Removed “Very Hard” and “Anarchy” difficulties, as they added little variation between difficulties
Made Extreme difficulty slightly harder
Heists
New heist: The Depot
Removed RO Bank and Blood Money
Normal difficulty for all heists are now free
Rush Hour
Adjusted pathfinding and mechanics to make it less likely that NPCs would get stuck
Brick Bank
Added whole new set of objectives
Added “Bus Escape” asset
Added new decorative assets and retouched existing ones
Removed RNG for time-lock
Instead, during stealth it will never fail. During loud, it is an actual police objective to turn off from the roof
Changed bag requirements
4 → 14 bags (vary by difficulty) to 6 → 8 bags
Changed helicopter escape waiting time
5-8 minutes to between 1-3 minutes
Changed vault timer
5 → 3 minutes
Changed inner vault timers
3 → 1 minute
Weapons
9 new weapons
Free: MK46, The Judge
Arson Pack: Crossbow, Flamethrower and Flare Gun
Veteran Pack: M1 Garand, China Lake and Winchester 1873
Free Melee: Riot Shield, Guitar
10 gadgets
Free: HE Grenade, Molotov, Throwing Knife, Brick, Tear Gas and Stun Grenade
Ninja Pack: Dynamite, Subspace Tripmine, Smoke Bomb and Shuriken
Arson Pack: Flare Gun
SAW moved to Gadget slot
MP5K, UMP-45 and P90 moved to Secondary slot
DAO 12 renamed to Striker 12
Grenades can be cooked by holding M1
Shield system
Use the aim button to bring up the Shield. Shields have 4,000 health, and can only be repaired via Ammo Bags
Specter kicks will instantly break the shield, but protect you, and will not block explosives or shells
New attachment: Seal Suppressor (for The Judge)
Added skin support for melee weapons
New skins: “Golden” for Guitar, “Spartan” for Riot Shield, “Gold Bar” for Brick
Armor
Armor types renamed to reflect their effect more clearly
“Super Heavy Armor” (previously ICTV armor) is now available without the “Armorer” skill
Interactions
Several new interaction animations
There is no limit to cable ties for citizens
Stealth
Door kicking
Bodies can be carried without a Body Bag
Disposing of Body Bags on certain dumpsters
Achievements
Added Jade’s Finest title for joining in the first month of release
Pied Piper and Careful titles can be unlocked by playing The Depot heist
Hid titles unrelated to older mechanics/maps/difficulties.
If you had them, you can still use them, but they won’t count against your progression if you don’t have them!
Changed Elite title from being in Notorious: Elite community to now be granted when you are in the Moonstone Games community on Roblox
15 new badges
Gamepasses
Grenade Pack has been repurposed to Ninja Pack, making grenades purchasable in-game without Robux
Added Veteran Pack
Added Arson Pack
Quality of Life
New visual effects (fire, flares, explosions)
New glass breaking effect (only displayed when Effects is set above Low)
Blood is now back
Voice option for police and citizens
Updated Van models + collection areas
Better and more unique audio for actions such as being detected and caught
Attachment categories are now automatically hidden when a weapon has no attachments for that category (i.e: Minigun)
Explosives now show damage indicators
New indicators for status effects (notably skills)
During weapon selection in pre-heist, silenced weapons are now indicated with a silencer icon.
Ammo boxes dropped by enemies will account for ammo you’ve used in your current magazine and fill up beyond max capacity in those cases.
Client-side Flinch animations when shooting enemies
At the end of each match where you earn experience, you are shown a screen showing your progress
Upgrading teammates Drills: If you have a skill that wasn’t applied to a specific drill yet, you can interact with it to apply the skill
Drill upgrades are now visible on the model: The silent drill basic will add a muffler, the aced will have a tesla coil, the auto-repair will have a robot arm (with a hammer or a wrench, based on the chance) and the fast drill will have lightning stickers on the container on the right.
With the “Nimble” skill, you can now lockpick safes even if they have a Drill on it.
Detection indicator only shows up and makes noise for entities spotting you. If other players are being spotted, you can still see that in the world indicators.
Added icon for players who hold thermal paste
Pager count is now shown under the objective in stealth
NPCs
Criminal NPC survivability improved, now heals when not taking damage.
