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Valorant Update 0.50 Description - All Buffs, Nerfs and Changes

valorrant

A new Valorant closed beta update has been released that brings changes to rifles as well as changes to several agents, so let's take a look at what Riot has done right away.

In patch 0.50 from Valorant, all agents have undergone changes that Riot says better align them with their intended roles and balance abilities.

As for the rifles, they have been updated to make one-touch shooting and more efficient to "better support a variety of shooting styles."

This should add variety to all types of shooting (single, short and long bursts). The changes are related to the “weapon cooldown time”, which we will talk about later.

Sage, Cypher, Omen, Viper, Brimstone, and Phoenix have been redesigned, partly as a result of the developer's desire to emphasize their specialization and balance skills that were often either too weak or too strong.

Also note the following: the cost of the skills of some agents has changed in accordance with their influence on the results of the game. Riot have also reduced the maximum amount of credits a team can save during a match to help out teams that are falling behind. Now the limit is 9000 credits. Also, Spike will now automatically fall down if it fails on some kind of hill (so you can stop asking your tall friend to get it).

You will also notice that all maps have been reworked, removing some exploits and moving barriers.

valorrant

 

UPDATE 0.50 OFFICIAL DESCRIPTION

GAMEPLAY AND BALANCE 

WEAPON CHANGES

  • ♦ Now, when you stop while running, your shooting accuracy will not be the same as when you walk.
    • ♦We've noticed that many players shoot with the same accuracy when stopped while running as they do while walking, making them appear to shoot and hit targets as if they were running.
  • ♦Speed ​​threshold for dead zone accuracy increased from 25% to 30%.
    • ♦Since you won't be able to immediately shoot more accurately when you stop while running, we decided to slightly increase the size of the dead zone (the state of the most accurate shooting) to make it a little easier for you to quickly start shooting with high accuracy.

ALL RIFLES

  • ♦Cooldown times for all rifles have been changed so that single shots and short bursts are more efficient. Repeated shots before the end of the cooldown of the weapon, the accuracy of shooting decreases.
  • ♦Basic walking accuracy: 0,6° >> 0,8°.
    • ♦We felt that shooting long bursts of rifles on the move was somewhat more effective than expected, especially at long distances. We will slightly reduce the accuracy and continue to monitor the situation. 
  • Vandal
    • ♦Horizontal recoil offset (X-axis) reduced by 15% when firing from a sitting position without moving.
      • ♦Similar characteristics were supposed to be introduced initially, and now the increase in shooting accuracy from a sitting position is in line with other types of rifles.
    • ♦Weapon Cooldown: 0,4s >> 0,375 sec.
    • ♦Single shot efficiency: 4 >> 6
  •  Phantom
    • ♦Fixed a bug due to which the cooldown time of weapons was incorrectly increased.
    • ♦Weapon Cooldown: 0,55s >> 0,35 sec.
    • ♦Single shot efficiency: 3 >> 4
  • Bulldog (automatic shooting)
    • ♦Fixed a bug due to which the cooldown time of weapons was incorrectly increased.
    • ♦Weapon Cooldown: 0,55s >> 0,35 sec.
  • Guardian
    • ♦Fixed a bug due to which the cooldown time of weapons was incorrectly increased.
    • ♦Weapon Cooldown: 0,4s >> 0,35 sec. 

Machine guns seriously lag behind in efficiency from other types of weapons in their price category. Machine guns should suppress the enemy with the density of fire and become really powerful, as soon as they get a little fired up. These weapons are hard to balance, as the Vandal can take you down with one shot. We're looking to make machine guns as best we can for their primary purpose (extremely intense shooting) as well as improve Ares' performance relative to other weapons in its price range. 

