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Version 12.3.2 Full Changelog (WIP)

Noep edited this page Jun 30, 2024 · 26 revisions

Localization

  • Updated localization files.

Additional Settings

  • Added a toggle to enable/disable de-scoping on fire; disabled by default

    • Do note that the de-scope is done to prevent/reduce the amount of clipping that may happen when shooting weapons like the Mosin Nagant
    • Weapons that explicitly state de-scoping as a mechanic are not affected by this setting (i.e. Dragon Lore(less) Exclusive Set for the AWP, RJC's Cyberpunk 2077 "Guts" shotgun)
    • This setting also has no bearing on enemies that knock you out of ADS (Titan Shotgunners, getting hit with melee) or weapons that get knocked out of ADS when taking damage (HALO custom weapons)
  • Added additional options for Solo Queue Pixy'S Advanced Movement Standalone:

    • Added an option to disable wall running/jumping
    • Added multi-choice option for slide/jump kicks
      • Default (Unchanged kick behavior)
      • Loud-Only (Kicks can only be done once the heist has gone loud; allows for sliding and wall-jumps during stealth without risk of breaking items or kicking enemies)
      • Disabled (Completely disables the melee aspect of the mod)

HUD/UI

  • Fixed the suspicion meter not being positioned correctly with ResMod's HUD position and scaling options

Toggle-Sprint QoL

  • If using toggle-sprint, ceasing any movement inputs will now clear the "running_wanted" flag
    • The "running_wanted" flag is set whenever you press sprint but otherwise cannot (you are crouched but cannot stand up, not enough stamina, etc.) however there is no way to clear this flag for toggle-sprint without entering a sprint and would lead to a "no-take-backs" scenario. This change allows you to cancel sprint without having to enter it by simply releasing your movement inputs

Player

  • Reverted armor regen timers from the "1,1,1,1,3,1,3" pattern back to the standard "1,1,1,1,2,1,2" pattern

Deployables

  • ECM Feedback range reduced from 25 meters down to 24 meters
    • Was primarily done for clean division with the Pocket ECM

Skills

Counter Strike
  • Basic now only allows for parrying a Cloaker's jump kick that leaves you cuffed; the Aced version is now required to parry their sprinting attack that downs you
Hostage Taker Aced
  • Fixed this skill providing more HP regen than intended

  • Fixed the HP regen AI crew bonus counting towards this skill's regen multiplier when at max hostages

Moving Target Aced
  • Increased dodge-per-second when sprinting/zip-lining from 15/30% of your dodge per second to 20/60%

Perks

Another pass on perk deck based HP regen sources (most were reduced):

Hacker
  • PECM changes; PECM can now be used more frequently for healing but its CC capabilities are more limited:

    • Cooldown reduced from 80 sec to 60 sec, 1/4th standard ECM feedback cooldown

    • Stun interval lowered from every 1.6 sec to every 1.2 sec, same as standard ECM

    • Feedback radius reduced from 10 meters to 8 meters, 1/3rd of the standard ECM feedback range

  • This is mostly a revert from the last version's nerf; admittedly said nerf was a bit too heavy handed, however, the pre-nerf values were way too high on the "having your cake and eat it too" level which is why it caught a nerf in the first place; the only standing nerf is the one to stun range which should help against looping PECM charges vs large groups even with the lower than pre-nerf cooldown

Gambler
  • Reduced the low end rolls for HP regen from 3,4,5 to 2,3,4 (Copycat's variant is lowered from 2 to 1)

    • High rolls are unchanged
Biker
  • Reduced low armor HP regen bonus from +2 for every 25% armor missing (+10 total when armor is down) to +1 for every 25% of armor missing (+6 total when armor is down)
Grinder
  • Reduced stack cooldown from 0.7 seconds to 0.5, making it possible to reach max stacks at base stack duration (3 seconds)

  • Increased the armor loss penalty from 30 to 40, reducing Flak Jacket's Armor rating from 130 to 100 to 130 to 90 instead

    • 90 armor means that any source of damage equal or greater than 45 (but less than 90, obviously) will now 2 shot your armor
Kingpin
  • Reduced injector from healing 30% of damage taken to 25% (Copycat's variant reduced to 15%)
Ex-President
  • HP storage on kill reduced from 4-6-8 per kill to 3-4-5 per kill

