Summer Splash Hotfix Agents, we are rolling out a hotfix with a selection of tweaks for the Summer event. Let’s have a look:
General Bots adjustments Slowed down the speed at which bots try to extract when they have the package, to give players more of a chance to catch up to them.
Agent Madame Xiu
Xiu now resets her suspicion bar after using her expertise, allowing her a bit more freedom of movement to fit her kit.
Bug Fixes General
Option to show player levels is correctly displayed
Suspicion tip now appears way less often
Fixed a typo on Summer event posters
The suspicion bar is now visible with the cover bar instead of only being an outline at first.
Using the catwalk interact will now share event XP with your entire team.
Event items will no longer spawn in private lobbies.
Maps Diamond Spire
Fixed a spawn that would spawn players right on the catwalk.
Fixed a small hole in the vault walls.
Fragrant Shore
Fixed a possible player spawn inside a staircase.
Silver Reef
Fixed instance of double food on the bar near terminal D.
Fixed a spawn for players on the SR catwalk.
Agents Ace
Fixed Ace’s expertise being canceled by navmode.
Cavalière
Fixed an issue where Cavalière could stay stuck during her melee animation.
Fixed the melee VFX sometimes staying stuck forever after a melee.
Asia Pacific Server Issues We are aware of latency issues around the Asia-Pacific servers and are currently working on a solution. We will keep you updated on future developments and we hope to deliver a resolution in the near future.
Deceive Inc. Summer Splash Update
Summer Splash Update Agents, it’s time to make some waves in the cutthroat world of summer fashion. We have our biggest live event yet dropping with some massive new features and overall quality of life features. Grab something to drink and let’s dive into the details!
General New Live Event: Summer Splash The Evensen twins are celebrating their newest summer collection with a world tour. Under the pretense of a fun summer party, they are smuggling new prototype weapons under the guise of water guns.
With 15 levels of unlocks and more ways to earn points than before, Summer Splash is our most ambitious event yet. We wanted to try and drive some different gameplay with this one. To gain event points you’ll have to:
Gather event posters for 25 points each.
Gather prototype weapons for 50 to 100 points each. These are more heavily weighted towards restricted areas.
Loot weapon crates for 150 to 200 points each. These only spawn inside the vault, encouraging players to progress the match instead of just looting outside.
Last, but not the least, players will be able to gain 500 points by interacting with the catwalks added to all levels as a VIP! Players will need to stay inside the catwalk social interacts to gradually gain points up to 500. It’s called fashion hun, look it up!
Additionally, we are making a change on how event items work to better allow everyone to progress. Event items now have a single use PER TEAM instead of a single use period. This means you won’t be blocked from progressing if another player loots everything aggressively in the map.
Suspicion Mechanic We are shaking up the meta this update with a massive change that will have significant ramifications on the game. One of the most common feedback pieces we receive is that there is no incentive not to run around everywhere once you get a hang of the game. This is an inherent differential between new players that will always walk carefully and experienced players that will almost always run.
Introducing the “Suspicion” mechanic. When in cover, you will now have a new bar that fills around your cover bar while running. Once filled up, this will start draining your cover bar, putting you at risk of blowing your cover.
(Click on image to see WebM of Suspicion Mechanic in action)
We know this is going to be a polarizing change, and we will keep a very close eye on feedback for the future steps of this mechanic. To help calibrate that feedback, our design goals with this are as such:
Adding decision making in movement. Having to manage a resource that could put you at risk makes normal traversal more tense and adds moment to moment decisions to the game.
Putting a limit on the ability for a player to cross the entire map to third party an active fight. They could always push themselves and blow their cover to get there, but at that point it gives a better chance for the defending player to react.
Level the playing field a bit more between overly careful new players and extremely reckless experienced players, giving a bit of required downtime to these players to slow down games.
Crucially, suspicion is no longer active when in the extraction phase. When everyone is on high alert, running is not suspicious anymore, allowing the final phase to continue as the high octane chase it always was.
We have been testing this internally for a very long time, with a long history of iteration to get it where it is today. At this point, we need to put suspicion in your hands to get feedback on where to take it next.
Retinal Scanner A major new gameplay element is making its debut with this update: The Retinal Scanner! For a long time, we’ve wanted to offer players an alternative way to progress the game, separate from vault terminals. This would not only offer an alternative if players are aggressively camping a terminal, but would also give more strategic options on how you want to play a match and add some much needed diversity. Here’s how it works:
A retinal scanner is present at every vault entrance.
They will be locked for 7 minutes (half the first phase) before players can interact with them. Once 7 minutes has passed, players can start bypassing them.
Retinal Scanners cost 40 intel to open when no vault terminal has been deactivated. This lowers by 10 every time one is turned off reaching 20 intel when a single vault terminal is still standing.
Players can deposit intel at any retinal scanner to lower the required amount. All players participate in lowering this.
Once there is no intel left to spend, a VIP disguise is required to authorize the scan. This will result in the vault opening immediately, bypassing vault terminals.
The retinal scanner that is used to authorize the VIP will give a Gold Upgrade chip.
In this way, the progress of bypassing with the retinal scanner is a shared progress between all the players in a match. We are excited to see how this affects the pacing of the game and we will track feedback around the scanners very closely to better target future changes on them.
Guards Tweak We have reduced melee range significantly to allow players to run away from a melee attack and not take the damage. We have also shaved off a bit of Douglas’s massive hitbox to help a bit with him not blocking unwanted shots.
Better Celebration for eliminations A solid piece of feedback we have been looking at tackling is that DI reminds you constantly of the levels of people who beat you, putting salt in the wound after a defeat, but does a poor job at telling you you triumphed over someone that is more experienced than you.
To remedy this, we are overhauling the elimination UI to add better information as well as some gameplay rewards for taking on a strong player.
By default, you will now see the name of the player you eliminated.
When eliminating a player that is at least 10 account level above you, you will get additional celebration in the Elimination Hud, including the level of the person you eliminated.
This will scale depending on the level difference up to a difference of 300 levels, giving a massive celebration of the achievement.
XP values for an elimination will scale slightly with this, giving up to 60% extra XP on the elimination at the highest level difference.
Additionally, the levels of people you spectate will now be an opt-in feature in the settings, allowing you to focus entirely on the positives of what you achieved instead of the negatives of who eliminated you, giving full control on what information you feel is relevant to you.
We plan on expanding this type of celebration and better celebrate victory in the future.
