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Operation Shadow Legacy

From Liquipedia Rainbow Six Wiki
[e][h]Operation Shadow Legacy
Patch Information
Release Date:
  • New operation
  • Balance changes
  • Bug fixes
  • Misc changes


Chock-full of unveiled secrets, Operation Shadow Legacy introduces a legend to keep all the Rainbow specialists on their toes. And who better to introduce to the team than Zero, the first ever member of the Rainbow Operations Staff, the one and only Sam Fisher himself? Bringing with him a new Argus device for intel and utility, he is sure to give all Operators a challenge.

As usual, you’ll find all you need to know about the new Y5S3 in the Patch Notes below, including our new Operator, this season’s map rework, our unique seasonal skin and many upcoming features such as a fresh secondary gadget and a new Ping system!

New Operator[edit]

Zero Zero[edit]

“Zero doesn’t have setbacks, he turns them into opportunities…” - Dr. Harishva "Harry" Pandey

What I don’t know about Zero can fit in a book, and what I do know I’m sure he’s already discovered. Resourceful, experienced, and adaptable, there’s no one better to have at your back. As long as you’re on the same side...

Unique Ability[edit]

GADGET: Argus Launcher

“ARGUS, like Zero, has eyes everywhere. Sometimes where you least expect them... or want them.” - Elena « Mira » Álvarez Rainbow Director of R&D

Intel is crucial to a good attack strategy, and Zero is well aware of that. His Argus Launcher is equipped with very special cameras that can lodge themselves into breakable and reinforced surface to surveil either side.

Yes, these cameras can cover two angles and effectively allow you to spy on the opposing team. Argus Cameras do have one more quirk though: a single laser shot, perfect for destroying key elements in the Defenders’ setup or drawing attention away from choke points.

Map Rework: Chalet[edit]

Chalet has been with us for a long time, and it has a special place in our hearts. Unfortunately, in its previous state it was not as viable as other maps, so we wanted to give it the love it deserved with a proper rework.

To modernize the map, we focused on the Objectives and how balanced they were.

The Basement and Kitchen sites were already quite strong, so the changes there were minor. One hallway was added to improve rotation between the sites in Basement, and we switched out the Trophy site for a new one in Dining.

For Bar and Gaming, the difference is mostly in access and rotation, as it is for most of the map. Doors were moved, and a new hallway on the South side links them together.

Finally, you’ll find the biggest changes with Bedroom and Office. The stairs that led up from the first floor have been moved to connect Trophy and a brand-new room that replaces the balcony next to Master Bedroom: the Solarium. The Bathroom no longer connects directly into Bedroom, but rather serves as a rotation point.

A few other noticeable changes include the extension of the Mezzanine to connect to Office Balcony (where most windows have been blocked), roof access with new rappel points, and Wine Cellar no longer being separated into two rooms.

Overall, you’ll find that the map has been greatly reconfigured, whether it be by changing the cover inside objectives, or moving access points, or even offering new options for rotation. However, it remains widely recognizable and keeps its signature thematic.

Ping 2.0[edit]

The new Ping system is coming! On top of regular yellow pings, you’ll now be able to use contextual pings both while in Character and while using Cameras and Drones. You’ll also be able to keep pinging after being eliminated, so your ability to give your teammates intel will remain.

A few notes, however:

  • You can reveal opposing Operators by pinging their primary gadget.
  • Regular yellow pings have assigned numbers to make for easier callouts.
  • The reticle used to determine where your ping will go can be turned off in Options.
  • When using a controller, the default Ping input has been switched with the Swap Fire Mode input.

Take the time to familiarize yourself with this new system. It’s bound to change the way everyone approaches and considers sharing intel with their team.

Map Ban[edit]

We’re introducing a new feature called the Map Ban that will allow players to gain more control over the maps they play, both on Ranked and Unranked.

