v11.0.0
Season 11: Galaxy Masters - Update 11.0.0
Released
PC · PlayStation · Xbox
Season 11: Galaxy Masters - Update 11.0.0 opens Season 11 (Galaxy Masters) with a new arena: Galaxy Estates, balance changes to the APS Turret, Breach Charge, Hover Pad and Dagger and 61 bug fixes.
Added43
Added a new arena: Galaxy Estates.
Season Battle Pass added (Free, Premium, Ultimate).
APS Turret: Added the ability to remotely retrieve the APS with the tablet, putting it on 15 second cooldown
Breach Charge: Added the ability to reshape Gateways to immediately disable them
Added Stamina system. Stamina controls if a melee attack has access to its lunge component or not. When out of Stamina, attacks will not lunge. When the player has Stamina, attacks will lunge. Stamina regenerates over time or when landing Precise hits
Added Precision system. When melee attacks that hit an enemy hit them within the ‘Precision zone’ of their swing, they will deal critical damage. Melee hits landed outside this zone deal reduced damage
Dagger: Added Stamina and Precision
Dagger: Added Stamina regeneration time of 2s
Dagger - Secondary Attack - Backstab: Added a small pushback to opponents when hit by the secondary attack
Dual Blades: Added Stamina and Precision
Dual Blades: Added Stamina regeneration time of 3s
Secondary Functions: Added a new Cross Slash attack that can be executed by pressing the Primary Fire button while in the Deflect stance. This triggers a fixed distance lunge attack (no target required) followed by a cross-slash attack for high damage
Secondary Functions: Added a small pushback to opponents when hit by the Cross Slash attack
Added a contextual Kick attack to Quick Melee. If a player has full Stamina and Quick Melees a target, a Kick attack will be performed that pushes the target back ~5m
Quick Melee: Added Stamina regeneration time of 2.5s for Kick attacks
Quick Melee: Added a modifier to control the knockback from Kick attacks when used on targets who are performing Hold interactions, such as stealing an objective. This reduces the knockback distance to ~1m
Riot Shield: Added Stamina and Precision
Riot Shield: Added Stamina regeneration time of 3s
Secondary Functions: Added a new Shield Bash attack that can be executed by pressing the Primary Fire button while in the Shield Block stance. This triggers a fixed distance lunge attack (no target required, forward input required) that will knockback any opponents it strikes
Sledgehammer: Added Stamina and Precision
Sledgehammer: Added Stamina regeneration time of 2s
Sledgehammer: Added a small pushback to opponents when hit by the secondary attack
Spear: Added Stamina and Precision
Spear: Added Stamina regeneration time of 3s
Sword: Added Stamina and Precision
Sword: Added Stamina regeneration time of 2s
Audio: Added voice callouts when pinging Carriables to improve team communication
Audio: Added missing inspect animation sound effects for the Balisong Dagger skin
Cosmetic: Added Ruby, Emerald, Diamond, and Platinum skins for the Chimera-XB and Hover Pad
Cosmetic: Added pose selection to player card customization, including equipping poses and updated 3D previews
Cosmetic: Added Level 15 progression skins across Weapons and Gadgets
Game Modes: Added Las Vegas Stadium to the Point Break map pool
Game Modes: Added Monaco to the Team Deathmatch map pool
Added ping voting so teammates can agree on pings. A ping marker will now show up to two ‘votes’, indicating at least two players have confirmed the ping
Added Dragon Banner Trophy to Practice Range trophy room
UI: Added a Reticle Size slider to the Interface settings screen. This allows players to customize the size of their scope, red dot, holographic, or other sight attachment reticles in ADS
UI: Added a counting animation to the end-of-round Ranked Score breakdown for clearer post-match updates
UI: Added an option to hide the ping interaction prompt on compact ping markers in Settings
UI: Added a contextual response system, so certain actions will now offer contextual reply prompts, such as 'Thanks' or 'Hype'
UI: Added a melee crosshair preview in Settings to visualize melee crosshair and precision marker adjustments while editing those options
UI: Added new melee HUD options under Settings > Gameplay > Interface with the ability to toggle precision markers with opacity and length sliders, choose when the stamina bar is shown, toggle the lunge indicator, and set Melee Crosshair Look to match ranged or use a custom center dot
UI: Added an indicator in the HUD for the Gateway, making it easier to track the distance covered since the first Gateway was placed
UI: Added a tutorial video for Point Break to the Game Modes tab in the Academy screen
Changed136
APS Turret: Increased the amount of projectiles the APS can block from 5 to 6
APS Turret: Increased health from 160 to 175
APS Turret: Manually retrieving the APS puts it on a 5-second cooldown
APS Turret: Destroying the APS puts it on a 30-second cooldown
Breach Charge: Decreased the arm time when deployed from 1.5s to 1s
Hover Pad: Increased health from 350 to 425
Cashout & Ranked Tournaments: Updated Objective Spawning in Cashout and Ranked Tournament, making Cashout Station locations more varied and less predictable
Item Progression: Increased the Item XP earn rates for a range of items, making them easier to progress. This includes: Specializations: Cloaking Device, Dematerializer, Evasive Dash, Healing Beam, Mesh Shield, Shockwave, Winch Claw
Item Progression: Increased the Item XP earn rates for a range of items, making them easier to progress. This includes: Gadgets: Anti-Gravity Cube, APS Turret
Item Progression: Increased the Item XP earn rates for a range of items, making them easier to progress. This includes: Gadgets: Data Reshaper, Defibrillator, Dome Shield, Explosive Mine, Frag Grenade, Gas Grenade, Gas Mine, Gateway, Glitch Grenade, H+ Infuser, Healing Emitter, Lockbolt...
