- This update introduces CROSSPLAY between all platforms. You can customize this feature in the settings.
- Revamped AI BOT functionality, focusing on bug fixes and more logical behavior.
- ROCKAY RUMBLE gets a new layout in honor of the New Lunar Year. Enjoy the new map and higher difficulty.
- Earning respect in the campaign is now better visualized and rewarded with BOSS POINTS during your campaign run.
- Finishing the CAMPAIGN will reward money in CO-OP PLAY for successful and unsuccessful runs.
- Network status indicator added in Multiplayer missions.
Updates:
- Added a new Rockay Rumble variant celebrating the New Lunar Year.
- In Gold Cup, players can now deliver all the loot into the 3rd truck while playing the mission in stealth.
- Inverted the order of weapon scrolling.
- Added option to choose the weapon scrolling order.
- Added a few new mission bonus objectives.
- Team composition bonus objective in the campaign.
- Added Kill at least X enemies/gangsters bonus objective where appropriate.
- Enabled all six eligible mission variants for the Armored Convoy mission in the Hauling Ash urban legend, instead of the previous count of one.
- The Progression screen now groups melee weapons into categories.
- The Progression screen now displays all tiers of a perk together.
- Bot improvements
- Significantly improved behaviour of bots. They should care about surviving more.
- Bots have improved perception of nearby enemies.
- Bot behavior in stealth should improve while following the player.
- Improved ability to automatically deliver loot to designated areas.
- Increased weapon ranges for Shielder, Shock Trooper, and Heavy.
- Ranger now has the “Gun Nut” perk instead of “Ghost”.
- Weapon updates
- Desert Eagle is slightly stronger.
- Urban Striker damage was increased by +5%.
- Tweaked reload speeds – Tactical reload (reload with ammo remaining) is faster than empty ammo reload, especially for SMGs.
- Perks and equipment
- Sturdy perk levels 2 and 3 have a slightly bigger bonus now (increased by +2% / +4%).
- The Medic perk has a greater bonus when the owner is being revived.
- Changed the description of the Vigor (health regeneration) perk to clarify its effect.
- Campaign
- Earning respect in the campaign is now more prominently displayed and awards boss points.
- Respect tiers have been renamed as part of this change.
- Earning respect now refreshes the black market, characters and soldiers for hire, and the available money-making missions.
- Finishing campaign runs (both succeeding and failing) will now award money in Multiplayer.
- The end sequence has been reordered as part of this change.
- Baker will now start the campaign equipped with “Baker’s Bearslayer” secondary weapon for the owners of the Baker’s Bundle DLC.
- Escaping the Sheriff after maxing out the investigation yields a slightly higher score and rewards than dying in the mission.
- The campaign’s hire soldiers screen will now accurately display the maximum number of soldiers you can hire during the day, not only those you can currently afford.
- Increased the reward from the King’s Crypt Gold Cup mission.
- The campaign's final grade now slightly improves with difficulty.
- Overhauled the random event offerings' new characters for hire to make it more viable. The option is now cheaper, and the characters are displayed in the preview and may come at a higher level or with better weapons than usual.
- Added an opening choice cutscene to the Strong Arm Dollar Dragon for Money.
- The planning cost of “weaken gang” missions has been lowered overall.
- The planning cost of a “weaken gang” mission that results in the capture of multiple turfs is higher than in the case of capturing only one. Its difficulty has increased as well.
- Turf war reward weapons may now also be rare (blue).
- Improved the “Plus One” boss bonus description to give a better idea about its progression.
- The Stash tutorial now appears when visiting the Stash screen for the first time, not when running low on funds.
Fixes:
- Enemies and civilians should no longer trigger alarm or suspicion based on a throwable being used. This sometimes manifested as enemies (or civilians) seeing zip-tied or deceased enemies through walls or in other unexpected places.
- Fixed various instances when the displayed “Expected value” of missions wasn’t accurate and the actual earnings fell outside that range.
- The “Pay with luxuries” option of buying trucks in the Gold Cup plotline now properly subtracts luxuries, not cash.
- Prevented some cases in which a new big heist plotline would not start for several days after wrapping up the last one.
- Fixed various issues with truce.
- Attacking but failing still ends the truce.
- Breaking a truce with someone breaks the truce with everybody.
- Fixed a case when “Dismiss character” would fire the first person from the list instead of the selected character.
- Gang “Hostile” relationship takes precedence over “Unfriendly”.
- Roidiac Jupiter and Jupiter shouldn’t be encountered in the Team at the same time anymore.
- Character names should no longer be displayed in cutscenes when they don’t say anything.
- Prevented several instances of overlapping popups in the campaign.
- The “Disrupt Khan's activity” mission incorrectly mentioned vehicles.
- The Gold Cup plotline and “Strong Arm Dollar Dragon for Money” are now mutually exclusive because one rewards the player with a truce, and the other requires no truce. That caused issues when both were started simultaneously.
- Hiring an army is now enabled in the Dragon Dogs standalone plotline.
- Items recently unlocked via the progression magazines now correctly appear in the campaign’s black market.
- The “First Day” goal in the campaign’s first run now ends immediately on Day 2 (not after seeing all pending tutorials).
- Special loot notifications (i.e. artifacts and paintings in Dragon Dogs) are now correctly aggregated to avoid a flood of notifications after certain missions.
- The day summary board should now be visible during players' first campaign run.
- Fixed a few cases of overlapping tutorial popups with other elements.
- The weapon skin generation setting in the campaign – if disabled – should now correctly prevent skins from being applied to new turf war reward weapons and the loadout of generic characters for hire.
- Clients were sometimes unable to deposit pocket loot into the van in specific cases.
- Fixed multiple issues with subdue not working as intended.
- Fixed a rare case where player icons appeared corrupted for some clients in 4-player Co-op games.
- Money Train – Loot bags incorrectly replicated for clients after joining in progress.
- Bots could get stuck inside armored vans while looting.
- SPX Grenade – Wrong crosshair displayed after reloading until switching weapons or fire mode.
- Micro SMG Gal and STGW 51 incorrectly shared the same ammo pool.
- Urban Legends – Invite button incorrectly available during active gameplay.
- Steam Deck: Touching non-interactive areas could cause a loss of input focus.
- Subduing a guard behind another guard could break the subduing action.
- Minigunners sometimes stopped reacting in the final Khan turf war.
- Main Menu – Incorrect background loaded first on fresh saves if DLC was enabled.
- Zipline: Pressing ‘E’ mid-ride caused animation issues.
- Clients did not see the distraction magazine effect above guards/police heads.
- Shields did not display hitmarks when shot with penetrating weapons.
- Several typos.
- Bank Money Maker – Chopper Bags – If you switched characters, the mission ended.
- Fixed various crashes
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