy spawning, so in certain cases there may be more than 4 medics active at once.
  • Increased the maximum number of medics to 4, from 3, on higher difficulties.
    • This is to help assault teams push in, since they now have considerably less shield cover.
    • Note that this cap does not apply to all types of enemy spawning, so in certain cases there may be more than 4 medics active at once.
  • Medic health increased to Taser tier.
  • Medic healing cooldowns halved across the board.
    • Medics were a bit lacking as a special before.
  • Shields are no longer immune to concussion grenades on DS.
  • Titan Tasers are no longer immune to concussion grenades on all difficulties.
    • Addressing some poorly-conveyed inconsistencies, and giving Concussion Grenades a slight buff since they are still often weaker than frags.
  • Titan Shields now have a fixed 75% resistance to explosive damage, rather than one that scaled with difficulty.
    • Generally, we aim for different weapons to maintain similar effectiveness as you move up in difficulty. This broke that norm.
  • Heavy Swats no longer react to their body armor being shot (without piercing). Increased knockdown resistance.
    • Big boys.
  • Separated Fire/Fire pool damage multipliers.
    • This makes it feasible to kill Titan Shields and similar enemies using Flamethrowers or Dragon's Breath Shotguns without being trivial to quickly kill them without flanking by tossing Molotovs or Incendiary Grenades at their feet.
  • Slightly lowered Grenadier and Autumn gas shoot chance.
    • This should make them feel much less constrictive when together on smaller maps, and in high level Crime Sprees.
  • Flank teams will now act more passive and prioritize giving ranged fire support to assault teams before closing distance with the player.
    • It felt a bit silly that these units would blindly charge at you with assault teams when their strengths lie at range.
  • Tweaked the smoke/flash cooldowns and Cloaker SO timers to be a less dramatic change as difficulty climbs.
    • Should help make difficulty jumps not feel so huge and be more gradual.
  • Set up Civilians to allow fire damage 'grace period' similar to bullet damage. Now you get one free shot with a DB shotgun as an example on a civ without killing them.
  • Slightly increased the cooldown on Cloaker attacks to 4 seconds from 3.
    • This is primarily aimed at reducing the frequency of bots getting chain downed.
  • Captains no longer spawn outside of the sustain phase.
    • This should help alleviate them spawning right at the start of assaults.

Crime Spree

  • Increased rank increase from many heists.
    • This should lead to faster scaling up the ladder, while also making choices between heists less of a no brainer between your options.

Heists

  • Heat Street
    • Reduced load times and memory usage.
    • Adjusted scripted spawns.
    • Improved lighting quality.
  • Border Crystals now properly uses the Federales variant of the Blackhawk instead of the Murkywater one.

HUD

  • Added voice chat indicator to alpha hud.
  • Moved the alpha chat box higher up to prevent overlapping with team panels.

Enemy Assets

  • Added Federales Bravo unit VO.
  • Updated DC Taser assets.
  • Updated GenSec unit assets.
  • Updated Zeal unit assets.
  • Updated TitanDozer assets.
  • Added a unique "City" tier of enemies for LAPD.

Skills and Perk Decks

  • Tag Team Adjustments
    • Self healing increased to 16 per kill, from 15.
    • Tagged unit healing increased to 10 per kill, from 7.5.
      • This compensates for the changes to duration below. Allowing for individual activations to still feel impactful, especially when healing other heisters.
    • Healing halved until card 7 is unlocked.
      • Consistency change to make its healing more closely match other perk decks as they progress.
    • Damage Reduction (Absorption) cap reduced to 8 from 20. Kills only grant 0.5 from 1.
      • Generally, perk decks with healing are less durable. Creating a tradeoff between short term and long term survivability. This perk deck violated that, by having both extremely strong healing and more damage absorption than Maniac.
    • Duration reduced to 11 seconds from 12.
    • Gas Dispenser duration increase on kill now decreases by 0.2s each time it triggers.
      • Also now locked behind card 3.
      • This places an effective duration cap of 22 seconds, meaning that 100% uptime is now far more difficult to achieve.
    • Duration increase on kill always increases duration (until the bonus is decreased to 0 by above), rather than being cut off by the max base duration.
      • This mechanic wasn't explained, and mixed poorly with the changes to how the duration increase now works.
    • Increased cooldown to 80 seconds from 60.
      • Further reduces the effective uptime of Tag Team, bringing it to a more even level.
    • Tag Team's power flew under the radar due to the relative unpopularity of the DLC, but holy shit it was busted!
  • Maniac
    • Stacks required for 1DA and decay speed increased to 300/400 from 300/240.
    • Stack self bonus increased to 100% from 50%.
      • Works out to nerf coop synergy (-2 max DA), but buff self durability (+1 DA).
      • These changes are aimed at mitigating very specific min/max strategies in regards to stacking DR/DA.
  • Crew Chief
    • Health per hostage increased to 5% from 2.5%.
    • Baseline armor increase reduced to 10%, and is no longer shared with the team.
      • Should make the playstyle of Crew Chief a bit more distinct from Muscle, since hostages are a far larger portion of your durability.
  • The Far Away ace now increases range by 40% from 50%
    • To match other changes and the general ethos of spread roughly roughly corresponds to falloff.
  • Messiah's extra down has been moved to the basic effect from the skill.
    • While the skill felt fine when aced, basic was often a poor choice on its own. This should introduce more variety, especially with its natural synergy with the right side of the Revenant Tree.
  • Disabled Inspire and shouting in general during stealth.
  • Partners in Crime now scales off of number of hostages, rather than number of converts, up to 4 times.
    • Bonuses reduced to 3% movespeed (from 5%) and 10% health (from 15%).
    • No longer grants converts durability.
  • Joker now grants 60%/80% damage reduction to converts. Ace no longer increases damage.
    • These changes mean that Joker is no longer a near-mandatory skill tax to get value off of this tree. Not that they're bad to have of course.

