Notoriety 3.0A Patch Notes

These patch notes list everything that’s been done from 2/14 – 3/15, a month since the 3.0 update.
Next time you hear from me should be about Transport!

Additions

  • Damage Falloff
    — Damage falloff means that the weapon does less damage the farther the shooter is away from the target when it hits them.

Changes

  • Updated assault mechanics
    — Assaults now use two hidden values to determine how hard they will be, a risk value for police and a difficulty value (not to be confused with the difficulty setting). Behaviorally, there are two different stages of police assaults now, the scouting phase and the assault phase. The scouts (small force) go in before the assault and will retreat when the assault begins.

The assault is now in a bunch of new stages:

  • Delay phase: Waiting for either the risk to increase or the time to run out, depending on game difficulty.
  • Anticipation phase: An extension of the delay phase where police start spawning in. Can be further extended by having at least one hostage.
  • Buildup phase: A short phase where police spawn pretty rapidly.
  • Assault phase: Pretty much the old system, police spawn in and fight until the time runs out (depending on assault difficulty, not game difficultty).
  • Retreat phase: Very short phase which can be ended early if the risk is too high.
  • Support phase: HRT or Technicians will spawn individually if hostages or bags exist.
  • Bonus: Cloakers now spawn in as normal assault units AND as hdden units. They can also charge you without hiding, too.

A lot of the caps for units are now based on the difficulty of the assault and the number of living criminals, while the timing is more based off the difficulty of the heist.

  • Reduced XP requirements and reduced bag requirements on most maps
  • Bags no longer collide with each other
  • Reduced RPK vertical recoil
  • Doubled shotgun accuracy
  • Implemented a data patch to attempt to mitigate future data issues

Fixes

  • Fixed cloakers losing their appearance
  • Fixed safes not opening after lockpicking them (Nimble Aced is still required)
  • Fixed ATMs not opening after using the ECM Jammer or SAW
  • SWAT vans are correctly positioned again
  • Minimum level lobby permission fixed
  • Invite list fixed
  • Heist tracker fixed
  • Lobby browser tactic icon fixed
  • Backspace no longer drops weapons
  • Fixed Delayed Response not being able to be purchased
  • Fixed G17 & G18 sights
  • Fixed the issue of being having the option to purchase while being underleveled (was just a visual glitch, the server still denied you of purchasing)
  • Fixed UI text bug when carrying more than one bag
  • Potentially fixed a rare case where the player doesn’t spawn properly upon teleporting into a different place
  • Potentially fixed a rare case of users not spawning with their masks
  • Fixed the issue in Diamond Store having no guard in the seucrity room, preventing cams from being disabled
  • (Hopefully) made Diamond Store less laggy
  • Fixed trip mines on doors not working for Nightclub and Diamond Store
  • Fixed converted cops being able to disable drill
  • Fixed the issue in R&B Bank where players can secure bags and finish the heist one garage level below the van
  • Fixed SWAT van and body bag clipping issues in RO Bank
  • Patched a Brick Bank glitch that allowed players to get through the timelock super early
  • Snipers actually penetrate armor now
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