Deceive Inc. cover
Deceive Inc. screenshot
PC PS5 Series X Steam Epic
Genre: Indie

Deceive Inc.

Deceive Inc. Hotfix 1.05.02 Is Now Live!



Welcome Agents, we are back with a second hotfix to address some HOT issues raised by the community since our launch last week. Let’s dive into it!


General Fixes
The “Scroll wheel” bug

The infamous “scroll wheel” bug would cycle through your weapons and gadget non stop when swapping too quickly. This annoying terror has been the bane of agents on the field and we are happy to report that this hotfix comes to the rescue.

This has been one of our highest priorities since this bug has been very detrimental to the experience and we thank you for your patience around this issue!

Matchmaking region preference setting
We’ve received a lot of demand for more control over the matchmaking experience. We added customizable preferences that will allow you to choose if matchmaking should prioritize quick matching or the lowest latency possible.

You can find the following options under [B]General Settings:[/B]

  • Best Latency Only - Will only attempt to place you in the lowest latency servers to you
  • Local Region (Default) - Will attempt to place you in servers local to your region (Example: North American servers)
  • World Wide - Will get you into the game the quickest by continuing to expand search region until it finds a match (most similar to current behavior)

Keep in mind that these settings can affect your matchmaking time.

Modifications to Animated Portrait default setting
The 3D portrait showcasing your character live has been identified as a very resource intensive setting on many configurations. With this build, we are making the static version the default setting with some polish to the overall look. This will also benefit console performance and should result in a smoother experience.

Fix to invalid skins in loot briefcases
We’ve received reports of items in loot briefcases that were invalid leading to lost rewards. We tracked down multiple of these items and removed them from the loot pool to prevent this from happening again.

Fixed Silver Reef Shortcut
The shortcut in terminal room E in Silver Reef has been non-functional since launch. We’ve fixed it in this patch, giving you a new exit from the room for some cheeky flanks.

Fix for invincible guards
Some issues could lead to guards becoming invincible leading to a lot of frustrations. This hotfix adds failsafes to prevent this issue from occurring.

Agent Balance Tweaks
We’ve been looking at feedback, player chatter and our internal stats to see the overall agent performance and perception. While we are not pushing major changes to the balance with this update, we are tweaking three agents in accordance with our internal stats.

Cavalière
Cavalière has a very high pick rate currently and has been the source of frustration for a lot of players. While having two pistols will always be incredibly cool, making her a popular choice, her kit is a bit too oppressive as it is currently. We are starting with some weapon changes and we are assessing other tweaks to her kit as we keep looking at the analytics in the coming days.

Weapons:
Some of Cavalière’s weapons have been too permissive to multiple misses leading to easy multi kills with very few downtime. To this end, we are shortening the magazine of some of her weapons and upping her reload time a bit overall, giving less leeway to be sloppy in a fight.

Base Weapon: Reduced ammo in magazine from 18 to 14. Reload time increased from 1.8 seconds to 2 seconds. Looted ammo adjusted in accordance with new magsize

Weapon mod 1: Reduced ammo in magazine from 20 to 16.Reload time increased from 1.8 seconds to 2 seconds. Looted ammo adjusted in accordance with new magsize

Weapon mod 2: Reload time increased from 1.8 seconds to 2 seconds.

Squire
According to our analytics, Squire has been doing extremely well. While we love having our most newcomer friendly character doing great, we feel his base weapon is a bit overperforming in its current form. As such we are making his base weapon a BIT less permissive on how much damage it can deal without reloading.

Base Weapon: Reduced ammo in magazine from 12 to 10 bullets. Adjusting ammo pickup amounts to fit with this new number.

Hans
On the other end of the spectrum, Hans has been the outlier in terms of low performance. While once again we are not taking huge leaps in a hotfix, we are giving him a bit more effective range on all his weapons in hipfire to make him more consistent in all short range engagements. We’ll keep watching performance to assess future tweaks.

Weapons:

  • Tweaked damage falloff on all three weapons hipfire.
  • Shotgun pellets will keep full damage up to 10 meters now instead of 5.
  • The damage falloff curve for hans hipfire will be less abrupt, allowing pellets to keep more damage from afar.
  • Minimum damage of a pellet will be 60% instead of 50% at the farthest range to keep more consistency on time to kill.


