August 19 2024 - 10:00 am

PAYDAY 3: Update 1.3.0 Changelog – Houston Breakout

+ + + + +

DLC Content

The Houston Breakout Heist & Bundle

The Houston Breakout Bundle is the third paid DLC as part of our Year 1 Post Launch Plan.

The Bundle Includes:

As a reminder, players who purchased the Gold Edition, Gold Pass or Collector's Edition of PAYDAY 3 automatically own the Houston Breakout Bundle as part of the 1 Year Season Pass!

Players who do not own the Houston Breakout Heist can play the heist for free when invited to the lobby of a friend who does own the heist!

Get the Houston Breakout Bundle Now!

Steam Epic Xbox PS5

Free Content

Diamond District Heist

Beckett has some work for us in Manhattan’s famous Diamond District. Apparently, an associate of his got ripped off during a wholesale diamond deal. Taking legal action isn’t an option, so Beckett has tapped us to go reclaim what is owed.

The job is simple enough. Scout out the jewelry shops, steal as many diamonds as you can get your hands on, and then escape in one piece. Beckett helps his friend, we get a fat cut from the sales, and all will be right with the world.

The Diamond District Heist is FREE for all PAYDAY 3 owners!

Read the Diamond District Blog Post

Free Equipment and Cosmetics

Alongside the Diamond District Heist, all players will receive the following for free:

  • 4 Masks
  • Tribune 32 Machine Pistol
  • Trip Laser Gadget

Twitch Drops

A brand new set of Drops are available, and you can earn them by watching PAYDAY 3 Streams on Twitch!

Tune into your favorite streamers as they take on the new Houston Breakout and Diamond District Heists and unlock cosmetic drops for yourself, or let your viewers earn drops as you heist!

Read More about Twitch Drops

Known Issues

  • The Shakedown Shark mask from the Mask Mania community event has been implemented into the game’s files.
    • We have now rolled out Shakedown Shark to all accounts of players who participated in the Mask Mania event!🦈
    • Other Mask Mania masks and challenges will be added in the future, so keep an eye out for those!
  • There are a few daily Missions that cannot be completed in Solo Mode.
  • There’s a problem with the lighting in and near the vault of Boys in Blue, meaning the color will be slightly off and things like smoke will be harder to see.
  • Multiple gadgets can turn invisible if equipping/unequipping OVERKILL weapon or consumables. They will still work and can be picked up using ‘Full Recall’ (Scrambler), but will not be visible.
  • Using the combo ‘Ammo Funnel’ and ‘Replenish’ (Mower) might trigger an auto-reload when shooting the last bullet, even though the skill replenishes a shot due to the delay between the shot and the replenish. This is not an issue in Solo mode.

Features

  • Added Houston Breakout Heist, Weapon Pack, and Tailor Pack.
  • Added Free Diamond District Heist.
  • Added Trip Laser Gadget.
  • Added Consumable System, pick up health or armor kits in heists and deploy them for later use. For players using controllers, note that we are moving “call in Overkill weapon” to hold weapon swap button. The consumable system is now on the old button for calling in Overkill weapon.
  • Added Free secondary full-auto pistol.
  • Added three Free masks, Feeding Time, Perjury, and Crime Scene.
  • Emote animations added to the communications wheel.
  • Taught Naders how to throw underhand, they'll now throw their gas bombs at closer distances. Their decision making to toss a grenade has also been improved on. Guard vision improvements: if you are moving right in front of a guard, the detection meter will fill up much quicker; if you are still, the speed is unchanged.
  • Added skill to the Sharpshooter skill line, Headhunter:
    • “As long as you have EDGE and are aiming down sights, headshot kills with primary or secondary weapons will restore 1 ammo to your weapon’s magazine. This ability has a 1.5 second cooldown.”
  • Added skill to the Gunslinger skill line, Locked and Loaded:
    • “As long as you have EDGE, ammo pickups for your unequipped weapons are added directly to those weapons' magazines.”

