About the Game
But you are not alone. Rival spies are after the same objective and every single one of them is as skilled, cunning and well-equipped as you are.
Blend in, grab the objective and break out. In the end, only one spy can complete the mission and get the paycheck. Company policy.
Find your playstyle with a roster of diverse agents each with their own unique weapon and skillset. From world-renowned burglars to up-and-coming espionage sensations, DECEIVE INC. prides itself on being an equal opportunity employer.
Create your loadouts from a plethora of highly versatile gadgets. With agent's favorites like the Inflatable mat, holo-mimic and bullet proof umbrella, our world-class R&D department got you covered. Literally.
Every DECEIVE INC. agent is outfitted with a high-tech holographic watch allowing you to disguise yourself as guests, staff members or even security guards to gain access to restricted areas without arousing suspicion. Guaranteed to keep you hidden as long as you don’t shoot… or get shot.
Infiltrate sprawling locations filled with people to suspect, electronics to hack, restricted areas to trespass in and windows to jump from. How you get inside the vault and steal the objective is entirely up to you… and all the rival spies who will stop at nothing to beat you to it. No pressure.
Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Scoundrels & Sentinels Hotpatch 2
Agents, we are rolling a very small hotpatch to address a variety of issues as well as deploying an all-new skin bundle for Squire.
New Content:
Rigid Raccoon Bundle
It’s time to deploy into the field with the all-new Rigid Raccoon bundle including a legendary skin, a unique intro pose, a title and an avatar!
https://media.tripwirecdn.com/110824/rigidracoonbundle.png
The bundle is now available in the shop for 2000 bonds.
General
- Fix for a server crash issue
- Fixed Red’s “you have my bow” intro pose (For real this time!)
- Fix for cross-platform friends/parties issues.
- Fix for text getting cut off in some ability descriptions. (We are aware of some text going outside the box, but this is preferable to cut text for now.)
Scoundrels & Sentinels Hotpatch
Agents, like we discussed last week, are rolling out a hotpatch addressing a variety of issues that have been affecting the game. We are also still working on resolving back-end issues and wanted to give a bit more info on where we currently stand.
Server Issues
While these back-end issues are not part of the hotpatch itself, we wanted to give a bit of an update on where we are with them. Please note that since this is server side, we will continue deploying fixes outside of this patch without any download needed on your side.
Party Issues: We have resolved issues with players being stuck out of matchmaking after being kicked out or disbanded from a party.
Server Disconnect Issues: We have identified the problem and we are going to deploy a potential fix tomorrow. We are keeping a close eye on this one to make sure things improve.
Mid-Game Join: We are aware and have identified the issue, but we do not have a full fix yet. We have a low probability that our fix for server disconnect tomorrow improves this too, but we need to keep monitoring the situation to make sure it gets resolved.
Latency Issues: We are following reports closely on abnormal latency issues. We do not have a definite fix at this time.
Bug Fixes
General
- Fixed performance issues on some spies that would result in frame drops when blowing cover.
- Fixed a situation where players charmed with the right timing while melee-ing would instantly heartbreak themselves.
- Fixed the timer display on the retinal scanner not reflecting the correct amount of time.
- Fixed the “You have my bow” Red intro pose not having the correct placement.
- Fixed the stretched icon in the intro pose menu in the store.
- Fixed a missing collison on a pre-game lobby wall.
Agents
Cavalière.
- Fixed an issue where Cavalière’s “it’s a setup” zone would highlight used objects instead of unused ones (ammo, keycards)
Octo
- Fixed a bug with Octo’s base expertise that made his field of view value off from the intended value, leading to a lower angle than desired.
Sasori
- Fixed an issue that caused expertise 3 to linger much longer than the visual suggested.
Levels
Sound Eclipse
- Fixed an issue where a guard room could spawn two keycards in the same room.
Fragrant Shore
- Fixed an issue where players could get revived under the map at the central extraction pad.
- Fixed missing collisions in the yacht
- Some spots where npc could spawn under stairs
Back To School Hotpatch
Agents, we are rolling out a hotpatch to address top issues around the back to school update. This will require a client update which should be up for download when you get to read this.