    • Max HP storage is unchanged, it's just harder to max out said storage for lighter armor vests
Tag Team
  • Base duration reduced from 11 seconds to 8 seconds

Weapons

Melee additions
  • Overhauled melee weapon behaviors to have something akin to swing arcs in addition to a cleave mechanic; code was based on the code Offyerocker and Hoxi used for RJC's Malorian Arms 3516 weapon butt melee

    • Generally speaking, all melee weapons that have you swing your weapon (as opposed to making a jab with it) will have a relatively large arc/line that roughly follows the swing animation

    • Direction of the swing is considered for any attacks with an arc/line; if your attack against a line of enemies starts from the left and goes right, the right-most enemy will get hit first

      • Cleave is a new stat for melee weapons which dictates how many enemies can be hit with a single melee attack; only enemies use up cleave
        • If your melee has 1 cleave, then only that right-most enemy in the lineup will get hit.

        • If your melee has 2 cleave, then the first 2 enemies in the lineup starting from the right and going left will get hit.

  • Added two new melee weapons taken from the medieval/Chivalry exhibit in "The Diamond"; the Flammenschwert and Longsword

  • Added the Headless Bulldozer's Titan Hammer

    • This is different from Simon/GBBB's custom melee weapon; by the time I knew that it was already made into a custom weapon I had already had a majority of it set up
  • Added Almir's Toast

    • Basically a clone of the 50 Blessings Briefcase

      • This is different from Zdann's replacer for the suitcase
Weapons
  • Sped up handling of revolvers

  • Slightly sped up the AA12's reload

  • Reduced the base damage of the SAINT Victor and QBU-88 from 120 to 60, gave both a 2x bonus headshot multiplier

  • Re-calculated the total ammo of weapons with a bonus headshot multiplier greater than 1x

    • (standard total damage [7200 or 3600 for primary and secondaries, respectively] * 1.2) / (base damage * hs_mult)
  • Slightly faster charge times for the "taser" type melee weapons

Attachments
  • Added the Hera CQR GEN.2 stock from the SAINT Victor exclusive set as its own attachment for most AR15s

  • Increased the ranges of both 000 Buck and Dragon's Breath shotgun ammo types

    • Max from 1.15x to 1.2x
    • Min from 0.7x to 0.8x
  • DB rounds no longer reach 0 dmg, they just do really low damage

    • Done to avoid any potential softlocks from lacking a mid-to-long range weapon if you run two DB shotguns
      • Flamethrowers don't have this issue and thus are not getting similar treatment as there are no secondary flamethrowers that would result in a possible softlock
Underbarrel Ammo Changes
  • Made to be consistently half of the standard* primary/secondary weapon's total ammo

    • i.e. A primary weapon typically has enough ammo to deal 7200 raw damage (excluding shotguns and L/MMGs); underbarrels for primaries will only have enough ammo to deal half that at 3600 damage

    • *Weapons with an underbarrel have less total ammo than the standard weapon; the total ammo of the underbarrel is based off the total ammo of a standard weapon, not the reduced total ammo a weapon has if they have an underbarrel

Weapon Colors
  • Splinter Gold (Normal + Dark versions)

    • Renamed the original "Splinter Gold" to "Narva Gold"
  • Static Gold (Normal + Dark versions)

  • Flame Gold (Normal + Dark versions)

  • Laugh on Gold (Smuggler 1)

  • Laugh on White (Smuggler 1)

Beardlib Custom Weapons
  • Re-enabled the use of sights on VMP's BAR exclusive set for the HCAR

  • Enabled the use of sights on VMP's M16 exclusive set for the HK417

  • Enabled the use of sights on RJC's Bren (I'm not sorry)

  • Added support for:

    • RJC's Madsen LAR

    • RJC's BOCW KSP 45

    • RJC's TTI 9mm 1911s

    • RJC's TTI Gen-12

    • RJC's MW2022 M4

    • RJC's ZiP .22

      • Cruelty Squad moment
    • PlayBONK's Off-hand Knives

      • The knives were split into three sub-categories: Light, Medium and Heavy

        • Bigger = more range and damage but slower attacks and a bigger handling hit
    • >:3's HOLY GRAIL Martini-Henry