UI

  • Removed the cash cap of $2,147,483,647.
  • Fixed an issue with tutorial challenges not marked as finished.
  • Improved visuals for the HET5 scope; reacts to enemies crouching, glows when you can shoot them through walls, and dims when you can't shoot them through walls
  • Fixed EGS players being unable to open the profile of their fellow players in the lobby.
  • Fixes issue with overlapping ping info and social menu button.
  • Increased the maximum amount of possible marked targets while using the Motion Sensor Tool from 15 to 30.
  • Outline added to the Thermite breaching tool.

Audio

  • Shotgun Cops had an audio update.
  • Updated gunshot reflections for third person - audio mix is cleaner now.
  • Overkill weapon case impact and case open sound added.
  • Fixed bug where flare ignition sound endlessly looped.
  • Cloakers can be heard from farther away.
  • Removed obsolete Shade VO from Under the Surphaze.
  • Added cloaker VO when exiting vents or sneaking around the players.
  • Added a passive cloaker sound "crackling" so they can be heard while active.

Art

  • Added glow to Alienware mask.
  • Added missing animations to Solo Mode.
  • Ensured the phone would animate properly even if simultaneously performing interactions.
  • Fixed the wheels on the armored truck not rotating at the correct speed.
  • Ensured that the secured bags for optional servers match the ones you carry and throw.
  • Prevented smoke and gas grenades from getting stuck in the air after exploding.
  • Added stages to the staggered reload of MX63.
  • Visually improved the heat buildup effects of the MX63.
  • Enemy shields now take cosmetic damage.
  • Fixed a issue where a player who recently joined could use the "Menace" skill on a target that already surrendered, replaying the animation.
  • Solved a bug that made rescue and sabotage squads look like normal swats.

Gameplay

  • First Aid Kits now heal 25 health points instead of 25% of your max health. (Base player health is 100) This change does not affect the medic bag; they’ll still refill 50% of max health + skill contribution.
  • Fixed a visual bug on the VFS7 magazine.
  • Controller input latency is reduced when the game is in Quality (30Hz) mode, which should lead to a better feeling experience.
  • Prevented container doors from getting stuck if opened by AI.
  • Fixed ammunition being visible in the barrel on the WAR45 and A114 despite having run out of ammo.
  • Prevented an exploit that combined several skills and the player-downed state to allow players to kill guards without triggering their radios.
  • Made sure cloakers are no longer forced to walk through smoke.
  • Prevented instances of unintended sliding while exiting ziplines when crouched.
  • Reduced the damage for dozers and cloakers melee attacks.
  • Fixed an issue where the Armor Penetration modifier was incorrectly applied to players
  • Pressing crouch while crouched now properly cancels an active interaction.
  • Improved the arc of thrown bags.
  • Fixed a camera issue that was occurring at high DPI/speed settings.
  • Lowered the maximum effect range of the reflector shield from 15 meters to 5 meters.
  • Increased Shotgun Cop accuracy slightly at close distances and lowered accuracy at long distances.
  • Adjusted to how close swats spawn on Road Rage, Touch the Sky, and Under the Surphaze.
  • Players will no longer be able to call in OVK weapons in stealth and Shade will not comment OVK weapon being ready if you're still in stealth.
  • Shade will no longer interrupt her own voice lines to tell you an OVK weapon is ready.
  • Crew AI will now drop heavy bags when reviving a player.
  • Fixed a bug that caused cloakers not to deal damage when kicking down the player.
  • Fixed an issue that would prevent enemies from spawning if no Techie was active.
  • Improvements to swats tactical movement behavior between rooms.
  • Reduced the AI's call to reposition that was making it seem like they were running around or away instead of fighting.
  • Made Crew AI run towards a downed player instead of engaging in combat if there are SWATs along the path.
  • Made it so that each throwing knife only attracts one guard.