General
Guard Behavior Tweaks
We are making more changes to overall guard behaviors to better fit their return to being able to shoot at heat level 0.
We are changing how guards follow their target and how closely they will tail players to give a better chance of escaping them and more overall playspace without having guards in your face. We are continuing to look into guard behavior to improve the experience in future patches, but this should help make them more manageable.
Bug Fixes
General
- Fixed a large amount of issues caused by NPCs being dormant for optimization purposes. This had led to some “Ghost NPCS” that could not be shot amongst other symptoms.
- Fixed an issue where holding melee, releasing it, and holding it again could make your agent's hands disappear.
- Pencil (Rainbow) Ink is now localized in other languages.
Gadgets
- Umbrella shields no longer interact to prevent a wide array of situations that make it a nuisance depending on its placement.
Agents
Chavez
- Tweaks were made to the Duke shooting animation to make it look off-center for a shorter time, making tracking shots easier.
Hans
- Similarly to Chavez, all of Hans’ weapons have received some animation tweaks in ADS to make follow-up shots easier to track.
Madame Xiu
- Fixed an issue that could lead to Madame Xiu getting catapulted across the map when using her expertise ability in some specific circumstances.
- Fixed an issue that got Madame Xiu a double location when pinging when she disabled the last vault terminal herself.
Sasori
- Fixed an issue with the auto-fire setting leading to Hyo & Hanei being able to charge a large amount of kunai at once.
Yu-Mi
- Fixed an issue where Yu-Mi’s Expertise would sometimes not recover.
Note: Our original fix on this was sadly only partial, limiting some instances where it could happen but not all. This one is a more robust fix. - Fixed a visual seam on Yu-Mi’s school girl outfit around her armpit.
Map
Training Range
- Removed the looming gray cube.
Diamond Spire
- Diamond Spire sound occlusion fixes to make it far more reliable across the level.
Fragrant Shore
- Fixed as spawn under the dock stairs, trapping players.
Sound Eclipse
- Fixed an issue that led to a missing gray field upgrade chests in some matches.
- Fixed a very rare possible spawn that would lead to players starting in a staff room.
- Fixed collisions in the new vault area that were not accurate.
- Fixed some of the central pit assets that looked crusty from a texture perspective.
Known Issues Update
Agents,
We wanted to provide an update on previously discussed known issues. We unfortunately discovered that the Yu-Mi issue cannot be resolved via a server side update and will unfortunately require a client side update.
Our plan now is to roll out a client update for PC today which will contain the Yu-Mi fix as well as the settings issue fix. Since console updating is a more involved process, this update will be available for our console players early next week. The client update will not cause any crossplay issues in the meantime.
Thank you for your continued patience and support.
See you all on the field!
Original Message:
Known Issues
Agents,
Before we go into the weekend, we wanted to quickly acknowledge two of the top issues we are prioritizing right now:
Yu-Mi Expertise
First of all, we are currently working on a live update fix for issues with Yu-Mi’s expertise cooldown not coming back after a use. We have a fix for this issue and are currently working on getting it live through a server update later today. This will not require any download from users.
Setting Values Issues
We are aware of an issue where some users are stuck with 200 as a value on some number based settings. We have identified the cause and this will affect all users with systems that use a langage with a comma as a decimal separator in numbers. We are working on a fix for this ASAP for a roll out with a hotpatch.
While not ideal, setting your system to English in the meantime will serve as a band-aid fix for the issue.
We are still gathering information on more issues we’ll tackle for the hotpatch and we already have fixes for some pre-existing issues we plan on including in it too. Stay tuned for more details.
Thank you and see you all on the field!
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.
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.
Post-Jatimania Update
Thanks to your tireless effort (and a little help from a mysterious figure working behind the scenes), Deceive Inc. has figured out how to counteract the hypnotic effects of Jati’s collectables, making us all safe from the JATIMANIA. With this return to normality, we bring some bug fixes and updates while we prepare for our next season.
General
A blast from the past
We are bringing back the original pre-game lobby and theme music as we prepare for season 4. We hope you enjoy the old school vibes!
Bots Update
In addition to multiple bug fixes, bots will now actively update their cover security level and enter the vault as the game progresses to give them a more player-like behavior.
