PAYDAY 2
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The Payday 2 Restoration Mod Overhaul Guide
Di Teacyn e altri 8 collaboratori
A guide to the total game overhaul present in Restoration Mod. New enemies, major balance changes, brand new maps, and more!
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Introduction
Welcome to Restoration Mod!

Restoration Mod is a multi-functional mod that restores an older version of Payday 2's HUD, as well as including a Total Game Overhaul aimed at combining the best of Payday 2 with new, fully custom content, and a few other small cosmetic features.

This guide is intended to be your quick start guide to the Restoration Overhaul.

Guide Version: V12.3

Mods required for Restoration to function.

Restoration Mod: https://modworkshop.net/mod/428

Restoration Mod has a discord server. Join for support, suggestions, troubleshooting, and general discussion.

https://discord.gg/YmQkDyY

If you only want the HUD and not the rest of the mod, that can be found here[modworkshop.net] DO NOT USE THIS WITH THE MAIN MOD, AS IT IS ALREADY INCLUDED.

Restoration Mod soundtrack: https://soundcloud.com/vxwolf/sets/restoration-mod-soundtrack

Русский гид
https://steamcommunity.com/sharedfiles/filedetails/?id=1923528592

한국어 가이드
https://steamcommunity.com/sharedfiles/filedetails/?id=2927620125
General Gameplay
Skills
  • The Skill trees have been entirely redone in the overhaul.
  • Total skillpoints reduced to 100 from 120
  • Infamy bonus in tier cost removed. You are now just as powerful at 0-100 as you are at 5-100 or 25-100.
  • Tier costs in skilltrees revamped entirely. 0, 1, 7, 16.
  • Perk Decks have been extensively rebalanced.

Player progress reset: Restoration Mod's Overhaul uses a custom, separate save file to help avoid save corruption and to allow players to easily swap back to the vanilla game. Unfortunately, this means you start back at 0-0 with no money or weapons.

Armor Changes
The vanilla game has a hidden mechanic called suppression that allows for bullets that fly 'near' you to interrupt armor regeneration as if you were hit. The only way to know when this has occurred is to make use of hud mods. This mechanic has been removed. Instead, the armor regeneration delay is fixed. If you haven't taken damage during that delay, then your armor will regenerate. Lighter armors will also regenerate faster, with the suit being the fastest and ICTV taking the longest to regenerate their armor.

Armors now have a new stat called "Deflection." Deflection causes the amount of HP damage you take once your armor is broken to be reduced by the listed percentage. For example, having 25 deflection means you would take 25% less HP damage. Unlike normal damage reduction, deflection is applied after Damage Absorption and stacks additively. Different armors have different deflection values, with medium armors tending to have the most deflection. A few skills can also give you additional deflection.

Dodge Changes
Dodge has been reworked to be a more engaging and skillful mechanic. Rather than being a random chance to not take damage, whether or not you dodge is determined by your ability to manage a meter. Without going into the math behind dodging, here is what you will need to know:
  • Getting shot at fills a meter on the right side of the screen.
  • Certain skills and perk decks introduce other ways to fill your dodge meter, with the amount they fill being based on your dodge stat.
  • If the meter is above a certain threshold, it begins flashing. When the meter is flashing you will dodge the next bullet at the cost of all meter below the threshold.
  • Dodge still corresponds to the % of bullets dodged (before any other things that fill your meter are taken into account).
  • You cannot dodge while downed, and going down empties your meter.
  • Dodging gives you an extra amount of grace period that scales with difficulty and how heavy the armor is, with suit being the most effective.

Down and Custody Changes
The "meta" in the vanilla game is very heavily determined by the importance of downs; with the difficulty of the game varying tremendously by the number of Doctor Bags your crew has access to. To address this, and help restore some of that feeling of being whittled down over a heist, the overhaul uses a wholesale rework of the down and custody system.
  • Doctor Bags no longer restore your downs, instead granting a fairly large % based heal over time.
  • Players returning from custody have 2 downs.
  • On higher difficulties, players returning from custody will also have some of their ammo confiscated and their down timer reduced.
  • You will regain 1 down every 2 assaults survived (1 wave in solo play). This was done to allow a way to restore downs without having equipment desirability skewed so heavily towards Medic Bags.
General Gameplay, Section 2
Guns
Weapon stats have been reworked to offer more meaningful choices when building your loadout:
  • Total Ammo: Now corresponds more directly to ammo pickup. If it has a lot of ammo, it probably has good pickup- or vice versa.
  • Accuracy: Now scales spread linearly by area instead of exponentially. Shotgun range is also determined by accuracy- more accurate shotguns have better range.
  • Stability: Now controls the amount movement penalizes your accuracy, in addition to its previous effects on recoil. Likewise, kick values have been normalized between guns to make it meaningful to compare between weapons.
  • Mobility (Formerly Concealment): Mobility no longer affects your detection buildup during stealth. Instead, it influences the draw/holster time of your weapon. It is still used for some abilities, such as Sneaky Bastard and Low Blow, that previously relied on Concealment.

Likewise, certain weapon mechanics have been changed to add a little more flavor to gunplay:
  • Magazine fed weapons with closed bolts can hold a round in the chamber.
  • Unused weapon mods such as drum magazines, foregrips, and straight magazines have been re-enabled. (Note: Some may not have had their animations set up yet).
  • Weapon mods primarily serve as 'sidegrades' rather than straight upgrades.
  • Fire weapons can now score headshots.
  • Throwable stats and functionality have been reworked. In addition, they now have better and more useful descriptions.
  • LMGs and Miniguns incur a movement speed penalty while equipped.

Certain custom weapons and attachments have hand made stats. Other custom weapons will receive automatically generated stats based on their category, magazine, reload, damage, and other factors. Automatic stat generation for attachments is not implemented yet, and it is recommended that you avoid using them for the time being.

Melee
Melee has been adjusted to offer better flow and more distinct options than ever before.
  • You can now sprint while charging your melee weapon.
  • Melee weapons can now headshot.
  • Melee weapon stats have been reworked to offer a greater variety than the fixed templates in vanilla.
  • Certain melee weapons have unique abilities and effects.
  • Parrying enemy melee attacks is now baseline.
  • The chainsaw actually chainsaws.
  • Like ranged weapons, certain melee weapons have specific damage types.
Stealth
Stealth has been COMPLETELY overhauled. Many instant-failure states in stealth have been removed or severely toned down to allow for more counterplay.

