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PAYDAY 3: Update 2.1.3 Hotfix Changelog

[p]Today, we're releasing a hotfix for PAYDAY 3 to fix several issues found since the release of Update 2.1.2.
No downtime is required, simply update and play![/p][p][/p][h2]Changes[/h2]
  • [p]Fixed an issue with loadout naming that caused some users to not be able to log in.[/p]
  • [p]Fix an issue with game invites that caused the invite to fail sometimes.[/p]
  • [p]Fixed a set of crashes related to the Arges minigun.[/p]

New Payday 3 update revives struggling FPS, as Starbeeze overhauls armor system

Originally released in September 2023, there have been plenty of occasions during the last 18 months when it looked like Payday 3 was finished for good. Steep declines in the Steam player count, some middling user reviews, and a couple of misfire updates have all suggested a premature end for Starbreeze's struggling FPS sequel. But Payday 3 fights on. The new update and Party Powder DLC have sent the game's player numbers sharply upward. There's a new heist, a new weapon, and a total transformation of the controversial armor system. GTA 6 might be on the way and realistic shooters like Escape From Tarkov and Delta Force may rule PC right now, but perhaps Payday 3 still has a chance.


Read the rest of the story...


RELATED LINKS:

Payday 3 is preparing a comeback, as Starbreeze aims to launch updates faster

Ex Starbreeze and Den of Wolves devs wish that Payday 3 was doing better

Payday 3 just added the first heist from the whole series, and it's free

PAYDAY 3: Update 2.1.2 Changelog - Party Powder Heist & Armor 2.0

[h2]⚠️ Known Issues[/h2]
  • [p] We have had multiple reports of users who have had their custom masks revert to the default Dallas mask, and this appears to be related to a mod/modloader issue.
    If you experience such issues, please update or remove all mods and modloaders from your PAYDAY 3 install folder, and try again.
    [/p]
[hr][/hr][h2]ːpd3ː Paid Content - Party Powder Heist[/h2][p]

Watch Gameplay Trailer on YouTube

Corrupt cops working for the Mob are raiding one of Shayu’s warehouses, and the Gang needs to get down there and secure her stuff.
[/p]
  • [p]Open-ended heist: complete objectives in any order[/p]
  • [p]Multiple entry points and access to three different warehouses with randomized doors[/p]
  • [p]Cook meth for additional loot[/p]
  • [p]Play either stealth or loud[/p]
[p]https://store.steampowered.com/app/3679630/
Players who do not own the Party Powder Heist can play for free when invited to the lobby of a friend who owns this DLC.

[/p][hr][/hr][h2]ːpd3ː Free Content[/h2][h3]ːwolfpd3ː New FREE Weapon - Justicar Secondary[/h3][p]A clear fan favorite from PAYDAY 2 returns in PAYDAY 3 under a new name: "Justicar"

[/p][h3]ːdallaspd3ː Feature Revamp - Armor 2.0[/h3][p][/p]
  • [p]A customizable armor system, allowing players to mix and match chunk types to suit their playstyle. Whether they prefer the PAYDAY 2, PAYDAY 3 or both games' approach to armor[/p]
  • [p]Adds flexibility and depth, supporting a wider variety of playstyles[/p]
[h3]ːchainspd3ː Feature Improvement – OVERKILL Weapon Delivery[/h3][p][/p]
  • [p]Previously, OVERKILL weapons were delivered to pre-defined locations via helicopter.[/p]
  • [p]With this update, weapons arrive at the player’s location via a drone, making them more accessible, which is great now that the OVERSKILL system is live[/p]
[h3]ːpearlpd3ː Twitch Drops[/h3][p] A brand new set of Apocalypse themed Drops are available, and you can earn them by watching PAYDAY 3 Streams on Twitch!

Tune into your favorite streamers and unlock cosmetic drops for yourself, or let your viewers earn drops as you heist!

The Twitch Drop Campaign will begin at 7pm CEST!