Thank you Agents for your continued feedback and reports! As a reminder, we are expecting the first big content update and the start of the catalog system later this month with Misery Empire - more details on the roadmap or check out this community made 7 minute recap of the Roadmap and Community Q&A Stream!

Intel Brief: Operation Diamond Spire



Location: Aspire by Jati™ Tower, Singapore
Owner: Jati bin Teh
Target: Lab Grown Secret Ingredient

Insertion: DREAMPRENEUR Cocktail Party Attendee
Agent, you are being sent in under the assumed role of an invitee to the DREAMPRENEUR Cocktail Party, a party in honor of Jati bin Teh’s greatest achievements, thrown by himself of course. Athlete, Stock Investor, Actor, Recording Artist, Influencer and Multi-Trillionaire, Jati is a man whose powers and influence seem limitless. Thanks to his lifestyle and well-being brand, the media tycoon has been catapulted into the spotlight across the globe. However, his lofty ambitions don’t stop there: he is currently running for president. And with his dominance across every major market with his sheer brand-power, his goal is well within his reach.

The impressive and imposing Aspire by Jati™ Tower looms over downtown Singapore. Behind all the grandeur, glitz and glory, if one looks deep enough, what is revealed is Jati looking to expand his wealth, power, and influence. His latest endeavor is to take on the sports drink market with a new product that most would not consider very… ethical. Our intel has revealed that he is developing a dangerously addictive secret ingredient to add in his drink to ensure people keep on drinking it (and of course, buying it) forever. His ceaseless goals for control are worrisome and must be stopped at all cost. This is where Deceive Inc. comes in.

Infiltration: The Lab
The Aspire by Jati™ Tower is the ultimate display of wealth and Jati’s own hubris. His name splashed everywhere JBT Media, Juice Brew Tea, FIT by Jati™. His brand on everything in the enormous building will not go unnoticed. While the DREAMPRENEUR Cocktail Party celebrates greed, consumerism, and mostly Jati himself, it hides darker motives. Our informant confirms that within the tower is Jati’s own secret lab conducting work of questionable legality. Gather all the intelligence and tools you can before working your way into the more secure areas of the facility. Here you’ll find a well staffed workforce conducting dubious experiments and specifically our target: Jati’s Lab Grown Secret Ingredient.
As always, your objective is located in the deepest, most secured part of the lair. Expect contact, and be careful.


Extraction: Tower Exterior
With multiple locations available to extract, choose your tactics wisely. Extraction points are out in the open: you’ll need to hide from the public eye, use your strengths as an agent and blend in to outwit your rivals. Good luck Agent, I’ll leave you to prepare.


Deceive Inc. Development Roadmap and Community Q&A Stream

Join us as we chat about the new Development Priorities Roadmap and take your questions!

Deceive Inc. Hotfix Update 1.05 Is Now Live



Welcome Agents, a hotfix is about to hit the game to alleviate some issues we’ve seen pop-up since launch. Without further ceremony let’s dive into it:

Steam Specific
Achievement Fix

This is a fix to Steam achievements not always unlocking for players. Please note that achievements that would have been previously unlocked will not be granted retro-actively. The exception to this are achievements based on account and mastery levels. These will be awarded retro-actively on your next level-up.

We apologize for any inconvenience.

General Fixes
Spy Footsteps Check

We are pushing a fix to a bug causing spies footsteps to be heard while in cover. This should reduce instances of being jumped with no clear reason why on the receiving end.

[B]Fix for backfilling issue in pre-game lobby (Global Server Side update)[/B]
Fixed an issue that prevented a lobby from being backfilled leading to understaffed matches


Yu-Mi Base Passive Regen (Global Server Side update)
Yu-Mi’s gadget cooldown regen with her base passive was higher than originally intended. This makes it 50% faster instead of 90% faster.

Fixing invalid spawn locations (Global Server Side update)
Players could spawn inside walls or behind staircases. We fixed a sizable number of such spawns in this update. Please let us know if you still see occurrences of this in the future.

Agent Spawn positions
We are integrating a new system to give us more granular control on where agents spawns. This should massively reduce instances of spawning right next to a player in the first few seconds of a game. This system also lays the groundwork for us to take action anytime on such spawns with a server side fix. Let us know if you encounter spawns that you feel were too close after this comes in and we’ll keep addressing them.