Echelon Cosmetics Reaching a high echelon level is quite an achievement and requires a massive amount of dedication to a single agent. In order to better celebrate this, we are unleashing a collection of new echelon skins and inks, allowing you to show everyone your PRESTIGIOUS status. Every agent now has:
A golden echelon 10 Skin
A unique ink at echelon 30
A platinum echelon 50 Skin
A dazzling diamond skin at echelon 100
We want to extend a heartfelt thank you to any player that has sunk enough of their time in the game to earn these and we look forward to seeing you in-game sporting your new threads!
Melee Overhaul Reliability Melee attacks not registering is something that has plagued the game for a long while. We’ve made several attempts at lessening the pain, but this time we went more in depth and changed how the melee behaves from a server/client level to make it far more reliable. In addition, we have reworked melee animations to give better feedback on the fully charged state for every character instead of relying only on sound and a glowing effect.
Controller Experience We have added vibration to melee attacks for controller users, making the whole experience that much more satisfying.
Danger Event Size Melee attacks used to trigger a danger event with a size equal to a gunshot. This of course makes no logical sense and would trigger guards from a long distance even if from a player perspective it feels stealthy to do a melee attack. Now, melee attacks will produce a much smaller danger event, allowing you to melee without scaring or aggroing NPCs from afar away.
Go punch someone and tell us how it feels! (In game of course).
Server Performance Optimizations We started tackling some of the issues leading to servers having a “laggy” feel that can be amplified by certain agents using their skills back in the catalog 4 hotfix. In this update, we have very wide ranging changes to optimize the server load and make games feel snappier as a result.
From a technical standpoint, a long list of objects are now considered “Sleeping” on the server to consume less ressource until needed and a wide array of agent abilities have been optimized to be less intensive from a server standpoint.
This is not the end of our server optimization efforts, but it’s an important step forward we are excited to release.
Weapon Visual Alignment The visuals of all weapons in hip fire have been tweaked to align perfectly with the crosshair. This is a pretty significant visual change to the first person view that might take a moment to get used to, but results in a much cleaner line of actions and better feedback as to where exactly you will shoot.
Spawning Tweaks Spawn Priority A new spawner system is in place that allows us to put priority on certain spawnable items, namely intel, instead of having a flat priority value. What this means in practice is that you should get much fewer rooms that are only flush with ammo and not a single intel.
Drawer Spawn buffs The pool of items that can spawn in drawers has been buffed in all maps significantly. This will mean that opening a drawer will have a much stronger value overall, reducing instances where players are left with nothing when taking the risk of opening one.
Team UI additions You can now clearly see how many “lives” your downed teammates have left by looking at their body, giving a much clearer picture of the current state of your team and how cautious you should be.
Vault Opening Delay Adjustment The delay before the vault opens after disabling the last vault terminal (or the retinal scanner) is now 20 seconds up from 15. We want to give a bit more time for the players that progressed the phase to make their way to the vault and we will keep monitoring this for further possible changes.
Bot Behavior Upgrade Bots have received a lot of love this update to make them fully capable agents that can drive the game forward. They can now progress every phase of the match, from disabling vault terminals to printing themselves a gold keycard and even extracting with the package.
This is a massive jump forward on bot behavior and we are excited to finally set them loose as a more robust tool to get players acclimated with the game and its flow.
Sound Eclipse Vault Visual Tweaks We have changed the overall color scheme of the inner vault area of Sound Eclipse to increase visual readability and better understand where you are in it.
We are currently working on a more in-depth set of changes to Sound Eclipse which you can expect in a future update.
Ammo Dispenser Intel Balancing We are lowering the cost of using an ammo dispenser to 2 intel instead of 3. The reasoning is quite simple: Buying a single box of ammo is not the same value as a full heal or a healing vial. We think 2 intel is a price that better represents that value and will give more incentive to actually use dispensers when in a pinch.
Toggle Auto-Fire Setting A hotly requested feature, especially for controller players, was the addition of an auto-fire setting for semi auto weapons, allowing you to hold the fire key without having to press every single time.
This has been added and is available under gameplay options!
Social Interact Camera Smoothing A new, smoother camera transition now exists when interacting with social interactions. Since a smooth movement can trigger motion sickness in players that are more prone to it, we have also added a setting in the menu called “reduce motion sickness” to disable this smooth movement.
FOV Setting on console We have added the possibility for console players to adjust their fov exactly like PC players have been able too. Please note that a high fov can result in performance loss in some situations because of the additional objects to render at once.
We are committed to expand the options and customization of console players to improve their experience and this is a first step in that direction.
Balance Agents Larcin Last update, we talked about looking at Larcin as an outlier for fast reload speeds. We are making some changes to the reload time of all of Larcin’s weapon with Silence being the most affected of the three. We want his weapons to still be fast reloaders, but be less of an outlier than they are currently.
Weapons Weapon 1: Silence
Reload Speed 1.15s => 1.3s
Weapon 2: Cadence
Reload Speed 1.4s => 1.45s
Weapon 3: Violence
Reload Speed 1.25s => 1.35s
Red Red has always been punished for recovering quickly after activating “A view to a kill”. With this tweak we want her to keep her advantage for a short duration so that it does not entirely invalidate the passive.
Passive Passive 2 : A view to a kill
Amped up effect now lingers for 3s after recovering, allowing Red to reposition after grabbing a spy cache.
Sasori Coated weaponry has been held back by how much time it takes to trigger, removing possible reactions to an ambush. We are making it far more reactive to make it a more attractive choice this update.
Expertise 1: Coated Weaponry
Can now cancel the animation much earlier to prevent a state where the players feels “locked” when triggering their expertise in a fight.
Madame Xiu Passive Passive 3 : Mamba’s Hunch
Players' positions are now captured at the same trigger as before, but shown 2 seconds later. This delay adds a bit of imprecision to the current picture of where other players are and allows victims to reposition to prevent Xiu from knowing exactly where they stand.
Gadgets Drone
Battery no longer drains when leaving the drone, only while piloting it, allowing you to keep it stashed somewhere for use later on while still imposing a limit to max uptime when following a spy.
Goo-Pod
Reduced Goo-Pod HP so they can be destroyed in a single shot by every character.
Scrambler
Raised Scrambler HP to 15 to prevent it from being destroyed in a single shot by high fire rate characters, giving it a bit more of a defensive gadget identity.
Bug Fixes General
Objects in lost and found boxes can now be pinged correctly.
Getting revived after getting eliminated while running will no longer result in the player running when revived.
Fixed an issue where navmode interaction with charged weapons could lead to cover not being blown on shot.
Fixed an issue where using a health vial during an animation involving the left arm could make your first person arms disappear.
Breadcrumbs now last 15 seconds as intended (they were still 10 seconds)
Reviving allies at extraction terminals no longer leaves a breadcrumb behind.
