HomeGamesUpdatesPricingMethodology
Steam News3 April 20263mo ago

Small update

Bug fixes Fix for Bleed debuff no longer dealing damage if the player that started the bleed disconnects (will tranfer to the bleeder). Potential fix for melee charge animation getting stuck.

Full notes

Full Out of Action update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes3 additions2 changes0 removals
  • Fixes
  • Server
  • UI and audio
  • Gameplay
fixedFix for Bleed debuff no longer dealing damage if the player that started the bleed disconnects (will tranfer to the bleeder).
changedPotential fix for melee charge animation getting stuck.
fixedFix for names not showing sometimes when spectating.
fixedFix for being able to 'use' optics with Net Runner on weapon switching.
addedServer custom presets can now set Dominant foundation and Foundations per preset (see DefaultServerSettings.ini for setup).
addedBody 150 'Second Wind' now has an audio cue and a 5 second cooldown.

Out of Action changes

fixedFix for Bleed debuff no longer dealing damage if the player that started the bleed disconnects (will tranfer to the bleeder).
changedPotential fix for melee charge animation getting stuck.
fixedFix for names not showing sometimes when spectating.
fixedFix for being able to 'use' optics with Net Runner on weapon switching.
addedServer custom presets can now set Dominant foundation and Foundations per preset (see DefaultServerSettings.ini for setup).

Bug fixes

  • Fix for Bleed debuff no longer dealing damage if the player that started the bleed disconnects (will tranfer to the bleeder).

  • Potential fix for melee charge animation getting stuck.

  • Fix for names not showing sometimes when spectating.

  • Fix for being able to 'use' optics with Net Runner on weapon switching.

Changes and additions

  • Server custom presets can now set Dominant foundation and Foundations per preset (see DefaultServerSettings.ini for setup).

  • Body 150 'Second Wind' now has an audio cue and a 5 second cooldown.

  • Trying out making use of the backup weapon combo points for the melee parry system (instead of a new mechanic):

    • Holding block (Aim) will drain a combo point every 0.25 seconds.

    • Releasing block (Aim) will always drain a combo point (to prevent just tapping).

    • Blocking while combo points are present will be the 'parry window', more points = longer window, zero points = no parry.

    • For now this window just prevents frontal knockdowns, later will add weapon specific parry effect.

  • Blunt damage (Fists, Dusters etc.) now gets the headshot sound effect (may do a variant for this, but it was missing the satisfaction factor and was not always clear when you got a headshot).

Source

Steam News / 3 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.