Misery Empire Update: Difference between revisions
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== New Agent: Red == | == New Agent: Red == | ||
''Main Page: [[Red]]'' | ''Main Page: [[Red]]'' | ||
[[File: ME Red Update Header.png|thumb|right]] | [[File: ME Red Update Header.png|thumb|right|Red, The Treacherous Seductress]] | ||
Red, the Treacherous Seductress. Red joins the ranks of Deceive Inc. as its first post-release agent. With her killer looks and even deadlier arsenal, Red is a versatile | Red, the Treacherous Seductress. Red joins the ranks of Deceive Inc. as its first post-release agent. With her killer looks and even deadlier arsenal, Red is a versatile [[Scoundrel]] capable of charming her rivals and supporting her allies. | ||
[[File:ME Charmed Update Header.png|thumb]] | [[File:ME Charmed Update Header.png|thumb|right|Charmed]] | ||
Red also makes use of an all new status effect, {{Status|Charmed}}. Charmed agents are forced back into [[Cover]] as well as becoming {{Status|Slowed}} and {{Status|Neutralized}}. If they fire their weapon while Charmed, they instead become {{Status|Heartbroken}}, removing the slow but making them {{Status|Vulnerable}} instead. | Red also makes use of an all new status effect, {{Status|Charmed}}. Charmed agents are forced back into [[Cover]] as well as becoming {{Status|Slowed}} and {{Status|Neutralized}}. If they fire their weapon while Charmed, they instead become {{Status|Heartbroken}}, removing the slow but making them {{Status|Vulnerable}} instead. | ||
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== New Catalog == | == New Catalog == | ||
''Main Page: [[Misery Empire (Catalog)]]'' | ''Main Page: [[Misery Empire (Catalog)]]'' | ||
The Misery Empire update includes an all new [[Catalog]], featuring a series of noir-themed cosmetics. It can be unlocked for 1,000 Bonds. | |||
== Gameplay Changes == | |||
=== Heat System and Collaterals === | |||
Deceive Inc. has been under increased scrutiny from its clients recently. In an effort to raise its operational standards, the company has introduced new rules that will make sure agents do not act too recklessly on the field. | |||
Enter the [[Heat]] System! | |||
[[Agents]] will notice this new bar under their health at all times. This bar will be filled when eliminating innocent [[NPCs]]. Everytime they reach one of the three thresholds, they will get progressively more severe punishments for taking out innocents. | |||
'''First Heat Level''' | |||
* Agents will become 30% more vulnerable to damage for 12 seconds. This penalty is renewed on their next NPC elimination while on this level. | |||
'''Second Heat Level''' | |||
* Agents will become 50% more vulnerable to damage for 15 seconds. This penalty is renewed on their next NPC elimination while on this level. | |||
'''Third Heat Level''' | |||
* This [[Agent]] has gone rogue! They will take 100% more damage for 20 seconds AND gain the {{Status|Exposed}} [[Status Effect]], making them unable to regain cover for the duration. This is a SEVERE penalty that will only happen to the most unhinged of agents. Make sure it's not you. | |||
Heat will naturally start venting off when players get back into cover and stop taking out innocent npc. If you ever find yourself building a bit too much heat, you simply have to lay low for a short while to get back into the thick of it. | |||
A final note: [[VIP]]s are a special case for the Heat system. Downing a VIP will build up a full Heat level right away. Make sure you are certain that this [[Jati]] is not the real Jati, otherwise you might be in for a rude awakening. | |||
=== Team Intel Changes === | |||
After taking a look at overall analytics and getting more playtime in teams mode, it’s obvious that team matches often progress faster than solo matches. There are of course multiple reasons for that, but one obvious one is that [[Intel]] is effectively tripled in teams vs solo because every team member can hack the same [[Intel]] piece. | |||
With this update, [[Intel]] use is now once per team instead of per individual. These changes will have many effects on the gameplay: | |||
* It slows down the extremely breakneck speed of unlocking [[Vault Terminal]]s in the first phase. | |||
* It adds strategy to team matches in who should take which Intel to have the most efficient run. | |||
* It adds incentive to split the team, taking more risks while speeding up the team’s progression. | |||
* It gives a lot of value to finding [[Keycard]]s in teams. | |||
=== Team Revive Mechanic === | |||
Prior to this change, team members in Trios could only be [[Revival|Revived]] once before being knocked out of the match. After this change, every player can now be Revived three times, but with additive penalties to their maximum health. | |||
