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Version 12.3 Full Changelog

Noep edited this page Jan 11, 2024 · 17 revisions

Localization

  • Updated localization files.

General

  • Updated SH codebase.

Extra Options

  • Added a toggle to always enable manual reloads outside of Pro-jobs

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

Weapons

  • Improved weapon NATO/Warsaw/Ster Wers weapon tracers
  • 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 evenly 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 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 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:
    • RJC's Payday 3 GM6 Lynx
    • RJC's SIG XM250
    • RJC's BOCW LC10
    • RJC's BOCW EM2
    • RJC's Auto-9
    • Updated support for RJC's BOCW Stoner LMG/AR
    • Updated support for RJC's BOCW CARV.2
    • Updated support for RJC's SIG MCX SPEAR

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

Difficulty Tweaks

  • Bravo Dozers can now throw frag grenades on all difficulties.
  • Captain Spring/Hatman has 2 more Titan Tasers/Cloakers on DS (from 2 to 4).
  • Autumn now has 1 additional Titan Cloaker on DS (from 3 to 4).
  • Murkywater units are now fully replaced with OMNIA units during PJ PONRs (or with Hardline mutator)
  • Increased Winters maximum squad size.
  • Blackdozers/MedicDozers receives a speed bonus on Deathwish and Death Sentence. Additionally, Blackdozers will only sprint on Death Sentence.
  • 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:
    • Auto-reloads are disabled; you must manually press reload to perform a reload, even if your magazine/clip is empty
    • Ammo pickup and reload speeds are reduced
      • The blanket 33% ammo pickup increase is reduced to 16.5%
      • 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)

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 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 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 the akimbo APS stocks
  • 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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