1. Update v1.20.1:
  2. Fixes
  3. Bots now revive fallen players again.
  4.  
  5. The outline of loot bags should now be properly visible to clients.
  6.  
  7. The “SAS Instincts” perk now highlights loot again.
  8.  
  9. Dying in certain character missions should no longer soft-lock the game because the mission refuses to end.
  10.  
  11. Added missing translations for several newer texts.
  12.  
  13. Fixes specific to modding
  14. Using modded characters as teammates no longer breaks the save files.
  15.  
  16. Update v1.20:
  17. General
  18. DESKTOP ONLY - CrimeBoss ModKit beta release
  19.  
  20. The focus of the update has been expanding support for modding and modders
  21.  
  22. Create your own missions, teammates, weapons and equipment from prepared templates
  23.  
  24. Tools for expanding data tables, settings and the UI offer the possibility to expand various content and offer new features not covered by templates
  25.  
  26. See our documentation or video tutorial series for details and tips, and share feedback
  27.  
  28. Download the modkit here
  29.  
  30. We’re looking forward to the great things you can create!
  31.  
  32. NEW Golden brick equipment
  33.  
  34. Legendary improvement over the regular brick, with faster reload and improved trajectory
  35.  
  36. Steeper unlock cost for accomplished bosses
  37.  
  38. Roguelite
  39.  
  40. It is now possible to switch between all other alternative Baker appearances, as long as they are unlocked.
  41.  
  42. The current highest bonus of owned loot in the stash is now displayed in the Office tab.
  43.  
  44. Updates
  45. Balance
  46. Perk balancing
  47.  
  48. Improved tier I and II of “Rebound”, so they’re not as penalizing in the campaign
  49.  
  50. The “Resistance” perk now includes small resistance to melee damage
  51.  
  52. Perk adjustments of Big Shot team members
  53.  
  54. Base game Cracker now has tier I of “Close Combat”
  55.  
  56. Ropes has the “Melee” perk instead of Marksman
  57.  
  58. Stinger has the “Marksman” perk instead of Melee
  59.  
  60. Mozart now has tier I of “Psychopath”
  61.  
  62. PMG improvements
  63.  
  64. Slightly increased base damage
  65.  
  66. Improved magazine size and reserve ammo capacity
  67.  
  68. Should resolve its problem with running out of ammo too quickly
  69.  
  70. Co-Op
  71. Order of jobs has been unified (newest first).
  72.  
  73. The check for pre-Update 8 save file compensation has been removed, as it’s been a while, all rewards are available in a different way, and the ad-hoc compensation may make the save file unstable.
  74.  
  75. Roguelite
  76. Tweaked the Police Ambush random event to not be as obvious (but still with clues to realize).
  77.  
  78. The skippable Sheriff ending cutscene shown after winning a run is now shown again on subsequent runs.
  79.  
  80. Texts
  81. Updated class perk descriptions to provide a bit more information.
  82.  
  83. Shortened a few Co-Op mission descriptions that were too wordy.
  84.  
  85. Changed Merc’s misleading description.
  86.  
  87. An objective in Ranger’s character mission used the wrong name of a weapon.
  88.  
  89. Added translations (or transcriptions) for nameplates Afterburner.
  90.  
  91. Save handling
  92. DESKTOP ONLY - Several improvements to prevent accidental loss of progress due to sudden interruptions of the saving process
  93.  
  94. When save file corruption is detected, the game automatically restores the latest backup (with a preference for the highest account level found)
  95.  
  96. Other backups are kept in the game’s save folder and can be restored manually if needed
  97.  
  98. Frequent backups now include long-term backups as well
  99.  
  100. It should no longer be possible to accidentally override all your previous backups after corruption happens
  101.  
  102. Fixes:
  103. DESKTOP ONLY - The Discord link in the Main Menu has been fixed.
  104.  
  105. Audio should no longer glitch when the controller disconnects.
  106.  
  107. Computers should no longer be marked with waypoints for join-in-progress players if they have already been interacted with before.
  108.  
  109. Apply and Revert buttons in Settings should not be interactible now before any changes were made.
  110.  
  111. When zero soldiers are sent to help with defending a territory, the counter is now hidden instead of showing a placeholder value.
  112.  
  113. Interactions with a jet engine in Afterburner now correctly refer to the jet engine by name, instead of a “drill”.
  114.  
  115. Players who join-in-progress into the Compound mission shouldn’t see laser artifacts anymore.
  116.  
  117. Using a security monitor as a client will no longer trigger equipment cooldown.
  118.  
