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PAYDAY 2: Update 242.1 Changelog

[h2]Hello heisters![/h2][p]New year, new updates. Welcome to the official first year of updates coming to PAYDAY 2![/p][p]This update focuses heavily on engine improvements, mod support, crash handling, balance adjustments and as always more quality of life![/p][p]On the topic of engine improvements, To make sure you're all very aware you can now run the game at maximum texture quality with greater confidence that your game will not get an "out of memory" crash![/p][p][/p][p]We will be streaming this update live on the PAYDAY The Game Twitch account today, come hang out![/p][p][/p][hr][/hr]
PAYDAY 2: Update 242.1 Changelog
[h2]Update Size: 280 MB[/h2][p][/p][h2]Engine[/h2]
  • [p]Improved memory usage by clearing unused textures after loading into a heist[/p]
    • [p]Out of Memory crashes should be far less common when playing with high textures now[/p]
  • [p]Added Borderless Windowed mode[/p]
  • [p]Included the correct version of the D3D9 extension library with the game, allowing players who don't have it installed on their system to launch the game without errors[/p]
  • [p]Added a lua function for enabling editor physics bodies to help with custom heist creation: [/p]
    Application:set_force_editor_physics_bodies( boolean )
[p][/p][h3]Crash Handler[/h3][p]With this update we have integrated our in-engine crash handler from RAID: World War II into PAYDAY 2s engine version. If the game crashes, a new reporting window will appear showing what went wrong. If there are any mods installed, it will also let you know which ones might have contributed to the crash.[/p][p]This streamlines the bug-reporting process, making mod development easier, while also helps to identify and document stability issues easier. [/p]
  • [p]The crash handler can be disabled with the -q launch argument[/p]
  • [p]Crash reports can be attached directly to bug reporting threads on the PAYDAY 2 Discord server.[/p]
[p][/p][h2]Steam Inventory[/h2]
  • [p]Legendary weapon mods will now allow some level of customization that fits with the unique cosmetic kit[/p]
    • [p]Example: Vlad's Rodina can now change its sight mods, upper body mod, but can't change the barrel, barrel extension, stock, grip or fore-grip because of their exotic parts.[/p]
    • [p]Warning!: Pre-existing legendary skins must be re-applied before they can be modded![/p]
  • [p]When inspecting safe collections the associated legendary skins are now shown instead of a generic icon[/p]
  • [p]Weapon skins now list their weapon attachments in two alphabetical ordered groups, first for always applied parts and second for conditional parts (eg. akimbos not accepting scopes)[/p]
  • [p]Changed how skin gui icons are obtained to better support custom weapon skin mods that were broken from the last update[/p]
    • [p]Sorry for everyone who already updated their skins, you might need to do it again :/[/p]
  • [p]Fixed a memory leak relating to inventory items that were previously accepted by the player[/p]
  • [p]Fixed the newly acquired weapon skins popup not showing the skin icons[/p][p][/p]
[h2]General[/h2]
  • [p]"The Obsidian Plate", part of the secret puzzle, will no longer demand achievements that are gated by removed IPs that are no longer available unless you already own the DLC[/p]
    • [p]Your list of achievements can be rerolled by playing the piano with the correct notes again.[/p]
