The long awaited Desync Beta went live on PC today! Together with the new network model we deliver lot's of new animations and improvements that will bring PAYDAY 2 to the next level. Grab your bags, put on your masks and gather your friends to experience the new PAYDAY 2. For a full list of the changes, please check the Changelog at the bottom.
Lua mods using the BLT will not work in the beta. The update to LuaJIT means that the BLT can no longer hook into the game, so your mods will not load. We have done this to mainly improve the games performance, but also to make sure that we are getting no interference in the form of bugs or crashes caused by mods. If the BLT is updated to support LuaJIT while the beta is running, we ask you not to report bugs if you decide to use mods. Your game should run with no problems if you have the BLT installed, but if you experience crashing or infinite loading when starting the game, you may want to remove IPHLPAPI.dll from your game files for the time being.
Stay tuned, OVERKILL_Simon
Desync Beta Update 1.0 Changelog
Update size: 487.1 Mb
General
All third person pistol animations updated
All third person rifle animations updated
Third person bow animations updated
Players will move to their networked position immediately when they move on their own computer
Player aiming and look direction should be networked correctly and smoothed out
Player weapons should use the correct spread for that weapon
Reload speeds are synced between players
Added switch weapon animations
Players should always be in the weapon raised state
Players should lower their weapon to sprint if they do not have the run and shoot skill
Added melee charging animations for players
Players using shotguns should fire multiple tracers for their pellet spread instead of a single tracer
Enemies using shotguns will fire multiple tracers when firing instead of a single pellet
Added a catchup system if players get too far out of sync
Cops should be in better sync for clients to the hosts positions
Cops should use the same paths on clients as on the host
Fixed cops teleporting into cover when they are performing a "stop running" animation
Revolver weapons will use a new revolver reload animation
Police using revolvers will use the revolver reload animation
Bullpup-style weapons should be held slightly differently from other weapons, have a unique reload animation
Uzi-style weapons should be held same as bullpup weapons, have a unique reload animation
Intro videos when starting the game will use the players SFX volume level instead of being at 100% volume
Attract video will use the players SFX volume level instead of being at 100% volume
Player mask up animation should make the mask visible while their hand is over their face instead of afterwards
Disabled recoil animation on enemies while they are moving
Fixed enemies who were crouching never needing to fully reload their weapons
Panic animations should now cause the enemy to move along with the animation
Panic animations can no longer cause the enemy to dodge into a wall or obstacle
Fixed not getting hit-markers if shooting other players with Friendly Fire enabled
Throw animations are synced so that the grenade/throwable should leave the players hand at the correct time
Shell-fed weapons will use a looped shell reload animation
Corpses pushed by shotguns are now networked while in stealth so that they are better synced for stealth gameplay
Clients can now launch enemies using shotguns while in stealth like hosts can
Snipers can only fire while standing still, they can not fire while moving into setup position
Shotguns hitting vehicles will show the correct amount of decals on the vehicle instead of just one
Players will reequip their weapon after getting unhandcuffed
The long awaited Desync Beta went live on PC today! Together with the new network model we deliver lot's of new animations and improvements that will bring PAYDAY 2 to the next level. Grab your bags, put on your masks and gather your friends to experience the new PAYDAY 2. For a full list of the changes, please check the Changelog at the bottom.
Lua mods using the BLT will not work in the beta. The update to LuaJIT means that the BLT can no longer hook into the game, so your mods will not load. We have done this to mainly improve the games performance, but also to make sure that we are getting no interference in the form of bugs or crashes caused by mods. If the BLT is updated to support LuaJIT while the beta is running, we ask you not to report bugs if you decide to use mods. Your game should run with no problems if you have the BLT installed, but if you experience crashing or infinite loading when starting the game, you may want to remove IPHLPAPI.dll from your game files for the time being.