  119. When the last team member dies (thus failing the mission), you won’t be needlessly notified about failing Clean execution as well.
  120.  
  121. Fixed color issues with health bars of downed turf war captains.
  122.  
  123. Resolved a problem preventing players from changing of Baker’s alternative appearances after completing a mission.
  124.  
  125. Fixed a rare issue preventing a plotline from progressing if the randomly chosen chance is equal to the threshold when the options are weighted.
  126.  
  127. The line height of mission briefing texts was increased for CJK languages, to prevent overlapping characters.
  128.  
  129. Mounted guns should no longer sometimes randomly vanish until their user is killed.
  130.  
  131. Prevented carryables from being duplicated if thrown at bots standing close to each other.
  132.  
  133. After winning Skyhaul, the screen should no longer have a flashing “Out of ammo” message.
  134.  
  135. Fixed a rare crash when joining a Rockay Rumble session at a bad moment.
  136.  
  137. Fixed a misaligned tile on the ground in Chase’s character mission.
  138.  
  139. Players who join-in-progress into Gold Cup: Subterfuge should no longer see the carts in their original location after they were moved.
  140.  
  141. Fixed one of the timers of the Gold Cup helicopter, which could sometimes get stuck.
  142.  
  143. The cart in Gold Cup: Subterfuge should no longer vanish if a player quickly taps the interaction key before pushing it.
  144.  
  145. Long melee weapons should no longer clip into the cart in Gold Cup: Subterfuge when it is being pushed.
  146.  
  147. Clients in Gold Cup used to see the wrong state of the security monitor at the start.
  148.  
  149. Fixed counts of inventory items in Gold Cup in Co-Op.
  150.  
  151. The host might have been killed in Gold Cup: Aerial Infiltration if a client disconnected during the opening sequence.
  152.  
  153. Fixed an incorrect Nasara’s voiceover played as the player escapes to the golf course.
  154.  
  155. Disabled background menu music overlapping with another audio track in Dragon Dogs victory cutscene.
  156.  
  157. Prevented the water in Afterburner from teleporting the player back to dry land twice in quick succession.
  158.  
  159. Ensured the Nimble III perk will always prevent overheating, as sometimes it was still possible to fail with high-difficulty gadgets.
  160.  
  161. Truck doors in one of the Assassination mission presets should no longer appear open at the start of the mission when they’re internally considered closed.
  162.  
  163. Fixed a loot bag spawn in Steal from Gangsters clipping through a wooden pallet.
  164.  
  165. A civilian in a Case Trade mission preset should no longer sit on a non-existent bench.
  166.  
  167. Certain gangsters in the Case Trade mission shouldn’t spawn in mid-air anymore.
  168.  
  169. A barricade on top of a staircase in the Attack Territory mission now properly touches the ground.
  170.  
  171. Prevented a map chunk in Cyberstorm from unloading while the player can still turn back.
  172.  
  173. Improved navigation in Import Export; bots should now have an easier time following you.
  174.  
  175. Fixed a problem when the game stopped responding to most player input after sprinting and jumping at the same time while holding a mouse button.
  176.  
  177. Prevented the police car from crossing through the escape van in one of the warehouse robbery mission presets.
  178.  
  179. One pair of NPCs in the Bank Robbery mission should no longer clip into each other and get stuck on their walks.
  180.  
  181. Fixed Sicario soldiers clipping into a truck in the last turf Attack Territory mission against Dollar Dragon.
  182.  
  183. A policeman in Import Export will no longer get stuck in an animation loop after encountering a barrel on his patrol.
  184.  
  185. The “silent vault” variant of the Bank Robbery didn’t always continue properly after triggering the alarm.
  186.  
  187. Fixes a crash that used to happen after unblocking a player during active gameplay.
  188.  
  189. Random events offering team members for hire in Roguelite should no longer display the placeholder texture instead of said team members from data.
  190.  
  191. Team members offered with the top Roguelite respect should no longer have suspiciously low rarity.
  192.  
  193. Prevented players from going under the map at a certain spot in Cagnali’s Fortress.
  194.  
  195. Containers in Dragon Dogs preparation missions should no longer show the “Open the container” prompt when they are already open.
  196.  
  197. Shinobi Smoke’s mirage invisibility no longer makes him impervious to metal detectors.
  198.  
  199. Removed a levitating wine bottle from a safe in Jewellery Robbery.
  200.  
  201. Fixed an NPC clipping into a chain in Jewellery Robbery.
  202.  
  203. Fixed the Adrenaline audio being played twice on clients.
  204.  
  205. Prevented enemies from clipping through objects along the way in Free Khan’s Guy.
  206.  