  • [p]Increased the volume on several of Wolf's voicelines[/p]
    • [p]If you had a mod that affected these lines, it is recommend you uninstall them to avoid issues[/p]
  • [p]Fixed titan shutters not playing opening and closing sounds[/p]
  • [p]Fixed the "Global Warming" achievement not awarding when using a secondary flamethrower[/p]
  • [p]Fixed the generic loot bags using incorrect textures[/p]
  • [p]Fixed some potential network crashes relating to ingame characters[/p]
[p][/p][h2]Gameplay[/h2]
  • [p]Adjusted sniper laser distances on some maps to not cut off early from far away[/p]
  • [p]Added a very short delay for the invincibility effect of Shield Marshal's[/p]
    • [p]They should no longer survive when killed through the shield with an AP weapon or explosion[/p]
  • [p]Added range falloff to the Shield Marshals stun shotgun[/p]
  • [p]Slightly increased the size of the Shield Marshal's flash device hitbox[/p]
  • [p]Shortened the invincibility effect duration on Marshal shields to better match the animation[/p]
  • [p]Increased bulldozer explosion damage multiplier from 1.1x to 2x[/p]
    • [p]This was mistakenly added in the last update already, but now we are documenting it proper. The reason for this change is to allow the RPG to one shot most dozers again while not affecting other weapons much[/p]
  • [p]The "Trigger Happy" skill can now refreshed by hitting an enemy while it's active[/p]
  • [p]Reduced the rate civilians will scream when scared[/p]
  • [p]Reduced the opacity on the Sicario perk deck's smoke screen effects.[/p]
  • [p]Changed the Maniac perk deck stack gain to now account for stacks decaying[/p]
  • [p]Fixed Hysteria stacks from the Maniac perk deck getting desynced when granted to co-op players[/p]
  • [p]Fixed a few cases of inconsistent health values for female cops[/p]
[p][/p][h3]Enemy Spawns[/h3][p]In the last update, we have reverted the enemy spawn cooldowns to 15-20 seconds, as they were previously. However as many have pointed out that, due to a variety of factors, this made spawns a bit too slow in a lot of situations, and thus the spawn rates have been tweaked once more.[/p][p]Spawn cooldowns are now based on two factors: How many heisters are in the lobby, and how well your team is doing on the heist. Additionally, when an enemy is killed near their spawn point, the cooldown for that point will be extended slightly to prevent enemies continuously spawning ontop of players.[/p]
[p][/p]
[p]Low Drama[/p]
[p]Regular Spawns[/p]
[p]1 Player[/p]
[p]10 - 12s[/p]
[p]10 - 15s[/p]
[p]2 Players[/p]
[p]7 - 12s[/p]
[p]8 - 12s[/p]
[p]3 Players[/p]
[p]7 - 9.5s[/p]
[p]8 - 10.5s[/p]
[p]4 Players[/p]
[p]6 - 8s[/p]
[p]7.5 - 10s[/p]
[p]* Team AI count as half players (rounded down, we may switch to rounding up based on feedback)[/p][p][/p][p]Note: We will continue to monitor feedback regarding enemy balance and make adjustments to this system. Eventually we would like to be able to set spawn rates on a per map basis, but since this would be a very time consuming process it will have to be implemented across multiple updates.[/p][p][/p][h2]UI[/h2]
  • [p]Added a numeric display to the Field of View slider[/p]
  • [p]Field of View can now be increased up to 100[/p]
  • [p]Added 165 and 240 as fps limit options to support modern monitor refresh rates[/p]
  • [p]Changed the minimum alpha value on weapon laser mods from 0.5x to 0.1x[/p][p][/p]