Before a match, each team will be able to ban one map from a random pre-selection of three maps from the pool. Banning the same map will result in a random selection from the two remaining maps while banning two different maps, by elimination, will result in the selection of the remaining map. Players can also choose not to ban any maps.

Match Replay - Test Server Only[edit]

Rainbow Six Siege is an ever-evolving game and always striving to bring the best to its players. This season, we’re bringing a new feature to our Test Server only, as we are in the early stages of development.

Introducing Match Replay, a function that records your last matches - up to 12 of them – locally on your own PC. The feature is enabled by default in General Options, and you’ll be able to access a “WATCH” section directly from the menu allowing you to playback your last few plays, recorded at an average of 30 MB per minute of gameplay. Once you’re in the replay, you can use the Spectator mode tools to check any top-down view or any first-person view - whether yours, your teammates’, or someone from the opposing team.

We’re aiming to have this feature be helpful for all types of players at any level, from new players looking for knowledge of their maps, to pros and coaches looking for a new strategy, to even analysts and content creators. This could also be a great tool to avoid cheating in the community.

By releasing the feature this season on our Test Server, we intend to gather all your feedback on this feature first, then pull it back to polish and improve it.

Secondary Gadget: Hard Breach Charge[edit]

As we did last season, we’re once again bringing a new secondary gadget to the game. This time, however, the gadget is for the Attacking team.

Much like the Breach Charge, this gadget is meant to be deployed on a wall, hatch, or barricade, and blast through it. However, the Hard Breach Charge also works on reinforced surfaces, and leaves a medium-sized hole that Operators can navigate.

Take care not to stay too close, because the charge is automatically activated shortly after deployment is done!

New Optics And Sight Colors[edit]

In an effort to make Rainbow Six Siege a game anyone can enjoy, we are introducing a new feature that will increase the accessibility of the game. We’re implementing new optics and sight colors to allow for a better experience to players that are colorblind or visually impaired.

Our menu section now includes an “ACCESSIBILITY” tab that proposes various color options adapted to different forms of color blindness (Deuteranopia, Protanopia and Tritanopia). A custom option is also available for anyone to adjust the sight colors to their preference. Players will get to preview those sight options in small and full screen mode before making their choice.

We aim to increase the comfort level for all of our players and ensure everyone has the best experience possible.

Reinforcement Pool[edit]

We’re changing the way teams prepare for combat with the new Reinforcement Pool system. Rather than have 2 reinforcements to deploy each in their inventories, Operators will now take from a Reinforcement Pool, including 10 available reinforcements to share with teammates. The pool will decrease by 1 for each reinforcement used and will increase by 1 for each failed reinforcement.

The goal of this update is to bring some balance to the Defending team, allowing Operators that already have a lot of preparation before a match to leave it to others. This can also allow for more experienced player to take on the reinforcements if newer players have less knowledge of the map. This feature is also available in PvE, in Protect Hostage.

At the moment, we have removed the amount of reinforcements HUD for the caster. The HUD for the Reinforcement Pool should be added in the coming months.

Thatcher Changes[edit]

The Disabled State for Electronic Gadget (DSEG) is an update aiming to add a “disabled” state for gadgets, besides “active” or “destroyed”. The duration of this states depends on the ability from the opposite operator that caused the gadget to be disabled. Gadgets in that state can still be deployed and can still be detected by Operators with the proper gadgets.

In this new phase, we’re aiming to implement a loss of functionality for all Defenders gadgets across the board when Thatcher uses his EMP Grenade. Rather than having some gadgets destroyed and others disabled for a short amount of time, we’re choosing to unify the behavior of gadgets affected by Thatcher and have them all be disabled temporarily.


We’re offering a brand-new service called SquadFinder on our website to help Rainbow Six Siege players find the perfect teammates and build the best Squad in the game.

