OK, it's a directed share offer, meaning that current shareholders are basically just purchasing more shares. The parties involved are institutional banks in Sweden, so it's not a reason for outsized concern- these aren't people who will want to do a pump-and-dump or anything.
The statement about payday 2 is:
[quote]
In order to expand the game portfolio and reduce operational and financial risk, the Company intends to use the remaining net proceeds from the planned directed share issue and the planned rights issue for the following:
+ New publishing titles not included in the aforementioned business plan,
+ Expansion of the existing game portfolio to new platforms and geographies, as well as extension of the development plan for PAYDAY 2 to 2019, and
+ Accelerated production plan for PAYDAY 3.
[/quote]
...I wish these forums had support for bulleted list code.
[url]http://steamcommunity.com/games/218620/announcements/detail/166512272293565206[/url]
[b]PAYDAY 2: Update 171 - Achievement Milestones[/b]
[quote]
[img]http://www.overkillsoftware.com/ovk-media/2018/01/pd2-masks-ach.jpg[/img]
[b]Hunters & Collectors[/b]
With 900+ achievements it’s time to reward those of you who always walk the extra mile. Those of you who aim for the stars and can’t stop before they unlocked them all. Today we extend the Achievement Interface with Milestones that reward not only Continental coins but also new Mega Masks.
[img]http://www.overkillsoftware.com/ovk-media/2018/01/pd2-masks-xr.gif[/img]
[b]5 New Mega Masks[/b]
The Achievement Milestones come with 5 new Mega Masks that just to get unlocked. Do you want to wear the face of Famine or do you rather see yourself as a Conqueror, Tormentor, Arch Nemesis or Rad Mutant? It doesn’t matter, you have to work to get your hands on these beauties.
Good hunting,
[i]OVERKILL_symN[/i]
[u]OVERKILL - a Starbreeze Studio.[/u]
[b]Update 171 Changelog[/b]
Update size: 195.4 Mb
[i]General[/i]
- Fixed shield strafe animation issue
- Fixed 2 subtitle strings that didn't match the VO on TRANSPORT: Train Heist
- Fixed some grammar errors in the subtitles on RVD2
- Corrected a typo in the Navy Beanie mask description
- Updated some civilian models
- Fixed issues with armor skins disappearing in menu
-Added multithreaded frustum culling which should improve rendering performance if you have more than 2 cores[/quote]
Goshdangint please just make Payday 3 already
[QUOTE=Dick Slamfist;53080671]Goshdangint please just make Payday 3 already[/QUOTE]
And for that matter, make the Diesel 2.0 engine open source perhaps. I'm sure it'll be needed in case someone's interested.
[editline]25th January 2018[/editline]
Also, "multithreaded frustum culling which should improve rendering performance if you have more than 2 cores"? Hmm…
[QUOTE=BenjaminTennison;53080736]"multithreaded frustum culling which should improve rendering performance if you have more than 2 cores"? Hmm…[/QUOTE]
Where was this posted?
edit: oh, I think it was added to the patch notes for today's update after the rest of the notes, so I didn't see it
Minimum for all 5 new masks is 750 achievements
You'll also get shitloads of continental coins. My next milestone is 850 and I'll get 36. Opening the game I went from like 70 to 360
[editline]25th January 2018[/editline]
Mega Famine - 90 achievements
Mega Conquest - 200 achievements
Mega Tormentor - 350 achievements
Mega Arch Nemesis - 550 achievements
Mega Rad Mutant - 750 achievements
[QUOTE]"multithreaded frustum culling which should improve rendering performance if you have more than 2 cores"[/QUOTE]
Yep this is the best update
Went from like 40 fps on Alesso to around 120.
[QUOTE=Zadrave;53080826]Yep this is the best update
Went from like 40 fps on Alesso to around 120.[/QUOTE]
How will this work with a Ryzen 1600(6 cores)?
It's gonna be a big boost in any case, right?
[QUOTE=Zadrave;53080826]Yep this is the best update
Went from like 40 fps on Alesso to around 120.[/QUOTE]
I wonder if they added it for PD2VR and just put it in the main game as a bonus.
