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Version 12.3 Full Changelog

Hater-mater edited this page Feb 18, 2024 · 17 revisions

Localization

  • Updated localization files.

General

  • Updated SH codebase.

Extra Options

  • Added a toggle to enable manual reloads

Heists

  • Updated Firestarter heist edit.
  • Added new Four Stores heist edit.

HUD/UI

  • Updated the down counters for the Alpha HUD.
  • Armor descriptions now state the dodge grace period you'll get when you have positive dodge values
  • Skills now mention if the Anarchist deck is disabling an aspect of them
  • Added support for DrNewbie's "Weapon Rename Tweak Data" mod
    • If names aren't applying, remove/disable "test_1.lua" in that mod's folder

Weapons

  • Improved weapon NATO/Warsaw/Ster Wers weapon tracers
  • Added more fitting spent casings for the Marlin SBL
  • Changed the spent casing effect of the ShAK-12 (and anything using it's spent casing effect) to be consistent with the other spent casing effects
  • Electric grenade self-tase is no longer fixed to 2 meters and its range now matches the tase range for enemies
  • Molotovs and Incendiary grenades (both the throwable and launcher versions) now have an AoE blast
    • Compared to the 50% burn proc rate of the firepools they create, the AoE blast has a 100% chance to proc burn.
    • Damage of the AoE blast matches that of the firepool's: 60 to enemies, 30 to players
  • HE Slugs (and anything that uses ExplosiveBulletBase, like explosives arrows and bolts) now deal direct damage; the damage is split between the slug/projectile itself and the explosion
    • The direct impact can headshot and proc + benefit from the OVERKILL skill
  • 48+ damage ARs, LMGs/MMGs and semi-auto snipers have increased ADS recoil while moving
    • 15% more recoil for LMGs/MMGs when moving while ADS
    • 10% more recoil for semi-auto snipers when moving while ADS
    • 5% more recoil for ARs when moving while ADS
    • Moving recoil penalty excludes 40 damage ARs, the AKMSU (+ akimbo), MG42 and any MG that cannot use a functional bipod
  • Certain weapons have additional recoil mults applied during sustained automatic fire; the multiplier resets when you stop shooting:
    • LMGs/MMGs have their recoil reduced by up to 20%
    • Miniguns have their recoil reduced by up to 40%
    • Flamethrowers have their recoil reduced by up to 75%
    • Battle Rifles have their recoil increased by up to 15%
    • Heavy ARs (60 damage) have their recoil increased by up to 8%
    • Shotguns have their recoil increased by up to 10%
  • Moved the HCAR back to being a machine gun
    • It was made a DMR since it'd be a "DMR with MG ammo pool" but since MGs were made worse at popping heads compared to non-MGs of similar damage tiers, it being an MG should be less of an issue
  • Moved the HK51b to the 60 damage tier; stats adjusted as needed
    • The 90 damage MGs already have the HK21 and MG42 competing with each other, having another high RoF MG in that damage tier is a bit much in addition to the RPK having no competition in its tier
  • Increased the concealment rating (now mobility rating) of most weapons
  • BeardLib custom weapons:
    • Added support for:
      • RJC's Payday 3 GM6 Lynx
      • RJC's SIG XM250
      • RJC's BOCW LC10
      • RJC's BOCW EM2
      • RJC's Auto-9
      • >:3's M1A1/M2 Carbine
        • Spent casings changed to something more visually appropriate too
    • Updated support for:
      • RJC's BOCW Stoner LMG/AR
      • RJC's BOCW CARV.2
      • RJC's SIG MCX SPEAR
    • Incomplete support for:
      • RJC's MW2022 TR-76 Geist (Base weapon only)
      • RJC's MW2022 Marlin Model 336 (Base weapon + some attachments)

