News Liste PayDay 2

PAYDAY 2: Update 242.1 Changelog
PayDay 2
29.01.26 13:57 Community Announcements

Hello heisters!

[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]

PAYDAY 2: Update 242.1 Changelog

Update Size: 280 MB

[p][/p]

Engine

  • [p]Improved memory usage by clearing unused textures after loading into a heist[/p][list]
  • [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:
Code Application:set_force_editor_physics_bodies( boolean )
[/p][/*][/list][p][/p]

Crash Handler

[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]

Steam Inventory

  • [p]Legendary weapon mods will now allow some level of customization that fits with the unique cosmetic kit[/p][list]
  • [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][/*][/list]

General

  • [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][list]
  • [p]Your list of achievements can be rerolled by [spoiler]playing the piano with the correct notes again[/spoiler].[/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][/*][/list][p][/p]

Gameplay

  • [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][list]
  • [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][/*][/list][p][/p]

Enemy Spawns

[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][/tr][/tr][/tr][/tr][/tr]
[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 up)[/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]

UI

  • [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][/*]

Heists

  • [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][list]
  • [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][/*][/list][p][/p]

Firestarter

  • [p]Airport (Day 1)[/p][list]
  • [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][/*][/list]

Framing Frame

  • [p]Art Gallery (Day 1)[/p][list]
  • [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][/*]
[/*][/list]

Reservoir Dogs

  • [p]Garnet Group Boutique (Day 1)[/p][list]
  • [p]Fixed the undercover cop being stuck in an idle animation after the ambush starts [/p][p][/p][/*]
[/*][/list]

Big Bank

  • [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][/*]

Cursed Kill Room

  • [p]Fixed missing textures on marked Zombie Snipers[/p][p][/p][/*]

San Martín Bank

  • [p]Fixed outlines for all loot items in the vault getting highlighted together when interacting[/p][p][/p][/*]

Shadow Raid

  • [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][/*]

Midland Ranch

  • [p]Changed the thermite waypoint on the left ranch gate to show earlier[/p][/*]
[p][/p]

Weapons

  • [p]Snipers will now have adjusted concealment to account for the default larger scopes[/p][list]
  • [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][/*][/list]

