Keyfeatures
Changelog
[ STICKERS ]
- Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
- Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
- A sticker can be applied to any gun, and each gun can hold multiple stickers.
[ MISC ]
- Several adjustments to improve performance for a range of hardware configurations.
- Ended Operation Bravo.
- Overpass and Cobblestone maps are now available to everyone.
- Removed the following items from the store:
-- Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.
-- Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
- Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.
- Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend
- Added more diagnostic information for buffer overflows in network channel.
[ UI ]
- Removed rouge [sic] pixel on mode map selection UI.
- Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
- Reduced translucency of avatars in playercount panel and did some minor visual updates.
- Enemies icons on radar are now a different shape than teammates.
- Hostages on radar now have an H in the dot and never rotate.
- Added sort method 'Equipped' to the Inventory.
- Added a setting to Game Options that allows hiding Team Tags in death notices.
- Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
- Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.
[ GAMEPLAY ]
- All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.
-- Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.
- Weapon balance has been adjusted:
-- Improved Desert Eagle accuracy recovery
-- Improved Sg553 and AUG rates of fire.
-- Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
-- Increased movement inaccuracy on all automatic weapons by 50%.
-- Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
- sv_airaccelerate has been slightly increased.
[ MAPS ]
- Mirage
-- Fixed a bug where you could peek over a crate at CT stairs.
-- Added a peek position in Bombsite A connector, towards Palace exit.
-- Clipped benches inside palace.
-- Fixed some boost/exploit spots (Thanks F3RO!).
-- Breakable metal panels can no longer be shot through without triggering break effect.
-- Made it easier to get into hole leading to CT window.
-- Made it easier to move over cart leading to B route from CT spawn.
-- Reworked cover in Bombsite A.
-- Reworked cover in Bombsite B.
- Overpass
-- Changed cover in playground.
-- Fixed smoke sorting on water.
-- Made players easier to see in park connector stairs.
-- Raised upper park divider to prevent peeking over it.
-- Increased ambient lighting.
-- Made bridge near Bombsite B twice as wide.
-- Made it easier to spot players in T side of canal.
-- Simplified the layout of Bombsite B slightly.
-- Removed small tree at CT side of upper park.
-- Blocked visibility through truck in Bombsite A.
-- Tweaked soundscape.
-- General optimizations.
- Inferno
-- Fixed a bug where players could get stuck in ceilingfans.
-- Fixed some areas where thrown C4 could get stuck.
-- Increased brightness slightly in hallway leading to balcony in Bombsite A.
-- Fixed gaps that players could see through in Bombsite B.
-- Made wall penetration in construction more consistent (Thanks Pawlesslol!).
-- Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
-- General optimizations.
- Dust 2
-- Removed dark texture near tunnel stairs.
-- Removed sky collision over building near T spawn.
-- Covered up shadow that looked like a player near CT spawn.
-- Fixed invisible ledges on curved corners.
- Assault
-- Fixed various graphical bugs.
-- Fixed bugs related to prop_physics_multiplayer.
-- Added a CT van to CT spawn.
-- Fixed an exploit where players could get out of the map.
- verbesserte Waffen-Balance
- Operation Bravo beendet
- Overpass und Cobblestone für jeden verfügbar
- Rechtsklick bewirkt bei Granaten, dass sie über eine kurze Distanz gerollt werden
- -> kann mit einem Linksklick kombiniert werden um die Wurfstärke einzustellen
- Veränderungen an Mirage, Overpass, Inferno, Dust 2 und Assault
- Sticker, welche an Waffen angebracht werden können
[ STICKERS ]
- Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
- Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
- A sticker can be applied to any gun, and each gun can hold multiple stickers.
[ MISC ]
- Several adjustments to improve performance for a range of hardware configurations.
- Ended Operation Bravo.
- Overpass and Cobblestone maps are now available to everyone.
- Removed the following items from the store:
-- Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.
-- Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
- Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.
- Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend
- Added more diagnostic information for buffer overflows in network channel.
[ UI ]
- Removed rouge [sic] pixel on mode map selection UI.
- Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
- Reduced translucency of avatars in playercount panel and did some minor visual updates.
- Enemies icons on radar are now a different shape than teammates.
- Hostages on radar now have an H in the dot and never rotate.
- Added sort method 'Equipped' to the Inventory.
- Added a setting to Game Options that allows hiding Team Tags in death notices.
- Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
- Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.
[ GAMEPLAY ]
- All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.
-- Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.
- Weapon balance has been adjusted:
-- Improved Desert Eagle accuracy recovery
-- Improved Sg553 and AUG rates of fire.
-- Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
-- Increased movement inaccuracy on all automatic weapons by 50%.
-- Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
- sv_airaccelerate has been slightly increased.
[ MAPS ]
- Mirage
-- Fixed a bug where you could peek over a crate at CT stairs.
-- Added a peek position in Bombsite A connector, towards Palace exit.
-- Clipped benches inside palace.
-- Fixed some boost/exploit spots (Thanks F3RO!).
-- Breakable metal panels can no longer be shot through without triggering break effect.
-- Made it easier to get into hole leading to CT window.
-- Made it easier to move over cart leading to B route from CT spawn.
-- Reworked cover in Bombsite A.
-- Reworked cover in Bombsite B.
- Overpass
-- Changed cover in playground.
-- Fixed smoke sorting on water.
-- Made players easier to see in park connector stairs.
-- Raised upper park divider to prevent peeking over it.
-- Increased ambient lighting.
-- Made bridge near Bombsite B twice as wide.
-- Made it easier to spot players in T side of canal.
-- Simplified the layout of Bombsite B slightly.
-- Removed small tree at CT side of upper park.
-- Blocked visibility through truck in Bombsite A.
-- Tweaked soundscape.
-- General optimizations.
- Inferno
-- Fixed a bug where players could get stuck in ceilingfans.
-- Fixed some areas where thrown C4 could get stuck.
-- Increased brightness slightly in hallway leading to balcony in Bombsite A.
-- Fixed gaps that players could see through in Bombsite B.
-- Made wall penetration in construction more consistent (Thanks Pawlesslol!).
-- Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
-- General optimizations.
- Dust 2
-- Removed dark texture near tunnel stairs.
-- Removed sky collision over building near T spawn.
-- Covered up shadow that looked like a player near CT spawn.
-- Fixed invisible ledges on curved corners.
- Assault
-- Fixed various graphical bugs.
-- Fixed bugs related to prop_physics_multiplayer.
-- Added a CT van to CT spawn.
-- Fixed an exploit where players could get out of the map.