Any idea if it's exclusively more than 2 cores getting any boost, and if having 4 threads but 2 cores makes a difference?
[editline]25th January 2018[/editline]
I've been stuck with an i3-3220 for a long time and it says 4 CPUs in dxdiag but I know its only 2 physical cores
A general overview of Crackdown changes for the first launch:
[quote][B]New assets[/B]
The Zeal Dozer, sniper, light Zeal and heavy Zeal enemies have new textures and maps. Our thanks to Bandana Dee and Rex for developing these assets. The remaining enemies may get revisions in later updates.
[B]Enemy stats[/B]
Enemy health, damage, accuracy, and recoil statistics have been completely rewritten and use a separate set of weapon and weapon preset tweakdata that is weapon-specific and applied only to Crackdown enemies. Enemies on Crackdown also have reassigned surrender presets and movement speeds. We have spreadsheets and charts galore on this stuff if you want more info, but I don't want to spam spreadsheets in the thread. Here's the enemy health rundown:
[img]https://i.imgur.com/dWLWMHX.png[/img]
In general, Deathwish (though not ideal) was the starting place for enemy health and damage stats. Values were adjusted (sometimes very heavily) depending on the enemy's intended role in gameplay.
[B]Enemy weapons[/B]
Enemies on Crackdown use high quality weapon models pulled from the weaponfactory tweakdata file. This can be disabled in base game options.
[B]Dodge presets[/B]
Crackdown uses three new dodge presets. One is used for guards, one is used for heavy zeal and one(ninja) is used for light zeal and cloakers. These dodge presets generally increase the frequency with which all applicable units dodge-especially cloakers and light Zeals. Enemies will also frequently attempt to fire (with an accuracy penalty) while dodging. Note that Cloakers do not try to dodge while charging players.
[B]Silencer fix[/B]
Players using silenced weapons (other than the saw) have their noise radius reassigned to 14 meters when heists transition to loud combat.
[B]Enemy Unit limits[/B]
The following are the limits on enemies spawned as part of the assault system on Crackdown:
Overall enemy limit: 50
Bulldozers: 3
Tasers:4
Grenadiers: 2
Cloakers: 4
Shields: 6
Medics: 4
Assault Snipers: 3
[B]Assault statistics[/B]
Crackdown assigns the same assault wave statistics to all numbers of players and all assault intensities.
[B]Spawngroups and Tactics[/B]
Crackdown generally allocates 40% of initial spawn chance to “standard” enemy groups during an assault wave. These groups consist of light Zeals, heavy Zeals and medics. A 10% initial chance is assigned to a ranged group that includes assault snipers. The remaining 50% of spawngroups consist of combinations of special enemies that have group and individually revised tactics. Smoke grenades are used only by specific special enemy spawngroups.
Between assault waves, a mix of 5 groups including HRT and FBI Veterans, along with Zeals and special enemies, is assigned during the recon phase.
Note that spawn chances listed in the mod files are subject to distortions created by special unit limits. We've accounted for this in setting the limits and spawngroup compositions.
Due to an ongoing crash issue, flashbangs are disabled in the first version of Crackdown.
[B]New enemies[/B]
[I]Grenadier[/I] (courtesy of Restoration mod)
• The Grenadier fires tear gas at players from range.
• This gas stops player armor regeneration while players remain inside.
• On Crackdown, gas fired by the Grenadier also deals damage to players.
[I]Assault Sniper[/I]
• Assault snipers are snipers that spawn with the Crackdown assault wave and attempt to attack players from the navigable play area, alongside standard assaulting enemies.
• Assault snipers clone and modify the stats used by normal snipers.
• Compared to normal snipers, assault snipers have a zeroed bottom bound on their focus delay effect at all ranges, so that they cannot “hipfire” at players.
[B]Enemy-specific changes[/B]
[I]Guards[/I]
• Guards cannot be suppressed.
• Guards ignore ECM feedback.
• Guards do not attempt to arrest players.