Fix for melee issue leading to kick to main menu (Global Server Side update)
Fixed an issue that could lead to a kick back to main menu when landing multiple quick melees in short successions.

Backend change to improve Matchmaking server selection
The team has made changes to greatly improve the situation where some players could end up in servers that were not ideal. The team is working towards adding more client options to help players make choices around matchmaking as well in a future update.

While the team continues to work on several other items for follow up hotfixes and Quality of Life improvements, we want to make sure all Agents are aware of some of the major items the team is working towards. Please be aware that an item not being listed here does not mean it isn’t important or being worked towards, just that it is unlikely to show up in the near future.


  • Fix for cross platform parties not always working between Xbox and other platforms
  • Potential fix for the “Infinite” weapon and gadget scrolling bug
  • Improved controller assist

    • We’ve been reading player feedback and are making adjustments
    • We are also hoping to add more settings around this in the future

  • Agent Balance

    • We’ll be continuing to adjust agent weapons and abilities, improving those that are under-performing and bringing down those that are over-performing.

Deceive Inc. Hotfix Update 1.01 Is Now Live



Welcome Agents, a hotfix is about to hit the game to alleviate some issues we’ve seen pop-up since launch. Without further ceremony let’s dive into it:

Steam Specific
Achievement Fix

This is a fix to Steam achievements not always unlocking for players. Please note that achievements that would have been previously unlocked will not be granted retro-actively. The exception to this are achievements based on account and mastery levels. These will be awarded retro-actively on your next level-up.

We apologize for any inconvenience.

General Fixes
Spy Footsteps Check

We are pushing a fix to a bug causing spies footsteps to be heard while in cover. This should reduce instances of being jumped with no clear reason why on the receiving end.

[B]Fix for backfilling issue in pre-game lobby (Global Server Side update)[/B]
Fixed an issue that prevented a lobby from being backfilled leading to understaffed matches


Yu-Mi Base Passive Regen (Global Server Side update)
Yu-Mi’s gadget cooldown regen with her base passive was higher than originally intended. This makes it 50% faster instead of 90% faster.

Fixing invalid spawn locations (Global Server Side update)
Players could spawn inside walls or behind staircases. We fixed a sizable number of such spawns in this update. Please let us know if you still see occurrences of this in the future.

Agent Spawn positions
We are integrating a new system to give us more granular control on where agents spawns. This should massively reduce instances of spawning right next to a player in the first few seconds of a game. This system also lays the groundwork for us to take action anytime on such spawns with a server side fix. Let us know if you encounter spawns that you feel were too close after this comes in and we’ll keep addressing them.

Fix for melee issue leading to kick to main menu (Global Server Side update)
Fixed an issue that could lead to a kick back to main menu when landing multiple quick melees in short successions.

Backend change to improve Matchmaking server selection
The team has made changes to greatly improve the situation where some players could end up in servers that were not ideal. The team is working towards adding more client options to help players make choices around matchmaking as well in a future update.

While the team continues to work on several other items for follow up hotfixes and Quality of Life improvements, we want to make sure all Agents are aware of some of the major items the team is working towards. Please be aware that an item not being listed here does not mean it isn’t important or being worked towards, just that it is unlikely to show up in the near future.


  • Fix for cross platform parties not always working between Xbox and other platforms
  • Potential fix for the “Infinite” weapon and gadget scrolling bug
  • Improved controller assist

    • We’ve been reading player feedback and are making adjustments
    • We are also hoping to add more settings around this in the future

  • Agent Balance

    • We’ll be continuing to adjust agent weapons and abilities, improving those that are under-performing and bringing down those that are over-performing.

[PSA] Server Downtime during Maintenance

Agents,

We ask for you patience during this server downtime as we perform maintenance on our end.

Deceive Inc. Post Launch Brief



Hello Agents,

Here we are a little over 24 hours past from when the game went live on all platforms, and what a time it has been! While we can’t wait to share with you some of our future plans for Deceive Inc. the focus right now is identifying player issues and fixing them as quickly as possible via a series of hotfixes and quality of life updates in the near and further off (weeks) future.

Before we go into what is coming up next in terms of fixes, we would like to go over what has already happened.

  • At launch a group of players reported not getting their intended items. The cause of this issue was quickly identified and fixed for many.

    • For players who still have items missing, please put in a ticket at https://support.deceiveinc.com so that the team may investigate and resolve this for you.

