Hello Heisters!
[p align="start"]Following Skills 2.0 and the improvements to the minute-to-minute gameplay made last year, we discovered a number of items we'd like to improve on. This patch focuses on Quality of Life (QoL) updates, aimed at making the game smoother in general, including removing pet peeves like being unable to rack shotguns or chamber rifles while sprinting.[p align="start"]We've also incorporated some feedback from the [u]Shopping Spree release[/u] and followed up with additional balance changes to weapons and skills.Feature
Increase randomization of height and angle of helmet pops
New Lockpicking mechanic
New Safecracking mechanic
Replaced WiFi-Circles with hacking panels on:
Under the Surphaze
99 Boxes
Gold & Sharke
Turbid Station
Weapon Balance
Close/Medium/Far: Damage dependent on distance from target.
AP: Armor Penetration.
Assault Rifles
[/th][/tr][tr][th][/th][th]Close
[/th][th]Medium
[/th][th]Far
[/th][th]AP
[/th][/tr][tr][th]CAR4
[/th][td]90.0
[/td][td]85.0
[/td][td]80.0
[/td][td]2
[/td][/tr][tr][th]NWB9
[/th][td]70.0
[/td][td]65.0
[/td][td]65.0
[/td][td]2.2
[/td][/tr][tr][th]VF7S
[/th][td]130.0
[/td][td]120.0
[/td][td]110.0
[/td][td]2.5
[/td][/tr][tr][th]KU59
[/th][td]120.0
[/td][td]100.0
[/td][td]90.0
[/td][td]1.75
[/td][/tr][tr][th]KU59
[/th][td]120.0
[/td][td]100.0
[/td][td]90.0
[/td][td]1.75
[/td][/tr][tr][th]RG5
[/th][td]104.6
[/td][td]100.0
[/td][td]95.0
[/td][td]2
[/td][/tr][tr][th]CHS3
[/th][td]85.0
[/td][td]80.0
[/td][td]70.0
[/td][td]2.8
[/td][/tr][tr][td colspan="5"][/td][/tr][tr][th colspan="5"]Sniper Rifles
[/th][/tr][tr][th]A114
[/th][td]92.0
[/td][td]88.0
[/td][td]80.0
[/td][td]3
[/td][/tr][tr][th]FIK22
[/th][td]54.0
[/td][td]39.0
[/td][td]39.0
[/td][td]1.5
[/td][/tr][tr][th]Spearfish
[/th][td]100.0
[/td][td]95.0
[/td][td]90.0
[/td][td]2.6
[/td][/tr][tr][th]R900S
[/th][td]280.0
[/td][td]280.0
[/td][td]270.0
[/td][td]7
[/td][/tr][/table]Gameplay
Ensured at least one shot fires if the trigger is pulled while sprinting
You can now pump shotguns and cycle sniper rifles while running
Prevented the front hand from hovering when ending the sprint animation while holding the R900
General animations improvement and updated reload animation for the Jackknife SE5
Reduced ADS transition time for R900S
Fixed an issue with throwing knives opening breachable double doors
Fixed so adaptive armor is fully recharged after picking up armor from armor bag
Fixed an aim offset issue with SMGs
Solved an issue causing VFX and SFX on all AI to be desynced while firing
Increased the interaction zone size on a bunch of objects
Fixed the ammo bag animation being too low on the screen during placement
Explosive traps, such as fire extinguishers and explosive barrels, deal more damage to enemies. Now able to kill swats on Normal and Hard. Also, players take less damage from the explosions, and they no longer penetrate player armor
Slight buff to SMG & shotguns headshot multipliers, preventing the multiplier from dropping below x1 at longer distances
Slightly increased hitbox of the Zapper's battery pack and the health and hitbox of the Nader's grenade belt
Halved the self-damage from frag grenades to account for their increased power from skills
Fixed an issue preventing the placement of deployables when near players
Adjusted enemy accuracy, they should now be a bit less accurate at range and minimally more accurate at close distance
Skill Changes
Updated the skill icon for "Bastion" in the Juggernaut tree to better represent the skill
Changed "Locksmith" base skill in the 'Ghost' tree, so that it speeds up progress by 50% when successfully hitting a green area
Ensured the maximum dodge chance cap was active even when the skill "Dodge This" from the 'Ghost' tree isn't selected
Fixed an issue with third person animation when running while reloading
"Extra Protection" from the 'Juggernaut' tree, now works as intended, basing its damage reduction on armor and instead of trauma