Details can be found below.
  • Concealment (Now Mobility) no longer affects your detection buildup in stealth, and it is now a static base value.

  • We have introduced a new mechanic known as “Suspicion”. Suspicion is a value that will increase upon many “bad actions” in stealth. These include:

    • Answering Pagers and not being believed (massive increase).
    • Dropping/not answering a pager (massive increase)
    • Killing civilians (big increase).
    • Killing guards. More Suspicion increase if an alerted guard is killed outside of the "grace period" of roughly one second. Pagerless guards like Bikers do not activate this.
    • Being detected by cameras (massive suspicion increase, no longer automatically calls an alarm)

  • Suspicion increases the speed at which everything detects you as it increases. At high suspicion levels guards and cameras will detect you incredibly fast on higher difficulties.

  • Once it has reached max (represented by a full meter on your hud), an alarm will automatically be sounded after 60 seconds. Civilians or Guards calling the police and other 'call in' alarms such as lasers and panic buttons will still instantly sound alarms. The maximum suspicion decreases as difficulty increases, but actions give the same amount of suspicion on all difficulties.

  • In addition, pager mechanics have been overhauled. If you melee kill an unalerted guard (or melee kill them within a very short window after being alerted), they will not activate a pager. They will still trigger guard respawns if the map has them. Pager count has been modified based on difficulty.

    • Mayhem difficulty and below have 4 pagers.
    • Death Wish has 3.
    • Death Sentence has 2.

  • You will be given a special voice line on the last pager you are believed on. Answering additional pagers will cause a huge suspicion increase, but it is still smaller than not answering or dropping.

  • We have restored enemy "Guard Idle Chatter" lines for use during stealth. This means guards will occasionally remark about what's happening. You can use this to locate them.

  • Detection range on most non-player stuff has been overhauled. There's too many changes to list here, but generally speaking most objects have shorter detection ranges. In vanilla most of them can be seen from farther away than players or dead bodies! Most notably, lootbags have much shorter detection ranges. Dead bodies, tied civilians, and dominated guards have not been changed.

  • Guards will no longer alert the instant they can see a broken camera. A specific guard will be chosen to inspect the camera, and will alert at the end of an animation. This allows you to use cameras as a lure. In addition, on very low difficulties, the guard will not alert at all off of the first couple of cameras.

  • Dominated guards will no longer trigger a pager response prompt similar to older versions of Payday 2 stealth. However unlike older Payday 2 stealth you cannot use "Joker" while in stealth to allow yourself to clear entire maps of guards, they cannot be moved, and their death will trigger a pager prompt as normal. This is only to act as a temporary solution to dealing with guards in stealth and often times cannot be used extensively beyond this due to other changes made to stealth. Dominating a guard will also trigger inspectors as well, and you cannot dominate more than 4 guards at a time.

  • Guards will become alert from suspicious sights faster on higher difficulties, can see suspicious sights from farther distances, and it will also take longer for suspicion buildup to return to 0. The values for these multipliers are below:
    • Deathwish: 1.1x range multiplier, 1.1x buildup multiplier, 9 seconds to return to 0 suspicion.
    • Death Sentence: 1.2x range multiplier, 1.2x buildup multiplier, 10 seconds to return to 0 suspicion.
    These do stack with detection risk multipliers, so if you're high detection risk on Death Wish and Death Sentence guards can see you from incredibly far away and detect you extremely fast. When stacked with high Suspicion they very well may see you effectively instantly.

  • Starting with the Deathwish difficulty, pager operators will sound the alarm much faster if a pager is not answered and it will take longer overall to answer a pager on the ground.
    • Deathwish: Pagers will take 12.5 seconds to answer (from 10) and can only remain on the ground for 9 seconds. (from 12)
    • Death Sentence: Pagers will take 15 seconds to answer (from 12.5) and can only remain on the ground for 6 seconds. (from 9)
    Pagers are still affected by general interact speed boosts such as the Bot Ability "Quick".

  • Titan Cameras can now be destroyed with enough damage.

  • Cameras can now pan their view.

  • Sentry guns will pacify all civs in a decently large radius around them in stealth.

  • You receive additional cable ties in solo to make up for missing players. Cable Guy amplifies this.
  • You receive additional Body Bags as well.
  • Civilians that are pacified in stealth will now be marked with a green exclamation point, it will change to red when they are no longer pacified and can sound the alarm.

  • Damage dealt against "cool" or unalerted enemies will no longer be a guaranteed kill. This is to enforce taking into account the damage a weapon deals even in stealth scenarios as well as promoting headshots even in this environment. This includes melee weapons, so you may want to bring a more powerful one if you're going to go for no-pager kills.

New Security

On higher difficulties, guards will be replaced with more imposing variants with stronger weapons. Watch out for these Gensec Elite Security and Gensec FTSU units!

Elites will show up on the Death Wish difficulty


FTSU units show up on Death Sentence.




Factions
Murkywater Domestic Security Force: Not much is known about the shady PMC Murkywater. The limited intel we have suggests that they're the largest PMC in the world, although we have heard rumors they are simply puppets controlled by a larger organization with unknown intents. Their activities are almost completely hidden from the public eye via bribery, intimidation, and stealth. What little of their activities that have been seen by the public gets passed off as "Private Security" or as government agents, although the truth couldn't be more different.

Murkywater commands a large-scale private army rivaling the official US army in size. While little is known of this army, the intel we've gathered suggests that they are very similar in size and tactics to the likes of the FBI and GenSec forces. It's likely that if you hit any targets controlled by Murkywater, these are the guys that will come after you rather than the cops. They will likely be very similar to the normal assault forces you deal with.




OMNIA: OMNIA was a military and security research company that was nearing bankruptcy in late 2003. An anonymous buyer approached them and offered to acquire them. OMNIA agreed, and were purchased. However, they almost immediately went dark. Their logo was removed from everything it had been on, their research was wiped clean from the public eye, and they seemingly vanished. No further news was heard from them until the unveiling of the Titandozer in early 2012. Since then, OMNIA has rolled out countless new military technologies that are being used to fight wars and crime, and most likely are also seeing use in some shady operations. OMNIA work very closely with Murkywater, supplying them with many Titan assets and even OMNIA's own security force should the situation require it.



