
Update 235 Changelog
Update size: 109.1 MB
General
- Fixed clients doing multiple elements for damage zones or fall damage disables, causing them to sometimes take permanent damage (or not block fall damage) after entering them sometimes or when they were disabled while the player was inside. Made to make the code work locally and not be affected by latency, it has been further reworked to take into account zones that might not work on clients, allowing them to be started by the server first as usual.
- Changed how ammo pickup multipliers from weapon mods are applied when calculating pickups. Now they affect the base pickup. This makes them work harder than you’d expect and prevents problems when it comes to earning bonuses.
- Fixed a recent update oversight that caused weapons without ammo to still take ammo despite giving nothing.
- Added missing levels to the One More Down, No More To Go achievement.
- Fixed an issue where the Tag Team Perk deck description was using incorrect values.
Heist fixes
- Hostile Takeover – Fixed an issue that could prevent the player from moving to areas outside of the Document Storage Room.
- Hostile Takeover – Adjusted the priority of Locke’s voice when the player uses the public address system to lure the scientists out of the lab.
- Hostile Takeover – Fixed an issue where loot obtained after 20 bags was not taken into account.
- Changed the experience values on various heists that do not give experience for additional bags.
- Breakfast in Tijuana: Bag experience values changed from 0 to 1000 per bag.
- Bank Robbery (all 4 variants): Changed bag experience values from 0 to 500 per bag.
- Firestarter day 3: Changed bag experience values from 0 to 500 per bag.
- Election Day Day 2: Changed bag experience values from 0 to 500 per bag.
- Election Day Day 3: Changed bag experience values from 0 to 1000 per bag.
- Golden Grin Casino: Bag experience values changed from 0 to 500 per bag (including mandatory loot from 250 to 500).
interface
- Updated the Payday Kart 64 achievement icon to accurately display the required time.
Weapon
- Fixed an issue with the Kang Arms X1 Sniper Rifle that caused the character to grab the weapon as if it had a grip attached to it after using the Inspiration skill.
- Fixed an issue that caused the magnifier’s second scope to remain zoomed after throwing a grenade or using a melee weapon.
- Speedpull shops now also apply the following penalties:
- 1 shelter
- 8 stability
- 4 accuracy
- Adjusted overall ammo and ammo pickup for RUS-12 Angry Tiger revolver and Breaker 12G shotgun:
! RUS-12
- Total Ammo: 15 to 40
- Ammo pickup: 0.25-0.75 to 0.2-0.6
It should now be more like how the 5/7 feels on the Deagle, but with different revolvers.! Switch 12G
- Total ammo: from 21 to 28
- Ammo pickup from 0.21-0.735 to 0.28-0.98
- Ammo pickup multipliers from weapon modifications have been adjusted accordingly. Similarly, added pickup multipliers to grenade launcher ammo types. Detailed information about what pickups will result in without any bonuses (min-max):
! PMR kits- Rifle CAR-4: 1.125–2.475
- AK Rifle: 1.125-2.475
- Rifle AMP-16: 1.08–2.43
- AK.762 Rifle: 1.08-2.43
- KS12 Urban: 1.08-2.43
- Rifle Gewehr 3: 1.19988-2.69973
! Assault kits and similar (more ammo, less damage): - Rifle 3, assault kit: 4.49955-8.09919
- Akron HC Aureate Exclusive Pack: 5.6-11.4
! Another - Broom, precision barrel: 0.495–1.7325
- The ammo pickup for the grenade launcher has been adjusted. Thanks to recent ammo pickup changes, values below 0.5 can cause ammo to stack, allowing for more design flexibility. So we’re making this weapon extremely easy to use and skill-free, requiring the player to make a little more decision on when to use it, as it can get spammed too often due to its current pickups.
Most of them will need about 4-5 pickups (including the Wardrobe Room perk deck bonus), but grenade launchers require twice as many. Here are the detailed changes to the base pickups:- Basilisk 3V: 0.25-0.3
- Piglet: 0.25-0.3
- GL40: 0.15-0.2
- Chinese puff: 0.15–0.2
- Referee: 0.15-0.2
- Compact 40 mm: 0.15 – 0.2
- Little friend under the barrel: 0.075-0.1
- KETCHNOV Bull-1 Underbarrel: 0.075-0.1
- Finally, based on the overall ammo pickup changes for grenade launchers, their ammo types are getting multipliers for their base pickups mentioned above. Mentioning each specific change would make this list significantly longer, so only multipliers are mentioned. Default 1x for reference:
- Sting: 1.2x
- X1-a Tactical ZAPper: 0.8x
- Incendiary: 0.6x
- Viper: 0.4x”
Marshal tweaks
- Fixed an issue with the US Marshal’s Shield where the AOE stun range from hitting light while charging was using flash range instead. Increased the stun range to compensate for this to match the player’s stun grenade.
- Fixed an issue where clients could instantly kill a US Marshal Shield unit after breaking their shield, as well as an issue where the client was not displaying an outline indicating invulnerability.
- US Marshal Sniper will now be called when killed like a sniper. However, they are not considered such units.
Audio
- Fixed an issue that prevented the AI team from playing unique voice lines. Team AI can now play unique voice lines when killing enemies such as players. those. Bodhi as an AI teammate killing Taser with a Platypus 70 headshot will allow him to play his unique lane.
- Added support for unit specific death calls.
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