Notoriety: A PAYDAY® Experience | Version 3.9.5

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3.9.6

Difficulty

  • Removed “Very Hard” and “Anarchy” difficulties, as they added little variation between difficulties
  • Made Extreme difficulty slightly harder

Heists

  • New heist: The Depot :ocean:
  • Removed RO Bank and Blood Money
  • Normal difficulty for all heists are now free
  • Rush Hour :vertical_traffic_light:
    • Adjusted pathfinding and mechanics to make it less likely that NPCs would get stuck
  • Brick Bank :coin:
    • 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.
29 Likes

Patch Notes for 12/17

  • Armor balance values adjusted to be a bit more viable
  • Disabled camera motion from animations
  • Re-enabled Transport (new servers)
  • Fixed Ozela Heist guitar falling from the hook when being hoisted up
  • Fixed a bug where pressing Shift + L while typing chat (to make uppercase L) triggered cinematic mode unintentionally
  • Fixed the detected sound playing twice
  • Fixed keybinds not being able to be saved
17 Likes

Version 3.9.5a

In-game

  • 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

17 Likes

Version 3.9.5b

Weapons

  • MK46 and The Judge now have more attachments

In-Game

  • Added a quick communication wheel (press scroll wheel)
  • Added directional damage indicators
  • Improved controller support
  • You can now place equipment without dropping your bags if you keep holding the G key
  • Fixed explosions from RPG and China Lake having blast pressure which causes certain objects to be forced open (like deposit boxes)
  • Fixed China Lake and RPG-7 damage being inconsistent
  • Fixed weapons with post-shooting animations (like shotguns and bolt-actions) not properly centering the sights when shooting while aiming
  • Fixed Judge shells not dropping during reload
  • Reduced cases where the first person arms would be flying around wildly
  • Fixed smokes from Tear Gas, Smoke Bomb etc. colliding with throwables and lasers

Heists

  • The Depot:
  • Fixed Careful badge being awarded in loud
  • Golden Mask Casino:
  • Fixed the heist not properly setting up sometimes
  • Transport:
  • Fixed “blue boxes” from appearing

Lobby

  • Changed prestige screen to have a linear structure
  • Capped prestige costs to 125 million
  • Fixed a bug where challenges were resetting
  • Fixed DLC names not displaying correctly for challenges
  • Fixed prestige badges sometimes failing to be awarded

Skills

  • Fixed Armed and Dangerous giving +25 ammo for gadgets and RPG-7
  • Fixed The Judge getting +15 ammo from the Shotgun Blaster skill
  • Fixed most weapon skills involving damage, accuracy and crits
  • Fixed Rampage aced only giving 2x damage rather than 4x damage
  • Fixed Oppressor concealment buff not applying in-game
  • Fixed Extra Lead skill
  • Fixed Leader basic granting 100% armor rather than 50% armor
32 Likes

Version 3.9.5c

Quality of Life

  • 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
22 Likes