OMNIA will be present on Murkywater heists during Point of No Returns with the Pro-Job modifier active.

NYPD and LAPD: The NYPD and LAPD send their best! On all heists that canonically take place in New York or Los Angeles, the NYPD or LAPD will replace the standard police forces when applicable. The FBI, GenSec, and ZEAL units are not replaced, so these guys show up mostly on the lower difficulties, at the start of heists, and in scripted spawns.













Policía Federal: We were displeased with Overkill’s Mexican Police faction and overhauled it entirely. Below are a few of the units you can expect to see in game. Boot up the heist to see the rest.





Captains and their Lackeys
In addition to a reworked Captain Winters, the roster of captains in has been expanded to include one for each season- each offering distinct challenges to overcome.

Captain Summers and Crew


Summers and Crew gameplay: Summers and his crew work in a nearly unbreakable team. While Captain Summers' crew is alive, he has a massive amount of damage resistance that makes him almost impossible to take out. Kill the rest of his crew before getting rid of him.


Captain Summers
Summers is a former heister who operated in Russia with a crew. Little is known about his past or his crew's criminal activities, except that they were similar to the infamous Payday Gang, known for their bank robberies and ability to fend off large numbers of mercenaries. According to official reports, they all perished in a heist gone wrong when the roof of a bank collapsed on them. However, rumors suggest that this was a cover-up, fueled by hush money and intimidation. Allegedly, they were approached by a shadowy organization called OMNIA, who offered them a significant sum of money to join their operations. Currently, they are employed by OMNIA as a strike team for their undisclosed activities.


Engineer Elektra: Elektra is equipped with a custom-made AK7.62 that is specifically designed for mid-range combat. She has also created highly effective shock rounds that can temporarily incapacitate targets at a distance. However, her gun requires some time to recharge between shocks, making it difficult for her to handle multiple targets at once. Although she designed the shock rounds used by Titan Tasers, she doesn't carry a shotgun as a primary weapon due to personal preference. Unfortunately, the shock rounds are sealed with a special failsafe. To tackle an opponent who gets too close, she carries a handheld taser as well.


Major Molly: Molly wields a formidable revolver that can be lethal if you remain in her line of sight for too long, particularly if your armor is weakened. However, her reload time is lengthy and her firing speed is not particularly fast. To further gain the upper hand, she may lob molotov cocktails to force you to reposition or block off your escape routes. The members of Summers' Crew don custom, heavily reinforced armor that provides substantial resistance to flames. Although not completely bulletproof like the armor worn by FBI and Gensec Maximum Force Responders, it is still highly durable.


Sergeant Doc: Be cautious of Doc as he carries a shotgun. He may not have any particular strategies or skills, but it's wise to focus on eliminating him first. His team-healing capability strengthens as the team congregates, making it nearly unbeatable when they're in the same vicinity.

Captain Summers and his crew will spawn on
  • Rats Day 2
  • Counterfeit
  • Hotline Miami Day 1
  • Bomb Dockyard
  • Firestarter Day 1
  • Aftershock
  • Highland Mortuary (the first day you play on resdogs)
  • Watchdogs Day 2 (Day)
  • Lost in Transit

Captain Winters

Captain Winters is considered to be the most well-behaved and marketable captain of OMNIA. He has a close working relationship with the police agencies in all the areas where OMNIA has influence. Unlike other captains, Winters' methods involve supporting friendly forces instead of overwhelming his opponents. Additionally, he is the leader of the LPF program.


Winters gameplay: We have completely overhauled Captain Winters. Winters’ vanilla behavior of going to a predetermined spot with his phalanx of shields has been completely removed.

Winters has been upgraded to a Captain version of the LPF and possesses some formidable abilities. He can slowly heal all enemies in a wide radius around the map, making him a tough adversary to overcome. Additionally, he now roams the map like a regular enemy and utilizes aggressive tactics to keep players on their toes. Winters wields a reinforced Titan Shield with even wider protection angles and much thicker armor, which cannot be pierced by any form of weaponry, unlike normal Titan Shields. He can also unleash a special flashbang attack similar to regular Titanshields. To defeat Winters, it's essential to flank around his back and attack the rear of his head with gunfire or melee attacks, or deal enough damage to break his shield. Once his shield is down, he switches to a more traditional frontline role with a semi-auto shotgun.





Winters will spawn alongside a group of standard Titan Shields, and Titan Snipers on higher difficulties.

Captain Winters will spawn on
  • The Alesso Heist
  • Big Oil (Days 1 and 2)
  • Election Day (Days 1-3)
  • Firestarter Day 2
  • Four Stores
  • Hoxton Revenge
  • Stealing Xmas
  • The Diamond
  • Art Gallery
  • First World Bank
  • The Bomb: Forest
  • Reservoir Dogs Day 1 (Garnet Group Boutique)
  • Brooklyn 10-10
  • Office Strike (Custom heist available on Mod Workshop)
Captains and their Lackeys, Section 2
Captain L. Spring

Spring is an Ex-Army Captain that was recruited by OMNIA after he retired. Spring has extensive training in extremely heavy-duty armor and spearheaded the Titan Bulldozer program. Spring's body has undergone extensive modification by OMNIA labs, some say he's more machine than man.


Captain Spring Gameplay: Spring wears an EOD suit similar to Bulldozers, but his is even more reinforced and he wields a powerful minigun. While he can only move slowly, he is dangerous at close range and can sustain heavy damage. Like the Dozers, his face is a vulnerable spot, but he takes additional headshot damage regardless of his armor’s state. Additionally, he can throw cluster frag grenades on higher difficulties, which can cause serious damage over a wide area.

The best approach is to use hit-and-run tactics or snipe him from a distance. Taking down Spring requires patience and strategy, as he is a tough opponent to defeat quickly. It's important to plan ahead and conserve ammo while leading him around the map. On higher difficulties, he may be accompanied by Semi-auto Bulldozers and Titan Tasers, so be prepared for a challenging fight.

