PAYDAY 2: Update 242.1 Changelog
New year, new updates. Welcome to the official first year of updates coming to PAYDAY 2!
This update focuses heavily on engine improvements, mod support, crash handling, balance adjustments and as always more quality of life!
On the topic of engine improvements, To make sure you’re all very aware you can now run the game at maximum texture quality with greater confidence that your game will not get an “out of memory" crash!
We will be streaming this update live on the PAYDAY The Game Twitch account today, come hang out!
Improved memory usage by clearing unused textures after loading into a heist
Out of Memory crashes should be far less common when playing with high textures now
Added Borderless Windowed mode
Included the correct version of the D3D9 extension library with the game, allowing players who don’t have it installed on their system to launch the game without errors
Added a lua function for enabling editor physics bodies to help with custom heist creation:
Application:set_force_editor_physics_bodies( boolean )
With this update we have integrated our in-engine crash handler from RAID: World War II into PAYDAY 2s engine version. If the game crashes, a new reporting window will appear showing what went wrong. If there are any mods installed, it will also let you know which ones might have contributed to the crash.
This streamlines the bug-reporting process, making mod development easier, while also helps to identify and document stability issues easier.
The crash handler can be disabled with the -q launch argument
Crash reports can be attached directly to bug reporting threads on the PAYDAY 2 Discord server.
Legendary weapon mods will now allow some level of customization that fits with the unique cosmetic kit
Example: Vlad’s Rodina can now change its sight mods, upper body mod, but can’t change the barrel, barrel extension, stock, grip or fore-grip because of their exotic parts.
Warning!: Pre-existing legendary skins must be re-applied before they can be modded!
When inspecting safe collections the associated legendary skins are now shown instead of a generic icon
Weapon skins now list their weapon attachments in two alphabetical ordered groups, first for always applied parts and second for conditional parts (eg. akimbos not accepting scopes)
Changed how skin gui icons are obtained to better support custom weapon skin mods that were broken from the last update
Sorry for everyone who already updated their skins, you might need to do it again :/
Fixed a memory leak relating to inventory items that were previously accepted by the player
Fixed the newly acquired weapon skins popup not showing the skin icons
“The Obsidian Plate", part of the secret puzzle, will no longer demand achievements that are gated by removed IPs that are no longer available unless you already own the DLC
Your list of achievements can be rerolled by playing the piano with the correct notes again.
Increased the volume on several of Wolf’s voicelines
If you had a mod that affected these lines, it is recommend you uninstall them to avoid issues
Fixed titan shutters not playing opening and closing sounds
Fixed the “Global Warming" achievement not awarding when using a secondary flamethrower
Fixed the generic loot bags using incorrect textures
Fixed some potential network crashes relating to ingame characters
Adjusted sniper laser distances on some maps to not cut off early from far away
Added a very short delay for the invincibility effect of Shield Marshal’s
They should no longer survive when killed through the shield with an AP weapon or explosion
Added range falloff to the Shield Marshals stun shotgun
Slightly increased the size of the Shield Marshal’s flash device hitbox
Shortened the invincibility effect duration on Marshal shields to better match the animation
Increased bulldozer explosion damage multiplier from 1.1x to 2x
This was mistakenly added in the last update already, but now we are documenting it proper. The reason for this change is to allow the RPG to one shot most dozers again while not affecting other weapons much
The “Trigger Happy" skill can now refreshed by hitting an enemy while it’s active
Reduced the rate civilians will scream when scared
Reduced the opacity on the Sicario perk deck’s smoke screen effects.
Changed the Maniac perk deck stack gain to now account for stacks decaying
Fixed Hysteria stacks from the Maniac perk deck getting desynced when granted to co-op players
Fixed a few cases of inconsistent health values for female cops
In the last update, we have reverted the enemy spawn cooldowns to 15-20 seconds, as they were previously. However as many have pointed out that, due to a variety of factors, this made spawns a bit too slow in a lot of situations, and thus the spawn rates have been tweaked once more.
Spawn cooldowns are now based on two factors: How many heisters are in the lobby, and how well your team is doing on the heist. Additionally, when an enemy is killed near their spawn point, the cooldown for that point will be extended slightly to prevent enemies continuously spawning ontop of players.
Low Drama
Regular Spawns
1 Player
10 – 12s
10 – 15s
2 Players
7 – 12s
8 – 12s
3 Players
7 – 9.5s
8 – 10.5s
4 Players
6 – 8s
7.5 – 10s
* Team AI count as half players (rounded up)
Note: We will continue to monitor feedback regarding enemy balance and make adjustments to this system. Eventually we would like to be able to set spawn rates on a per map basis, but since this would be a very time consuming process it will have to be implemented across multiple updates.
