Release Notes for 2/5/2014


- 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.


- 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 sniper 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.
Skriven av:Christopher 'Ejziponken' Szabo
Publicerad:2014-02-06 03:25
Senast ändrad:2014-02-06 03:25
2014-02-06 04:01
Är väldigt tveksam till nya sättet att kasta granater på... Men vem vet, kanske blir asbra! Gillar i övrigt allt annat :)
2014-02-06 04:36
2014-02-06 13:36
Fin fint!
2014-02-06 15:31
Grymt! Håller med #1 lite också dock.
2014-02-06 15:38
Bra update förutom granaterna :P Får testa och se hur de är, verkar lite noobigt.
2014-02-06 20:11
AUGen är för bra. Aug = nya p90
Granaterna kan va rätt nice om man ska flasha runt ett hörn när dom rushar.
2014-02-07 12:40
#6 Märkte direkt att alla spelade med AUG nu. Dock va deaglen fortfarande helt sne.
2014-02-07 12:55
fyfan va tråkigt det är att spela DM just nu :P alla springer runt med augen, hoppas den blir fixad snart. Nya sättet att kasta granater på verkar rätt nice när man väl får in tekniken/hittar ställen man kan använda det på
Vilka karta spelar du helst DM på? (467 röster)

Någon annan