  • A PC crash was found and identified with a group of keyboard type users that rebound specific keys .
    [LIST]
  • A client side hotfix went out yesterday to address this

<*>Players reported matchmaking could result in them being placed in non ideal server locations

  • This was investigated, confirmed, and a backend update was issued to improve matchmaking and further backend work is happening to improve this further

<*>A server side fix for a bad spawn location on Fragrant Shore has gone live today
<*>A server side update to reduce Yu-Mi’s passive gadget cooldown from 90% to 50% is going live shortly
<*>Investigated reports that turning off crossplay was broken

  • This proved incorrect, and we can confirm this is working as intended



Starting this morning the team is already at work generating and testing a hotfix build for PC players. The goal is to release the hotfix in the days ahead (within the week) if all goes well with internal testing. Please note, some items listed here may not make it into the first hotfix:

  • Improved spawn system to help prevent Agents from spawning near each other

    • This system can be further updated/tweaked via backend and server updates

  • Fix for a bug that would allow rival agents to hear each others footsteps while disguised
  • Further improvements to server selection when matchmaking that require a client update


With a planned follow up (or two) to the above hotfix, the team is also currently working on other issues and feedback from the community. Once again please note, some items listed here may not make it into the first few hotfixes:

  • Fix for cross platform parties not always working between Xbox and other platforms
  • Potential fix for the “Infinite” weapon and gadget scrolling bug
  • Unreliable achievement unlocking


Just to be clear, an issue not being listed above does not mean it isn’t important, just that it is unlikely to make it into the first set of hotfixes.

We can’t thank you enough Agents for stepping into the world of Deceive Inc. with us, and we are looking forward to the journey ahead!

Deceive Inc. Dev Launch Party Stream

Join us, the Tripwire Community team, and Phil from the Sweet Bandits as we play and talk about the launch of Deceive Inc. today!

Deceive Inc. Is Now Live - Trailer and Changelog



Welcome Agents! Launch is finally here and we’re going to dive into the changes you can expect on day one. Before we give you the full rundown of this build of the game, a few things to clarify:

The launch build was stamped [B]*before*[/B] we could dive into all the great feedback received in the Open Beta cycle. Some elements of feedback we could act on in the short term, others will have to wait a bit for post launch updates. For more details on some of those post launch changes head over here: https://forums.tripwireinteractive.com/index.php?threads/a-reminder-of-post-launch-changes-the-team-is-working-on.2338935/

As always, your feedback is invaluable to the team and we take it very seriously. If something is not there yet it does not mean we are not seriously considering it/working on it. We’ll do our best to give you a transparent look at what we are working on regularly.

Now without further ado, let’s dive in!

General Changes
Jump Fatigue Tweaks

We’ve had a lot of feedback on the new jump fatigue implementation through our Open Beta cycle. We’ve tuned it for launch to be much less disruptive of normal movement while still slowing you down significantly if you mash it in a fight.

We are keeping an eye on reports that shooting jumping characters in close quarters is more frustrating than it should, so you can expect news on that front in the future.

Controller Tweaks
Refinement to controller quick turn when holding the joystick.

Created unique aim assist profiles for different weapon types to better tweak the experience for controller users. This gives us the power to tweak aim assist on a per-character basis if need be.

Base Max ammo pools tweaks
The overall max ammo numbers for agents has been toned down slightly. This should give the max ammo field upgrade a bit more value and give a bit more tactical depth to taking a fight. This does not affect the presence of ammo on the map or how much ammo you gain from a single pack or dispenser.

Recoil Smoothing
We’ve had a lot of feedback on the difficulty of hitting moving targets in the game and recoil has been a big part of that feeling. Expect less harsh recoil overall for a smoother shooting experience across the board.

Razer Chroma integration
The launch version of Deceive Inc. features full Razer Chroma integration for PC users. You can expect Game phase contextual patterns that evolve depending on the current state of the match, Event contextual patterns that react to actions like changing cover, hacking, taking damage and mapped key highlights to showcase your active keybinds.

Razer Chroma features are enabled by default but can be turned off in the general section of the in-game settings.

Levels
All Operations are a GO

With release, Operation Hard Sell, Silver Reef, Diamond Spire and Fragrant Shore are all part of the map rotations. Go get that package!

