Notoriety: A PAYDAY® Experience | Version 3.11.0

Art Gallery Revamp! Explore a new layout and try to figure out the best way to infiltrate a secure art gallery in the dead of night. Now with more guards, more cameras, and more ways to go about getting what you want!

Update notes video: https://youtu.be/IBL47RtUSD4

But that’s not all! We have some hefty update notes to go along with this, including some major overhauls to skills and stealth. Read more below:

Heist Changes

Art Gallery

  • Completely revamped!

Brick Bank

  • Added additional police routes over the skylight to rappel into the lobby

Shopping Spree

  • Added additional police spawns to rappel into the upper floor

Gift Factory

  • Police can rappel into the factory from the skylights

Shadow Raid

  • Added bag zipline asset for the warehouse roof
  • Reduced the keypad interaction timer from 11 seconds → 4 seconds
  • Keycard guards now wear the keycards on their waist and can be pickpocketed

Rush Hour

  • Fixed cars not running over players, and not calling the police if players stand in front for too long

The Ozela Heist

  • Reduced count of guards in trophy room from 3 → 1
  • Increased third floor guard count by 1
  • Increased basement storage area guard count by 1
  • High Alert is triggered once the blackout sequence starts

R&B Bank

  • Reintroduced the roof breach
  • Improved police spawning

Transport Day 1

  • Added additional sniper spawn
  • Moved the police heli drop to be closer to the action
  • Improved police spawning

Transport Day 2

  • Improved police spawning

Stealth Changes

Guards

  • Guards will detect you faster if you are moving quickly in front of them
  • Guards will have a harder time spotting you if you are sitting still or moving slowly
  • Guards will move more freely, not stopping as often after small movements
  • After moving, guards will face the direction of where they intend to go next. In the event of 180* turns, they’ll face halfway
    • This will give a hint at their next movement
    • This does not apply to fully free-roaming guards, but guards on patrol paths
    • If an entity is nearby the guard and in it’s vision, it may turn to face that entity after a little bit (except masked criminals, normal rules apply)
  • Fixed a bug where distractions could potentially last forever for scripted events
  • Fixed hostaged guards not being able to move in certain occasions
  • Ozela guards can now be halted
  • Guards can now be halted regardless of HP. This does not include special guards like the Santa Boss and The Masked Officer

High Alert

High Alert is intended to encourage more thoughtful and stealthy tactics, but still gives you a chance to pull off a stealth run. This is (usually) Nightmare difficulty only to better distinguish it from the other difficulties to justify it’s much higher pay

  • On Nightmare difficulty, if you have one pager left, the pager operator engages a “High Alert” warning
    • Guards will draw their weapons
    • Guards will notice you 20% faster
    • Guards will move in a more organized fashion, and much quicker
    • Guards will immediately call in door kicks if they hear them
    • Guards will fire their weapons and call police faster
  • Can also be triggered by some heist events
  • Will show on UI as High Alert
  • High Alert goes away when there are no guards left on the map or when you are caught

Skill Changes

Enforcer Tree

  • Shock and Awe (Tier 3):
    • Basic: changed from “Your bullets now penetrate shields.” to “Your bullets have a 25% chance to stagger shields.”
    • Aced: changed from “Your bullets deal 3x more damage to armor. Flashbang effects are also reduced.” to “Your bullets deal 50% more damage to armor. Enemy flashbang and explosion disorientation effects are also reduced.”
  • Rampage (Tier 4): removed and replaced with Berserker
    • Basic: The lower your health, the more damage you do. When your health is below 50%, you will do up to 250% more melee and saw damage.
    • Aced: When your health is below 50%, you will do up to 100% more damage with ranged weapons as well. Your teammates can no longer passively heal you through other skills when in berserker mode.
  • Resourceful (Tier 4):
    • Aced: Ammo pack health restore from 1 to 2% of your health
      • When you have this skill aced and your health is below full, you can pick up ammo boxes even if you have maximum ammo

Technician Tree

  • Surefire (Tier 3):
    • Basic: changed from “Ranged weapons can pierce body armor. This does not apply to Bull’s face plate.” to “Ranged weapons can pierce body armor, but the armor absorbs 75% of the damage. This does not apply to Bull’s face plate.”.
    • Aced: changed from “Your bullets can go through multiple enemies.” to “Your bullets can go through multiple enemies, but the damage will lessen by 75% through each enemy it pierces.”.
  • Body Expertise (Tier 5):
    • Basic: changed from “Shooting an enemy in the torso deals an additional 50% of the normal headshot damage.” to “Shooting an enemy in the upper body deals an additional 50% of the normal headshot damage.”
    • Aced: changed from “Shooting an enemy in the torso deals 90% of the normal headshot damage.” to “Shooting an enemy in the upper body deals 75% of the normal headshot damage.”