Movement Replication Update
Updates to how we handle character movement which should reduce rubber banding in latency situations, especially while running.
Player Cover Behavior Update
Experienced players have known about a key difference between players in cover and NPC for a while now: Players in cover bumping into a npc will not react at all, while npc do a small wiggle to try and avoid the other character.
With this update, the cover of the player will do this avoidance move when colliding with another NPC by itself, removing this tell that was impossible to know about for newer players.
Balance
Agents
Ace
With tracking abilities being a powerful tool, we are looking to raise their base cooldown across the board to make them appear a bit less often for victims.
Expertise
Base: Queen’s Gaze
- Cooldown raised from 30s => 40s
Mod 1: Stacked Odds
- Cooldown raised from 30s => 40s
Cavalière
Just like Ace, Cavalière is getting a cooldown adjustment on her base tracking abilities and a refund tweak to reduce the constant uptime of her investigation skill.
Expertise
Base: Investigation
- Refunds on cancel decreased from 80% to 50%.
- Cooldown raised from 30s => 40s
Expertise Mod 2: Redemption
- Cooldown raised from 30s => 40s
Special Note: This ability will be getting some love with mechanical changes with season 4 as we know it’s currently not competitive vs Cav’s other options.
Hans
Hans’s jab is getting a bit of love to make it more viable while the upper cut is getting a nerf to reduce its extreme potential in close quarters.
Weapon
Mod 1: The Jab
- Damage 23 => 27 (all pellets hit)
- Reload time 1.85s => 1.75s
Special Note: We are reworking the spray of this weapon for season 4 to make it more efficient, this should still help it perform better in the meantime.
Mod 2: The Uppercut
- Damage 45 => 40 (all pellets hit)
- Reload time 1.6s => 1.9s
Madame Xiu
Xiu ‘s Xuanwu has been a very underwhelming option for a long time and we want it to be a more viable choice. We will deliver more improvements to this weapon in season 4, but in the meantime we wanted to make it a stronger pick with a damage buff.
Weapon
Mod 2: Xuanwu
- Damage per shot 6 => 7
Sasori
Our goal with Sasori is to tone down the sheer power of his weapon mod 1 while keeping its identity as intact as possible. We are also making an animation adjustment to his run cycle to make encounters against him more fair overall.
General
- Running animation tweaks to reduce the amount of variance when trying to aim for the head.
Weapon Mod 1: Hyo & Hanei
- Can no longer charge while interacting.
- Damage per Kunai 8(40 total) => 7 (35 total)
- Headshot Damage per Kunai 16 (80 Total) => 10 (50 total)
- Charged Katana Damage 70 => 60
Yu-Mi
Just like Sasori, Yu-mi is getting a run cycle adjustment to make it less frustrating when trying to land headshots on her. In addition, we are looking to buff her base weapon slightly while toning down her other options that could lead to fights feeling very hopeless on the receiving end.
General
- Running animation tweaks to reduce the amount of bobbing making shots difficult.
Weapon
Base: Tactical Slingshot
- Headshot Damage 33 => 34
Mod 1: Experimental Split Shot
- Charge Time 1s => 1.2s
- Uncharged Damage 6 per pellet (30) => 5 per pellet (25)
- Charged Damage 9 per pellet (45) => 7 per pellet (35)
Mod 2: Heavy Longshot
- Charge Time 1.3s => 1.5s
- Charged Damage 51 => 50
- Charged Damage Headshot 90 =>80
Bug Fixes
General
- Fixed bots moving at run speed when walking.
- Fixed bots not fighting back against aggro-ed guards in some cases.
- Fixed Jati Mania items that did not have event icons.
- Fixed issue where the map name and mode name could overlap in the pre-game lobby.
- Fixed legibility issues in loading screens.
Gadgets
- Shield Brella health’s gauge will now correctly update when regenerating health over time.
- Fixing a bug where the goo pod could have the incorrect state between server and client.
Audio
- Fixed an issue that caused Squire’s Javelin sound to be occluded too soon.
- Fixed an issue that caused the turret to have more occlusion than intended.
- Added audio occlusion to more npc events so they fit the rest of the sounds in the game.
What’s Next?