  207. Ladders were slightly offset in the Free Khan’s Guy mission.
  208.  
  209. An arriving police car killing a zip-tied NPC and then finding the dead body should not trigger the alarm.
  210.  
  211. Fixed navmesh issues in front of the closed train door in Money Train.
  212.  
  213. Prevented enemies from spawning directly in front of the player in Money Train.
  214.  
  215. Gloves should no longer talk about having one minute left just as the Money Train mission ends.
  216.  
  217. Players weren’t able to see a saw and a drill in the global inventroy in Gas Station robbery.
  218.  
  219. Join-in-progress players in Cyberstorm shouldn’t see police badges anymore, as they aren’t relevant.
  220.  
  221. The fire extinguisher in the Highway Convoy mission sometimes couldn’t have been picked up.
  222.  
  223. The correct voiceover is now played after the escape van arrives in the Great Escape mission.
  224.  
  225. A specific group of SWAT units in Great Escape were leaving the van incorrectly through the floor.
  226.  
  227. Fixed full-screen texts (e.g., next day) sometimes being blocked by cutscenes.
  228.  
  229. Dying while manning the mounted turret in Dragon Defense with no soldiers to revive the player should kill them instead of merely downing them.
  230.  
  231. In Dragon Defense with no additional soldiers, the revive count will correctly be hidden, as it doesn’t matter.
  232.  
  233. Nameplates with employee and manager names should now be localized (especially for languages that transcribe the names to different alphabets).
  234.  
  235. Player should no longer become stuck when the glass being lockpicked gets broken by another player.
  236.  
  237. Player soldiers in the last turf Attack Territory against Cagnali should now be more active and helpful.
  238.  
  239. Fixed an issue with the “Push the statue” prompt in the Art of the Heist mission staying visible if the host breaks stealth by destroying a window and falling right next to the statue.
  240.  
  241. Mac’s animations should no longer get broken when the player throws a grenade under him in Rendezvous.
  242.  
  243. The front door to Mac’s hideout in Rendezvous didn’t close under specific circumstances.
  244.  
  245. Clients should now be able to see bot perks reliably.
  246.  
  247. Leaving a zipline in Cold Strike at a bad moment should no longer push the player into environment.
  248.  
  249. Join-in-progress player who fall into the water shouldn’t experience glitchy movement afterwards anymore.
  250.  
  251. Falling into water should make a splash sound, but sometimes it didn’t trigger.
  252.  
  253. Power sources of Cagnali’s shield did not appear properly broken if destroyed with a charged Harvester.
  254.  
  255. Fixed the ladders that remained in the area after blowing up Cagnali’s factory in Cagnali’s Fortress; they are now removed instead of merely turning invisible (while still being interactive).
  256.  
  257. Fixed incorrect voiceovers between two guards in Cagnali’s Fortress.
  258.  
  259. It was possible to finish escape van interaction in missions in which the van leaves after triggering the alarm if started just before the alarm gets triggered – now the interaction will get interrupted and the van leaves.
  260.  
  261. The lone break input icon could have incorrectly remained on the screen in some cases.
  262.  
  263. Prevented bots from walking into closed doors to the maintenance room in Dragon Dogs.
  264.  
  265. Scorpio should no longer float in the air when he changes locations in Jupiter’s character mission.
  266.  
  267. Fixed several issues with the revive effect of the Inferno perk.
  268.  
  269. Fixed a misbehaving collision of the Cold Strike’s battle tank once destroyed.
  270.  
  271. Throwing body bags into water in Cold Strike wasn’t possible from certain spots and angles.
  272.  
  273. Prevented bots from passing through a vending machine in the Hidden Vault.
  274.  
  275. Players should no longer lose the ability to interact with the back entrance door in the bank mission if it’s opened by the police.
  276.  
  277. The player should no longer spawn directly in front of a guard in certain Bank Robbery presets.
  278.  
  279. Bots and NPCs should no longer be able to pass through the warehouse door in certain Warehouse Robbery presets in the port.
  280.  
  281. It was possible to almost clear Juiced In, Iced Out’s second mission in stealth by following some specific steps, which caused a number of issues.
  282.  
  283. Frightened civilians ran too fast to escape in certain areas, enough to cut corners and run through walls.
  284.  
  285. Clients who join-in-progress should now be able to see the escape helicopter rope.
  286.  
  287. Fixed factual mistake in voiceovers of guards in Cagnali’s Fortress.
  288.  
  289. Fixed various instances of enemies not being able to pass through doors in certain missions.
  290.  
  291. Fixes a handful of typos in various voiceovers.