SquadFinder allows players to create a profile based on their in-game data and play habits and set-up a request following their game sessions, languages, playstyle and game mode. The matching system will then connect them to players with similar stats and with good compatibility. From then on, you can send and accept friend requests, allowing players to gain new teammates and friends to join the fight.

The more we are, the better the experience will be!

Siege Stats[edit]

Another update we are proud to offer is the arrival of a stats tracker available to all players on our website, available during the season. You have been vocal about how important tracking your performance is, so you will soon be able to access your history through the brand new MY SIEGE STATS section on our website.

With only your username, you will be able to access your stats for the current season and break it down into monthly and weekly summaries. You’ll also be able to access your previous seasons, add friends to see how their stats stack up to your own, receive weekly personalized recaps of your best matches and check out the advanced stats pro players use to track their performance!

Operators Price Decrease[edit]

This season will see a price decrease for seven Operators.

  • Amaru Amaru and Goyo Goyo now see their prices down to 20,000 Renown or 480 R6 Credits.
  • Maverick Maverick and Clash Clash’s price is going down to 15,000 Renown or 360 R6 Credits.
  • Ying Ying, Lesion Lesion and Ela Ela will go down to 10,000 Renown or 240 R6 Credits.

Shadow Legacy Weapon Skin[edit]

Last but certainly not least we’re excited to unveil our latest seasonal skin ready to make you feel like the greatest of heroes.

Enjoy the Penumbra Cell weapon skin, a reinvention that will make you relive the glory of Splinter Cell. With the arrival of our new operator, Zero, we are revisiting the franchise to offer you a seasonal skin you won’t want to miss out on.

The weapon skins is to be released upon season launch and can be purchased during that season. Once unlocked, the seasonal weapon skins can be applied to all available weapons and will remain in the player’s inventory indefinitely.


With the introduction of the hard breach charge, new sights and scopes, the change to the DSEG 1.2, and other gameplay balancing updates in this update; we're holding off on operator-related balancing changes for the time being to evaluate their impact.


  • Montagne Montagne: Hard breach charge replacing Stun Grenades.
  • Ying Ying: Hard breach charge replacing Breach Charges.
  • Fuze Fuze: Hard breach charge replacing Smoke Grenades.
  • Finka Finka: Hard breach charge replacing Breach Charges.
  • Amaru Amaru: Hard breach charge replacing Claymore.
  • Nøkk Nøkk: Hard breach charge replacing Breach Charges.
  • Capitão Capitao: Hard breach charge replacing Stun Grenades.
  • Lion Lion: Hard breach charge replacing Claymore.

Maverick Maverick[edit]

  • Maverick now has an additional blowtorch canister, with 6 in all (up from 5).
  • This gives players more leniency when rationing their fuel to open hatches. On average it requires approximately 2.3 canisters to open a hatch, so an extra canister will be a bit more forgiving of mistakes.

Tweaks & Improvements[edit]

Game Balancing[edit]

See above for information on the new secondary Hard Breach Charge gadget and changes to Thatcher's DSEG 1.2.

New Sights, Modification & Redistribution of Older Sights

New Sights/Scopes[edit]

New sights are coming! We’re introducing 2 new sights and 2 new scopes:

  • New M4S Red Dot Sight – 1.0x zoom, which functions as a ‘no zoom’ sight
  • New MH1 Holo Sight – Alternative Holo that offers a clean sight and new reticule.
  • New ACOG (1.5x Scope) – An ACOG with short-to-medium range magnification
  • New Scope (2.0 Scope) – With medium range magnification

Modified Sights[edit]

  • 2.5x ACOG – Zoom level changed.
  • 3.0x Scope – No longer a unique option, and will be an option for most DMRs (depending on balancing needs)

Redistribution of Sights/Scopes[edit]

With the introduction of new sights and scopes, we’ll be redistributing them based on operator, gameplay, and balancing needs.