Read More about Twitch Drops
[/p][hr][/hr][h2]Party Powder Official Merch[/h2][p]

We've refreshed our Merch Store with brand new Party Powder themed apparel!

Visit the Starbreeze Merch Store
[/p][hr][/hr][h2]Favors[/h2][p]The favor groups have been set to the following:[/p]
  • [p]Rock the Cradle - Fear & Greed - Under the Surphaze - Touch the Sky[/p]
  • [p]Road Rage - 99 Boxes - Cook Off - Boys in Blue - Party Powder[/p]
  • [p]No Rest for the Wicked - Gold & Sharke - Syntax Error - First World Bank[/p]
  • [p]Diamond District - Turbid Station - Dirty Ice - Houston Breakout[/p]
[hr][/hr][h2]Balance[/h2]
  • [p]Increased AI Crew health to 170% of baseline[/p]
  • [p]Increased armor on the shield visor, hardness 1.5 > 1.75 and Armor 250 -> 450[/p]
  • [p]Increased Shield AI armor hardness from 2 -> 2.5[/p]
  • [p]Increased Zapper and Grenadier armor hardness from 1.5 -> 2.0[/p]
  • [p]Reduced hurt animation probability for Zapper, Nader, and Shields on Very Hard and OVERKILL[/p]
  • [p]Doubled crew AI damage on all difficulties[/p]
  • [p]Increased charges on AI dropped ammo, health, and armor deployables from 2 to 4[/p]
  • [p]Lowered the amount of ammo players get from enemy ammo drops on Very Hard (70%) and OVERKILL (50%)[/p]
  • [p]Increased the sentry AP turret armor penetration 1 -> 2[/p]
  • [p]Increased max heat bonus from Engineer - 'Engineer' ACED from 30% to 50%[/p]
  • [p]Increased max enemy cap by 5-15 when depending on heist size and player count.[/p]
  • [p]Increased special unit spawns on Very Hard and OVERKILL difficulties.[/p]
  • [p]There are more specials spawning across all heists[/p]
  • [p]Lowered enemy sniper aim time on Very Hard and Overkill difficulty.[/p]
  • [p]Lowered enemy Sniper damage on OVK from 400 to 300[/p]
  • [p]Lowered ammo when leaving custody on Very Hard and OVERKILL difficulties.[/p]
  • [p]Increased health, armor, and throwables on respawn across Normal, Hard, and Very Hard.[/p]
  • [p]Lowered the amount of OVK meter needed for the Sociopath.[/p]
  • [p]Lowered damage interval on OVK difficulty (leads to more damage)[/p]
[h2]Gameplay[/h2]
  • [p]Increased the brightness of the screen effect when using Jacket’s baseball bat[/p]
  • [p]Fixed an issue where small vault doors would collide with the player, causing them to get stuck[/p]
  • [p]Container doors and medium vault doors no longer get stuck if opened while holding the Sociopath bat[/p]
  • [p]Fixed an issue where using the weapon fire button during melee animation caused desynced shots[/p]
  • [p]Fixed an issue where using Mower's Ammo Replenish and Ammo Funnel caused it to not consume Edge correctly on Gunslinger's Finisher.[/p]
  • [p]Fixed an issue where, if a camera detects a corpse and got hacked with ECM, its detection bar would still go up after the ECM effect ended and the body was out of sight[/p]
  • [p]Fixed an exploit where the Sociopath could be equipped indefinitely[/p]
  • [p]Increased hit box height for light/heavy SWAT from 50/75 cm to 90/90 cm so that the crouched AI is easier to hit with a Sociopath bat[/p]
  • [p]Fixed an issue where the safecracking mini-game was still active while the game was paused[/p]
  • [p]Fixed an issue where installed mods on a destroyed weapon would appear on a fresh one from the vendors[/p]
  • [p]Updated the deployment logic for sentries, making them simpler to deploy on uneven surfaces[/p]
  • [p]Improved pick-up hitbox of some small interaction objects like keycards or QR phones[/p]
  • [p]Tools placed on security cameras, or other larger props, can now more easily be picked back up[/p]
  • [p]New accounts now start with an equipped silencer on the S40 pistol[/p]
[p][/p][h2]Feature[/h2]
  • [p]Added rotating preview of mask, weapon, and armor in the vendor menu[/p]
  • [p]Added animation to the player model when inspecting cosmetics through vendors[/p]
[p][/p][h2]Skill Changes[/h2]
  • [p]‘Fortitude - Pain Asymbolia’ skill now gives a 40% reduction instead of 10%[/p]
  • [p]Fixed an issue where the 'Gunslinger' - Locked and Loaded skill wouldn't trigger when the ammo reserve was full[/p]
  • [p]Fixed an issue where 'Interceptor - Signal Block' skill wouldn't work on the street cops[/p]
  • [p]Assassins Mettle changed to 5/30 health below 75% to 5/10 health below 50%
    • [p]To: If you have one armor plate or less, killing a marked enemy with a suppressed weapon will heal you for 5 health, or 30 health if you are also below 75% of your maximum health. If you are already at max health, you will receive adrenaline.[/p]
    • [p]From: If you have one armor chunk or less, killing a marked enemy with a suppressed weapon will heal you for 5 health, or 10 health if you are also below 50% of your max health. If you are already at max health, you will receive adrenaline.[/p]
    [/p]
[h2]Art[/h2]
  • [p]Prevented loose cash loot from displaying shadows on the surface from which they were taken[/p]