* 75 Max Health on first Revive | |||
* 50 Max Health on second Revive | |||
* 30 Max Health on third Revive | |||
=== Vault Terminals Room Rebalancing === | |||
A rebalancing has been made to [[Terminal Room]]s to change the overall economy of [[Vault Terminal]]s, [[Field Upgrade]]s, and [[Keycards]]. | |||
* Rooms that contain a Vault Terminal will never have a {{ClearanceLevel|Technician}} or {{ClearanceLevel|VIP}} Keycard | |||
* Rooms that contain a Vault Terminal will no longer have a {{ClearanceLevel|Technician}} Field Upgrade [[Safe]]. | |||
* Rooms that do not have a Vault Terminal will have a guaranteed Keycard (either {{ClearanceLevel|Technician}} or {{ClearanceLevel|VIP}}) | |||
* Rooms that do not have a Vault Terminal will have one {{ClearanceLevel|Technician}} Field Upgrade Safe. | |||
* {{ClearanceLevel|Technician}} rooms in the [[Vault]] will now have two {{ClearanceLevel|Technician}} Safes per room. | |||
* {{ClearanceLevel|Staff}} rooms have a buffed spawned pool to make them more useful in the overall flow. | |||
=== General Changes === | |||
==== Jump Tweaks ==== | |||
To prevent instances of "air-strafing", air control when jumping has been reduced to make jumping in a fight more predictable. | |||
To go with this change, the air control multiplier when falling from high up (such as with a [[Bounce Pad]]) has been increased to keep movement precise for these situations. | |||
==== Solo Matches XP Modifier ==== | |||
A 30% experience bonus has been added to all sources in solo matches. | |||
==== Character Hitbox Tweaks ==== | |||
To make fights feel more reliable, hitboxes are being tweaked for all agents. | |||
In addition, limb damage is being removed from arms, now applying solely to the lower body. Any hit from the waist up will now be counted as a body hit to prevent inconsistency when fighting charactersr with prominent arm presence in their silhouettes. | |||
==== Recoil Work ==== | |||
Changes have been made to make recoil feel snappier and more immediate. | |||
==== Vertical Audio and Weapon Sound Range ==== | |||
A low-pass filter has been added and weapon sounds have been tweaked based on the verticality of where the sound comes from. This should make it easier to identify if a fight is happening above or below. | |||
In addition, weapon sounds have been tweaked on a per-weapon basis. Lower-powered weapons should now be quieter than higher-powered ones. | |||
==== NPC Danger Range ==== | |||
The radius in which [[NPCs]] will [[Cower]] from weapon fire has been tweaked to better account for map verticality. Previously, NPCs could get scared from fights happening pretty high above them or below. This creates a lot of confusion [[Agents]] saw a scared NPC running around because of a fight that is not happening on the same floor. | |||
==== Ink Menu Preview ==== | |||
There is now a preview screen to allow players to preview [[Inks]] on their weapons and [[Gadgets]]. | |||
==== Result Screen Rework ==== | |||
The mission report screen has been reworked to make ti clearer what was achieved in a match. | |||
==== EXP Source Prompt ==== | |||
To add to the clarity pass of the new mission report screen, the exact experience values of actions taken during a match are now visible. | |||
==== HUD Rework ==== | |||
With the introduction of the [[Heat]] mechanic, the HUD has been slightly altered. This new layout puts the Expertise gauge with the loadout to better read the remaining cooldown in a pinch. | |||
==== Increased Gadget Drop Range ==== | |||
The range in which [[Gadgets]] can be placed has been increased. | |||
==== Carrier Empowered Navmode Tweaks ==== | |||
Visual changes have been made for the empowered navmode granted by carrying [[The Package]]. Players using [[Holo Mimic]] should now be visible. | |||
In addition, the scan now requires 1 [[Intel]] up front, making quick scanning less viable. | |||
==== Melee Reliability Rework ==== | |||
Improved melee's reliability in a variety of scenarios, especially when trying to hit someone close to a wall. | |||
==== Vault Terminal Agent Alert ==== | |||
If two [[Agents]] on opposing teams are in the same [[Terminal Room]] with an active [[Vault Terminal]] inside, the terminal's screen will glow red and play a short alarm. This is to help reduce camping while also alerting teams inside that enemies have shown up to the same vault. The alarm is disabled when the Vault Terminal is taken. | |||
==== Raised Account Level Cap ==== | |||
Increased the level cap to 300. Levels 200 to 300 now require more experience than before and a new completionist [[Ink]] awaits [[Agents]] at level 300. | |||
==== Cover Regeneration Timing Tweaks ==== | |||
Basic cover regeneration now happens more quickly. | |||
==== Performance Work and Optimization ==== | |||