Criminal NPCs now will use a roster of weapons based on their personalities, instead of random weapons
Criminal NPCs now stop shooting to melee if at extreme close range
Criminal NPCs now deal 4x melee damage
Criminal NPCs now are more accurate with semi-automatic weapons, and gain accuracy when close instead of losing accuracy when further from enemies
Criminal NPCs can now fire when being tased, but with a significant accuracy debuff
Criminal NPCs now target the exposed arm of police with shields
Improved Criminal NPC pathfinding by jumping over small obstacles
Criminal NPCs will seek the player’s relative location more frequently
Updated Criminal NPCs to use the new animations.
Guards and police can now use many more weapons
Renamed Taser to Shocker
Renamed Juggernaut to Bull
New models for Shocker, Medic and Bull variants
New weapon models for Specter and Shocker
Adjusted Bull enemy and variants:
Bulls: Now uses a custom Striker 12;
Bruisers: Replaces the Black Juggernauts, Bruisers have faster movement speed and are more aggressive, but has less defense. They carry dual custom Vepr 12s.
Sentinels: Replaces the Skull Juggernauts. Sentinels are slow moving, but are very tanky and carries a MK46 machine gun.
Mystic: Now uses a custom Saw. It’ll charge at extreme speeds towards nearby players, and will quickly eat through players health with melee attacks.
Prestige
Infamy renamed to Prestige
Can now Prestige up to level 250!
You can now pick any Prestige position
Prestige now resets your cash up until level 6 (was 5)
This means, going from 5 → 6 will reset your cash, but 6 → 7 will not
Every Prestige after Prestige level 25 will cost an additional $10,000,000
4 new suit skins for reaching Prestige milestones
Skills
Infiltrator skill changed from melee weapons opening doors to now allow you to open doors with 1 kick, and lowers suspicion caused from using the door kick
Cable Guy skill aced changed from giving 3 additional cable ties to now giving a 3 dodge buff to yourself when near a tied hostage
Sixth Sense skill now consistently performs check every 10 seconds (before, it could take 20 in some cases)
Leader skill now activates every 35 seconds (from 30). The effect remains for 30 seconds (not changed)
Armorer aced skill has a different effect: Direct damage to your armor deals x2 the damage taken back to the enemy
Removed Specialized Killing
Low Blow moved up to Tier 5 in Ghost tree
Sixth Sense moved up to Tier 4 in Ghost tree
Carrier Pigeon is now a Tier 3 Ghost skill
Cameraman shifted to old Carrier Pigeon position.
New skill: Silent Drill (Tier 4 Technician)
Basic: your drill makes no noise (but they can still be seen).
Aced: the Drill is armed with an electrical trap that shocks nearby enemies that try to disable it. The effect can only be refilled again after its repaired.
Every 10 levels (level 10, 20, 30, …, 90), you get 3 bonus skill points instead of 1.
Oppressor skill now only grants 5 concealment to saw, this is to balance the fact it is now a relatively decent concealment gadget already
Clarified the Thick Skin skill makes enemy snipers deal less damage, not your sniper rifles
Audio
Added three new heist soundtracks “Pushing the Limits”, “Facility” and “Kingsize” (formerly known as Urbanstep)
Reintroduced police voices and citizen voices, less noisy and spammy
Can now preview control and anticipation portion of soundtracks in the heist music selection menu
Balance
M16: Increased spare ammo to 240 and ammo pickup to 10-12. Damage from 110 → 80
Changes were made to make its ammo economy more beginner friendly. Damage was reduced to not overshadow AKM.
RPK: Mag capacity from 100 → 75, Spare from 200 → 225, Damage from 150 → 170. Accuracy from 60 → 70
Updated to reflect it’s real life counterpart, and to better rival the new MK46 LMG.
Minigun: Accuracy from 80 → 60. RPM Reduced from 3000 → 2000. Damage increased from 100 to 150.
Intended to make it more CQC oriented and to not overshadow RPK’s in terms of accuracy. The RPM changes were made to reduce lag while using the weapon, but as to not affect it’s DPS, we raised the damage to 150. Although that technically increases the damage per mag of the weapon.
FiveSeven: Ammo pickup increased from to 3-5 from 0-1.
This should make the ammo pickup more consistent with other weapons in it’s class
Honey Badger: Damage increased from 50 → 100. Spare decreased from 210 → 180. Ammo Pickup decreased from 6-4 → 4-3. RPM increased from 700 → 800. AimSpeed increased from 15 → 18.