  • [p]Fixed so that tools fall if they're on a glass surface that gets destroyed[/p]
  • [p]Visual improvements to volumetric fog light scattering[/p]
  • [p]Swapped icons on spray can patterns "Weird Sky" and "Steel Sky"[/p]
  • [p]Fixed an issue where the Blyspruta MX63 ammo belt would disappear when inspected from certain angles in the main menu[/p]
  • [p]Fixed issue where oxygen tank would reappear on a thermal lance if taken out before the timer for burning reaches 0[/p]
  • [p]The 'Crackhead' mask had an unused pattern tab that has now been removed[/p]
  • [p]Fixed Mosconi 12 sticker placement[/p]
[p][/p][h2]UI[/h2]
  • [p]Improved UI navigation in the Loadout menu when using controllers and keyboard arrow keys[/p]
  • [p]Prevented text from being cut off on the police captain's PC screen in Spanish, Portuguese, and German[/p]
  • [p]The server browser now updates when the player fails to join a selected game[/p]
  • [p]Fixed a bug that caused finished lobbies or ended games to appear in the server browser[/p]
  • [p]Added descriptions to "Upscaling mode" in the options menu[/p]
  • [p]Fixed incorrect player status in the social menu in some cases[/p]
  • [p]Fixed an issue where the selected character wouldn't update correctly in the Character Selection screen[/p]
  • [p]Added secondary/primary weapons tags in vendors[/p]
  • [p]The "Invite to Party” button now changes to “View Party” when the party is full[/p]
  • [p]Fixed an issue with visually corrupted masks[/p]
  • [p]Mask Of The Week comes with a mask slot now[/p]
  • [p]Improved UI backwards navigation in the Loadout/Vendors menu allowing you to more easily go "back" one menu[/p]
  • [p]Fixed having to press the weapon switch button twice to swapping weapons while using controller[/p]
  • [p]Changing outfits in the main menu after completing a heist will now update the visuals for other players[/p]
[p][/p][h2]Audio[/h2]
  • [p]Updated the audio on the Thermal Lance bolt interactions to improve sync[/p]
  • [p]Fixed camera and battering ram audio bug[/p]
  • [p]Fixed a bug where the cooking audio would keep playing when the meth lab explodes[/p]
[p][/p][h2]Technical Changes[/h2]
  • [p]Fixed a bug that occurred while trying to play the game with the same Nebula account on different platforms at the same time[/p]
  • [p]Improved game loading time on Xbox Series S[/p]
  • [p]Show "Join Game" button in native overlay for "Friends Only" game sessions[/p]
  • [p]Fixed "Remove friend" action when using Epic Games Store. It was opening an external web browser to display the user profile. It now shows native Friends UI instead[/p]
  • [p]Fixed server crash that occurred when restarting a level while in a party[/p]
  • [p]Steam, EGS, and Windows Store players can't play together anymore with crossplay settings disabled[/p]
  • [p]Improved usage of memory to reduce loading times when failing to join a game that got full before the user got into the lobby[/p]
  • [p]Cancelling matchmaking while viewing the game mode screen no longer causes the QP/Solo/Tutorial options to become inaccessible[/p]
  • [p]Player parties no longer disband when heists are restarted[/p]
  • [p]Players trying to play the tutorials while the PS5 installation is still ongoing are no longer stuck in spectator mode[/p]
  • [p]Revoking the Jacket DLC (refunding it,) now also removes the Sociopath bat from the loadout, if previously equipped[/p]
  • [p]Prevented a crash caused by the player going into custody with the Mamba OVERKILL weapon in hand, while having an unexploded grenade in play.[/p]
  • [p]The game no longer crashes if a host player rejoins their own ongoing game, and then quits during the 'getting ready' screen, if the players have voted to restart[/p]
  • [p]Prevented a crash caused when dropping into a game where the players were spinning the barrel on the Arges OVERKILL Weapon[/p]
[p][/p][h2]Heist Changes[/h2][h3]Gold & Sharke[/h3]
  • [p]Fixed hitbox of vault camera on "Gold & Sharke Bank"[/p]
[h3]99 Boxes[/h3]
  • [p]Removed blue security card that could be obtained using mods[/p]
[h3]Road Rage[/h3]
  • [p]Player no longer slides with the fence while opening it[/p]
[h3]Boys in Blue[/h3]
  • [p]Fixed interceptor overskill not functioning as expected on this level[/p]
[h3]Turbid Station[/h3]
  • [p]Fixed an issue where the PC timer wouldn't restart after going down to zero[/p]
[h3]Houston Breakout[/h3]
  • [p]Fixed pillars and glass destruction audio in the rotunda[/p]
[h3]Fear & Greed[/h3]
  • [p]Fixed drone spawn point on the roof[/p]
[h3]First World Bank[/h3]
  • [p]Fixed an issue where the additional loot gate couldn't be opened if the level switched to loud during gate lockpicking[/p]
  • [p]Fixed an issue where police could pick up bagged money through the closed vault doors[/p]
[h3]Diamond District[/h3]
  • [p]Fixed an issue where a random loot bag would sometimes get destroyed, causing the heist to have less loot than intended[/p]