Multiple optimizations have been made to improve overall game performance, especially in fights. | |||
==== Increased Agent Ping Range ==== | |||
Players will now be able to place pings for their fellow teammates up to 160 meters away. | |||
==== Team Revive Polish ==== | |||
Teammates can now request a [[Revive]], as well as see a progress bar indicating how close they are to being Revived. | |||
Also added a prompt when trying to leave a team game where an Agent can still be revived to make it clear that the match is not over for them. | |||
==== New Shop Items ==== | |||
The following items have been added to the [[Shop]]: | |||
<gallery> | |||
ME Norfolk Ace Promo Render.png|Norfolk Ace | |||
ME Tournament Cavaliere Promo Render.png|Tournament Arc Cavalière | |||
ME Elite Forces Hans Promo Render.png|Elite Forces Hans | |||
ME Self Care Xiu Promo Render.png|Self-Care Madame Xiu | |||
</gallery> | |||
Items in the Shop will now rotate on a 24 hour basis and will not expire. | |||
=== Level Updates === | |||
==== All ==== | |||
* [[Drone]] zones have been added to all maps, preventing Drones from going out of bounds. | |||
==== Training Range and Pre-Game Lobby ==== | |||
* Added a DPS screen in the [[Training Range]] and the Pre-Game Lobby to get an accurate representation of how much damage is dealt at varying ranges. | |||
==== Operation Silver Reef ==== | |||
* Added props to the glass corridors in the [[Vault]] of [[Operation Silver Reef]] to provide cover during firefights. | |||
==== Operation Diamond Spire ==== | |||
* Added visual cover in the main hall ground floor of [[Operation Diamond Spire]] to make it less dangerous. | |||
* Added cover to the ground floor courtyard of Operation Diamond Spire. | |||
* Added new exits to some meeting rooms that only had one entrance on Operation Diamond Spire. | |||
* Doors that lead to [[Vault Terminals]] on Operation Diamond Spire are no longer transparent. | |||
==== Operation Fragrant Shore ==== | |||
* Fixed doors that could not be opened on the first floor of the hotel on [[Operation Fragrant Shore]]. | |||
* Replaced the {{ClearanceLevel|Technician}} door on the outside of [[Vault Terminal]] E on Operation Fragrant Shore with a one-way window openable from the inside. | |||
* Replaced free windows into {{ClearanceLevel|Technician}} and {{ClearanceLevel|Guard}} rooms with one-sided openable windows. | |||
== Balancing Changes == | |||
=== Agents === | |||
==== Squire ==== | |||
===== Weapons ===== | |||
'''Weapon Mod 1: Trident''' | |||
* Headshot Multiplier: 1.5 => 1.3 | |||
'''Weapon Mod 2: Javelin''' | |||
* Damage: 22 => 20 | |||
* Reload Time: 1.65 => 1.7 seconds | |||
==== Ace ==== | |||
===== Weapons ===== | |||
'''Weapon Mod 1: Jack of Diamonds''' | |||
* Damage: 20 => 23 | |||
* Fire Rate: 1.35 => 1.4 shots per second | |||
* Reload Time: 1.5 => 1.75 seconds | |||
'''Weapon Mod 2: King of Diamonds''' | |||
* Damage: 40 => 45 | |||
* Reload Time: 1.6 => 1.75 seconds | |||
* Reduced the zoom on the scope a bit. | |||
===== Expertise ===== | |||
'''Expertise Mod 1: Stacked Odds''' | |||
* {{Status|Vulnerable}} Duration: 25 => 15 seconds | |||
==== Passive ==== | |||
'''Passive Mod Base Version: Diamond’s Bet''' | |||
* Charge Time: 1.35 => 1.30 seconds | |||
'''Passive Mod 1: Crippling Shot''' | |||
* Charge Time: 1.35 => 1.30 seconds | |||
* {{Status|Slow}} Effect Intensity: 35% => 40% | |||
'''Passive Mod 2: Cover Flush''' | |||
* Charge Time: 1.35 => 0.9 seconds | |||
* {{Status|Exposed}} Duration: 7 => 14 seconds | |||
==== Chavez ==== | |||
===== Weapons ===== | |||
'''Weapon Mod 1: Vigilante''' | |||
* Limb Damage Modifier: 0.9 => 0.75 | |||
===== Expertise ===== | |||
'''Expertise Mod 1: Unshakeable Fortress''' | |||
* Reduced zone size | |||
===== Passives ===== | |||
'''Passive Mod 2: Endurance Training''' | |||
* Incoming Damage Turned Into Grey Health: 60% => 50% | |||
* Healing per Damage Dealt: 40% => 25% | |||
==== Larcin ==== | |||
===== Weapons ===== | |||
'''Base Weapon: Silence''' | |||
* Fire Rate: 5.5 => 6.0 shots per second | |||
* Thrown Weapon Damage: 8 => 10 | |||
'''Weapon Mod 1: Cadence''' | |||
* Damage: 9 => 10 | |||
* Shot Delay Between Bursts: 0.27 => 0.4 seconds | |||
'''Weapon Mod 2: Violence''' | |||
* Damage: 10 => 15 | |||
* Fire Rate: 4.5 => 3.5 shots per second | |||
* Headshot Modifier: 1.5 => 1.3 | |||
* Thrown Projectile Damage: 20 => 30 | |||
* Thrown Projectile Headshot Multiplier: 2.5 => 2.0 (Still 60 damage) | |||
* Reduced projectile speed | |||
===== Expertise ===== | |||
* Reduced trigger delay for all of [[Larcin]]'s Expertise. | |||
===== Passives ===== | |||
'''Passive Mod 2: Pickpocket''' | |||
* Meleeing an [[NPC]] while in [[Cover]] will no longer blow Larcin's Cover, but will now increase [[Heat]]. | |||