[h2]Heists[/h2]
  • [p]Added a new type of zipline that allows both bags to be sent over in addition to being traversable by players. It can be identified by a green colored motor, and is currently supported on the following heists:[/p]
    • [p]Alesso Heist[/p]
    • [p]Armored Transport: Train[/p]
    • [p]Big Bank[/p]
    • [p]Biker Heist[/p]
    • [p]Dragon Heist[/p]
    • [p]Goat Simulator Heist[/p]
    • [p]Hostile Takeover[/p]
    • [p]Lab Rats[/p]
    • [p]Reservoir Dogs[/p]
    • [p]San Martin Bank[/p]
    • [p]Midland Ranch[/p]
    • [p]Shadow Raid[/p]
    • [p]The Bomb: Dockyard[/p]
  • [p]Fixed the Safehouse and the Safehouse Raid being able to accumulate "Heat" XP bonuses[/p]
  • [p]Fixed some NPCs not being affected by the Mute Contractor Voices setting[/p]
  • [p]Fixed overly dark shadows across several heists (such as Jewelry Store and Park Escape)[/p]
[p][/p][h3]Firestarter[/h3]
  • [p]Airport (Day 1)[/p]
    • [p]Added lighting and decoration inside cargo trucks[/p]
    • [p]Fixed backdrop windows facing the wrong direction[/p]
    • [p]Fixed a misaligned streetlamp light[/p][p][/p]
  • [p]Trustee Bank (Day 3)[/p]
    • [p]Adjusted outdated lighting[/p]
    • [p]Added small decorations[/p]
    [p][/p]
[h3]Framing Frame[/h3]
  • [p]Art Gallery (Day 1)[/p]
    • [p]Added one-way vision blockers to skylights to prevent guards seeing players looking down in stealth[/p]
    • [p]Added lighting that was missing in many rooms[/p]
    • [p]Fixed a vent not opening when a Cloaker spawns indoors[/p]
    • [p]Fixed oversized collision on spiral staircase[/p][p][/p]
  • [p]Framing (Day 3)[/p]
    • [p]Added lighting that was missing in many rooms[/p]
    • [p]Added one-way vision blockers to skylights to prevent guards seeing players looking down in stealth[/p]
    • [p]Fixed some doorways that could trap loot[/p][p][/p]
[h3]Reservoir Dogs[/h3]
  • [p]Garnet Group Boutique (Day 1)[/p]
    • [p]Fixed the undercover cop being stuck in an idle animation after the ambush starts [/p][p][/p]
[h3]Big Bank[/h3]
  • [p]Fixed the lower floor office windows being endlessly broken by cops[/p]
  • [p]Fixed the thermite being ignited right after it being placed, instead of requiring a second interaction[/p]
  • [p]Fixed a security room door not being closed properly, causing the guard inside to phrase right through it[/p][p][/p]
[h3]Cursed Kill Room[/h3]
  • [p]Fixed missing textures on marked Zombie Snipers[/p][p][/p]
[h3]San Martín Bank[/h3]
  • [p]Fixed outlines for all loot items in the vault getting highlighted together when interacting[/p][p][/p]
[h3]Shadow Raid[/h3]
  • [p]Added some AC units that can sometimes spawn and be climbed to the roof[/p]
  • [p]Added vision blockers to bushes on the river side areas[/p][p][/p]
[h3]Midland Ranch[/h3]
  • [p]Changed the thermite waypoint on the left ranch gate to show earlier[/p]
[p][/p][h2]Weapons[/h2]
  • [p]000 Buckshot gains increased damage at extreme close ranges with the tradeoff of a small total ammo penalty[/p]
  • [p]HE Shotgun ammo type had its damage and accuracy is increased[/p]
  • [p]AP Slugs ammo type now uses the falloff settings that light sniper rifles use, granting a bonus at long ranges[/p]
  • [p]Snipers will now have adjusted concealment to account for the default larger scopes[/p]
    • [p]Universally offset by 2 concealment for all scopes that are not sniper exclusive[/p]
