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Version 12.0.1 Full Changelog
Noep edited this page Oct 3, 2022
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21 revisions
- Updated Russian Localization.
- Updated Chinese Localization.
- Updated Korean Localization.
- 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.
- 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
- Akimbo VD-12s did not make the cut since efforts towards making them not too strong resulted in the single variant being worse
- 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%
- 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
- 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
- Day 1
- 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
- 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.