==== Madame Xiu ==== | |||
===== Weapons ===== | |||
'''Base Weapon: Zhulong''' | |||
* Fire Rate: 5.5 => 5.75 shots per second | |||
'''Weapon Mod 1: Longshen''' | |||
* Reload Time: 1.75 => 1.5 seconds | |||
==== Hans ==== | |||
===== Weapons ===== | |||
'''Base Weapon: The Hook''' | |||
* ADS Headshot Modifier: 1.75 => 2 | |||
'''Weapon Mod 2: The Uppercut''' | |||
* Reload Time: 2.2 => 1.35 seconds | |||
* Fire Rate: 0.8 => 1.8 shots per second | |||
* Damage (non-ADS): 50 => 45 (all pellets hit) | |||
===== Expertise ===== | |||
* The {{Status|Slow}} applied by all of [[Hans]]' Expertise is now 40% instead of 30%. | |||
==== Cavalière ==== | |||
===== Weapons ===== | |||
'''Base Weapon: Dragoons''' | |||
* Damage: 11 => 10 | |||
* Fire Rate: 5.25 => 5.0 shots per second | |||
===== Expertise ===== | |||
'''Base Expertise: Investigation''' | |||
* Stance Duration: 15 => 12 seconds | |||
* {{Status|Traced}} Duration: 5/10/15 => 5/8/12 seconds | |||
'''Expertise Mod 1: It's a Setup''' | |||
* {{Status|Traced}} Duration: 20 => 12 Seconds | |||
'''Expertise Mod 2: Redemption''' | |||
* Stance Duration: 15 => 12 seconds | |||
* {{Status|Traced}} Duration: 20 => 12 seconds | |||
===== Passive ===== | |||
* Melee reliability rework should improve applying Cavalière's Passives. | |||
==== Yu-Mi ==== | |||
===== Weapons ===== | |||
'''Base Weapon: Tactical Slingshot''' | |||
* Charge Time: 0.9 => 1.2 seconds | |||
'''Weapon Mod 1: Experimental Split Shot''' | |||
* Charge Time: 0.9 => 1.2 seconds | |||
'''Weapon Mod 2: Heavy Longshot''' | |||
* Charge Time: 1.2 => 1.5 seconds | |||
===== Expertise ===== | |||
* The {{Status|Slow}} intensity of [[Yu-Mi]]'s EMP bubbles has been raised from 30% to 40%. | |||
'''Expertise Mod 1: Medi-Field''' | |||
* Healing bubble now has a short delay before heal after taking damage. | |||
=== Field Upgrades === | |||
==== Cover Accelerator ==== | |||
Cover Regeneration Speed: 20%/30%/40%/50%/60% => 30%/35%/50%/60%/75% | |||
==== Extended Ammo Pouch ==== | |||
Bonus Ammo: 10%/20%/30%/40%/50% => 30%/40%/60%/80%/100% | |||
==== Nutritional Supplement ==== | |||
Bonus HP Per Consumed Snack: 10%/12%/14%/16%/18% => 12%/14%/16%/20%/28% | |||
==== Social Battery ==== | |||
HP Per Second: 0.5/1/2/3.5/5 => 1/2/3/5/7 | |||
==== Field Agent Kit ==== | |||
Expertise Cooldown Reduction: 20%/25%/30%/35%/40% => 20%/25%/30%/40%/50% | |||
=== Gadgets === | |||
* [[Bounce Pad]] and [[Shieldbrella]] Cooldown is now 45 seconds | |||
* [[Drone]], [[Signal Scrambler]], [[Tripwire]], [[Goo Pod]], and [[Auto-Turret]] Cooldown is now 30 seconds. | |||
==== Goo Pod ==== | |||
* Slow Value: 30% => 40% | |||
==== Auto-Turret ==== | |||
* Shooting the Turret no longer counts as a limb shot, improving destruction time. | |||
==== Hack Trap ==== | |||
* Hack Trapping [[Intel]] now happens twice as fast. | |||
==== Signal Scrambler ==== | |||
* No longer affects the [[Agent]] who is using it or their team mates. | |||
== Bug Fixes == | |||
=== Top Community Issues === | |||
* Fixed an issue where the player might become invisible after transforming into a mimic. | |||
* Fixed fire rate cancel exploits with calling cards and other tools leading to faster than intended shots. | |||
* Fixed the {{Status|Vulnerable}} [[Status Effect]] being way too loud (sorry for your ears) | |||
=== General === | |||
* Fixed [[Holo-Mimic]] not being able to scan anymore if you jumped while in it. | |||
* Fixed Holo-Mimics having incorrect textures once scanned. | |||
* Fixed an issue where jumping out of a mimic makes the player unable to scan another mimic. | |||
* Fixed an issue with loot boxes overlapping at level 100. | |||
* Fixed an issue with the tutorial videos appearing as a black screen. | |||
* Fixed [[Loot Briefcases]] giving a single reward past level 100. Briefcases will now reward 3 items beyond level 100. | |||
* Fixed crouch camera allowing you to shoot over obstacles you should not see over. | |||
* Fixed a bunch of un-sittable furniture. You can now sit more often in absolute comfort. | |||
* [Xbox Series X/S] Fixed an issue where scrolling the Agent screen might freeze the game. | |||
* [Xbox Series X/S] Fixed several cases where crossparty invites would behave inconsistently | |||
* [PlayStation 5] Fixed an issue where some players were unable to form a party with PC players. | |||
=== Maps === | |||
==== All ==== | |||
* Fixes for bad spawn locations that would result in trapped [[Agents]] across all maps | |||
* Fixes for spawn locations that would result in Agents starting too close to each other | |||
==== Operation Diamond Spire ==== | |||
* Fixed an issue on [[Operation Diamond Spire]] where players could go on the [[Vault]] Roof with the bounce mat. | |||
