Operation Overhaul Phase One Update: Difference between revisions
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Operation Overhaul Phase One Silverreef Changes 4.png | New flank routes have been added to the Vault. | Operation Overhaul Phase One Silverreef Changes 4.png | New flank routes have been added to the Vault. | ||
</gallery> | </gallery> | ||
==== Operation Diamond Spire ==== | |||
[[Operation Diamond Spire]] was majorly reworked with the goal of reducing rooms without exits and allowing smoother flow both in combat and escape situations. In addition, scaffolding has been added outside of the [[Vault]] to create new high-profile traversal options on both sides of the map. | |||
In addition, new visual cover was added across the bridges outside of the Vault and a passage in the main lobby helicopter terminal was opened to allow direct access to the Vault door. | |||
New [[Bathrooms]] were added inside of the vault to give [[Agents]] more options during the Extraction phase. | |||
Finally, the rooftop outside of the Vault was updated to add both a Bathroom and a {{ClearanceLevel|Staff}} room, making it more comparable to other floors in terms of looting and healing opportunities. | |||
<gallery> | |||
Operation Overhaul Phase One Diamondspire Changes 1.png | The exterior has been majorly reworked. | |||
Operation Overhaul Phase One Diamondspire Changes 2.png | Traversible scaffolding has been added to the sides of the building. | |||
Operation Overhaul Phase One Diamondspire Changes 3.png | Visual cover has been added to bridges outside of the Vault. | |||
Operation Overhaul Phase One Diamondspire Changes 4.png | New Bathrooms have been added inside the Vault. | |||
Operation Overhaul Phase One Diamondspire Changes 5.png | The rooftop has had both a Bathroom and a {{ClearanceLevel|Staff}} room added. | |||
</gallery> | |||
{{Clear}} | |||
==== Operation Fragrant Shore ==== | |||
[[File:Operation Overhaul Phase One Fragrantshore Changes.png|thumb|right|alt=A reworked storefront in Operation Fragrant Shore.|A reworked storefront in [[Operation Fragrant Shore]].]] | |||
[[Operation Fragrant Shore]] received minor changes outside of the [[Vault]]. Builds have new bespoke signs to help Agents make callouts. In addition, a variety of store buildings have been remade to help them have a clearer visual identity and more interesting layout. Finally, [[Food]] stands have added visual elements to help distinguish them from further distances and better orient Agents. | |||
{{clear}} | |||
==== Operation Sound Eclipse ==== | |||
[[File:Operation Overhaul Phase One Soundeclipse Changes 1.png|thumb|right|alt=New stairwell added to central area in Operation Sound Eclipse.|New stairwell added to central area in [[Operation Sound Eclipse]].]] | |||
[[File:Operation Overhaul Phase One Soundeclipse Changes 2.png|thumb|right|alt=The new Staff room added to the central area of Operation Sound Eclipse|The new {{ClearanceLevel|Staff}} room added to the central area of [[Operation: Sound Eclipse]]]] | |||
Changes have been made to the central hall outside of the [[Vault]] for [[Operation Sound Eclipse]]. The lower part of the central hall now has stairs on both sides to allow better flow and prevent situations where [[Agents]] get trapped in a dead-end during an encounter. A new {{ClearanceLevel|Staff}} room has also been added to make the central hall a more appealing location and give it a more natural flow for Agents. | |||
==== Player Spawn Update ==== | |||
Possible [[Agent]] spawn locations have been updated to limit close calls. In addition, a new spawning feature specific to team modes (duos and trios) has been added to allow more control in spacing out teams from one another. | |||
=== Controller Experience Upgrade === | |||
==== Aim-Assist ==== | |||
Controller Aim-Assist has been reworked, moving away from limited fix-point targeting on characters to using the entire character's collision as the Aim-Assist target. This means that aim assist will now pick-up the character as a whole making it possible to snap to any limb and help stick and move the reticle along the whole body rather than switching between individual points along the character’s body. | |||