  • Ares
    • ♦Price reduced from 1700 to 1600 credits.
    • ♦ Shooting error (this value means a curve that measures intermediate values ​​between bullet hits; the 2nd bullet has a slightly smaller firing error than the 1st, etc.)
      • ♦1st bullet: 1,0° >> 0,8°
      • ♦5st bullet: 0,85° >> 0,75°
      • ♦10st bullet: 0,75° >> 0,7°
    • ♦Reduced the degree and intensity of horizontal recoil shift (along the X axis) after the first 8 shots.
  • Odin
    • ♦Reduced the degree and intensity of horizontal recoil shift (along the X axis) after the first 8 shots.

AGENT BALANCE CHANGES

SAGE

  • ♦The duration of “Slow Sphere” has been reduced from 9 to 7 seconds.
  • ♦The effectiveness of Slow Sphere has been reduced from 65% to 50%.
    • ♦We all know that Sage is extremely strong. And so they decided to reduce her slowing potential, maintaining her status as the main specialist in limiting the mobility of opponents in VALORANT. The changes are intended to reduce the impact of her Slow Orb, especially when using two orbs back to back. 

CYPHER

  • ♦The “Cyber ​​Cage” no longer slows down enemies passing through it.
    • ♦We always wanted Cypher to act as an effective guard who could gather information about the enemy and kill enemies one at a time, but the cell slowdown effect allowed him to limit the mobility of the enemy team - and this is Sage's specialty. We still believe that the cage can buy some time, but now the opponents will have more opportunities to overcome the obstacle, especially if they act together.
  • ♦Camera reload time after its destruction increased from 30 to 45 sec.
    • ♦Cameras were often used as Sova reconnaissance shots and thrown into enemy territory at the beginning of the round, because they regenerate very quickly after being destroyed. We hope that you will now install them in safer places (but don't stuff them in boxes, please).

OMEN

  • ♦The duration of the “Dark Shroud” smoke has been increased from 12 to 15 seconds.
  • ♦The movement speed of the “Dark Veil” sphere has been increased.
  • ♦Dark Veil cooldown increased from 30 to 35 seconds.
    • ♦We've noticed that Brimstone is the most popular specialist in high-end matches, so we'd like to buff his competitors a bit to make them more useful while maintaining their unique playstyles.

VIPER

  • ♦Snake Bite range increased from 350 to 450.
    • ♦We have increased the radius of Snake Bite so that it is in line with other skills used to block areas.

BRIMSTONE/PHOENIX/VIPER

  • ♦We know that there are many jumping enthusiasts who have learned how to get through Incendiary Grenade, Fireball, and Snake Bite without taking damage. While we don't want to undermine the value of this skill, we can't allow a whole range of skills to become useless.
    • ♦The height required to exit the area of ​​effect of blocking skill zones has been increased from 80 to 120.
    • ♦ “Snake Sting”, “Fireball” and “Incendiary Grenade” now deal damage faster (but damage per second remains unchanged).

CHANGING THE COST OF AGENT SKILLS

  • ♦The cost of some skills in credits did not seem to match their effect on performance, so we have adjusted the prices to better reflect the effectiveness of the skills.
    • ♦Sage: Barrier Orb cost increased from 300 to 400 credits.
    • ♦Raze: the cost of the “Explosive Pack” has been increased from 100 to 200 credits.
    • ♦Phoenix: the cost of “Twisted Feed” has been increased from 100 to 200 credits.
    • ♦Brimstone: the cost of “Incendiary Grenade” has been increased from 200 to 300 credits.
    • ♦Jett: “Rise” cost reduced from 200 to 100 credits.

ARMOR AGENTS

  • ♦Armor from previous rounds is no longer destroyed after buying a new one. This will allow you to cancel the purchase of new armor, restoring the previous amount of armor durability (previously you were just left without armor).

LIMITATION OF THE MAXIMUM NUMBER OF CREDITS

  • ♦The maximum number of accumulated credits has been reduced from 12 to 000.
    • ♦We noticed that players/teams that managed to accumulate a large amount of credits could spend their wealth for too long, making it extremely difficult for opponents to deprive them of economic superiority.