  • [p]Added Folded Stock weapon mod to the Mark-10 SMG[/p]
  • [p]Added ammo pickup reduction to the Kahn .357 Revolvers Hex Cylinder weapon mod to mirror heavy revolver stats[/p]
  • [p]Lowered the Commando 101 Rocket Launchers damage from 6200 to 3900[/p]
    • [p]This change was made in tandem with the Bulldozer explosion damage multiplier increase, so the weapon still requires multiple rockets to kill Bulldozers.[/p]
  • [p]Fixed reload timer being shorter than the animation on the Compact 40mm Grenade Launcher. Reload time is now 3.1s, from 2.5s[/p]
  • [p]Fixed Queens Wrath scope alignment for the Milspec Scope "Piggyback" mode[/p]
  • [p]Fixed Queens Wrath scope alignment for the Combat Sight "Piggyback" mode[/p][p][/p]
[h3]Weapon Damage Falloff[/h3][p]Overall adjusted the falloff on weapons to not be as oppressive on most weapon classes.[/p][p]The new falloff stats are as followed for each weapon class:[/p]
[p]CLASS[/p]
[p]Damage Near[/p]
[p]Damage Optimal[/p]
[p]Damage Far[/p]
[p]Assault Rifles (Low, Medium, High)[/p]
[p]Technically unchanged, all multipliers were set to 1x, Visually in menu shows as N/A now[/p]
[p]Shotgun (Primary, Low)[/p]
[p]1x @ 3-6m[/p]
[p]1x @ 6-12m[/p]
[p]0.5x @ 12-30m[/p]
[p]Shotgun (Primary, Medium)[/p]
[p]1x @ 3.5-7m[/p]
[p]1x @ 7-14m[/p]
[p]0.5x @ 14-35m[/p]
[p]Shotgun (Primary, High)[/p]
[p]1x @ 4-8m[/p]
[p]1x @ 8-16m[/p]
[p]0.5x @ 16-40m[/p]
[p]Shotgun (Secondary, Low)[/p]
[p]1x @ 6-6m[/p]
[p]1x @ 6-11m[/p]
[p]0.6x @ 11-14m[/p]
[p]Shotgun (Secondary, Medium)[/p]
[p]1x @ 7-7m[/p]
[p]1x @ 7-12m[/p]
[p]0.6x @ 12-15m[/p]
[p]Shotgun (Secondary, High)[/p]
[p]1x @ 7-7m[/p]
[p]1x @ 7-12m[/p]
[p]0.6x @ 12-15m[/p]
[p]Shotgun (Secondary, Very High)[/p]
[p]1x @ 8-8m[/p]
[p]1x @ 8-14m[/p]
[p]0.7x @ 14-18m[/p]
[p]Special (Hailstorm Mk 5)[/p]
[p]N/A[/p]
[p]1x @ 0-15m[/p]
[p]0.6x @ 15-18m[/p]
[p]*And Akimbo Shotguns[/p]
[p]"[/p]
[p]"[/p]
[p]"[/p]
[p]SMG (Low)[/p]
[p]1.05x @ 3.5-7m[/p]
[p]1x @ 7-14m[/p]
[p]0.75x @ 14-35m[/p]
[p]SMG (Medium)[/p]
[p]1.05x @ 4-8m[/p]
[p]1x @ 8-16m[/p]
[p]0.75x @ 16-40m[/p]
[p]SMG (High)[/p]
[p]1.05x @ 4.25-8.5m[/p]
[p]1x @ 8.5-17m[/p]
[p]0.75x @ 17-42.5m[/p]
[p]*And Akimbo SMGs[/p]
[p]"[/p]
[p]"[/p]
[p]"[/p]
[p]Pistol (Automatic)[/p]
[p]1.1x @ 2.5-5m[/p]
[p]1x @ 5-10m[/p]
[p]0.75x @ 10-25m[/p]
[p]Pistol (Low)[/p]
[p]1.1x @ 3-6m[/p]
[p]1x @ 6-12m[/p]
[p]0.75x @ 12-30m[/p]
[p]Pistol (Medium)[/p]
[p]1.1x @ 3.5-7m[/p]
[p]1x @ 7-14m[/p]
[p]0.75x @ 14-35m[/p]
[p]Pistol (High)[/p]
[p]1.1x @ 4-8m[/p]
[p]1x @ 8-16m[/p]
[p]0.75x @ 16-40m[/p]
[p]Pistol (Very High)[/p]
[p]1.1x @ 4.25-8.5m[/p]
[p]1x @ 8.5-17m[/p]
[p]0.75x @ 17-42.5m[/p]
[p]*Akimbo Pistols Identical[/p]
[p]"[/p]
[p]"[/p]
[p]"[/p]
[p]Sniper (Low)[/p]
[p]N/A[/p]
[p]1x @ 0-15m[/p]
[p]1.2x @ 15-25m[/p]
[p]Sniper (Medium)[/p]
[p]N/A[/p]
[p]1x @ 0-20m[/p]
[p]1.2x @ 25-30m[/p]
[p]Sniper (High)[/p]
[p]N/A[/p]
[p]1x @ 0-25m[/p]
[p]1.2x @ 25-35m[/p]
[p]Sniper (Very High)[/p]
[p]N/A[/p]
[p]1x @ 0-25m[/p]
[p]1.2x @ 25-30m[/p]
[p]LMGs (Medium)[/p]
[p]N/A[/p]
[p]1x @ 0-17m[/p]
[p]0.7x @ 17-34m[/p]
[p]LMGs (High)[/p]
[p]N/A[/p]
[p]1x @ 0-18m[/p]
[p]0.8x @ 18-36m[/p]
[p][/p][hr][/hr][p]Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.[/p][p][/p][p]If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select "Properties" from the menu. Under the tab "LOCAL FILES" select "VERIFY INTEGRITY OF GAME FILES...". The process may take some time to finish.[/p][p][/p][p]Sidetrack Games ːhoxtonː[/p]

PAYDAY Winter Sale Now On!

