Full notes
Full PAYDAY 2 update
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What changed
- Compatibility
Time for an update to the Desync Beta. With some more fixes to the desync functionality and all the changes to the live game from the 149.0 Update that was released last week. To take part in the Beta please read the Desync Beta - How to prepare and join post for information on how to activate the Beta and recommended preparations before opting into the Beta. To leave feedback or report bugs on the Beta, please visit the Desync Beta Forum . The Beta branch will be available on both PC and Steam OS. Me and my associates will now go and wreak some havoc. OVERKILL_Tobias OVERKILL - a Starbreeze Studio. Update size: Live to Beta 550.6 MB
Beta Changes
Added a button to the profile selection that allows players the uses mouse and keyboard to select a profile without scrolling through the entire list
Enemies and Team AI reloading will use magazine reload sounds if HQ weapons is turned on
Fixed Akimbo off-hand weapon not disappearing when the player is performing an interaction animation
Fixed flamethrower being silent and not causing alerts
Fixed Team AI firing automatic rifles infinitely instead of firing in bursts
Team AI equipped with shotguns will now show the correct amount of tracers when they fire
Team AI equipped with LMGs can now spray fire on full auto instead of only firing in short bursts
Team AI equipped with auto-shotguns can now rapidfire the shotguns instead of only firing one shot at a time
Fixed the damage being dealt by the R870, Mosconi, and Joceline O/U shotguns when they were equipped by Team AI
Fixed bullpup stance not applying correctly while running
Fixed rifles keeping the bullpup stance if switching from a bullpup weapon
Fixed Captain Winters minions changing to the wrong animation set once they had been revived
Add desync catchup for entering and exiting ziplines, fixes players getting stuck in the zipline animation if catching up at the end of a zipline
Fixed enemies using the Mac-10 reloading it like it was a rifle
Fixed desync where enemies would not fire on both client and server while performing hurt actions
Fixed enemies firing their weapons not syncing correctly between clients, causing enemy reload times to desync
Source
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