In addition, Aim-Assist will now prioritize hostile targets over passive ones, meaning {{ClearanceLevel|Civilians}} will now be ignored by aim assist when engaging hostile {{ClearanceLevel|Guards}} and enemy [[Agents]]. | |||
Finally, training dummies and deployed [[Gadgets]] like the [[Turret]] will now be picked up by Aim-Assist and treated as valid targets. | |||
==== Improved Input Remapping ==== | |||
Players can now remap move and view rotation input as well as the [[Drone]]'s ascent and descent inputs. The pregame lobby respawn menu has also been moved to a hold of the game menu button to free-up an input. | |||
== Minor Changes == | |||
=== Reticle Customization === | |||
Players can now adjust the color and size of the reticle in the options menu. | |||
=== Spawning Logic Changes === | |||
Changes have been made to rooms requiring [[Clearance Level]]s to access. Areas that consist of multiple rooms (like the {{ClearanceLevel|Staff}} rooms in [[Operation Fragrant Shore]]) are now all considered as a single room for the purposes of spawning items. This ensures a better spread of items like [[Keycards]] across maps. | |||
=== Guard Keycards in Vault === | |||
A number of {{ClearanceLevel|Guard}} [[Keycards]] will now spawn inside of the [[Vault]] to help [[Agents]] who failed to find one during the Insertion phase catch up to enemy [[Agents]] during the Infiltration phase and help level the playing field. | |||
=== Agent Bots === | |||
The first iteration [[Agent]] bots have been added to the game. They will be spread throughout the matchmaking experience to help new players get a better grip of the gameplay. | |||
Bots in this iteration are very much meant to be easy enemies in this iteration. Iterations will be made to their behavior in the future. | |||
{{clear}} | |||
=== Private Lobbies Update === | |||
[[File:Operation Overhaul Phase One PrivateLobbies Update.png|thumb|right|alt=New Private Lobby menu options.|New Private Lobby menu options.]] | |||
An update to Private Lobbies allows for Sandbox Mode, which allows everyone to play with everything unlocked but with Experience gains disabled entirely. Private Lobbies can now also be filled with bots. Please note that this does not change the requirement of having at least two players to start a lobby. | |||
{{Clear}} | |||
=== New Cosmetics === | |||
[[File:Operation Overhaul Phase One RedAndGilbert.png|thumb|right]] | |||
New [[Inks]] and [[Poses]] have been added. Some of them can be acquired through [[Loot Briefcase]] drops or obtained with [[Credits]]. | |||
=== Melee Aim-Assist Adjustments === | |||
The amount that melee attacks track their targets has been adjusted to make the "snap" to the target less jarring. | |||
{{clear}} | |||
=== Headshot Damage UI Change === | |||
[[File:Operation Overhaul Phase One HeadshotDamage UI Change.png|thumb|right]] | |||
In the UI, Headshot Damage is now displayed directly instead of as a modifier. | |||
== Balancing == | |||
=== General Balancing === | |||
==== Damage Falloff ==== | |||
Following changes to weapon recoil, damage falloff has been added to every weapon to help level the playing field. | |||
==== Status Effects ==== | |||
The {{Status|Resistant}} and {{Status|Slowed}} [[Status Effects]] have been changed to reduce their oppressiveness. | |||
{{BalanceChange|{{Status|Resistant}} Damage Reduction|40%|25%}} | |||
{{BalanceChange|{{Status|Slowed}} Speed Reduction|40%|30%}} | |||
==== Team Revive Health ==== | |||
The amount of health [[Agents]] get after being revived has been increased. | |||
{{BalanceChange|Health After First Revive|80 HP|85 HP}} | |||
{{BalanceChange|Health After Second Revive|60 HP|70 HP}} | |||
{{BalanceChange|Health After Third Revive|40 HP|55 HP}} | |||
=== Agent Balance === | |||
==== [[Ace]] ==== | |||
===== Weapons ===== | |||
'''Base: Queen of Diamond''' | |||
{{BalanceChange|Passive Charge Time|0.35s|1s}} | |||
* Has no damage falloff. | |||
'''Mod 1: Jack of Diamond''' | |||
{{BalanceChange|Passive Charge Time|0.35s|0.45s}} | |||
* Damage falloff starts at 20 meters. | |||
'''Mod 2: King of Diamond''' | |||
{{BalanceChange|Damage|46|45}} | |||
{{BalanceChange|Headshot Damage|82|80}} | |||