[h3]It’s time to get together with your friends and play PAYDAY this holiday season![/h3][p]Finish your PAYDAY 2 DLC collection for a steal. The PC version just got brand-new Wolf voicelines, improved akimbo weapon skins, and a stack of quality-of-life updates.[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][hr][/hr][h2]Looking for more PAYDAY Games?[/h2][p]The entire PAYDAY franchise is discounted during the Winter Sale![/p][p]Browse all PAYDAY Games[/p]

PAYDAY 2: Update 242 Changelog

Hello again heisters!
[p]To start with, we want to take a moment to express our gratitude and happiness for the warm welcome by everyone. Thank you guys! All the extra feedback we've been getting has been really useful in knowing what quality of life improvements players (and modders) actually want. Keep it coming, we're listening![/p][p]We've taken a careful look at the anti-cheat and DLC checks for both Steam and Epic platforms and have been hard at work making sure you get what you own. If you have DLC issues still please make a bug report forum post so we can fix it.[/p][p]On-top of all that we got you a few holiday presents as well, so lets start with those![/p][p][/p][hr][/hr]
PAYDAY 2: Update 242 Changelog
[h2]Update Size: 150 MB[/h2][p][/p][h2]Wolf has been released from custody[/h2][p]Wolf has unfortunately been neglected for a while, with a lot of missing lines and even some obvious splices that have been joked about in the community for a long time.[/p][p]But it's time to change that a little bit! Ulf Andersson (With the help of Simon Viklund!) have agreed to pull out the mic one more time to give Wolf another shot. A massive thanks to both of them making this happen.[/p]
  • [p]Added new Wolf voicelines for marking and killing Medics, and also marking Turrets and Captain units[/p]
[p][/p][h2]Steam Inventory[/h2][p]Ever had a skin you liked, but you only used its akimbo version which the skin wasn't available for? This arbitrary limitation has now been removed, letting you use a skin on both single and akimbo versions of guns.[/p]
  • [p]All previously akimbo-only weapon skins, can now be applied to their single-hand versions[/p]
  • [p]All previously single-hand only weapon skins, can now be applied to their akimbo versions[/p]
[p][/p][h2]General[/h2]
  • [p]Zipline motors are now color coded based on their behavior:[/p]
    • [p]Orange motors are for lootbags, blue motors are for players. This change is in preparation for a future usability improvement.[/p]
  • [p]Improved the hair physics on Clover to not glitch out as often[/p]
  • [p]Implemented missing transitional animation when a player goes from Bleedout to Fatal states[/p]
  • [p]Fixed an unrolling loop shader issue that could lead to a GPU driver crash on parallax shaders[/p]
    • [p]In layman terms, VR players should crash less now[/p]
  • [p]Fixed Epic/Steam crossplay cheat detection for Alienware Alpha Masks and Melee items[/p]
  • [p]Fixed Epic Game Store players not being awarded items from the Official Soundtrack, the Tijuana Music Pack, and the Xmas Soundtrack[/p]
  • [p]Fixed the "Leaf" weapon color not unlocking correctly for Epic Game Store players[/p][p][/p]
[h2]Gameplay[/h2]
  • [p]Medics (and Medic-Bulldozers) can no longer heal other medics, and can no longer heal while electrocuted[/p]
  • [p]Reverted enemy spawn cooldowns from 5 seconds to a range between 15-20 seconds [/p]
    • [p]They were mistakenly set to 5 seconds in a patch, which caused enemy groups to respawn extremely fast.[/p]
  • [p]Adjusted Captain Winters’ logic to prevent him from getting stuck[/p]
  • [p]Captain Winters will now announce he sees a heister once he considers the area unsafe[/p]
  • [p]Reworked civilian hostage path finding to be able to follow heisters more accurately[/p]
  • [p]Adjusted maximum hostage logic checks from 1 per second to 8 per second[/p]
    • [p]This should prevent civilians taking long breaks before running, becoming alerted, and many other actions[/p]
  • [p]Fixed civilians getting stuck in an idle pose when they have no spawn animation[/p]
    • [p]There's still a few known cases of specific civs getting stuck when the alarm goes off, such as sitting ones on Bank Heist. We'll continue to monitor their behavior.[/p]
