
v4.0.0
Season 4: It's Showtime - Update 4.0.0
Released
PC · PlayStation · Xbox
Season 4: It's Showtime - Update 4.0.0 brings balance changes to the Anti-Gravity Cube, Breach Charge, Data Reshaper and Explosive Mine and 27 bug fixes.
Added10
Added a small amount of variance to the Jump Pad so that objects cannot bounce on them indefinitely
Cashout Modes: Introduced new re-spawn placement logic for teams that are wiped, with the goal of reducing the number of ‘third-party’ fights
Ranked Tournaments (Cashout): Added Ranked Tournaments
World Tour (Cashout): Added Diamond and Platinum ranks to World Tour, between the Gold and Emerald ranks.
Added 10 new levels with rewards to the Career Rank
Cashout Modes: Added notification messages to the HUD that show Cashout Started, Cashout Stolen and Vault Opened to the entire team when a teammate completes said action
Introduced a new version of the Cashout tutorial, for a smoother and more fun experience
Added autumn themed version of Kyoto
UI: Added two additional Contestant slots, increasing the maximum from 6 to 8
UI: Added a setting that allows players to disable the in-world crosshair. When set to ‘off’, the crosshair will always be in the center of your screen and static. Otherwise, it will move with camera movement.
Changed79
Anti-Gravity Cube: Increased radius from 6m to 7m
Anti-Gravity Cube: Increased height from 11m to 12m
Breach Charge: Increased ammo from 2 to 3
Breach Charge: Increased cooldown from 26s to 30s
Data Reshaper: Increased range from 15m to 21m
Data Reshaper: Increased number of charges from 2 to 3
Explosive Mine: Decreased max damage from 140 to 120
Explosive Mine: Decreased cooldown from 30s to 15s
Explosive Mine: Decreased ammo count from 2 to 1 (max mines deployed remains at 2)
Flashbang: Increased the max duration of the Blind status effect from 4s to 4.5s
Flashbang: Increased the max duration of the max intensity of the Blind status effect from 1.8s to 3.5s
Flashbang: Increase the intensity of flashes that explode close to the enemy’s position
Flashbang: Increased the view angle of flashes, causing more intense flashes when the flash goes off by someone’s side or slightly behind them
Flashbangs now only show Hit Indicators on the crosshair if they reach a minimum amount of intensity on a hostile target
Flashbang: Decreased the intensity and duration of the Blind status effect on teammates
Improved the leniency of hit detection of the Flashbang when targeting players, so that it is less likely to be blocked by small objects
Glitch Trap: Decreased ammo from 2 to 1
Glitch Trap: Decreased cooldown from 30s to 20s
Proximity Sensor: Increased radius from 10m to 11m
RPG-7: Decreased damage from 140 to 100
RPG-7: Increased reload time from 0.9s to 2.15s
RPG-7: Decreased projectile dispersion when aiming down sights from 0.3x to 0.25x
Tracking Dart: Increased magazine size from 2 to 4
Tracking Dart: Decreased ammunition regeneration rate from 13s to 12s
Tracking Dart: Decreased tracking duration from 15s to 10s
Decreased the height of Ziplines slightly, so that they will better fit through doors
Propane Gas Canister: Decreased direct physical impact damage from 50 to 25
Ranked Tournaments (Cashout): Increased the cash awarded per Cashout in the final round from $10,000 to $25,000
Ranked Tournaments (Cashout): Increased the cash required to win the final round from $20,000 to $50,000
Terminal Attack now uses a best-of-nine-rounds (first to five) format, with a half-time break where level destruction is reset
World Tour (Cashout): Enabled the ability for players to swap items between their Loadout and Reserve between team wipes in World Tour
World Tour (Cashout): Increased the cash awarded per Cashout in the final round from $10,000 to $25,000
World Tour (Cashout): Increased the cash required to win the final round from $20,000 to $50,000
World Tour (Cashout): Emerald rank is now unlocked and available to progress towards from the start of the season
World Tour (Cashout): Emerald rank is now earned by collecting Win Points, rather than tournament wins
World Tour (Cashout): Updated the required Win Point totals for all World Tour ranked tiers, due to the change in ranks and how they are earned
Improved targeting to reduce the amount of times the dematerializer fails to make a passageway through objects.
