Check out the store update for this week:
[previewyoutube=e8GcY6sD5Vc;full][/previewyoutube]
Also, we have a few fixes and tweaks to share below. Most notably, you can now reconnect in Private Matches if you are disconnected during the match! Also, we’ve had to temporarily remove Solo Bank It from Private Matches in order to fix an issue in the mode. It will be back soon.
Today is the last day of the ENGIMO Open and tomorrow, we are proud to announce the OSPUZE Expo! In this leg of the World Tour, things will get fizzy and explosive in Monaco, Las Vegas, and Kyoto! The rules will be Standard Cashout and keep an eye out for some contracts over the weekends!
Get ready to Pop. Pour. Perform!
Here’s the change list for this update:
Content and Bug Fixes
Animation
- Tweaked inspect animations for carriables so that you can start a consecutive inspect quicker[/*]
- Fixed an issue where the weapon would be visible while getting revived[/*]
- Fixed an issue where the players would get stuck in the sword lunge animation[/*]
- Fixed a bug where players could die without spawning a statue if a teammate immediately started to revive[/*]
Gadgets
Grapple Hook
- li>Can no longer attach to surfaces that are out of bounds[/*]
Dome Shield
- li>Fixed an issue where the Dome Shield would skip on or bounce off of water surfaces [/*]
Game Modes
Private Matches
- Disconnected players can now reconnect[/*]
- Fixed an issue that would cause the game to lock players in a state of accepting an invite [/*]
- Solo Bank It temporarily removed due to a bug [/*]
Cashout
- li>Fixed an issue where the Cashbox icon would not re-appear after fading away for the first time when in the possession of another team[/*]
Terminal Attack
- Fixed a bug that caused extraction location names to not be visible at the start of a round[/*]
- Fixed motion blur being incorrectly forced during the warm-up phase[/*]
- Fixed an issue where key insertion failed after the hold interaction was complete [/*]
- Improved the penalty system for delivering sanctions to players who leave the match early[/*]
Power Shift
- li>Fixed a bug that made it possible to overtake the platform after the round had ended[/*]
Performance
- li>Added improvements on cosmetics and distance fields to save memory [/*]
Specializations
Winch Claw
- li>Fixed an issue where players lunging with the Sword could get stuck in a captured state when hit with the Winch Claw [/*]
UI
- Fixed an issue that caused the spectator camera vignette to play in the drafting screen in Terminal Attack[/*]
- Fixed the Battle Pass background to prevent it from being cleared when entering the Career screen [/*]
- Changed the controller input for editing the Player Card to avoid canceling matchmaking[/*]
- Fixed an issue that caused player score to be cleared for reconnected players [/*]
- Disconnected players will be hidden in certain squad intro scenes[/*]
Weapons
Dagger
- Fixed an issue where the Dagger’s secondary backstab attack could hit multiple players at once, which was unintendedDev note: Melee weapons' ability to hit multiple targets was a new addition with unintended consequences. Now, we've refined it so that heavy-hitting attacks intended for single targets can't be used to hit multiple people.[/*]
Sledgehammer
- li>Fixed an issue where the Sledgehammer’s secondary overhead swing attack could hit multiple players at once, which was unintended[/*]
SR-84
- li>Fixed an issue where the scope glint effect would not be shown at distances over 150m[/*]
Maps
Kyoto
- li>Tweaked destruction behavior to better support prolonged combat and traversal by making buildings collapse more slowly, break into larger chunks, and debris settle faster[/*]
Dev Note: We felt that Kyoto buildings were a bit too brittle, so we tweaked their destruction behavior to be more sturdy. We will continue to monitor this and apply further changes where necessary.
Monaco
- li>Changed the collision of the see-through curtains so that all projectiles and thrown objects pass through them.[/*]
Security
- li>Further enhancements to our Aimbot detection system for faster reaction time[/*]