{{BalanceChange|Reload Time|2.1s|1.8s}} | |||
{{BalanceChange|Passive Charge Time|0.35s|1.3s}} | |||
* Has no damage falloff. | |||
===== Passives ===== | |||
All of Ace's Passive abilities have been changed to have a Weapon-driven charge time. | |||
'''Base: Diamond's Bet''' | |||
{{BalanceChange|{{Status|Exposed}} Duration|20s|6s}} | |||
'''Mod 1: Crippling Shot''' | |||
{{BalanceChange|{{Status|Slowed}} Duration|7s|3s}} | |||
'''Mod 2: Neutralizing Shot''' | |||
{{BalanceChange|{{Status|Neutralized}} Duration|12s|4s}} | |||
==== [[Cavalière]] ==== | |||
===== Weapons ===== | |||
'''Base: Dragoons''' | |||
{{BalanceChange|Fire Rate|4.0 Shots per Second|4.5 Shots per Second}} | |||
{{BalanceChange|Magazine Size|14|12}} | |||
{{BalanceChange|Reload Time|1.8s|1.55s}} | |||
* Damage falloff starts at 15 meters. | |||
'''Mod 1: Hydras''' | |||
* Damage falloff starts at 20 meters. | |||
'''Mod 2: Wyverns''' | |||
* Damage falloff starts at 10 meters. | |||
===== Passive ===== | |||
'''All''' | |||
{{BalanceChange|Delay Before Shooting After Melee|0.5s|0.7s}} | |||
'''Base:Tiger's Leap''' | |||
* Cavalière can now travel farther when fully charged. | |||
==== [[Chavez]] ==== | |||
===== Weapons ===== | |||
'''Base: Sentinel''' | |||
{{BalanceChange|Fire Rate|1.1 Shots per Second|1.0 Shots per Second}} | |||
{{BalanceChange|Headshot Damage|51|50}} | |||
* Damage falloff starts at 20 meters. | |||
'''Mod 1: Vigilante''' | |||
{{BalanceChange|Magazine Size|6|9}} | |||
{{BalanceChange|Reload Time|1.15s|1.5s}} | |||
* Damage falloff starts at 15 meters. | |||
'''Mod 2: Duke''' | |||
{{BalanceChange|Magazine Size|6|4}} | |||
{{BalanceChange|Headshot Damage|80|60}} | |||
* Damage falloff starts at 25 meters. | |||
===== Passive ===== | |||
'''Mod 2: Tough as Nails''' | |||
{{BalanceChange|Max Overheal Amount|50|25}} | |||
* Overheal takes longer to start decaying but starts at the same time(5 seconds) | |||
===== Expertise ===== | |||
'''Base: Hard Boiled''' | |||
{{BalanceChange|Duration|7s|5s}} | |||
'''Mod 1: Unshakeable Fortress''' | |||
{{BalanceChange|Duration|15s|7s}} | |||
'''Mod 2: Return to Sender''' | |||
{{BalanceChange|Duration|3.5s|2.5s}} | |||
==== [[Hans]] ==== | |||
===== Weapons ===== | |||
'''Base: Hook''' | |||
* Damage falloff for hip fire starts at 10 meters. | |||
* Damage falloff for ADS starts at 25 meters. | |||
'''Mod 1: Jab''' | |||
* Damage falloff for hip fire starts at 10 meters. | |||
* Damage falloff for ADS starts at 20 meters. | |||
'''Mod 2: Uppercut''' | |||
* Damage falloff for hip fire starts at 10 meters. | |||
* Damage falloff for ADS starts at 25 meters. | |||
==== [[Larcin]] ==== | |||
===== Weapons ===== | |||
'''Base: Silence''' | |||
* Damage falloff starts at 15 meters. | |||
'''Mod 1: Cadence''' | |||
* Damage falloff starts at 20 meters. | |||
'''Mod 2: Violence''' | |||
* Damage falloff for shots starts at 15 meters. Throw is unaffected. | |||
===== Expertise ===== | |||
'''Mod 1: Grand Finale''' | |||
* Cooldown now starts when the zone finishes instead of after activation. | |||
'''Mod 2: Tour du Monde''' | |||
* Changed the trail VFX to make it easier to track Larcin's position. | |||
==== [[Madame Xiu]] ==== | |||
===== Weapons ===== | |||
'''Base: Zhulong''' | |||
* Damage falloff starts at 10 meters. | |||
'''Mod 1: Longshen''' | |||
* Damage falloff starts at 20 meters. | |||
'''Mod 2: Xuanwu''' | |||
* Damage falloff starts at 10 meters. | |||
===== Passive ===== | |||
'''Mod 2: Mamba's Hunch''' | |||
* Enemy [[Agents]] now get a notification when Madame Xiu gets an update on their current position. | |||
* There is now a minimum buffer between two triggers of Mamba's Hunch to prevent Madame Xiu from getting two updates in a very short period of time, allowing precise pinpointing. This means that the final [[Vault Terminal]] and the opening of the [[Vault]] itself will now only give one ping instead of two. | |||
==== [[Octo]] ==== | |||
===== Weapons ===== | |||
'''Base: Pulpo''' | |||
* Damage falloff starts at 20 meters (does not affect [[Intel]] projectile). | |||
'''Mod 1: Nautilo''' | |||
* Damage falloff starts at 10 meters (does not affect [[Intel]] projectile). | |||
'''Mod 2: Calamari''' | |||