Spawn Pool tweaks
Diamond Spire and Fragrant Shore have received a fresh shipment of intel to fill their drawers a bit more. Diamond Spire has also received more intel overall to better pace the looting on all floors of the level.

Balancing Tweaks
We’ve got a big list of balancing changes to the entire cast. Our biggest changes are around fast firing weapons that take a lot of hits to eliminate a rival spy. We’ve tweaked the modifiers of this weapon archetype across the board to make body damage more reliable, limb shot less punitive and headshots a bit less of a modifier to compensate. In most cases headshots will do the same damage as before, but consistent body shots will lead to more reliable eliminations. We hope this makes these characters more accessible and less frustrating to use in prolonged combat.

Another area of focus has been on making weapon mods that were lacking a clear identity a bit more unique. We hope this makes choosing a weapon variant a more interesting choice in build making.

Squire
The overall goal with Squire this update is to make his base weapon feel more reliable and less headshot dependent. We also found the javelin to lag behind a bit and lack a clear identity. With this we want to pivot the javelin more clearly as the big damage, headshot dependent variant of squire’s weapon.

Base Weapon: Lance

  • Increased damage from 15 to 17
  • Reduced fire rate from 3.6 bullet second to 3.1
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3

Weapon Mod 1: Trident
No Change from Beta

Weapon Mod 2: Javelin

  • Increased damage from 20 to 23
  • Increased headshot damage modifier from 1.75 to 2.00
  • Reduced fire rate from 2.45 bullet second to 2.40


Ace
Ace has been doing pretty well recently, as such we are not making radical changes to her balancing. We wanted to give a bit more personality difference to the jack of diamonds and give it more of a role as Ace’s most reactive option.

Base Weapon: Queen of Diamonds

  • Raised fire rate from .75 bullet second to .8 bullet second.
  • Raised fire reload time from 1.6 seconds to 2.3.

Weapon Mod 1: Jack of Diamonds

  • Raised fire rate from 1.25 bullet seconds to 1.35.
  • Lowered reload time from 2.4 seconds to 1.5 seconds.


Weapon Mod 2: King of Diamonds
No change from beta

Chavez
Chavez has been performing quite well recently. We simply put vigilante more in-line with other fast firing weapon changes we are making in this patch.

Base Weapon: Sentinel
No change from beta

Weapon Mod 1: Vigilante

  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.

Weapon Mod 2: Duke
No change from beta

Larcin
Larcin is seeing a bit more changes in this patch. We found his base weapon to be outclassed by his other options on all sides. We wanted to drive a clearer use case for each weapon in this patch. Silence will now be a more reliable option that is not headshot dependent, cadence will be a preferable long range option with bigger ammo capacity and violence will drive further the need to land that gun throw for big damage while keeping superior headshot damage on the bullets.

Base Weapon: Silence

  • Increased base damage from 9 to 10
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3
  • Increased reload speed from 1.1 to 1.0 second.

Weapon Mod 1: Cadence

  • Increased base damage from 8 to 9.-Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.

Weapon Mod 2: Violence

  • Reduced bullet damage from 13 to 10
  • Reduced fire rate from 4.75 bullet second to 4.5
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Increased reload time from .8 second to 1.2 second.
  • Increased thrown weapon crit modifier from 2.0 to 2.5 for BIG bonk damage.


Xiu
Weapons

Xiu is probably the character with the best use case for the fast firing tweaks. With these changes, we want to increase the extremely fast time to kill for landing only headshots. By the same token, we are also making kills far more reliable overall by mitigating the penalty on limb shots. We are once again trying to drive weapon personality further by giving Longshen a better use case as Xiu’s harder hitting longer ranger option.

Base Weapon: Zhulong

  • Special note* Xiu’s stats were not correct in the open beta build, this is compared to the next fest balancing which was the correct one
  • Reduced base damage from 10 to 9
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3

Weapon Mod 1: Longshen

  • Increased damage from 8 to 10 per shot.

Weapon Mod 2: Xuanwu

  • Reduced damage per shot from 7 to 6
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3


Expertise
We fixed an issue where Xiu’s expertise would not use the correct values. Here’s the rundown:

Expertise Base: Cobra’s Deceit:

  • 45 meters max range for a shift instead of 40.


Expertise mod 1: Serpent’s Bluff

  • 10 meters max range to set your recall target instead of 40.


