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
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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
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