Captain Spring will spawn on
  • Hoxton Breakout Day 2
  • Firestarter Day 3
  • Train Heist
  • Big Bank
  • Golden Grin Casino
  • Slaughterhouse
  • Diamond Heist

Captain Autumn
Captain Autumn is a decorated member of OMNIA's SPOOC division and the head of the active-duty Titan Cloaker unit.

Due to his impressive background in special forces, he was deemed a highly qualified candidate for the early Titan Cloaker testing program. His exceptional performance during the testing trials and active combat resulted in his appointment as the leader of the Titan Cloaker unit. As a result of this leadership role, he has been outfitted with the most cutting-edge and powerful active camo technology available from OMNIA labs. Additionally, he is in possession of an advanced disruptor field generator which can be utilized to disable enemy assets in the surrounding area.

Captain Autumn Gameplay: Captain Autumn possesses an advanced active camo device that makes him considerably more challenging to detect than the average Titan Cloaker. Whenever he launches an attack, he will vocally taunt the player, which can be used to locate him. His disruptor field renders all deployables powerless, and they will remain inert until he is defeated.

Autumn wields an MPX and can deal considerable damage up close. However, the weapon's damage and accuracy diminish significantly at medium and long ranges. While firing his MPX, there is a chance he will decloak, but if he takes excessive damage, he will recloak. In close proximity, he prefers to subdue his target with handcuffs, but he is vulnerable to parries. Additionally, he can throw Tear Gas and Flashbangs while taunting you.

Captain Autumn will spawn on
  • Rats Day 1
  • Cook Off
  • Big Oil Day 1 (Night)
  • Nightclub
  • Bank Heist
  • Diamond Store
  • Framing Frame (Days 1 and 3)
  • Jewelry Store
  • Ukranian Job
  • Undercover
  • Shacklethorne Auction
  • Wetworks
    and the custom heists
  • Four More Stores
  • Harvest and Trustee North

Horseless Hatless Headless Titan Dozer from Hell
I̵̦̭̿̂̑̔͠'̵̙̫̱͒̃ṃ̷̽̏́́ ̶̺̣̼͒c̷̝͍͋̽̂͌̄͜ǫ̸̝̮̋̂m̸̮̯̘͉̦̀͒ì̸͈͍̞͚̱̔́̕n̵͖̜̲͒͜ģ̷̙͎͐̇̓̄͠ ̸̫̈f̶͖͍̞͐̉̀͐͑ǒ̷̱͓͕̊̈́̉̚ṛ̷̈́̏̅ ̴̡̧̳̹̿̈̏̐ͅy̴͒ͅö̸̬̹́̔̐̀̕͜ų̴̱̥̿̌͑̍͌.̴̡̣͛͐̅

Horseless Hatless Headless Titan Dozer from Hell Gameplay:
He comes straight from the forges of hell, armed with a cursed Brenner-21. Each shot from the Brenner-21 slows down heisters and the flaming Jack-O-Lanterns that he throws open the door for his fellow headless bulldozers to finish the job. Don't attempt to advance into melee range, as he will not hesitate to use his massive axe to bisect the brave. To vanquish this evil abomination, keep your distance and kite him while chipping away at his health and managing your ammo supply. The strategy to defeat him is similar to Spring.
On higher difficulties, he will spawn with Titan Shadow Cloakers.

Horseless Hatless Headless Titan Dozer from Hell will replace Spring's spawns and some of Autumn's spawns during the month of October.
Cops and Mercs
Restoration Mod's Overhaul features an extensive rework and expansion of hostile forces, along with the inclusion of completely custom Murkywater, OMNIA, and NYPD factions, along with an expansion of the LAPD! This guide won't go into the exact details of each unit, but it will give you a general idea of who they are and what they do. Further below, Damage Breakpoints are listed to give you an idea how much each enemy will take before going down.

Ability Changes to Vanilla units

Cloakers: Their gear has been optimized to remove the signature humming noise, and they no longer screech when charging. However, their night vision goggles are always lit up, making them easier to see. Cloakers have also been retrained to cuff criminals that they clobber during their screeching Jump Kicks. Cloaker kicks deal fixed health damage that scales with difficulty.

When not lying in wait, Cloakers will actively hunt lone players, and they are now MUCH more proactive in kicking players. Be afraid.

Tasers: Tasers have received new electroshock equipment that no longer causes criminals' guns to reload when tased. Taser shocks that down you deal fixed health damage that scales with difficulty.

Medics: The cooldown on medic revives varies based on the type of enemy revived. Heavier enemies having longer cooldowns than lighter enemies.

Snipers: Snipers no longer have their lasers permanently turned on. Instead, snipers will only turn on their laser while focusing on a player. If a sniper is focusing on you, your sound will gradually fade away until they are ready to fire. Going into cover for a period of time breaks their focus.

Dozer Changes
  • Green Dozers now properly only sprint to cover distance.
  • Black Dozers now move faster than Green Dozers, but can be stunned by explosives.
  • LMG Dozers are slower, but tougher than regular Dozers.
  • Elite Bulldozers (AKA: Benelli or Bravo Dozers), formerly Minigun Dozers, now spawn in scripted encounters and replace other Dozer variants during PONRs on Pro Jobs.
  • All Dozers receive extra armor health as difficulty increases.

All Units: All units have received extensive rebalances. There's way too much to cover in this guide, but generally, all stats have been completely reworked for all units. Spawn caps have also been significantly reduced.

New Units

Grenadier Units: Elite riot control units outfitted for field combat. Grenadiers were initially deployed as the "last resort" when quelling extreme riots, along with seeing use in a handful of other SWAT and FBI operations. The program was deactivated for a while due to humanitarian concerns and general lack of need for such an extreme countermeasure. The program has been reactivated in the wake of the Payday Gang's activities.





Grenadier Gameplay: Grenadiers wield an Assault Rifle with an underbarrel grenade launcher attached. They can launch Tear Gas grenades from these, forcing you to vacate the area. The teargas cloud deals damage over time to any heisters remaining inside of it. On Death Sentence, their teargas is upgraded to stamina draining nerve gas.
Elites
Restoration Mod contains a massive assortment of new Elite enemies which serve as the greatest threats you will be facing. They're stronger than normal units, rarer, and many of them have powerful unique abilities or weapons.