Expertise mod 2: Python’s Ruse

  • Each jump now has a max range of 15 meters, this used to be 40 meters each.
  • You now have a 2.5 seconds delay to shift again. No more holding the next jump infinitely.


Hans
Hans has been in an interesting spot recently. His base weapon and weapon mod 1 have been underperforming quite a bit while his weapon mod 2 has been dominating the game very fiercely. With these changes, we hope to give every weapon a clearer use case and a more evident drawback to the uppercut variant.

Base Weapon: The Hook

  • Increase damage from 40 to 45 (when all pellets hit).

Weapon Mod 1: The Jab

  • Increase damage from 25 to 30 (when all pellets hit).
  • Increased headshot multiplier on ADS from 1.5 to 1.75.

Weapon Mod 2: The Uppercut

  • Reduced fire rate from 1.8 shot second to .8 shot second.
  • Reduced ADS shot damage from 50 to 30.
  • Slowed reload speed from 2.1 to 2.2 seconds.


Expertise

  • The duration of all Hans expertise status effects has been extended from 3 seconds to 4.5 seconds to give better utility in closing the gap with rivals.


Cavalière
Cavalière's base weapon was underperforming a bit recently. As before, we are removing a bit of emphasis on headshots and making her time to kill more reliable overall by raising base damage and lowering limb shot modifiers impact. This change also carries well with the hydras where landing only headshot would create extremely low TTK, but hitting limbs would make kills extremely long to get. This should really shrink the extremes on both sides. For the wyverns, we want to reward headshots more and make it more of a precision alternative while punishing going only for body shots only a bit more.

Base Weapon: Dragoons

  • Increased damage from 10 to 12 per shot.
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3.

Weapon mod 1: Hydras

  • Reduced damage per shot from 13 to 10.
  • Increased fire rate from 4.25 bullet second to 5.00
  • Increase headshot multiplier from 1.5 to 2.0.
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.

Weapon mod 2: Wyverns

  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced reload time from 2.1 seconds to 1.8.
  • Reduced headshot multiplier from 2.0 to 1.5.


Yu-Mi
The split pellets have been a dominating force in Yu-Mi’s arsenal recently. Having headshots modifiers on a weapon that behaves like a shotgun creates a very random experience for victims that could lead to almost instant death in some cases. We hope to make the pellet a more reliable and less frustrating weapon that we can better balance with these changes.

Base Weapon: Tactical Slingshot
No Change since beta

Weapon Mod 1: Experimental Split Shot

  • Removed headshot multiplier from this mod to make it closer to shotgun behavior (like hans).
  • Changed damage of pellet before split from 34 to 30.
  • Changed the charged damage multiplier from 1.5 to 1.6.
  • Changed damage of pellets once splitted from 7 to 6.


Weapon Mod 2: Heavy Longshot
No Change since beta

The team is keeping track of several top known issues and workarounds in the Support Knowledgebase here: https://support.deceiveinc.com/en/knowledgebase

Thank you for your continued feedback and support, Agents!

Work In Progress Deceive Inc. Launch Changelog


Please keep in mind the following document is a Work In Progress (WIP) and items are subject to change.

Welcome Agents! Launch is finally here and we’re going to dive into the changes you can expect on day one. Before we give you the full rundown of this build of the game, a few things to clarify:

The launch build was stamped [B]*before*[/B] we could dive into all the great feedback received in the Open Beta cycle. Some elements of feedback we could act on in the short term, others will have to wait a bit for post launch updates. For more details on some of those post launch changes head over here: https://forums.tripwireinteractive.com/index.php?threads/deceive-inc-state-of-the-build-post-open-beta.2338921/

As always, your feedback is invaluable to the team and we take it very seriously. If something is not there yet it does not mean we are not seriously considering it/working on it. We’ll do our best to give you a transparent look at what we are working on regularly.

Now without further ado, let’s dive in!

General Changes
Jump Fatigue Tweaks

We’ve had a lot of feedback on the new jump fatigue implementation through our Open Beta cycle. We’ve tuned it for launch to be much less disruptive of normal movement while still slowing you down significantly if you mash it in a fight.

We are keeping an eye on reports that shooting jumping characters in close quarters is more frustrating than it should, so you can expect news on that front in the future.

Controller Tweaks
Refinement to controller quick turn when holding the joystick.