Added a numeric display to the Field of View slider
Field of View can now be increased up to 100
Added 165 and 240 as fps limit options to support modern monitor refresh rates
Changed the minimum alpha value on weapon laser mods from 0.5x to 0.1x
Added a new type of zipline that allows both bags to be sent over in addition to being traversable by players. It can be identified by a green colored motor, and is currently supported on the following heists:
Alesso Heist
Armored Transport: Train
Big Bank
Biker Heist
Dragon Heist
Goat Simulator Heist
Hostile Takeover
Lab Rats
Reservoir Dogs
San Martin Bank
Midland Ranch
Shadow Raid
The Bomb: Dockyard
Fixed the Safehouse and the Safehouse Raid being able to accumulate “Heat" XP bonuses
Fixed some NPCs not being affected by the Mute Contractor Voices setting
Fixed overly dark shadows across several heists (such as Jewelry Store and Park Escape)
Airport (Day 1)
Added lighting and decoration inside cargo trucks
Fixed backdrop windows facing the wrong direction
Fixed a misaligned streetlamp light
Trustee Bank (Day 3)
Adjusted outdated lighting
Added small decorations
Art Gallery (Day 1)
Added one-way vision blockers to skylights to prevent guards seeing players looking down in stealth
Added lighting that was missing in many rooms
Fixed a vent not opening when a Cloaker spawns indoors
Fixed oversized collision on spiral staircase
Framing (Day 3)
Added lighting that was missing in many rooms
Added one-way vision blockers to skylights to prevent guards seeing players looking down in stealth
Fixed some doorways that could trap loot
Garnet Group Boutique (Day 1)
Fixed the undercover cop being stuck in an idle animation after the ambush starts
Fixed the lower floor office windows being endlessly broken by cops
Fixed the thermite being ignited right after it being placed, instead of requiring a second interaction
Fixed a security room door not being closed properly, causing the guard inside to phrase right through it
Fixed missing textures on marked Zombie Snipers
Fixed outlines for all loot items in the vault getting highlighted together when interacting
Added some AC units that can sometimes spawn and be climbed to the roof
Added vision blockers to bushes on the river side areas
Changed the thermite waypoint on the left ranch gate to show earlier
Snipers will now have adjusted concealment to account for the default larger scopes
Universally offset by 2 concealment for all scopes that are not sniper exclusive
Added Folded Stock weapon mod to the Mark-10 SMG
Added ammo pickup reduction to the Kahn .357 Revolvers Hex Cylinder weapon mod to mirror heavy revolver stats
Lowered the Commando 101 Rocket Launchers damage from 6200 to 3900
This change was made in tandem with the Bulldozer explosion damage multiplier increase, so the weapon still requires multiple rockets to kill Bulldozers.
Fixed reload timer being shorter than the animation on the Compact 40mm Grenade Launcher. Reload time is now 3.1s, from 2.5s
Fixed Queens Wrath scope alignment for the Milspec Scope “Piggyback" mode
Fixed Queens Wrath scope alignment for the Combat Sight “Piggyback" mode
Overall adjusted the falloff on weapons to not be as oppressive on most weapon classes.
The new falloff stats are as followed for each weapon class:
CLASS
Damage Near
Damage Optimal
Damage Far
Assault Rifles (Low, Medium, High)
Technically unchanged, all multipliers were set to 1x, Visually in menu shows as N/A now
Shotgun (Primary, Low)
1x @ 3-6m
1x @ 6-12m
0.5x @ 12-30m
Shotgun (Primary, Medium)
1x @ 3.5-7m
1x @ 7-14m
0.5x @ 14-35m
Shotgun (Primary, High)
1x @ 4-8m
1x @ 8-16m
0.5x @ 16-40m
Shotgun (Secondary, Low)
1x @ 6-6m
1x @ 6-11m
0.6x @ 11-14m
Shotgun (Secondary, Medium)
1x @ 7-7m
1x @ 7-12m
0.6x @ 12-15m
Shotgun (Secondary, High)
1x @ 7-7m
1x @ 7-12m
0.6x @ 12-15m
Shotgun (Secondary, Very High)
1x @ 8-8m
1x @ 8-14m
0.7x @ 14-18m
Special (Hailstorm Mk 5)
N/A
1x @ 0-15m
0.6x @ 15-18m
*And Akimbo Shotguns
“
“
“
SMG (Low)
1.05x @ 3.5-7m
1x @ 7-14m
0.75x @ 14-35m
SMG (Medium)
1.05x @ 4-8m
1x @ 8-16m
0.75x @ 16-40m
SMG (High)
1.05x @ 4.25-8.5m
1x @ 8.5-17m
0.75x @ 17-42.5m
*And Akimbo SMGs
“
“
“
Pistol (Automatic)
1.1x @ 2.5-5m
1x @ 5-10m
0.75x @ 10-25m
Pistol (Low)
1.1x @ 3-6m
1x @ 6-12m
0.75x @ 12-30m
Pistol (Medium)
1.1x @ 3.5-7m
1x @ 7-14m
0.75x @ 14-35m
Pistol (High)
1.1x @ 4-8m
1x @ 8-16m
0.75x @ 16-40m
Pistol (Very High)
1.1x @ 4.25-8.5m
1x @ 8.5-17m
0.75x @ 17-42.5m
*Akimbo Pistols Identical
“
“
“
Sniper (Low)
N/A
1x @ 0-15m
1.2x @ 15-25m
Sniper (Medium)
N/A
1x @ 0-20m
1.2x @ 25-30m
Sniper (High)
N/A
1x @ 0-25m
1.2x @ 25-35m
Sniper (Very High)
N/A
1x @ 0-25m
1.2x @ 25-30m
LMGs (Medium)
N/A
1x @ 0-17m
0.7x @ 17-34m
LMGs (High)
N/A
1x @ 0-18m
0.8x @ 18-36m
Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.
If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select “Properties" from the menu. Under the tab “LOCAL FILES" select “VERIFY INTEGRITY OF GAME FILES…". The process may take some time to finish.
Sidetrack Games ːhoxtonː