Titan Units: Many of these guys are veteran survivors of the 2011 "PAYDAY" crime wave and are hand-picked by OMNIA for their ability and tactical skill. Fitted with OMNIA's experimental vivianite gear, they are huge game changers in the war on crime.

Titan Unit gameplay
  • Titan SWATs are the most basic Titan Unit that come in two variants. One wielding an LMG that induces knockback, and the other uses an Automatic Shotgun firing concussion rounds that disorientate players.

  • Titan Snipers wield a high-powered M308 Designated Marksman Rifle. Unlike regular Snipers, they lack armor piercing. However, they fire at a much faster rate and do not have as long of an aim delay. They fire purple tracer rounds that can be used to spot them easier.

  • Titan Assault Support Units (ASUs) are lightly armored and equipped support units that act as secondary squad leaders. They'll provide damage buffs to nearby enemies, indicated by an active laser module on the buffed unit.

  • Titan Tasers are armed with a shotgun which fires electric shells. These powerful shells will slow your movement to a crawl, leaving you unable to fight effectively. This is indicated by turning the edges of your screen blue.

  • Titan Bulldozers wield a powerful railgun, which has a long charge time between shots, and have a high-durability Visor you can shatter. They do not take increased headshot damage afterwards, but they take a static headshot multiplier at all times. They engage the player with more distant attacks than other Dozers.

  • Titan Cloakers use advanced cloaking gear and wield silenced SMGs. Fortunately, one side effect of this gear is that it emits a low humming sound at all times, and also that it isn't true invisibility. Look for shimmers in the light. Titan Cloakers only spawn naturally on the Death Sentence difficulty, or in Crime Spree as a modifier.

  • Titan Shields wield a nearly impenetrable shield, which can only be penetrated by specialized weapons like the Thanatos or the Saw with the correct skills, but it can be destroyed with enough gunfire. Their shield also enables them to use a flashbang attack that can be interrupted by destroying the lights on their shield.


    Titanshields begin behaving like Titan SWATs when their shield is destroyed.


Vet Cops: The oldest and most elite members of a police force, they have insane levels of combat expertise and agility. The insane levels of agility shown by Vet Cops led them to work closely with Titan Units as they make the swiftest of breaches even swifter.

Vet Cop Gameplay: Veteran Cops move very quickly, and will dodge with inhuman speeds to avoid gunfire. They will also drop tear gas grenades on death if they are not killed with a headshot.

OMNIA LPF: LPFs (Life Preservation Force) are special-purpose medical and command units deployed onto the battlefield by OMNIA. They carry a nanite dispenser provided by OMNIA labs. This will gradually heal all units within a certain radius, and will actually overheal weaker units, turning them into much larger threats. These overhealed units are easily identifiable and as such will be permanently marked with a purple contour. OMNIA LPFs are also referred to as OMNIA Operators by some.


OMNIA LPF gameplay: The LPF is one of the rarest units, as they are very expensive and difficult to train and carry incredibly expensive equipment. They have heavy armor and wield silenced Commando Rifles. LPFs should be your absolute highest priority whenever possible. Similar to Doc's nanite system, LPFs will flash red when they are healing units.

LPFs take increased melee damage.
Difficulty Changes
Various changes to core gameplay are made on higher difficulties. Rather than just pumping up enemy health and damage, Restoration Mod aims to increase the difficulty more engagingly.

As difficulty progresses enemies will gain more advanced tactics, enemies move more quickly, new types of units will begin to appear, and Invincibility frames (grace period) will decrease. In addition to these; Overkill, Death Wish, and Death Sentence introduce additional changes.

Overkill

  • HRTs can now shoot while dodging.

Mayhem

  • Enemies are faster and more responsive than before.

Death Wish

  • Cloakers drop smoke grenades when they kick.
  • Shields take 30% less explosive damage.
  • Enemies are faster and more responsive than before.

Death Sentence

Death Sentence has received a considerable design change from vanilla. Rather than simply buffing HP, spawn limits, and Damage, the focus has been shifted to new enemy abilities and smarter target priority.

The new ZEAL Team!
The ZEAL team has been expanded in Restoration Mod. There are three new varients of the ZEAL light SWAT with different headgear and equipment to help you distinguish them, these ZEAL light SWAT have been outfitted with more dangerous weaponry including the Jackal SMG and the M1014. There are also new ZEAL heavies with updated textures and models and a ZEAL hostage rescue team made from the pre update 183 ZEAL light SWAT!




New Tactics
On Death Sentence enemy units use new and more dangerous squad tactics to bring you down! Be careful not reload in the open, and cover teammates working on objectives.





  • Cops can use smoke grenades more often.
  • Flashbangs are unbreakable on Death Sentence. They flash a different colour to identify this.
  • Bulldozers will now enter a berserker rage when their glass visors are broken, increasing their damage by 10%.
  • Tasers down you twice as fast.
  • Grenadier and Titan HRT Tear Gas has been replaced with bright red Nerve Gas; which deals considerably more damage and rapidly drains stamina.
  • Shields can no longer be stumbled or stunned outside of Iron Man Aced and take 50% reduced explosive damage.
  • Snipers have added glare covers to their rifles hiding their scope glint.
  • The SWAT Van Turret has one extra repair.
  • Titanshields can now steal loot.
  • Lights can now shoot while dodging.
  • Enemies are even faster and more responsive than before.
Pro Jobs: The Extra Step
Pro Jobs are an additional gameplay modifier replacing One Down mode.
Pro Mode forces you to complete the heist in one take, as you have no restarts and must re-purchase the contract if you fail. In addition:
  • Generic deployable bag assets (such as Medic Bags and Equipment Cases) cannot be purchased.
  • Many heists will have a Point of No Return countdown near the end of the heist.
  • Captains will respawn 50% faster.
  • Players can deal friendly fire damage to each other.
  • Ammo pickup is reduced.
  • Damage grace is reduced.
  • Some Maps receive increased difficulty modifiers.

During the Point of No Return countdown, special Bravo Team units will be deployed onto the scene. They have increased body health and wield more dangerous weaponry than standard units. They also come armed with frag grenades which they will use with extreme prejudice.

The Police, Murkywater and REAPERs all have a unique Bravo Team

US National Guard

The National Guard themselves. Some call them 'weekend soldiers', underestimating their combat potential.