* Damage falloff starts at 10 meters (does not affect [[Intel]] projectile). | |||
===== Passives ===== | |||
'''Base: On the House''' | |||
{{BalanceChange|Chance of Getting [[Intel]] refund when 10 Intel Away From Max|40%|25%}} | |||
{{BalanceChange|Chance of Getting [[Intel]] refund when 20 Intel Away From Max|65%|50%}} | |||
==== [[Red]] ==== | |||
===== Weapons ===== | |||
'''Base: Heartbreaker''' | |||
{{BalanceChange|Fire Rate|5.7 Shots per Second|6.0 Shots per Second}} | |||
* Damage falloff starts at 10 meters. | |||
'''Mod 1: Jack of Heart''' | |||
* Damage falloff starts at 20 meters. | |||
'''Mod 2: Lovebite''' | |||
{{BalanceChange|Fire Rate|1.3 Shots per Second|1.15 Shots per Second}} | |||
* Damage falloff starts at 10 meters | |||
* Heart spray pattern is back on ADS shots but with a tighter spread than the original iteration. | |||
===== Passives ===== | |||
'''Mod 2: Naughty List''' | |||
{{Balance Change|Distance Red Can See Enemy Agents With Heat|120 meters|60 meters}} | |||
==== [[Sasori]] ==== | |||
===== Weapons ===== | |||
'''Mod 1: Hyo & Hanei''' | |||
* Fire rate for a single un-charged kunai has been made 10% faster. | |||
* Added a visual element on the reticle that indicates clearly when the weapon is fully charged. | |||
===== Expertise ===== | |||
'''All''' | |||
{{Status|Poisoned}} [[Agents]] cannot use [[First Aid Vial]]s until the effect wears off. | |||
==== [[Squire]] ==== | |||
===== Weapons ===== | |||
'''Base: Lance''' | |||
{{BalanceChange|Damage|20|16}} | |||
{{BalanceChange|Fire Rate|2.5 Shots per Second|3.3 Shots per Second}} | |||
{{BalanceChange|Magazine Capacity|10|12}} | |||
* Damage falloff starts at 15 meters. | |||
'''Mod 1: Trident''' | |||
{{BalanceChange|Damage per Bullet|9|11 (33 in a Burst)}} | |||
{{BalanceChange|Delay Between Bursts|0.33s|0.30s}} | |||
* Damage falloff starts at 10 meters. | |||
'''Mod 2: Javelin''' | |||
{{BalanceChange|Damage|25|24}} | |||
{{BalanceChange|Headshot Damage|44|34}} | |||
{{BalanceChange|Fire Rate|1.9 Shots per Second|1.8 Shots per Second}} | |||
* Damage falloff starts at 25 meters | |||
===== Passives ===== | |||
'''Base: Always Ready''' | |||
* Hitting an enemy [[Agent]] now triggers {{Status|Amped Up}}. | |||
===== Expertise ===== | |||
'''Base: Eyes on the Prize''' | |||
* Can now track [[Lost and Found Box]]es, [[First Aid Vial]]s, and [[Vault Printer]]s. | |||
==== [[Yu-Mi]] ==== | |||
===== Weapons ===== | |||
'''All''' | |||
* Added a visual element on the reticle that indicates clearly when the Weapon is fully charged. | |||
===== Expertise ===== | |||
'''Mod 2: EMP Flock''' | |||
* Projectiles now stick to [[NPC]]s or [[Agents]] directly hit by the bubble. | |||
* Bubbles apply {{Status|Neutralized}} instead of {{Status|Slowed}}. | |||
* Bubbles still apply {{Status|Exposed}} like before. | |||
=== Gadget Balance === | |||
==== [[Umbrella Shield]] ==== | |||
* Interact time to pick up after deployment has been raised to 2 seconds to prevent "juggling" (picking up and putting down the shield during fights). | |||
* Picking up the shield will now cancel ADS, preventing players from pre-charging shots. | |||
* Deployed shields will now break instantly if its owner is eliminated. | |||
* Deployed shield weak points can now be targeted by controller aim-assist. | |||
==== [[Remote Turret]] ==== | |||
* No longer generates [[Heat]] when shooting at {{ClearanceLevel|Guards}}. | |||
== References == | |||
* [https://forums.tripwireinteractive.com/index.php?threads/operation-overhaul-phase-1-changelog.2340152/ Operation Overhaul Phase 1 Changelog], Tripwire Forums, February 27, 2024. | |||
* [https://store.steampowered.com/news/app/820520/view/4136064232845012443 Operation Overhaul Phase One Update is Now Live Agents!], Steam, February 29, 2024. | |||
[[Category:Updates]][[Category:Operation Overhaul]] | [[Category:Updates]][[Category:Operation Overhaul]] |
Latest revision as of 17:57, 13 March 2024
The Operation Overhaul Phase One Update is a major update for Deceive Inc. It aims to massively rework core aspects of the game, expand on its systems, and revisit its Agents and Operations to make the game a more interesting, polished, and accessible experience.
