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PAYDAY 3 — PAYDAY 3: Update 3.1 Changelog - Shopping Spree Heist

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
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