CHARACTER CHANGES

  • Owl: The Eagle Owl Drone now produces motor whirring sounds.
    • ♦These sounds should better match the theme of the game, remaining as noticeable as the old sounds of the eagle owl drone, which could be heard from the third person by allies and opponents.

CHAPTER CHANGES

SPLIT

It was hard for the attacking teams to gain a foothold on the territory of the map. We've made a number of changes that should give attackers a better chance of fighting for the A exit, upper mid, and B tower.

  • ♦ The location of the barriers (transparent blue walls) has been changed so that the attackers can deploy over a larger area at the start of the match.
    • ♦The defender barrier on mid B has been moved back. New barriers are now located at the entrance to the ventilation and at the top of the stairs in tower B.
    • ♦ Defenders barrier on rise A has been moved back.
    • ♦ Attackers' barrier at exit A has been moved forward.
    • ♦ Attacker barrier at B exit moved slightly forward.
  • ♦Changed the angle of the inner wall of tower B from the side of the stairs to mid.
    • ♦This way we got rid of a position that could only be attacked with a 50% chance, and now it will be easier for you to fight for control of tower B.
  • ♦This should add variety to all types of shooting (single, short and long bursts). The changes are related to the “weapon cooldown time”, which we will talk about later.

    Sage, Cypher, Omen, Viper, Brimstone, and Phoenix have received changes, partly due to our desire to emphasize their specialization and balance skills that were often either too weak or too strong.

    Also note the following: the cost of the skills of some agents has changed in accordance with their influence on the results of the game. We've also reduced the maximum amount of credits a team can set aside during a match to help out teams that are falling behind. Now the limit is 9000 credits. Also, Spike will now automatically fall down if it fails on some kind of hill (so you can stop asking your tall friend to get it).

    You will also notice that we have reworked all maps, removing some exploits and moving barriers.

    GAMEPLAY AND BALANCE 

    WEAPON CHANGES

    • ♦ Now, when you stop while running, your shooting accuracy will not be the same as when you walk.
      • ♦We've noticed that many players shoot with the same accuracy when stopped while running as they do while walking, making them appear to shoot and hit targets as if they were running.
    • ♦Speed ​​threshold for dead zone accuracy increased from 25% to 30%.
      • ♦Since you won't be able to immediately shoot more accurately when you stop while running, we decided to slightly increase the size of the dead zone (the state of the most accurate shooting) to make it a little easier for you to quickly start shooting with high accuracy.

    ALL RIFLES

    • ♦Cooldown times for all rifles have been changed so that single shots and short bursts are more efficient. Repeated shots before the end of the cooldown of the weapon, the accuracy of shooting decreases.
    • ♦Basic walking accuracy: 0,6° >> 0,8°.
      • ♦We felt that shooting long bursts of rifles on the move was somewhat more effective than expected, especially at long distances. We will slightly reduce the accuracy and continue to monitor the situation. 
    • Vandal
      • ♦Horizontal recoil offset (X-axis) reduced by 15% when firing from a sitting position without moving.
        • ♦Similar characteristics were supposed to be introduced initially, and now the increase in shooting accuracy from a sitting position is in line with other types of rifles.
      • ♦Weapon Cooldown: 0,4s >> 0,375 sec.
      • ♦Single shot efficiency: 4 >> 6
    •  Phantom
      • ♦Fixed a bug due to which the cooldown time of weapons was incorrectly increased.
      • ♦Weapon Cooldown: 0,55s >> 0,35 sec.
      • ♦Single shot efficiency: 3 >> 4
    • ♦Bulldog (automatic shooting)
      • ♦Fixed a bug due to which the cooldown time of weapons was incorrectly increased.
      • ♦Weapon Cooldown: 0,55s >> 0,35 sec.
    • Guardian
      • ♦Fixed a bug due to which the cooldown time of weapons was incorrectly increased.
      • ♦Weapon Cooldown: 0,4s >> 0,35 sec. 

