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.

[table equalcells="1" colwidth=""][tr][th colspan="5"]

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