Dagger - Primary Attack: Replaced old damage value of 60
Dagger - Primary Attack: Set damage for precise hits to 60
Dagger - Primary Attack: Set base damage to 42, this damage value is used for ‘glancing blows’
Dagger - Primary Attack: Decreased max movement speed during an attack from sprint speed to run speed
Dagger - Primary Attack: Decreased sweep range by ~0.5m, to make it more accurately match the animation
Dagger - Primary Attack: Increased lunge distance from 3m to 4.5m
Dagger - Primary Attack: Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
Dagger - Primary Attack: Set Precision zone angle to 9°
Dagger - Secondary Attack - Backstab: Increased backstab damage multiplier from 4.26 to 4.5 to offset the decrease in Quick Melee damage
Dagger - Secondary Attack - Backstab: Reduced charge up time from 0.8s to 0.65s
Dagger - Secondary Attack - Backstab: Increased lunge distance from 3m to 4.5m
Dagger - Secondary Attack - Backstab: Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
Dagger: Secondary Attack - Backstab: This attack does not use Precision
Primary Attacks - Replaced old attack sequence damage values of: First attack - 50 x 2
Primary Attacks - Replaced old attack sequence damage values of: Second attack - 60 x 2
Primary Attacks - Replaced old attack sequence damage values of: Third attack - 100
Dual Blades - Primary Attacks: Set damage for precise hits to 57 x 2
Dual Blades - Primary Attacks: Set base damage to 39 x 2, this damage value is used for ‘glancing blows’
Dual Blades - Primary Attacks: Lunge distance remains at 4.5m
Dual Blades - Primary Attacks: Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
Dual Blades - Primary Attacks: Set Precision zone angle to 8°
Secondary Functions: Decreased movement speed while deflecting by 50%
Secondary Functions: Increased damage multiplier while deflecting from 0.1 to 0.2, meaning enemies now do slightly more chip damage through Dual Blades’ deflection
Secondary Functions - Cross Slash: Set damage for precise hits to 140
Secondary Functions - Cross Slash: Set lunge distance to 5m
Secondary Functions - Cross Slash: Set base damage to 84, this damage value is used for ‘glancing blows’
Secondary Functions - Cross Slash: Set Precision zone angle to 8°
Decreased Quick Melee damage from 40 to 25
Riot Shield - Primary Attack: Replaced old damage value of 90
Riot Shield - Primary Attack: Set damage for precise hits to 82
Riot Shield - Primary Attack: Set base damage to 57, this damage value is used for ‘glancing blows’
Riot Shield - Primary Attack: Decreased sweep range by 0.5m, to make it more accurately match the animation
Riot Shield - Primary Attack: Increased lunge distances from 3m to 4m
Riot Shield - Primary Attack: Decreased lunge target angle from 40° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
Riot Shield - Primary Attack: Set Precision zone angle to 9°
Secondary Functions - Shield Block: Updated the Shield’s collision when blocking to now provide full frontal protection to the user
Secondary Functions - Shield Block: Decreased movement speed while blocking by 25%
Secondary Functions - Shield Block: Increased reliability when blocking incoming melee attacks
Secondary Functions - Shield Bash: Set damage to 40
Secondary Functions - Shield Bash: Set lunge distance to ~3m
Secondary Functions - Shield Bash: Set knockback distance to ~5m
Riot Shield: Secondary Functions: Shield Bash: This attack does not use Precision