    Machine guns seriously lag behind in efficiency from other types of weapons in their price category. Machine guns should suppress the enemy with the density of fire and become really powerful, as soon as they get a little fired up. These weapons are hard to balance, as the Vandal can take you down with one shot. We're looking to make machine guns as best we can for their primary purpose (extremely intense shooting) as well as improve Ares' performance relative to other weapons in its price range. 

    • Ares
      • ♦Price reduced from 1700 to 1600 credits.
      • ♦ Shooting error (this value means a curve that measures intermediate values ​​between bullet hits; the 2nd bullet has a slightly smaller firing error than the 1st, etc.)
        • ♦1st bullet: 1,0° >> 0,8°
        • ♦5st bullet: 0,85° >> 0,75°
        • ♦10st bullet: 0,75° >> 0,7°
      • ♦Reduced the degree and intensity of horizontal recoil shift (along the X axis) after the first 8 shots.
    • Odin
      • ♦Reduced the degree and intensity of horizontal recoil shift (along the X axis) after the first 8 shots.

    AGENT BALANCE CHANGES

    SAGE

    • ♦The duration of “Slow Sphere” has been reduced from 9 to 7 seconds.
    • ♦The effectiveness of Slow Sphere has been reduced from 65% to 50%.
      • ♦We all know that Sage is extremely strong. And so they decided to reduce her slowing potential, maintaining her status as the main specialist in limiting the mobility of opponents in VALORANT. The changes are intended to reduce the impact of her Slow Orb, especially when using two orbs back to back. 

    CYPHER

    • ♦ “Cyber ​​Cage” no longer slows down enemies passing through it.
      • ♦We always wanted Cypher to act as an effective guard who could gather information about the enemy and kill enemies one at a time, but the cell slowdown effect allowed him to limit the mobility of the enemy team - and this is Sage's specialty. We still believe that the cage can buy some time, but now the opponents will have more opportunities to overcome the obstacle, especially if they act together.
    • ♦Camera reload time after its destruction increased from 30 to 45 sec.
      • ♦Cameras were often used as Sova reconnaissance shots and thrown into enemy territory at the beginning of the round, because they regenerate very quickly after being destroyed. We hope that you will now install them in safer places (but don't stuff them in boxes, please).

    OMEN

    • ♦The duration of the “Dark Shroud” smoke has been increased from 12 to 15 seconds.
    • ♦The movement speed of the “Dark Veil” sphere has been increased.
    • ♦Dark Veil cooldown increased from 30 to 35 seconds.
      • ♦We've noticed that Brimstone is the most popular specialist in high-end matches, so we'd like to buff his competitors a bit to make them more useful while maintaining their unique playstyles.

    VIPER

    • ♦Snake Bite range increased from 350 to 450.
      • ♦We have increased the radius of Snake Bite so that it is in line with other skills used to block areas.

    BRIMSTONE/PHOENIX/VIPER

    • ♦We know that there are many jumping enthusiasts who have learned how to get through Incendiary Grenade, Fireball, and Snake Bite without taking damage. While we don't want to undermine the value of this skill, we can't allow a whole range of skills to become useless.
      • ♦The height required to exit the area of ​​effect of blocking skill zones has been increased from 80 to 120.
      • ♦ “Snake Sting”, “Fireball” and “Incendiary Grenade” now deal damage faster (but damage per second remains unchanged).

    CHANGING THE COST OF AGENT SKILLS

    • ♦The cost of some skills in credits did not seem to match their effect on performance, so we have adjusted the prices to better reflect the effectiveness of the skills.
      • ♦Sage: Barrier Orb cost increased from 300 to 400 credits.
      • ♦Raze: the cost of the “Explosive Pack” has been increased from 100 to 200 credits.
      • ♦Phoenix: the cost of “Twisted Feed” has been increased from 100 to 200 credits.
      • ♦Brimstone: the cost of “Incendiary Grenade” has been increased from 200 to 300 credits.
      • ♦Jett: “Rise” cost reduced from 200 to 100 credits.

