Full notes
Full Counter-Strike 2 update
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Release Notes for 2/5/2014 [ STICKERS ] - 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. [ GAMEPLAY ] - 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
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