Weapons and Equipment

  • Shotgun falloff now generally corresponds to spread (without stance and % skill modifiers), rather than accuracy alone.
    • Accuracy still influences falloff (less so than before), and stability now influences falloff (but only while moving).
    • Serves as a mild buff to light shotguns, but a nerf to heavy shotguns.
  • Slugs now grant a consistent +40 acc/-8 stab, from a variable bonus usually hovering around +60 acc -8 stab. Slugs also now pierce armor/shields/enemies on all shotguns.
    • The variability of slugs between different shotguns previously made them difficult to understand.
  • 00 Buck now reduces range by 25%, but no longer reduces accuracy.
    • This clarifies their role as close range raw damage tools, and removes edge cases where they would have greater effective range due to higher damage.
  • Flechettes have been changed to now lower Shotgun damage by 1 tier, but deals bleed damage equal to 400% of the shotgun's base damage over 3 seconds. Also now pierce body armor and grant 25% increased range. No longer increase shotgun accuracy.
    • Flechettes previously acted like a DLC-locked accuracy attachment that was objectively stronger than other accuracy boosting attachments since they had no concealment penalty, rather than a unique ammo type with unique upsides and downsides.
    • Now serve as a means to increase the effective range of a shotgun and efficiency vs commons and veteran cops, at the expense of raw DPS and time to kill.
  • Slightly tweaked Dragon's Breath rounds to lower shotgun damage by 1 tier like Flechettes, but increased their fire damage to be 400% of the shotgun's base damage over 3 seconds. Fire DOT chance is higher at closer ranges, but falls off at longer ranges (based on the range of your shotgun).
    • These changes are intended to the reduce role overlap Dragons Breath had with HE Rounds and Flechettes. Dragon's breath now offers considerable control effects and common-clear in close range, but falls off at longer range compared to the alternatives.
    • Flamethrowers were also changed to correspond to this (-2 damage, +6 fire DOT damage per tick, dot chance scales with damage falloff).
  • Increased base reload speeds of the Grimm 12G, Izhma, and AMR-12G by 25%.
  • Increased reload speed penalties on extended and drum magazines for Grimm 12G, Izhma, AMR-12G, and Steakout 12G.
  • Added accuracy penalties to shotgun drum magazines that were missing them.
    • These changes are aimed at ensuring that all magazines are viable options on magazine fed shotguns, rather than the Drum Mag being the obvious best choice.
  • Steakout stability reduced by 4.
    • Mildly nerfs the steakout to compensate for various indirect buffs it has received as a result of ammo, range, and skill tree changes.
  • The Macro barrel no longer changes the magazine model on the G3.
    • Added the Präzision magazine mod. It increases reload speed and concealment at the cost of magazine capacity.
  • Bipods now dramatically reduce recoil instead of removing it entirely.

Bug Fixes

  • Implemented Hoxi's fixes to cop accuracy behavior.
  • Fixed Locke still mentioning vanilla Skirmish modifiers that no longer apply to the Skirmish rework.
  • Fixed a crash with some scripted spawns when playing on Death Sentence.
  • Fixed a few loading screen hints regarding stealth being outdated.
  • Fixed a crash when staggering a shield with a bleed melee weapon.
  • Fixed the ASVAL prototype barrel not removing the default barrel.
  • Fixed Messiah not giving an extra down.
  • Fixed a crash that occurred when OMNIA Medic Dozers received healing.
  • Fixed an area trigger bug on the Resmod No Mercy edit.
  • Fixed weapon stat modifiers appearing in card screens.
  • Fixed Shockproof Basic not working at all.
  • Fixed Shockproof Ace not playing sound when used.
  • Fixed the Bernetti Rangehitter having 28 concealment instead of 18 concealment.
  • Fixed Bulldozers having their head hitbox enabled at all times.
  • Fixed issues when marking some Federales units.
  • Fixed an issue where cops would ignore delays on certain SOs.
  • Fixed bug where converts didn't count towards Hostage Taker ace doubling health regen.
  • Converts owned by other players now count as hostages for skills (at least they should).
  • Fixed bug where Dragon's Breath shotguns wouldn't trigger Iron Man Ace.
  • Fixed Iron Man ace knockdown chance scaling inversely to the intended amount.
  • Fixed Bots not prioritizing Tasers that are using their ability.
  • Fixed various issues with bot pathing.
  • Fixed bots reviving players from long distances.
  • Fixed various AMR-16 skins causing issues with their magazines.
  • Fixed the AK5 having obscene ammo pickup.
  • Fixed cops sometimes not spawning on Wave 9 of Skirmish.
  • Fixed the LAPD FBI Heavy Rifleman not spawning.
  • Fixed Golden Grin Skirmish spawning Washington PD.
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