* Fixed an issue where the sides of purple doors were missing collision allowing players to simply walk through them. | |||
* Fixed an issue with navmode trace not appearing on objectives above the first and second floor. | |||
* Fixed invalid spawn locations that were causing players to get stuck in the map. | |||
* Fixed an issue where the extraction vehicle and zone were not appearing. | |||
* Fixed an issue where the terrace path on the roof was missing. | |||
* Fixed issues with pick-ups and loot not being able to be picked up if dropped in water. | |||
* Fixed an issue with blue doors not having the right interaction time. | |||
==== Operation Fragrant Shore ==== | |||
* Fixed an issue where the [[Vault]] could be accessed early by using the [[Bounce Pad]] to get to the top of the Capitol. | |||
* Fixed an issue where players could get stuck between arcade machines. | |||
* Fixed an issue where falling between a building and a gate could cause the player to get stuck. | |||
* Fixed issues with pick-ups and loot not being able to be picked up if dropped in water. | |||
=== Agents === | |||
==== Chavez ==== | |||
* Fixed an issue where being revived can cause the self-healing to get confused due to new max health. | |||
==== Ace ==== | |||
* Fixed an issue where ADS sometimes didn’t align with the reticle. | |||
* Fixed an issue where Ace was loading in game with the wrong pose. | |||
==== Madame Xiu ==== | |||
* Fixed an issue where her shift was causing camera issues when used on crouching or sitting civilians/staff. | |||
* Fixed an issue where teleporting into crouched/seated NPCs will break the player’s perspective. | |||
* Fixed an issue where Serpent’s Bluff had no visual indicator of how much time she has to teleport. | |||
* Fixed an issue where Krait’s instinct passive persists on dead agents. | |||
* Fixed an issue where clipping and texture issues were affecting the Suan Ming/Third Eye costumes. | |||
==== Yu-Mi ==== | |||
* Fixed an issue where Split Pellet uncharged shot would visually show as a headshot. | |||
* Fixed an issue where after setting up a shot, then switching to a gadget would cause her to be stuck in a reloading loop. | |||
==== Cavalière ==== | |||
* Fixed an issue where double drawers were not being visible in active + highlight. | |||
* Fixed an issue where only the primary interact was functioning. | |||
== References == | |||
* [https://forums.tripwireinteractive.com/index.php?threads/deceive-inc-update-1-06-misery-empire-is-out-now.2339124/ Deceive Inc. Update 1.06 - Misery Empire Is Out Now], Tripwire Forums, April 20, 2023. | |||
[[Category:Updates]][[Category:Seasonal Updates]][[Category:Misery Empire]] |
Latest revision as of 00:51, 23 November 2023
The Misery Empire Update is the first seasonal update for Deceive Inc. It introduces a new agent, a new catalog, and a number of various changes to gameplay systems.
New Agent: Red
Main Page: Red
Red, the Treacherous Seductress. Red joins the ranks of Deceive Inc. as its first post-release agent. With her killer looks and even deadlier arsenal, Red is a versatile Scoundrel capable of charming her rivals and supporting her allies.
Red also makes use of an all new status effect, Charmed. Charmed agents are forced back into Cover as well as becoming Slowed and Neutralized. If they fire their weapon while Charmed, they instead become Heartbroken, removing the slow but making them Vulnerable instead.
Any damage taken while Charmed will immediately clear the effect.
New Catalog
Main Page: Misery Empire (Catalog)
The Misery Empire update includes an all new Catalog, featuring a series of noir-themed cosmetics. It can be unlocked for 1,000 Bonds.
Gameplay Changes
Heat System and Collaterals
Deceive Inc. has been under increased scrutiny from its clients recently. In an effort to raise its operational standards, the company has introduced new rules that will make sure agents do not act too recklessly on the field.
Enter the Heat System!
Agents will notice this new bar under their health at all times. This bar will be filled when eliminating innocent NPCs. Everytime they reach one of the three thresholds, they will get progressively more severe punishments for taking out innocents.
First Heat Level
- Agents will become 30% more vulnerable to damage for 12 seconds. This penalty is renewed on their next NPC elimination while on this level.
Second Heat Level
- Agents will become 50% more vulnerable to damage for 15 seconds. This penalty is renewed on their next NPC elimination while on this level.
Third Heat Level
- This Agent has gone rogue! They will take 100% more damage for 20 seconds AND gain the Exposed Status Effect, making them unable to regain cover for the duration. This is a SEVERE penalty that will only happen to the most unhinged of agents. Make sure it's not you.