Skills

  • Bullseye now has a cooldown reduction upon getting lethal headshots; CD reduction does not apply if you are using Anarchist
  • Lowered the encumbrance requirement to gain dodge/crit/movement speed from Sneaky Bastard/Low Blow/Moving Target from 35 to 30
    • The increased weapon mobility ratings on top of armor having higher mobility ratings makes it rather easy to get in the lowered encumbrance range
    • Basic versions of these skills now instead scale in steps of 2 points of encumbrance instead of 3; the new minimum encumbrance rating needed to max out the basic versions of these skills is now 10 instead of 5 (technically 4 as 5 isn't a possible value).
      • While this does make the Aced versions of these skills "weaker" by virtue of the encumbrance gap between the Basic and Ace versions of the skills being shortened from 5 to 25 points (a 20 point diff) to 10 to 20 points (a 10 point diff), the Aced versions still have their additional bonuses
  • Deep Pockets aced no longer gives increased armor to light armors. Lighter armors base armor values increased to compensate.
    • The skill was basically mandatory, should make lighter armors more competitive.
  • Gave half of the total ADS speed bonus of "The Professional" to "Rifleman" aced.
    • "Rifleman" was a relatively weak skill on top of "The Professional" doing too much for other weapon classes that don't have a dedicated ADS speed bonus skill
  • Dodge grace is now based on dodge rating instead of "armor used vs % of damage grace for the current difficulty"
    • Every point of dodge yields 10ms of dodge grace in addition to the damage grace period; a maximum dodge rating of 45 will yield 450ms of dodge grace
      • Mayhem, Deathwish and Death Sentence will apply their reductions to damage grace periods to your dodge grace cap as well; Mayhem and DW reduce the cap by 100ms (350ms max), DS by 200ms (250ms max).

Perk Decks

  • Ex-Pres
    • Reduced armor regen delay reductions on kill effects
  • Anarchist
    • Corrected the tick regen values to match the described "equivalent of 8 armor per second"
      • Increased the tick delays while also increasing the armor gained per tick
  • Yakuza
    • Slight reduction of the additional bonus dodge grace duration from 200% to 150%
      • This increases the minimum dodge rating needed to reach the 900ms dodge grace duration cap from 30 to 36 as well needing lower health to reach the full effect
  • Hacker
    • Pocket ECM:
      • Duration was reduced from 10 seconds to 8 seconds
      • Range was reduced from 15 meters to 10 meters
      • Stun intervals were reduced from every 1.2 seconds to every 2 seconds
      • Cooldown reduction was reduced from 2.5 seconds per kill to 1.5 seconds per kill
    • Healing from kills with an active PECM was increased from 5 per kill to 6 per kill

Difficulty Tweaks

  • Bravo Dozers can now throw frag grenades on all difficulties.
  • Skulldozers now take less damage from explosives than other dozers (excluding titandozers)
  • Captain Spring/Hatman has 2 more Titan Tasers/Cloakers on DS (from 2 to 4).
  • Autumn's squad now has:
    • 3 Cloakers on Mayhem (from 2)
    • 4 Cloakers on Death Wish (from 3)
    • 5 Titan Cloakers from Death Sentence (from 4)
  • Murkywater units are now fully replaced with OMNIA units during PJ PONRs (or with Hardline mutator)
  • Increased Winters maximum squad size.
  • Increased Blackdozer sprint speed.
  • Winters' shields are immune to ECM feedback effects on Death Sentence.
  • On Death Sentence, Bosses that use machine guns (such as The Commissar or Gabriel) have knockback abilities applied.
  • Enemies with weapons that apply knockback or concuss/stun you now fire colored tracers to make it easier to identify the source of these effects
    • Enemies that apply knockback effects (Titan Gunners, Cpt. Spring) have a red-ish tone to their tracers
    • Enemies that apply Concussion/Stun effects (Titan Shotgunners, Titan Tasers) have a blue-ish tone to their tracers
  • Additional Pro Job miseries:
    • Ammo pickup and reload speeds are reduced
      • The blanket 33% ammo pickup increase is removed
      • The blanket 10% reload speed increase is removed
    • Dodge grace cap is further reduced by 100ms
      • Playing a DSPJ heist will result in a dodge grace cap of 150ms

Holdout

  • Added a new modifier starting on wave 6 that allows LPFs and Winters to overheal shield units.