Weapon Damage Falloff

[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][th colwidth="246"][p]CLASS[/p][th colwidth="147"][p]Damage Near[/p][th colwidth="126"][p]Damage Optimal[/p][th colwidth="149"][p]Damage Far[/p][/tr][th colwidth="246"][p]Assault Rifles (Low, Medium, High)[/p][td colspan="3" colwidth="147,126,149"][p]Technically unchanged, all multipliers were set to 1x, Visually in menu shows as N/A now[/p][/tr][th colwidth="246"][p]Shotgun (Primary, Low)[/p][td colwidth="147"][p]1x @ 3-6m[/p][td colwidth="126"][p]1x @ 6-12m[/p][td colwidth="149"][p]0.5x @ 12-30m[/p][/tr][th colwidth="246"][p]Shotgun (Primary, Medium)[/p][td colwidth="147"][p]1x @ 3.5-7m[/p][td colwidth="126"][p]1x @ 7-14m[/p][td colwidth="149"][p]0.5x @ 14-35m[/p][/tr][th colwidth="246"][p]Shotgun (Primary, High)[/p][td colwidth="147"][p]1x @ 4-8m[/p][td colwidth="126"][p]1x @ 8-16m[/p][td colwidth="149"][p]0.5x @ 16-40m[/p][/tr][th colwidth="246"][p]Shotgun (Secondary, Low)[/p][td colwidth="147"][p]1x @ 6-6m[/p][td colwidth="126"][p]1x @ 6-11m[/p][td colwidth="149"][p]0.6x @ 11-14m[/p][/tr][th colwidth="246"][p]Shotgun (Secondary, Medium)[/p][td colwidth="147"][p]1x @ 7-7m[/p][td colwidth="126"][p]1x @ 7-12m[/p][td colwidth="149"][p]0.6x @ 12-15m[/p][/tr][th colwidth="246"][p]Shotgun (Secondary, High)[/p][td colwidth="147"][p]1x @ 7-7m[/p][td colwidth="126"][p]1x @ 7-12m[/p][td colwidth="149"][p]0.6x @ 12-15m[/p][/tr][th colwidth="246"][p]Shotgun (Secondary, Very High)[/p][td colwidth="147"][p]1x @ 8-8m[/p][td colwidth="126"][p]1x @ 8-14m[/p][td colwidth="149"][p]0.7x @ 14-18m[/p][/tr][th colwidth="246"][p]Special (Hailstorm Mk 5)[/p][td colwidth="147"][p]N/A[/p][td colwidth="126"][p]1x @ 0-15m[/p][td colwidth="149"][p]0.6x @ 15-18m[/p][/tr][th colwidth="246"][p]*And Akimbo Shotguns[/p][td colwidth="147"][p]"[/p][td colwidth="126"][p]"[/p][td colwidth="149"][p]"[/p][/tr][th colwidth="246"][p]SMG (Low)[/p][td colwidth="147"][p]1.05x @ 3.5-7m[/p][td colwidth="126"][p]1x @ 7-14m[/p][td colwidth="149"][p]0.75x @ 14-35m[/p][/tr][th colwidth="246"][p]SMG (Medium)[/p][td colwidth="147"][p]1.05x @ 4-8m[/p][td colwidth="126"][p]1x @ 8-16m[/p][td colwidth="149"][p]0.75x @ 16-40m[/p][/tr][th colwidth="246"][p]SMG (High)[/p][td colwidth="147"][p]1.05x @ 4.25-8.5m[/p][td colwidth="126"][p]1x @ 8.5-17m[/p][td colwidth="149"][p]0.75x @ 17-42.5m[/p][/tr][th colwidth="246"][p]*And Akimbo SMGs[/p][td colwidth="147"][p]"[/p][td colwidth="126"][p]"[/p][td colwidth="149"][p]"[/p][/tr][th colwidth="246"][p]Pistol (Automatic)[/p][td colwidth="147"][p]1.1x @ 2.5-5m[/p][td colwidth="126"][p]1x @ 5-10m[/p][td colwidth="149"][p]0.75x @ 10-25m[/p][/tr][th colwidth="246"][p]Pistol (Low)[/p][td colwidth="147"][p]1.1x @ 3-6m[/p][td colwidth="126"][p]1x @ 6-12m[/p][td colwidth="149"][p]0.75x @ 12-30m[/p][/tr][th colwidth="246"][p]Pistol (Medium)[/p][td colwidth="147"][p]1.1x @ 3.5-7m[/p][td colwidth="126"][p]1x @ 7-14m[/p][td colwidth="149"][p]0.75x @ 14-35m[/p][/tr][th colwidth="246"][p]Pistol (High)[/p][td colwidth="147"][p]1.1x @ 4-8m[/p][td colwidth="126"][p]1x @ 8-16m[/p][td colwidth="149"][p]0.75x @ 16-40m[/p][/tr][th colwidth="246"][p]Pistol (Very High)[/p][td colwidth="147"][p]1.1x @ 4.25-8.5m[/p][td colwidth="126"][p]1x @ 8.5-17m[/p][td colwidth="149"][p]0.75x @ 17-42.5m[/p][/tr][th colwidth="246"][p]*Akimbo Pistols Identical[/p][td colwidth="147"][p]"[/p][td colwidth="126"][p]"[/p][td colwidth="149"][p]"[/p][/tr][th colwidth="246"][p]Sniper (Low)[/p][td colwidth="147"][p]N/A[/p][td colwidth="126"][p]1x @ 0-15m[/p][td colwidth="149"][p]1.2x @ 15-25m[/p][/tr][th colwidth="246"][p]Sniper (Medium)[/p][td colwidth="147"][p]N/A[/p][td colwidth="126"][p]1x @ 0-20m[/p][td colwidth="149"][p]1.2x @ 25-30m[/p][/tr][th colwidth="246"][p]Sniper (High)[/p][td colwidth="147"][p]N/A[/p][td colwidth="126"][p]1x @ 0-25m[/p][td colwidth="149"][p]1.2x @ 25-35m[/p][/tr][th colwidth="246"][p]Sniper (Very High)[/p][td colwidth="147"][p]N/A[/p][td colwidth="126"][p]1x @ 0-25m[/p][td colwidth="149"][p]1.2x @ 25-30m[/p][/tr][th colwidth="246"][p]LMGs (Medium)[/p][td colwidth="147"][p]N/A[/p][td colwidth="126"][p]1x @ 0-17m[/p][td colwidth="149"][p]0.7x @ 17-34m[/p][/tr][th colwidth="246"][p]LMGs (High)[/p][td colwidth="147"][p]N/A[/p][td colwidth="126"][p]1x @ 0-18m[/p][td colwidth="149"][p]0.8x @ 18-36m[/p][/tr]
[p][/p]
[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]
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Release:13.08.2013 Genre: Third Person Shooter Entwickler: Overkill Software Vertrieb: 505 Games Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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