Player Comfort[edit]

Minimum MMR Gain/Loss[edit]

Winning/Losing a ranked match will now give a minimum of 25 +/- MMR gain or loss. We’ve also tweaked the MMR gain/loss distribution to prevent diminishing MMR returns for players who play lots of ranked games.

In-Game Report Notifications[edit]

You will now receive in-game notifications after a player that you reported is sanctioned. These will replace the ‘Thank you’ emails for reporting a banned player. Play nice. Play fair. Report those that don’t.

Vote-To-Kick Removal (Later in the season)[edit]

Later in the season, we’ll be removing vote-to-kick from Quick Match—the only playlist which had this feature. We've been monitoring the use of vote-to-kick and have found that it has since strayed from its original intent, leaning towards a more toxicity-related use case. With the numerous RFF conditions in place, as well as the improved player-reporting panel, we feel the original need for vote-to-kick should be fulfilled by these other options for reporting toxic players instead. We strongly encourage you to report toxic players via the in-game reporting panel so that they can be sanctioned.

Caster HUD[edit]

  • A new player card is present at the bottom-center of the screen that will help viewers swiftly notice which player they're spectating. This is extremely useful, especially when switching quickly between players' views.
  • Player's life bar has new feedback to easily spot players taking damage
  • Activating and deactivating the defuser has a new VFX to make this action more noticeable when it occurs during the round
  • Drone Info is now present in the player card even if the operator is dead or in the DBNO state
  • Abilities and gadgets have new VFX for their states when they are ready, active, cool-down, etc.
  • Hostage and Secure Area game modes are now shown as feedback in the HUD

Game Health[edit]

Gadget Deployment Refactor[edit]

Moving forward with our push for behavioral consistency, we’ve built further on our Y4S4 projectile map asset destruction changes and brought it to deployables.

ADS Sensitivity System[edit]

Players now have the option to customize ADS sensitivity in the Options menu. With the ADS Sensitivity System, ADS is more consistent across all sight/scope magnifications. You can customize sensitivity levels per zoom level according to your personal preference by selecting the ‘Advanced’ option in the Options menu.

Vault Detection[edit]

Improvement of the vault detection system will make vaulting smoother, easier, and make vault behavior more consistent.

RFF + Hostage Rules Update[edit]

We’ve updated the RFF rules around hostage to be more consistent and transparent to prevent ambiguity and abuse.

MMR Rollback Cap[edit]

The cap for MMR rollback has been raised from your max MMR for the season to your max MMR + 200. We hope this will give a bit more flexibility for MMR rollback and reduce some of the frustrations surrounding it.

Sound Refactoring[edit]

We have begun the process of refactoring our sound system, which will essentially repackage the way sounds are stored and connected to the game. For more information on what that means and how it will improve our sound system, please see Top Issues & Community Concerns

Patch Notes Addendum[edit]

Updates and fixes made over the course of the Y5S3 Test Server. For the full Shadow Legacy Patch Notes, follow the link below.


Ping 2.0[edit]

We’re currently evaluating the feedback that we’ve received on Ping 2.0 over the course of the Test Server. So far, we've observed that the benefits of the new ping system are more heavily weighted towards more casual players, but we also understand the potential drawbacks raised by high-tier players about the new ping system. With this in mind, we would like to spend some more time gathering data and feedback on the live servers. We'll continue closely monitoring the impact of Ping 2.0 while it's on live while we we take a closer look at our options to try and will do our best to incorporate feedback to make the new Ping 2.0 an enjoyable experience and useful tool for players of all backgrounds.


1X Scope Options And Availability[edit]

We have heard player feedback on the availability of options for 1x scopes on operators. While making the 1x scopes available for all the operators is something that we have considered, there are a number of design limitations that prevent us from making it a possibility at this time. We are currently exploring our options and will share more when we have a better solution.

