FIXED – Frost’s Welcome Mats becoming invisible when Frost was killed under certain conditions.
FIXED – Only the first Trax Stinger deployed could be targeted by the Smart Ping feature.
FIXED – Yellow Pings were not displayed in Replay Mode.
FIXED – If a deployable shield is placed in a doorway, players are sometimes blocked by the doorframe when trying to vault over it.
FIXED – Residual black smoke is visible after some soft walls in the Basement of Chalet are destroyed.
FIXED – Secondary hard breach gadget’s blue light can sometimes be seen through a barricade when deployed on it.
FIXED – Cancelling a Ranked queue can sometimes trigger an abandon penalty even when the player did not join a match.
FIXED – (PvE) Missing pre-barricaded doors/windows in Heavily Fortified Situation.
FIXED – Missing SFX when picking up generic items.
FIXED – Zero’s Piercing Camera can pierce and see through the ceiling in 1F First Aid on Plane.
FIXED – Players can use a deployable shield to get to the counter next to the piano on Chalet.
FIXED – Poor lighting inside the cabinet between sofas in 1F Bar of Chalet.
FIXED – (PvE) Barbed wire spawns issues in Situation 10.
FIXED – Dropped defuser can be difficult to recover from behind the table of 2F Cigar Balcony on Kafe.
FIXED – Players can’t vault over the half-wall/railing in 2F Library Stairs on Chalet.
FIXED – Sometimes defenders spawn on top of each other when in 2nd Floor Master Bedroom on Chalet.
It will remain visible in all other game modes.
The ban ticker has been deactivated for custom games.
Improvements to the chat filter feedback system.
Changes to the defuser interaction that allow players to pick up the defuser, even in situations where it might have originally been inaccessible, due to falling into difficult-to-reach spaces.
Suppressor damage penalization normalized to -12.5% regardless of range.
Damage at max range increased to 68% (up from 48%).
Damage drop-off is now more progressive to reach minimal damage at 50m (instead of 20m).
Shield explosion protection is reduced to 66% (down from 80%).
Instead of folding Montagne’s Extendable shield, he now as a guard break animation.
Damage taken from the explosion is proportionally calculated based on the operator’s exposure to the blast. This protection also applies if the shield is on the operator’s back.
Operators positioned behind a Clash, Monty, Blitz, or Fuze are now also partially protected from explosion damage (this still applies even if they are from the opposing team).
Melee damage, concussion FX, sonic bursts, and explosions of 100 damage or higher will trigger the maximum strength guard break animation.
Electric damage and the minimum 50 damage threshold will trigger the minimum strength guard break animation.
The severity of the guard break is proportional to the damage done to the shield.
The guard break effect occurs when operators with a ballistic shield are hit by an explosion or take certain types of damage (from a scale of a minimum of 50 to trigger the guard break to 100 damage).
Optics available on the T-5 will be the red dot, holographic, reflex, and scope 1.5x. Optics available on the MP5 will be the red dot, holographic, and reflex.
Reduced movement penalization by 50% to 12s (up from 6s).
Reduced vision recovery time to 0.4s (down from 1s).
Added the ITA12S as a secondary weapon.
Reduced the number of explosive ticks of the SELMA Aqua Breacher to 2 ticks (down from 3).