Update 13 Patch Notes - Update coming SOON!

Crime Boss: Rockay City

Welcome to the 90’s Rockay City! Heist, loot and shoot your way to the top of the criminal underworld! Build your criminal empire in the singleplayer rogue-lite campaign or put together a crew with your friends in action-packed co-op multiplayer heists!

[h2]Updates:[/h2] [h3]Multiplayer reward bonuses[/h3] - Difficulty bonuses are +40% and +100% to money and experience from Hard and Extreme difficulty, respectively - Reworked Urban Legend and Shuffle bonuses. There’s now a unified +50% successful completion bonus, and an additional +50% perfection (three stars in all missions) bonus to all money earned in the chain. - Lobby visibility and Quickjoin bonuses were removed in favour of a new “human players“ bonus awarded after finishing a mission with additional human players on the team (20-30%). - The applied bonuses are now listed on the mission debrief screen [h3]Horde mode tweaks[/h3] - New enemies are spawning in addition to original ones (white coat ranged enemies) - There are presents of various contents to be found in the mission - Rebalance of health and health regeneration upgrades - The pool of weapons is changed. Some weapons (Chopper f.e.) were removed from the pool and more weapons were added. [h3]AI[/h3] - Improved Butcher -- Butcher has new (secondary) melee attack (cleaver) -- Improved Butcher’s pose when chain saw is destroyed - Bots should pick up dropped bags and don’t drop the bags if they are too far away from the player - Bots have improved use of covers - Shielder's glass window absorbs damage as it should and then breaks (window was without reinforced glass in store version) - Hitting shield with weapon without penetration doesn’t produce hit marks [h3]Detection meter improvement:[/h3] - Very small detection values and very slow detection speed are ignored - Detection correctly follows enemy animation (turning the head…) - Minor detection tweaks for the better experience [h3]Significantly increased variety of weapons available to the player's army (all 3 tiers)[/h3] - Fixed bug that prevented weapon randomization - Fixed bug that prevented equipment randomization - Added variety of new weapons, including DLC weapons • Touchdown has new secondary weapons • Tulip and Chase have YA-R3K instead of Brescia as their secondary weapon. • Slightly rebalanced HP of some unique characters • Touchdown now carries a knife to turf wars. • SPX has slightly slower rate of fire but bigger damage • Baker’s bundle weapons are available in campaign now - black market (only for owners) [h3]Practical[/h3] - Increased quality of the basic version (uncommon->rare) - Slightly slower rate of fire - Slightly lowered range - Elite version received buff • 12 Gauge has increased damage and range • The current turf war strategy of individual gangs is now displayed on their boss tab. This shows if their approach is more aggressive or passive, along with special cases tied to storylines. • “Strong Arm Dollar Dragon for Money” goal added as an alternative to the same ones for Hielo and Khan. • The remaining days of a truce are now displayed for Baker’s relationships in the overview on the map. • Sheriff’s overview on the map now displays when any temporary heat or investigation effect is active (such as him postponing investigation during Cagnali’s Order, or halted heat growth after escaping the police ambush event). • The majority of trade missions in the campaign (e.g., upgrade the drill) now have an alternative payment option with loot. • Standalone plotlines now begin with a certain amount of relevant loot in the stash to make alternative loot payments within the plotline slightly easier to reach. • Missions now display the actual loot found in the mission (if known) instead of a list of possibilities. • Secret Symphony urban legend now offers Mozart as a playable character after his rescue. • The basic and upgraded drills and buzzsaws now have different names on the display screen to distinguish between them. • The blackmarket in the campaign now has a limit for the number of weapons generated with weapon skins in one batch to prevent creating a lot of samey-looking weapons early on. [h2]Fixes:[/h2] • Selling tiny amounts of loot from stash should now be accurate to the dollar, instead of often being slightly off. • The goal task text in “Interfere with investigation” urged you to kill your target when the mission is, in fact, a rescue. • Loot types that didn’t fall into one of the supported Stash categories were displayed in the overview but couldn’t be sold. Now new loot from unsupported categories is automatically converted to cash. • Updated a few loading tips that were no longer valid. • Khan correctly switches to the ‘Conqueror’ strategy (multiple attacks per day) after getting Dragon Dogs. • Certain boss office assets should no longer levitate if the cabinet below them hasn’t yet been purchased. They’re now initially supported by a bookcase. • Lamp boss office assets should no longer overlap in some cases. • The “NEW” indicator now disappears when you see the first level of a perk, you no longer have to preview all levels on the progression screen. • The drill upgrade in The Hidden Vault should now be correctly applied even if purchased after the big heist has already appeared on the map. • New cutscenes and plotlines should no longer appear just before the campaign end screen. • Taking Baker to a mission should no longer display a warning every playthrough. Once is enough. • “Hit on Repair Shop” in the campaign didn’t have a bonus objective assigned, so it wasn’t possible to complete the mission with 3 stars.