Heat will naturally start venting off when players get back into cover and stop taking out innocent npc. If you ever find yourself building a bit too much heat, you simply have to lay low for a short while to get back into the thick of it.
A final note: VIPs are a special case for the Heat system. Downing a VIP will build up a full Heat level right away. Make sure you are certain that this Jati is not the real Jati, otherwise you might be in for a rude awakening.
Team Intel Changes
After taking a look at overall analytics and getting more playtime in teams mode, it’s obvious that team matches often progress faster than solo matches. There are of course multiple reasons for that, but one obvious one is that Intel is effectively tripled in teams vs solo because every team member can hack the same Intel piece.
With this update, Intel use is now once per team instead of per individual. These changes will have many effects on the gameplay:
- It slows down the extremely breakneck speed of unlocking Vault Terminals in the first phase.
- It adds strategy to team matches in who should take which Intel to have the most efficient run.
- It adds incentive to split the team, taking more risks while speeding up the team’s progression.
- It gives a lot of value to finding Keycards in teams.
Team Revive Mechanic
Prior to this change, team members in Trios could only be Revived once before being knocked out of the match. After this change, every player can now be Revived three times, but with additive penalties to their maximum health.
- 75 Max Health on first Revive
- 50 Max Health on second Revive
- 30 Max Health on third Revive
Vault Terminals Room Rebalancing
A rebalancing has been made to Terminal Rooms to change the overall economy of Vault Terminals, Field Upgrades, and Keycards.
- Rooms that contain a Vault Terminal will never have a Technician or VIP Keycard
- Rooms that contain a Vault Terminal will no longer have a Technician Field Upgrade Safe.
- Rooms that do not have a Vault Terminal will have a guaranteed Keycard (either Technician or VIP)
- Rooms that do not have a Vault Terminal will have one Technician Field Upgrade Safe.
- Technician rooms in the Vault will now have two Technician Safes per room.
- Staff rooms have a buffed spawned pool to make them more useful in the overall flow.
General Changes
Jump Tweaks
To prevent instances of "air-strafing", air control when jumping has been reduced to make jumping in a fight more predictable.
To go with this change, the air control multiplier when falling from high up (such as with a Bounce Pad) has been increased to keep movement precise for these situations.
Solo Matches XP Modifier
A 30% experience bonus has been added to all sources in solo matches.
Character Hitbox Tweaks
To make fights feel more reliable, hitboxes are being tweaked for all agents.
In addition, limb damage is being removed from arms, now applying solely to the lower body. Any hit from the waist up will now be counted as a body hit to prevent inconsistency when fighting charactersr with prominent arm presence in their silhouettes.
Recoil Work
Changes have been made to make recoil feel snappier and more immediate.
Vertical Audio and Weapon Sound Range
A low-pass filter has been added and weapon sounds have been tweaked based on the verticality of where the sound comes from. This should make it easier to identify if a fight is happening above or below.
In addition, weapon sounds have been tweaked on a per-weapon basis. Lower-powered weapons should now be quieter than higher-powered ones.
NPC Danger Range
The radius in which NPCs will Cower from weapon fire has been tweaked to better account for map verticality. Previously, NPCs could get scared from fights happening pretty high above them or below. This creates a lot of confusion Agents saw a scared NPC running around because of a fight that is not happening on the same floor.
Ink Menu Preview
There is now a preview screen to allow players to preview Inks on their weapons and Gadgets.
Result Screen Rework
The mission report screen has been reworked to make ti clearer what was achieved in a match.
EXP Source Prompt
To add to the clarity pass of the new mission report screen, the exact experience values of actions taken during a match are now visible.
HUD Rework
With the introduction of the Heat mechanic, the HUD has been slightly altered. This new layout puts the Expertise gauge with the loadout to better read the remaining cooldown in a pinch.
Increased Gadget Drop Range
The range in which Gadgets can be placed has been increased.
Visual changes have been made for the empowered navmode granted by carrying The Package. Players using Holo Mimic should now be visible.
In addition, the scan now requires 1 Intel up front, making quick scanning less viable.
Melee Reliability Rework
Improved melee's reliability in a variety of scenarios, especially when trying to hit someone close to a wall.
Vault Terminal Agent Alert
If two Agents on opposing teams are in the same Terminal Room with an active Vault Terminal inside, the terminal's screen will glow red and play a short alarm. This is to help reduce camping while also alerting teams inside that enemies have shown up to the same vault. The alarm is disabled when the Vault Terminal is taken.
Raised Account Level Cap
Increased the level cap to 300. Levels 200 to 300 now require more experience than before and a new completionist Ink awaits Agents at level 300.
Cover Regeneration Timing Tweaks
Basic cover regeneration now happens more quickly.
Performance Work and Optimization
Multiple optimizations have been made to improve overall game performance, especially in fights.
Increased Agent Ping Range
Players will now be able to place pings for their fellow teammates up to 160 meters away.
Team Revive Polish
Teammates can now request a Revive, as well as see a progress bar indicating how close they are to being Revived.