Scope Additions[edit]
  • 1.5x on Mozzie's P10 Roni
  • 1.5x on Alibi's ACS12
  • 2.0x on Maestro's ACS12
  • 2.5x on Hibana's Type-89

Based on feedback over the course of the TS, we’ve given the old Holo back to some operators, while swapping the new Holo to others to gather more data and feedback. This change should give players more agency when choosing between using the new Holo vs. other alternatives. This will also only impact DEF operators with 1x zoom scopes. We'll be closely studying and monitoring the performance of the two Holos and player feedback on the live servers as well.

  • Re-added old Nato Holo in place of the new MH1 Holo for: Wamai (AUG A2), Oryx (Mp5), Pulse (Ump 45)
  • Added new Nato Holo to replace old Holo for: Castle (Ump45), Doc (Mp5), Echo (Mp5SD)
Nomad Nomad[edit]

Gave Nomad more options on her scopes to make them feel and look a bit better.

  • ARX: Removed 1.5x, Added 2.0x
  • AK: Removed 2.0x, Added 1.5x and 2.5x

ADS Sensitivity[edit]

The sensitivity slider now goes up to 200. Don’t forget that when you patch into the new season, your old sensitivity settings will automatically be converted into the new system.

If you want to calculate your own conversions, check out our sensitivity guide.

Bomb Remodel[edit]

Addition of panels to the bomb model in order to fix issues with pixel peeks.

Player Behavior[edit]

MMR Changes For Anti-Boosting[edit]

To discourage boosting and de-ranking, players can no longer drop below 1000 MMR, and players cannot gain more than 150 MMR from any game.

Vote-To-Kick-Removal (Later In The Season)[edit]

Early in the season, we will be removing the vote-to-kick feature from Quick Match. We've been monitoring the use of vote-to-kick for the last seasons and have confirmed that it is indeed a highly abused feature used as a disruption tool and that it is considered by most to be a pain point in this playlist. Considering that it brings more tension to Quick Match, we decided to turn it off.

In-Game Report Notifications[edit]

You will now receive in-game notifications after a player you reported is sanctioned. These will replace the ‘Thank you’ emails that used to be sent out in this scenario. We are replacing the emails with notifications to be more transparent about our sanction process. It also allows us to keep sanction communication in-game, making it easier for users to get updates while they play.

Other Updates[edit]

  • Added raiser to the 1.5x Scope to alleviate the issue of the visible iron sight/front pins when in ADS.
  • Iana's Holograms will no longer trigger metal detectors.
  • New naming convention for shields. All shields will now display 'SHIELD' as their weapon type. (ex: Le Roc Shield, G-52 Tactical Shield, CCE Shield).
  • Reduced the size of the 1.5x Scope
  • Reduced the size of the reticule for the MH1 Holo Sight
  • Minor visual tweaks to Zero's scope icons for aesthetics.
  • Updated reticle structure for Kali's CSRX300 and Capitao's Crossbow
  • Updated reticle when entering gadget mode for Kali.
  • Vault prompt consistency after meleeing a barricade (See Vault Detection changes). Previously you could sometimes vault barricades after 1 melee. Barricades will now require at least 2 melee hits before the vault prompt will appear.

Bug Fixes[edit]