    ARMOR AGENTS

    • ♦Armor from previous rounds is no longer destroyed after buying a new one. This will allow you to cancel the purchase of new armor, restoring the previous amount of armor durability (previously you were just left without armor).

    LIMITATION OF THE MAXIMUM NUMBER OF CREDITS

    • ♦The maximum number of accumulated credits has been reduced from 12 to 000.
      • ♦We noticed that players/teams that managed to accumulate a large amount of credits could spend their wealth for too long, making it extremely difficult for opponents to deprive them of economic superiority.

    CHARACTER CHANGES

    • ♦Sova: The Eagle Owl Drone now produces motor whirring sounds.
      • ♦These sounds should better match the theme of the game, remaining as noticeable as the old sounds of the eagle owl drone, which could be heard from the third person by allies and opponents.

    CHAPTER CHANGES

    SPLIT

    It was hard for the attacking teams to gain a foothold on the territory of the map. We've made a number of changes that should give attackers a better chance of fighting for the A exit, upper mid, and B tower.

    • ♦ The location of the barriers (transparent blue walls) has been changed so that the attackers can deploy over a larger area at the start of the match.
      • ♦The defender barrier on mid B has been moved back. New barriers are now located at the entrance to the ventilation and at the top of the stairs in tower B.
      • ♦ Defenders barrier on rise A has been moved back.
      • ♦ Attackers' barrier at exit A has been moved forward.
      • ♦ Attacker barrier at B exit moved slightly forward.
    • ♦Changed the angle of the inner wall of tower B from the side of the stairs to mid.
      • ♦This way we got rid of a position that could only be attacked with a 50% chance, and now it will be easier for you to fight for control of tower B.
    • ♦The radianite crate on B has been replaced with a metal crate that provides more cover for players during Spike deployment.
    • ♦The appearance of the map has been redesigned to improve performance.

    HAVEN

    • ♦Introduced a new exploit countermeasures system that will prevent attempts to leave the game space.
    • ♦Updated several floor sections that now make the appropriate sounds.

    SPLIT/HAVEN/BIND

    • ♦Fixed camera placement exploits Cypher on all three maps. Huge thanks to everyone who helped find them, including the people behind the streams we watched two days in a row, recording the location of all the cameras and making corrections in real time.
    • ♦The reverse side of the respawn barriers has become matte and blocks the vision of the enemy team.
    • ♦Added a feature that allows Spike to fall from high boost positions.
    • ♦Fixed several places where reconnaissance Owl could pierce the geometry of the map. Thanks also to everyone who helped find them!

    USER INTERFACE

    • ♦Allied armor is now displayed on the scoreboard.
    • ♦When Spike is installed, the Spike icon at the top center of the screen now pulses in time with the countdown sound.
    • ♦The appearance of labels has been updated, and now it will be easier to recognize them.
    • ♦Portraits
      •  ♦Character portraits have been added to the player icons on the minimap again.
      • ♦The size of portraits and icons has been reduced by a few pixels.
      • ♦ The player icon on the minimap is now colored and has a wider border, which should help players find themselves (on the minimap, not in life).
    • ♦Added adjustment of chat messages when using menu or radio command wheel.
    • ♦The size of the broken armor notification text has been slightly increased to make it easier to see.
    • ♦The rank menu dropdown list has been moved and now opens in a more convenient location.
    • ♦The “Leave Match” button in the menu has been moved closer to the other “Leave” buttons.
    • ♦The color of the “Log out account” button has been changed to red to match the color of the game’s logout button.
    • ♦The location of the “Skip” button on the MVP screen has been changed to prevent players from accidentally clicking the “Play Again” button instead of the “Skip” button.
    • ♦The behavior of the radio command wheel has been changed so that moving the mouse wheel forward and backward always selects a different wheel, regardless of the key assignment.
    • ♦The “Help Needed” tag image has been changed from a small bug to a flag.
    • ♦ Attack/Defense icons are now centered at the top of the screen, not only for spectators, but also in the interface of all players.
    • ♦The “Ultimate is almost ready” line is now automatically played if a character uses the “Ultimate Status” radio command at a time when the skill is one point short of being fully charged.

