-
Notifications
You must be signed in to change notification settings - Fork 65
Version 12.3 Full Changelog
Hater-mater edited this page Feb 18, 2024
·
17 revisions
- Updated localization files.
- Updated SH codebase.
- Added a toggle to enable manual reloads
- Updated Firestarter heist edit.
- Added new Four Stores heist edit.
- 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
- 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)
- Added support for:
- 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).
- 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
- 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
- Corrected the tick regen values to match the described "equivalent of 8 armor per second"
- 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
- Slight reduction of the additional bonus dodge grace duration from 200% to 150%
- 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
- Pocket ECM:
- 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
- Ammo pickup and reload speeds are reduced
- Added a new modifier starting on wave 6 that allows LPFs and Winters to overheal shield units.
- Added a new modifier that makes cloakers spawn in their own groups.
- 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)
- 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.
- 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.
- 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