Sledgehammer - Primary Attack: Replaced old damage value of 100
Sledgehammer - Primary Attack: Set damage for precise hits to 120
Sledgehammer - Primary Attack: Set base damage to 90, this damage value is used for ‘glancing blows’
Sledgehammer - Primary Attack: Increased lunge distances from 4.5m to 5m
Sledgehammer - Primary Attack: Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
Sledgehammer - Primary Attack: Set Precision zone angle to 10°
Sledgehammer - Secondary Attack: Replaced old damage value of 175
Sledgehammer - Secondary Attack: Set damage for precise hits to 200
Sledgehammer - Secondary Attack: Set base damage to 150, this damage value is used for ‘glancing blows’
Sledgehammer - Secondary Attack: Increased lunge distances from 4.5m to 5m
Sledgehammer - Secondary Attack: Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
Sledgehammer - Secondary Attack: Set Precision zone angle to 10°
Spear - Primary Attack: Set damage for precise hits to 74
Spear - Primary Attack: Set base damage to 55, this damage value is used for ‘glancing blows’
Spear - Primary Attack: Decreased lunge distance from 7.5m to 5m
Spear - Primary Attack: Decreased lunge target angle from 30° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
Spear - Primary Attack: Set Precision zone angle to 8°
Spear - Secondary Attack: Add new spin attack sequence that does three spins
Secondary Attack - Set damage as: First spin - 75
Secondary Attack - Set damage as: Second spin - 100
Secondary Attack - Set damage as: Third spin - 126
Secondary Attack - Set spin durations as: First spin - 0.8s
Secondary Attack - Set spin durations as: Second spin - 0.75s
Secondary Attack - Set spin durations as: Third spin - 1.1s
Spear - Secondary Attack: Setup Spin Attack such that each spin requires stamina to perform
Spear - Secondary Attack: Setup Spin Attack such that when a spin hits an opponent, stamina is immediately regenerated. If the player is already holding the Spin Attack button or presses it again, this allows the second or third spin to immediately trigger
Spear - Secondary Attack: Spin Attack will now end after a single spin attack if the player fails to trigger the next attack or has no Stamina with which to trigger it
Spear - Secondary Attack: Set Spin Attack Precision zone angle to 0 (it does not use Precision)
Sword - Primary Attack: Replaced old damage value of 88
Sword - Primary Attack: Set damage for precise hits to 110
Sword - Primary Attack: Set base damage to 71, this damage value is used for ‘glancing blows’
Sword: Updated the primary attack sweep to make it more accurately match the animation
Sword - Primary Attack: Increased lunge distances from 3m to 4.25m
Sword - Primary Attack: Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
Sword - Primary Attack: Set Precision zone angle to 9°
Sword - Secondary Attack: Lunge attack now requires Stamina to achieve the maximum range
Sword - Secondary Attack: Lunge distance with stamina increased from ~9m to ~10m
Sword - Secondary Attack: Lunge distance without stamina set to ~5m
Sword - Secondary Attack: Decreased rotation clamping on the lunge attack by increasing the forward clamp angle from 40° to 110°
Cloaking Device: Decreased the minimum cloak duration from ~13s to ~11s
Cloaking Device - Switched energy consumption from linear to discrete: Energy is now consumed at the minimum possible rate when moving slower than run speed, e.g. the player can maintain maximum cloak uptime while stationary or crouched moving.