  • Fixed - Issues with gadget deployment and consistency when interacting with destructible/fragile map assets (see Gadget Deployment Refactor in Patch Notes).
  • Fixed - Minor feedback issues for new disable state (see new Disable State in Patch Notes).
  • Fixed - Various minor issues with Ping 2.0 feedback (see new Ping 2.0 in Patch Notes).
  • Fixed - Various feedback issues for hard breach charge (see new Hard Breach Charge in Patch Notes).
  • Fixed - Various vault fixes (see Vault Detection Improvement in Patch Notes).
  • Fixed - Hot breach charge can kill operators during entry.
  • Fixed - Issues with DBNO detection.
  • Fixed - Launcher projectiles (Ash, Zero) can sometimes pass through walls.
  • Fixed - Breaching charges display fire spark VFX if they're destroyed without being detonated.
  • Fixed - Drones not always spawning in the same vicinity as the player.
  • Fixed - Drones sometimes spawn facing the wrong way and not facing the objective building.
  • Fixed - Drones spawning at random map locations instead of near the Attacker spawn point if 'No vote' is chosen.
  • Fixed - Firearms can sometimes get stuck if players pick up deployable gadgets during the animation and using other buttons simultaneously.
  • Fixed - Gadgets/projectiles can sometimes pass through surfaces if they are thrown while leaning, prone, and while forcing collision.
  • Fixed - Inconsistent objective scan detection by drone on bomb sites.
  • Fixed - Missing occluded SFX when deploying while standing away from the wall and rappelling.
  • Fixed - Popping animation when running downhill.
  • Fixed - Shield operator's shields will flip after swapping it out and meleeing.
  • Fixed - Small barricades can be vaulted after just one hit.
  • Fixed - Weapons appear in the middle of a deployable gadget while gadget is being deployed/cooked.
  • Fixed - When melee hitting an electrified deployable shield, players take 15 damage (should be consistent with damage taken from electrified reinforced walls/barbed wire – which is 3 dmg).
  • Fixed - Holo MH1 reticule is not properly aligned.
  • Fixed - Red dot is not aligned.

Level Design[edit]

  • Fixed - Exploitable gaps in some map areas.
  • Fixed - Flickering textures for certain map surfaces.
  • Fixed - Minor chroma changes to destructible walls for better clarity.
  • Fixed - Various clipping/dynamic clipping issues.
  • Fixed - Various issues with carpets.
  • Fixed - Various LOD issues on maps.
  • Fixed - Various map props/assets.


  • Fixed - Tons of Chalet stuff (see Chalet rework.)


  • Fixed - Echo's Yokai can get stuck behind a water dispenser in 1F Skylight Stairwell of Bank.
  • Fixed - Explosion damage can pass through the metal desk in B CCTV of Bank.
  • Fixed - Invisible ceiling collision when navigating with Echo's Yokai at B Main Stairway on Bank.


  • Fixed - Attackers can plant the defuser on top of the lockers in 1F Supply Room of Border.


  • Fixed - Bullets can penetrate through the trim around the bar counter on Coastline.
  • Fixed - Carpets on Coastline are not destroyed when hit by explosives (see Gadget Deployment Refactor).
  • Fixed - You can go through the cool vibes wall on Coastline while rappelling.


  • Fixed - Placing and detonating a nitro cell or impact grenade on the flag in 2F Consul Office of Consulate will not deal damage to any nearby operators.
  • Fixed - Small gap above the double doors of EXT Visa Entrance of Consulate.

Hereford Base[edit]

  • Fixed - Issues with gadget deployment on the top window of EXT East Staircase window on Hereford.


  • Fixed - The defuser can be dropped in a difficult to access area in EXT Cannon Overlook on Fortress.


  • Fixed - Drones spawning in the wrong locations on House.
  • Fixed - Barbed wire can't be placed on certain spots in 1F Lobby Stairs of House.

Kafe Dostoyevsky[edit]

  • Fixed - Barbed wire not deploying on carpeted stairs on Kafe.


  • Fixed - Counters in 1F Kitchen Outback are missing some materials.

Theme Park[edit]

  • Fixed - Defenders sometimes spawn in the air at 2F Bunk on Theme Park


Zero Zero[edit]

  • Fixed - Various issues with Zero’s piercing camera gadget and interactions with various props/functionality (see Zero in Patch Notes).
  • Fixed - Various visual feedback issues with Zero's gadget.

Amaru Amaru[edit]

  • Fixed - When using Amaru's Garra Hook to rappel up, Amaru can sometimes get stuck and fall back to the ground.

Ash Ash[edit]

  • Fixed - Ash's breaching round will not explode properly when it interacts with reinforced walls in a certain way.