    • >:3's Big Bad Glock

    • >:3's Obrez pistol

    • >:3's Martini–Henry Rifle

    • >:3's Galil ACE 23

    • >:3's MW2019 AUG 9mm

    • >:3's Deus Ex Zenith pistol

    • >:3's McMillan CS5

    • >:3's Heavy Metal Muzzle Device Pack

      • They offer no statistical changes over what is already available and merely offer different visual options
    • Mira's M4 w/M203

    • Mira's FP6

    • Mira's STF-12

    • Mira's MW:R Fang-45

    • Masavik's .50 Cal Deagle

    • H.H. Hartmann's MDRX

Heists

  • Edited/updated most of the classic heists; featuring most of the events from PDTH and tweaks in following maps:
    • First World Bank
    • Diamond Heist
    • Panic Room
    • Slaughterhouse
    • Counterfeit
  • Increased the PONR timers for Counterfeit to compensate slow players

Enemies

  • Captain Summers now has glowing eyes with specific color depending on how many allies he has:

    • Red - 3 allies
    • Orange - 2 allies
    • Yellow - 1 ally
    • His eyes stops glowing if he's the last man standing or getting killed.
  • Changed the stagger behavior of Maximum Force Responders (The enemies with armor plating on their torsos)

    • Bullet:
      • Chances to be "moderately" staggered by damage limited to damage exceeding 60% of their current health
    • Explosive:
      • They are immune to being flung around by explosives and can now only be staggered by explosive damage that exceeds at least 60% of their current health
      • For reference, their EHP vs explosives on Death Sentence is roughly 500 (400 Base + 25% explosive resistance) meaning the explosive must deal at least 300 damage in order to stagger MFR units at full health; hitting them at the edge of most explosives will no longer stagger them
  • Titan SWAT units (Gunner and Shotgunner) inherit the explosive stagger behaviors of MFR units

  • Ported scripted spawn system from SH; featuring spawn randomization but also:

    • Swat 1 scripted spawn points now spawns either Rifle or SMG unit. This results of scripted UMP units (or Rifle units on Hard below) being more common.
    • Overkill and Mayhem now have a mix of SWAT+FBI or FBI+GenSec scripted spawns depending on the difficulty.
    • Death Wish and above features scripted Grenadiers that have chance to replace Tasers.
    • Death Sentence features Titan replacement chance for Special and Heavy SWAT units (Cloaker being replaced with Titan Cloaker, Heavy SWAT being replaced with Titan SWAT etc.).
  • Blackdozers now have increased speed on Death Sentence.

Asset Updates

Enemies
  • Disabled shoulder pads on some blackdozers to convey that they're lighter/have less HP if you aren't a cheater that uses healthbar mods like DMC :^)
Weapons
  • Anti-Material rifles and a few other snipers now leave white/gray vapor trails

  • Made the Greatsword melee weapon larger in appearance (the grip actually fills out your hand to a degree now and is no longer pencil-thin)

  • Fixed the Goat Sim Scout Knife being partially held by the blade

Other Bug Fixes

  • Fixed dead bodies still screaming if you stuck them with Semtex
  • Fixed Captain Summers being in t-pose when spawned in
  • Fixed npc anim for uzis (mac-10 specifically)
  • Fixed Titan Cloaker's googles not being turned off after getting killed
  • Fixed Everlasting Season mutator mostly spawning Hatman while having random option enabled
  • Fixed some weapon parts lacking the "unique" flag in their mat_config files which would result in some parts only adopting the skin/custom color of one weapon if both your primary and secondary had the same attachment
  • Fixed Sicario smoke grenades having doubled detonation sounds by simply culling them on detonation
    • This also fixes the possibility of having smoke grenades going off multiple times; originally, if the detonated smoke grenade was disturbed just before it gets culled, the next time it becomes stationary it would detonate again
  • Fixes towards clients crashing hosts when damaging enemies with the AoE blast of Incendiary Grenades
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