Prevented the stacks gained from "Head Games" in the 'Longshot' tree from being removed when placing a deployable
Fixed an issue where "Bullet Frenzy" and "Premium Bag" from the 'Ammo Specialist' tree, wouldn't provide their buffs to allied players
Changed the bonus to headshot damage granted by "Head Games" in the 'Longshot' tree to have a maximum damage potential of 75%, down from 99900%
Set a maximum cap of 150% on the additional damage granted from “Machine War” in the Engineer tree
Art
Updated PC9 first-person animations
Updated S403 animations by adding more recoil and changing its viewing angle
Animation improvements to SA114 and the S403
Smaller improvements on the recoil animations of the S40, SPM11 and Argus
Updated first-person animations for the following weapons:
VF7S
KU59
Mosconi 12G
R900S
BISON
Stryk7
Castigo 44
CAR4
Updated Sociopath first-person animations and increased attack-range
Animation improvements when switching between weapons, deployables and throwables
Snappier recoil animations on S40 & SPM11
Updated skylight glass panels with new effect
Updated muzzle flash effect on the Gastini Viper
Tweaked Tribune 32 animations
Updated Northwest B-9 viewing angle and reload camera animations
Audio
Added the missing SFX from skylight debris impacting the ground
Added more ambient SFX around all heists
Added a countdown timer SFX before the heist starts
Added a setting to mute the game when the game is unfocused
Added headshot kill SFX
UI
Improved hit indicators visual effect
Updated the skill icon for "Strong-Armed" in the ‘Imposter’ tree
Fixed some buttons appearing blurred
Objective will now state which colour keycard or RFID is required
Heist Changes
Multiple Heists
Adjusted display case rules. They will now always start the alarm if broken
Improved several interactions across heists including card readers, dye packs, QR readers and more
Gold & Sharke
Fixed the being unable to ping through the glass near the vault
No Rest for the Wicked
Fixed an issue where thermite would appear affected by sprinkles if they were switched off instantly
Road Rage
Fixed an issue preventing the unlocking of the Crowd Control achievement
Syntax Error
Fixed an issue where the sabotage squad wouldn't deploy properly
Delivery Charge
Switched the Butcher's portrait with Shade
Switched the information pop-up when a guard discovered the winch from the ATM to one more descriptive
S&G - Bank Withdrawal
Fixed an issue preventing one of the thermite bags from being interacted with
Fixed an issue with a guard getting stuck in the parking lot after escorting the player
Shopping Spree
Produce boxes and Teddy Moo's can now be opened by bullets and frag grenades
Removed an extra iris scanner sign in the Corvo gun store
Moved a desk in the freezer office, preventing the player getting stuck by opening the vent
Adjusted the mandatory loot to 6 bags on Normal and Hard, and 8 bags on Very Hard and Overkill
Fixed "Enter the lounge office"-objective not completing correctly
Fixed the blue keycard spawning on a non-reachable guard. Multiple guards now carry a blue keycard.
Fixed an issue where display cases couldn't be shot from the openable side on Diamond District and Shopping Spree.
Fixed an issue where a civilian NPC would run through the glass of the Teddy Moo store
Fixed visual issues after removing the plasma cutter
Fixed Micro Cam continuing to be attached to security glass after it gets destroyed
Added VFX when ripping open Teddy Moo's
Normalized the value of loose cash around the heist
Potted plats are no longer able to trap players
Fixed an issue where the VFX from the Thermal Lance could be seen through the floor
Prevented the objective "Hack the wifi boxes" activating and playing VO when the store had already been entered through the side or vents.
Fixed some Teddy Moo's clipping through the wall when ripped open
Prevented players from rotating if standing on a Teddy Moo while opening it
Party Powder
Fixed an issue where the player could slide out of bounds