Major Changes
Vault Printers
Vault Printers are a new mechanic introduced to help slow down the Infiltration Phase of each game. Beginning with the Operation Overhaul Phase One update, the VIP doors in every Vault can no longer be opened with 10 Intel. Instead, it can only be opened with a VIP Keycard. Vault Printers are now hidden throughout Vaults and can create a VIP Keycard for 10 Intel.
Once started, the printer will change colors and begin making noise, alerting nearby enemy Agents that a print has been started. The printing process takes 30 seconds, after which the Keycard is ready to be used and can be used to open the doors leading to the Package. However, it is important to note that any Agent can take the Keycard off of the printer, making Vault Printers a prime location for ambushes.
First Aid Vials and Dispensers
First Aid Vials are a new item debuting with Operation Overhaul Phase One, giving players more options to heal on the go giving them a chance recover from tough fights before other enemy Agents show up to clean up the mess. Agents can carry up to three First Aid Vials on them at a time.
- First Aid Vials heal for 20 HP each.
- Using a single vial takes 3 seconds.
- Any form of damage, running, or trying to shoot will interrupt the heal. In addition, any Expertise that puts you in a state (for example, any Expertise that makes you Invulnerable or Invisible) will also interrupt the heal.
First Aid Vials can be found throughout each map or bought directly from First Aid Dispensers in Staff rooms for 3 Intel each.
Combat Overhaul
As part of Operation Overhaul Phase One, many changes have been made that will make the combat experience smoother and construct a solid base to further iterate on combat systems. This initiative includes many elements.
Reword Animations and Visual Effects
Every Weapon in the game has had its animations and visual effects adjusted or remade to fit the behavior of that Weapon better as well as better suit the personality of the Agent firing it.
The new system allows unique animations to be made for each individual Weapon that better suit their fire rate and reload speed, which helps make some of the slower-firing weapons feel less sluggish.
Smoother Recoil and Damage Falloff
Recoil curves for every Weapon have been entire remade. The overall recoil of Weapons has been reduced significantly across the board to make them more accessible.
To complement this change and make sure that fast-firing weapons do not dominate the competition, all weapons now have more pronounced damage falloff to make sure that the time to kill is higher in long-range engagements.
Directional Hit Indicators
A new look has been made for the directional hit indicator that appears on screen when taking damage to better showcase the directionality of hits and give better feedback on the amount of damage received from that direction.
-
Old Directional Hit Indicator
-
New Directional Hit Indicator (Small)
-
New Directional Hit Indicator (Large)
Out of Cover Agent Collision
Out of Cover enemy Agents will now collide with one another instead of clipping into each other. This makes melee attacks much more reliable and fights less confusing overall.
Aim Punch Reduction
Two major changes have been made to Aim Punch (The involuntary camera movement that occurs when receiving damage) have been made with Operation Overhaul Phase One:
- The amount of Aim Punch inflicted by every Weapon has been reduced. In addition, the curve for camera movement caused by Aim-Punch
- Damage taken from the front will now inflict has as much Aim Punch as damage from any other direction.
Expanded Ping System
Two new functions have been added to the Ping system:
- Pings will now show a specific context-sensitive icon depending on what was highlighted (Ammo Boxes, Intel, Keycards, etcetera).
- A radial menu with multiple new ping type options is now shown when holding down the ping button.
Finally, a 3D element now appears in the world at the location of the ping to help players understand the exact location that was pinged.
Updated Guard Behavior
Guards will now scale their response depending on the Heat level of the Agent.
- No Heat: Guards will no longer become aggressive at longer ranges and will only use melee attacks on out of Cover Agents unless they cannot otherwise be reached.