Fixed railings that would block bullets instead of letting shots go though.
Fixed an issue where drawers opened by NPCs far away would make objects inside invisible until the drawer is closed and opened again.
Fixed a wide array of LODS that were too aggressive.
Field upgrade chests and lost and found boxes won’t show the “in-use” message anymore when currently being hacked by an enemy player.
Agents Ace
Fixed an issue where mashing the big blind expertise could lead to placing multiple zones.
Big blind no longer stays up when Ace is eliminated in team matches.
Chavez
Return to sender now plays audible sound effects when hit by shot in 3rd person.
Fixed an issue where the Duke’s barrel would reset back to position after firing in ADS.
Cavalière
“It’s a Setup” will no longer remain active after a Cavalière is eliminated.
Fixed an issue where canceling a melee attack could cause Cavalière’s weapons to vanish in first person.
Madame Xiu
Fixed an issue where Xiu could take fall damage after teleporting while falling.
Fixed an issue where the screen could stay tilted after taking damage when teleporting.
Fixed an issue where timing navmode use with serpent’s bluff could make it work without triggering the cooldown.
Octo
Fixed Calamari 1P animation issues leading to wrong weapon placement in a variety of conditions.
Vigil
Fixed Vigil having the same echelon title unlocked twice instead of the correct ones.
Yu-Mi We have some big fixes on Yu-Mi this update and are planning more for the next release. A major cause of Yu-Mi related issues is how she is handled from a server vs client perspective. We have a solid grasp of what needs to be done to make her kit far more reliable and are planning to make it a focus of our engineering efforts in the coming weeks.
Fixed an issue that would lead to Yu-Mi being stuck in a state where she can’t shoot after using or canceling her expertise.
Fixed an issue that would lead to Yu-Mi shots getting lost in high latency situations.
Fixed an issue where rapidly releasing right click and holding it again could cause it to fire without a pellet, costing ammo.
Charge SFX is no longer extremely quiet.
Un-charged shots now have correct vibrations on the controller.
Levels Diamond Spire
Fixed a hole in the shortcut in purple room D that allowed players to shoot from inside.
Fixed a close spawn point on the 4th floor between players.
Fragrant Shore
Fixed npcs spawning on picnic tables.
Fixed Healing vial dispenser clipped in wall in Staff Room.
Hard Sell
Fixed un-sittable toilet in vault.
Silver Reef
Fixed a spot where players could shoot through a wall in the shortcut of room C.
Fixed multiple spots with missing collisions.
Fixed lighting issues in the main hall bathroom making objects dark in spots.
Fixed invisible collision in purple room inside vault protruding from wall.
Fixed spot in main hall that would count as a guard room when close enough to the wall.
Sound Eclipse
Fixed stairs collisions sometimes stopping players in SE purple rooms.
Fixed restroom door collision being larger than the visual.
Fixed SE bathroom doors still letting aggro-ed guards open them.
Gadgets Drone
Drone camera will no longer turn when the spy turns.
Hacktrap
Fixed an issue where hacktrap clues would not get cleaned when the owner is eliminated.
Fixed an issue where clues that are far from the players could have their status not updated.
Deceive Inc. Suspicious Bots Brief
Upcoming Features Preview Agents, we are fast approaching our next update and we have some major changes coming that will change how Deceive Inc. is played in significant ways. We wanted to give a sneak peek at some of the big elements that the community has been discussing for a while now. Let’s get into it!
Suspicion Mechanic We are shaking up the meta this update with a massive change that will have significant ramifications on the game. One of the most common feedback pieces we receive is that there is no incentive not to run around everywhere once you get a hang of the game. This is an inherent differential between new players that will always walk carefully and experienced players that will almost always run.
Introducing the “Suspicion” mechanic. When in cover, you will now have a new bar that fills around your cover bar while being suspicious, such as sprinting around a party (which is currently the only thing that will trigger this new mechanic). Once filled up, this will start draining your cover bar, putting you at risk of blowing your cover.
(Click on image to see WebM of Suspicion Mechanic in action)
We know this is going to be a polarizing change, and we will keep a very close eye on feedback for the future steps of this mechanic. To help calibrate that feedback, our design goals with this are as such:
Adding decision making in movement. Having to manage a resource that could put you at risk makes normal traversal more tense and adds moment to moment decisions to the game.
Putting a limit on the ability for a player to cross the entire map to third party an active fight. They could always push themselves and blow their cover to get there, but at that point it gives a better chance for the defending player to react.
Level the playing field a bit more between overly careful new players and extremely reckless experienced players, giving a bit of required downtime to these players to slow down games.
Crucially, suspicion is no longer active when in the extraction phase. When everyone is on high alert, running is not suspicious anymore, allowing the final phase to continue as the high octane chase it always was.
Bot Behavior Upgrade Bots have received a lot of love this update to make them fully capable agents that can drive the game forward. They can now progress every phase of the match, from disabling vault terminals to printing themselves a gold keycard and even evading rival players to go and call the extraction!
With this massive step forward, bots are now much closer to the behavior of real players and we hope to continue future work from this point to make them even more interesting and layered.
Deceive Inc. - World's Smallest Changelog
Agents, we are rolling out a small patch to solve issues with reloading right after firing a weapon. This fix will apply to all Agents. The fix will roll out momentarily and will require a client update.
Deceive Inc. June Update Brief
June Update Agents, we are back with a a few items of focus:
Quality of Life
Bug Fixes
Major map reworks
In addition to the above, the team is hard at work on a major update that will introduce more changes as well as a live event later this summer, but we wanted to drop some improvements in the shorter term to keep the ball rolling.
Without further ado, let’s get into it!
General Field Upgrade Decks Managing multiple field upgrade decks for different playstyle has been a pain and the addition of more agents to the roster has only made things more complicated. With this update, we are adding some much needed quality of life to playing with multiple decks.
Decks Saved Per Agent Much like gadgets, the deck you have equipped will now be saved only to the specific agent you are on in the menu. This means you can equip a specifically made deck per agent without having to swap it out everytime you take another character for a spin.
Added more deck slots With 12 agents in the roster, it only felt natural to upgrade the amount of decks from 8 to 12! You can now make bespoke decks for every single character to fit your playstyle.
Changes to the default deck A piece of feedback we received often is that the default field upgrade deck is not well suited for new players. To address this, we have made changes that add a bit more all around utility and puts less stress on getting a gold field upgrade to reach its full potential.