Cloaking Device - Switched energy consumption from linear to discrete: Energy is now consumed at the maximum possible rate when moving at or above run speed. Previously this rate of energy consumption only occurred when sprinting
Evasive Dash: Decreased the number of charges from 3 to 2
Evasive Dash: Decreased the cooldown from 7.5s to 6.5s
Winch Claw: Decreased minimum stun duration on the victim from 0.25s to 0.1s
Winch Claw: Decreased the duration the victim is locked in place and prevented from moving when they reach the destination from 0.15s to 0.1s
Decreased how soon the user can act after grabbing a player with Winch Claw from 0.25s to 0.1s, allowing them to act sooner
.50 Akimbo: Increased damage from 44 to 46
93R: Decreased damage from 25 to 24
93R: Increased ammo count from 21 to 27
FCAR: Decreased fire rate from 540RPM to 530RPM
KS-23: Increased damage from 100 to 110
KS-23: Decreased damage falloff multiplier from 0.7 to 0.64, meaning the weapon now does slightly less damage at range
M134 Minigun: Decreased dispersion in all aim states by 10%
M134 Minigun: Decreased how aggressively dispersion scales-up when the player is moving the camera around quickly
M134 Minigun: Increased environmental damage from 30 to 35
Model 1887: Increased pellet damage from 12 to 13
Pike-556: Increased headshot damage multiplier from 1.5 to 1.75
Improved the firing animation for the Tracking Dart to make using it feel more impactful
Improved ladder climbing visuals with smoother exits, better animation blending, and hiding Weapons while climbing
Smoothed a brief animation transition when firing and canceling a Vault action
Smoothed a brief animation snap when interacting with doors and buttons
Updated the animation for the first Dual Blades attack to better match the action from both first and third-person perspective
Cosmetic: VAIIYA Filter, Smoke-Out Mask, The Fumigator, and the Lethal Love Mask are now no longer compatible with Hedge Hunter Anorak due to the severe clipping with the net. You can still use the Overburn Mask with it. This is so we can have better compatibility in the future
Performance: Increased texture pool size on PS5 Pro to better support higher texture detail without displacing other textures
Performance: Improved startup time on Xbox consoles, reducing long black-screen delays during launch
Social: Party size now displays correctly and consistently for all members, including when multiple players join at the same time
Improved the Charge ‘n’ Slam specialization's ability to break floors consistently
Improved Winch Claw hit registration on fast-moving objects (like thrown barrels)
UI: Updated the Academy screen layout and visuals, with the view now focused on your current stage
UI: Updated settings menu subtab layout to be horizontal instead of vertical
UI: Moved gyro settings to controller settings subtab and separated controller settings into two subtabs: General and Bindings
UI: Updated currency tooltips to show proper descriptions for Show Tokens, Playstyle Tokens, VRs, and Multibucks in the top bar
UI: Updated Melee Weapon stats in the Weapon overview: angles now display with the degree symbol and labels are updated for Critical hit angle, Critical hit bonus, Stamina recovery time, and Attack lunge distance
UI: Updated ping wheel visuals and refined several ping icons for improved clarity
Polished in-game UI text and translations across multiple languages
UI: Improved the transition from item to character preview in the Battle Pass
Improved mouse selection on radial wheels (equipment and emote wheels) for faster, more accurate choices
UI: Improved image quality for the PC launcher splash screen
Improved visibility of gas clouds in low-light areas to make hazards easier to spot
Weapon Attachment scopes now have more accurate reticles, and should behave more consistently between different monitor resolutions
Lowered the third-person shielding stance for the Riot Shield
Made the Riot Shield collision match the visuals more closely for more reliable protection
Reduced FOV shift when raising the Riot Shield and polished first-person poses and attack animations
Fixed61
Animation: Fixed a visual issue where parts of the Contestant’s body could be visible when turning quickly while vaulting
Animation: Fixed an issue where an arm could appear twisted when switching spectator targets during interactions
Animation: Fixed an issue where Charge ‘n’ Slam did not interrupt melee swings
Animation: Fixed a bug where characters could appear in a T-pose while firing or when swapping Gadgets
Animation: Fixed an issue where arms could appear contorted when performing a hold interaction while aiming down sights and crouch-walking
Fixed an animation jitter that could occur when strafing quickly
Fixed an animation issue where a shoulder could appear while lunging and sliding simultaneously while using the Sword
Fixed an issue where the animation sometimes failed to play when opening a Vault
Animation: Fixed a visual flicker on the Defibrillator when sliding
Animation: Fixed an extra prop appearing when doing an empty reload on the KS-23 while the ‘Breach & Enter’ skin is equipped
Fixed an issue where the Healing Beam animation could disappear when crouching and standing repeatedly while firing
Fixed an animation transition issue when inspecting Weapon and using a Zipline
Animation: Fixed a hand distortion that could occur when interrupting a reload with Shockwave
Audio: Fixed an issue where automatic Weapons could play a single-shot sound on the final bullet
Audio: Fixed and polished commentator dialogue during comeback moments and team wipe events
