Counter-Strike 2 November 16 patch notes: Sniper changes, audio improvements, more ValveCounter-Strike 2’s newest November 16 patch notes are here, and they bring a ton of bug fixes and quality-of-life improvements to the game. Here is all you need to know about the latest update. We are nearly two months into the release of Counter-Strike 2, however, the long-awaited game was not released without its faults as the game’s many bugs have been well publicized. However, with some time into its opening months and a plethora of patches, the issues have slowly been whittled down as Valve works on refining the sequel. And in the latest patch notes, Valve has set live a new update that seeks to fix a huge list of bugs which have been affecting various maps alongside some quality-of-life improvements. So here is all you need to know about the Counter-Strike 2 November 16 patch notes. Counter-Strike 2 November 16 patch notes Gameplay More sub-tick visual and audio feedback improvements – Reduced sniper scope bob animation magnitude and frequency – Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle – Fixed a case where grenade throws weren’t registering on the server – Thrown grenades no longer prematurely detonate if thrown while intersecting a teammate – Players can no longer mitigate fall damage by defusing the bomb – Adjusted weapon drop trajectories to make throwing weapons more consistent, especially when throwing weapons downward – When a network interruption is detected by official game servers, the affected match will be canceled – Added unique sounds for running and jumping on metal railings and poles – Animation Fixed a bug that occurred when interrupting the CZ75a deploy with inspect – Fixed the inspect and other animations for the Push Knives – Fixed a ‘broken wrist’ animation with the Survival Knife – Adjusted the Mac10 first person animation to include strap and bolt movement – Fixed AWP and SSG firing animation/inspect behavior while zoomed in – Fixed a case where the Deagle slide would fail to reset on round restart – The Revolver barrel now incrementally rotates for each shot – Fixed some animation issues with weapons placed in community maps – Fixed cases where the C4 light would not blink when held or holstered by players – Fixed some cases where the player’s shadow would show an incorrect pose – Misc Fixed a bug where bot_knives_only didn’t work for T’s – Fixed some visual issues with demo playback – Improved performance of screen particle effects – Fixed the Mute Enemy Team and Mute All But Friends settings failing to mute voice – Text from blocked players will no longer be visible in the premier pregame chat – Players frozen by half-time gamerules are now immune to certain damage types – Decals now evict the lowermost decal if enough decals overlap in a single location – Player visibility fog adjustment no longer applies to dead ragdolls – Smoke particles no longer stick to dead ragdolls – Fixed self/team burn damage getting recorded as enemy damage – UI Revised some common chat strings – Added convar cl_deathnotices_show_numbers for observers to have quick access to player’s spectate index – Added a warning message for AMD and Nvidia graphics users with out-of-date drivers – “Kevlar & Helmet” entry in the Buy Menu will now present itself as simply “Helmet” when contextually correct – Added time to weekly rollover to the reduced XP message in the player profile tooltip – Fixed kill feed and death panel not displaying correct information if the killer died earlier or disconnected – Fixed round-delayed stats not updating at match end – Changed deathmatch scoreboard stats from K/D/A/Score to K/HS%/DMG/Score – Fixed case where text during defuse would get cut off – Added direction indicators to players in the square radar – Fixed case where kill icon would not display in the post-round damage info panel – Fixed bad string in the commend dialog panel – Fixed case where round stats in the Watch Menu would be assigned to the wrong side – Workshop Fixed custom sound events files in workshop maps – Added some material settings for water refraction/caustics – Workshop maps can now be tagged as supporting Wingman mode – Linux clients can now run workshop maps without requiring -insecure – Added trigger_hostage_reset trigger and logic_eventlistener entities – Added convars sv_walkable_normal and sv_standable_normal to allow community servers to tweak player movement on angled surfaces – Fixed health getting clipped when it exceeds 3 digits – Maps Overpass Fixed various cases where level mesh was disappearing occasionally – Various visual updates and fixes to models and materials – Straightened out some collision that was pushing players off of walls or corners – Turned off the collision of some light fixtures that were pushing players off of walls – Added a metal plate to swat van to hide player feet, adjusted clipping around van – Fixed some small holes in the world – Fixed some texture mapping seams – Added player clipping on some floor grates to smooth player movement – Fixed some issues with the collision and surface property of fire extinguishers – Added and adjusted some grenade clipping – Adjusted some clipping on boxes and cable stacks in connector – Ancient More player and grenade clips adjustments – Closed various holes and cracks in the world – Mirage Fixed clipping around scaffolding at bombsite b to prevent one-way peaking through geo – Office Fixed player getting stuck on large crate in garage – General grenade clip polish – Vending machine break sequence now only happens once to avoid strobing lights – Removed collision from pipes and cctv cameras at ct spawn garage – Added grenade clips to doors at stairwell – Fixed hole in door frame at t-spawn – Fixed texture errors on ceiling at conference room – Fixed some lighting errors on low settings – Fixed weapons getting stuck behind crates at back way – Fixed lighting artifacts in front courtyard – Fixed bad boost onto electrical boxes in garage – Anubis Fixed z-fighting on stairs in connector – Improved ground at bombsite A so that it has more accurate footstep sounds – Fixed gap in world around b-site planting area – Fixed z-fighting a backdrop temple near t-spawn – Fixed missing collision at connector that would allow grenades to fall through world – Fixed hole in world at street that allowed players to see through to canal – Fixed vis issue on street looking back to t-spawn – Fixed UV stretching in connector – Sealed up holes in building rooftops for entire level to prevent grenades getting stuck in void – Fixed holes in lower tunnel – Fixed hole in canal – Inferno Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat – Closed hole to prevent grenades from falling through the map on bombsite A – More player clip adjustments – Fixed various micro gaps – Nuke Minor clipping fixes on rooftops and hut – Better caustics in pool at B site – Fixed vis issue in garage looking towards hell – Vertigo Fixed some light fixtures showing backfaces – Fixed some light fixtures being misaligned – Fixed missing vent pieces in Tunnels – Attempt to fix players clipping through wood boards by stairwell at bombsite b – Fixed bad clip above door at elevator – Fixed flashbang inconsistency with metal gratings at scaffolding – Fixed missing collision on horizontal tower beams at b-site – Added grenade clips around bombsite b to prevent smokes getting caught in bad spaces – Cleaned up geo and did a grenade clip pass around scaffold to make grenades work better – Added grenade clip to b platform – Fixed disconnected girders at mid – Moved stack of drywall at back door>b for better movement/cover – Improved clipping at side – Jobsite injury signs are more responsive –
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