The new default kit is:
Gray: Extended Ammo Pouch
Green: Bulletproof Fabric
Blue: Social Battery
Purple: Field Agent Kit
Orange: Overclock Chip
Gameflow Interaction Times When we introduced vault printers, we did so with the intent of calming down the rush inside the vault and setting a minimum time players will have to deal with before getting the objective. While it did accomplish its goal, a general topic of feedback we’ve been tracking is that it could probably go a bit farther in this minimum time direction.
To do so, we are removing a selection of objects from the list of items that get reduced hacking time from the overclock chip field upgrade. This includes:
Vault Printers
Objective Pedestal
Extraction terminals
Our goal with this is to ensure a minimum time that is respected by all rules in the game when it comes to the base gameflow. We will monitor how this affects the game for possible further changes in this direction.
Map Updates Diamond Spire We have expanded all guard rooms in Diamond Spire except the lobby guard room (it was already the biggest in the map) to allow multiple points of entry and more interesting encounters.
Additionally, we have further color-coded the different floors to make them easier to recognize and added some cover/loot spots for areas that felt a bit too empty in the past.
Fragrant shore Fragrant Shore’s E terminal location is getting a full refresh, complete with a secondary entrance in the back-alley and a secret exit from the second floor that does not lead you to be seen by everyone on the main road.
Pride Inks Celebrate your pride with an assortment of new summer pride inks available to purchase with credits from the ink menu!
Balance Agents Cavalière We are starting a pass to curate some reload speed that gives too low of an opening for rivals to exploit on weapons that are very reliable and fast firing. For Cavalière, that means bringing her base weapon closer to her other options in terms of reload downtime.
Weapon Weapon 1: Dragoons
Reload Time 1.55s => 1.8s
Chavez In the same theme, Chavez’s vigilante is a very reliable option with extremely low downtime to reload. We are raising this a bit to give more opportunity and breathing rooms to combat where it is involved.
Weapon Weapon 2: Vigilante
Reload Time 1.5s => 1.75s
Larcin Larcin’s ammo economy with violence has always been tighter than his other options by design. We are giving him a bit more leeway when the match starts to put him less at a disadvantage in case of an early game fight. We will be looking through the roster for other weapons that might need this treatment in the future.
We also want to note that Larcin’s weapon 1 is a prime candidate to get a reloading speed tweak like Cavalière and Chavez, but the throw adds more implications that we need a bit more time to deal with, leaving him untouched for now.
Weapon Weapon 3: Violence
Starting ammo 12 => 16
Vigil Expertise Expertise 1: Smoke Launcher
Fire Rate 1.25 => 1.5
Passive For the season 4 hotfix, we raised vigil’s passive cooldown significantly to prevent passive spam. While this was seen as necessary in the short term to prevent very powerful strategies, it was not an ideal solution.
With this update, we are changing how vigil’s passive cooldown works. Instead of having a very long cooldown that starts on the throw, we are making the cooldown shorter and starting once the passive expires or is destroyed. This especially benefits the proximity mine since its ideal use case sees it destroyed immediately after use.
All
Changed cooldown for all passives to start timer after it’s destroyed or expires.
Passive 1: Sonar
Cooldown now starts when expired or destroyed instead of when thrown
Cooldown 15s => 5s
Passive 2: Proximity Mine
Cooldown now starts when expired or destroyed instead of when thrown
Cooldown 12s => 4s
Damage from the mine no longer builds up heat when it hits NPCs in the radius.
Passive 3: EMF Jammer
Cooldown now starts when expired or destroyed instead of when thrown
Cooldown 16.5s => 8.5s
EMF Duration 8s => 10s
Field Upgrades Social Battery Low levels of social battery were not viable picks in most builds, making choices less interesting in how to approach social battery placement. With this update we hope to make the low level of this upgrade an interesting pick without making its strongest version stronger than it already is.
Gray: 1HP =>2HP per second
Green: 2HP =>3HP per second
Blue 3HP =>4HP per second
Bug Fixes General
Weapons with missing vibration on controllers now behave correctly.
Fixed an issue to npc weighting that would lead to guard rooms in particular having less npc presence than intended.
Fixed doors getting players stuck inside in a variety of situations when closing.
Getting duplicate legendaries will now award credits correctly.
Fixed an issue that resulted in players having less ammo than intended in pre-game lobby.
Vigil’s missing pose is now available.
Upped Spectator Cam sensitivity substantially on controller.
Fixed level up bars raising infinitely in a variety of circumstances.
Server side optimizations on danger events to reduce latency in situations where a lot of npcs are alerted
Fixed an issue where guards could scold out of cover spies instead of aggroing them.
Agent Special Notes: We are currently working on a bunch of Yu-Mi issues that have been plaguing the game for a while. Yu-Mi being a complex character technically, we need to set a good amount of time for the team to tackle them. We expect to release some of these fixes in our next big update.
Ace
Ace can no longer mash reload to reload faster than intended with the king.
Red
Server side performance optimization on red’s active to reduce latency that could happen when used.
Sasori
Fixed sword sound playing when hacking.
Fix to inconsistency for damage on noxious gas
Vigil
Expertise 2 now has aim-assist like other weapons should on controllers.
Fixed an issue that led to the proximity mine not behaving properly on some surfaces, namely doors.
Levels Fragrant shore
Fixed a large number of stairs that would not offer a proper path to NPCS.
[PSA] Deceive Inc. Backend Maintanence Scheduled
Agents, plan your missions accordingly. We expect one of our partners to run scheduled maintenance on June 18, 2024, at 2:00 AM EDT. We apologize for any inconvenience caused by interruptions to normal services that may affect your spy work and any other related plans for deception.
Deceive Inc Double XP is Live!
Agents have all weekend to jump into the game to enjoy earning XP at double the usual rate! Normal rates will return Monday, June 10th at 11am EST.
World’s Finest Update hotfix
Agents, as discussed last week, we are rolling out a hotpatch to address a variety of issues reported since season 4’s launch. As we are looking for a quick turnaround time for this update, we have kept the scope of changes quite focused. Let’s dig into it.
General
Reduced smoke build-up in front of vigil’s weapon 1 when overheating to prevent obstructing the view.
NPCs will no longer be scared from extremely far away when the extract is called.
Abilities that stick to characters will no longer stick to allies to prevent unfair strategies (Vigil mines, Yu-Mi Expertise 3).
Balance Agents
Vigil Weapons Our main angle of adjustment is on Caliburn that has become the clear standout in terms of raw prowess in Vigil’s kit. We want the overheat management to be a bit more of a factor and the melting potential of the weapon to be slightly slower so that enemies get a better chance to counterplay.
Additionally, we are tweaking falloff ranges on Arondight to make it more in-line with the Duke rather than Ace’s snipers.