    GENERAL IMPROVEMENTS

    • ♦Cheaters are no longer called “hackers”.
    • ♦A profanity filter option has been added to the settings, blocking profanity / rude language in the chat.
    • ♦Added option to switch between walking and running.
    • ♦Viper: Poison Cloud no longer starts to regenerate after being acquired during the shopping phase.
    • ♦Sova: added colored highlighting of enemies for the “Hunter’s Wrath” skill.
    • ♦Added an animation for leveling up a contract that is triggered when getting free agents or purchasing contract levels.
    • ♦Hints have been added to help players activate their first contract.
    • ♦Now the cost (in Radianite Points) for the levels of skins that have not yet been purchased, as well as a description on the pages of the collection.
    • ♦We've optimized performance so that the frame rate does not decrease when the player or his allies are shooting.
    • ♦Communication panel has received a number of improvements that will make it easier to interact with private messages and handle errors.
    • ♦Now the default mini-map setting is “Player in the center”.
    • ♦The graphics option “Enhanced First Person Graphics” has been renamed to “Ghost”.
      • ♦As Reddit user u/Far_OW discovered, this setting not only affects the graphics in first person view, but also creates a visual halo (or glow effect) that mainly affects the look of the weapon.
    • ♦The “Shadows” graphics option has been renamed to “First Person Shadows”.
      • ♦It only affects the shadows displayed on the player's weapons and hands.
    • ♦Viewer interface
      • ♦Killed players are now grayed out in the interface instead of disappearing.
      • ♦Now when changing commands, the colors that highlight them change, and not their location in the interface.

    IN-GAME FIXES

    • ♦Cypher и Owl will no longer float in the air if they destroy a barrier sphere at their feet while they are using a camera or an owl drone.
    • ♦Cypher can no longer pick up traps after they have already been hit by an enemy.
    • ♦Sova will no longer be able to quickly shoot darts after the first hit while using an Owl Drone.
    • ♦Arrow Collision Model Owl changed so that they do not crash into corners when flying near them.
    • ♦Toxic Veil projectile Viper no longer uses temporary graphic elements.
    • ♦When using the marker wheel on the map, pressing the right mouse button now cancels the action and does not place a marker.
    • ♦Fixed a bug due to which UI elements related to Spike sometimes overlapped with the players interface.
    • ♦Fixed a bug due to which the number of ammo was no longer displayed when switching to a knife and back if the player was low on ammo.
    • ♦Spike icon no longer appears on enemy minimap icons.
    • ♦Spike can no longer be partially hidden inside map geometry when placed.
      • ♦This change also fixed cases where the Spike's camera ended up inside the Spike itself.
    • ♦ Barrier locations on the minimap no longer incorrectly change when opening the large map during the buy phase.
    • ♦Fixed a bug that caused a number of complications if several players responded to a request to purchase a weapon at the same time.
    • ♦Fixed a bug due to which the performance of the game dropped sharply when going to the in-game settings menu.
    • ♦Fixed a bug due to which the performance of the game dropped sharply when going to the in-game store.
    • ♦Fixed an uncommon movement bug that caused marked revived players to move jerkily in first person view.
    • ♦Fixed a bug due to which some weapons did not display muzzle flashes in first person mode when disabling bullet trails.
    • ♦Fixed an uncommon bug due to which the player's model was displayed standing, while the player himself was in a sitting position.
    • ♦Skills are now correctly displayed in the battle summary during the buy phase of a round when sides are switched.
    • ♦Fixed a number of bugs related to the spectator mode interface.
    • ♦Spectators will now be able to see the weapon inspection animation.
    • ♦Fixed a bug due to which the camera could take an incorrect position when choosing a character.
    • ♦Fixed a bug where the combat summary could indicate that the enemy was dealt 150 damage, although the enemy was still alive (in cases where no healing was used).
    • ♦Fixed a bug due to which the activity of an ally in the voice chat could incorrectly highlight not only his icon in the interface elements above the character.
    • ♦Selecting a label from the label wheel and canceling the action no longer causes the canceled label to be set incorrectly the next time the base one is used.

