Added
- Hidden, Right handed & mirrored weapon mode
- Steam Achievements
Changed
- Lower volume reload saiga, ak
- Add 18% random offset to individual spray pattern shot
- Bomb speaker range 38 -> 46m
- Hostages receive 25% more damage
- Bomb defuse and hacking panels give score points (12 total, equally distributed to all involved players)
- Reduce falling damage threshold / multiplier
Weapon balancing
- Generally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article)
- Slightly increase spread on most full auto weapons, reduced on MP5 & FAMAS
Movement balancing
- The goal is to make the movement feel more responsive while trying to prevent "chaotic" situations
- Player gravity 2.025 -> 2.130
- Running speed 600 -> 610
- Braking Deceleration 400 -> 1500 (player stops faster)
- Ground Friction 9.5 -> 8.5 (faster direction changes while running)
- Acceleration 1950 -> 2025
Fixed
- Nade spawn clipping through thin walls
- Delayed nade spawn into next round possible
- Map switch bug (CTF / TDM servers)
- Minimap hacking panel marker not visible
- SpecHUD scope overlay
- Outline visible in water
- Init money after swap teams, inverse round winner array & swap team score
MAP-Blister
- Fixed the LOD (popping effect) on the carpets on the floor (plum0)
- Added extra buildings near lower bombspot. This prevents SF from create a rain of nades onto the left hallway from Terrorist towards lower bombspot (ccKane / plum0)
- Closed the little gap in between boxes on left corridor towards lower bombspot (seen from terrorist) (kummelmuck)
- Fixed the hole in the wall on palm tree area (ccKane)
Smoothen movement / blocked obstacles:
- Board on the wall on the outside ring of lower bombspot (ghosty)
- Little area on SF side, where you enter the tunnel of middle area (ghosty)
- Wall segment in the tunnels near palm tree (wingah / ghosty)
- Lower wall on high bombspot in sniper lane (ccKane)
MAP-Drought
- Changed skylight bpadded a bit more light to the map in general
- New light positioning on both terror and sf entrances
MAP-TrainYard
- Windows on the train now block bullets (Kummelmuck)
- Removed the hole in the floor towards the main entrance on bombspot A (ccKane)
- Changed the ladders system towards the balcony on bombspot B. Its now part of a semi-trick-jump (wingah / kummelmuck)
- Removed the text from the Oil reservoirs (for some reasons this keeps popping up through all other walls and meshes :D) (Remus)
- Added more general lighting from: PostProcess Gain on Global Color (1.3 to 1.5), SkyLight (Intensity 1.2 to 1.5)
MAP-TrooperII
- Changed Mid building floor (nades where getting slowed down)
- Corrected a blocking volume at the elevator
- Rearranged boxes on elevator corridor
- Reduced elevator delay time by 0.3 (Kummelmuck)
- Blocking volumes blocking nades fixed (pLum0, koystikojo)
- Getting stuck on spawn fixed (pLum0)
- Getting stuck on lower mid building on the stairs
- More damage added, decals and props
MAP-Followthemoney
- Removed the collision in the staircases, where you could walk on the ledge (kummelmuck)
- Added breakable glass to some interior windows (testing phase)
MAP-Fueled
- Added a little stairs in the canals, next to the bridge. This way you can get from canals into Terrorist spawn (Kummelmuck)
- Replaced the red tank in the canals, now its slightly more easy to make the jump from the tank to the normal grounds (Kummelmuck)
- Added some extra details to the canals
MAP-RapidWaters
- Block railing on Terrorist side of low water ladder exit (ccKane)
- Changed the railing of high-bridge. Less blocking points, mainly to have a better overview towards water entrance, terrorist side
- Changed the plants on the high-bridge, giving better sight on all sides
- Made the water entrance on Terrorist base smaller; easier to spot enemies
- Slightly less opacity on the water; players are harder to see. There has also been a fix on character model skins that would help here. Needs testing
- Gave the door meshes a little more thickness
- Replaced the Terrorist sides waterfall rock, giving a little more space for a player to move there unseen (remus)
- Reworked some rocky areas below (espcially lower bridge) to prevent fall damage from the bridge to the rocks below / in the water (remus)
- Removed some water plants for better sight underwater
- Added cover near the stairs on Terrorist side water ladder (also blocking OP spot on the ladder into Main Area with this (ccKane)
MAP-Arena-LockDown
- Gave general light a little boost - easier to spot enemies
- Gave a minimal amount of light to the little tunnel in the middle (it was pitch black)
- Fixed the broken material of the little stuff laying on the floor (Remus)
MAP-Arena-RGB
- Changed the box material back to standard grey (Remus)
- Fixed the strange seam on the material when boxes where on each other (Remus)
- Added an extra cover box, directly left from SF spawn
- Moved the little box, directly right from Terrorist base slighlt closer to the larger box. You can now make the jump on the larger box
MAP-Arena-KillThemAll
- New Look WIP
Weapon balancing comparison


TTK


Weapon spread


Base damage

RPM