Weapon 1 :Caliburn
Damage 9 => 8
Headshot Damage 12 => 11
Heat generated per shot 0.05 => 0.06
Heat Decrease per second -.65 => 0.6
Delay per heat starts decreasing .25s => .45s
Max Ammo 150 => 140
Starting Ammo 50 => 35
Ammo gathered per pack 25 => 35
Weapon 3 : Aarondight
Now uses the “high caliber” falloff preset instead of a sniper preset.
Damage falloff start distance 55m => 25m
Damage falloff maximum distance 75m => 35m
Max damage reduction beyond falloff range 80% => 70%
Passives Our main design goal with this balance pass is to remove the possibility for Vigil to have infinite uptime on all her passives. Having a device with the property to lock a door is an extremely powerful ability and rival players should have the possibility to exploit a downtime that is long enough for them to hack even a purple door.
We want Vigil’s passive to be a bit less spammy while staying very powerful options that can benefit your playstyle. We are already thinking about ways to better handle these cooldown vs uptime in the future so that they do not feel too limiting for Vigil players, but this is a bit beyond the scope of a hotpatch.
To close things off, we are aware that the proximity mine is currently seen as the underwhelming part of the passive kit. As you can imagine, having bonus AOE damage at your fingertip is easy to overtune, so we want to take our time to consider what we can do to make it a bit more useful without making it a monster, especially in team fights.
Passive 1: Sonar
Cooldown 5s => 15s
Duration 20s => 10s
Passive 2: Proximity Mine
Cooldown 5s => 12s
Passive 3: EMF Jammer
Cooldown 5s => 16.5s
Duration 20s => 8s
Gadget Umbrella Shield
The umbrella shield no longer lets bullets pass through for .5 seconds when dropped, only characters. This allows you to drop it in front of you while running but will prevent you from getting shot after a drop, sometimes resulting in frustrating deaths.
Bug Fixes General
Fixed loading screen tips becoming very small (is this a tip for ants?!)
The mythical avatar of Squire holding his spyglass is now part of loot briefcases.
Fixed an issue where the controller was not able to enter the pause menu while spectating in some instances.
Added distance checks to prevent NPCs in large rooms from being scared from very far away.
Fixed Gold and purple field upgrades not awarding any XP.
Fixed spectator mode having extremely slow sensitivity depending on player settings.
Fixed an issue where network info would display incorrect ping information.
Levels Sound Eclipse
Fixed stuck spots for NPCs in Sound Eclipse purple rooms inside the vault.
Fragrant Shore
Fixed disappearing book case when at a certain distance in Fragrant Shore’s vault.
Silver Reef
Fix to problematic spawn points in team modes
Diamond Spire
Added a ‘kill plane’ on elevators outside of level bounds in Diamond Spire, preventing players from stalling the game there with the package.
Fix to problematic spawn points in team modes
Agents Ace
Fixed an issue where Ace’s big blind could be seen by enemies in some situations.
Sasori
Fixed an issue where storing kunai after a sword swing with Sasori can make players shoot an additional dart.
Vigil
Vigil mines will no longer obstruct first person view if stuck on your character’s face.
Fixed an issue where Vigil’s proximity mine could cause damage behind glass walls.
Vigil’s missing intro pose has been restored and is now available to unlock.
Corrected Galatine’s description to remove mention of projectiles (it’s not a projectile weapon)
Octo
Fixed Octo’s neutralize on expertise 3 having a set duration that expires even when he is currently looking at you.
Yu-Mi
Fixed an issue where victims of Yu-Mi’s bubble could have a stuck status effect that would not go away when mixed with bubbles from the booby trap passive.
Hans
Reduced instances of flashing lights in Hans’s kit.
Catalog 4 Patch Notes - World’s Finest Update
World’s Finest Update Agents, it’s finally time, a new season is coming your way. This update brings not only a continuation of the overhaul initiative with new tweaks, gameplay changes and quality of life improvements. Here’s what you can expect at a glance:
A new agent: Vigil
A new Superhero themed catalog with 50 levels of unlocks
Major changes to npc behavior and the extraction meta
A boatload of fixes, tweaks and updates to all aspects of the game.
Without further ceremony, let’s get into the details.
Season 4 Content New Spy: Vigil, the precise professional
Introducing Vigil After a long stay in the shadows, Squire's mentor emerges in Deceive Inc's hour of need. Once known as Knight, she now adopts the mantle of Vigil: A watchful eye over the world of spies.
Once known as the mythical Agent Knight, Maryam Saad re-emerges from her long absence under a new name: Vigil. Beckoned to action once more by the threat of the Jatimania, she’s ready to head back onto the field and teach everyone a trick or two.
Prepared for any situation Vigil joins the cast as the newest agent, bringing a large toolkit of tactical options and weaponry to the field. Vigil’s expertise are alternate weapons, each bringing unique utility from smoke bombs to stun guns and even aerial mobility.
In addition, Vigil’s passive abilities allow her to deploy small tactical devices that dramatically expand your options, allowing you to scout, trap and block your rivals in all-new ways.
Vigil represents the ideal of a master spy, having access to a wealth of high tech weaponry and tools that makes her a force to be reckoned with. You’ll never catch her unprepared.
New Catalog: World’s Finest Catalog 4 welcomes you in a world of super heroes and dastardly villains with 50 levels of unlocks for new heroic skins, inks, poses, calling cards and avatars.
Purchasing the premium catalog will give you instant access to our newest agent, Vigil, and exclusive rewards. As a reminder, players can still buy Vigil with Credits earned by simply playing.
General Account Level Raised to 600 It’s finally time to raise the level cap and chase a new progression Ink: The Hematite ink!
Changes to free catalog track Since launch, we have allowed players who purchased previous catalog to keep them forever and spend tokens in them, but free users have been locked to only progressing the current catalog.
We are now lifting this restriction entirely, allowing users that have not purchased a previous catalog to still spend their token in them to progress. We feel this is the natural extension of our commitment to having as few sources of missable content as possible for all players.
Extraction Phase Changes No more stalling Briefcase scan will no longer stall the ping entirely, it only slows it down by 50% making it so the maximum time without a ping is 45 seconds instead of minutes when combined with exfil scanner, max intel and abilities from certain spies. We think this will make the playing field much more fair for everyone while keeping a distinct advantage to holding a scan.
Nearest Extraction Logic Changes The logic used to determine which extraction should be called when nobody is left in the match or the auto-call timer runs out used to be determined purely by distance. This was not representative of the most easily accessible extraction in a lot of cases, especially when verticality is involved.
From now on, the nearest extraction is based on a path from the navmesh, taking into account the length of the actual path to get there rather than raw distance.