    CLIENT BUG FIXES

    • ♦Fixed incorrect text layout that appeared when hovering the mouse over rewards in contracts.
    • ♦Fixed a bug due to which the refund for purchases was not displayed in the client until it was restarted.
    • ♦Fixed an issue that caused player cards to be cut off on the armory menu screen.
    • ♦Fixed a bug due to which the text of the description of tasks was cut off in versions of the game in certain languages.
    • ♦Fixed an issue where the “Distortion Graphics” option was not working correctly.
      • ♦Enabling this option may affect performance when using older graphics cards.

    The radianite crate on B has been replaced with a metal crate, which provides more cover for players while deploying the Spike.

  • ♦The appearance of the map has been redesigned to improve performance.

HAVEN

  • ♦Introduced a new exploit countermeasures system that will prevent attempts to leave the game space.
  • ♦Updated several floor sections that now make the appropriate sounds.

SPLIT/HAVEN/BIND

  • ♦Fixed camera placement exploits Cypher on all three maps. Huge thanks to everyone who helped find them, including the people behind the streams we watched two days in a row, recording the location of all the cameras and making corrections in real time.
  • ♦The reverse side of the respawn barriers has become matte and blocks the vision of the enemy team.
  • ♦ Added a feature that allows Spike to fall from high boost positions.
  • ♦Fixed several places where reconnaissance Owl could pierce the geometry of the map. Thanks also to everyone who helped find them!

USER INTERFACE

  • ♦Allied armor is now displayed on the scoreboard.
  • ♦When Spike is installed, the Spike icon at the top center of the screen now pulses in time with the countdown sound.
  • ♦The appearance of labels has been updated, and now it will be easier to recognize them.
  • ♦Portraits
    • ♦Character portraits have been added to the player icons on the minimap again.
    • ♦The size of portraits and icons has been reduced by a few pixels.
    • ♦ The player icon on the minimap is now colored and has a wider border, which should help players find themselves (on the minimap, not in life).
  • ♦Added adjustment of chat messages when using menu or radio command wheel.
  • ♦The size of the broken armor notification text has been slightly increased to make it easier to see.
  • ♦The rank menu dropdown list has been moved and now opens in a more convenient location.
  • ♦The “Leave Match” button in the menu has been moved closer to the other “Leave” buttons.
  • ♦The color of the “Log out account” button has been changed to red to match the color of the game’s logout button.
  • ♦The location of the “Skip” button on the MVP screen has been changed to prevent players from accidentally clicking the “Play Again” button instead of the “Skip” button.
  • ♦The behavior of the radio command wheel has been changed so that moving the mouse wheel forward and backward always selects a different wheel, regardless of the key assignment.
  • ♦The “Help Needed” tag image has been changed from a small bug to a flag.
  • ♦ Attack/Defense icons are now centered at the top of the screen, not only for spectators, but also in the interface of all players.
  • ♦The “Ultimate is almost ready” line is now automatically played if a character uses the “Ultimate Status” radio command at a time when the skill is one point short of being fully charged.

