
v8.0.0
Season 8: Game Time - Update 8.0.0
Released
PC · PlayStation · Xbox
Season 8: Game Time - Update 8.0.0 brings balance changes to the H+ Infuser, Dematerializer, Guardian Turret and Healing Beam and 30 bug fixes.
Added31
Frag Grenade: Added in-world grenade indicator
Dematerializer: Added new functionality which now remembers exactly which wall segments were dematerialized when a charge was used. These segments are now grouped together and if any of them is rematerialized, all of those in the group will also always be rematerialized
Dematerializer: Added a vignette to the screen that will be displayed when a wall segment is dematerialized near the player, just outside of their field of view, so that players are better aware of what is happening around them
Dematerializer: Added a new ‘vibration’ effect to dematerialized wall segments, which will start to play just before the wall segments would automatically rematerialize
Career Rank: Added career levels up to level 500, and re-balanced the tiers from Bronze to Amethyst
Added Rookie Contracts for new players where all cosmetics that used to be in the career path will now be available under the Rookie Contracts instead
Cosmetics & Customization: Added Earring category
Cosmetics & Customization: Added 4 more Outfit slots
Consoles: Added Mouse and Keyboard support, at long last
Added Head2Head to Quickplay and Private Matches
Practice Range: Added two new challenges: Cashout Defense and Cashbox Time-Trial
Practice Range: Added a 4th version of the Meet the Dummies challenge where you’ll meet all three Dummies at the same time
TDM: Added Bernal to the map pool
Languages: Added Russian localization to the game
Bernal: Added a short ladder to the area in front of the Chapel courtyard
Kyoto: Added several Jump Pads between Temples and Villa Compound to make the Villa Compound easier to attack, improve the Macro Flow, and reduce the need for movement gadgets.
Added cover and reworked the layouts of all basements in Kyoto to make them more varied and interesting to fight in. We also removed as many “floating” pillars as we were structurally able to, to make navigation easier - particularly during combat.
Kyoto: Added Zipline between Guest House and Residential to improve macro flow and reduce the need for movement gadgets
Kyoto: Added ladder from Entrance to Guest House as an alternative shortcut
Kyoto: Added several planks around the map to highlight and open up new traversal opportunities
Las Vegas 2032 & Stadium: Added more player spawn points and adjusted a few
Monaco: Added more player spawn points and adjusted a few
Monaco: Added new Vault locations
Monaco: Added new Cashout Station on the crane
Monaco: Added ladders on the sides of a few buildings to make it easier to traverse between rooftops
Nozomi/Citadel: Added some more cover along The Rift between Cybercafe and Apartments
Skyway Stadium: Added more player spawn points and adjusted a few
Seoul: Added more player spawn points and adjusted a few
Sys$horizon: Added more player spawn points and adjusted a few
Private Matches & Spectator: Added the ability to change color and assign preset team names to teams in private matches
UI: Added specialization icon to contestant pack icons in frontend
Changed87
H+ Infuser: Decreased healing per shot from 15 to 14
Thermal Vision: Temporarily disabled Thermal Vision
Increased the damage done by the crane’s wrecking ball from 10 to 75
Dematerializer: Decreased the number of charges from 3 to 2
Dematerializer: Updated the dematerialize effect on walls when activated, adding a slight delay before the wall segment becomes fully transparent
Guardian Turret: Decreased the cooldown from 40s to 35s
Guardian Turret: Decreased the cooldown when retrieving the turret from 20s to 17.5s
Healing Beam: Increased healing rate from 40 per second to 46 per second
Winch Claw: Increased cooldown when missing a target from 7s to 10s
Winch Claw: Increased cooldown when successfully hitting a Cashout Station or Contestant from 14s to 18s
Winch Claw: Increased the cooldown when hitting all other object types from 7s to 14s
.50 Akimbo: Decreased damage falloff minimum range from 35m to 32m, giving the weapon a slightly shorter effective range
.50 Akimbo: Decreased damage falloff max range from 42.5m to 39m, giving the weapon a slightly shorter effective range
CB-01: Increased damage from 84 to 88
Dual Blades: Increased how quickly sprinting is re-enabled after the second attack animation begins by 25%
Dual Blades: Increased how quickly sprinting is re-enabled after the third attack animation begins by 15%
LH1: Increased damage from 42 to 44
Pike-556: Decreased damage from 50 to 48
Pike-556: Decreased damage falloff minimum range from 45m to 40m, giving the weapon a slightly shorter effective range
Pike-556: Increased damage falloff multiplier from 0.75 to 0.8, meaning the weapon now does slightly more damage at range. This is somewhat offset by the reduction in base damage
Pike-556: Increased the size of bullet dispersion when firing from the hip, especially while crouching, making the weapon less accurate when not aiming down sights
Riot Shield: Decreased maximum speed of an attack’s lunge to the target from 10m/s to 7m/s
Riot Shield: Decreased minimum speed of an attack’s lunge to the target from 7m/s to 5.5m/s
Riot Shield: Decreased the trigger range of the attack’s lunge from 4m to 2.5m