Goo Gun: Fire mode changed from semi-automatic to fully automatic
Healing Beam: Decreased healing rate from 50 health per second to 40 health per second
Mesh Shield will now enter cooldown either when destroyed or lowered
Decreased Mesh Shield cooldown from 15s to 12s. The cooldown is only 8s if the Shield is undamaged when deactivated
93R: Smoothed the vertical recoil to avoid having sharp jumps in intensity, which could previously cause an inconsistent feel
93R: Updated firing animation when aiming down sights to give greater visibility
93R: Increased fire rate from 210 RPM to 220 RPM
93R: Decreased bullet dispersion when firing ‘from the hip’ when crouching, crouch moving, standing still, running, and in ‘uncontrolled’ states such as falling or sliding
93R: Decreased the rate at which bullet dispersion builds up over time when firing for a sustained period
93R: Increased the bullet dispersion recovery speed from 0.45 to 0.65
AKM: Decreased magazine size from 36 to 32
CL-40: Increased max damage from 93 to 117
CL-40: Decreased fire rate from 275 RPm to 210 RPM
CL-40: Increased the max damage radius from 9cm to 30cm
The Dagger’s backstab secondary attack can now be held, only triggering when the button is released, rather than automatically. During this stance, the player moves at the normal run speed and cannot sprint
Smoothed the recoil pattern of the Lewis Gun, reducing the amount of horizontal recoil at some points. The recoil pattern overall remains the same but should be considerably easier to control
LH1: Decreased the damage fall-off start range from 80m to 50m
LH1: Decreased the damage fall-off end range from 100m to 55m
M60: Increased fire rate from 560 RPM to 580 RPM
Smoothed the recoil pattern of the M60, reducing the amount of horizontal recoil at some points. The recoil pattern overall remains the same but should be considerably easier to control
MGL32: Decreased reload time from 3.1s to 2.8s
Recurve Bow: Increased damage at minimum draw from 55 to 60
Recurve Bow: Decreased damage ramp-up start time from 0.2s to 0.15s
Recurve Bow: Decreased the time taken to reach maximum draw from 0.585s to 0.49s
Riot Shield: Increased damage from 84 to 90
SH1900 Shotgun: Decreased reload time from 2.5s to 2.125s
Spear: Increased run speed modifier during secondary spin attack from 65% to 75%
SR-84 Sniper: Updated the SR-84 to now only fire hit-scan rounds up to 40m range. After this point, the shot becomes a projectile with bullet drop from gravity and drag
Sword: Updated attack sweeps to be more centered on the crosshair, making the weapon more accurate
Sword: Increased the range of the secondary lunge from approximately 5m to approximately 6m
Sword: Secondary lunge attack now maintains its top speed for slightly longer
The Throwing Knives secondary attack can now be held, only triggering when the button is released, rather than automatically. During this stance, the player moves at the normal run speed and cannot sprint
Increase the magnification of the XP-54’s sight slightly, as part of the addition of alternate sights/scopes
XP-54: Decreased damage from 18 to 16
Polished the Riot Shield first-person animation where you would perform a phantom strike if you quickly zoomed after a strike
Improved the leniency of hit traces from the Flashbang to target players, so that they are less likely to be blocked by small objects
Improved the hit detection of the Vanishing Bomb on the player that threw it
Matchmaking: Players will now connect to levels faster, without waiting for other players who have not yet loaded. As a result, players will reach the lobby much faster and will see connecting players represented as a hologram
Performance and Optimization: Reduced the number of hitches that could occur when selecting items in the customization and drafting screens
Goo Gun: Goo will now correctly stick to a Guardian Turret’s base, rather than the barrel, preventing chains of goo from rotating through walls
Guardian Turret: Bullets can now be blocked by the player who owns the turret, just like they can be by friendly players
The Riot Shield will now block the Winch Claw and prevent the player from being grabbed
Fixed27
Fixed an issue where players could spawn into a round without the spawn-in animations or FX
Fixed an issue where pairing a Quick Melee action with other actions would make the animations look faulty
Fixed an issue where melee weapon animations could sometimes get stuck in the ‘charging’ pose in third-person
Audio: Fixed an issue where the Santa Hat extra VO lines would not play
Fixed an issue where stages or circuits that gave XP might not apply them to both the Battle Pass and Career Rank
Characters: Fixed an issue where various hair types could clip with the bucket hat
Fixed an issue where deployable gadgets could remain floating in mid-air
Fixed an issue where items transmuted by the Data Reshaper would not count as destroyed for certain Contracts
Fixed an issue where Ziplines could break instantly upon being placed
Cashout Modes: Fixed an issue where Vaults opened out of bounds, causing the newly spawned Cashbox to be indefinitely stuck out of bounds.
Cashout Modes: Fixed an issue where the Cashout overtime timer could be broken, making sure a cashout being completed during overtime won't spawn new Vaults
Cashout Tutorial: Fixed various smaller issues with the tutorial flow and components
Cashout Tutorial: Fixed an issue where the correct loadout was not alway loaded in the tutorial
Liftables: Fixed an issue that could cause thrown items to stutter
Seoul: Fixed an issue where the audience jumbotron could glow
Movement: Fixed issue where players could lock their cameras to a fixed direction if they died while climbing a ladder
Performance and Optimization: Fixed issue where VOIP would not work as expected if the push-to-talk key was pressed when going back to the main menu
Performance and Optimization: Fixed a rare issue where during the tournament intro/outro sequence, characters could be invisible
UI: Fixed an issue where the lobby screen only showed Defibrillators on all icons when first entering the screen
UI: Fixed an issue where items from previous World Tours could appear in the store
UI: Fixed an issue where the loading screen was occasionally briefly missing
UI: Fixed a bug where "Canceling Matchmaking" was sometimes incorrectly shown in the matchmaking widget.
UI: Fixed an issue where the Play or Reconnect buttons would briefly appear when connecting to a match
UI: Fixed background blurring for Watches in store/battle pass
Fixed an issue where the character could end up aiming downwards after controlling recoil on high frame rates
Fixed an issue where Throwing Knives and arrows could be floating in front of players using the Riot Shield
Fixed an issue where the Sword’s lunge animation was not played in third person
Removed5
Disabled crosshair hit markers when the Glitch Trap attaches to an enemy, so that it can no longer be used to detect players
Ranked Tournaments (Cashout): Disabled game show events in Ranked Tournaments
Terminal Attack (Ranked): Removed Ranked Terminal Attack and replaced it with Ranked Tournaments
World Tour (Cashout): Disabled team wipe penalties in World Tour
Removed camera animations when previewing first-person animations in the front end since it felt distracting