- Heat Level 1: Agents will take 25% additional damage. Guards will now shoot at you. This stage is identical to Guard behavior prior to this update.
- Heat Level 2: Agents will now take 50% additional damage. Guards will become aggressive from further away and up to three Guards can attack an individual Agent instead of two.
- Heat Level 3: Agents will now take 75% additional damage (reduced from 100%). The Guard response is identical to that of Heat Level 2.
To complement this, Guards have received tweaks to their melee behavior to make them far less likely to use their melee attack from behind as well as a slight buff to their weapon damage to make Heat Level 1 more dangerous.
Finally, after a short grace period aggressive Guards will begin to cause Heat build-up over time, incentivising Agents to get back into Cover.
Heat Gained Buffer
The buffer where Agents do not gain Heat after hitting an enemy Agent has been extended, and a buffer has been added passive Heat gained from aggressive NPCs if an Agent has recently gained Heat from recently hitting an NPC. This prevents situations like Agents gaining twice as much Heat from a single attack on a Guard.
Operation/Map Updates
Every Operation has been updated with changes ranging from smaller polish and layout changes to whole new areas and traversal options.
Operation Hard Sell
Changes have been made to the Vault area of Operation Hard Sell to offer more cover near the Vault entrances and create new flank routes around the Vault's Bathrooms.
-
New cover added to Vault entrances.
-
Flank routes around Vault Bathrooms.
-
Inside reworked Vault Bathrooms.
Operation Silver Reef
Several elements both inside and outside of the Vault on Operation Silver Reef have been reworked.
Outside of the Vault, the central bridge on the first floor has been removed to better control player flow and avoid excessive third-party scenarios, and a new staircase has been added on the Vault side of the map to promote better interactions moving between floors.
In addition, a new Vault entrace has been added near the aquarium area and additional flank routes have been added inside the Vault to help prevent camping during the Extraction phase.
-
The central bridge has been removed.
-
A staircase has been added by the central Vault entrance.
-
A new Vault entrance has been added to the aquarium area.
-
New flank routes have been added to the Vault.
Operation Diamond Spire
Operation Diamond Spire was majorly reworked with the goal of reducing rooms without exits and allowing smoother flow both in combat and escape situations. In addition, scaffolding has been added outside of the Vault to create new high-profile traversal options on both sides of the map.
In addition, new visual cover was added across the bridges outside of the Vault and a passage in the main lobby helicopter terminal was opened to allow direct access to the Vault door.
New Bathrooms were added inside of the vault to give Agents more options during the Extraction phase.
Finally, the rooftop outside of the Vault was updated to add both a Bathroom and a Staff room, making it more comparable to other floors in terms of looting and healing opportunities.
-
The exterior has been majorly reworked.
-
Traversible scaffolding has been added to the sides of the building.
-
Visual cover has been added to bridges outside of the Vault.
-
New Bathrooms have been added inside the Vault.
-
The rooftop has had both a Bathroom and a Staff room added.
Operation Fragrant Shore
Operation Fragrant Shore received minor changes outside of the Vault. Builds have new bespoke signs to help Agents make callouts. In addition, a variety of store buildings have been remade to help them have a clearer visual identity and more interesting layout. Finally, Food stands have added visual elements to help distinguish them from further distances and better orient Agents.
Operation Sound Eclipse
Changes have been made to the central hall outside of the Vault for Operation Sound Eclipse. The lower part of the central hall now has stairs on both sides to allow better flow and prevent situations where Agents get trapped in a dead-end during an encounter. A new Staff room has also been added to make the central hall a more appealing location and give it a more natural flow for Agents.
Player Spawn Update
Possible Agent spawn locations have been updated to limit close calls. In addition, a new spawning feature specific to team modes (duos and trios) has been added to allow more control in spacing out teams from one another.
Controller Experience Upgrade
Aim-Assist
Controller Aim-Assist has been reworked, moving away from limited fix-point targeting on characters to using the entire character's collision as the Aim-Assist target. This means that aim assist will now pick-up the character as a whole making it possible to snap to any limb and help stick and move the reticle along the whole body rather than switching between individual points along the character’s body.
In addition, Aim-Assist will now prioritize hostile targets over passive ones, meaning [[File:|middle|24px|link=|alt=Civilians]][[|Civilians]] will now be ignored by aim assist when engaging hostile Guards and enemy Agents.
Finally, training dummies and deployed Gadgets like the Turret will now be picked up by Aim-Assist and treated as valid targets.