Quite simply: Season 4! This next update will include both the “traditional” seasonal content you would expect (catalog and a new agent) and a continuation of the operation overhaul initiative. We also wanted to give some transparency on our current priorities and acknowledge that we are aware of some top issues we are looking into.
Bug Fixing
First of all: Bug fixes. We are well aware of major bugs plaguing agents and their abilities (Yu-Mi being a particular focus) and we are putting a lot of effort into tackling these. The complexity of some of these issues means that we sometimes ship smaller bug fixes instead of solving this immediately, but rest assured that this does not mean we are not aware or not working on them. We will have a healthy list of bug fixes coming into the game when Season 4 drops and will continue this endeavor beyond.
Extraction Phase
Another big area of focus is making the extraction phase more dynamic. We are looking to tackle ping stalling and other un-fun situations that are a bit too efficient currently in the meta.
Clarity and onboarding
We are also aware of the lack of clarity on a lot of elements in agents' descriptions and the dossier menu. Our first area of action is to update this information in cases where they are not accurate, but we are considering possible solutions to have better information in the game in the future and make this a more in-depth ressource for newcomers.
Beyond Season 4
Finally, we are still looking at major elements for overhauls and you can expect more of these reworks to come after Season 4’s launch. We want to keep upgrading both core aspects of the game (melee reliability is a particular sore spot from feedback we receive) and rework some character kits to make them both more interesting or less meta.(Larcin’s Grande Finale comes to mind as an ability we want to rework extensively).
Jatimania Hotfix
Agents, we are back with a hotfix patch to address some of the bigger issues reported for the Jatimania update.
We are also rolling very focused balancing changes in this hotfix to appease some frustrating aspects around Ace and Octo. We will continue to monitor the balance and discourse around the update to target our next bigger round of balancing tweaks in the near future. For now, let’s have a look.
Player Count Update
We have recently ran an experiment on player count for Solo and Duo and we turned the mic to you to give us your thoughts through a poll on the subject. The results we got were as follows:
Solo lobbies at 8 players
- 65.5% of responses were positive (score of 4 and 5)
- 20.7% of responses were neutral (score of 3)
- 13.8% of responses were negative (score of 1 and 2)
Duo lobbies at 10 players (5 teams)
- 61.7% of responses were positive (score of 4 and 5)
- 24.7% of responses were neutral (score of 3)
- 13.6% of responses were negative (score of 1 and 2)
In light of this clearly positive movement towards the change, we will be changing the player counts of both modes with the drop of the hotfix.
What’s next?
With this decision taken, we can now leverage this new player count to better tweak spawn points and make sure the early game is a more pleasing experience in all maps. Having to juggle with less maximum factions enables us to curate things to a better degree than what is currently live, so expect some live balancing of spawn points that will not require an update on your side in the coming days.
General Changes
Audio Occlusion Polish
We have brought some more work we have done on audio occlusion which includes making sure gadgets have appropriate sound range. We are continuing to refine this aspect of the game and looking at outliers to fix in the sound department.
Keycard Printer Icon Visibility
We have added a bit of verticality to the range at which you can see the icon telling you a Keycard printer is close to you. This should help with a variety of positions where a printer could be very hard to find because of differences in elevation.
Melee Targeting Tweaks
We have upped the range for melee target detection to help with hitting targets on the move. Additionally, we have reduced how wide the detection radius is around the reticule to reduce instances of hitting a target that is on the side of your screen versus one that is at the center.
We are looking for other long term upgrades to the melee attack, but we hope this makes things feel better in the meantime.
Balancing
Ace
The amount of time Ace is able to keep pressure on a victim has been rightfully highlighted as extremely oppressive in the current meta. To address this, we are reducing both the window in which she can apply her status effect after damage and the duration of the status itself.
Base Expertise: Queen’s Gaze
- Trace duration 25s =>15s
- Last Target duration 30s => 20s
Expertise Mod 1: Stacked Odds
- Vulnerable duration 15s =>10s
- Last Target duration 30s => 20s
Octo
The lingering effect when leaving Octo’s field of vision with the “Make’em Fold” ability has been highlighted as feeling bad on the receiving end, giving a feeling of lag.
