:::### **GOES INTO YOUR 'MODS' FOLDER, NOT MAPS!**:::
-----
> **MapAdd is a collection of heists from the retail game that have been 'Remixed' -- script fixes, new content, visual upgrades, stylistic changes, and more.**
-----
**CURRENTLY INCLUDES:.**
```xml
Rats: Remixed
Four Stores: Remixed
Firestarter: Remixed
```
-----
> Currently, this is a public beta to help refine some of the code aspects, and aspects of the currently shipped level(s), as well as suss out other potential issues.
>
> Levels inside have a dependency for *custom colorgradings.* Some basic code is included within the mod to allow these custom colorgradings to function, but they aren't selectable from the in-game options menu. (so, exclusive to these levels...) If you use another mod that modifies colorgradings, this may create compatibility issues.
>
> ##### *Also included is a fix for timergui screens, to stop them from being completely illegible with higher bloom values, which various levels will use. If a mod you use modifies timergui in any significant way, this may create compatibility issues.*
>
> ##### *This package is not compatible with overhaul mods that include alternative versions of these level edits.*
-----
*Recommended mods alongside:.*
* https://modworkshop.net/mod/37304 **Little Intelligence EnhancementS**
* https://modworkshop.net/mod/37161 **Visual Fixes: HIGHLY RECOMMENDED, AS CERTAIN BASEGAME UNITS LOOK INCORRECT WITHOUT IT!**
-----
:::## *Want to submit feedback on Discord, or get info on future releases? Join HEATDev's community server, where you can submit feedback, bug reports, suggestions, and more about MapAdd. Link:.* [PAYDAY 2: HEAT Community Server](https://discord.gg/JuMRVzCGaS):::
__V1.3.9 (Beta) - Update__
## GENERAL:.
* Updated some code to slightly more safety.
* (Developers) Added every underlay to be loaded in the skies loader. **This does mean memory usage has increased at a baseline. This will be further configured later on.**
* Now doing formatting for changelogs a bit differently.
* Sticking with 7Zip archiving at this time, due to filesize. **This will be changed later on and/or mirrors will be provided, if you are unable to unpack .7z files at this time.**
## FIRESTARTER:.
***GENERAL:***
* Dropped the heist's default cash payout significantly.
***DAY 1:***
* Navmesh and art updates.
* Added a sign to the ATC naming it properly -- to key players on to how to call it out.
* Updated ATC layout a bit.
* Preliminary changes in the backend in prep for future patch.
***DAY 2:***
* Artpass updates.
* Added a ladder out front, so that players can get a new vantage position into the FBI office.
***DAY 3:***
* Artpass updates.
* Largely upgraded the roof maintenace rooms -- they're now one connecting room with side rooms, as well as the keycard doors being removed in favor of lockpick doors.
* From feedback, this day of the heist generally took 'too long' and had an abundance of drills to babysit. This is the first change in addressing that.
* Added three brand new loot opportunities.
* This will be adjusted later on.
**KNOWN ISSUES:.**
* Some scripting involving the escape objectives can report incorrectly on Rats D1. This doesn't impact the ability to complete the heist -- purely visual.
* Some scripting and other small things on Rats D2 are wonky. Report issues.
* Rats D2 artpass incomplete.
* Rats D3 scripting and artpass somewhat incomplete. Report issues.
-----
PAST UPDATES:.
V1.3.1 (Beta) - Patch
||GENERAL:.
* Updated the way MapAdd handles level icons -- they're now distinct from vanilla's level icons.
RATS:.
* Actually fixed localization for the bag zip-line asset on Day 1.
FIRESTARTER:.
* Adjusted art on Day 1.
* Adjusted art on Day 2.
* Added a brand new room to the level on Day 2.
* Updated art on Day 3.
* The tellers room on Day 3 now has a 2nd door leading into it.
* Added a bathroom to Day 3.
* Re-designed the side entrance to the bank on Day 3.
* Updated the layout around the van position outside the front entrance on Day 3.
* Fixed an issue where snipers were firing through a solid object on Day 3.
* Adjusted level portals on Day 3.||
V1.3 (Beta) - Update
||FIRESTARTER:.
* Release
RATS:.
* Fixed missing localization for the bag zipline asset on Day 1.
* Updated art on Day 2.
* Some small script fixes on Day 2.
FOUR STORES:.
* Updated level art & sound.
* Fixed an issue where some civilians would perform bad actions.
* Fixed an issue where one of the spawn zones would permit you to watch all AI spawn into the simulation.
* Moved a camera into the new room in the Time-Out store.
* On difficulties above OVERKILL, the ATM in the 24/7 now has a chance to spawn.
* On difficulties above OVERKILL, a guard will now spawn in the 24/7.||
V1.2 (Beta) - Update
||RATS:.
* Adjusted artpass on Day 1.
* Fixed an issue on Day 1 where you could see a hole in the level, and also throw bags through it.
* Adjusted and improved artpass on Day 2.
* Made a new area accessible on Day 2.
* Added some addtl. cover on Day 2.
FOUR STORES:.
* Release
-- This release is mostly beautification & updates to the level's layout, but it should mostly play out exactly the same with some small adjustments.||
V1.1.1 (Beta) - Hotfix
||* Fixed a CTD bug preventing the heist from being playable. Whoops!
* Adjusted the Point of No Return timer on D1 to be shorter.||
V1.1 (Beta) - Patch
||* Improved visibility on Rats D1.
* Improved lighting and visibility on Rats D2.
* Improved lighting and visibility on Rats D3.
* Some art updates to Rats D1.
* Some art updates for Rats D2.
* Some art updates for Rats D3.
* Fixed some navigation errors on Rats D2.
* ATTEMPTED to fix some scripting errors on Rats D3.||
V1.0 (Beta) - Release
Dependencies
-
-
Instructions
**Make sure to first have SuperBLT, and BeardLib installed. Click the links in the dependency list.**
Optional video tutorial for installing SuperBLT, BeardLib, and mod_overrides mods: https://youtu.be/rin_sjSJIkg
1. After downloading the mod, use a program such as [7zip](https://www.7-zip.org/download.html) or [WinRAR](https://www.rarlab.com/download.htm) to extract the main folder of the mod.
2. Drop that folder into the `mods` folder which is supposed to be in the game's installation folder (don't know where that is? click [here](https://wiki.modworkshop.net/books/payday-2/page/finding-payday-2s-install-folder))
Comments