Also added a prompt when trying to leave a team game where an Agent can still be revived to make it clear that the match is not over for them.
New Shop Items
The following items have been added to the Shop:
-
Norfolk Ace
-
Tournament Arc Cavalière
-
Elite Forces Hans
-
Self-Care Madame Xiu
Items in the Shop will now rotate on a 24 hour basis and will not expire.
Level Updates
All
- Drone zones have been added to all maps, preventing Drones from going out of bounds.
Training Range and Pre-Game Lobby
- Added a DPS screen in the Training Range and the Pre-Game Lobby to get an accurate representation of how much damage is dealt at varying ranges.
Operation Silver Reef
- Added props to the glass corridors in the Vault of Operation Silver Reef to provide cover during firefights.
Operation Diamond Spire
- Added visual cover in the main hall ground floor of Operation Diamond Spire to make it less dangerous.
- Added cover to the ground floor courtyard of Operation Diamond Spire.
- Added new exits to some meeting rooms that only had one entrance on Operation Diamond Spire.
- Doors that lead to Vault Terminals on Operation Diamond Spire are no longer transparent.
Operation Fragrant Shore
- Fixed doors that could not be opened on the first floor of the hotel on Operation Fragrant Shore.
- Replaced the Technician door on the outside of Vault Terminal E on Operation Fragrant Shore with a one-way window openable from the inside.
- Replaced free windows into Technician and Guard rooms with one-sided openable windows.
Balancing Changes
Agents
Squire
Weapons
Weapon Mod 1: Trident
- Headshot Multiplier: 1.5 => 1.3
Weapon Mod 2: Javelin
- Damage: 22 => 20
- Reload Time: 1.65 => 1.7 seconds
Ace
Weapons
Weapon Mod 1: Jack of Diamonds
- Damage: 20 => 23
- Fire Rate: 1.35 => 1.4 shots per second
- Reload Time: 1.5 => 1.75 seconds
Weapon Mod 2: King of Diamonds
- Damage: 40 => 45
- Reload Time: 1.6 => 1.75 seconds
- Reduced the zoom on the scope a bit.
Expertise
Expertise Mod 1: Stacked Odds
- Vulnerable Duration: 25 => 15 seconds
Passive
Passive Mod Base Version: Diamond’s Bet
- Charge Time: 1.35 => 1.30 seconds
Passive Mod 1: Crippling Shot
- Charge Time: 1.35 => 1.30 seconds
- Slowed Effect Intensity: 35% => 40%
Passive Mod 2: Cover Flush
- Charge Time: 1.35 => 0.9 seconds
- Exposed Duration: 7 => 14 seconds
Chavez
Weapons
Weapon Mod 1: Vigilante
- Limb Damage Modifier: 0.9 => 0.75
Expertise
Expertise Mod 1: Unshakeable Fortress
- Reduced zone size
Passives
Passive Mod 2: Endurance Training
- Incoming Damage Turned Into Grey Health: 60% => 50%
- Healing per Damage Dealt: 40% => 25%
Larcin
Weapons
Base Weapon: Silence
- Fire Rate: 5.5 => 6.0 shots per second
- Thrown Weapon Damage: 8 => 10
Weapon Mod 1: Cadence
- Damage: 9 => 10
- Shot Delay Between Bursts: 0.27 => 0.4 seconds
Weapon Mod 2: Violence
- Damage: 10 => 15
- Fire Rate: 4.5 => 3.5 shots per second
- Headshot Modifier: 1.5 => 1.3
- Thrown Projectile Damage: 20 => 30
- Thrown Projectile Headshot Multiplier: 2.5 => 2.0 (Still 60 damage)
- Reduced projectile speed
Expertise
- Reduced trigger delay for all of Larcin's Expertise.
Passives
Passive Mod 2: Pickpocket
Madame Xiu
Weapons
Base Weapon: Zhulong
- Fire Rate: 5.5 => 5.75 shots per second
Weapon Mod 1: Longshen
- Reload Time: 1.75 => 1.5 seconds
Hans
Weapons
Base Weapon: The Hook
- ADS Headshot Modifier: 1.75 => 2
Weapon Mod 2: The Uppercut
- Reload Time: 2.2 => 1.35 seconds
- Fire Rate: 0.8 => 1.8 shots per second
- Damage (non-ADS): 50 => 45 (all pellets hit)
Expertise
Cavalière
Weapons
Base Weapon: Dragoons
- Damage: 11 => 10
- Fire Rate: 5.25 => 5.0 shots per second
Expertise
Base Expertise: Investigation
- Stance Duration: 15 => 12 seconds
- Traced Duration: 5/10/15 => 5/8/12 seconds
Expertise Mod 1: It's a Setup
- Traced Duration: 20 => 12 Seconds
Expertise Mod 2: Redemption
- Stance Duration: 15 => 12 seconds
- Traced Duration: 20 => 12 seconds
Passive
- Melee reliability rework should improve applying Cavalière's Passives.
