STEAM GROUP
Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
15
IN-GAME
65
ONLINE
Founded
27 September, 2015
Showing 31-40 of 105 entries
31
Visualisation script
69
Strings
31
Visualisation script
69
Strings
12
No general mission script changes for OD? I was wrong- there really are mission changes!
For reference, part of the ElementFilter.lua file that implements the logic of ElementFilters.
function ElementFilter:_check_difficulty() local diff = Global.game_settings and Global.game_settings.difficulty or "hard" if self._values.difficulty_easy and diff == "easy" then return true end if self._values.difficulty_normal and diff == "normal" then return true end if self._values.difficulty_hard and diff == "hard" then return true end if self._values.difficulty_overkill and diff == "overkill" then return true end if self._values.difficulty_overkill_145 and diff == "overkill_145" then return true end if self._values.difficulty_easy_wish and diff == "easy_wish" then return true end local is_difficulty_overkill_290 = self._values.difficulty_overkill_290 == nil and self._values.difficulty_overkill_145 or self._values.difficulty_overkill_290 if is_difficulty_overkill_290 and diff == "overkill_290" then return true end if self._values.difficulty_sm_wish and diff == "sm_wish" then return true end return false end
easy is not used,
normal is N,
hard is H,
overkill is VH,
overkill_145 is OK,
easy_wish is MH,
overkill_290 is DW,
sm_wish is OD.

I don't know when exactly the guards were added. This is the classic stuff that is changed without mention in the changelog. At least with the converter being fully deterministic now, and with the issue of the hashlist resolved, it will be easier to spot such changes earlier. Although they could tone down the "randomly moving objects by some hundred nanometers" part.
Showing 31-40 of 105 entries