Ghost Tree

  • Shockproof (Tier 1):
    • Basic: changed from “There is a 50% chance of a Shocker’s electricity backfiring on the shooter when you are electrocuted. Gives 3 seconds of immunity to any further electrocution.” to “You can no longer be downed from Shocker’s electricity, it can only stun you.”
    • Aced: changed from “The chance of backfiring is now 90%” to “The Shocker’s stun against you lasts for only 5 seconds.”

NPC Improvements

There were many improvements to the NPCs in Notoriety, with a lot of attention given to the police and the special variants. We hope they pose more of a challenge and lead to more tactical and fun engagements between police and criminals.

Criminals

  • Criminal AI should not get stuck when they get too close to walls
  • Reduced the accuracy penalty shockers give to Criminal AI
  • Criminal AI does a better job at staying near the person they are reviving
  • Ordem will now enter in rampage mode when downed often (currently cosmetic only)
  • Sidra 1858’s Revolvers:
    • Damage buffed from 160 to 240
    • Accuracy increased from 90 to 100
    • Reload Time reduced from 3s to 2s
  • Shade: Replaced Justicars with Akimbo Justicars

Police Assaults

  • On hard+ difficulty, unorganized blue-cap police units will scramble to the scene shortly after loud is triggered
  • Every assault after, the “Pre Assault” units will upgrade, leading to SWATs and eventually BrickTech SWATs spawning (limited by difficulty restrictions)

Police

General

  • Police AI should not get stuck when they get too close to walls
  • Police AI will spread out more when engaging with criminals
  • Police will throw flashbangs much more accurately
  • Will now take 25% less damage for shots to the legs
  • On Extreme+ difficulty, police will avoid explosives if they can, particularly grenades. Bulls and Riot Shields do not do this.
  • Fixed an issue where body armor did not apply to some police units

BrickTech Swat Teams

  • New arsenal of weapons they can choose from
    • removed M4A1
    • added the M1014
    • added the HK417

Medics

  • Can now heal groups of enemies at a time
  • Heal range increased from 15 → 20
  • Cooldown decreased from 2 to 1 second between heals

Riot Shields

  • Riot Shields will track players much more accurately
  • Police will now try to hide behind shields when possible
    • Police behind riot shields are granted an 80% damage reduction to explosions if the explosion is in front of the shield (does not apply to themselves)
    • Riot Shields will attempt to block grenades by standing close and facing their shield towards them
  • Riot shields will take 70% less damage from explosions they are facing directly
  • Explosions will be guaranteed to stagger a riot shield
  • Removed the spawn cap from 4, there is no longer a cap
  • New BrickTech variant:
    • Can use the Vector SMG

Specters

  • Specters check for their charge condition much more often
  • Specters now accelerate towards criminals, matching and exceeding the criminals speed over time
  • Specters have regained the ability to go prone in some hiding spots

Shockers

  • Now have a small charge time with an animation with an audible cue
    • Can only tase once after this charge, preventing spamming from tasing even when a player breaks free
    • Charge time is 1 second. On Nightmare, it is 0.5 seconds
  • Will now have a stronger effect on players
    • Screen will now shake
    • Your current magazine will refill, but you will empty bullets at an unpredictable rate and automatic weapons will not fire consistently
    • An electric effect will play
    • You cannot reload or switch weapons during the duration of the tase effect
  • Dodge is halved while being shocked
  • Their helmet now protects their head properly

Technicians

  • No longer have yellow aura, but instead when a sentry is targeting someone affected by their aura, there is a glitch effect + sound that plays (only a visual/audio change)

Snipers

  • Now ignore dodge
  • On Nightmare difficulty, they will now take out armor completely in one shot
    • Thick Skin Aced still applies if they are able to shoot through your armor due to damage overflow (if they’d normally break your armor anyways)
    • Thick Skin Basic still applies to their damage to you once your armor is broken
  • Inflict a slowing effect for 2 seconds when they hit you, reducing your speed by 70%
  • Added a Glint effect to their scopes at distances larger than 50 studs, making it easier to pinpoint where they are in dark/foggy maps.

Developers note: These sniper changes are intended to be punishing to make up for the fact that they are static, very visible unit with low base health.

Bulls

  • Will take a general 80% less damage from explosives, due to their EOD armor
    • This effect does not apply to Mystic Bulls
  • Will take an additional 80% less explosion damage from their sides/back
    • Damage directly in front of them will not apply this additional multiplier

Developers note: The bull changes are mainly to counter builds that are overly reliant on explosives, as they tend to have an easier time against almost every other unit.