This change should also make the effect more reliable when a target leaves the field of vision and comes back to re-apply it immediately.
Expertise Mod 2: Make’em Fold
- Removed the lingering effect after a player left Octo’s field of view. The effect will now disappear instantly when outside.
Bug Fixes
General
- Fixed an issue with the aim-assist strength setting that would make it also lower input strength. This setting should now behave correctly.
- Fixed multiple spawn points where keycards could appear invisible because of clipping.
- Fixed the extraction car clipping in the snack bar in Fragrant Shore when landing.
Agents
Larcin
- Larcin throwing his weapon will now break his cover.
- Fixed an issue where Larcin could throw his weapon while immaterial in the grande finale zone.
Madame Xiu
- Fixed an issue where Madame Xiu could start her expertise when already considered dead on the server side.
- Fixed an issue where Madame Xiu could be stuck in her expertise stance when revived in teams.
Octo
- Fixed an issue that would cause Octo’s projectile with the Nautilo to deal the wrong value if charging another shot.
Red
- Fixed an issue that allowed Red to use lovebomb infinitely by meleeing at the right time.
Sasori
- Sasori will no longer get stuck in a no weapon state if he tries to melee while using Noxious Gas.
- Coated weaponry sound impacts will now occlude correctly.
Gadgets
Umbrella Shield
- The handheld shield will no longer protect in directions the player is not looking at while undercover.
- The shield will no longer trigger the heartbroken status effect in many situations when charmed by Red.
Operation Overhaul Live Balance Update
Agents, we are dropping our first live balance update for Operation Overhaul effective immediately. This requires no download from your part and will automatically take effect in-game.
Our current mindset with this update is to keep the most oppressive and unpleasant elements targeted by feedback in check while we continue parsing through feedback for larger overarching changes in the future.
With all this said, let’s have a look:
Damage Falloff
Damage Falloff is one of the biggest changes to DI’s sandbox this update and as such, we are monitoring feedback, analyzing numbers and taking a deeper look at where it should go next. While we are having a larger look at the mechanic, we still wanted to make full-auto weapons more lenient in the meantime as this was highlighted by the community as the most difficult aspect of this new reality.
- Changed start distance on falloff for full-auto weapons 10m => 15m
Guards Behavior
We are aware of player’s frustration around the amount of guards that can quickly crowd around a duel when guards are in melee only mode. We are reducing the amount of guards actively attacking you when you have no heat to one. This should help reduce the chaos when you add this up to all participants in a fight by cutting the aggro-ed guards by half.
- Max amount of actively aggro-ed guard without a heat level 2 => 1
Agents
Ace
Ace received a slew of changes around her passive and we noted a large amount of feedback that the charge now feels clunky because of when it starts when shooting your weapon. We’ll be looking at this in a more in-depth manner in the near future, but we wanted to give Ace players a bit more charge speed to offset this in the short term.
Weapon
Queen of Diamond
- Charge time shortened 1s => .65s
Jack of Diamond
- Charge time shortened .45s => .3s
King of Diamond
- Charge time shortened 1.3s => 1s
Chavez
We received some good feedback on the fact that a tight ammo economy is not a fun gameplay lever, we are moving away from this on two weapons this update, including Chavez’s Duke by giving him a full clip per box.
Weapon
Mod 2: Duke
- Ammo amount gained per box raised 2 => 4
Larcin
In the same spirit as Chavez’s change, we are giving a more lenient ammo economy to Larcin’s Violence to allow it to shine more as a unique option in his arsenal.
Weapon
Mod 2: Violence
- Ammo amount gained per box raised 4 => 8
Expertise
Grande Finale continues to be a very strong tool for Larcin and his team. We are making its cooldown longer than his other options for now to make its use a bit more of a commitment in a fight, but we are looking at fixing a few issues around its potential interactions that makes it stronger than intended in the near future.
Mod 1: Grande Finale
- Cooldown extended 60s => 75s
Red
The oppressiveness and strength of Red’s charm and heartbreak has been a hot topic of discussion recently. We are taking steps to make the ability less annoying to play against while making sure it’s still a useful tool in Red’s arsenal. We are also toning down the Lovebite shotgun which has been highlighted as the most destructive tool in Red’s arsenal in its current state.
