Dirty Bomb Changelog

What's new in Dirty Bomb 1.0

Aug 31, 2018
  • AURA OBSIDIAN OPERATIVE:
  • Skyhammer Obsidian Operative? CHECK! Proxy Obsidian Operative? CHECK! Aura Obsidian Operative?! HELL YES!!
  • We don’t think words can explain how awesome Aura looks, so we’re going to let the above image do the talking for us
  • The Aura Obsidian Operative is available in store now. Pick it up! Look epic! Kill! Revive! Enjoy!
  • EXECUTION FOR COMMUNITY SERVERS:
  • You wanted it so we’ve gone and done it. Execution. Is. Back.
  • If you own a Community Server you will find new options allowing you to add Execution and all three original maps to your rotation. If you don’t own a server, you’ll need to search for ‘Execution’ with the ‘All Gamemodes’ tickbox selected in the server browser.
  • We’re not hosting any Execution servers ourselves, so the ball’s fully in your court to make the most of this feature. We hope you enjoy it! I for one am excited to jump back into Gallery to defend Pylon B from the balcony. It was always my favourite…
  • NEW PLAYER REWARDS:
  • To celebrate Dirty Bomb coming out of Open Beta we’re offering you all the chance to pick up some goodies…
  • For all of our lovely new players, welcome! You’re starting your lucrative career as a money hungry mercenary for hire on the irradiated streets of London. As a starting bonus when you log in for the first time you’ll find a number of juicy items are already on your account to get you going. These are
  • 1,000 RADs
  • RADs are our premium currency which you can use to pick-up Mercs, Loadout Cards and more in-game
  • A Weapon Case Key
  • Yup, we have some pretty awesome weapon skins and cases have a chance to drop after each match! This key will open one of those cases, giving you a shiny!
  • 14 Day Credit Booster
  • You earn Credits from playing in matches and like RADs you can use them to pick-up in-game content. This booster increase your earn rate by 50%
  • GENERAL 1.0 UPDATES:
  • There’s a number of big ticket features going in to 1.0 which you’ve already read about above, but there’s also a number of extra little changes going in to tidy up the edges of the release. These include
  • New and improved application icon
  • Removal of ‘BETA BUILD’ tags
  • Updated Steam Store text
  • Steam DLCs removed in place for RAD bundles
  • Added links to Merc biographies on Dirty Bomb website
  • Added developer credits
  • BALANCE UPDATES:
  • MERCS:
  • AIMEE:
  • As part of a general change, we’re making sure each Recon has an enforced downtime on their Spotting abilities, so there’s now always a 5s window where Spotting is unavailable.
  • Reduce the lifespan of her SNITCH device to 15s (from 25)
  • Reduce the cooldown of her SNITCH device to 20s (from 25)
  • ARTY:
  • With his frequent Artillery Strikes, Arty was too good against objectives such as the EV, so we’ve increased his cooldown here.
  • Increase the cooldown of an Artillery Strike to 25s (from 20)
  • GUARDIAN:
  • To help Guardian be more effective on attack, we’ve sped up her Sky Shield throw animation. Meaning she can deploy it an switch back to her primary weapon more quickly.
  • Reduce the Sky Shield throw animation to 0.65s (from 0.9s)
  • JAVELIN:
  • To improve her team utility, we’re doubling the amount of Ammo provided by Javelin.
  • Increase the magazine size of the Ammo Aura from 1/2 magazine to 1 magazine.
  • NADER:
  • With the general changes to explosives, we’ve needed to tone down Nader a little so we’ve increased her cooldown here.
  • Increase Nade cooldown to 8s (from 7)
  • REDEYE:
  • As part of a general change, we’re making sure each Recon has an enforced downtime on their Spotting abilities, so there’s now always a 5s window where Spotting is unavailable.
  • Reduce the duration of the Smoke Grenade to 9s (from 12)
  • Reduced the Cooldown activation cost of IR Goggles to 3s
  • Increased overall duration & Cooldown of IR Goggles to 15s
  • SPARKS:
  • To improve her team-healing capabilities, we’re making Sparks Medkits more readily available with a shorter cooldown and increasing their healing amount for non-Medics. We’re lowing the maximum stack she can have at anyone one time to reduce the number of ‘pack piles’ she can deploy for use mid-combat.
  • Reduced Medkits cooldown to 8s (from 10s)
  • Increased Medkits health given to non-Medics to 50 (from 45)
  • Reduce the maximum number of Medkits to 3 (from 4)
  • Reduced the lifespan of all dropped Ammo & Health Packs to 30s (from 35s)
  • STOKER:
  • Like Arty, Stoker has also been more effective than intended, so we’re making some tweaks to the Molotov to lower it’s duration.
  • Reduce the Molotov duration to 7-9s (from 8-10)
  • Increase the Molotov cooldown to 40s (from 35)
  • OTHER CHANGES:
  • Removed Steam Achievement for completing the tutorial
  • Removed Steam Store DLCs and added new in-game Merc bundles
  • BUG FIXES:
  • Fixed issue where both Commanders would explain Objectives after a shuffle vote passed
  • Fixed issue where the completed Contract Credit amount was not shown after a match
  • Fixed issue where no confirmation message was shown when spending RADs to re-roll Contracts
  • Fixed issue where items were not showing in inventories with the correct filters selected
  • Fixed issue where an asset was missing collision
  • Fixed issue where Guardian’s Sky Shield had graphical issues on some machines
  • Fixed issue where Contracts did not update to ‘Completed’ on the post-match screen
  • Fixed issue where not completing a Training video would award a tick to the next video
  • Fixed issue where the Crafting pop-up would display twice
  • Fixed issue where MercServ was out-of-date on the Advancement Crate
  • Fixed issue where intro and outro cinematics would not display correctly on DX11
  • Fixed issue where UI elements would flicker in DX11
  • Fixed issue where the in-game timer would flicker in DX11
  • Fixed issue where joining a password protected server would issue a warning for ‘Incorrect Password’ before being prompted to input a password
  • Fixed issue where the game did not auto-detect language on initial launch
  • Fixed issue where the ‘Operator’ achievement was awarded after launching the game for the first time
  • Fixed issue where the Katana was not displayed in the ‘Weapons’ tab
  • Fixed issue where players could set their resolution to 0x0
  • Fixed multiple text issues
  • KNOWN ISSUES:
  • The FACEIT Weapon skin is not visible to other players on the Arevarov 9
  • The Ryburn’s magazine is not attached to the gun when previewing the FACEIT Weapon skin
  • Castle cannot be played on FACEIT
  • Due to the amount of work required to fix this issue we will not be adding Castle to the map pool at any time
  • EDIT: Due to player feedback we’re re-reviewing the requirements to get Castle added to the competitive map pool. We’ll update you when we know more!
  • The full changelog can be found here: https://forums.splashdamage.com/t/august-28th-update-the-1-0-update/233023

