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 check is 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
- now guaranteed to be part of specific standalone plotlines
- 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 remains in the lobby after mission (except when changing game mode).
- Bots will be less eager to autonomously
- Subdue enemies in stealth
- Gather loot bags in defend 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 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 rifle 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.
- Weapon was sometimes not unholstering (slow load)
- Unholstering previous weapon after Down state was not working
- Clients could hear special sound effect when their teammate is downed
- Gold Cup – Client had corrupted control when using anti aircraft turret gun
- Gold Cup – Client did not hear anti aircraft turret 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