  • [p]Fixed untied civilians sometimes getting stuck in an idle pose[/p]
  • [p]Fixed civilians skipping their "getting untied" animation[/p]
  • [p]Fixed completing certain actions causing civilians becoming trapped in a walking animation[/p]
  • [p]Fixed guards getting softlocked if they try to call the police while an ECM jammer is active[/p]
  • [p]Updated explosion filtering to prevent minor desync on which body part the explosion hit[/p]
  • [p]Fixed a rare crash related to enemy navigation[/p]
  • [p]Fixed the slow-motion effect to not being reset properly when dying, reviving, and dying again in the span of 3 seconds[/p]
  • [p]Fixed a crash that could happen with Graze or Explosions if the heist ends at the same frame[/p][p][/p]
[h2]UI[/h2]
  • [p]Added search boxes to the Crew Management and Briefing Loadout menus[/p]
  • [p]Updated the lobby code icon on the CRIME.NET menu (thanks to soosh.exe from the community)[/p]
  • [p]Servers with invalid difficulties now get filtered out and don't appear on CRIME.NET[/p]
  • [p]Fixed weapon skins list showing too many page numbers when the player has a lot of duplicate skins[/p]
  • [p]Fixed the player health bar still blinking as a client[/p]
  • [p]Fixed the visuals on scrollbars being two lines instead of a single one[/p]
  • [p]Fixed a potential UI related crash on initial startup that was caused by it assuming there is a game session when there sometimes isn't[/p]
  • [p]Fixed a bug that lead to the creation of invalid weapon mods in the weapon customization menu[/p][p][/p]
[h2]Heists[/h2]
  • [p]Big Bank - Fixed detection on sitting civilians acting as if they were standing[/p]
  • [p]Crude Awakening - Fixed crash when trying to mark the helicopter camera[/p]
[p][/p][h2]Weapons[/h2]
  • [p]Enabled Helmet Popping perk card effect for fire weapons (Dragons Breath, Flamethrowers)[/p]
  • [p]The Shock and Awe aced skill for shotguns now once again rolls the shield knockdown chances for every pellet[/p]
    • [p]This was change was previously made on purpose, but it was very unpopular with the community. Shotgun knockdown is very strong like this however, so further changes to this interaction may be made. Tell us what you think![/p]
  • [p]Added a safety check to prevent duplicate weapon mods with different DLC tags in the customization menu[/p]
  • [p]Fixed an oversight which caused the Bulletstorm skill in the Enforcer skilltree to have its unlimited ammo effect last for an extended duration when consuming the last bit of an ammobag.[/p]
    • [p]Instead it will now act as if you refilled both guns completely giving a full 20 seconds effect[/p]
  • [p]Fixed a crash related to weapon perks for weapons with invalid blueprints[/p]
    • [p]This issue mostly affected modded weapons[/p]
  • [p]Fixed Epic/Steam crossplay cheat detection for free versions of the 000 Buckshot ammo type[/p]
  • [p]Fixed Sniper rifles with the default scope equipped becoming locked if you did not own Gage Sniper Pack, or otherwise disabled it[/p]
  • [p]Fixed some faulty ownership checks for Legendary weapon skins, Legendary skin owners should no longer get marked as a cheater[/p]
  • [p]Fixed a mistake where the Akron HC would deal sniper rifle tier damage when equipped on Crew AI[/p]
  • [p]Fixed a mistake where the R700 having bolt action M60 stats when equipped on Crew AI[/p]
  • [p]Fixed incorrect materials on the "Midas Touch" Legendary skin[/p][p][/p]
[h2]Modding[/h2]
  • [p]Allowed for more file formats to be overridden by [c]assets/mod_overrides[/c] folder: [/p]
    • [p]object[/p]
    • [p]cooked_physics[/p]
    • [p]environment[/p]
    • [p]scene[/p]
    • [p]movie[/p]
    • [p]shaders[/p]
    • [p]post_processor[/p]
    • [p]render_template_database[/p]
    • [p]decals[/p]
    • [p]camera_shakes[/p]
    • [p]world_sounds[/p]
  • [p]Disabled an unused weapon animation delay mechanic that could cause some reload animations to desync for akimbo weapons[/p]
    • [p]Custom weapons were also affected by this change, custom weapon modders please check for changes.[/p]
