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Version 11.1.3 Full Changelog

Ravicale edited this page Jun 27, 2021 · 22 revisions

Difficulty Tweaks

  • Overhauled the AI behavior for Captain Summers and his crew.
    • Removed 'Charge' behavior. They should now be less likely to charge in a suicidal manner into the players.
    • Added 'hit and run' and 'elite ranged fire' behavior, this allows them to move in to attack at range for a duration then pull back allowing the player to counter-attack them.
  • Removed Ranged Fire behaviors from Heavy SWATs on all difficulties. They'll now attempt to engage the player at closer ranges which better suits their roles as a heavier unit.
    • Summers crew (especially Doc) should now be much less likely to get stuck.
  • Mayhem will now introduce all GenSec units as the heist progresses and FBI units slowly fade out completely.
    • Before, only light GenSec SWATs would spawn near the end. This should help give a feeling of escalation.
  • Lowered Sniper health to 20 (from 30).
    • They felt a bit tanky still, making lower damage/low range guns difficult to use against them. This should feel better when accounting for spawns that are significantly far away from the play area such as Goat Simulator.
  • Increased the diff increase when killing a civilian to 0.1 (from 0.05).
    • This means that killing a civilian is much more punishing and can make the heist substantially harder at a faster pace if you keep doing it.
  • Lowered the damage of Autumn's SMG to 25 base (from 35).
    • This reduces his direct combat ability to further emphasize his main role in indirectly sabotaging the player.
  • HVH now spawns with a single Titandozer on Mayhem and Deathwish.
  • Winters now has slowing bullets similar to HVH to make it substantially harder to try and flank him on higher difficulties with a direct approach. He also spawns with four Titan Snipers on DS.
  • Captain Spring now spawns with Benelli Dozers on Mayhem and Deathwish (instead of Titan dozers). He now also spawns with Titan Tasers on DS.
  • Major overhaul to the way player damage is handled:
    • Friendly fire can no longer be easily used to proc many perk deck effects (IE: Kingpin, Stoic, Ex-Pres, SB ace, Rogue).
    • Deflection now applies in bleedout.
    • Fall damage now scales linearly using % armor then % health + slow.

Weapons and Equipment

  • Updated for the Jiu Feng Smuggler Pack 2
    • Káng Arms X1 Sniper Rifle: A fast firing but comparatively inaccurate light sniper rifle.
    • Miyaka 10 Special Submachine Gun: A fast firing 40 damage primary SMG.
    • Ketchnov Byk-1 Assault Rifle: A Little Friend sidegrade with additional concealment but reduced handling.
    • X1-ZAPper electric grenade: An electric grenade that deals half the damage of its explosive cousins, but tases enemies in the radius.
      • Its usage of electric rather than explosive damage makes it surprisingly effective against Titan Shields.
  • Locked the Bernetti Auto to Burst/Semi only, increased stability by 8 to compensate.
  • Added the Bernetti OVERKILL kit that reduces stability and replaces burst with Auto mode to the Bernetti Auto.
  • Added the AMR-16B3 kit that trades autofire mode for burst and increases ROF by 200.
  • Moved the Deagle to the Primary slot. Disabled the Akimbo Deagles.
  • Moved the Famas to the secondary slot.
  • Moved the C96 to the Primary slot.
  • Moved the Jackal to the Primary slot.
  • Moved the Bizon to the Primary slot.
  • Moved the Hornet .300 (From VMP2) to the secondary slot.

Skills and Perks

  • Piercing crew ability shield stagger chance doubled.
  • Perk Deck Descriptions now summarizes all the collected benefits of a full perk deck. This should make it easier to understand what a perk deck does without needing to look at each individual card.
  • Stoic
    • Heal increased to 300% of DOT, from 250%.
    • Deflection is no longer disabled.
    • Now calculates damage->dot after all damage reduction effects.

Holdout

  • Renamed Skirmish back to Holdout. Removed unused content.

Heists

  • Dragon Heist
    • Faction set to LAPD.
    • Added a PONR timer on Pro Jobs.
  • Ukrainian Prisoner Heist
    • Faction set to LAPD.

Enemy Assets

  • Updated Sniper, Taser, Dozer, and Medic assets for the Federales faction.
  • Updated Taser and Shield assets for the NYPD faction.
    • Additionally, added gore for special kill animations on the NYPD Taser.
  • Updated assets for OMNIA Dozers for the Murkywater faction.
  • Updated assets for FBI Ready Teams (FBI units on Hoxton Revenge).
  • Updated assets for enemy Shotgun models.
  • Updated assets for enemy UMP models.
  • Updated the AK Rifle asset for the Reaper Grenadier.

Bug Fixes

  • The firing animation of the Repeater 1874 is now properly synced to the rate of fire.
  • Fixed Sniper Rifles not penetrating body armor.
  • Fixed Shield Penetration damage reduction from being calculated incorrectly in very specific situations.
    • Old: shield(0.5x)->some other enemy(0.25x)->shield(0.125x)->some other enemy(0.0625).
    • New: shield(0.5x)->some other enemy(0.5x)->shield(0.25x)->some other enemy(0.25).
  • Fixed a potential softlock on Framing Frame 3.
  • Fixed free buckshot not having an ammo pickup penalty.
  • Fixed LAPD FBI Elites not properly being replaced by Bravos during a PONR on Pro Jobs.
  • Fixed LAPD FBI Elites having incorrect voices prefixes.
  • Fixed a crash where LAPD would try to spawn the incorrect faction.
  • Fixed GenSec snipers not being highlighted when marked.
  • Fixed Triads not having death lines.
  • Fixed a crash when using Dragon's Breath.
  • Fixed the Judge not having DoT when using Dragon's Breath.
  • Fixed iron sights being incorrect on a few sniper rifles.
  • Fixed Ex-Presidents healing not accounting for healing reduction effects from abilities like Frenzy.
    • Vanilla issue, but definitely should be fixed regardless.
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