• Guards can perform the deathguard behavior.
[I]Light Zeal[/I]
• Light Zeal now have shotgunner and AR versions.
[I]Heavy Zeal[/I]
• Heavy Zeal now have shotgunner and AR versions.
• Heavy Zeal use strong hurt severities, vulnerable only to “light” hurt reactions.
• Heavy Zeal take 30% reduced damage from explosives.
[I]Medics[/I]
• Medic healing cooldown has been reduced from 3 seconds to 1.8 seconds.
• When healing, Medics now heal all other law enforcer units within a 4 meter radius.
• Medics are now universally equipped with revolvers. These revolvers pierce armor.
[I]Snipers[/I]
• Snipers cannot be suppressed (this mostly benefits players).
• Snipers use tracer rounds instead of lasers.
[I]Tasers[/I]
• Taser shock effects now occur more rapidly and cause a stronger player viewpoint tilt.
• Taser shocks also down players more quickly.
(If editing taser effects, [B]DO NOT[/B] increase the “shake” effect. This effect includes a screen flashing visual that may cause photoepileptic seizure in some users.)
• Tasers are no longer stunned by electrical attacks. Shockproof still works, but will not incapacitate or harm the taser.
[I]Cloakers[/I]
• Cloakers can kick the last player standing, or players that are alone.
[I]Dozers[/I]
• Dozers now can appear with Saigas and LMGs.
• The MedicDozer can spawn on Crackdown. It wields a standard SMG.
• Dozer armor pieces other than the outer and inner visor cannot be broken. Projectiles hitting these armor pieces deal no damage. Damage that hits the dozer body hitbox functions as normal.
• Dozers take halved damage from explosives.
[I]Turrets[/I]
• SWAT Turrets attached to vans and trucks can now be repaired a functionally infinite number of times.
• SWAT Turrets attached to vans and trucks have a shield health of 5000. Other Turrets have a shield health of 7000.
• All Turrets have a reduced explosive damage multiplier, from 7 to 3.[/quote]
I'd be very grateful for feedback, especially negative feedback, on all of this. I started working on what eventually became Crackdown shortly after Death Wish was introduced, so it's been a long time coming. I'm hopeful that some of these changes will find their way into the base game- especially qualitative, rather than numbers-based, difficulty.
Jules pls
[QUOTE=Finale;53081338]A general overview of Crackdown changes for the first launch:
[QUOTE]CRACKDOWN[/QUOTE]
I'd be very grateful for feedback, especially negative feedback, on all of this. I started working on what eventually became Crackdown shortly after Death Wish was introduced, so it's been a long time coming. I'm hopeful that some of these changes will find their way into the base game- especially qualitative, rather than numbers-based, difficulty.
Jules pls[/QUOTE]
Sounds fantastic. Excited to see the new Bulldozers since you got the textures fixed.
One question about this though.
[QUOTE]•SWAT Turrets attached to vans and trucks can now be repaired a functionally infinite number of times.[/QUOTE]
Does this mean we will not have opportunities to damage the Turret itself? Since Turrets retract on shield loss immediately, and they now supposedly have infinite shield repairs rather 2.
[QUOTE=SlickBlade;53082394]Sounds fantastic. Excited to see the new Bulldozers since you got the textures fixed.
One question about this though.
Does this mean we will not have opportunities to damage the Turret itself? Since Turrets retract on shield loss immediately, and they now supposedly have infinite shield repairs rather 2.[/QUOTE]
In principle a well-coordinated group could kill a van turret (using a fire desync trick, or by sneaking shots around the shield), but in almost all practical situations they have to be avoided. So far in testing it’s been much less of an issue than I would have thought- though it really, really requires the group knows what is going on.
In practice testers are coordinating and planning points where they want to take out the shield and use the repair period to move past, which was my hope for the change. ECMs are proving popular again, too, which I honestly didn’t anticipate.
All of that said, I think it’s in the top 3 most controversial changes, along with solo attacking cloaker sand the dozer armor (which we’re still coding). We will keep an eye on it and change course if it’s proving too unfun.
