August 14, 2024
Updates:
- Account progression was changed in order to shorten the time to gain a new level
- Pocket loot and loot carried in bags are automatically counted into the final loot even if they’re not thrown into the van (you still have to throw enough loot into the van to trigger the escape).
- First win of the day added to boost progression. Available in Multiplayer missions.
- Improvement of inspecting window – players can now inspect other players in Multiplayer lobbies.
- Failed objective animation and visual feedback.
- New gadgets added : Proximity Mine, Camera Spy, Colorful Magazine.
- New weapon combinations added:
- Scout 14 ER
- Scout 14 EH
- DE 44 Elite
- 12 Gauge ER
- 12 Gauge H Elite
- The current difficulty is displayed in the pause menu.
- Visual and audio feedback after recharge of the equipment.
- Jupiter can no longer carry 3 bags in basic variant.
- Cables in Gold Cup are now color vision deficiency friendly.
- Explosion timer for grenades starts after grenade is released, not after it impacts target.
- Bonus objective no longer updates wrongly for players joining in progress.
- You can now hold equipment key to see projected trajectory of throwable.
- Hard and Extreme difficulty was rebalanced for better challenge.
- Longer assault waves with more enemies.
- Enemies throw grenades more frequently.
- Reduced downstate time (player bleeds out faster).
- Increased detection angle (but slightly reduced detection speed on Extreme to make it more fun)
- Hard has unlimited number of pings with 2min duration, Extreme 5 pings with 60s duration
- Reduced enemy melee damage a little bit.
- Option to reduce head bob animation intensity.
- There is now ability to sort lobbies by ping.
- Equipment panel now shows cooldown of said equipment.
- Weapon switching is faster.
- “Brute” generic bot rebalanced
- Added carrying speed bonus to “Brute” to compensate for the innate movement speed penalty.
- Decreased HP regeneration delay.
- Slightly increased gadget regeneration speed.
- Improvements of bots
- Smart ping “loot” includes all loot/boxes the bot can take.
- Bots do not stay too far away from the player (increases survivability).
- New ping options added for bot commanding
- “Guard “ command - can be used to order bot to guard other bot or zip-tied NPC.
- “Revive” command - can be used on downed bot.
- Civilians should try to leave combat areas or lie down in order to survive more.
- Explosion damage to civilians lowered to 25% of original value.
- Perks were moved out from progression system and can be purchased directly.
- Perks show specific numbers now.
- All tiers of perks are now available.
- Previously acquired perks will grant one pending level each so players can choose reward compensation.
- “Defend business partner” mission added as a Defend Warehouse variant.
- Clean execution objective status is visible in FPS.
- Vigor perk #1 increased from 10% to 13% speed of health regeneration.
- Comeback perk decreased from 3 to 2 extra revives.
- Pump, Lupara have increased damage.
- 12 gauge has increased reload speed, damage and fire rate.
- Bu-RP has reduced recoil in ironsights mode. Burst frequency is higher.
- M-16 has slightly increased burst frequency.
- Following weapons have visual improvements: Machinegun + Touchdown’s machinegun, TIMM, Chopper, Pump, Lupara
- Chat wheel in Multiplayer for improved communication with other players.
- Campaign progression was changed in order to shorten the time to gain new level
- The “Hush” mission in the lowering investigation goal now has more variants.
- Clarified the need to wait a day after failing the “Snooping Devices” mission in the goal task.
- Ranger’s character plotline now requires him to participate in fewer missions after restoring the plotline progress in a new campaign run.
- The Hidden Vault plotline now has an alternative path after Wiz is unlocked in the progression system.
- “Dragon Dogs” plotline now has an alternative path after Silver is unlocked in the progression system.
- In story trades in Campaign, the list of expenses will now clarify if something is an alternative payment method or primary payment method. so it’s clear not all listed items apply at the same time.
- Killing detectives lowers investigation by 6% and no longer increases Heat.
- Credits are no longer shown after completing a standalone plotline.
- Silver and Wiz are unlockable for Multiplayer now.
- Market items are now automatically equipped to the Boss after purchase.
- The preview label of the “Extra Gravy” (starting perks) boss bonus is now more descriptive.
- The Luxury Horsepower asset goal will not trigger again if the player already owns the “Torini 3000” asset.
- Changed the icons and increased the rewards of the truck missions in the Armored Cash goal.
- Weapon skins are now randomly spawning in Single Player in Campaign.
- Current goals are displayed on the planning board screen.
- Police ambush variant of “Armored truck heist” spawns once per playthrough at most now. Even if ignored.
- After successfully completing “Police ambush” variant of “Armored truck heist”, no mission will raise heat until end of the day as a reward.
- Weaken gang missions improvements
- The army-tier lowering effect of the final turf mission is now permanent and affects the entire gang (instead of a one-time effect for that turf alone).
- Only a single weaken gang mission for lowering army tiers appears on a gang’s final turf (as the effect doesn’t stack, and the mission would be a waste of resources).
- Can no longer be started without having the required planning cost.
- Should no longer spawn on a turf with a detective where they would do nothing.
- The army-tier lowering mission should no longer spawn for Cagnali when she has robots, as it would have no effect.
