PAYDAY 3: Update 3.1 Changelog - Shopping Spree Heist
Watch Cinematic Trailer
The newest heist for PAYDAY 3 takes the gang to a shopping mall taken over by the mob. The heist alternates three distinct heist locations, offering fantastic replayability in both stealth and loud.
Players who do not own the Shopping Spree Heist can play for free when invited to the lobby of a friend who owns this DLC.
Balance
-
Headshots now deal 54% damage against armor, up from 0%
-
The Throwing Knife throwable had its damage increased from 150 to 350 and its headshot multiplier from 2 to 5
-
The Frag Grenade throwable had its closed damage increased from 200 to 325, ensuring its able to one-shot a regular SWAT
-
Increased the damage of the Sociopath OVERKILL weapon and increased its attack range
-
The HET-5 Red Fox OVERKILL weapon had its damage adjusted slightly from 3000 to 2850
-
The M135 Arges OVERKILL Weapon had its damage increased from 30-50, and armor penetration reduced from 3.2 to 2
Enemy Health Changes
-
HP: Enemy's maximum Health Points
-
AHP: Enemy's maximum Armor Hit Points
-
APlates: Number of Armor Plates this Enemy has
-
PlateHP: Maxiumum Hit Points of each Armor Plate
Normal Difficulty
[table equalcells="1" colwidth=",137,,,"]
NAME
[th colwidth="137"]
HP
AHP
APlates
PlateHP
Guard
[td colwidth="137"]
100
0
0
50
Cop
[td colwidth="137"]
185
0
0
50
SWAT
[td colwidth="137"]
250
150
3
50
SWAT Shield Body
[td colwidth="137"]
250
150
3
50
SWAT Shield Visor
[td colwidth="137"]
0
100
2
50
Heavy SWAT
[td colwidth="137"]
350
200
4
50
Zapper
[td colwidth="137"]
500
100
2
50
Grenadier
[td colwidth="137"]
500
100
2
50
Techie
[td colwidth="137"]
500
100
2
50
Sniper
[td colwidth="137"]
80
0
0
50
Cloaker
[td colwidth="137"]
200
0
0
50
Dozer Body
[td colwidth="137"]
2000
6000
120
50
Dozer Face
[td colwidth="137"]
0
1500
30
50
Combat Drone
[td colwidth="137"]
100
100
2
50
Hard Difficulty
[table equalcells="1" colwidth=",137,,,"]
NAME
[th colwidth="137"]
HP
AHP
APlates
PlateHP
Guard
[td colwidth="137"]
110
0
0
50
Cop
[td colwidth="137"]
204
0
0
50
SWAT
[td colwidth="137"]
275
200
4
50
SWAT Shield Body
[td colwidth="137"]
275
200
4
50
SWAT Shield Visor
[td colwidth="137"]
0
150
3
50
Heavy SWAT
[td colwidth="137"]
385
250
5
50
Zapper
[td colwidth="137"]
550
150
3
50
Grenadier
[td colwidth="137"]
550
150
3
50
Techie
[td colwidth="137"]
550
150
3
50
Sniper
[td colwidth="137"]
88
0
0
50
Cloaker
[td colwidth="137"]
220
0
0
50
Dozer Body
[td colwidth="137"]
2200
6000
120
50
Dozer Face
[td colwidth="137"]
0
1650
33
50
Combat Drone
[td colwidth="137"]
110
150
3
50
Very Hard Difficulty
[table equalcells="1" colwidth=",,,,"]
NAME
HP
AHP
APlates
PlateHP
Guard
125
0
0
50
Cop
231
0
0
50
SWAT
313
250
5
50
SWAT Shield Body
313
250
5
50
SWAT Shield Visor
0
200
4
50
Heavy SWAT
438
300
6
50
Zapper
625
200
4
50
Grenadier
625
200
4
50
Techie
625
200
4
50
Sniper
100
0
0
50
Cloaker
250
0
0
50
Dozer Body
2500
6000
120
50
Dozer Face
0
1875
37.5
50
Combat Drone
125
200
4
50
OVERKILL Difficulty
[table equalcells="1" colwidth=",,,,"]
NAME
HP
AHP
APlates
PlateHP
Guard
140
0
0
80
Cop
259
0
0
80
SWAT
350
480
6
80
SWAT Shield Body
350
480
6
80
SWAT Shield Visor
0
400
5
80
Heavy SWAT
490
560
7
80
Zapper
700
400
5
80
Grenadier
700
400
5
80
Techie
700
400
5
80
Sniper
112
0
0
80
Cloaker
280
0
0
80
Dozer Body
2800
9600
120
80
Dozer Face
0
3360
42
80
Combat Drone
140
400
5
80
Weapon Balance Changes
We have adjusted the damage of many of the weapons to balance them alongside the new skill system.