In high-risk scenarios, they're deployed and are given full fire clearance on the Payday gang. Incredible firepower and incredible danger. You can't hold out against them for long

OMNIA FTSU


OMNIA will provide extensive support to Murkywater during PONRs with their personal task force dedicated to protecting essential assets.

AKAN Containment Team

AKAN's personal containment operations team is highly trained and suped-up on experimental combat drugs & weapons technology.

Even the people guarding AKAN HQ aren't as trained as these men. Normally only used to cover up & sanitize research sites, they've been given full fire clearance on the Payday gang & Murkywater battalions.

Ejército Mexicano

Mexico's army. Used not just to crackdown on but to crush the largest and most powerful cartels. Command has their next targets the Coyopa cartel and the PAYDAY Gang.

Pro jobs give 25% bonus EXP and Money.
Holdout and Crime Spree
Holdout
We've considerably changed how the Holdout mode works. Enemy stats start roughly at around Overkill, but modifiers from Death Wish are active in this mode.

  • HRTs are now the only unit that will actively go for the hostage. The hostage being rescued is still an instant failure state.
    • This was done to allow HRTs to have a properly defined role in the gamemode and improve overall clarity.
  • Waves now end based on the number of kills. This value grows with the number of players and as you progress through the waves.
  • Enemy health and damage will slowly grow to Death Sentence values from Wave 1 up to Wave 6.
  • Enemy types will now scale as you progress through the waves:
    • FBI will spawn on waves 1 and 2.
    • GenSec will spawn on waves 3 and 4.
    • Zeals will spawn on waves 5 and onward.
  • Special and other enemy types will slowly be introduced as waves progress.
    • Wave 1 will consist of just Light and Heavy SWATs with Shield and HRT support.
    • Wave 2 introduces Medics, Tasers, and Grenadiers
    • Wave 4 introduces Black Bulldozers.
    • Wave 5 introduces Green Bulldozers and Cloakers.
    • Wave 6 has the full unit composition and behaviors as normal Death Sentence.
    • Wave 7 allows a 50% chance for Bravo units to replace regular Zeal Units.
    • Wave 8 has Bravos completely replacing their Zeal counterparts.
    • Wave 9 will spawn a random Captain with appropriate support.
  • Certain waves will introduce modifiers to increase difficulty.
    • Wave 2 makes enemies 50% resistant to stagger effects.
    • Wave 4 increases the heal speed of Medics by 50%.
    • Wave 6 increases the aim speed of Snipers by 100%.
    • Wave 8 increases the chance of a Titanshield spawning by 15%.
  • Heisters can now enter custody in a Holdout without triggering an instant fail state, but cannot be traded.

Crime Spree
Crime Spree is the ultimate end game of Restoration, with difficulty stacking up to extreme levels with equally extreme rewards.

Enemies no longer scale in HP or damage like in vanilla, instead, the difficulty increases every 100 levels, hitting Death Sentence at 400 and Death Sentence Pro Job at 500. At 600, and every 100 levels afterwards, your grace period (number of I-frames) will be reduced by 1/60th of a second, and enemies will have a stacking 6.66% chance to be replaced by a bravo unit. By Crime Spree 2000, you will have effectively reached the end of it all- not that we expect anyone will be able to really progress at that point.

We've also adjusted existing modifiers and added a few of our own. We will leave you to figure out what we've changed. Needless to say, some of them are quite cruel.
Heists
Restoration Mod Heists
Restoration Mod includes 3 official, custom-made heists done by our (now mostly retired) mapper, Rex!

Wetworks

This warehouse is owned by Murkywater Logistics. At least, for the moment. They've been using it as a loot lockup for a while, but recently, they were spotted moving some 'classified' servers. Intel suggests that they're holding some information regarding the alliance between them, and OMNIA. Loud or silent, the only objective here is to get to those servers, and retrieve the data. Expect resistance no matter the method.

A stealth focused heist where you sneak into a dockyard owned by Murkywater to steal a valuable server. If things do go loud expect the full force of Murkywater security. The heist takes place at night, so flashlights may be useful to help with vision. Extra loot bags in the form of unmarked dinars (money) and Assault Rifles are scattered around the heist, along with an unidentified loot lockup before accessing the server room. We've heard rumors there may also be a secure basement lockup, but we have no intel to confirm this. The dockyard is in a part of the city where we can reasonably escape, and we should be able to handle murky for at least some period of time, so there will be no Point Of No Return if the alarm is triggered. However, Murkywater may set up some last-second defenses if the alarm goes off too early.

Burnout

No time for detailed plans they're going to move the additional master servers. The driver is going to park a truck full of armed clowns in their doorstep. Keep an eye out for anything you can use to see whats inside what, cameras, containers and so on.

Return to the warehouse from Wetworks and strike Murkywater in the middle of an operation. After we managed to steal their master server, Murkywater began to move a small set of secondary servers and their backups to try and get them offshore. We don't know exactly what's on these servers, but we need to steal them and destroy the backups before they can escape. We've waited until they reached a familiar location to strike, as we'll need every advantage possible. In addition, it seems a small amount of cash has been restocked at this warehouse, so feel free to grab that if you have the chance. Chances are Murky will have set up short-term reminders to their workers as to which containers have the servers, so be on the lookout for cameras, strange object placement, or maybe a whiteboard.

Doghouse

This is a job for Vlad. Apparently, a botched trade deal has left his men & the goods they brought in a bad situation -- Federales are nearly on the case. We have a vehicle ready to get you to the location, and then you can provide backup. We'll secure support chopper, and get you & the essentials out of there. This should be short, but don't underestimate the Policía Federal. Bring your fighting gear.

An alternate take on a survival map like safehouse raid. Doghouse aims to be more engaging with objectives to follow, meth to cook, and a variety of places for players to defend from at their choice. Defend the coke and cash and get it out in the helicopter.

Heist Edits

Restoration features edits to a large number of vanilla heists. Some of the more notable heist edits include:
  • Firestarter
  • Heat Street
  • Undercover
  • No Mercy
  • Go Bank
  • Ukrainian Job

We will leave you to discover the changes.

Time Of Day and Environment Changes
An optional feature of restoration mod is the "Time of Day" changes. These change the environments on some heists, and add randomized environments to others. You can also choose the environment in the options menu.

