In this update5
Full notes
Full Cloak And Coin update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Store
- Server
- Fixes
Cloak And Coin changes
Greetings Thieves,
I’ve had some great feedback from the community recently around new features, gameplay improvements, and bug fixes. I originally wanted to hold off on pushing another patch until the new super secret contract was finished, but realistically some of these changes are just better for the overall health of the game.
So instead of waiting, I’ve put together a smaller patch to get these improvements out sooner.
New Feature: Enemy Pinging
This one’s been a long time coming.
You can now ping enemy NPCs across all contracts. It’s something that’s pretty much a staple in the genre, and it always felt like a missing piece in Cloak And Coin.
Pinged enemies will have an icon appear above their heads for 10 seconds, visible to all players, even through walls.
My hope here is that this helps both solo players and teams coordinate better, and makes it easier to learn patrol routes for those clean 100% ghost runs.
I’ve also spent a fair bit of time going through feedback and bug reports from streams, VODs, YouTube videos, and the Discord, and tried to tackle as many of the important ones as I could in this patch.
Update 1.5 Patch Notes
Gameplay:
Added enemy pinging system, ping any enemy NPC with the middle mouse button to highlight them through walls for 10 seconds.
Removed player-to-player collision, no more getting body-blocked in doorways by your teammates.
Added new Daily Beer: Bystanders Beer, removes one random Civilian from your next contract.
Improved safe cracking mini-game, reduced the number of turns required to successfully crack the code.
Improved safe cracking furrther by making combinations now always alternate direction from the last successful input. For example, if you turned right, the next input will always be to the left.
Reduced Fullbelly Beer cost to 100, this should make it a more viable purchase.
Buffed Royal Guards Curse, now spawns multiple Royal Guards instead of just one.
Reworked Guard patrol paths in Curdled Plans contract, fixes an unintended jump-scare where Guards could get stuck on the main office door before it was unlocked.
Improved server performance and reduced some unnecessary replication events to help with lag.
Bug fixes:
Fixed an issue where players could get enemy NPCs stuck using lootable items, nPCs can now ignore loot and path through it correctly.
Fixed an issue where some lootable items could be thrown through walls.
Fixed an issue where clients could force the server player out of menus (by interacting with vendor NPCs in the Rogue’s Den).
Fixed a crash where clients could be sent back to the main menu when arrested while interacting with locked doors, safes, or display cases.
Fixed an issue where secondary objective counts could exceed the required total.
Fixed a testing chest spawning inside a statue on the Bone Exhibit contract.
Fixed items getting stuck on top of tables on Bone Exhibit.
Fixed an invisible wall in the jailhouse on Golden Tides.
As always, if you’d like to report bugs, share clips, or chat with me and other Thieves, you can join the community here.
Happy heisting,
netDOT
Source
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