New in Dirty Bomb August 7th Update (Aug 7, 2018)

  • FRAGMENT CASE UPDATE:
  • Long story short, Fragment Cases will no longer drop after you complete matches.
  • Short story long, we know that many of you find the Fragment cases a little underwhelming when you earn them and they're added to your inventory, so we thought of a better way for you to earn Fragments in a bit of a more interesting way (Read the next section to find out what)
  • Psst. If you have any Fragment Cases in your inventory, don't worry! Those won't be going anywhere, so you can save them for the memories or open them at your leisure.
  • INCREASED LOADOUT CASE DROP RATES:
  • Enter the replacement for Fragment Cases! We've more than DOUBLED the drop rate of Loadout Cases at the end of matches so your Loadout Card earn rate will increase significantly. But how does this give you more Fragments? Well, if you decide to Recycle the cards you get from these cases you'll be earning a little more Fragments on average over time than you were before.
  • With this update we've also added your Fragment balance to the front-end menu so you always know how many you have. This should also help new and existing players get to know the Crafting system a bit more, making it easier to interact with and giving it more visibility.
  • OBSIDIAN OPERATIVE PROXY:
  • Skydaddy brought home the bacon in the last update with his epic Obsidian overhaul, but now it's Proxy's turn to bring home a bigger piece of bacon (and hopefully a better metaphor).
  • When trying to describe this Obsidian it's difficult to not use words like "f*****g awesome", "holy s**t" and "very nice". But don't take it from me, check it out here:
  • Yea.. That's a thing, enjoy.
  • BUG FIXES:
  • General:
  • Fixed issue where the individual Merc drop-down filter did not show any Merc Decks
  • Improved attacking hitbox of the Ulu
  • Fixed issue where the Founder's Fragger model would incorrectly load at a certain distance
  • View below GIF to see the true hilarity of the issue)

New in Dirty Bomb July 24th Update (Aug 2, 2018)