GENERAL IMPROVEMENTS

  • ♦Cheaters are no longer called “hackers”.
  • ♦A profanity filter option has been added to the settings, blocking profanity / rude language in the chat.
  • ♦Added option to switch between walking and running.
  • ♦Viper: Poison Cloud no longer starts to regenerate after being acquired during the shopping phase.
  • ♦Sova: added colored highlighting of enemies for the “Hunter’s Wrath” skill.
  • ♦Added an animation for leveling up a contract that is triggered when getting free agents or purchasing contract levels.
  • ♦Hints have been added to help players activate their first contract.
  • ♦Now the cost (in Radianite Points) for the levels of skins that have not yet been purchased, as well as a description on the pages of the collection.
  • ♦We've optimized performance so that the frame rate does not decrease when the player or his allies are shooting.
  • ♦Communication panel has received a number of improvements that will make it easier to interact with private messages and handle errors.
  • ♦Now the default mini-map setting is “Player in the center”.
  • ♦The graphics option “Enhanced First Person Graphics” has been renamed to “Ghost”.
    • ♦As Reddit user u/Far_OW discovered, this setting not only affects the graphics in first person view, but also creates a visual halo (or glow effect) that mainly affects the look of the weapon.
  • ♦The “Shadows” graphics option has been renamed to “First Person Shadows”.
    • ♦It only affects the shadows displayed on the player's weapons and hands.
  • ♦Viewer interface
    • ♦Killed players are now grayed out in the interface instead of disappearing.
    • ♦Now when changing commands, the colors that highlight them change, and not their location in the interface.

IN-GAME FIXES

  • ♦Cypher и Owl will no longer float in the air if they destroy a barrier sphere at their feet while they are using a camera or an owl drone.
  • ♦Cypher can no longer pick up traps after they have already been hit by an enemy.
  • ♦Sova will no longer be able to quickly shoot darts after the first hit while using an Owl Drone.
  • ♦Arrow Collision Model Owl changed so that they do not crash into corners when flying near them.
  • ♦Toxic Veil projectile Viper no longer uses temporary graphic elements.
  • ♦When using the marker wheel on the map, pressing the right mouse button now cancels the action and does not place a marker.
  • ♦Fixed a bug due to which UI elements related to Spike sometimes overlapped with the players interface.
  • ♦Fixed a bug due to which the number of ammo was no longer displayed when switching to a knife and back if the player was low on ammo.
  • ♦Spike icon no longer appears on enemy minimap icons.
  • ♦Spike can no longer be partially hidden inside map geometry when placed.
    • ♦This change also fixed cases where the Spike's camera ended up inside the Spike itself.
  • ♦ Barrier locations on the minimap no longer incorrectly change when opening the large map during the buy phase.
  • ♦Fixed a bug that caused a number of complications if several players responded to a request to purchase a weapon at the same time.
  • ♦Fixed a bug due to which the performance of the game dropped sharply when going to the in-game settings menu.
  • ♦Fixed a bug due to which the performance of the game dropped sharply when going to the in-game store.
  • ♦Fixed an uncommon movement bug that caused marked revived players to move jerkily in first person view.
  • ♦Fixed a bug due to which some weapons did not display muzzle flashes in first person mode when disabling bullet trails.
  • ♦Fixed an uncommon bug due to which the player's model was displayed standing, while the player himself was in a sitting position.
  • ♦Skills are now correctly displayed in the battle summary during the buy phase of a round when sides are switched.
  • ♦Fixed a number of bugs related to the spectator mode interface.
  • ♦Spectators will now be able to see the weapon inspection animation.
  • ♦Fixed a bug due to which the camera could take an incorrect position when choosing a character.
  • ♦Fixed a bug where the combat summary could indicate that the enemy was dealt 150 damage, although the enemy was still alive (in cases where no healing was used).
  • ♦Fixed a bug due to which the activity of an ally in the voice chat could incorrectly highlight not only his icon in the interface elements above the character.
  • ♦Selecting a label from the label wheel and canceling the action no longer causes the canceled label to be set incorrectly the next time the base one is used.

CLIENT BUG FIXES

  • ♦Fixed incorrect text layout that appeared when hovering the mouse over rewards in contracts.
  • ♦Fixed a bug due to which the refund for purchases was not displayed in the client until it was restarted.
  • ♦Fixed an issue that caused player cards to be cut off on the armory menu screen.
  • ♦Fixed a bug due to which the text of the description of tasks was cut off in versions of the game in certain languages.
  • ♦Fixed an issue where the “Distortion Graphics” option was not working correctly.
    • ♦ Enabling this setting may affect performance when using older graphics cards.
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