People (including me) pretty just use the see more and speculator sights, I wonder how they could make other sights more attractive.
[QUOTE=VenomousBeetle;53080866]Any idea if it's exclusively more than 2 cores getting any boost, and if having 4 threads but 2 cores makes a difference?
[editline]25th January 2018[/editline]
I've been stuck with an i3-3220 for a long time and it says 4 CPUs in dxdiag but I know its only 2 physical cores[/QUOTE]
pretty much every app every will try to use hyperthreaded/"virtual" cores like physical ones.
since the point of hyperthreading is to keep CPU usage as close to 100% as possible, it'd depend on how much of your CPU the game was already using.
So i asked Jules in the stream what happened to ammo types for other weapons
He said:
"they were negatively received by the community so they were scrapped"
... i'm fine i'm
:tableflip:
Here's a steam community [URL="http://steamcommunity.com/app/218620/discussions/8/1693785669855446499/"]post[/URL] about the upcoming beta changes.
[QUOTE][I]Skill Changes[/I]
Graze has been added to tier 4 of the Sharpshooter subtree, replacing Ammo Efficiency
When you hit an enemy, enemies in an area around the bullet trajectory are hurt by 50%(actually 15% for some reason) of your sniper rifle's [B]applied[/B] damage.
Aced effect causes 100% damage on a headshot.
Graze is affected by enemy headshot multipliers, so targeting specials like cloakers and bulldozers is a good idea
Ammo Efficiency has been moved to tier 3, replacing High Value Target
High Value Target has been moved to tier 3 of the Silent Killer subtree, replacing Specialised Killing
[I]Weapon Changes[/I]
Various low-damage assault rifles have been/will be buffed in response to silent killer being removed
[I]Gameplay and Difficulty Changes[/I]
[B]AI changes:[/B]
Enemies have been made to be more responsive, especially for low end PCs. Difficulty should now be more consistent between systems, and harder overall.
AI pathing has been improved for larger maps, like big bank
[B]In response to AI changes:[/B]
One Down enemy health has been reduced to Deathwish levels
You now have 3 downs in One Down (you read that right)
Maximum enemy limit is being reduced
[B]Other:
[B]Mayhem[/B]
[/B]Mayhem headshot multiplier increased
Damage for enemies wielding assault rifles is decreased[B]
[B]Death Wish (+)[/B]
[/B]
Minigun Dozers have been added to Deathwish+ Difficulties
Minigun Dozers will have double health compared to other Bulldozer[B]s
[B]One Down[/B]
[/B]
Medic Dozers have been added to One Down
Other Dozer Variants appear to correctly use the KSP LMG and IZHMA 12G Shotgun
Having only one down is now an optional "modifier", which can be enabled on any difficulty
Game is optimized more
[I]Jules' plans for the future[/I]
Jules wants to give a balance pass for Sniper Rifles compared to themselves. Jules acknowledges that some snipers are clearly a better choice than others
Jules wants to give a balance pass for 80 damage Assault Rifles. Jules acknowledges that they are going to fall behind.
Jules is looking into perk decks (namely hitman)
Jules is still balancing One Down, while Jules can't exactly say one down is any easier with the new changes, he still says making one down overall easier is not their intent
One Down will probably get a new name. New name to be determined
One Down will become 'split' into two different things:
The new hardest difficulty, which is One Down, but without the one down
The new hardest difficulty but with the One Down mutator/mechanic
This will potentially add [I]another[/I] set of achievements
FINAL NOTES
[B]BETA WILL LIKELY COME OUT IN ABOUT 1-3 WEEKS[/B][/QUOTE]
They'll update the post with new info as comes out.
edit: added more info edit3: about the one down difficulty split
edit2: added info that dozers seem to have correct animations for ksp and izhma
edit4: added info about minidozer health and the one down modifier, and improved formatting
edit5: fixed missing new lines in the other section
edit6: added more info about the graze skill
Jules still wants flat damage falloff and other enemy stats on One Down, those are apparently unchanged. I have to assume they're fixing the glitched stats on other enemy weapons, though.