Improved Input Remapping
Players can now remap move and view rotation input as well as the Drone's ascent and descent inputs. The pregame lobby respawn menu has also been moved to a hold of the game menu button to free-up an input.
Minor Changes
Reticle Customization
Players can now adjust the color and size of the reticle in the options menu.
Spawning Logic Changes
Changes have been made to rooms requiring Clearance Levels to access. Areas that consist of multiple rooms (like the Staff rooms in Operation Fragrant Shore) are now all considered as a single room for the purposes of spawning items. This ensures a better spread of items like Keycards across maps.
Guard Keycards in Vault
A number of Guard Keycards will now spawn inside of the Vault to help Agents who failed to find one during the Insertion phase catch up to enemy Agents during the Infiltration phase and help level the playing field.
Agent Bots
The first iteration Agent bots have been added to the game. They will be spread throughout the matchmaking experience to help new players get a better grip of the gameplay.
Bots in this iteration are very much meant to be easy enemies in this iteration. Iterations will be made to their behavior in the future.
Private Lobbies Update
An update to Private Lobbies allows for Sandbox Mode, which allows everyone to play with everything unlocked but with Experience gains disabled entirely. Private Lobbies can now also be filled with bots. Please note that this does not change the requirement of having at least two players to start a lobby.
New Cosmetics
New Inks and Poses have been added. Some of them can be acquired through Loot Briefcase drops or obtained with Credits.
Melee Aim-Assist Adjustments
The amount that melee attacks track their targets has been adjusted to make the "snap" to the target less jarring.
Headshot Damage UI Change
In the UI, Headshot Damage is now displayed directly instead of as a modifier.
Balancing
General Balancing
Damage Falloff
Following changes to weapon recoil, damage falloff has been added to every weapon to help level the playing field.
Status Effects
The Resistant and Slowed Status Effects have been changed to reduce their oppressiveness.
- Resistant Damage Reduction: 40% => 25%
- Slowed Speed Reduction: 40% => 30%
Team Revive Health
The amount of health Agents get after being revived has been increased.
- Health After First Revive: 80 HP => 85 HP
- Health After Second Revive: 60 HP => 70 HP
- Health After Third Revive: 40 HP => 55 HP
Agent Balance
Ace
Weapons
Base: Queen of Diamond
- Passive Charge Time: 0.35s => 1s
- Has no damage falloff.
Mod 1: Jack of Diamond
- Passive Charge Time: 0.35s => 0.45s
- Damage falloff starts at 20 meters.
Mod 2: King of Diamond
- Damage: 46 => 45
- Headshot Damage: 82 => 80
- Reload Time: 2.1s => 1.8s
- Passive Charge Time: 0.35s => 1.3s
- Has no damage falloff.
Passives
All of Ace's Passive abilities have been changed to have a Weapon-driven charge time.
Base: Diamond's Bet
- Exposed Duration: 20s => 6s
Mod 1: Crippling Shot
- Slowed Duration: 7s => 3s
Mod 2: Neutralizing Shot
- Neutralized Duration: 12s => 4s
Cavalière
Weapons
Base: Dragoons
- Fire Rate: 4.0 Shots per Second => 4.5 Shots per Second
- Magazine Size: 14 => 12
- Reload Time: 1.8s => 1.55s
- Damage falloff starts at 15 meters.
Mod 1: Hydras
- Damage falloff starts at 20 meters.
Mod 2: Wyverns
- Damage falloff starts at 10 meters.
Passive
All
- Delay Before Shooting After Melee: 0.5s => 0.7s
Base:Tiger's Leap
- Cavalière can now travel farther when fully charged.
Chavez
Weapons
Base: Sentinel
- Fire Rate: 1.1 Shots per Second => 1.0 Shots per Second
- Headshot Damage: 51 => 50
- Damage falloff starts at 20 meters.
Mod 1: Vigilante
- Magazine Size: 6 => 9
- Reload Time: 1.15s => 1.5s
- Damage falloff starts at 15 meters.
Mod 2: Duke
- Magazine Size: 6 => 4
- Headshot Damage: 80 => 60
- Damage falloff starts at 25 meters.
Passive
Mod 2: Tough as Nails
- Max Overheal Amount: 50 => 25
- Overheal takes longer to start decaying but starts at the same time(5 seconds)
Expertise
Base: Hard Boiled
- Duration: 7s => 5s
Mod 1: Unshakeable Fortress
- Duration: 15s => 7s
Mod 2: Return to Sender
- Duration: 3.5s => 2.5s
Hans
Weapons
Base: Hook
- Damage falloff for hip fire starts at 10 meters.