Created unique aim assist profiles for different weapon types to better tweak the experience for controller users. This gives us the power to tweak aim assist on a per-character basis if need be.

Base Max ammo pools tweaks
The overall max ammo numbers for agents has been toned down slightly. This should give the max ammo field upgrade a bit more value and give a bit more tactical depth to taking a fight. This does not affect the presence of ammo on the map or how much ammo you gain from a single pack or dispenser.

Recoil Smoothing
We’ve had a lot of feedback on the difficulty of hitting moving targets in the game and recoil has been a big part of that feeling. Expect less harsh recoil overall for a smoother shooting experience across the board.

Razer Chroma integration
The launch version of Deceive Inc. features full Razer Chroma integration for PC users. You can expect Game phase contextual patterns that evolve depending on the current state of the match, Event contextual patterns that react to actions like changing cover, hacking, taking damage and mapped key highlights to showcase your active keybinds.

Razer Chroma features are enabled by default but can be turned off in the general section of the in-game settings.

Levels
All Operations are a GO

With release, Operation Hard Sell, Silver Reef, Diamond Spire and Fragrant Shore are all part of the map rotations. Go get that package!

Spawn Pool tweaks
Diamond Spire and Fragrant Shore have received a fresh shipment of intel to fill their drawers a bit more. Diamond Spire has also received more intel overall to better pace the looting on all floors of the level.

Balancing Tweaks
We’ve got a big list of balancing changes to the entire cast. Our biggest changes are around fast firing weapons that take a lot of hits to eliminate a rival spy. We’ve tweaked the modifiers of this weapon archetype across the board to make body damage more reliable, limb shot less punitive and headshots a bit less of a modifier to compensate. In most cases headshots will do the same damage as before, but consistent body shots will lead to more reliable eliminations. We hope this makes these characters more accessible and less frustrating to use in prolonged combat.

Another area of focus has been on making weapon mods that were lacking a clear identity a bit more unique. We hope this makes choosing a weapon variant a more interesting choice in build making.

Squire
The overall goal with Squire this update is to make his base weapon feel more reliable and less headshot dependent. We also found the javelin to lag behind a bit and lack a clear identity. With this we want to pivot the javelin more clearly as the big damage, headshot dependent variant of squire’s weapon.

Base Weapon: Lance

  • Increased damage from 15 to 17
  • Reduced fire rate from 3.6 bullet second to 3.1
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3

Weapon Mod 1: Trident
No Change from Beta

Weapon Mod 2: Javelin

  • Increased damage from 20 to 23
  • Increased headshot damage modifier from 1.75 to 2.00
  • Reduced fire rate from 2.45 bullet second to 2.40


Ace
Ace has been doing pretty well recently, as such we are not making radical changes to her balancing. We wanted to give a bit more personality difference to the jack of diamonds and give it more of a role as Ace’s most reactive option.

Base Weapon: Queen of Diamonds

  • Raised fire rate from .75 bullet second to .8 bullet second.
  • Raised fire reload time from 1.6 seconds to 2.3.

Weapon Mod 1: Jack of Diamonds

  • Raised fire rate from 1.25 bullet seconds to 1.35.
  • Lowered reload time from 2.4 seconds to 1.5 seconds.


Weapon Mod 2: King of Diamonds
No change from beta

Chavez
Chavez has been performing quite well recently. We simply put vigilante more in-line with other fast firing weapon changes we are making in this patch.

Base Weapon: Sentinel
No change from beta

Weapon Mod 1: Vigilante

  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.

Weapon Mod 2: Duke
No change from beta

Larcin
Larcin is seeing a bit more changes in this patch. We found his base weapon to be outclassed by his other options on all sides. We wanted to drive a clearer use case for each weapon in this patch. Silence will now be a more reliable option that is not headshot dependent, cadence will be a preferable long range option with bigger ammo capacity and violence will drive further the need to land that gun throw for big damage while keeping superior headshot damage on the bullets.

Base Weapon: Silence

  • Increased base damage from 9 to 10
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3
  • Increased reload speed from 1.1 to 1.0 second.

Weapon Mod 1: Cadence

  • Increased base damage from 8 to 9.-Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.

Weapon Mod 2: Violence

  • Reduced bullet damage from 13 to 10
  • Reduced fire rate from 4.75 bullet second to 4.5
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Increased reload time from .8 second to 1.2 second.
  • Increased thrown weapon crit modifier from 2.0 to 2.5 for BIG bonk damage.