Honey Badger was very underused in loud. These changes should push it to a hard hitting rifle, as long as you can manage its ammo economy. Stealth-wise, it should remain mostly unchanged - though it is now better equipped to deal with Mercenaries and National Guards, due to their higher health pool.
Improved damage dropoff for Explosives
They now have a maximum damage which linearly drops to a minimum damage based on the weapon’s distance and radius. If the distance is 20% of the radius, it’ll deal maximum damage regardless
Rocketeers: Removed laser, reduced aim time from 5 to 3 seconds.
Removed Armor scaling based on difficulty
Situational Awareness mutator now affects Guards and Cameras
Adjusted experience gain on every heist
Technical
To address Roblox policy, some users may have slightly different experiences regarding the game’s shop based on your region/age/account restrictions.
You can now move during the difficulty screen when the heist starts
Fixed cameras still calling the police in certain cases
Fixed civilians getting stuck on ceilings
Fixed AKS-74U HAMR Scope not having magnification
Fixed Crossbow ACOG Scope aiming
Fixed body bags being infinite
Fixed interaction breaking when trying to revive criminals who were about to go into custody
Fixed Minigun not having 150 damage (as reported in the balance changes on the previous changelog)
Bullet casings are now disabled when Effect setting is set to “Off”
Glass shards are now disabled when Effect setting is set to “Low” or lower
Screen fades darker after a game is complete so you can see your stats better
Lobby
Keybinds now show which keys are conflicting.
Removed option to manually backup saved data
This is no longer necessary since Roblox already creates multiple backups on their own which we can rollback to at any time. Having this option only creates potential unwanted rollbacks from users.
Fixed a bug where contract costs were calculated incorrectly on the client for Extreme and Nightmare
Fixed the game breaking when creating a lobby contract due to the cost desync
Fixed “Purchase and Equip” not visually updating that cash was deducted.
Players are now brought back to the creation screen in case a lobby fails to be created.
Heists
The Depot:
- Added more barriers for bags to prevent them from getting stuck under shelves Shopping Spree:
- Fixed the glass in the jewelry store not breaking with melee weapons Diamond Store:
- Fixed the glass on a jewelry stand on the room upstairs not breaking with melee weapons Ozela Heist:
- Fixed the RFID reader not exposing the ID when opened sometimes Transport:
- Fixed the preplanning screen showing photos from Rush Hour Gift Factory:
- Reduced the volume of the train Brick Bank:
- Heli escape should work on loud as expected
Door Kick prompt increased from 5 studs to 8 studs and improved detection
Increased hitbox of Keycards, Keys and USB drops to prevent them getting blocked by Bodies and Ammo Packs
You can now switch weapons while reloading, which will cancel the reload
Nimble skill now shows a timer for disabled cameras
ECM Device now shows a timer for jamming, recharging, and feedback duration
Medic Bag now shows a timer for magician skill recharging
Weapons
New scopes, barrel and laser attachments for M1 Garand and Winchester 1873
Skills
Magician skill now queues up a charge if the Medical Kit is full after waiting instead of failing and having the entire timer start over
Challenges
Baneful Criminal can now be done on any heist, but kill count is now 1500-4000
Head Hunter kill count is now 500-800
Note: The changes will only take effect once the challenges have reset
Balance
Police: reduced movement (strafing, rolling, dolphin diving, etc.)
Rocketeers: Yellow Laser returned. Time to fire reduced from 3 seconds to 1 second.
Riot: FBI variant now uses a G18. BrickTech Variant now uses a P90.
Snipers: Increased reload speed by x2. Takes only 2 seconds to aim in Extreme or Above
All Shotguns: Improved damage falloff
These changes are aimed at making damage falloff more consistent for shotguns, so that they’re still close-range oriented, but won’t be too heavily affected at longer ranges.
Max damage range increased from 25 → 50 studs.
Minimum damage capped at 50% of weapons damage (old behavior: it would continue to go down to even lower amounts, losing up to 90% of its damage at 100 studs)
Damage falloff is now linear towards the minimum damage from 50 to 100 studs.
Attachments:
Currently, there’s an issue with scopes that they give a huge amount of accuracy with basically no consequences. It easily made weapons like LMGs and Shotguns get to 100 accuracy, even when hipfiring. These changes are intended to standardize scopes so that we can properly tune weapons based on their accuracy, without forcing them to have no sights at all.
Sniper Scope: Reduced accuracy from 40 to 4. Concealment from -12 to -3.