- Damage falloff for ADS starts at 25 meters.
Mod 1: Jab
- Damage falloff for hip fire starts at 10 meters.
- Damage falloff for ADS starts at 20 meters.
Mod 2: Uppercut
- Damage falloff for hip fire starts at 10 meters.
- Damage falloff for ADS starts at 25 meters.
Larcin
Weapons
Base: Silence
- Damage falloff starts at 15 meters.
Mod 1: Cadence
- Damage falloff starts at 20 meters.
Mod 2: Violence
- Damage falloff for shots starts at 15 meters. Throw is unaffected.
Expertise
Mod 1: Grand Finale
- Cooldown now starts when the zone finishes instead of after activation.
Mod 2: Tour du Monde
- Changed the trail VFX to make it easier to track Larcin's position.
Madame Xiu
Weapons
Base: Zhulong
- Damage falloff starts at 10 meters.
Mod 1: Longshen
- Damage falloff starts at 20 meters.
Mod 2: Xuanwu
- Damage falloff starts at 10 meters.
Passive
Mod 2: Mamba's Hunch
- Enemy Agents now get a notification when Madame Xiu gets an update on their current position.
- There is now a minimum buffer between two triggers of Mamba's Hunch to prevent Madame Xiu from getting two updates in a very short period of time, allowing precise pinpointing. This means that the final Vault Terminal and the opening of the Vault itself will now only give one ping instead of two.
Octo
Weapons
Base: Pulpo
- Damage falloff starts at 20 meters (does not affect Intel projectile).
Mod 1: Nautilo
- Damage falloff starts at 10 meters (does not affect Intel projectile).
Mod 2: Calamari
- Damage falloff starts at 10 meters (does not affect Intel projectile).
Passives
Base: On the House
- Chance of Getting Intel refund when 10 Intel Away From Max: 40% => 25%
- Chance of Getting Intel refund when 20 Intel Away From Max: 65% => 50%
Red
Weapons
Base: Heartbreaker
- Fire Rate: 5.7 Shots per Second => 6.0 Shots per Second
- Damage falloff starts at 10 meters.
Mod 1: Jack of Heart
- Damage falloff starts at 20 meters.
Mod 2: Lovebite
- Fire Rate: 1.3 Shots per Second => 1.15 Shots per Second
- Damage falloff starts at 10 meters
- Heart spray pattern is back on ADS shots but with a tighter spread than the original iteration.
Passives
Mod 2: Naughty List Template:Balance Change
Sasori
Weapons
Mod 1: Hyo & Hanei
- Fire rate for a single un-charged kunai has been made 10% faster.
- Added a visual element on the reticle that indicates clearly when the weapon is fully charged.
Expertise
All Poisoned Agents cannot use First Aid Vials until the effect wears off.
Squire
Weapons
Base: Lance
- Damage: 20 => 16
- Fire Rate: 2.5 Shots per Second => 3.3 Shots per Second
- Magazine Capacity: 10 => 12
- Damage falloff starts at 15 meters.
Mod 1: Trident
- Damage per Bullet: 9 => 11 (33 in a Burst)
- Delay Between Bursts: 0.33s => 0.30s
- Damage falloff starts at 10 meters.
Mod 2: Javelin
- Damage: 25 => 24
- Headshot Damage: 44 => 34
- Fire Rate: 1.9 Shots per Second => 1.8 Shots per Second
- Damage falloff starts at 25 meters
Passives
Base: Always Ready
Expertise
Base: Eyes on the Prize
- Can now track Lost and Found Boxes, First Aid Vials, and Vault Printers.
Yu-Mi
Weapons
All
- Added a visual element on the reticle that indicates clearly when the Weapon is fully charged.
Expertise
Mod 2: EMP Flock
- Projectiles now stick to NPCs or Agents directly hit by the bubble.
- Bubbles apply Neutralized instead of Slowed.
- Bubbles still apply Exposed like before.
Gadget Balance
Umbrella Shield
- Interact time to pick up after deployment has been raised to 2 seconds to prevent "juggling" (picking up and putting down the shield during fights).
- Picking up the shield will now cancel ADS, preventing players from pre-charging shots.
- Deployed shields will now break instantly if its owner is eliminated.
- Deployed shield weak points can now be targeted by controller aim-assist.
Remote Turret
References
- Operation Overhaul Phase 1 Changelog, Tripwire Forums, February 27, 2024.
- Operation Overhaul Phase One Update is Now Live Agents!, Steam, February 29, 2024.