Animation: Reworked the first-person view of the Riot Shield. You will now have a better sense of where your shield is blocking when aiming up and down
Polished first-person animations for the Defibrillators, including an improved visual cues on the charging cables to make it easier to tell when they’re ready to use
Controller: Additional rumble has been added for more things in the game
Cosmetics & Customization: Character effects have now been split from their headwears into its own customization slot
Cosmetics & Customization: Updated the Spray preview to now show the Spray applied to a concrete slab (Slabby?!), instead of a card
Cosmetics & Customization: Ballistic masks can now be worn with hoods, enhancing your character customization options
Cosmetics & Customization: Reduced the intense bright spots of the Shock Value Effect in the Arena
Smoke Grenade: Updated the placement and duration of the smoke’s blocking volume, which hides enemy players. This should now better match the visual effects of the smoke
Sonar Grenade: Increased hitbox size to make it easier to destroy by shooting
Proximity Sensor: Increased hitbox size to make it easier to destroy by shooting
Practice Range: Updated Dummy behavior to enable them to fight back against some Gadgets and Deployables
Practice Range: Tweaked Dummy aim behavior to improve their ability to land hits at long range
Ranked: Increased the tournament reconnect window from 210 to 240 seconds to give players more time to rejoin mid-match
Gameplay: Enabled Smooth Destruction for the Crane, Wrecking Ball, and Suspended Structures
Gameplay: Gadget previews are now better aligned with actual usability timing, preventing missed inputs in the Arena
GameShow Events: The Dead Go Boom Gameshow Event is now enabled on all Maps and Modes where Events are available
GameShow Events: Alien Invasion has been adjusted to target objectives when applicable and lift up players
All Suspended Structures will now use the new Smooth Destruction feature which allows them to destroy the environment underneath them when they fall
Updated crane visuals to allow players to vault to top part of crane more easily when the cabin ladder is broken
Slightly reduced scale of goo and smoke ATK Canisters to minimise players getting stuck on them
Bernal: Adjusted the zipline in the courtyard next to the Chapel for smoother exiting in multiple directions
Kyoto: Adjusted the amount of basement entrances, to reduce the number of engagement angles you have to cover at once.
Nearly all buildings in Kyoto have seen small interior layout tweaks to reduce their overall complexity. The aim is to make them easier to navigate and quicker understand at a glance.
Kyoto: Residential - Added a Zipline to allow for rooftop access without the need for movement gadgets
Kyoto: Pavilion - Objectives have been moved to the sides of the building, to ensure fights happen in the flanks, not the center of the structure.
Kyoto: Pavilion - Ground floor layout has been adjusted to reduce the amount of 360 fights
Kyoto: Small Guest House - Added ladder to the rooftop to allow for easier access without needing movement gadgets. Also added a small veranda to subdivide the space and add some cover for combat.
Kyoto: Training Quarters - Added more dividing doors to better define chokepoints
Kyoto: Training Quarters back building - broke up the corridor and moved the Cashout Station into the other room to make fights more directional. Removed the Cashout Station that was on the exterior veranda as those fights proved too chaotic.
Kyoto: Villa Compound Garden - Added a Jump Pad on the south side of the Tea House to help players escape precarious situations more easily
Kyoto: Villa Compound Tea House - Moved and rotated slightly to frame the new Jump Pad better. Its layout has been subdivided to improve combat longevity
Kyoto: Hillside House - Interior has been simplified to reduce its navigation complexity and better support defending the most common approach angles
Kyoto: Main Temple - Interior layout has been reworked to make taking control over its spaces easier and fights less 360/chaotic
Kyoto: Vault updates and additions all over the map to facilitate more “stand-off” encounters between competing teams
Many small QoL tweaks to the flow and readability of Kyoto
Kyoto destruction re-work that make structure collapses result in debris that is more traversable and less chaotic
Monaco: Suspended Structures map variant has been reworked
Monaco: Adjusted the cliffs at the edge of the Forest to make it easier to climb up the walls in a couple places
Adjusted backdrop building to prevent crane clipping issues on Skyway Stadium
Seoul: Moved a hospital bed away from a window where you could easily get stuck between the two
Improved Tutorial flow to include more scenarios and better teach the basics of gameplay
Matchmaking: Updated the matchmaker to put more emphasis on separating premade parties and solo players in matches for World Tour, Powershift and QuickCash
Performance & Stability: Moved shader compilation to in-game rather than startup
Rendering: Made changing NVIDIA RTX Global Illumination setting more responsive in-game
Social: Moved block management to in-game instead of web based
Improving winch claw hit detection by making sure the hooking player has some visibility over the enemy it's trying to hook.