- The missions are now cleared from the map after agreeing to a truce.
- Clarified the presentation of being unable to recapture a turf the same day you lost it (show a disabled Attack Territory mission instead of simply hiding it).
- Bankruptcy notification now differentiates between having some loot in stash or not.
- The list of assets in the office is now sorted by price.
- The office now shows the accurate total number of all assets (instead of the total number of assets currently available for purchase).
- “Multiplayer” menu button changed to “Coop Play”
- Updated DLSS and XeSS to newer versions.
Fixes:
- Cover generation was suffering from issue in some missions making bots die fast and act erratically.
- Multiple fail-safes to prevent progress loss on game crash/ electricity loss/ etc.
- Non-player characters (bots) in Multiplayer no longer take a hidden 4% mission cut each.
- Collected loot in The Hidden Vault is no longer counted twice.
- Campaign reward boss skins who previously did not have any voices have basic voices now.
- Players and bots now regenerate health correctly even if bot switch is used before revive.
- Information about unlocked campaign achievements should now persist after ending the campaign run. This enables save transfer between platforms for all newly unlocked campaign achievements.
- “First One’s Free” achievement can now be retriggered during every campaign run.
- Certain temporary turf effects (lowered soldier count, and attack prevention) are now properly restored when the game reloads.
- Completing a standalone plotline (i.e. Gold Cup, Cagnali’s Order) no longer congratulates the player for conquering the entire city.
- Goals and random events related to lowering investigation are now automatically cancelled when the investigation progress reaches 100%, as they would no longer have any effect.
- Price trends in stash now have a more favorable initial distribution. This prevents cases when they would all start in the negative and stay that way for a few days.
- Loot values required in goals and cutscenes now properly reflect price trends.
- Heat changes were not applied after story missions.
- The main objective of a mission against Hielo incorrectly mentioned Dollar Dragon.
- Text in the choice at the end of Cagnali’s Order mentioned neutralizing turfs when, in fact, the player becomes the owner of the turfs.
- Failing “Rescue Khan's Dealer” no longer triggers the failure cutscene after every mission while the goal is active.
- It is no longer possible to triple a medium heist reward by gathering intel multiple times with a single soldier.
- Generic characters in random event cutscenes now use the new naming (Merc, Brute, Thief).
- An early Money Train cutscene should no longer mention Hielo if he is gone from the city.
- Import/ Export final plotline rewards now match what the completion pop-up promises.
- The detective bonus objective is no longer replaced on the debrief screen if you kill a detective during the mission.
- Progression XP is now correctly awarded to all campaign missions that skip the debrief screen (i.e. character missions and certain story missions).
- Campaign boss level evaluation gets triggered at the start of a campaign (not just after load) in case there are remaining pending rewards.
- Username was seen in subtitles instead of character name in Character missions.
- Client should now see computer screens in control room of Gold Cup after joining the mission in progress.
- Players should be able to join Dragon Dogs mission in progress without issues with lift replication now.
- The asset counter in the Office gets updated correctly after acquiring a story asset.
- Equipment cooldown is now correctly used for “Toolkit” perk.
- The equipment recharge speed bonus of the “Toolkit” perk now combines correctly with Thief’s bonus.
- “Resistance” perk now correctly shortens the duration of conditions such as stun, flash, etc.
- Player can bag the bodies of detectives now.
- Touchdown’s gun on the “Defend Territory” loading screen picture is now the correct variant used in the actual mission.
- Sometimes, snooping devices would not have correctly marked placement. This should not occur anymore.
- When a campaign turf becomes too crowded with missions (visually larger turfs support more icons), new missions will attempt to spawn elsewhere (unless the crowded turf is the only option due to other spawning rules). This should result in a better mission distribution and mostly prevent the problem with not being able to select a mission due to overlapping icons.
- Asset goals (Piano, Penthouse) will now react to the asset purchase immediately when it happens.
- Completing only 1-2 truck missions successfully in Armored Cash will still mark the related task as successful, instead of leaving it open.
- “Cagnali’s Fortress” mission:
- Should now show an accurate maximal reward.
- Should now give a vastly increased reward in the campaign (previously it used the default amount).
- It always gave the maximal reward in Multiplayer. Now it’s based on mission progress and performance.
- Several typos fixed.
Modding:
- Implementing a UGC plugin for loading mods (Unreal Engine plugins), giving you the ability to Blueprint mod the game.
- Creating composite tables for the most-used DatabaseTables with BP functions to append new (or existing) tables into the composite tables, which is great for replacing or adding new weapons, for example.
- Adding the ability to add gameplay tags with the UGC Mod.
- When a campaign mode defines no map layout presets, gang starting positions will fallback to random, valid turfs (which allows for completely randomized starting positions).
Known issues:
- “Follow me” command makes bots drop bags
- Daily reward prompt is not visible in debrief screen
- First asset in not available for purchase when you visit “assets” screen for the first time in Campaign
- Guards sometimes do not pick up the distraction magazine
- Robots react to distraction magazine
- NPCs sometimes do not react to player after picking up the distraction magazine
- Localizations for some new content introduced in this update will default to English
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