Here are some of the new environments you can expect to see in game








Heist Suits
We expanded the heist based suits feature, the heisters will now wear more appropriate gear for their current mission. We added some custom outfits those being the Combat Harness for various loud oriented heists, the Prison Outfit for event heists and The Sunny-Side Robber for when you want to roll up your sleeves and do some heisting. These outfits are also available as custom outfits if you want to wear them at your discretion.







Miscellaneous Features
We didn't really know where to put these so we gave them their own section.

Mutators

We've added a few new mutators to add new options and variety to play.

  • "Budget Cuts" mutator which prevents Titan units from spawning.
  • Jungle Inferno: All enemies are replaced with Captain Summers.
  • Medic Dozer and Semi-Auto Shotgun bulldozers can be added to the spawn pools with Mutators.
  • More Donuts+: All normal enemies are replaced by NYPD Bronco Cops, and all Specials are replaced with Omnia LPFs.
  • Fat Roll: Disables Damage Grace. This makes the game unfairly difficult.
  • A Suprise Mutator ;)

Dev Build and Github desktop
For those that are interested in trying experimental changes to the mod or having an easier method of downloading updates (as the in game mode updater isn't set up for such large mods), we recommend looking at this guide that explains Github desktop and how to use it with Restoration Mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=2417462078

!!WARNING!!
Porting your save is not recommended, as it'll bypass much of the time needed to fully learn the new mechanics of Restoration Mod. If you choose to port your save anyway, please refrain from sending any complaints about the difficulty if you skip to the Death Wish or Death Sentence. We'd recommend starting out on lower difficulties, or not porting your save at all.
Incompatible and Included Mods
Because the overhaul touches on so many elements of the game, it is liable to break compatibility with many mods. To compensate, we have also included a number of popular quality of life changes into the overhaul. It should be noted that this section is not exhaustive and there may be incompatible mods not listed here.

Incompatible Mods:
    Silent Assassin
  • The overhaul makes radical changes to stealth gameplay that conflict with many of the changes made with Silent Assassin and cause crashes.

    Iter
  • Our custom AI code does not play nice with many of the changes made by Iter, potentially resulting in unbalanced gameplay or crashes.

    Full Speed Swarm
  • Much like Iter, many of the AI changes made to Full Speed Swarm do not play nicely with our custom AI.

    Wolfhud
  • Wolfhud is an old, minimally maintained modpack that hooks into many skills that have been radically changed by the overhaul. As a result, it will often display wildly inaccurate information or outright crash, and some settings such as Burst Fire will heavily conflict.

    Better Bots
  • The overhaul makes adjustments to bots that conflict with better bots. Bot Weapons and Equipment is compatible, but do not use the combat changes from Bot Weapons and Equipment.

    Crackdown, Hyper Heisting, Original Pack, Irenfist, and other overhaul mods.
  • The overhaul makes its own changes to the game that conflict with these types of mods. These will crash outright in all cases.

    Any Mods That Add or Modify Skills and Perk Decks
  • At best, these will be unbalanced against many of the changes the overhaul makes to gameplay. At worst, they will not be functional or will be liable to crash.

    Any Mods That Adjust Existing Weapon Stats
  • Similar to above. However, mods that add new weapons are supported by the overhaul.

    More Weapon Stats
  • Restoration mod makes fundamental changes to how weapons function, along with changes to the UI code, which cause More Weapon Stats will not show up.

    Tweak Data Fixes
  • The overhaul uses its own custom tweakdata for most things, which will conflict.

    Cosmetic Mods
  • Due to Restoration Mod having its own changes to many enemy units and player cosmetics, some may simply not work at best, and crash at worst. Use at your own risk!

    Included Mods or Mods with Functionality Included in The Overhaul:
    • Music Shuffle
    • Autofire Sound Fix
    • Burst Fire
    • Bipods that Work
    • LMG Iron Sights
    • Voiceline Framework
    • No Shotgun Push
    • Simple Throwables
    • Improved Flashlights (multiple mods)
    • Tactical Reloading
    • Static Recoil
    • Sniper Rifle Iron Sights
    • Switch Underbarrel In Steelsight
Recommended mods
Here are some other mods you can use with Restoration. Nothing here is majorly gameplay changing, and all of these are fully compatible.


Restores some of the game's shaders to an older version. We personally think these older shaders look better with many of our assets along with many vanilla assets.
https://modworkshop.net/mod/32981

Actually Audible Cops
Increases the volume of cop lines, making them easier to hear. (use the Medium version for general usage, the Loud version is mostly for testing)
https://modworkshop.net/mydownloads.php?action=view_down&did=22931

Vanilla Mod Pack
Adds in a huge array of vanilla-esque weapons and attachments- all of which have hand made stats in Restoration Mod.
https://modworkshop.net/mod/24482

Normal Gloves Replace Wrinkled Gloves
Generally improves the appearance of gloves.
https://modworkshop.net/mod/26777

Alpha Restoration Side Mods
Armor.
https://modworkshop.net/mydownloads.php?action=view_down&did=12390
Tan SWAT vans
https://modworkshop.net/mydownloads.php?action=view_down&did=1542
Bags but green!
https://modworkshop.net/mydownloads.php?action=view_down&did=12391

Old Locke on New Locke
Places Old Locke's textures on the new model.
https://modworkshop.net/mydownloads.php?action=view_down&did=24153

HD Textures For Low Poly AI Weapons
Significantly increases the texture quality of enemy weapons. Has minimal performance impact. Our custom enemy weapons do not conflict in cases where we have them.
https://modworkshop.net/mydownloads.php?action=view_down&did=21995

Breaker 12G Fire Anims Switch (Mod Override)
https://modworkshop.net/mydownloads.php?action=view_down&did=17409

Subtle Weapon Improvements
Improves the texture work on a large number of vanilla weapons. Things like removing colour filters, using higher resolution textures, fixing bad colors, etc.
https://modworkshop.net/mydownloads.php?action=view_down&did=23045

Slightly Exaggerated Weapon Tracers & 3rd-Person Muzzleflashes
Massively improves the muzzleflashes and tracers from enemy weapons.
https://modworkshop.net/mydownloads.php?action=view_down&did=25764
https://modworkshop.net/mydownloads.php?action=view_down&did=25476

Below mods aren't fully functional OR are more gameplay-changing but are still cool to try out.