PAYDAY 3: Blog Update #42 – Interview with Party Powder's Level Designer

Howdy doddle heisterinos! We’re trying a new intro, don’t judge.

We hope you’ve been well, we certainly have. Between making levels, fixing bugs and all that jazz, we’re preparing for self-publishing the best we can, trying to figure out what needs to be prioritized. Meanwhile summer is making itself known outside, other people seem to like that. We’re indoor devs though, so it’s just glare on the screens.

Today’s blog is all about the upcoming heist, Party Powder. We asked level owner Emil Andersson a couple of questions about his experience from its development and he delivered in style!

Also, we’ll show the original key art image that got nerfed due to inappropriate content in the logo and on the floor. Looking back, we can see where they’re coming from, but we still get to share it here at least.


[hr][/hr][h2]Design Process & Creative Vision[/h2]
[h3]Did you have a core fantasy or theme you wanted players to feel when playing this level?[/h3]
We wanted that feeling of grabbing the loot under the nose of the cops and to have that classic movie scene of a space being closed down outside a dark alley which is frequently seen in movies and shows.

[h3]What came first: the setting, the gameplay ideas or something else?[/h3]
The level is built to reward those who take their time to go around every corner which is something we wanted from the start. What felt the most fitting and something we haven’t really dug into in PAYDAY 3 was a more gritty atmosphere of PAYDAY 2’s release levels and we haven’t really used the cops from Boys in Blue which are slightly more aggressive so this felt like the perfect fit.