Weapon
Mod 2: Lovebite
- Damage 40 => 37
- Fire Rate 1.15 => 1.05 shots per second
Charm
- Reduced Charmed duration 8s => 5s
Heartbreak
- Heartbreak Duration 8s => 6s
- Heartbreak additional damage now in line with vulnerable status effect 35% => 25%
Squire
Squire’s javelin is in a special position with the release of Operation Overhaul. While it’s one of the weapons that is most affected by recoil in the current state of the game, it’s performing extremely strongly for anyone that can control it. We will look into making the weapon less unwieldy in the future since this is beyond the scope of a live update, but we need to calm down the speed at which it melts opponents in the meantime to level the playing field
Weapon.
Mod 1: Trident
- Damage 11 => 10 per bullet
- Burst fire rate 10 => 9 shot per second
- Headshot Damage 15 => 14
- Reload Speed 2s => 2.2s
Maps
Hard Sell
- Fixed a close player spawn on top of the Auction Hall
Fragrant Shore
- Buffed ‘drawers spawn pools’ to have items more consistently.
- Fixed a keycard spawning behind a bed.
Sound Eclipse
- Buffed ‘drawers spawn pools’ to have items more consistently.
- Tweaked some close spawn points in the habitation section.
Operation Overhaul Hotfix 1
Agents, as discussed in our messaging last week, we are pushing a hotpatch for a myriad of issues we have spotted in the wild since the launch of Operation Overhaul Phase 1. Our focus with these tweaks is mostly to get the game in a better state before looking at more gameplay tweaks in the future. Let’s dive in!
General Changes
Vault Printers Audio
Vault printers will now make use of audio occlusion for the printing sound, reducing instances where you can hear a print while being out of the UI indicator range. This should make printing more easily defendable from third parties that are out of sight.
Tap Input Tweak
We have extended the window of time of what is considered a “Tap input” to make it register more consistently. This was a bigger problem with vials being a tap by default input, making it so that sometimes a tap that was too long would not heal you.
Bugfixes
Maps
- Added a missing vial dispenser in the Diamond Spire 4TH floor staff room.
- Fixed a collision on top of a glass dome in Silver Reef that could allow players to leave the map.
- Fixed a spawn point underneath a staircase in Silver Reef.
- Moved the “Royal Orca” mimic in Silver Reef to clear the way a bit more and prevent players bumping in it while leaving the shortcut.
- Fixed an issue that caused the “Change Agent” prompt to no longer show in the training range.
Characters
- Fixed an issue where Yu-Mi’s EMP flock visual effect would stay stuck after the pre-game lobby.
- Fixed an issue where Yu-Mi’S EMP flock sound would stack.
- Fixed an issue with Marquis Larcin’s skin breaking some 1P animations.
- Fixed an issue that caused Yu-Mi’s EMP flock to inflict a small slow effect.
- Madame Xiu’s “decoy NPC” left behind after an expert can no longer open the doors to the objective room, allowing a printer skip.
Controls
- Fixed an issue where aim-assist would apply to bodies on the ground, throwing off your aim.
Misc
- Can no longer use a healing vial while charging a weapon (Yumi’s Slingshot for instance).
- Vault Printers, Vault doors and terminals UI widget will no longer be visible during the result screen.
In addition to the hotfix, we are currently sifting through the top balance concerns to put together the first live balance update of this patch cycle which we hope to release next week. Stay tuned for more news on its content and when in the near future!
Current Release
11454326
Uploaded Sep 27, 2023
Update already requested
Uploaders have been notified
A newer version is available but not yet uploaded
Help keep this updated
Login Required
You need to be logged in to request game updates. Would you like to go to the login page?
Request Update
Request an update for Deceive Inc.? This will notify uploaders that this game has an available update.
Request Submitted
Your update request has been submitted successfully! Uploaders will be notified.
Request Failed
Failed to submit update request:
System Requirements
How to Install
DeceiveInc.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
6.8 GB
11454326
You May Also Like
View AllDownload Deceive Inc. for PC with a direct link or via torrent. Get the full version of Deceive Inc. for free. Deceive Inc. is a Action released by Sweet Bandits Studios.