Le patch 1.0.5.1B de Overwatch ajuste la durée de la mort subite sur certaines cartes en compétitif et corrige des bugs. Le changelog complet après la pub.
[–SUITE–]GENERAL
Competitive Play
The duration of Sudden Death has been adjusted across all maps from 1m45s to the following values:
Assault:
- Hanamura – 1m35s
- Temple of Anubis – 1m30s
- Volskaya Inudstries – 1m35s
Escort:
- Dorado – 1m30s
- Route 66 – 1m35s
- Watchpoint: Gibraltar – 1m35s
Hybrid:
- King’s Row – 1m30s
- Numbani – 1m50s
- Note: Sudden Death duration is unchanged for Hollywood, which remains at 1m45s
BUG FIXES
General
- Fixed a bug that prevented Overtime music from playing on Escort and Assault/Escort maps, if they payload was nearing the final checkpoint
- Fixed a bug where display settings weren’t always saved after restarting the client
- Fixed an issue that sometimes caused the in-game UI to display incorrectly at 4k resolutions
- Fixed a bug where sometimes the wrong player level would appear in the Social menu
Maps
- Fixed an issue with collision not blocking line of sight on certain areas of Nepal
Heroes
- Fixed a bug that caused Mercy’s Caduceus Staff beam to disconnect from its target if the player a) quickly switched between healing and damage beams by holding down both mouse buttons and/or b) was facing away from the target at the time of the switch
- Fixed even more bugs that allowed Reaper to Shadow Step to unintended locations on certain maps
- Fixed a bug that caused Winston’s melee attack during Primal Rage to inconsistently hit targets in range
- Fixed a bug that sometimes cause Zarya’s alternate fire to scaled incorrectly with her damage boost modifier
Competitive Play
- Fixed a bug that caused the « Top 500 » icon to incorrectly display for certain players in various places throughout the game UI
- Fixed a bug that sometimes caused players’ Skill Rating to display as « 64 » during placement matches
- Fixed an issue where if you left and rejoined an in-progress Competitive Play match, the game would still track the match as a loss in your placement match history and when determining the amount of Skill Rating you receive for completing a match even if your team won
- Note: You must be present for the conclusion of the match to be eligible for the win. If you leave a match and do not rejoin before it’s over, it will count as a loss both in your placement match history and when calculating your Skill Rating adjustment.
- Fixed an issue where you would still receive a Competitive Play « leave » penalty even if you rejoined a match and completed it
- Note: If you leave a single Competitive Play match more than 3 times, you will receive a Competitive Play « leave » penalty even if you complete the match