Buckingham Palace: Content Update 5, Hotfix 2

Preamble

This patch primarily focuses on the re-balancing of existing features to make gameplay fun and fair with all in line with how we planned the game to work. All of these changes are subject to change and may be modified or reverted at any time should we find that they do not work as well as we intended.

Vendor Changes

  • Reduced civilian vendor count to 4 and added more locations
    • This re-enables the original functionality of the vendors rotating positions at random. We hope this adds back some more exploration around the map to try find vendors, rather than going to the same one consistently.
  • Moved vendor locations that were close to civilian spawns further away.
    • We found that areas like St. James and National Gallery were too contested, meaning that any gameplay involving MPS was often met with civilians respawning and immediately trying to kill them, over and over.
  • Fixed MPS Vendors sometimes not being present
    • A configuration error, whoops! Paul Bohill has used up all of his sick days, for now.
  • Disabled the ability for players to access vendors whilst in a vehicle
    • We kept seeing civilians who were on the run from the police effortlessly access vendors in a vehicle to restock on supplies, which we felt was not in line with our vision for the game. Players must exit their vehicles to interact with a vendor.
  • Disabled the ability for players to claim more than one primary weapon and more than one secondary weapon for free at vendors
    • Players with permanent weapons were not subject to many of the modifications we have made (such as limited ammo) as they had a stash of 8 guns in their back pockets. Those who are eligible to claim a weapon (permanent or gamepass) will only be able to claim at maximum one primary and secondary in a single life.

Vehicle Changes

Generally, we felt that vehicle upgrades were far too powerful and allowed maxed-out high-end vehicles do anything without punishment.

  • Added a cooldown on respawning vehicles
    • We saw players who were subject to police pursuit drive to a vehicle spawner and quickly respawn a damaged vehicle. We hope this alleviates that issue to some degree.
  • Vehicles that are spawned will now spawn at reduced durability if the previous vehicle was at a lower durability.
    • This, again, hopes to tackle the previous issue. If you are in a pursuit and your vehicle is below a specified HP, your new vehicle will respawn at a lower HP as a consequence. This only applies in any given life, if you respawn, you’ll be back to full durability.
  • Vehicles that take damage (including stinger) will now have a delay before they can be repaired.
    • Again, this hopes to help the pursuit dynamic in the game. If your vehicle is stung by the police or breaks down as a result of a crash / tactical contact, you will no longer be able to instantly hop out and repair it.
  • Reduced default armour level on vehicles
    • It was far too powerful.
  • Reduced vehicle acceleration upgrade multipliers
    • Again, these were far too powerful.
  • Reduced durability multiplier upgrades
    • Too powerful, again
  • Increased the cost of some vehicle upgrades.
  • Vehicle unclamping prices are now based off of your wealth
    • Another interesting issue was the lack of consequence of having your car clamped if you were rich. Mo’ money, mo’ problems. If you get your car clamped by the police, the unclamp cost is now based on your cash.

Other Changes

  • NG Heist Police Notification is reduced and is now also based on the number of people in the heist’s crew and is generally reduced
  • Rebalanced MO8/19 530i Interceptor
  • Added Vehicle ANPR
  • Fixed the ‘must subdue suspect’ prompt to only apply to weapons
  • Added radio tags for GG/LG
  • Bullet holes will now weld to the hit object
  • Weapon equip time slightly increased
  • Reduced ‘driverExitedTime’ on vehicles when clamping
  • Fixed delivery driver job
  • Granted access to WB to MPS COs
  • Armour will now only negate 90% damage. You will now take 10% incoming damage to your HP.
  • Fixed panic button ratelimit
  • Players who are grabbed will be ungrabbed if the constable unequips their cuffs
  • Added /e w1, w2, w3 for RG
  • Added /e s60 for MPS Specialists
  • Modified TASER TASER TASER preset to /e ttt
  • Reduced WB car park light brightness
  • Nerfed PAVA max use time 5s → 3s
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