In-game
- "Fixed a bug with “rewinding” for Hit Registration that could cause the client to slightly disagree with the server on where a target was when you pulled the trigger. This affected all players slightly, but scaled up in severity at lower FPS.
- Fixed an issue where client-side tracers desynced when yaw switching.
- The server and client would sometimes disagree on where shots were landing when firing extended bursts.
- Fixed a bug that let you shred the gnar at supersonic speeds using Viper’s Toxic Screen as a projectile boost.
- Fixed the ability to activate Viper’s Poison Cloud mid air if it has been picked up.
- Removed slow from Viper’s Snakebite tooltip.
- Cypher’s Spycam now shows the direction it is looking right when it is possessed.
- Fixed more unintended Cypher Spycam locations.
- Fixed Sova’s arrows sometimes unpredictable bouncing.
- Fixed Sova arrows from revealing through some walls.
- Fixed a bug with Jett’s lower body popping out of place during her glide—thanks physical therapy!
- Fixed an issue where blood was unintentionally disabled.
- Fixed an Observer bug where dead players appeared as Phoenix on the HUD when an entire team was dead.
- Fixed a spectator issue where Cypher's tracers would appear inaccurate if the spectator swapped to him after he had entered/exited his camera.
- Fixed an issue where a team could all disconnect on side swap rounds to surrender, but they would receive a win instead of a loss.
- Fixed a bug that allowed Bucky's right click to penetrate through world geography.
- Fixed a bug for the comms halo above a player's head, it should now activate with both Party chat and Team chat.
- Fixed an issue where credits on the HUD appeared to be much higher than the 800 you receive on side swap rounds.
- Fixed an issue with the scoreboard that would show enemy team above the credit cap.
- Fixed a bug where players were fully movement inaccurate after being resurrected or respawning.
- Fixed overruns on interactable objects like orbs or the Spike.
- Fixed an issue where ally loadouts appeared to show damaged allies at full health.
- Fixed issues with HUD prompts that would be cut off if the key to activate the prompt was bound to a key with more than one letter.
- Fixed a bug where the buy phase announcement would always say to press B to buy, even if the key to open the Armory was bound to a different key.
- Fixed an issue where reconnect messages would spam every round start.
- Fixed an observer bug where text would overlap in the buy phase announcement.
- Fixed an observer bug where some abilities were not appearing on the minimap properly.
- Fixed a bug where the ping wheel on the megamap would not grey out when ping limited.
- Fixed a bug in the Armory where weapon details would vanish after purchasing a weapon.
- Fixed a bug where the Equip Last Equipped Weapon hotkey was not functioning properly after using an ability.
- Fixed overlaps with instability indicators (i.e. High Ping) and the Spectator widget.
- Fixed overlaps and overruns in the Combat Report.
- Fixed an issue with dead player models occasionally flickering.
- Fixed an issue with animations when aiming with the Odin for spectators.
- Fixed flickering mouse cursor in a few places.
- The tooltip pointing at Contracts can now be dismissed FOREVER.
- Fixed a bug where half the Arsenal page would fade in when clicking on the Collection tab.
- Fixed a bug where the personalized Store offers would blink before fading in.
- Fixed a bug where various menus could overlap the lobby screen after a queue dodge.
Game client
- Fixed some visual bugs in the settings menus.
- Fixed a bug with windowed mode where the VALORANT window would not save its location properly.
Known issues
- In very rare cases where a player has a lot of incoming packet loss, an enemy model may appear to be crouching when they’re actually standing (or vice versa). The connection has dropped the packet that says “this player un-crouched”, and there can be a short delay before it’s resent. We have a fix for this coming asap.
- All impact effects (spark and blood) are pinned in world space where the hit was registered on the server. These show up after hearing back from the server, at which point the victim or attacker may have slightly shifted positions. Often, we've seen the target crouch into or move their head to where the hit impact renders.
- It’s difficult to read the exact hit location (center point) from the spark effect when compared to blood.