[h3]Any movie, heist story, or real-world location that influenced the level’s design?[/h3]
The industrial area of Brooklyn, in the beginning we looked at the new Batman movie and wanted to have a mix of red and dark but we slowly moved away from that because it simply became too dark. We then moved more towards David Fincher’s movies and The Wire tv show for style and inspiration.
[hr][/hr][h2]Challenges & Iteration[/h2]
[h3]What part of this level gave you the most trouble during development?[/h3]
We wanted a level which was quick in execution but would be rewarding if you took some time to discover it all. It was a bit tricky to design with randomization and difficulty in mind but I think we managed to get a solid balance. It got a dark gritty atmosphere and Art played around with the vegetation which gave it its own style (inspired from The Last of Us), the train tracks and street helps differentiate the areas and the parts of the level we reworked the most.

[h3]Was there something you had to cut that you wish had made it in?[/h3]
I wish I had a bit more focus on the approach in stealth and specifically how to get inside the buildings. At the time I thought it would be enough to have 4 different spawn locations and that you would get inside differently depending on where you spawned. Looking back on it I think I could have squeezed in an alarm that had to be shut off or power source that needed to be rerouted.

[h3]Did the level change significantly from the original concept to the final version?[/h3]
Looking back on the notes from pitching the level all of the details in it are in the final version. We did add a bit more randomization than mentioned in the original pitch and difficulty tweaks.

[h3]How do you balance the level for stealth vs. loud playstyles?[/h3]
It was a bit tricky in stealth since we had 4 spawning locations. This makes balancing of carrying loot longer which is why a few windows are open/can be open and the preplanning to secure loot is in the middle of the level. This is also why some doors are only openable from the inside to create shortcuts.
In loud it’s all about combat, making sure AI can reach you everywhere and that they spawn not too far from the players. It takes a long time to test but I think we pulled it off quite well in this heist.
The progression of specials/ heavy units of enemies now also listens to objectives completed and the amount of assaults that has progressed.
[hr][/hr][h2]Behind-the-Scenes & Trivia[/h2]
[h3]Any funny bugs or unintended behaviors you remember from testing?[/h3]
While working on the level the audio guy asked me if it would be cool to have a Rave somewhere in the background buildings, I said sure not really knowing what to expect. A few days later I load up the level and you can hear a full on rave in one of the buildings in the back.

The same guy placed a screaming background sound of a cat in one of the spawn alley ways which scared the shit out of me when I loaded in to test a new function. I think he removed it.

[h3]Are there any Easter eggs or little design details players should look out for?[/h3]
Keep an eye out for the random shutter door that might be open to one of the warehouses, the guard will also patrol a bit differently then (only on normal/hard difficulty). Guards will sometimes go and investigate the shutters being opened in stealth on the two main buildings.
There should be a conversation somewhere in the level where you can overhear two guys that are looking for the methlab meaning that the gang were not the only one who got the same idea.

Look out for donuts and donut boxes around the level.

[h3]Is there one spot in the level that you’re particularly proud of?[/h3]
The spawn point looking over the middle of the level was something Art created and asked to be implemented. Players used to spawn on the ground but Art went crazy with the space and suggested an elevated platform to get a better view which is what we ended up using in the end.
The pre-planning where you escape with a helicopter on a train is risky but it pays off quite well if you can dodge the snipers.

[h3]Was there a “nobody will notice this, but I’ll know it’s there” moment you snuck in?[/h3]

Personally I can’t think of anything right off the bat but I know Art went crazy with placing mannequins everywhere which is quite spooky since they are always placed in the places you least expect.
[hr][/hr][h2]Personal Touch & Teamwork[/h2]
[h3]If this level was a character in the PAYDAY crew, who would it be and why?[/h3]
Wolf because it’s aggressive and dark

[h3]How does it feel seeing players experience your work for the first time—especially the chaos they bring?[/h3]
Stressful but exciting.

