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Steam News9 April 20262mo ago

Small update

Bug fixes Fix for Deadzone disabling devices/projectiles protected by Failsafe. Fix for any maneuver knocking down diving enemies. Fix for active Core visuals remaining during someone elses Core if your own ends during.

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 fixes1 addition2 changes1 removal
  • Fixes
  • UI and audio
  • Gameplay
  • Balance
fixedFix for Deadzone disabling devices/projectiles protected by Failsafe.
fixedFix for any maneuver knocking down diving enemies.
fixedFix for active Core visuals remaining during someone elses Core if your own ends during.
changedLarge HUD optimisation pass, potentially giving an FPS boost to many players (this will be even more optimised when the HUD is fully revamped and modular. May have some 'teething issues').
addedCan now chain smoothly from dodge into slide / 'no hold' slide.
removedWildfire trigger no longer reduces recoil and has increased spread gain.

Out of Action changes

fixedFix for Deadzone disabling devices/projectiles protected by Failsafe.
fixedFix for any maneuver knocking down diving enemies.
fixedFix for active Core visuals remaining during someone elses Core if your own ends during.
changedLarge HUD optimisation pass, potentially giving an FPS boost to many players (this will be even more optimised when the HUD is fully revamped and modular. May have some 'teething issues').
addedCan now chain smoothly from dodge into slide / 'no hold' slide.

Bug fixes

  • Fix for Deadzone disabling devices/projectiles protected by Failsafe.

  • Fix for any maneuver knocking down diving enemies.

  • Fix for active Core visuals remaining during someone elses Core if your own ends during.

Changes and additions

  • Large HUD optimisation pass, potentially giving an FPS boost to many players (this will be even more optimised when the HUD is fully revamped and modular. May have some 'teething issues').

  • Slight adjustment to the custom 'anime' shading, pushing closer to the desired reference visuals.

  • Can now chain smoothly from dodge into slide / 'no hold' slide.

  • Can no long flip/dive from wall until fully latched to prevent issues with higher pings (tapped input will be queued).

  • Wildfire trigger no longer reduces recoil and has increased spread gain.

  • Sentinel RPM reduced to 175 (people are catching on).

Source

Steam News / 9 April 2026

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