Escaping now only requires 75% of players to be in the escape zone.
You are now shown when you are in the escape zone. While in the escape zone, you can see the requirements to escape (number of players, if it’s available)
Escaping now has a timer of 3 seconds. This is to ensure that you don’t accidentally escape. When “Point of No Return” timer is active, this will be disabled
In the purchase menu for primary and secondaries, it now shows the amount of guns you own.
Implemented third person models for most of the enemies weapons in order to improve performance
Updated ammo boxes model so that they don’t interfere with interactions
Added an option to favorite masks, preventing them from being deleted by accident
When using mask multi-selection deletion, masks that can’t be deleted for any reason are greyed out and unable to be selected
Kicked players now get rewarded with the secured loot
Significantly increased the speed in which the escape/secure zones can detect bags and players
Results screen animation runs faster
Infamous Shades and Halloween’s Pumpkin mask are now Exclusive rarity and will be prevented from being deleted
Shades and Pumpkin Mask should be automatically given back if missing
Removed camera motion from interactions like crowbar crate
Strong Grip skill now affects the pistol recoil animation, making the gun much more stable with little muzzle climbing
Improved controller support on lobby
Heists
(The Ozela Heist) Adjusted the camera facing near the RFID reader
Weapons
New gun: Raging Bull (secondary)
USAS 12
New reload animation and casings
Animations
New interact animations
Answering a pager
Looting bag
Pick locking (normal and Infiltrator Aced version)
Wirecutter
Typing
Implemented support for third person interact animations (currently used only for crowbar crates and pager answering)
Police
Slightly increased the range for flashbang usage for police.
Reduced chance for standard police to target bags from 100% to 20%.
HRT will no longer stop to shoot at players and will fire on the move while focusing on their objective of rescuing citizens.
Technician revamp. These changes are to make sentries a less “deploy and idle” sort of equipment and will now require some supervision. It also makes the technician a generally more formidable threat as they will seek to sabotage the player’s setup:
Technicians now target objectives again with 100% priority (drills, bags, and map objectives like power).
Technicians now emit an aura that reduce incoming sentry damage by 90%. This is similar to the medic’s healing power. Police affected will lose their protected status after 15 seconds.
Technicians now are slightly more bulky to match the health of other special units. From 40->230 HP. This is slightly more HP than the Medic/SWAT and slightly less HP than BrickTech, but Technicians have no body armor.
Technicians now prioritize attacking sentry guns.
Technicians will prefer moving towards objectives rather than stopping to fire at the player, similar to hostage rescue units.
Technician’s move speed reduced.
Technicians are more likely to spawn.
All Bulls, with exception of Mystic:
Bodyshot damage reduction increased from 50% → 80%
Bruiser
Now uses Akimbo W1887s.
Now fires the guns alternatively, rather than 2 at once.
Reduced fire rate
Increased accuracy and damage
Firebug
Increased range
Reduced breathing sound range
Increased walk speed
Now rushes more often
Sentinel
Updated animations
Visor is now animated
Added Raging Bull as an option for the Officers
Replaced SWAT and FBI Sniper’s rifle with the L96
Skills
The Professional Aced: People killed by you will not trigger max detection on guards, citizens, and cameras for 10 seconds. (changed from noise of silenced weapons being reduced by 60%)
Cameraman Basic: Cameras no longer track your location. (changed from being able to interact with cameras without masking up)
Cameraman Aced: Shots fired at a camera after being caught will not destroy them, but will instead “tag” them as friendly and spot for you. Occasionally, they will use concentrated light from lens distortion to deal damage to police near them. (changed from enemies spotted using cameras are visible 100% longer)
Hostage Taker Basic: For every hostage up to 5 hostages, you receive 3% of your health every 30 seconds. (changed from a flat 1% for at least 1 hostage)
Hostage Taker Aced: For every hostage (up to 5), your team now also receives 2% of their health every 30 seconds. Standing within 25 meters of a hostage will reduce police accuracy by 25%. (changed from a flat 5% heal for at least 1 hostage)
Charisma, Inspire, Halt! will now show in-world indicators when used similar to bullseye
Balance
Minigun:
Added optics and laser attachments.
New Minisilencer attachment - Increases Minigun concealment and makes it silent, at cost of damage and accuracy.