-
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
64.6
50.0
43.0
2
NWB9
51.5
35.0
30.0
2.2
VF7S
92.0
78.0
69.0
2.5
KU59
98.5
68.0
58.0
1
RG5
104.6
82.0
71.0
2
CHS3
67.0
55.0
49.0
2.4
[td colspan="5"]
[th colspan="5"]
SMGs
Close
Medium
Far
AP
PC9
65.2
35.0
29.0
1.3
Compact7
59.2
38.0
32.0
1.4
WAR45
86.4
51.0
43.0
0.9
ATK7
79.2
38.0
28.0
1.15
Commando
60.0
55.2
42.0
0.9
[td colspan="5"]
[th colspan="5"]
Sniper Rifles
Close
Medium
Far
AP
A114
96.0
88.0
80.0
3
FIK22
54.0
39.0
36.0
1.5
Spearfish
134.0
123.0
112.5
2.6
R900S
186.0
171.0
156.0
7
[td colspan="5"]
[th colspan="5"]
LMGs
Close
Medium
Far
AP
MX63
66.7
43.0
31.0
1.5
[td colspan="5"]
[th colspan="5"]
Shotguns (Pellets x Damage per Pellet)
Close
Medium
Far
R880
10 x 47.6
10 x 24
10 x 20
0
Mosconi12C
10 x 67.125
10 x 42
10 x 30
0
FSA12
8 x 34.125
8 x 21
8 x 13.72
0
TAS12
10 x 52
10 x 22
10 x 18
0
M7P
10 x 43.6
10 x 22
10 x 22
0
Justicar
8 x 49.125
8 x 31
8 x 22
0
[td colspan="5"]
[th colspan="5"]
Pistols
Close
Medium
Far
AP
S40
90.1
56.0
42.0
1.6
Stryk7
60.6
30.0
22.0
1.8
S403
66.0
49.0
38.0
1.6
SPM11
116.1
80.0
60.0
2.1
PD5
76.6
39.0
28.0
1.3
T32
49.3
30.0
22.0
1.3
GV50
137.0
56.0
42.0
5
SE5
100.6
52.0
37.0
1.4
[td colspan="5"]
[th colspan="5"]
Revolvers
Close
Medium
Far
AP
Castigo44
160.1
102.0
77.0
2
Bison
155.6
81.0
58.0
4
Bullkick500
212.0
167.0
130.0
5
Favors
The favor groups have been set to the following:
-
Rock the Cradle - Fear & Greed - Under the Surphaze - Touch the Sky
-
Road Rage - 99 Boxes - Cook Off - Boys in Blue - Party Powder
-
No Rest for the Wicked - Gold & Sharke - Syntax Error - First World Bank
-
Diamond District - Turbid Station - Dirty Ice - Houston Breakout - Delivery Charge - Shopping Spree
Smash & Grab
These run on a different system from the normal favors, and are grouped as such:
-
Bank Withdrawal; Diamond District - No Rest for the Wicked - Dirty Ice - Touch the Sky
-
Search and Seizure; Party Powder - Boys in Blue - Cook Off - Road Rage
Gameplay
-
The dozer will now be stunnable when using the EMC jammer gadget combined with the skill 'Electrical interference'
-
The Quality AA setting no longer turns marksman scopes white when using ADS
-
Fixed an issue where smoke grenades using the 'Poisonous Gas' skill would treat cuffed guards as enemies instead of civilians and eventually kill them
-
The 'Bounty Hunter' skill can no longer be used to place down an infinite number of tools. Instead, each tool has its own placement limit; earlier placed tools get deleted as more are placed per player
-
Fixed a bug where the primary weapon wouldn't reload after doing various movements while swapping weapons
-
Fixed an issue where some glass cases wouldn't get destroyed by throwing knives
-
Fixed an issue where crew AI remained stuck in place after getting revived if downed during the Techie drone flash effect
-
Lowered ammo pick-up rates for all weapon types except SMGs
-
Laser beams have been improved in order to make them more reliable when playing with higher latency
-
Fixed an issue where all armor frames had the 2 seconds damage resistance when a plate breaks. The function is now exclusive for the 4 plate armor frame as intended
Skill Changes
-
Several skills were changed following the feedback in the skills survey (thanks for participating!) The exact changes are visible here in the survey blog.
-
Fixed an issue where the 'Berserker' skill didn't give damage reduction for the 1 second after a reload was completed
-
The 'Bounty Hunter' skill now has Zappers, Naders, and Techies in the base version, and Cloakers and Dozers when Aced
-
The 'Human Resources' skill now allows throwables to ignore hostages (Base) and civilians (Aced)
UI
-
Defeating enemies using the skill 'Hidden Blade,' no longer adds damage dealt in the post-game statistics
-
Implemented performance improvements related to the techie glitch effect
Enemies
-
Adjusted enemy armor and health to normalize the experience following the release of skills 2.0. This change should make enemies feel more in-line with how they felt before the skills update
-
Normalized the experience of increasing or decreasing difficulty, making the jump in challenge less drastic
-
Increased damage scaling of crew-AI to ensure relevance following enemy adjustments
Feature
- The Temporal Anti-Aliasing Upsampling (TAAU) graphical options now work as intended
Heist Changes
Touch the Sky
- Replaced the wifi circles with a new puzzle
Known Issues
UI
- The contact image and name during the briefing of Delivery Charge currently shows Butcher instead of Shade.
Shopping Spree
-
Enemies can sometimes spawn in inaccessible areas
-
Enemies can carry the loot bags away from the players, but don’t currently have a drop off point where they can “secure” them
-
Some specific small areas in the mall are tagged with an incorrect type of zone (public/private/secure)
-
When the main objective is Nobleman Lounge: Objective will not update properly if the office objective is skipped. Heist can still be finished, but no new objective will be given until the office is fully completed
-
When the main objective is the Corvo Gun Store, the blue keycard is inaccessible, preventing entry to the security office and the camera operator
Touch the Sky
- The information in the tab menu still displays instructions for completing WiFi-circles, not the new puzzle.
Same as in 2.5
- Using an old version of the “PD3 Logic Mod” by Narknon and HW12Dev will prevent the new skills from functioning properly. There’s already an update to the mod, so downloading the latest version will prevent the issue