Audio: Corrected some foley materials for some existing outfit items
Audio: Fixed an issue where Matchmaking music could start when entering the Main Menu
Audio: Fixed some missing destruction sounds in Las Vegas
Audio: Fixed an issue where the Riff Wrecker Sledgehammer skin’s inspect sound effect was cut off
Audio: Fixed Charge ‘n’ Slam voice lines not playing when used immediately after respawning with a Coin during a revive
Cosmetic: Fixed an issue where certain robes and capes could clip through the Contestant after returning to the Main Menu after a Match
Fixed visual issues causing some cosmetics to display incorrectly on certain AMD GPUs
Cosmetic: Fixed an issue where the ‘Thalyn Touch’ gesture’s butterfly prop could persist or stack and remain visible during gameplay
Cosmetic: Fixed Emote holograms on sprays appearing partially invisible
Cosmetic: Fixed an issue where face paint could disappear during matches when using the Synapse Coreframe or Termiframe Chassis upper body item
Cosmetic: Fixed decal placement on the League Gold Hover Pad skin
Cosmetic: Fixed visual artifacts on the 'Ironwind Grind' P90 skin when viewed against Arena barriers
Fixed an issue where the Lockbolt Launcher’s projectile, if attached to a dematerialized surface, would not be destroyed when the surface rematerialized
Fixed an issue where the respawn marker and other gameplay-critical objects could become invisible at distance
Fixed an issue where the winning team’s stage walk after the final match could be skipped, jumping straight to the MVP sequence
Fixed an issue where using the Dematerializer on elevator doors could detach Gadgets placed inside the elevator
Fixed an issue where doors sometimes opened without playing their animation
Practice Range: Fixed an issue where entering multiple times via the Academy menu could spawn you out of bounds, causing an endless fall
Seoul: Fixed an issue where Contestants could get stuck on an antenna when climbing near the skybridge
Sys$horizon: Fixed a collision issue that allowed shots to pass through a building ledge and damage opponents behind it
Fangwai City: Fixed misplaced escalator glass on top of the city transfer station roof, which you could get stuck on
Social: Fixed the friend list so it adds new platform friends automatically in-game
Social: Fixed inconsistencies between 'Show as Offline' and party privacy: enabling Show as Offline now correctly disables Open to Join and Open to Friends and shows the same status to all party members
Fixed an issue where repeatedly pressing Reset Filters in Join a Club caused the clubs list to refresh continuously
Resolved an issue where placeholder text could appear in Clubs notifications and on the Club Wall
Fixed an issue where leaving a Private Match could still show team text chat messages from that previous session
Winch Claw: Fixed an issue where shots would not always register on players while they were being pulled by the Winch
Fixed an issue where Winch Claw hits could be corrected to misses under network packet loss, improving hit reliability
UI: Fixed the black bars on screen edges during the Collection Event screen when in a party of five
UI: Fixed an issue where the text cursor would jump to the end when editing the middle of a name (such as a Outfit name)
UI: Fixed an issue where the star rating could appear twice on the Personal Performance tab after rapidly switching tabs at the end of a Match
Fixed an issue where equipping a bundle didn’t mark the outfit as equipped properly
UI: Fixed the virtual keyboard not working when reporting a player on Steam Deck or Big Picture
UI: Fixed an issue where some Contestants could appear invisible on the tournament intro screen
Fixed an issue where the Final Star name in the Personal Performance tab could disappear after quickly switching tabs at the end of a round
Fixed an issue where the star rating could overlap the MVP text on the end-of-round screen when quickly switching between tabs
UI: Fixed bug where inspecting item progression rewards could incorrectly show the multidevice/specialization card instead
UI: Fixed the Ruby rank rewards preview to display two Diamond coins as intended
UI: Fixed an issue where outfit previews in the Battle Pass briefly showed your current outfit in a pose before the correct outfit loaded
UI: Fixed an issue for controller that made it difficult to navigate Leaderboards opened from the World Tour schedule
UI: Fixed an issue where the HUD could remain in a partial spectating state after respawning during Practice Range challenges. Updated the tutorial flow to correctly enter the gameplay cashout state
Kyoto: Fixed missing water impact effects
Fixed an issue where the ARN-220 would sometimes not display shell ejection effects when firing
Fixed an exploit that could make the CL-40 fire faster than intended
Fixed a bug which could cause firing audio and animations to get out of sync
Fixed the KS-23 not playing a firing animation when canceling a reload by firing
Removed5
Dual Blades - Primary Attacks: Removed the cross-swipe attack from the end of the three-attack strike sequence, leaving two double-swipes
Spear - Primary Attack: Removed first attack from the three-attack animation sequence, going down to two and making the weapon more responsive
Spear - Primary Attack: Removed old scaling attack damage sequence of 65, 80 then 90 damage
Spear - Secondary Attack: Removed old spin attack that did 100 damage per spin, for three spins, over 2.66s
Monaco: Removed an out-of-place billboard in the forest area.

