Valve just dropped a fresh update for Counter-Strike 2 on October 25th, and it’s packed with lots of changes to make the game even better. The October 25th Update comes with numerous fixes, tweaks, changes and improvements. So, let’s dive in and see what’s new.
In this latest update, Valve has fixed an issue that could cause weapons to drop out of the game world. They also fixed a bug that counted self-inflicted Molotov damage as team damage. Plus, the update makes the gun flashes and explosive effects work better, so the game runs smoother.
In this new update, they’ve made a bunch of adjustments to the maps in Counter-Strike 2. Valve has fixed some problems with players getting stuck in maps like Inferno, Nuke, Anubis, and Office. The team has also improved the lighting in certain spots on the Overpass map to make it easier for players to see what’s going on. Not only that but they’ve taken care of an issue where ladders were blocking bullets and grenades in Vertigo. Plus, the devs have sorted out various problems with bullets not going through objects correctly in Mirage.
As always, Steam will download this update the next time you launch its client. Below you can also find its complete changelog.
Counter-Strike 2 October 25th Update Release Notes
[ MAPS ]
Various bug fixes and tweaks:
- Inferno
- Improved bomb visibility when planted in fountain on bombsite B
- Improved grenade bounce behavior on roof and stone models to make it more predictable
- Removed part of railing on balcony
- Adjusted garage door on bombsite A to improve player readability and clipping
- Fixed lighting bug on Inferno workshop map
- Fixed various micro-gaps
- Overall clipping / movement polish
- Overpass
- Removed or tweaked models and textures to improve player readability
- Adjusted lighting in certain areas to improve player readability
- Adjusted grenade clipping in various areas
- Nuke
- Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
- Fixed collision on doorways from ramp to bombsite B to be more accurate
- Improved player readability against container on bombsite B
- Fixed some cases where players clipped through garage door at lobby
- Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
- Fixed various holes in world
- Overall clipping / movement polish
- Dust2
- Fixed micro-cracks in crate models
- Anubis
- Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
- Fixed multiple cases where dropped weapons clipped through world geometry
- Fixed multiple holes and cracks in world.
- Fixed missing collision on geometry where c4 could be thrown out of the map
- Clipped multiple areas where players could stack, providing an unfair vantage point
- Fixed lightmap issues around CT spawn water
- Improved player readability in mid
- Improved CT team intro position
- Overall clipping / movement polish
- Office
- Improved player readability at CT spawn around swat van
- Fixed gaps in some cubemaps which were causing lighting issues
- Fixed some lighting artifacts on crates at low settings
- Disabled motion on vending machine
- Overall clipping / movement polish
- Vertigo
- Fixed ladder collision blocking bullets and grenades
- Fixed steel beams having incorrect surface property
- Overall clipping / movement polish
- Mirage
- Fixed various bullet penetration issues
- Overall clipping / movement polish
- Ancient
- Made fog adjustments to improve player readability
- Fixed micro-cracks in crate models
- Fixed multiple holes and cracks in the world
- Made visibility adjustments to donut area
- Fixed bullet penetration issues through wood panels near bombsite B
- Fixed material properties on some tarp models
- Overall clipping / movement polish
[ MISC ]
- Fixed some cases where weapons could fall out of the world
- Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
- Improved performance for muzzle flashes and HE grenade effects
- Various bug fixes and tweaks to weapon finishes and stickers
- Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
- Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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