[quote]In response to AI changes:
One Down enemy health has been reduced to Deathwish levels
You now have 3 downs in One Down (you read that right)
Maximum enemy limit is being reduced[/quote]
lmao
[quote]Death Wish (+)
Minigun Dozers have been added to Deathwish+ Difficulties
Minigun Dozers will have double health compared to other Bulldozers
One Down
Medic Dozers have been added to One Down[/quote]
not so lmao
well, this should certainly do [i]something[/i] about how DW is easy and OD is dumb, I'll wait to see how good the changes are though
I'm curious if we'll get zeal versions of the minigun dozer and medic dozer.
that’ssss an interesting difficulty change to one down but the modifier thing doesn’t seem to make much sense to me. seems fairly arbitrary to split it like that.
Consider me interested.
[QUOTE=fendermcbender;53083770]that’ssss an interesting difficulty change to one down but the modifier thing doesn’t seem to make much sense to me. seems fairly arbitrary to split it like that.[/QUOTE]
It's likely an attempt to address the "nothing is ever hard/unfair enough" contingent, a group overkill has a long history of being overly sensitive to. Such individuals would be really angry that their OD mask was being "devalued". In the stream Jules went to great pains to avoid saying the new difficulty would be easier than the old OD-though by all indications, it's going to be significantly [I]fairer[/I] than the old OD simply by having fewer enemies and less (though by no means no) health inflation.
edit: lol, case in point, even as I write this a contact links me this:
[url]http://steamcommunity.com/app/218620/discussions/8/1693785669855406513/[/url]
[quote]Congrats, OD is officially dead
So, earlier Ovekill aded new OD difficulty where you need to make a good build to kill cops. It was a good choise since dw can be a cakewalk as soon as you make a oneshot build. And actually you still coud make a oneshot build for OD.
Now they're nerfing OD enemies hp, OD will use DW hp values in beta.
And for God's sake It's ONE DOWN, why do we have 3 donws at ONE DOWN now?
It's literally just DW with higher damage now.[/quote]
I guarantee this user doesn't understand most of the systems involved-it takes me a good hour of back and forth to get "there are forms of difficulty other than health and damage" through any one of these people's heads.
I don't know why folks insist on making this "gear/build check" mentality of difficulty their whole universe. It's really myopic, especially in a game where progression is now so flat.
The hell is this "one-shot" build?
What, like equipping the Thanatos? Don't exactly need a build for it.
Hey boys, I haven't played since patch.. like 45? I was wondering, do bots do anything helpful yet?
[QUOTE=Zakkshockv2;53085063]Hey boys, I haven't played since patch.. like 45? I was wondering, do bots do anything helpful yet?[/QUOTE]
Bots are good now and a viable replacement for real players, they carry bags, and you equip them with passive perks for you like faster interactions.
[QUOTE=TheBorealis;53085073]Bots are good now and a viable replacement for real players, they carry bags, and you equip them with passive perks for you like faster interactions.[/QUOTE]
They fucking [B][I][U]WHAT[/U][/I][/B]
[t]https://puu.sh/zatlK/49c1a91926.png[/t]
[QUOTE=Zakkshockv2;53085076]They fucking [B][I][U]WHAT[/U][/I][/B]
[t]https://puu.sh/zatlK/49c1a91926.png[/t][/QUOTE]
Yeah they added a crew management section to choose what weapons, masks, and perks bots have. Pretty much the only thing bots can't do is count as players for achievements. They also have added a ginormous amount of achievements and recently, achievement milestones that give you masks and coins. (you use Continental Coins from John Wick to directly buy weapon mods)
I don't understand their motivation to increase downs for OD. All it needed was decreased health, so it doesn't feel like you're shooting at sponges. That's what made it feel not fun for me.
The AI getting better can't be an excuse since it affects all difficulties.
They also didn't like how pretty much everyone ran Nine Lives/Swan Song to make up for the single down. The intent is the broaden build diversity.
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