Notoriety NEXT Changelog (Update 3.0)

NOTORIETY: NEXT

Update 3.0 Changelog

“You have some explaining to do, mister! What took you so long?!”
Is what you’re probably thinking, and it would be a fair question. We do owe you an explanation.

Long-winded explanation

We always had the goal of giving the game something new while improving the look of the game for the third time. As Notoriety has just reached 6 years in January of this year, our design principles tended to change overtime. There were two things that halted development on this idea, however:

  1. Brick_man’s Summer internship at Roblox (Can’t blame him, that’s a great opportunity for devs!) lasted for around 3 months. He is the project leader so most work can’t be completed without him.
  2. We didn’t have a safe place to try new things. We didn’t want to do something major to the game with the fear of consequences, this is why Notoriety PT was created. It removed that fear. It took about another month or so to get that set up after Brick_man returned from his internship. Normal development didn’t resume until around late November/early December.

So this is what we came up within the past 2-3 months. We believe this is the best way we can segue into the new year. After this, a lot of future updates will be a lot less painful to develop and push out. :slight_smile:

We can’t stress enough how thankful we are to those who stuck with us during months of downtime. Your loyalty to the game is what keeps our drive strong! :sparkling_heart:


New Stuff

  • Introducing Jade, the new mysterious supporting character for NOTORIETY
  • Introducing new AI criminals
    • Shade
    • Ash
    • Harlem
    • Onyx
      Note: Characters won’t be a feature for a while, so for now they’re just AI
  • Leaning system
    • Q & E by default
    • Can be toggled or held
  • Weapon swap animations
  • Bonus & cash experience system
    • Only given if a player hasn’t played a certain heist for the past 20 heists
  • Repeat penalty system
    • Only given if a player restarts the same heist they successfully completed
  • Custody penalty system
    • Only given if a player got arrested and was never released
  • Co-op bonus system
    • Only given if there’s 2-4 players in the heist
  • New various in-game sounds
  • New settings
    • Controls
      • Allows the player to remap the control scheme
    • Gameplay
      • Auto Reload automatically reloads weapon when out of ammo
      • Invites enables/disables players from sending you lobby invites
      • Crew Info removes HUD about your teammates
      • Sprint, crouch, and lean can be toggled or held
    • Graphics
      • Effects determines the amount and intensity of effects that can occur
      • Body Count Limit limits the amount of dead bodies that can be on the map at the same time
      • Highlighting determines the details of marking objects and players on the map
      • Textures can be disabled to increase performance
      • Materials can be disabled to increase performance, will switch everything to SmoothPlastic
      • Shadows can be disabled to increase performance
  • New preplan feature: Crew Setup
    • Allows you to see everyone’s equipped class
  • New preplan feature: In-game weapon changes
    • In the Gear tab, you will be able to change your weapons, armor, and equipment before starting the heist
  • Map XP
    • Players get experience for completing certain objectives throughout the heist. This is what replaced bag xp.
  • Host kicking
    • Hosts can forcefully kick players if they’re griefing in some sort of fashion. Must be manually set when creating your lobby. You don’t gain any advantage in cash or experience for abusing this.
  • Difficulty bag requirement system
    • This system changes the amount of secured bags required. Higher difficulties may require more loot to secure. This doesn’t apply to every map.

