Operation Overhaul Phase One Update
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
![A Vault Printer in the Operation: Hard Sell Vault](/DIimages/thumb/c/c2/Operation_Overhaul_Phase_One_Vault_Printer.png/300px-Operation_Overhaul_Phase_One_Vault_Printer.png)
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
![A First Aid Vial](/DIimages/thumb/d/de/Operation_Overhaul_Phase_One_First_Aid_Vial.png/300px-Operation_Overhaul_Phase_One_First_Aid_Vial.png)
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
![Old Weapon Animations for The Duke.](/DIimages/thumb/b/b2/Operation_Overhaul_Phase_One_Duke_Animations_Old.gif/300px-Operation_Overhaul_Phase_One_Duke_Animations_Old.gif)
![New Weapon Animations for The Duke.](/DIimages/thumb/d/d6/Operation_Overhaul_Phase_One_Duke_Animations_New.gif/300px-Operation_Overhaul_Phase_One_Duke_Animations_New.gif)
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.
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Old Directional Hit Indicator
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New Directional Hit Indicator (Small)
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New Directional Hit Indicator (Large)
Out of Cover Agent Collision
![Enemy Agent Collision Demonstration](/DIimages/thumb/c/c2/Operation_Overhaul_Phase_One_Enemy_Collision.gif/300px-Operation_Overhaul_Phase_One_Enemy_Collision.gif)
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
![Expanded Ping System Radial Menu](/DIimages/thumb/6/67/Operation_Overhaul_Phase_One_Expanded_Ping_System.jpg/300px-Operation_Overhaul_Phase_One_Expanded_Ping_System.jpg)
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.