Yu-Mi
Weapons
Base Weapon: Tactical Slingshot
- Charge Time: 0.9 => 1.2 seconds
Weapon Mod 1: Experimental Split Shot
- Charge Time: 0.9 => 1.2 seconds
Weapon Mod 2: Heavy Longshot
- Charge Time: 1.2 => 1.5 seconds
Expertise
Expertise Mod 1: Medi-Field
- Healing bubble now has a short delay before heal after taking damage.
Field Upgrades
Cover Accelerator
Cover Regeneration Speed: 20%/30%/40%/50%/60% => 30%/35%/50%/60%/75%
Extended Ammo Pouch
Bonus Ammo: 10%/20%/30%/40%/50% => 30%/40%/60%/80%/100%
Nutritional Supplement
Bonus HP Per Consumed Snack: 10%/12%/14%/16%/18% => 12%/14%/16%/20%/28%
Social Battery
HP Per Second: 0.5/1/2/3.5/5 => 1/2/3/5/7
Field Agent Kit
Expertise Cooldown Reduction: 20%/25%/30%/35%/40% => 20%/25%/30%/40%/50%
Gadgets
- Bounce Pad and Shieldbrella Cooldown is now 45 seconds
- Drone, Signal Scrambler, Tripwire, Goo Pod, and Auto-Turret Cooldown is now 30 seconds.
Goo Pod
- Slow Value: 30% => 40%
Auto-Turret
- Shooting the Turret no longer counts as a limb shot, improving destruction time.
Hack Trap
- Hack Trapping Intel now happens twice as fast.
Signal Scrambler
- No longer affects the Agent who is using it or their team mates.
Bug Fixes
Top Community Issues
- Fixed an issue where the player might become invisible after transforming into a mimic.
- Fixed fire rate cancel exploits with calling cards and other tools leading to faster than intended shots.
- Fixed the Vulnerable Status Effect being way too loud (sorry for your ears)
General
- Fixed Holo-Mimic not being able to scan anymore if you jumped while in it.
- Fixed Holo-Mimics having incorrect textures once scanned.
- Fixed an issue where jumping out of a mimic makes the player unable to scan another mimic.
- Fixed an issue with loot boxes overlapping at level 100.
- Fixed an issue with the tutorial videos appearing as a black screen.
- Fixed Loot Briefcases giving a single reward past level 100. Briefcases will now reward 3 items beyond level 100.
- Fixed crouch camera allowing you to shoot over obstacles you should not see over.
- Fixed a bunch of un-sittable furniture. You can now sit more often in absolute comfort.
- [Xbox Series X/S] Fixed an issue where scrolling the Agent screen might freeze the game.
- [Xbox Series X/S] Fixed several cases where crossparty invites would behave inconsistently
- [PlayStation 5] Fixed an issue where some players were unable to form a party with PC players.
Maps
All
- Fixes for bad spawn locations that would result in trapped Agents across all maps
- Fixes for spawn locations that would result in Agents starting too close to each other
Operation Diamond Spire
- Fixed an issue on Operation Diamond Spire where players could go on the Vault Roof with the bounce mat.
- Fixed an issue where the sides of purple doors were missing collision allowing players to simply walk through them.
- Fixed an issue with navmode trace not appearing on objectives above the first and second floor.
- Fixed invalid spawn locations that were causing players to get stuck in the map.
- Fixed an issue where the extraction vehicle and zone were not appearing.
- Fixed an issue where the terrace path on the roof was missing.
- Fixed issues with pick-ups and loot not being able to be picked up if dropped in water.
- Fixed an issue with blue doors not having the right interaction time.
Operation Fragrant Shore
- Fixed an issue where the Vault could be accessed early by using the Bounce Pad to get to the top of the Capitol.
- Fixed an issue where players could get stuck between arcade machines.
- Fixed an issue where falling between a building and a gate could cause the player to get stuck.
- Fixed issues with pick-ups and loot not being able to be picked up if dropped in water.
Agents
Chavez
- Fixed an issue where being revived can cause the self-healing to get confused due to new max health.
Ace
- Fixed an issue where ADS sometimes didn’t align with the reticle.
- Fixed an issue where Ace was loading in game with the wrong pose.
Madame Xiu
- Fixed an issue where her shift was causing camera issues when used on crouching or sitting civilians/staff.
- Fixed an issue where teleporting into crouched/seated NPCs will break the player’s perspective.
- Fixed an issue where Serpent’s Bluff had no visual indicator of how much time she has to teleport.
- Fixed an issue where Krait’s instinct passive persists on dead agents.
- Fixed an issue where clipping and texture issues were affecting the Suan Ming/Third Eye costumes.
Yu-Mi
- Fixed an issue where Split Pellet uncharged shot would visually show as a headshot.
- Fixed an issue where after setting up a shot, then switching to a gadget would cause her to be stuck in a reloading loop.
Cavalière
- Fixed an issue where double drawers were not being visible in active + highlight.
- Fixed an issue where only the primary interact was functioning.
References
- Deceive Inc. Update 1.06 - Misery Empire Is Out Now, Tripwire Forums, April 20, 2023.