[h3]What’s one piece of feedback you’re secretly hoping players don’t give?[/h3]
Anything goes however there is currently no way of hindering players to buy all preplannings so if you buy both helicopter extraction you will get the option to place both flares however the flare which gets placed first is the location where the helicopter will fly to.
[hr][/hr][h2]For Fun & Looking Ahead[/h2]
[h3]If you could make a heist anywhere in the world, where would it be?[/h3]
I got a few off the top of my head: A museum with a big destructible T-Rex skeleton, the federal gold reserve which would just be a big homage to Die Hard 3, stealing a transplanted heart from a hospital for a gangster boss (Crank movie reference). If we want to go full on, no budget, a Formula 1 track where the final part of the level you use a Formula 1 car to drive out from the stalls towards a hole created by C4 at the end of the track I call it Car Shop 2.0.

[h3]What’s your dream gadget or mechanic you’d love to build a level around someday?[/h3]
I would love to have you carry things in one hand such as a brief case which would force you to use the secondary if you are holding it and by command being able to throw it to other team members. Using the same co-op function found in the co-op wolfenstein game released a while back where it was used to boost each other.

[h3]Any differences depending on difficulty level?[/h3]
More guards, cameras and more loot required to complete the level.

[h3]If players only take away one thing from this level, what should it be?[/h3]
I hope they like the more gritty tone of the level and that we delved deeper into actually stealing something more illegal such as cocaine which I felt was missing from the main released game.
[hr][/hr]And that’s it! A huge thanks to Emil for taking the time out of his day to answer all these questions. And another huge thanks to you for reading this far. We hope to see you next time, so long space heister!

PAYDAY 3: Blog Update #41 - OVERKILL Delivery Drone Preview

Good day heisters!

Are you ready for a surprise bonus blog? You better be, cuz you’re getting one!

The upcoming update has something we can call a “bonus feature” that one of our coders took it upon himself to create out of nothing more than stubbornness and the kindness of his heart.

What is this bonus feature you ask? Well, OVERKILL weapons will no longer plop down listlessly on a random street in full view of overeager snipers and cloakers. Instead they get delivered right to your feet, like a dog in old movies delivering the morning newspaper. Good drone.

This absolute beast of a dev had to blaze new trails in order to get this feature done, increasing his own skillset while delivering cool features to the hungry PAYDAY audience (things are getting hot in the kitchen with all the things you want us to cook).

So we asked Suat, that’s his name by the way, Suat Kucukgol—nope, we can’t pronounce it either—to help us understand the journey of this cool new feature from conception to release. We hope you find it as interesting as we did writing this!



[hr][/hr]
[h2]Interview with Suat[/h2]

[h3]● How come the decision was made that we should change how OVERKILL weapons would be delivered to players?[/h3]
Since the release of PAYDAY 3, there have been ongoing conversations, both internally and externally, about how OVERKILL weapons are delivered to players.

At some point after discussion #69 (nice), I jokingly kept nagging our AI programmer, saying, ‘You should make a drone that drops the weapon!’ His response was, ‘You do it!’ At the time, there was a heavy workload. Fixing AI bugs and implementing a new AI revival system (see patch notes here) were the priorities. While I was working on those tasks, our Game Director at the time came by and asked me if I could make a prototype of a drone that would deliver the OVK weapon. And with that, we were in business!

[h3]● How did the development of the Deliver Drone go? Was it hard to get the AI to understand how it needed to navigate buildings, and get to players?[/h3]
Yes, it was tough. I think I spent around 3-4 months of side-project time trying to get it to work as it does now. It went through several stages. The first prototype had a limitation. It could only fly to the player if they were in a large, open space. If that wasn’t the case, it would fly to a backup point and leave the weapon there. If it couldn’t find that point, it would just leave the weapon where it spawned.