Old Sound Effects Restoration
Restores the game's sound systems to an older version. We personally think these sound better, however they are missing many of the game's more recent sounds and as such are not fully functional.
https://modworkshop.net/mydownloads.php?action=view_down&did=24774

https://modworkshop.net/mydownloads.php?action=view_down&did=24078

Classic Weapon Animations
Restores the old animations guns released in 2013 and 2014 had before overkill redesigned the animation rig, without breaking new guns. The mod is fully functional, but has zero support for custom weapons (including the ones in the Overhaul) and will break them. In addition, several guns had notably different reload times with these old animations, and as such this mod changes game balance to a minor degree and may result in animations not being synced properly.

https://modworkshop.net/mod/27020
Credits
Rhynne: Helped in development of the Restoration HUD and was the original project lead. Creating Major Heist Edits.

DoktorAkcel: Majority of the HUD and UI setup, asset work, incredibly useful research to help with mod development.

SC: Providing the vast majority of the codebase, the balancing and the truly awesome general design of the overhaul.

DMC: Assisting with creation of the weapons, skill trees and helping with overall balance in the overhaul.

Reno: HUGE MASSIVE asset and sound contributions. minor code contributions. Voicing Murkywater Special Forces.

Jarey_: Major asset contributions and voicing the Titan Sniper.

Zdann: GIANT asset contributions.

Splish: Asset and sound contributions.

Rex: Asset contributions and level design.

Fuglore: AI and tactic changes, contributions to the original Grenade Launcher NPC base.

Ravicale: LARGE AS F*CK contributions to code and balance.

Teacyn: Forming the overhaul steam guide and providing valuable feedback to overhaul development. Creation of multiple alternate heist environments.

Nelson01023: Setting up many enemy accessories and adding support for many custom weapons. Improving a bunch of assets & making new ones. Creating various Minor Heist Edits.

Sgt. Joe: Providing base models and textures for the Federales Beatcops & ze NYPD assets + ze Russians Very big asset contributions very nice very awesome. Awesomeness!

Iamgoofball: Birthed the Voiceline Framework, contributing to the development of Captain Summers and his team, original Grenade Launcher NPC base. So much win!

Finale: Truly amazing and Insightful feedback with startling levels of accuracy during development.

Offyerrocker: Helping redesign Sentries. Making Autumn's special abilities work, and other assorted code things.

Scruffy: Voicing the Grenadier.

VxWolf: Creating the custom Restoration Mod soundtrack and voicing the OMNIA LPF.

Skwuruhl: fixing stance modifiers and making spread work better.

R_Populik: Original Fort 500 asset.

GSC Game World: Inventors of the STALKER Gauss Gun and Ecologist suit

Major Pyatosin: voicing the US National Guard, Murky Medic, Vet Cop and Jackal. Various asset contributions.

Whurr: Major heist edits.

Ellie: Major heist edits and code contributions.

test-1: adding the package loading system, updating the network code, expanding the options menu and fixing all the bugs we couldn't.

Porky da Corgi: creating the base textures for the grenadier and OMNIA Light

Wekk: Telling us what LPF should mean and allowing us to implement "Less Clones, More Face Variations" mod and "Zeal Shield Illumination Fix" into the mod.

Hoppip: Manufactured the Mind Blown graze rework, the insane laser assets used for enemy damage buffs and the Streamlined Heisting framework.

Baddy: Quite big asset contributions. Prettier Gensec Units.

Hoxi: for deafening numbers of fixes and general code improvements, and contributions to the original Grenade Launcher NPC base. Amazing work!

Luffy: For improving the HUD/UI code and adding more HUD/UI options

KLEITON and Tom Blaine: taking on the enormous task of translating the gotovitʹ na paru's guide into Russian.

DryBittenCuticles: vocalizing the Policía Federal Grenadier

MarioInATopHat: voicing Big Dave

Nikolas Pascal: creating the art that inspired the Sunny-Side Robber custom outfit

easterunit100: creating the code for enemies commenting on certain deployables

Marcel Kamisso: For the multicam used on Murky units

RedFlame: Fixed some iffy scripting for Framing Frame D3, Spawn delay fix, overall improvements and fixes to AI logics and other issues.

SonicSoapyBoi: Dapamoga for adjustment, tessiravannem and bug fix.

Dorpenka: Updated Combat Harness viewmodel, chromatic aberration and civilian kill line fixes

Rickerus: Providing assets for the ASU's head.

Doshy: Helping with the guide and custom heist patches.

Marshie: Russian localisation

LR_Daring: Chinese localisation

GullwingDoor: Korean localisation

Additional Testers: Derma, ShortonComedyGamer, K4_Kydure, Finale

AND YOU, THE RESMOD GAMERS!
Closing notes
Thank You for reading our guide and (hopefully) trying out the overhaul! We hope you have a blast.

If you need troubleshooting or support, please join our discord server. The comments on this guide do not allow for effective troubleshooting.

-The Restoration Mod Team
272 commenti
Melatonin 26 apr, ore 15:02 
also, can custom heists not be played with this mod? as i experience crashing upon trying to launch one
Melatonin 26 apr, ore 14:09 
what exactly is changed about team ai?
solidius 20 apr, ore 12:20 
The patrol is rng based,sometimes Bain can convince Genna that everything is fine
GüberMann 7 apr, ore 8:46 
Is it just me or did y'all make the GenSec patrol in GO Bank unavoidable
mtramisblue 2 apr, ore 1:54 
crash happened at green bridge on ovk and cspree when you tie prisoner on the chair, i think the heli turret is one who trigger the crash
potetobloke 26 feb, ore 18:51 
I think they meant that the underbarrel grenade launcher on the Little Friend doesn't work. I've been having this issue too but the other guns (Groza, OICW) in ResMod works fine for me.
KAWAAAHHH 21 feb, ore 21:08 
wdym?
my apolocheese 21 feb, ore 14:06 
can you not use the scarface little friend?
KAWAAAHHH 17 feb, ore 6:52 
i dont think that is possible
Weaver Trevor Henriksson ☣ 17 feb, ore 5:24 
Is there a way to port your vanilla save masks to the resmod save without porting the rest?