Crime Boss: Rockay City (All Platforms) Update 12 (2024 October 29)

Modified on Tue, 29 Oct at 9:13 AM

Update text (instead of a short changelog)

  • Rockay Rumble – a time-limited event – is available
  • All heisters can now be equipped with a melee weapon in a separate slot
  • All plotlines are playable separately in the Campaign
  • XP gain is no longer limited to one level per mission

Updates:

  • Rockay Rumble
    • a new co-op mode about surviving increasingly tougher waves of enemies
  • Melee weapons:
    • All characters now carry melee weapons in a dedicated melee weapon slot
    • Rebalanced damage/rarity
    • Melee weapons could hit multiple enemies at once
    • Hit checks are more precise and in favor of the player (close to the edge...)
  • Standalone plotlines
    • alternatives to the Roguelite mode with a tailored initial setup and a guaranteed path to the selected big heist
    • unlocked by completing the big heist of the previous plotline
    • “New Blood” and “Juiced up, Iced Out” urban legends now appear in standalone plotlines
  • Character plotlines
    • now guaranteed to be part of specific standalone plotlines
      • Ranger – The Hidden Vault
      • Wiz – The Hidden Vault
      • Cracker – Money Train
      • Chase – Dragon Dogs
      • Jupiter – Import Export
        • Jupiter is replaced by the maxed-out Roidiac Jupiter near the conclusion of her plotline, even without owning the DLC
    • gaps between missions are now primarily based on timers, not other conditions
    • progress is still remembered, and after completing them, they start anew
    • no longer trigger in Roguelite to allow the related characters to be used and generated in the market normally after they are unlocked in the progression system
  • [WIP] Campaign black market overhaul
    • overall better balance of items (guaranteed representation of specific item categories)
    • generated items are more appropriate for the player’s current respect
    • if no items of requested rarity are unlocked or available, fallback to lower rarities
    • a slight preference to generate items that the player does not yet own
    • lower-rarity equipment (i.e. brick) is still occasionally generated with higher respect
    • multiple copies of the same item may be purchased (with sharply increasing cost)
    • the shop automatically refreshes when your respect increases
  • Generating weapon skins in the campaign may now be toggled in settings
  • Campaign difficulty changes
    • Mission rewards are slightly higher on all difficulties
    • Costs (turf war, shop, plotlines…) are now increased on Hard and Extreme difficulties
  • Multiplayer difficulty changes
    • Mission rewards are higher for hard and extreme difficulty.
  • Max range added for some weapons so AI can for example not engage at high distances with a pistol
  • Bots now remain in the lobby after a mission (except when changing game mode).
  • Bots will be less eager to autonomously 
    • Subdue enemies in stealth
    • Gather loot bags in defense mode
  • Multiplayer DLC items availability
    • Most DLC items are now owned by default and don’t need to be purchased with co-op funds
    • Exceptions are straight upgrades to other DLC items
      • Perks level 2 & 3
      • Variants of other DLC weapons
  • There is now a delay before the escape van arrives when the alarm is triggered in Assassination missions
  • Unrestrained civilians are not threatened by players or bots except at very close range
  • All enemies (even mini-bosses) could be killed by a single melee attack in stealth
  • Balancing:
    • Distraction magazine has 45s cooldown (was 60s)
    • Combat booster has 36s cooldown (was 150s), but its active duration was decreased from 20s to 6s
    • Increased damage of all (throwable) explosives
  • Reload for SMGs (empty weapon reload) is 15% faster
  • All MGs and semi-automatic rifles have low penetration (able to slightly injure 1 enemy behind the one directly hit)
  • Sniper rifles have high penetration (up to 4 enemies) and can penetrate Shielder’s shield
  • Shotguns penetrate enemies if they are (both targets) closer than 5m
  • To protect the "Clean Execution" objective, the penetrating projectile will never kill civilians.
  • Jupiter can carry 3 bags again.
  • Various optimizations

Fixes:

  • Campaign turf war map
    • Initial gang tile spawn should now aim to create a connected block, if possible
    • Gang attacks are now processed in a random order, which should make it fairer for Cagnali and Dollar Dragon to get their attacks in before Hielo and Khan
  • Random event cutscenes should no longer trigger before big heist plotline cutscenes (which now have priority when the day starts)
  • Fixed a few issues with campaign screens sometimes overlapping
  • Fixed the aspect ratio of the Free Graves co-op job tile picture
  • Fixed the check for weapons having compatible weapon skins which resulted in false positives in some cases
  • Corrected a lot of typos and small mistakes in texts.
  • Weapons sometimes would not unholster (slow load)
  • Unholstering previous weapon after Downstate was not working
  • Clients could hear special sound effects when their teammate is downed
  • Gold Cup - The client had corrupted control when using anti-aircraft turret guns
  • Gold Cup - The client did not hear anti-aircraft turrets shooting sound
  • Armored Truck Heist - Bags could fall out of reach, through the bottom of the truck
  • Subtitles showed incorrect nicknames if the host and client use the same skin on the boss character

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