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Update 14 – Patch Notes

Update 14 adds crossplay, AI improvements and a new Rockay Rumble map!

Watch the Update 14 trailer here!

https://youtu.be/D4GabwEnQas

UPDATE 14 PATCH NOTES

OVERVIEW

  • This update introduces CROSSPLAY between all platforms. You can customize this feature in the settings.
  • Revamped AI BOT functionality with a focus on bug fixes and more logical behavior.
  • ROCKAY RUMBLE gets a new layout in honor of the New Lunar Year. Enjoy the new map and higher difficulty.
  • Earning respect in the campaign is now better visualized and rewarded with BOSS POINTS during your campaign run.
  • Finishing the CAMPAIGN will be rewarded with money in CO-OP PLAY. For both successful and unsuccessful runs.
  • Network status indicator added in missions in Multiplayer.

 

UPDATES

  • Added a new Rockay Rumble variant celebrating the New Lunar Year.
  • In Gold Cup, players can now deliver all the loot into the 3rd truck while playing the mission in stealth.
  • Inverted order of weapon scrolling.
  • Added option to choose the weapon scrolling order.
  • Added a few new mission bonus objectives.
  • Team composition bonus objective in the campaign.
  • Kill at least X enemies/gangsters bonus objective (where appropriate).
  • Enabled all six eligible mission variants for the Armored Convoy mission in the Hauling Ash urban legend, instead of the previous count of one.
  • The Progression screen now groups melee weapons into categories.
  • The Progression screen now displays all tiers of a perk together.
  • Bot improvements
    • Significantly improved behaviour of bots. They should care about surviving more.
    • Bots have improved perception of nearby enemies.
    • Bot behavior in stealth should improve while following the player.
    • Improved ability to automatically deliver loot to designated areas.
    • Increased weapon ranges for Shielder, Shock Trooper and Heavy.
    • Ranger now has the “Gun Nut” perk instead of “Ghost”.
  • Weapon updates
    • Desert Eagle is slightly stronger.
    • Urban Striker damage was increased by +5%.
    • Tweaked reload speeds – Tactical reload (reload with ammo remaining) is faster than empty ammo reload, especially for SMGs.
  • Perks and equipment
    • Sturdy perk lvl. 2 and 3 have a slightly bigger bonus now (increased by +2% / +4%).
    • The Medic perk has a greater bonus when the owner is being revived.
    • Changed the description of the Vigor (health regeneration) perk to clarify its effect.
  • Campaign
    • Earning respect in the campaign is now more prominently displayed and awards boss points.
    • Respect tiers have been renamed as part of this change.
    • Earning respect now refreshes the black market, characters and soldiers for hire, and the available money-making missions.
    • Finishing campaign runs (both succeeding and failing) will now award money in Multiplayer.
    • The end sequence has been reordered as part of this change.
    • Baker will now start the campaign equipped with “Baker’s Bearslayer” secondary weapon for the owners of the Baker’s Bundle DLC.
    • Escaping the Sheriff after maxing out the investigation yields a slightly higher score and rewards than dying in the mission.
    • The campaign’s hire soldiers screen will now accurately display the maximum number of soldiers you can hire during the day, not only those you can currently afford.
    • Increased the reward from the King’s Crypt Gold Cup mission.
    • Campaign final grade now slightly improves with difficulty.
    • Overhauled the random event offering new characters for hire to make it more viable. The option is now cheaper, the characters are displayed in the preview and may come at a higher level or with better weapons than usual.
    • Added an opening choice cutscene to the Strong Arm Dollar Dragon for Money.
    • The planning cost of “weaken gang” missions has been lowered overall.
    • The planning cost of a “weaken gang” mission that results in the capture of multiple turfs is higher than in the case of capturing only one. Its difficulty as well.
    • Turf war reward weapons may now also be rare (blue).
    • Improved the “Plus One” boss bonus description to give a better idea about its progression.
    • The Stash tutorial now appears when visiting the Stash screen for the first time, not when running low on funds.

 

FIXES

  • Enemies and civilians should no longer trigger alarm or suspicion based on a throwable being used. This sometimes manifested as enemies (or civilians) seeing ziptied or deceased enemies through walls or in other unexpected places.
  • Fixed various instances when the displayed “Expected value” of missions wasn’t accurate and the actual earnings fell outside that range.
  • The “Pay with luxuries” option of buying trucks in the Gold Cup plotline now properly subtracts luxuries, not cash.
  • Prevented some cases in which a new big heist plotline would not start for several days after wrapping up the last one.
  • Fixed various issues with truce.
  • Attacking, but failing still ends the truce.
  • Breaking a truce with someone breaks the truce with everybody.
  • Fixed a case when “Dismiss character” would fire the first person from the list instead of the selected character.
  • Gang “Hostile” relationship takes precedence over “Unfriendly”.
  • Roidiac Jupiter and Jupiter shouldn’t be encountered in the Team at the same time anymore.
  • Character names should no longer be displayed in cutscenes when they don’t say anything.
  • Prevented several instances of overlapping popups in the campaign.
  • The “Disrupt Khan’s activity” mission incorrectly mentioned vehicles.
  • The Gold Cup plotline and “Strong Arm Dollar Dragon for Money” are now mutually exclusive because one rewards the player with a truce, and the other requires no truce. That caused issues when both were started simultaneously.
  • Hiring army is now enabled in the Dragon Dogs standalone plotline.
  • Items recently unlocked via the progression magazines now correctly appear in the campaign’s blackmarket.
  • The “First Day” goal in the campaign’s first run now ends immediately on Day 2 (not after seeing all pending tutorials).
  • Special loot notifications (i.e. artifacts and paintings in Dragon Dogs) are now correctly aggregated to avoid a flood of notifications after certain missions.
  • The day summary board should now be visible during players’ first campaign run.
  • Fixed a few cases of overlapping tutorial popups with other elements.
  • Weapon skin generation setting in the campaign – if disabled – should now correctly prevent skins from being applied to new turf war reward weapons and the loadout of generic characters for hire.
  • Clients were sometimes unable to deposit pocket loot into the van in specific cases.
  • Fixed multiple issues with subdue not working as intended.
  • Rare case where player icons appeared corrupted for some clients in 4-player Co-op games.
  • Money Train – Loot bags incorrectly replicated for clients after joining in progress.
  • Bots could get stuck inside armored vans while looting.
  • SPX Grenade – Wrong crosshair displayed after reloading until switching weapons or fire mode.
  • Micro SMG Gal and STGW 51 incorrectly shared the same ammo pool.
  • Urban Legends – Invite button incorrectly available during active gameplay.
  • Steam Deck – Touching non-interactive areas could cause loss of input focus.
  • Subduing a guard behind another guard could break the subdue action.
  • Minigunners sometimes stopped reacting in the final Khan turf war.
  • Main Menu – Incorrect background loaded first on fresh saves if DLC was enabled.
  • Zipline – Pressing ‘E’ mid-ride caused animation issues.
  • Clients did not see the distraction magazine effect above guards/police heads.
  • Shields did not display hitmarks when shot with penetrating weapons.
  • Several typos.
  • Bank Money Maker – Chopper Bags – If you switched characters, the mission ended.
  • Fixed various crashes