Overall, the biggest issue I ran into was that all of our original heists weren’t built with drones in mind, because drones weren’t in the game until Syntax Error (having been added with Techies, read more about that here). On these heists, the drone couldn’t reliably fly to the player and would often choose the backup points. I needed to adapt the drone. My goal was to make it function like Techie’s drone. Techie’s drone despawns and respawns to find a new path if the initial path is blocked. However, that didn’t really work.

The next step was to allow the drones to fly to the point closest to the players, hoping to get the weapon as close as possible so one wouldn’t have to run to the backup points, as those wouldn’t have been much different from the helicopter drops. I believe that this is what cemented the drones in this project, as that change made them better than the current helicopter drops. The OVK weapon could now navigate to the players.

Once that work was completed, we added the build into the QA branches for testing. This is where the true fun began, as bugs started to arrive in droves. I was getting reports about the OVK weapons being placed out of reach of players (on roofs, in walls, outside the map itself, etc.). The drone also liked to drop the weapon on the other side of the wall from where the player was when it was unable to get inside the building. All of these bugs made QA question whether the drone was really better than the current helicopter drop, because at least then you could run outside, fight the cops, pick up the gun, and get back inside.

However, I didn’t let this deter me! The next step was the hardest yet: implementing nav links for the drones. For the uninitiated, nav links help guide NPCs through a game world, telling them where they can and can’t go, and how to get around obstacles.

During the whole time I was working on the drone, I had a thought in the back of my mind: ‘Nav links for the drone would have been great!’ Now was the time to finally figure out how to make that work. After all, I didn’t know anything about pathfinding or nav links, so how was I meant to figure this out?

I started to research how pathfinding actually worked and what made a nav link function. After weeks of research and testing (and some banging of my head into a wall), I finally had something that worked! I could get the drone to fly through a nav link and get to places it couldn’t reach before. Great success!

[h3]● Did you have to learn anything new to develop this?[/h3]
Yes, AI! I hadn’t worked much on AI before this, as I’m a Generalist Gameplay Programmer, so my experience on previous features are on things such as Zipline, Breaching equipment, WiFi circles (yeah I know), and such projects. None of these were really applicable to AI, drones and pathfinding, so I had to sit down and learn more about AI in Unreal, and specifically about pathfinding!

[h3]● What other departments did you work with to get this working?[/h3]
I worked with the audio department to get the right sounds for the drone, and with level design to make the pathing for the drone for each heist working!

Then of course we can’t forget about QA! Without their intensive testing and feedback the final push to allow the drones to fly through doors and windows wouldn’t have happened!

[h3]● Any fun trivia that you’d like to share from the development?[/h3]
Early on in development the idea was for the drone to follow the players until it was ready to drop the weapon, but that didn’t even get tested by QA because I already found enough bugs to break it. For example, running around the map, or just hopping in and out a window was enough to confuse and break the poor drone.

Delivery drones were incredibly helpful. They revealed numerous bugs we wouldn’t have otherwise discovered. Many of these bugs were related to air navigation. For example, we found large areas lacking air navigation. In other places, the air navigation was too far from the ground. This all meant that you could trick the Techie’s drones to fly back and forth by going up and down stairs for example!

As a final word on this, I don’t know if it was my nagging that got this to happen, but I want to give credit to a person on Reddit who made a comment (after the release of Syntax Error) saying how cool it would be if the PAYDAY gang and Shade could use the drones as delivery drones, which is what got my brain going on the idea. Your name may be forgotten, but your idea lives on!



[hr][/hr]
If you made it this far then congrats, you get this drone (don’t tell the Techie)! We hope you found this blog interesting, who knows, perhaps we will make more if we have something similar in the future. If not, let us know anyway so we don’t put effort in the wrong places.

The drone delivery system is coming in the next game update. So next time that you find yourself in a tough situation, surrounded by cops, then pull out your phone and call in your new friend! They’re happy to help by dropping your chosen OVERKILL weapon at your location for easy access. Bile on the other hand is getting a pay cut. It seems no one is safe from having their job stolen by a robot, not even in the digital world.