PAYDAY 2 mod that turns the game into a multiworld roguelite, powered by Archipelago.
FAQ • APWorld Repo • My Other Stuff
Strips out a lot of PAYDAY 2's core skill/perk building mechanics in favour of randomly generated builds and random weapon unlocks! This helps keep the game fresh even for players that have exhausted everything the game has to offer, and gives access to impossible perk combos that would never be useable in the vanilla game. On top of this, the core gameplay has been drastically reworked to be an experience closer to something like PAYDAY: The Heist or PAYDAY 3, while still scaling up to the power fantasy of vanilla PAYDAY 2 in the late-game. Turning the game into a roguelite also provides a solution to the number one problem: what's the goal?
Beat X heists in a row without failing. The heists are grouped into tiers that loosely follow heist complexity/story progress, so later heists tend to be heists that are grander in scale or concept than those that come before. Jewelry Store and Ukrainian Job are only valid in the 1st of 6 heist tiers for example.
Beating a few heists in a row sounds easy, right?
At the start of the game, each run has a 10 minute point of no return timer that begins counting down after masking up. This timer persists between heists, capping the length of each run. As you receive progression items the timer extends and heist objectives speed up, allowing you to get further than before.
Score! Pretty much everything you do gives points that progress towards sending a check. Securing bags and packages gives a point, stealing 100 loose cash or getting 100 kills gives a point, and finishing heists gives double points. The number of points you get scales with how far through the run you are and how many progression items you have received, with hard score caps that increase as you receive progression items - this means you can't just slowly and painfully grind out every single check from the very first heist before receiving anything. There are also checks locked behind upgrading the safe house, and checks for reaching new heist milestones.
There wouldn't be much point if it wasn't! Ignoring the obvious argument I could make about how Archipelago is inherently multiplayer (which is a bullshit non-answer), the mod was built to support multiplayer basically from the start. For more details about this and how it works, please refer to the wiki.