Xiu
Weapons

Xiu is probably the character with the best use case for the fast firing tweaks. With these changes, we want to increase the extremely fast time to kill for landing only headshots. By the same token, we are also making kills far more reliable overall by mitigating the penalty on limb shots. We are once again trying to drive weapon personality further by giving Longshen a better use case as Xiu’s harder hitting longer ranger option.

Base Weapon: Zhulong

  • Special note* Xiu’s stats were not correct in the open beta build, this is compared to the next fest balancing which was the correct one
  • Reduced base damage from 10 to 9
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3

Weapon Mod 1: Longshen

  • Increased damage from 8 to 10 per shot.

Weapon Mod 2: Xuanwu

  • Reduced damage per shot from 7 to 6
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3


Expertise
We fixed an issue where Xiu’s expertise would not use the correct values. Here’s the rundown:

Expertise Base: Cobra’s Deceit:

  • 45 meters max range for a shift instead of 40.


Expertise mod 1: Serpent’s Bluff

  • 10 meters max range to set your recall target instead of 40.


Expertise mod 2: Python’s Ruse

  • Each jump now has a max range of 15 meters, this used to be 40 meters each.
  • You now have a 2.5 seconds delay to shift again. No more holding the next jump infinitely.


Hans
Hans has been in an interesting spot recently. His base weapon and weapon mod 1 have been underperforming quite a bit while his weapon mod 2 has been dominating the game very fiercely. With these changes, we hope to give every weapon a clearer use case and a more evident drawback to the uppercut variant.

Base Weapon: The Hook

  • Increase damage from 40 to 45 (when all pellets hit).

Weapon Mod 1: The Jab

  • Increase damage from 25 to 30 (when all pellets hit).
  • Increased headshot multiplier on ADS from 1.5 to 1.75.

Weapon Mod 2: The Uppercut

  • Reduced fire rate from 1.8 shot second to .8 shot second.
  • Reduced ADS shot damage from 50 to 30.
  • Slowed reload speed from 2.1 to 2.2 seconds.


Expertise

  • The duration of all Hans expertise status effects has been extended from 3 seconds to 4.5 seconds to give better utility in closing the gap with rivals.


Cavalière
Cavalière's base weapon was underperforming a bit recently. As before, we are removing a bit of emphasis on headshots and making her time to kill more reliable overall by raising base damage and lowering limb shot modifiers impact. This change also carries well with the hydras where landing only headshot would create extremely low TTK, but hitting limbs would make kills extremely long to get. This should really shrink the extremes on both sides. For the wyverns, we want to reward headshots more and make it more of a precision alternative while punishing going only for body shots only a bit more.

Base Weapon: Dragoons

  • Increased damage from 10 to 12 per shot.
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced headshot modifier from 1.5 to 1.3.

Weapon mod 1: Hydras

  • Reduced damage per shot from 13 to 10.
  • Increased fire rate from 4.25 bullet second to 5.00
  • Increase headshot multiplier from 1.5 to 2.0.
  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.

Weapon mod 2: Wyverns

  • Changed limb shot modifier from .75 to .9 in accordance with fast firing weapon tweaks.
  • Reduced reload time from 2.1 seconds to 1.8.
  • Reduced headshot multiplier from 2.0 to 1.5.


Yu-Mi
The split pellets have been a dominating force in Yu-Mi’s arsenal recently. Having headshots modifiers on a weapon that behaves like a shotgun creates a very random experience for victims that could lead to almost instant death in some cases. We hope to make the pellet a more reliable and less frustrating weapon that we can better balance with these changes.

Base Weapon: Tactical Slingshot
No Change since beta

Weapon Mod 1: Experimental Split Shot

  • Removed headshot multiplier from this mod to make it closer to shotgun behavior (like hans).
  • Changed damage of pellet before split from 34 to 30.
  • Changed the charged damage multiplier from 1.5 to 1.6.
  • Changed damage of pellets once splitted from 7 to 6.


Weapon Mod 2: Heavy Longshot
No Change since beta

The team is keeping track of several top known issues and workarounds in the Support Knowledgebase here: https://support.deceiveinc.com/en/knowledgebase

Thank you for your continued feedback and support, Agents!