5 November 2024

4 Min Read

Y1S2.4 Patch Notes

Factions 

  • Highwaymen 
    • Firing one round of the Highwaymen's M79 grenade launcher and then immediately switching to another faction no longer breaks weapon reloading. 
  • Phantoms 
    • Phantoms were getting killed inside their Aegis ultra by foes who entered the bubble and fired ability-based weapons (such as the Saw Launcher or M79 grenade launcher) but clearly missed. 

Maps 

  • Air & Space 
    • Replaced the glass panes on stair railings in the Air & Space map so they're no longer visible through the pall cast by smoke grenades. 
  • Arena 
    • Fixed a glitch in which players could hop off the Highwaymen's Scrap Turret into an out-of-bounds area and gain an unfair high-ground advantage if they deployed the turret atop a piece of A/V equipment in the Arena map. 

Game Modes 

  • Bomb! 
    • Spectating players in Bomb! mode no longer peer into the void beyond the map when an ally player changes factions. 
  • CTF 
    • Fixed an issue allowing CTF players to capture the enemy flag by bringing it to the platform above their base in the Showtime map rather than carrying the flag into their base the old-fashioned (and intended) way. 

Weapons 

  • Fixed an issue that left players stuck clutching an invisible weapon when they canceled deployment of smoke grenades or proximity mines by quick-swapping weapons.   
  • Fixed occasional weapon jitters observed on players when you're spectating.   

Devices 

  • Smoke Grenade 
    • Made small improvements to the smoke grenade's radius. 
  • EMP 
    • Fixed a rare glitch in which high-level players (above 300) were crashing the entire match and kicking all participants to the lobby if they tossed an EMP grenade, which we can all agree is beyond the impact scope of a single handheld electromagnetic pulse. Also, pretty annoying. 

Netcode 

  • In the previous update (S2.3), we made additional adjustments to the kill-trade window: that narrow timespan in which two players can die simultaneously by exchanging fire. We refined this window by splitting it into two different times based on the weapons wielded: 
    • High-damage weapons---snipers, marksman, shotguns, and some pistols---have a longer window. 
    • Lower-damage weapons (any not listed above) have a reduced trading window. 

These adjustments should improve the natural flow of kill trades---they'll happen when you expect them to happen---but reduce kill trading overall, while preventing a hit marker being displayed yet no damage being dealt on death. We will continue to monitor this and adjust where necessary. 

Audio 

  • Corrected the satisfying explosion of a destroyed Spiderbot so the sound effect is no longer cut off mid-boom or heard across the entire map. 
  • Gunfire and footstep sound effects were becoming muffled after dying in some situations. Not anymore.
  • Tuned footsteps to ensure that sprinting, running (standard movement), and walking (moving while ADS) fade in and out naturally at the correct distances from the player (starting at 35 meters for sprinting, 30 meters for running, and 25 meters for walking). Crouch walking remains silent, the stealthiest way to travel. Friendly footsteps, meanwhile, should only become audible at closer distances. These changes address player feedback that enemies were sneaking up on them, approaching silently around corners, and were otherwise difficult to hear. 

Miscellaneous 

  • Players could access the volcanic new Pyroclastic skin a tad early by unlocking 22 of the 23 prerequisite weapons, but now they must check off all 23.