Changes

  • All maps now use Future is Bright 2.5 lighting
  • Changed default field of view to 90
  • Changed the viewmodel for every weapon
  • Extended auto-ready to 3 minutes
  • Changed the way objectives are executed
  • Ammo for RPG-7 and SAW can only be replenished from an ammo bag
  • Bullets no longer phase through glass or enemies if you are too close to them
  • Players now holster their weapons when interacting with something
  • Changed teleport screen
  • Implemented better recoil
  • Implemented camera shake
    • Applies to recoil, explosions, and damage
  • Killing a civilian is now penalized per-player
    • Grenades also respect this penalty
  • Players can no longer walk through civilians, but can’t push them either
  • Look/aim sensitivity is now based on your game settings set from the client
  • Avatar appearance has changed in the lobby so players can now see what they look like before the game starts
  • Doors & ATMs now have interaction icons on them
  • Changed objective icons
  • Changed detection icons & pager icon
  • New leveling formula
    • Level 100 now requires 1,000,000 XP
  • Police cars now have flashing lights
  • Guards will instantly detect you if you touch them
  • Players can now open doors with SAW
  • Changed the FOV of every sight, also made the values consistent for every gun that allows sights
  • Snipers can be silenced
  • Shotguns (except Ithaca 37) can be silenced
  • AI criminals and guards are now able to open doors
  • Guards can now melee players
  • AI criminals can now shoot while moving to revive you or trade a hostage
  • Changed Tab menu
    • The new method to restart heists and kick players.
  • Updated Game UI Elements
    • Preplanning
      • Every heist comes with intel named ‘Jade’s Plan’
      • You can now see every player’s ranks and titles
      • There’s a music option that completely disables music
    • Interaction
    • Heist results
    • Player & teammate stats
    • Tab menu
    • Objectives
      • Secondary objective text has been added
    • Highlighting
      • Selecting ‘Simple’ will mark icons above objects. ‘Full’ renders objects through walls
    • Assault
  • Updated Lobby UI Elements
    • New loading screen
    • Main menu
    • Credits
    • Settings
    • Leaderboards
    • Achievements
    • Infamy
      • New sequence and icons
    • Store
    • Lobby creation
    • Teleport screen
    • Inventory
      • New stat display
  • Changed every sight’s stats
  • Changed every silencer’s stats
  • Changed every armor’s stats
  • Changed every weapon’s stats
  • Changed police spawn limits and spawngroups
  • Changed police health, now difficulty-dependent
  • Changed police damage between various police types and weapons

Fixes

  • Optimized Shadow Raid (hopefully)
  • Fixed a long-time bug involving being released from custody
  • Fixed an invisible wall bug on Gift Factory that wouldn’t allow players to kill snipers
  • Fixed out of bounds glitch in Nightclub
  • Fixed particle emitters still showing if the gun is using a silencer
  • Fixed not being able to lockpick the safes in Jewelry Shop
  • Fixed not being able to lockpick the safe in Black Friday
  • Fixed not being able to lockpick the safes in Nightclub
  • Fixed not being able to lockpick the safes in R&B Bank
  • Fixed not being able to lockpick the safe in RO Bank
  • Police cars automatically stop after 30 seconds, so if they are stuck you won’t hear the sirens the whole time
  • Fixed infinite convert bug on Haunted Forest
  • Fixed various chat bugs
  • Fixed Armed and Dangerous (Aced) skill
  • Fixed issue of guards moving in a square-like pattern when alerted
  • Fixed RPG-7 animation
  • Made sniper and shotgun knockback waaaay less extreme
  • Fixed Jewelry Store legitimate speedruns being invalid
  • Fixed the issue of collecting multiple snowballs at once in Gift Factory due to high ping

The least fun section of the entire log

  • Removed bullet tracers
  • Removed weapon inspection
  • Removed smoke from bullet impacts
  • Bag XP removed
  • x2 Weekend XP removed
    • Replaced with a generic event bonus XP system

Post update plans

Things we’re already looking to do after this goes live.
Mostly stuff that couldn’t fit in this update due to time constraints.

  • Track bugs that come after this update
  • Fix bugs that came before this update
  • Fix more broken skills
  • Create a preloading system and add it to each map
  • Remove the third keycard from RO Bank
  • Give the ability to un-ready in preplanning
  • Make SAW a purchasable secondary weapon
    • Yes, that means a double SAW build will be possible
  • Update the van & escape zone in every map
  • Add interaction icons on safe models

What to expect next

Targeting for Summer of 2020, we plan on making a new FPS framework which will allow us to use R15. We did our best with the current framework but the reason we want to have a new one is because the current animation system is really bad and there’s a lot of timing issues. There’s not much we can do left to fix these problems.The Judge and USAS 12 remodel won’t be out until this is done.

Until then, expect Transport, First Robloxia Bank, mobile and console support over the next couple months.

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