[p][/p][hr][/hr][p]Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.[/p][p][/p][p]If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select "Properties" from the menu. Under the tab "LOCAL FILES" select "VERIFY INTEGRITY OF GAME FILES...". The process may take some time to finish.[/p][p][/p][p]As always, keep those helmets flying![/p][p]Sidetrack Games :chains:[/p]

PAYDAY 2: Update 241 Changelog

[p]Hello heisters![/p][p]We've got a much deserved stability update for you right here, but before that a quick introduction from us - the Sidetrack Games team! We are a small team of ex-modders turned developers of RAID: World War II. We're familiar with the engine and the pitfalls that come with it and are doing our best to make PAYDAY 2 on PC a smooth experience.[/p][p]It has to be said, we can't focus on every single aspect of the game at once, and that some fixes will take time to implement and test thoroughly - The last thing anyone wants is to make things worse, so don't fret if something is not immediately fixed![/p][p]~Sidetrack Games :dallas:[/p][p][/p][hr][/hr]
PAYDAY 2: Update 241 Changelog
[h2]Update Size: 33.9 MB[/h2][p][/p][h2]Gameplay[/h2]
  • [p]Reduced the interaction timers on upgrading drills/saws/thermal lance from 10 seconds to 3 seconds[/p]
  • [p]Fixed carried lootbags being consumed when the player fails an interaction[/p]
  • [p]Fixed floating hands being visible while looking through cameras[/p]
  • [p]Fixed enemy flashbang detonation timers being too long on higher difficulties[/p]
  • [p]Fixed the Ordnance Bag equipment being refreshable by leaving and rejoining a game [/p]
  • [p]Fixed Captain Winters staying immortal forever if his squad are killed before he arrives[/p]
  • [p]Added explosion and graze priority to medics so medics will no longer revive other enemies when dying from an explosion[/p]
[p][/p][h2]Network[/h2]
  • [p]Fixed a few instances where players were not able to join games[/p]
  • [p]Fixed clients being able to masquerade as the host, causing them to to become unkickable[/p]
  • [p]Fixed multiple crashes relating to shotgun push mechanics[/p]
  • [p]Fixed crash when trying to spawn an invalid projectile[/p]
  • [p]Fixed a crash with the Creeps mutator set to maximum damage with the nuclear option enabled[/p]
[p][/p][h2]Heists[/h2]
  • [p]Fixed the Dentist's Loot (Golden Grin Casino) and the BCI Headset (Biker Heist) having incorrect secure values [/p]
  • [p]Fixed the Blood Sample (No Mercy) and Oil Sample (Crude Awakening) mission equipments using incorrect icons[/p]
[p] [/p][h2]UI[/h2]
  • [p]Fixed an exploit that allowed for infinitely long usernames to be displayed[/p]
  • [p]Fixed a crash in the CRIME.NET menu related to invalid difficulty levels[/p]
  • [p]Fixed CRIME.NET lobby info showing random numbers when the host has no mods[/p]
  • [p]Adjusted the news feed in the main menu to not overlap with the game version number[/p]
  • [p]Fixed player hud flashing at random intervals due to health regeneration effects[/p]
  • [p]Fixed custom Point of No Return timers not using their set icons[/p]
[p][/p][h2]Weapons[/h2]
  • [p]Fixed freezing when a client is using akimbo weapons[/p]
  • [p]Fixed bullet decals being created too slowly for high rate of fire weapons, causing them to lag behind[/p]
  • [p]Fixed missing reticle selection for the Tuunbaq Scope weapon mod[/p]
  • [p]Fixed an oversight that could prevent shooting right after reloading on slow fire rate weapons (Aran G2 Sniper Rifle fans rejoice!)[/p]
  • [p]Fixed some common/uncommon weapon skins unequiping applied attachments[/p]
  • [p]Fixed some common/uncommon skins resetting weapon attachments to default[/p]
  • [p]Fixed several incorrectly applied default weapon parts on some weapon skins[/p]
[p][/p][hr][/hr][p]Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.[/p][p][/p][p]If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select "Properties" from the menu. Under the tab "LOCAL FILES" select "VERIFY INTEGRITY OF GAME FILES...". The process may take some time to finish.[/p]

PAYDAY 2 is going to live again with a new team and new updates

While PAYDAY 3 continues to do rather poorly, PAYDAY 2 is coming back to life to refresh it with some upgrades.

Read the full article here: https://www.gamingonlinux.com/2025/10/payday-2-is-going-to-live-again-with-a-new-team-and-new-updates/