NPC behavior Changes We have multiple upgrades to how NPC behave in a variety of different situations, so let’s get into it!
Vault Priority Once the vault opens, guards will now actively seek to enter, giving a much stealthier entrance for players and an easier to follow flow for the match.
Better Combat Awareness We have changed how we handle the “scared” status for NPCs in some pretty major ways this update. Previously, NPC would become scared when within the radius of a dangerous event. They could stop being scared after a certain period and look un-phased by a fight that is still on-going. This would lead to what some would call the “combat medic” behavior where some NPCS would rush in the middle of a fight to revive downed npc.
In this update, a room now knows that a fight takes place within it and notifies npc that are inside currently or that come inside during the fight. This has huge implications on gameplay:
NPC won’t stop being scared in a long fight and as such, won’t start reviving other npcs.
A NPC that enters a room with a fight ongoing will instantly become scared and try to leave instead of walking in the middle of the fight.
Players entering a room with a fight inside in cover will have their npc become reliably scared to better blend in with the surroundings.
Guards Privacy respect One of the most frustrating situations in DI is when you managed to evade aggro-ed guards inside a bathroom stall only to have them open the door a few seconds later to punch you in the face. We’ve all been there.
With this update, guards will not enter a closed bathroom stall if you managed to get in there when they were away enough. This should help make stalls a valuable spot to regain cover and reduce frustration from getting stuck in there with guards.
New Settings and changes Controller Menu navigation tweaks
Increased base cursor speed
Added a “Gamepad Menu Cursor Sensitivity” setting in controller settings.
Added a “Gamepad Menu Scroll Sensitivity” setting in controller settings.
Improved Scroll speed vs Input magnitude. Lower input will scroll slower and maximum inputs will scroll faster for more control.
Right Analog stick can now scroll horizontal items.
Slider Controls Changes
Right analog stick taps will increase/decrease sliders by a single unit at a time.
Right analog stick held more than .25 seconds will continually increase/decrease sliders with a speed based on the magnitude of the input.
For keyboard users, A,D, Left and Right keys can be used to scroll sliders when hovered in a similar way.
Nav Mode Camera Sensitivity We have added a new sensitivity setting that will allow players to set a different one when using navmode. This comes from feedback that quick scanning on controllers when holding the package is quite difficult to pull off at the same speed as keyboard and mouse users. Now, it will be possible to set a high sensitivity in navmode to help you spin around quicker for a scan.
Network Info We added three levels of settings for players to get more information on the network situation, helping identify potential issues and diagnosing it better. - Hidden: No info. -Default: Network state icons will appear at the top of the screen to tell players about issues. -Full: Complete details on the current network state. Ideal to send in depth info about issues.
Change to anonymous mode To make it easier for players to know another player is anonymizing their name, we are changing the naming convention for anonymous players to be “SecretAgent-XYZ” with the last part being a random number between 0 and 999.
This will make it easier to identify if someone is anonymous and will help with reports for repeat offenders that change names to evade possible actions.
XP Boosters for credits To help our most dedicated players get through the long echelon grind, we are adding the option for players to spend their credits to acquire XP booster right from the main menu at the cost of 1000 credits per booster.
We intend this to be a “high level” player credits sink and less of a way to skip early progression which is how we settled on this price.
VIP guard Escort Following the thwarting of the Jatimania by pesky spies, VIP are raising their security protocols. From now on, guards will escort VIP around the map, making sure they are safe.
This can be used to a player’s advantage as a VIP disguise will also work to attract guards escorting you around. This can also be used in team modes to follow your VIP disguised friend with a guard disguise. We hope you’ll enjoy this new addition that makes VIPs more interesting to encounter.
Pinging Rival Gadgets The ping has been updated to allow players to point out enemy gadgets to their teammates. This used to be a very painful situation in teams with no voice comms so we hope this will help our team play quite a bit!
UI Overhaul Additional work has been put into continuing to upgrade the UI experience both in and out of matches.
Revamped Allies HUD in team modes including a counter per teammate for the amount of revives.
Continued work across HUDS and menu legibility.
Continued work on improving the look and feel of HUDS and menus.
Player Spawn points update We went back and curated spawn points in all maps by taking into account the new player number reality we introduced during Jatimania. We added a new concept that allows us to keep more possible spawn points in private lobbies with higher player counts while reducing close calls in normal matchmaking.
Friends XP modifier To incentivize bringing in your friend in team modes, you will now get a cumulative 15% bonus XP per friend invited to your party! We hope this makes team modes a more viable option to level up and give you a good excuse to bring your friends in for some spycraft.
XP Source Tweaks We’ve made a range of changes to XP sources, adding missing sources and tweaking balancing to make advancing the gameflow more rewarding.
Lost and found boxes will now give XP when opened to be more in line with other game elements.
XP cassettes 200 => 250XP
Entering the vault 100 =>150 XP
Package Capture 200 => 500XP
Extracting bonus 100 => 500XP
Extracting XP modifier 1.3 bonus XP => 1.5 bonus XP
Lost and found boxes changes We’ve made two major changes to lost and found boxes this update. Every single staff room will now have a guaranteed lost and found box. We feel the randomness of what is inside is already quite enough. Additionally, credits purses are no longer part of the spawn pool. We know these would lead to immense disappointment when spending your hard earned intel, so we hope this makes the boxes far more enticing.
Larcin As A Starter Spy In this build Larcin is a starting character. We think that this is a great move for newer players as he is a character with abilities that are emblematic of what makes DI unique while offering good options to get out of a tight spot for newer players.
Map Updates Diamond Spire Diamond Spire continues its glow up with a rework of the roof and lobby area including the shift of an extraction point to better balance the map. By increasing the density of both floors, we hope to make them more viable spawn locations where players are pushed less often to change floor and collide with rivals early on in a game.
Objective Rooms Visibility Tweaks In addition with these changes, we have revisited the Hard Sell, Diamond Spire and Silver Reef vault to block line of sights on the objective from elsewhere in the vault. The amount of visibility afforded to the room, especially in Hard Sell and Diamond Spire, would lead to long camping sessions and un-interesting interactions. Hiding the room will give more reason to push the initiative and take advantage of seeing from inside.
Balance General Melee Delay After Shot In season 2 we added the concept of a delay for shooting right after a melee that we could tweak per character. We had a blindspot for balancing on the opposite side: being able to melee the exact frame after a shot. With this update we have now added a small delay to give a bit more reaction time on the receiving end of such combos.
Agents Special Note: We have heard your feedback that the developer names we used (Weapon Mod 1 to refer to what the community calls weapon 2) were just confusing for the player base at large. Starting with this patch, we will be using your naming convention for agent notes.