Clash Clash[edit]

  • Fixed - Montagne and Clash cannot extend their shields while crouched.
  • Fixed - Missing feedback warning message when Clash tries to user her CCE shield while in a disabled state.
  • Fixed - Clash can slow opponents even when her CCE Shield is facing the opposite direction after being meleed and having her guard broken.

Frost Frost[edit]

  • Fixed - Frost's Muzzle Flash with her 9mm sub–machine gun extended barrel is misplaced.

Fuze Fuze[edit]

  • Fixed - Fuze has the Nato red dot, and the holographic and reflex scopes available for the AK–12 (he should have the Russian red dot, Russian holo, the Russian reflex, 2.0x and Russian 2.5x).

Iana Iana[edit]

  • Fixed - If Iana is using the new Y5S3 1.5x or 2.0x Scopes, they will revert back to the old ones when using her hologram.
  • Fixed - If Iana's hologram is activated while a player reconnects to a session, Iana may appear to be dead to that player.

Maestro Maestro[edit]

  • Fixed - Maestro's Evil Eyes should now match the same deployment behavior of other deployable gadgets.

Maverick Maverick[edit]

  • Fixed - Missing 'Empty fuel' message for Maverick's blowtorch.

Melusi Melusi[edit]

  • Fixed - Melusi's Banshee and Maestro's Evil Eye are not destroyed when an enemy is pushed into them by Nomad's Airjab or Oryx's charge.
  • Fixed - Small destructible objects can block Melusi's Banshee's LOS.

Montagne Montagne[edit]

  • Fixed - Montagne and Clash cannot extend their shields while crouched.
  • Fixed - Montagne can unequip his shield while being guard broken.
  • Fixed - Montagne's extended shield is automatically equipped if the player presses the key/button for his shield and then stands up later.

Mozzie Mozzie[edit]

  • Fixed - Destroying a Mozzie pest while hacking a drone renders the drone unusable for both Mozzie + the attacker.

Thatcher Thatcher[edit]

  • Fixed - Thatcher gets 10 points instead of 5 points for disabling Melusi's Banshee.
  • Fixed - Thatcher getting 2x points for disabling Clash's CCE shield.

User Experience[edit]

  • Fixed - HUD icon updates for voice chat.
  • Fixed - Various cosmetic/shop issues.
  • Fixed - Various HUD fixes in caster mode.
  • Fixed - Various HUD issues with compass locations on maps.
  • Fixed - Various HUD/UI issues.
  • Fixed - Various issues when spectating with Caster mode.
  • Fixed - Various minor menu/round SFX issues.
  • Fixed - Various minor visual issues with map props when in spectator mode.
  • Fixed - Various SFX ping errors in menu/UI.
  • Fixed - Ammo counter appears off screen when using 4:3 aspect ratio.
  • Fixed - Buff/debuff icons are missing their animations on the HUD.
  • Fixed - Defender's weapon attachments sometimes spawn with a delay after the start of the round.
  • Fixed - Doc's stim pistol is not functional in Training Grounds
  • Fixed - Errors with disable state interaction in completing PvE situations.
  • Fixed - Graphical corruption when setting the brightness at 60 or above
  • Fixed - In custom matches, the Hostage can still be killed even after setting Hostage death to off.
  • Fixed - Long loading times when transitioning to the start of a round.
  • Fixed - Missing score/timer from the UI during match point.
  • Fixed - Overlapping running SFX when shield operators run with the shield on their back.
  • Fixed - Player's attachment loadout visual information does not update during operator selection after being changed.
  • Fixed - Reload button is misplaced on non–native aspect ratios.
  • Fixed - Some Optic colors (orange, turquoise) are not displaying their true color at high opacity levels.
  • Fixed - The bots start talking about grenades when Zero uses his gadget in PvE. At least they're pretty.
  • Fixed - Unmuting another user that you blocked does not unmute them.

External Links[edit]