New reload animation
Reload time: Reduced back to 4.55 seconds
Ammo: 300/600 → 350/700
Ammo pickup: Restored back to 7-9
Accuracy: 40 → 60
RPG-7
Blast Radius increased from 10 studs to 20 studs
All shotguns
Now has consistent 40 knockback, same as Judge
M1 Garand:
Reduced ammo pickup from 7-9 → 1-3
Reduced spare ammo from 80 → 64
AKM
Damage increased from 110 → 120
Reduced tactical reload time from 3s → 2.2s
Reduced empty reload time from 3.4s → 2.6s
Reduced fire rate from 660 → 600
RPK
Updated reload animations
Damage reduced from 170 to 140
Fire rate reduced from 750 to 600
AKS-74U
Reduced tactical reload time from 2.9s → 2s
Reduced empty reload time from 3.9s → 2.4s
Accuracy reduced from 92 → 70
M16
Damage increased from 80 to 90
Reduced fire rate from 860 to 700
M4A1
Fire rate increased from 780 to 850
Accuracy reduced from 100 to 80
Concealment from 23 to 28
Flare Gun
Is now considered a “Pistol” as well, allowing it to benefit from Pistol skills
MP7
Increased mag capacity from 20 to 40.
Skills
Bullseye:
Increased cooldown from 1 second to 2 seconds.
Basic: armor gain increased from 5% to 10%
Aced: armor gain increased from 15% to 20%
Reduced weapon bag speed reduction from 75% → 50%.
Fixes
Some escape zones were rotated incorrectly making their hitboxes incorrect. Most notable on The Depot.
Sentry guns didn’t respect Friendly Fire mutator damage multiplier and could damage both armor and health at the same time.
Fixed hostaged or converted cops being able to disable drills.
Fixed camera suspicion decay being affected by server lag.
Fixed a bug where the double health from the “Engineer” technician skill would count twice
Fixed clipping issues with Dominus and Radical Paintball (might require re-equiping of the masks)
Fixed inspire hand gesture not working
Fixed a bug where specific animated interactions (like Shadow Raid’s keypad gates) would cause the next object interacted to break if done before the animation was finished playing
Improved spawning logic and heist timer to be more consistent and prevent the player from getting stuck in the first few seconds
New Gameplay Settings:
Escape Timer - Enabled by default. When disabled, players will escape instantaneously when in the Escape zone.
Milliseconds Timer - Disabled by default. When enabled, the heist timer will also show the milliseconds.
Updated a few third person weapon models for AI
Updated camera position for The Depot assets
Holding the mask key button will now automatically equip the mask when you spawn
Infamy
After Infamy 6, your weapons, equipment and builds are no longer reset. (Levels and Skills are still reset however)
Weapon Customization
You can now rename your weapons. Renamed weapons will be displayed inside quotes.
Up to 20 characters, and subject to Roblox’s filtering.
Weapon names can be reset to default by renaming and leaving it blank.
Separated Attachments/Skin customization via the “Modify Skins” button in the weapon modify tab
Added Pattern slots for Optics, Silencers and Lights
Lights will only affect the Model, but not the color of the Laser itself.
Previous skin slots will no longer affect weapon attachments (such as Slot 3 affecting Seal Suppressor for the Judge and Raging Bull)
Improved skin preview to include attachments
Skills
Sixth Sense Basic timer reduced from 10 seconds to 4 seconds. It also works in Loud.
Fixes
Fixed the Blue Navy suit not having a first person viewmodel
Fixed Officers with Raging Bull not spawning properly
Fixed MP7 not having the new 40 round magazine buff
Fixed Sentry Gun destruction animation
Fixed the lockpick tool being visible during the bagging animation
Fixed the drill crank not turning when being interacted with
Fixed Raging Bull pattern slots not working
Fixed Sixth Sense Aced effect being applied by Ghost Pigeon Aced instead
Fixed an issue where very old data could have negative XP
Fixed Sniper Scopes missing skin when aiming down sights
Fixed some Infamy roman numerals like 46 being incorrect
(The Depot) Fixed the Artifact loot being unanchored
(Ozela Heist) Fixed a bug where killing/hostaging the Manager before opening the basement would softlock the game in the “Disable the security” objective
(Ozela Heist) Fixed a bug where if the manager was hostaged then killed at same time, the Laptop would not display the Code at certain times.
(Transport) Attempted to fix the game not functioning properly if a player has high ping when spawning
(Transport Day 1) Fixed doors not having kick prompt
(Transport Day 2) Fixed a bug where bags could get softlocked when thrown on top of the trucks (such as the crashed one at the beginning)
(Shopping Spree) Fixed police getting stuck, causing much fewer than expected to attack players