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Beta 16 "Smooth Sailing" Patch (Beta 16.1.0)

[h2]Fixes[/h2]
  • Fixed the UI for Japanese, Chinese and Korean players

No Plan B "Smooth Sailing" Update (Beta 16)

Campaign Unlock Choices


During the campaign, weapon, grenade and shield unlocks now give player the choice between several randomized options instead of predetermined items.



Victory Ranks


A new rank system has been implemented to give the player a better sense of achievement when completing a mission. This applies to all game modes.

The S Rank can be reached by completing all mission objectives and taking no damage to either your agents or civilians.



This will double the XP reward in campaign missions.



XP Balancing


Speaking of XP, the thresholds for character skills and weapon type specializations have been lowered. This means that skill points and specialist levels for weapon types will be easier to unlock.

The speed at which weapon attachments are unlocked has been reduced. But they are now correctly mentioned in campaign mission reports.

Improved Paths


The size of the pathfinding grid has been reduced to allow smoother path drawing.
A new simplification pass has also been implemented to straighten the trajectories.
In the same spirit, the auto-path (double click or shift+click) has been improved to allow shorter, more direct paths.

Here is a before/after comparison of the way paths are drawn:



And a comparison of the final paths:



Biomes


An early version of the biome system comes with Beta 16.
A biome defines the mood of a map generated by the game. Each biome uses a set of room types. Each type determines which props will be used in these rooms.

For instance, the "Bank" biome uses the "Vault" (max 1 vault per map), "Office", "Lounge" and "Corridor" room types. Money stacks, gold bars and security gates will only appear in the vault while flower pots or water fountains may appear in corridors or offices.

Here is an example of a Vault room generated inside the Bank biome (used in the “stop the heist” scenarios):



Full changelog


This update also comes with a lot of improvements and fixes detailed in the following posts:
https://store.steampowered.com/news/app/1269020/view/3862464213291663481
https://store.steampowered.com/news/app/1269020/view/3862464213292058115
https://store.steampowered.com/news/app/1269020/view/5797888151176078999
https://store.steampowered.com/news/app/1269020/view/3996449472321529939
https://store.steampowered.com/news/app/1269020/view/4059500500987506505

Beta 10 "Go Play Outside" Patch (Beta 10.4.0)

[h2]Improvements[/h2]
  • Updated translations


[h2]Fixes[/h2]
  • Fixed the fields of view not showing (cherry pick from master branch)
  • Fixed the grenade tooltips
  • Fixed the exterior walls thickness differences

Beta 10 "Go Play Outside" Patch (Beta 10.3.0)

[h2]Improvements[/h2]
  • Improved support for floors with a height of less than 3 meters (now needs at least 2 meters)
  • Improved the format of the purchase and sale messages
  • Added a confirmation message when exiting the mission editor without saving


[h2]Fixes[/h2]
  • Fixed exfiltration maps generated with window spawns
  • Fixed missing window spawns in some external maps
  • Fixed floating props in some generated maps

Beta 10 "Go Play Outside" Patch (Beta 10.2.0)

[h2]New content/features[/h2]
  • Added the "Extraction" mission objective: reach and extract targets out of the map instead of just escorting them out (replaced the FBI "Save the hostages" missions with this new objective)
  • Added indicators on objectives placed in upper storeys
  • Added new exterior map layouts


[h2]Improvements[/h2]
  • Improved some exterior map layouts
  • Improved the initial orientation of the enemies
  • Reset the playback speed to normal when resetting the timeline
  • Added more sniping spots to exterior maps
  • Added the current balance in the purchase messages
  • Updated translations


[h2]Fixes[/h2]
  • Fixed the escort character spawns sometimes being changed between 2 tries of a challenge mission
  • Fixed the shoot house floor tiles not counting in the storey computation
  • Fixed the perk button tooltips overlapping the button
  • Fixed some props placement