

- Gather event posters for 25 points each.
- Gather prototype weapons for 50 to 100 points each. These are more heavily weighted towards restricted areas.
- Loot weapon crates for 150 to 200 points each. These only spawn inside the vault, encouraging players to progress the match instead of just looting outside.
- Last, but not the least, players will be able to gain 500 points by interacting with the catwalks added to all levels as a VIP! Players will need to stay inside the catwalk social interacts to gradually gain points up to 500. It’s called fashion hun, look it up!


- Adding decision making in movement. Having to manage a resource that could put you at risk makes normal traversal more tense and adds moment to moment decisions to the game.
- Putting a limit on the ability for a player to cross the entire map to third party an active fight. They could always push themselves and blow their cover to get there, but at that point it gives a better chance for the defending player to react.
- Level the playing field a bit more between overly careful new players and extremely reckless experienced players, giving a bit of required downtime to these players to slow down games.
- A retinal scanner is present at every vault entrance.
- They will be locked for 7 minutes (half the first phase) before players can interact with them. Once 7 minutes has passed, players can start bypassing them.
- Retinal Scanners cost 40 intel to open when no vault terminal has been deactivated. This lowers by 10 every time one is turned off reaching 20 intel when a single vault terminal is still standing.
- Players can deposit intel at any retinal scanner to lower the required amount. All players participate in lowering this.
- Once there is no intel left to spend, a VIP disguise is required to authorize the scan. This will result in the vault opening immediately, bypassing vault terminals.
- The retinal scanner that is used to authorize the VIP will give a Gold Upgrade chip.

- By default, you will now see the name of the player you eliminated.
- When eliminating a player that is at least 10 account level above you, you will get additional celebration in the Elimination Hud, including the level of the person you eliminated.
- This will scale depending on the level difference up to a difference of 300 levels, giving a massive celebration of the achievement.
- XP values for an elimination will scale slightly with this, giving up to 60% extra XP on the elimination at the highest level difference.

- A golden echelon 10 Skin
- A unique ink at echelon 30
- A platinum echelon 50 Skin
- A dazzling diamond skin at echelon 100

- Reload Speed 1.15s => 1.3s
- Reload Speed 1.4s => 1.45s
- Reload Speed 1.25s => 1.35s
- Amped up effect now lingers for 3s after recovering, allowing Red to reposition after grabbing a spy cache.
- Can now cancel the animation much earlier to prevent a state where the players feels “locked” when triggering their expertise in a fight.
- Players' positions are now captured at the same trigger as before, but shown 2 seconds later. This delay adds a bit of imprecision to the current picture of where other players are and allows victims to reposition to prevent Xiu from knowing exactly where they stand.
- Battery no longer drains when leaving the drone, only while piloting it, allowing you to keep it stashed somewhere for use later on while still imposing a limit to max uptime when following a spy.
- Reduced Goo-Pod HP so they can be destroyed in a single shot by every character.
- Raised Scrambler HP to 15 to prevent it from being destroyed in a single shot by high fire rate characters, giving it a bit more of a defensive gadget identity.
- Objects in lost and found boxes can now be pinged correctly.
- Getting revived after getting eliminated while running will no longer result in the player running when revived.
- Fixed an issue where navmode interaction with charged weapons could lead to cover not being blown on shot.
- Fixed an issue where using a health vial during an animation involving the left arm could make your first person arms disappear.
- Breadcrumbs now last 15 seconds as intended (they were still 10 seconds)
- Reviving allies at extraction terminals no longer leaves a breadcrumb behind.
- Fixed railings that would block bullets instead of letting shots go though.
- Fixed an issue where drawers opened by NPCs far away would make objects inside invisible until the drawer is closed and opened again.
- Fixed a wide array of LODS that were too aggressive.
- Field upgrade chests and lost and found boxes won’t show the “in-use” message anymore when currently being hacked by an enemy player.
- Fixed an issue where mashing the big blind expertise could lead to placing multiple zones.
- Big blind no longer stays up when Ace is eliminated in team matches.
- Return to sender now plays audible sound effects when hit by shot in 3rd person.
- Fixed an issue where the Duke’s barrel would reset back to position after firing in ADS.
- “It’s a Setup” will no longer remain active after a Cavalière is eliminated.
- Fixed an issue where canceling a melee attack could cause Cavalière’s weapons to vanish in first person.
- Fixed an issue where Xiu could take fall damage after teleporting while falling.
- Fixed an issue where the screen could stay tilted after taking damage when teleporting.
- Fixed an issue where timing navmode use with serpent’s bluff could make it work without triggering the cooldown.
- Fixed Calamari 1P animation issues leading to wrong weapon placement in a variety of conditions.
- Fixed Vigil having the same echelon title unlocked twice instead of the correct ones.
- Fixed an issue that would lead to Yu-Mi being stuck in a state where she can’t shoot after using or canceling her expertise.
- Fixed an issue that would lead to Yu-Mi shots getting lost in high latency situations.
- Fixed an issue where rapidly releasing right click and holding it again could cause it to fire without a pellet, costing ammo.
- Charge SFX is no longer extremely quiet.
- Un-charged shots now have correct vibrations on the controller.
- Fixed a hole in the shortcut in purple room D that allowed players to shoot from inside.
- Fixed a close spawn point on the 4th floor between players.
- Fixed npcs spawning on picnic tables.
- Fixed Healing vial dispenser clipped in wall in Staff Room.
- Fixed un-sittable toilet in vault.
- Fixed a spot where players could shoot through a wall in the shortcut of room C.
- Fixed multiple spots with missing collisions.
- Fixed lighting issues in the main hall bathroom making objects dark in spots.
- Fixed invisible collision in purple room inside vault protruding from wall.
- Fixed spot in main hall that would count as a guard room when close enough to the wall.
- Fixed stairs collisions sometimes stopping players in SE purple rooms.
- Fixed restroom door collision being larger than the visual.
- Fixed SE bathroom doors still letting aggro-ed guards open them.
- Drone camera will no longer turn when the spy turns.
- Fixed an issue where hacktrap clues would not get cleaned when the owner is eliminated.
- Fixed an issue where clues that are far from the players could have their status not updated.