ACOG Scope: Reduced accuracy from 30 to 3. Concealment from -8 to -2.
HAMR Scope: Reduced accuracy from 26 to 3. Concealment from -6 to -3.
EOTech Scope: Reduced accuracy from 15 to 1. Concealment from -6 to -1.
Kobra Scope: Reduced accuracy from 11 to 1. Concealment from -4 to -1.
Reflex Scope: Reduced accuracy from 7 to 1. Concealment from -2 to -1.
Laser: Reduced accuracy from 4 to 2. Concealment from -2 to -1.
Crossbow:
The lack of concealment makes Crossbow unfavored for stealth and a crit build, and it’s also tricky to aim. These changes are aimed at increasing their potential on both these cases.
Concealment increased from 5 to 15
When aiming, arrows will hit where you sights are pointing to.
Added Iron Sights attachment
Minigun:
Minigun is currently one of the most broken weapons at 5,000 DPS. These changes should bring it down to 2,667 DPS (still almost double of RPK’s), and the decreased concealment makes it harder to commit for crits. The changes to ammo and accuracy are intended to make the weapon a resource-intensive weapon, requiring a bit more careful ammo management, including ammo bags to better sustain itself.
Damage decreased from 150 → 80
Ammo decreased from 400/800 → 300/600
Ammo pickup reduced from 7-9 → 2-4
Accuracy decreased from 60 → 50
Reload increased from 4.4 → 6.4
Concealment decreased from 0 → -10
KSG-12:
Ammo increased from 10/50 to 14/56
Flare Gun:
Hitting the ground now creates ground fire.
Reload Time decreased from 1.8s → 1.2s
Reduced equip/unequip time from 0.75 seconds to 0.2 seconds
Ground Fire (Torch & Flare Gun)
Damage increased from 20 → 50
All Gadgets (with exception of Flare Gun and SAW):
Reduced equip/unequip time from 0.75 seconds to 0.1 seconds
Lobby
Updated Shockproof skill description with Shocker’s new name
Bugfixes
Fixed iron sights for Flare Gun, Winchester 1873 and Striker 12.
Fixed not being able to select Gadgets in-game if you had a SAW
Fixed Sensor Mode prompt for Trip Mines staying even after exploding.
Fixed Trip Mines explosions not alerting NPCs when placed on safes
Fixed guards being permanently distracted by Bricks if they couldn’t reach them
Fixed some interaction texts being incorrect in Brick Bank and R&B Bank
Fixed Flare Gun ammo pickup not working
Fixed Ninja achievement requiring Shopping Spree
Fixed M1 Garand bullet casings staying on the gun when reloading.
Fixed Detection Risk not being calculated properly when multiple concealment-affecting attachments were applied
Fixed “Star Criminal” and “Simple Criminal” not showing that they required no skills to be completed
Fixed Converted Cops trying to attack hostaged cops and sentries
Fixed a bug where if 2 players grabbed a bag at same time, one of them would end up affected by the bag movement penalty without carrying it
Fixed Torch ground fire damage getting permanently reduced if a criminal was hit by it Skills:
Fixed Extra Lead Aced being 100% chance of giving Throwables
Fixed Sixth Sense Aced reduced cleaner costs not working properly with Throwables
Fixed ECM Feedback only working with Aced version
Fixed Carrier Pigeon Basic only working when Aced
Fixed SAW being silent without Oppressor
Heists
(The Depot) Fixed Gold Bags dropped by Ordem not being affected by Pack Animal instant grab
(The Depot) Added more barriers into spots where bags could potentially get stuck.
(GMC) Fixed favors not appearing
(GMC) Fixed door kicking not appearing on doors. Security Doors will not have kick prompts however.
(Brick Bank) Increased bag secure area with the Bus Escape asset to avoid bags getting stuck inside the Bus
(Brick Bank) Adjusted School Bus collision to prevent enemies and bags from going through it
(Brick Bank) Adjusted invisible walls at office’s window to allow players to throw bags through it
(Brick Bank) Fixed a few doors not having the kick door prompt.
(Rush Hour) Fixed the drill safe in the Bloxy Roasters timer not updating properly
(Ozela Heist) attempted to fix a bug where reloading during the guard disguise sequence can cause the game to crash
(Jewelry Store) fixed the back windows not being able to broken with throwables
(Transport) Fixed another instance of the “Blue Box” bug