Skill Changes

  • If you are the last player alive before the heist ends, you will now have time to use ‘Stockholm Syndrome’ (Manipulator).
  • Prevented getting stuck or crashing when using ‘Battering Ram’ (Escapist) to break through a door.
  • Fixed an issue with the ‘Drop Cloth’ (Assassin) skill, making bodies permanently undetectable by enemies.
  • Fixed a crash that could occur while having the ‘Death Knell (Assassin) skill and using a throwable on a sentry turret.
  • Fixed a crash that would occur when having the ‘Tactician’ (Tactician) skill equipped, throwing a grenade, then going into custody before the grenade went off.
  • Fixed so that ‘Demolitionist’ (Demolitionist) applies to flashbangs.
  • Fixed the dodge calculation for the ‘Misdirect’ (Strategist) skill. It now calculates chance to dodge after the shot has “hit” instead of including shots that would miss anyway.
  • ‘Precision’ (Sharpshooter) shot reworked:
    • Old: As long as you have EDGE and are aiming down a scope, your shot will deal extra damage based on your scope magnification.
    • New: Whenever you perform 2 headshots without missing or swapping your weapon, your next body shot will do extra damage based on your scope magnification. You must have an x4 scope or higher equipped for this skill to work.
  • ‘Steady Hands’ & ‘Triage’ (Medic): Steady hands heals 20 health points (instead of 20%) and every additional crew member that has this skill increases it by 5 health points (instead of 5%).
  • Triage is changed from 15% to 15 health points.
  • ‘Assassins Mettle’ (Assassin) Update:
    • Old: If you have no armor, killing a marked enemy with a suppressed weapon will heal you for 10 health. If you are at maximum health, this health will give you adrenaline instead.
    • New: 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. This healing can give you adrenaline if you are at maximum health.
  • ‘Field Surgery’ (Medic) change:
    • Old: Interacting with any Medic Bag will restore an additional 10% of your max health and restore 1 "down."
    • New: Your consumable capacity is increased by 2.

Tech

  • Removed the "upgrade account" button that appeared if launching the game while it was still patching.
  • Fixed an issue causing players with crossplay turned "off" to have problems finding lobbies via quickplay.
  • Fixed an issue where if a player joins a matchmaking lobby after having set up an invite-only lobby earlier, that invite-only status carries over. This prevents other players from joining the lobby through the Social menu.
  • Prevented instances of "failed matchmaking" or infinite loading.
  • Prevented the camera from jerking sideways when meleeing a dead enemy.
  • Prevented the wrong weapon type from being equipped in a weapon slot.
  • Fixed a crash that could occur if the heist was finished while mid-animation.
  • Fixed a bug causing cloakers to sometimes get stuck.

Heists

All Heists

  • Prevented AI from sliding while the player is in stealth.
  • Fixed an issue preventing keycard readers from being outlines when close to a player.
  • Fixed some door handles from disappearing off the door after getting breached by the cops.
  • Fixed some door handles from duplicating.

Dirty Ice

  • Prevented Armor Kits from being usable through the closed locker in the security room.

No Rest for the Wicked

  • Fixed Shade VO not playing correctly when searching paper stacks.

Road Rage

  • Prevented AI from getting stuck in their jumping animation.
  • Bags can't be tossed through the truck anymore.

Touch the Sky

  • Fixed so the elevator doors will open to allow for loot to be secured if the player guesses the correct vault code instead of completing the objective.

Boys in Blue

  • Fixed a misaligned doorhandle on the gate inside the evidence room.
  • Fixed the players getting pushed back if vaulting over the chairs of the cafeteria.
  • Prevented deployables from floating if placed on top of the donut box, they will now fall to the ground once the donuts are taken.
  • Fixed bad collision when standing on top of the donut box.
  • Fixed a bug with bags flying through the hatch.
  • Increased payouts for mission completion.

Combat Tutorial

  • Fixed a crash when using the Mamba OVERKILL weapon.

Turbid Station

  • Prevented faulty collision when vaulting over one of the fences.
  • Prevented deployables from floating if placed on top of the fence before it was cut. They will now fall to the ground when the fence is cut.

Cook Off

  • Fixed deployables not falling down when placed on barricade planks. Deployables will now fall if the planks are moved.

More PAYDAY 3 News

View All
Sign up to the Starbreeze Nebula Newsletter

Be among the first to get all the latest news for Nebula on all Starbreeze projects, including PAYDAY 3!