Rocketeers

  • Damage radius increased from 20->25 studs
  • Added a Glint effect to their scopes at distances larger than 50 studs, making it easier to pinpoint where they are in dark/foggy maps.

Ghosts (mutators / haunted forest)

  • No longer have 5x health from their base unit counterparts. Their health is simply restored to full upon conversion.

Animations

  • You can now see your body in first person
  • Implemented sliding animations
  • Improved the alignment of lockpicking animations (this is a gradual process that will be applied to all maps)
  • Added torch for glass cutting animation

Music

  • New Track: Logic Bomb (Sidra’s trailer theme)
  • Megalomania: Updated Stealth track with “Kaptain - House Breaking (Alt Vs)”
  • Warzone: Updated Stealth track with “Destruction Game (Underscore)”

Bug Fixes / Technical Changes

  • Fixed a bug where medics only attempted to heal police when their health was below their normal-difficulty health values
  • Fixed a bug where “stunned” officers would move more than expected
  • Fixed quick communication messages not replicating to other players
  • Fixed the hint to open the in-game menu not popping in chat
  • Fixed sliding cancelling itself if you tried to go through geometry that has no collision (like map lasers)
  • Fixed some delta time issues with camera movement
  • Fixed a bug where melee weapons couldn’t strike some glass
  • Doors opened by NPCs will remove their interaction prompts
  • Fixed drill rendering all upgrades even without skills (only visual)
  • Made some changes to data saving and loading to prevent inventory changes and purchases from “not saving”
  • Resynced the scrap shop timers to be accurate, and they’ll now update in real time instead of requiring a rejoin to see the change
  • Removed faulty lighting updates when firing weapons, leading to some additional client strain without any visual difference
  • Changed the way damage indicators are rendered, so that they don’t pop up above the screen if you use weapons with a high fire rate or shotguns
27 Likes

Version 3.11a

Art Gallery

  • Added new models for the random valuables in display cases
  • Updated banners on walls

NPCs

  • BrickTech SWAT visors will now be broken alongside the helmet

Bug Fixes

  • (Art Gallery & The Depot) Fixed the Power Box open prompt struggling to show properly from certain angles
  • (Art Gallery) Fixed dropping bags on top of vehicles causing them to get stuck in it
  • (All heists) Fixed police not spawning in certain situations related to rappelling through windows
7 Likes

Version 3.11b

Heists

Art Gallery

  • Camera RNG now guarantees only 1 camera per hall maximum
  • Fixed some spots on the roof triggering the alarm countdown

Nightclub

  • Fixed an issue with civilian pathfinding on one of the sidewalks outside the nightclub
  • Fixed an unanchored part on the nightclub’s exterior
  • Made some art/lighting improvements

Trick Or Treat

  • Fixed houses getting stuck if they spawned flashbangs

NPCs

Guards

  • No longer move to the side for another guard- they will simply pass through each other
  • Handles distractions a bit better and should return to their original location with fewer issues
  • Guards will now consistently consider sliding as “crouching” for the purpose of detection speed

Gameplay

Police Armor

  • Now passes damage underneath for leftover damage from destroying the armor. This should make it less painful to deal with while still providing protection for the police
    • Example: Armor has 1 HP left, your bullet deals 500 damage. In the old system, it would break the armor but not deal damage. Now, it’ll break the armor and deal 499 damage. This benefits higher-damage guns.

Skills

  • Fixed surefire acting inconsistently with multiple layers of armor on one enemy

UI

  • Detection indicators now show an arrow in the direction of the entity detecting you
  • Detection indicators now exist within a certain radius of your screen, instead of hugging the edge
  • Detection indicators shouldn’t point to the wrong direction when you are facing away from the entity detecting you
9 Likes

Version 3.11c

Menus

Tab Menu

  • Added “Leave Heist” button - allows you to go back to the main menu from the heist without restarting your client after confirming via prompt. Note: this does not currently respect private servers.

Gameplay

Fall Damage

  • Changed the trigger to be more consistent
  • Now damages armor first
  • Fall damage formula: changed from (fallDistance / 5) ^ 2 to math.max(0, (fallDistance - 16.5) ^ 2 * 0.75) (for reference, your player is 5 units tall)

Bug Fixes

  • Armor excess damage now properly applies multipliers to the hit location after destroying the armor (if you deal 100 damage to a helmet with 75 HP, the remaining 25 damage gets multiplied by the headshot ratio)
  • Bullseye is now applied to headshots resulting from armor excess damage
  • (Art Gallery) Fixed the police wall breach area having no collision prior to being breached
  • (Art Gallery) Fixed a location in Hall D that guards could see the skylights from a certain angle
  • (Nightclub) Fixed a crack between crates allowing keycards to fall through, making them unobtainable
  • (Nightclub) Fixed a part of the outer building clipping into the bathroom
  • (Nightclub) Fixed a guard spawning in a shelf causing unpredictable behavior
  • (The Depot) Patched a spot allowing bags to be thrown where they couldn’t be picked up behind a fence
10 Likes
Version 3.11d