Crime Spree

  • Added a new modifier that makes cloakers spawn in their own groups.

Mutators

  • Mutators now save which ones you have activated and will properly load them when restarting the game.
  • Added an option to disable the color swap for the Assault Banner if mutators are active.
  • Added new mutators including:
    • Overheal Expert (LPF units can overheal most of the police force, including special units and captains)
    • Enhanced Power (ASU units can now buff special unit weapons at max strength like on DS, also includes an option to buff captain's weapons)
    • Your Opinion - My Choice (Flashbangs are now indestructible like on DS, includes an option for faster flashbangs explosions)
    • Total Carnage (Non-Bravo enemies can now throw frag grenades)
    • Everlasting Season (Allows to change captains that may appear in heists, supports multi-day heists as well)
    • Sneaky Squad (From Crime Spree, Cloakers now tend to spawn in their own groups)
    • Budget Buffs (All enemies replaced with their titan counterparts)
    • Expert Realism (Majority of outlines are disabled as well as name labels above players/bots)

Stealth Tweaks

  • Cameras can now pan their field of view to cover more area. This also allows more counter-play to cameras by taking advantage of their moving field of view.
  • You can now mark unalerted civilians in stealth.
  • Guards sounding the alarm will now instead force the suspicion to max, giving you 60 seconds to try and finish stealth.
    • To simulate police response, some triggers will still force an instant alarm.
  • Concealment has been replaced with Mobility. It no longer affects your detection range/buildup in stealth, and you're always considered having '3' detection risk compared to the old system. Instead, it contributes to your encumbrance, which still factors into skills like Sneaky Bastard/Low Blow.
    • This was done to make stealth less binary and allow loud transitions easier.
  • Detection Risk has been replaced with Encumbrance.
    • Every 3 points of encumbrance over 50 adds 0.25 seconds to your stamina regen delay to a maximum of 2 additional seconds.

Heists

  • Murky units will now spawn on The Bomb: Forest to take back their bomb from the players and Reapers.
  • Fixed Reaper Titan Snipers not spawning in White Xmas.
  • Removed Autumn from Green Bridge.
  • Added Autumn to Shacklethrone Auction.
  • Added Winters to Brooklyn Bank and 2nd day of Reservoir Dogs.
  • Alaskan Deal now has a more lenient PONR on Pro Jobs.
  • Removed PONR from (Classic) Diamond Heist.
  • Updated various heists.
  • OMNIA support squads will now spawn on appropriate Jackal Heists when playing on Mayhem and above.
  • OMNIA Crewmans will now spawn on appropriate Jackal Heists; replacing guards and snipers when playing on Death Sentence.

Bug Fixes

  • Updated for U240.5.
  • Fixed Kickstarter Aced not allowing you to switch weapons.
  • Fixed Crit Chance not showing properly as a stat in stat menus.
  • Fixed the achievement "Not Hard Enough" not being rewarded properly.
  • Fixed Titan Snipers sometimes retreating during assaults.
  • Fixed a crash for clients when a Zombie Titanshield spawned.
  • Fixed Headless Hatman having bullet pushback like Spring.
  • Fixed Big Oil Day 1 PONR not triggering correctly.
  • Fixed Veteran Cops being unable to mark on stealth.
  • Fixed LAPD SWAT shields not loading properly for clients.
  • Fixed Captain Autumn not disabling Throwable Cases and Ordnance Bags.
  • Fixed an issue with some spawngroups sometimes not spawning correctly. (Due to the fix, captain spawn chances has been reduced to 20/30% (from 50/100%))
  • Fixed Gangsters not having any burn pain/death lines.
  • Fixed Female Enemies not having any burn pain/death lines.
  • Fixed reinforce Titan Shields spawning in Budget Costs mutator on DS.
  • Fixed issues relating to armor piercing skills not applying
  • Fixed an issue with stocks on the akimbo APS pistols
  • Fixed an issue relating to ADS states and bipod deployment; because of this fix deploying your bipod while already ADS is enabled again
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