Ace We recently raised all tracking abilities cooldowns to 40 seconds up from 30. We think this was a bit too much and are trying 35 seconds as a new metric for these abilities.
Expertise Expertise 1: Queen’s Gaze
Cooldown 40s => 35s
Expertise 2: Stacked Odds
Cooldown 40s => 35s
Passive Ever since we fixed a bug that allowed ace to charge her passive during her “in between” shot animations, we’ve received the feedback that it made her feel more clunky to play. As such, we have tweaked the time before the charge starts to feel more snappy and reactive.
To fit with this, charge times have been made a bit longer, all in all they will take the same amount of time as before, but start charging earlier as we think it feels better from a feedback perspective.
Passive charge will now start much sooner after a shot is fired.
Charge times have been tweaked so that the total charge time is the same as before.
Cavalière Cavalière feels very oppressive with her current iteration of her expertise 1 while at the same time feeling a bit restrictive for the user. Readjusting the cooldown timer + refund% should help alleviate the frustration from the Cavalière player perspective, while the changes to her chase durations and clue lifetime should give a bit more leeway to the victims. Getting a level 3 should be what the end goal for Cavalière investigation is, reducing the Chase Durations for lower levels is a step in that direction. In addition to this, we are giving more utility to her redemption expertise in an effort to make it a more appealing alternative.
On the weapon front, the wyverns are getting a slight tune down to be more in-line with other full-auto weapons in the game.
Weapon Weapon 3: Wyverns
Headshot damage 14 => 12
Expertise Expertise 1: Investigation
Clue lifetime 2:30 => 2 minutes
Cancel refund rate 50% => 65% of remaining time
Chase duration at 1 clue 7s => 5s
Chase duration at 2 clues 10s => 8s
Cooldown 40s => 35s
Expertise 3: Redemption
Can now investigate the trace left behind by the case carrier on a ping during the extraction phase.
Breadcrumbs left behind on cover change have been increased from 10 seconds to 15, indirectly buffing this ability.
Cooldown 40s => 35s
Passive Passive 1: Tiger’s Leap
Using tiger’s leap while carrying the package will give a faster buildup than walking to prevent strategies where tiger leaping non-stop gives a lot of distance before pinging.
Larcin Our only change on Larcin this update is around addressing ping stalling with his kit to level the playing field with all agents.
Expertise All
Larcin will now build up ping with the briefcase even when immaterial. No more stalling!
Hans Along with some well deserved bug fixes detailed below, the jab is getting an all-new spray pattern that makes it far more reliable than before.
Weapon Weapon 2: Jab
Adjustment to spray pattern for a more “vertical” pattern instead of a wide one.
Madame Xiu We are rolling another buff to Xiu’s weapon 3 to cement its place as a good alternative to her other options. In addition, we are introducing a new mechanic to control Xiu’s potency in the extraction phase and a bit of quality of life around her teleport abilities.
Expertise All
Using any of Xiu’s expertise with the briefcase will accelerate the ping to half of the run speed value to make it a consideration without limiting it too much.
Xiu will now keep her last valid npc to teleport to for a short duration if there are no valid targets in sight. This will prevent a situation where you try to teleport to a npc that becomes invalid at the exact moment, stopping you from teleporting.
Weapon Weapon 3: Xuanwu
Maximum fire rate 8.1 => 9
Octo Octo’s passive 1 was hit hard in the past mostly because of its interaction with ping stalling tactics in the extraction phase. With this being addressed this patch, we are giving back some % in an effort to make it a more desirable pick. It’s gambling time!
Passive Passive 1: Edging your Bets
Refund chance when missing 10 intel 25% => 35%
Refund chance when missing 20 intel 50% => 60%
Red Red’s Jack of heart was pinpointed by player feedback as being a bit too difficult to aim with considering its precision identity. We have reworked the weapon scope to offer better visibility in this update.
Weapon Weapon 2: Jack of Heart
Tweaks to the scope mesh to make aiming in ADS easier.
Sasori Sasori’s weapon 2 received a wide array of nerfs in the post-Jatimania update. We feel like most of it was positive to the experience, but we do think that it was a bit too far. We are giving back some headshot damage per Kunai to reward precise players more and we’ll keep monitoring the state of this weapon in the meta for possible future adjustments.
On the poison vial front, we have now tied the time before the cooldown starts to the bubble lifetime and reduced it a bit to make it more manageable to victims.
Weapon Weapon 2: Hyo & Hanei
Headshot Damage 10 per kunai => 12 per kunai
Expertise Expertise 2: Poison Vial
Bubble Duration 30s => 22s
Cooldown now only starts when the bubble expires, preventing multiple bubbles in play.
Squire Squire’s trident is still coming out as a bit too strong currently which is why we are making a very slight adjustment in an effort to reign it back just a tad.
Weapon Weapon 2: Trident
Damage per bullet 10(30 per burst) => 9 (27 per burst)
Yu-Mi In addition to some important bug fixes detailed below, we are making a small tweak to her weapon 1 in an effort to make it a bit friendlier to use for new Yu-Mi players and a bit more distinct from her longshot.
Weapon Weapon 1: Tactical Slingshot
Full charge time: 1s => .9s
Gadgets This update comes with extensive changes to a large variety of gadgets. Our main goal is to make more gadgets viable by tweaking gadgets that are overly oppressive and buffing the scrambler to make it more viable.
Drone Once deployed, the drone now has a battery life of 45 seconds before being destroyed. If a player manually recovers the drone before that time, the lifetime is refilled when the drone is re-deployed.
We hope this encourages players to think more about their gameplan in a drone instead of just playing extremely passively. We also think having players try to recover their drone more often will be a positive change as it adds an element of risk for them to measure vs just waiting for the cooldown.
Deployed drone now has a lifetime of 45 seconds before breaking.
Hack-Trap Hack trapped objects will now flicker with a subtle red “glitch” every 6 seconds. The intent is that if you are not slowing down and actively looking for it, getting trapped by surprise will still happen most of the time. If you get trapped once though, you can now slow down and look around to find other trapped objects at the cost of speed and efficiency.
Hack-Trap now leaves a clue that flickers every 6 seconds for rivals.
Goo-Pod
Updated VFX to make sure the goo does not hide the pods, preventing counterplay.
Scrambler The scrambler now disables active hacktraps when enabled, allowing you to open doors without getting tracked. This should complete the vision for the scrambler to be an all-encompassing protection against rival gadgets
Scrambler now prevents hack-traps from triggering.
Tripwire
Tripwires will start to become visible at 8 meters instead of 3 and fade in slowly from that point.