UI: You can now inspect rewards in the contract screen
UI: Wishlist prices will now update correctly when adding items to your cart and updating your already existing wishlist
UI: Allow toggling HUD in PracticeRange/Tutorial via F10 key
Now you can easily equip gadgets, specializations, and weapons directly from the equipment screen!
"Playstyles" tab has been added to the equipment screen
UI: "Playstyle Token" currency has been added to the top bar, which only displays if the player has unlockable playstyles remaining. Clicking on this currency will open the playstyles tab.
VFX: Updated visuals for the Gas Canister explosion
Sights: Setup for Magnifex Sight on all weapons that support Reflector Sight
Sights - Added 3 new sights to various guns: Iron Vantage - An alternate, high magnification scope added to:
Sights - Added 3 new sights to various guns: Pike-556
Added 3 new sights to various guns - Quickspark - A red dot sight for handguns added to: R .357
Sights: Added 3 new sights to various guns: Quickspark - A red dot sight for handguns added to: BFR Titan
Sights - Added 3 new sights to various guns: Magnifex - A box holographic with moderate magnification added to:
Sights - Added 3 new sights to various guns: XP-54
Sights: Added 3 new sights to various guns: FCAR, FAMAS
Sights - Added 3 new sights to various guns: CB-01 Repeater
Riot Shield: Reworked the setup in first person to better represent the collision state both in guarded and non guarded state
Fixed30
Fixed an issue where the Sword's secondary charge-up animation was sometimes not shown correctly in spectator view
Animation: Fixed a small but noticeable inconsistency when aiming down sights after sprinting in first-person. This transition should now feel more consistent
Controller: Fixed an issue where pressing buttons while loading could cause focus to be lost when returning to the menu
Cosmetics & Customization: Fixed sleeve clipping for the Toga Damnata coat during certain animations
Cosmetics & Customization: Fixed folding issues when crouching in the Combat Chore Dress on certain Builds
Fixed an issue where the abandoned check did not work as intended. Players are now only marked as abandoned if they’ve actually left and are no longer tracked by the connection system. We’ll be keeping an eye out to ensure this behaves correctly
Tutorial: Fixed an issue where the Nama Tama hint could become stuck
Gameplay: Fixed an issue where sounds and visual effects would occur in the Arena without any player nearby
Gameplay: Fixed an issue where elimination hitmarkers would sometimes fail to display
Fixed an issue where shooting at text or decals on windows would need more bullets to be fired in order to break the glass.
Bernal: Fix for player movement issues on curved metallic slanted roof
Bernal: Fixed collision complexity on a low tree to fix issues with player revives
Fortune Stadium: Fix for player getting accidentally stuck beneath ground of ISEUL-T buildings when falling through
Kyoto: Fix for indestructible stone fence modules on exterior staircase area
Las Vegas 2032 & Stadium: Fixed a duplicate Zipline in the staircase of Alfa Acta building
Las Vegas 2032 & Stadium: Fixed a ladder floating above the roof of Glamora casino
Monaco: Fix for collision of cathedral pillar piece on duck and cover variant to be more predictable with player movement and gadgets
Skyway Stadium: Fixed floating zebra crossing in the residential district
Rendering: Fixed an issue that could cause pixelated artifacts around the edges of your contestant in the Main Menu
Rendering: Fixed an issue that caused light flickering when changing Effects quality setting in-game
Rendering: Fixed a rare issue that caused the 3D scene to flicker and show up cropped incorrectly in the top left corner
Rendering: Fixed an issue causing jittering red dot and holographic sights when AMD FSR3 Frame Generation was enabled.
Dematerializer: Fixed an issue when trying to rematerialize a section that has just been dematerialized would incorrectly consume ammo
UI: Fixed an issue where the incorrect weapon skin was highlighted as you entered the skin screen for weapons
UI: Fix player card customization menu resetting to the selected Contestant when opened from gamepad
VFX: Fixed an issue with the elimination coin effect that could make it disappear too early
Sights: Fixed the visual misalignment of the 'Looking Glass' scope with the Shak-50 weapon model
Fixed an issue where dual blades would sometime not play deflect animation when deflecting a turret projectile
Fixed several instances of animation desync of the Riot Shield in third person, zig zag sprints, ziplines and aiming should now all be more accurate to where the collision is situated
Fixed an issue where being Winch Clawed while using the secondary attack of the Spear would prevent using that attack again for a few seconds
Removed3
Removed Terminal Attack from Quickplay and Private Matches
Removed Bank It! from Private Matches
Kyoto: Removed all Cashout Stations inside the Bamboo Forest as prolonged combat proved too problematic in such a dense, natural environment.