Heists

Jewelry Store

  • Updated visuals and lighting
  • New intel photos
  • Jade now provides instructions on how to stealth it as a secondary optional objective to better guide newer players
  • Opened the parking lot in the center for ease of access to the shop
  • The guard in the front now only spawns on Extreme and above
  • The alleyway is now a Restricted zone
  • Updated SWAT Van
  • Soccer ball is now kickable multiple times. Has animations and sounds for kicking.
  • Replaced default music with “GO!”
  • Reduced Power Box and Remove Lid interaction time from 5 seconds to 2 seconds

Animations

  • Added interact animations for placing drills

Bug Fixes

  • Adjusted character meshes to fix some black outlines with certain clothing
  • Disabled shadows from first person view models
  • Fixed Molotov self-damage being inconsistent
  • (Rush Hour) Fixed shredding bags not giving half of their value as secured cash
6 Likes
Version 3.11e

Heists

Jewelry Store

  • Gave another visual pass
  • Added a button to control blinds at the front of the shop to help with initial control

Bug Fixes

  • Fixed not dealing headshot damage on armor-breaking damage that would normally hit the head (bullseye will now trigger)
  • Fixed armor sometimes not regenerating consistently
  • Placing Trip Mines on safes as shaped charges should be more reliable
  • Fixed USAS 12 Osprey Silencer being incorrectly placed
10 Likes
Version 3.11.1 - “Quickplay”

Quickplay

  • From main menu, pressing play now gives two options: QUICKPLAY or CUSTOM GAME
    • CUSTOM GAME is where you’ll find lobby browsers, the ability to host heists (existing)
    • QUICKPLAY is a way to jump straight into a heist with others, great for casual players.
  • How Quickplay works:
    • You will be matched with up to 3 other players (4 total)
    • You will be able to vote on 3 different heists
      • Difficulty is chosen based on the experience of your crew
      • Heists are from a pool based on the experience of your crew
    • The game is started immediately when all players have voted, or a timer has completely gone down
  • When you complete a heist, a “CREW QUICKPLAY” button is now present. Selecting this before the timer runs out will keep your current crew and bring you back to the voting panels, allowing any missing crew to be replaced.

Developers note: Quickplay is intended to do a few things:

  • Help new players with experiencing the game for the first time without too many menu options
  • Help casual players enjoy the game whenever they can
  • Keep players together

We are hoping if this is successful to expand quickplay to allow “Quickplay with Party” from the main menu so that it’s easier to queue up with your friends.

Balance

  • Osprey Suppressor: Damage penalty reduced from 30% to 5%

Mutators

  • Added Sandbox mutator (VIP servers only)
    • Enables commands, but data will not save
    • Ideal for testing builds, weapons, or other game mechanics

NPCs

  • Updated Sidra’s hair and beanie

Controller

  • Improved camera smoothness when transitioning from deadzone

Miscellaneous

  • New players (and after infamy) will now start with an Interceptor silencer on their G17
  • Auto Reload setting should now immediately reload a gun once the ammo hits zero (and it chambers a round in weapons with that functionality), ensuring no delays due to fire rate. This change is most noticeable on the Crossbow
  • (Art Gallery & Rush Hour) Improved colors to be more accurate to the intended style when using No Textures mode
    • This system will be ported to other maps over time
  • Improved performance gain from disabling Shadows (at almost imperceptible cost of lighting quality)

Bug Fixes

  • Fixed the player being unable to move if they joined after a heist started
  • Updated bags Highlight system to reduce visual clutter and fix an issue where too many bags would stop highlighting
  • Fixed an issue with character rendering that affected the game’s performance
  • Fixed being able to interact while emoting
  • Fixed armor not regenerating if you took very little total damage (most notable with Suit + Torch)
  • Fixed police assault calculations always accounting for a single player even when playing with groups
  • (Art Gallery) Added barriers to prevent bags from being tossed out of bounds or on certain roofs

Badges

  • Added “We can make this work…”
    • Complete any heist in stealth that was started from a Quickplay lobby.
10 Likes
Version 3.11.1a
  • Fixed Haunted Forest not detecting bags
  • Fixed Transport Day 1 and Day 2 not progressing
  • Fixed a bug where the camera could break on controllers
  • Fixed AI criminals not being able to carry bags
9 Likes