Umbrella Shield The Umbrella shield now entirely blocks characters from traversing it once deployed, making it a tactical consideration for the user on where they drop it to use it in a fight. In addition, rival players and your allies can now interact with the shield even while in cover to dismantle it from up close, preventing situations where you would have to blow your cover just to exit a room that is blocked.
Deployed shield now entirely blocks everyone and everything, no more shield dance inside the shield.
Deployed shield now takes .5 seconds to fully materialize, allowing you to walk through it during that time.
Deployed shield shield can now be dismantled when interacting with it from up close. This works the same way as picking up your own gadget, but will destroy the shield instead.
Bug Fix General
The cover of a spy won’t talk or scream anymore when that spy is out of cover.
Heat system has been entirely re-factored to be more robust, fixing a variety of issues with stuck heat levels and incorrect values.
Fixed an issue where the neutralized status effect would sometimes still allow an agent to trigger their expertise.
Fixed instances of major desync between npc position and the undercover spy leading to weird positions after blowing cover.
Fixed an issue where open doors could interfere with other interactions.
Fixed an issue with melee attack that made the auto-targeting unreliable in close quarters (which is quite unfortunate for a melee attack).
Performance passes to reduce the cost of NPC vs audio occlusion raycasts.
Multiple fixes to the neutralize status effect, resulting in a much more reliable experience all around.
Fixed an issue that made loading screen tips flicker heavily.
Fixed crouch speed sometimes being much slower than intended.
Fixed an issue where sometimes burst weapons would miss a burst when mashing the input.
Fixed an issue where triggering a stance expertise while holding a charge melee would cancel the expertise instantly.
Bots will no longer be aggro-ed from players opening field upgrade chests from afar with a spyglass.
Fixed an issue where spectator mode would not use the player’s camera sensitivity settings.
Fixed an issue with the vault terminal UI indicator that would leave the icon permanently looking locked.
All NPC can now sneeze.
Agents Cavalière
Ammo will no longer be faster to investigate than other items.
The recon drone will no longer trigger “it’s a setup”, revealing its user from afar.
Interactable clues left by an agent that dies and gets revived again will be cleansed to give them a fresh start.
Hans
Shock Ray will now blow cover correctly.
Static cage now benefits from the cooldown reduction given by energy syphon.
Larcin
Fixed Larcin’s iron sights being slightly mis-aligned.
Grande finale’s description no longer mentions it being cancelable when it is not.
Fixed animation issues with Larcin’s weapon in a variety of situations after going invisible.
Madame Xiu
Fixed visibility issue with in-hand items when teleporting.
Fixed twitching animations when Xiu is firing her weapons in third person.
Octo
Nautilo’s sound effect will now match the fire rate for other players.
Fixed an issue where redeploying in the pregame while under the effect of “make em’ fold” would leave the vfx stuck on the victim.
Nautilo’s reticle will now be more visible against dark backgrounds.
Fixed weird behavior of the “on the house” ability with level 4 intel..
Sasori
Fixed an issue that led to the kunai charging sound playing on every interaction
Fixed sword slash vfx being visible through walls.
Fixed poison vials sometimes being visible through walls.
Squire
Squire’s fast reload animation has been tweaked to look better across all weapons.
Yu-Mi
Fixed an issue that allowed Yu-Mi to run while charging her weapon.
Fixed an issue where players could be locked out of using their active indefinitely after canceling it.
Fixed an issue that led to the slingshot charging sound playing on every interaction.
Fixed issues that would sometimes cause Yu-Mi’s projectile to hit objects below where she is aiming.
Map
Fixed a wide variety of un-sittable seats in all maps.
Fixed multiple keycard spawn points clipping into meshes, leading to them being hard to see.
Diamond Spire
Fixed tree collisions to make them closer to the visual.
Fragrant Shore
Fixed the globe clipping into the desk when activating the old fort shortcut.
Fixed staff interacts clipping into furniture.
Fixed plant clipping inside a sittable bench near the clock tower.
Fixed multiple npc stuck spots.
Hard Sell
Fixed a invisible keycard spawn in vault bathroom
Fixed a collision being too wide in the 3rd floor staff room above the auction hall.
Silver Reef
Moved some vault printers spawn to prevent them from being too close to each other.
Fixed NPC stuck spot in some guard rooms.
Fixed some instances of sea-weeds clipping into windows.
Sound Eclipse
Fixed a npc stuck spot in the tennis court.
Fixed drawers that could spawn invisible keycards.
Gadgets
Fixed an issue where the drone hud could stay stuck when swapping in and out of it quickly.
Fixed aim-assist issues with deployed Umbrella shield, making it harder to hit than intended.
Fixed the shield health bar not updating when recovering health in your hand.
Fixed an issue where the Umbrella shield would sometimes wrongly absorb melee attacks that should hit the spy.
Fixed an issue where holding the umbrella shield and hacking would create a state where the sound effects could stay stuck.
Fixed mimicable items icons being visible through walls.
Fixed an issue where the turret getting destroyed while players are aiming could zoom out their camera.
Deceive Inc. Extraction Changes Preview Brief
Extraction Changes Preview Agents, a major topic of feedback we’ve been following for a while is the extraction phase and how “ping stalling” makes it a tedious process in a lot of matches. As we approach the launch of season 4, we wanted to share some changes that will land to address some of the frustrations around this topic and make the extraction phase more dynamic.
Briefcase ping changes In season 4, there will no longer exist any way to entirely stall the ping. Scanning with the briefcase will now slow the speed by 50% instead of stopping it entirely. On the agents front, Larcin will now continue to build up ping even while cloaked and Madame Xiu will receive a specific balancing lever that makes her build ping faster than walk speed when teleporting.
With all this, the maximum time before a ping happens is now 45 seconds instead of whole minutes when players are running builds that are purpose made for stalling. We think this makes the phase far more exciting for everyone involved.
Changes to auto-calling logic Previously, when the timer runs out and the extraction car is called, it would be called at the closest extraction point taking only distance into account. This was a faulty logic, often leading to the car being called at a location that is much longer to reach even if pure distance puts it closer to you.
In season 4, the calling logic is now path based, meaning that the game will calculate a path from where you are taking into account stairs, obstacles and everything else in between. This means that the extraction called will now be more in line with player expectations.
Nav Mode Camera Sensitivity settings While not directly tied to the extraction phase, nav mode is a crucial part of being the briefcase carrier. We are adding a new setting that will now allow you to tweak your sensitivity while in navmode, allowing you for instance to greatly increase turn speed to allow faster scans. This was a heavily requested feature from controller users and it will also be available to keyboard and mouse users to further customize their experience.