Stay tuned, OVERKILL_Simon
Desync Beta Update 1.0 Changelog
Update size: 487.1 Mb
General
All third person pistol animations updated
All third person rifle animations updated
Third person bow animations updated
Players will move to their networked position immediately when they move on their own computer
Player aiming and look direction should be networked correctly and smoothed out
Player weapons should use the correct spread for that weapon
Reload speeds are synced between players
Added switch weapon animations
Players should always be in the weapon raised state
Players should lower their weapon to sprint if they do not have the run and shoot skill
Added melee charging animations for players
Players using shotguns should fire multiple tracers for their pellet spread instead of a single tracer
Enemies using shotguns will fire multiple tracers when firing instead of a single pellet
Added a catchup system if players get too far out of sync
Cops should be in better sync for clients to the hosts positions
Cops should use the same paths on clients as on the host
Fixed cops teleporting into cover when they are performing a "stop running" animation
Revolver weapons will use a new revolver reload animation
Police using revolvers will use the revolver reload animation
Bullpup-style weapons should be held slightly differently from other weapons, have a unique reload animation
Uzi-style weapons should be held same as bullpup weapons, have a unique reload animation
Intro videos when starting the game will use the players SFX volume level instead of being at 100% volume
Attract video will use the players SFX volume level instead of being at 100% volume
Player mask up animation should make the mask visible while their hand is over their face instead of afterwards
Disabled recoil animation on enemies while they are moving
Fixed enemies who were crouching never needing to fully reload their weapons
Panic animations should now cause the enemy to move along with the animation
Panic animations can no longer cause the enemy to dodge into a wall or obstacle
Fixed not getting hit-markers if shooting other players with Friendly Fire enabled
Throw animations are synced so that the grenade/throwable should leave the players hand at the correct time
Shell-fed weapons will use a looped shell reload animation
Corpses pushed by shotguns are now networked while in stealth so that they are better synced for stealth gameplay
Clients can now launch enemies using shotguns while in stealth like hosts can
Snipers can only fire while standing still, they can not fire while moving into setup position
Shotguns hitting vehicles will show the correct amount of decals on the vehicle instead of just one
Players will reequip their weapon after getting unhandcuffed
Add PAYDAY 2 to your account for FREE starting now to the first 5 Million customers! Once you add the game it will remain in your account permanently, so don't miss out on this opportunity to play a great game!
Today's update is about fixing some smaller issues and preparing the game for our beta update tomorrow where we will release the long awaited Desync Fix!
Desync Fix Beta
Promised during the "Search for Kento" and #StarStream17, we are eager to announce that tomorrow we will release the Desync Fix to beta. But if you think we stopped after working out a new networking model, you guessed wrong! Together with the Desync Fix we will release a new set of 3rd person animations for cops and player characters, new weapon switch animations, new animations for Bullpup and Uzi styled weapons as well as new reload animations for shell fed weapons! For our stealth heisters out there, clients can now launch enemies using shotguns like only the host could do until now. One more big change we'd like to mention is that from now on the sniper enemies can only fire while standing still and not while moving into setup position like they used to do before. More information about the Beta Update can be found in the dedicated Desync Beta Sub-Forum which will open its gates after the update tomorrow!
Stay tuned, OVERKILL_symN
Update 147 changelog
Update size: 180,1 Mb
General
Added a back button to the loading screen toggle menu
Fixed some graphical issues with John Wicks neck
Fixed an issue when using the default mask on three AI in crew management
The "Equipped" text for the armor that is equipped will now be localized
Fixed so that AI have the correct masks for drop in clients
Fixed some spelling issues with the Sociopath perk deck
Fixed the description of the sneaky perk
Levels
Beneath The Mountain - Fixed some floating and clipping issues
Beneath The Mountain - Fixed so that converted cops gets removed after you ride the zip-line
Beneath The Mountain - Fixed so you can't get stuck behind a car in the tunnel down by the vaults
Framing Frame - Fixed an issue where the third AI would not stand properly in the train on day 2
Prison Nightmare - Fixed so that you can no longer get an infinite amount of key cards when interacting with the control panel