# PAYDAY 3 PAYDAY 3: Update 3.2 Changelog - Product: PAYDAY 3 (https://whatsnew.fyi/product/payday-3) - Vendor: Starbreeze Studios - Date: 2026-02-26 - Original notes: https://store.steampowered.com/news/app/1272080/view/516361351075989931 - Permalink: https://whatsnew.fyi/product/payday-3/releases/2026-02-26-payday-3-update-3.2-changelog What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — New Lockpicking mechanic - **added** — New Safecracking mechanic - **changed** — Replaced WiFi-Circles with hacking panels on Under the Surphaze, 99 Boxes, Gold & Sharke, and Turbid Station - **changed** — Adjusted weapon damage values for Assault Rifles and Sniper Rifles based on distance from target - **changed** — You can now pump shotguns and cycle sniper rifles while running - **changed** — Reduced ADS transition time for R900S - **changed** — Increased randomization of height and angle of helmet pops - **changed** — Updated reload animation for the Jackknife SE5 - **changed** — Explosive traps deal more damage to enemies and players take less damage from the explosions, which no longer penetrate player armor - **changed** — Slight buff to SMG and shotguns headshot multipliers, preventing the multiplier from dropping below x1 at longer distances - **changed** — Adjusted enemy accuracy to be less accurate at range and minimally more accurate at close distance - **changed** — Changed Locksmith base skill in the Ghost tree to speed up progress by 50% when successfully hitting a green area - **changed** — Changed the bonus to headshot damage granted by Head Games in the Longshot tree to have a maximum damage potential of 75%, down from 99900% - **changed** — Set a maximum cap of 150% on the additional damage granted from Machine War in the Engineer tree - **changed** — Halved the self-damage from frag grenades - **fixed** — Ensured at least one shot fires if the trigger is pulled while sprinting - **fixed** — Fixed an issue with throwing knives opening breachable double doors - **fixed** — Fixed so adaptive armor is fully recharged after picking up armor from armor bag - **fixed** — Fixed an aim offset issue with SMGs - **fixed** — Solved an issue causing VFX and SFX on all AI to be desynced while firing **Hello Heisters!** Following Skills 2.0 and the improvements to the minute-to-minute gameplay made last year, we discovered a number of items we'd like to improve on. This patch focuses on Quality of Life (QoL) updates, aimed at making the game smoother in general, including removing pet peeves like being unable to rack shotguns or chamber rifles while sprinting. We've also incorporated some feedback from the [Shopping Spree release](https://steamcommunity.com/ogg/1272080/announcements/detail/494965447846790102) and followed up with additional balance changes to weapons and skills. --- ##### Feature - Increase randomization of height and angle of helmet pops - New Lockpicking mechanic - New Safecracking mechanic - Replaced WiFi-Circles with hacking panels on: - Under the Surphaze - 99 Boxes - Gold & Sharke - Turbid Station ##### Weapon Balance - **Close/Medium/Far:** Damage dependent on distance from target. - **AP:** Armor Penetration. [table equalcells="1" colwidth=""][th colspan="5"] Assault Rifles Close Medium Far AP CAR4 90.0 85.0 80.0 2 NWB9 70.0 65.0 65.0 2.2 VF7S 130.0 120.0 110.0 2.5 KU59 120.0 100.0 90.0 1.75 KU59 120.0 100.0 90.0 1.75 RG5 104.6 100.0 95.0 2 CHS3 85.0 80.0 70.0 2.8 [td colspan="5"] [th colspan="5"] Sniper Rifles A114 92.0 88.0 80.0 3 FIK22 54.0 39.0 39.0 1.5 Spearfish 100.0 95.0 90.0 2.6 R900S 280.0 280.0 270.0 7 ##### Gameplay - Ensured at least one shot fires if the trigger is pulled while sprinting - You can now pump shotguns and cycle sniper rifles while running - Prevented the front hand from hovering when ending the sprint animation while holding the R900 - General animations improvement and updated reload animation for the Jackknife SE5 - Reduced ADS transition time for R900S - Fixed an issue with throwing knives opening breachable double doors - Fixed so adaptive armor is fully recharged after picking up armor from armor bag - Fixed an aim offset issue with SMGs - Solved an issue causing VFX and SFX on all AI to be desynced while firing - Increased the interaction zone size on a bunch of objects - Fixed the ammo bag animation being too low on the screen during placement - Explosive traps, such as fire extinguishers and explosive barrels, deal more damage to enemies. Now able to kill swats on Normal and Hard. Also, players take less damage from the explosions, and they no longer penetrate player armor - Slight buff to SMG & shotguns headshot multipliers, preventing the multiplier from dropping below x1 at longer distances - Slightly increased hitbox of the Zapper's battery pack and the health and hitbox of the Nader's grenade belt - Halved the self-damage from frag grenades to account for their increased power from skills - Fixed an issue preventing the placement of deployables when near players - Adjusted enemy accuracy, they should now be a bit less accurate at range and minimally more accurate at close distance ##### Skill Changes - Updated the skill icon for "Bastion" in the Juggernaut tree to better represent the skill - Changed "Locksmith" base skill in the 'Ghost' tree, so that it speeds up progress by 50% when successfully hitting a green area - Ensured the maximum dodge chance cap was active even when the skill "Dodge This" from the 'Ghost' tree isn't selected - Fixed an issue with third person animation when running while reloading - "Extra Protection" from the 'Juggernaut' tree, now works as intended, basing its damage reduction on armor and instead of trauma - Prevented the stacks gained from "Head Games" in the 'Longshot' tree from being removed when placing a deployable - Fixed an issue where "Bullet Frenzy" and "Premium Bag" from the 'Ammo Specialist' tree, wouldn't provide their buffs to allied players - Changed the bonus to headshot damage granted by "Head Games" in the 'Longshot' tree to have a maximum damage potential of 75%, down from 99900% - Set a maximum cap of 150 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1272080/view/516361351075989931]_