
Bosses, we spent this update chasing down bugs instead of cash. Consider it a public service.
Full patch notes below.
Alien weapons and Cagnali’s boss appearances can now be unlocked via level-up magazines.
Unique characters in the campaign appear at a respect-scaled level (same as generic characters), instead of always level 1.
Prevented various crashes from occurring in rare cases.
SAS Instints post-processing effect
Closing the bot wheel
SWAT logic
Clients should no longer be unable to place the isobutane tank in Hell’s Kitchen because of a missing prompt.
Fixed a problem allowing two chemicals to be consumed at once in Hell’s Kitchen.
Fixed various problems with bots behaving unexpectedly when carrying carryables (when taking bags, mule boosters, switching characters, etc.). Bots should now follow the same rules as players regarding bag and carryable limits.
Revives of bots in urban legends are now properly transferred between missions.
The surrender button is once again visible in chain missions.
The party menu is once again visible in missions outside of the campaign.
The player is now correctly prevented from selecting a second playable boss as a bot.
The character preview in campaign random events now displays the melee weapon.
The Core boss in the final wave of “Close Encounters” can now be damaged using explosives.
Fixed some problems with pinging enemies and objects.
Sound should once again play when placing pings after reaching the limit
Ping markers should no longer collectively move across the screen sometimes when the target moves
Clients should be able to see key item notifications in chat again.
Drones should no longer target enemies behind a wall.
Fixed the drone target marker being still visible briefly after its release.
Weapon kills will continue to count towards unlocking alien weapons in “Close Encounters”.
Fixed the ammo indicator for players who join in progress.
Fixed the SAS Instincts perk not highlighting objects on the first tier.
Character name once more reverts to the default character name after death instead of staying as the player name.
Finishing the mission after switching to a bot will no longer show corrupted stats for the initial character on the debrief screen.
Fixed a problem where enemies would stop spawning if a player was spectating and the only viable targets were bots.
Campaign story missions which require more than two characters to participate (e.g. New Blood plotline) will now show all characters in the lobby instead of only the first two.
The icon of “DE 44 RB” now properly changes when the “Rocket Bunny” skin is selected.
The escape van door should now show as open to players who join in progress after it has already been opened.
A disabled security monitor will no longer light up again after rejoining a mission.
The sensor grenade shouldn’t highlight objects that are no longer interactible.
The sensor grenade will now also highlight some loot collections that previously couldn’t be highlighted.
Ammo indicator of alien weapons held by other players will no longer stay visible when their entire player characters get hidden due to standing inside of them.
Fixed the rich presence status (platform friend list feature showing what a friend is currently doing) still showing as “Lobby” instead of a specific mission after joining in progress.
The mission debrief user interface should no longer show as corrupted for players who rejoin the same session.
Characters won’t be duplicated on the chain mission debrief screen if the player switches characters in the last mission.
Characters on the chain mission debrief screen should no longer be invisible at times.
Fixed a problem with car explosions sometimes having no sound for clients.
Fixed level of detail distances in the Compound mission causing some details to disappear too quickly.
The Fire Frenzy perk should no longer show a flashing “Out of ammo” message as the mission is ending when the player has one or two bullets left.
Fixed an incorrect random event reward being applied when the enemy gang only has a single turf left.
Hitmarks made by the DE-Cricket pistol should no longer be slightly offset when aiming down sights.
The campaign map will now get properly refreshed after accepting a truce with a gang (removing stray Defend Warehouse and Attack Gangsters missions).
Unified this behavior in all cases, instead of sometimes removing the mission and sometimes changing to a different gang
Fixed a problem when the Defend Warehouse (or Defend Business Partner) mission would not spawn (or fail to get removed properly), resulting in lost cash and loot with no way to get it back.
Highlight glint on wooden loot collections should now also be visible for clients.
After switching to a character that belonged to a disconnected client, you should now be able to collect dropped ammo.
Mac’s shop shutters in the Rendezvous mission should no longer fail to close again if the player talks to Mac too quickly before they fully open in the first place.
Closed some see-through gaps in the bomb-placing train station mission of the Money Train plotline.
Fixed incorrect colours in Volk’s character picture.
Fixed an incorrect menu icon for the Mother’s Gun weapon.
Resolved several problems with light maps.
Fixed several typos and wrong punctuation.
New mod initialization events
On Mod Initialized
On Mod Enabled
Modded plotlines
Fixed the problem when a modded plotline data asset wasn’t recognized, and the default Roguelite was loaded instead
Added a validator for Mod Plotlines Database to warn about common mistakes in gameplay tag setup of custom plotlines
Expanded the list of assets included in the ModKit (recent mission content, map icons…).
ModKit no longer assumes all modded missions are Co-Op missions (for categorization purposes between Co-Op and campaign).
Removing a perk mod no longer leaves corrupted perks in the market or player’s stash.
Resolved an issue with custom gang random events that would cause an infinite loop if more than 1 turf was given as a reward.
Updated the outdated README in the Plugin folder.