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Version 12.0.1 Full Changelog

Noep edited this page Oct 3, 2022 · 21 revisions

Localization

  • Updated Russian Localization.
  • Updated Chinese Localization.
  • Updated Korean Localization.

Difficulty Tweaks

  • Increased the visor and armor plate health of Bulldozers, this makes it much harder to break their visors for headshot damage making them overall a bigger threat. Additionally, they will not take damage from non AP weapons before said armor is broken.
  • Bulldozers no longer spawn in pairs on DS and their spawn cooldown has increased from 45 seconds to 90 seconds to account for their more menacing durability.
  • Vet Cops no longer have damage clamps. Instead they're more likely to dodge with no cooldown on doing so, and will drop Tear Gas grenades when killed by anything not a headshot.
  • ASUs no longer drop tear gas grenades.
  • Added a reduced spawn multiplier when playing on Solo offline, to make Solo a wee bit easier.
  • Cloakers now have their 'wolololo' noise when downing players again.
  • Medics and Cloakers no longer gain a damage bonus on higher difficulties.
  • Tasers will now only fire their rifles in single fire mode (similar to launch Payday 2).
  • Significantly reduced turning speed of shields to make flanking them actually possible.

Weapons and Equipment

  • Added Stats for new weapons added in U228.
    • Akimbo VD-12s did not make the cut since efforts towards making them not too strong resulted in the single variant being worse
      • Akimbo Grimms moment
  • Primary and Secondary weapons now display what skill(s) are applicable to them
    • Skill descriptions have also been updated to highlight what weapon category they affect
  • Flamethrowers have had their effective range reduced and are overall harder to handle to account for their potent sustain abilities.
  • Reduced flamethrower/dragons breath proc/stun chance from 60% to 50%
  • Increased the time it takes for Flechettes to deal full DoT from 6 seconds to 8 seconds
  • Reduced the amount of time poison gas lingers across the board
    • Throwable: 20 >12 seconds
    • 40mm: 16 > 10 seconds
    • 25mm: 12 > 8 seconds
    • 3GL 40mm: 8 > 6 seconds
  • Reduced ECM Feedback stun chance AFTER the activation wave from 75% to 60%
    • The first feedback wave still grants a 100% stun chance on enemies that can be stunned by one
  • Reduced the charged bonus range for melee weapons that have it from 1 meter to 0.5 meters
  • Specific weapon damage types now nave a damage multiplier vs. Dozer armor/visor:
    • Anti-Materiel > 4x
    • Snipers and DMRs:
      • Bolt/Lever-Actions > 2x
      • Semi-Auto Snipers & DMRs > 1.25x
    • PDWs > 1.5x
    • Heavy Pistols:
      • Peacemaker .45 > 2x
      • RUS-12 > 2x
      • Phoenix .500 > 2x
      • All others > 1.25x
    • Heavy Shotguns w/ Slugs > 4x
    • Light Shotguns w/ Slugs > 2x
    • Auto Shotguns:
      • w/ Slugs > 1.25x
      • w/o Slugs > 0.75x
    • Hailstorm Mk. 5 Volley Firemode > 0.75x
    • Flamethrowers > 0.25x
  • Melee weapons can now deal damage to Dozer armor, the damage being based on your melee weapon's knockdown rating.
  • Adjusted melee ranges and knockdown across the board:
    • Ranges are slightly lower overall, shorter weapons seeing a bit more of a range reduction to make longer weapons stand out a bit more
    • Bladed/sharp weapons have higher damage with less knockdown on average
    • Opposite applies for blunt weapons, more knockdown but lower damage
    • You've found the briefcase to be somewhat armored under that leather cover :^)
  • Boosted the range of semi-auto snipers.
    • Semi-snipers still had range profiles that were balanced around them matching the damage of their bolt-action counterparts.
  • Also boosted the range of the SPAS, AA12 and M1014 slightly.
  • 90 damage DMRs had their AP capabilities reduced
    • Damage through armor reduced from 80% to 50%
    • They can no longer shoot through walls
  • Increased the global recoil reduction multiplier from 15% to 25%

Perk Decks

  • Made Sociopath a bit more melee oriented by having melee kills double the cooldown reduction.
  • Yakuza's dodge gained on melee kills was reduced from a maximum of 150% of your dodge rating to a maximum of 125%
  • Grinder's cooldown on stack gains was increased from 0.5 seconds to 0.75 seconds.
  • Infiltrator and Rouge's HP regen stacks provide their effects faster
    • Time between health regen ticks was reduced from 2 seconds to 1 second
    • The duration of a health regen stack was reduced from 10 seconds to 5 seconds
    • The amount of heath regenerated per stack is unchanged and still totals to 5 health ticks per stack, you now just receive the health sooner rather than later
  • Tripled the amount of Hysteria stacks needed for Maniac
    • Max Hysteria from 240 to 720
    • Raised the amount of Hysteria needed to reach the next level of DR from 40(30) to 120(90)
    • The decay of Hysteria every 8 seconds was also raised from 40(30) to 120(90)
    • Still nowhere near as high as it was originally (2400!!!!), but the upkeep for max Hysteria should take more than just killing a light unit now

Heists

  • Reverted the early beta boat driver on Watchdogs Day 2.
  • Rats changes
    • Day 1
      • Removed the enforcer
      • Brought back the Mexican Gangsters (removed the Colombians)
    • Day 2
      • Added more loot into secret room to make more worth it and changed the loot in the safe's deposit boxes
    • Day 3
      • Removed the enforcers
      • Replaced the scripted bulldozer with FBI Ready Team Agent
  • Boiling Point changes
    • Added more cover to the worse scanner room
    • Disabled balcony spawns in the currently used scanner room
    • Reduced live test subjects to 2-4
    • Added 6 more guards

Bug Fixes

  • Fixed some enemies not correctly having yellow blood, and others having it when they shouldn't.
  • Fixed a few units not being loaded correctly in their relevant packages, that would cause crashes or infinite loading screens.
  • Fixed some Dozers not having the correct NPC weapon model.
  • Fixed NYPD Dozer having the incorrect model.
  • (Hopefully) fixed a notorious copactionwalk crash that keeps creeping up.
  • Fixed some weapons having incorrect exit timers.
  • Fixed some Bulldozers having missing armor gibs.
  • Fixed Hack Timers in stealth.
  • Fixed the 100 Boost case in the Safehouse not correctly counting the tutorial as completed, allowing you to almost infinitely continue to boost to 100.
  • Fixed a soft lock happening on some heists in Crime Spree.
  • Fixed weapons loaded with poisonous ammo without some form of AP applying their poison through armor.
  • Fixed the Argos III/Ultima reloading a 2nd ghost round if you only had 1 round in reserve.
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