  • WEAPON CASE KEYS FOR CREDITS:
  • That's right! Weapon Case Keys now have a Credit price so everyone can enjoy Weapon Cards without needing to spend a single RAD. We made this change as many of our long-term players have been asking for more items to spend their Credits on. We've also increased our Weapon Case drop rates by roughly 70 percent so you can make the most of this change
  • Weapon Case Keys now cost 14,500 Credits
  • Increased Weapon Case drop rates by 70%
  • WEAPON CARD AND SPECIAL EDITION RECYCLING:
  • Since Weapon Cards were added to the game we've been working on increasing their level of functionality to equal that of Loadout Cards and with this update we've made another step towards this. Now you can Recycle Weapon Cards in the same way that you can Recycle Loadout Cards. Weapon skin quality (Scarred, Pristine, etc.) do not effect the amount of Fragments you'll receive
  • Bronze: 135
  • Silver: 540
  • Gold: 2,150
  • Special Edition: 2,150
  • Cobalt: 13,000
  • Not only can you Recycle Weapon Cards, but if you've got some Special Edition Loadout Cards gathering dust you can now Recycle those too! They'll provide you the same number of Fragments as Gold Loadout cards, so for each one you'll receive 2,150 Fragments.
  • It's important to note that while not confirmed when Steam Trading is live we may later down the road add the ability for you to Trade and/or put Special Edition Loadout Cards up for sale on the Marketplace. We'll give you more information on this a little later down the line, but due to the nature of these updates we don't know for sure just yet if/when this will happen.
  • OBSIDIAN OPERATIVE SKYHAMMER:
  • "The party starts here" - Skyhammer, 2015
  • You've seen his foot. You've seen his other foot. And now, here's the rest of him. The thunder. Has. Come.
  • If you want to look like a badass when calling in an Airstrike or supplying teammates with ammo then this is the Loadout Card for you. Available now in-store for 3,650 RADs.
  • BALANCE UPDATES:
  • Assault Rifles:
  • The Stark AR, BR-16 and Dreiss AR are currently the weakest Assault Rifles and needed some improvement. They're all intended to be longer-range weapons so we've made changes to make them more accurate and more consistent at long distances
  • Stark AR:
  • Reduced Maximum Spread by ~15%
  • Reduced Spread Increase Rate by ~15%
  • Reduced Vertical Recoil by ~20%
  • BR-16:
  • Reduced Maximum Spread by ~15%
  • Reduced Spread Increase Rate by ~15%
  • Dreiss AR:
  • Reduced Maximum Spread by ~10%
  • Reduced Spread Increase Rate by ~10%
  • Shotguns:
  • A common complaint about Shotguns is how effective they are when used while jumping. Due to their pellet-based nature our standard jumping penalties aren't as impactful when applied to them. With this in mind we've made a few changes to make jumping mid-combat with Shotguns significantly more punishing
  • Hollunds 880:
  • Increased Jumping Spread Penalties by +150%
  • Remburg 7:
  • Increased Jumping Spread Penalties by +150%
  • Ahnuld-12:
  • Increased Jumping Spread Penalties by +150%
  • Sniper Rifles:
  • When using Bolt-Action Sniper Rifles players often get frustrated by the delay after firing before they can switch to another weapon, so we've reduced this timing while keeping the overall fire-rate the same
  • MoA SNPR-1:
  • Reduced 'Firing' duration to 0.5s (from 0.7s)
  • Increased 'Bolt-Action' duration to 1.0s (from 0.8s)
  • These changes keep the total time between shots at 1.5s:
  • FEL-IX:
  • Reduced 'Firing' duration to 0.5s (from 0.8s)
  • Increased 'Bolt-Action' duration to 1.2s (from 0.9s)
  • These changes keep the total time between shots at 1.7s
  • Fletcher:
  • Fletcher is our main offensive Objective Specialist and is filling that role nicely, however his Sticky Bombs can be very difficult to avoid. To combat this we're reducing their explosive damage radius
  • Sticky Bomb explosive radius decreased to 3.76m (from 4.16m)
  • Guardian:
  • Guardian's Sky Shield ability is mainly used by defenders to hold choke points and is often not appealing enough to use for the attacking team when there's no EV to escort. This is why we've increased the power of the Sky Shield as an offensive ability while slightly reducing the power as a defensive one. This includes increased health and a decreased cooldown, allowing players to use it more often and in more offensive areas. The up-time of the Sky Shield has been decreased to make it less appealing for defenders, taking the overall down-time between Sky Shields to 10s (from 8s)
  • Sky Shield health points increased to 90hp (from 60hp)
  • Sky Shield lifespan decreased to 8s (from 12s)
  • Sky Shield cooldown decreased to 18s (from 20s)
  • With having one of the most effective Revives in the game, Guardian does lack the ability to heal her teammates once they are up. So that her revived teammates aren't sometimes left on scarily low health we've increased the minimum amount of HP her Bionic Pulse can give to revived players
  • Minimum health given on Revives increased to 50hp (from 30hp)
  • Maximum health given on Revives remains the same
  • Hunter:
  • To improve Hunter's utility to his team we've reduced his EMP Arrow cooldown so he's able to utilise it more frequently to disable defences
  • EMP Arrow cooldown decreased to 12s (from 16s)
  • Javelin:
  • While we've gradually improved the Rocket Launcher's balance, it's still felt that Javelin's a bit too good versus players and not quite good enough versus Objectives. These changes make her Rockets less frequent and more valuable when used against Objectives, reducing the number of times she uses it to purely kill players
  • Rocket Launcher cooldown increased to 35s (from 30s)
  • Rocket Launcher objective damage increased significantly
  • Rhino:
  • While Rhino is always going to be our tankiest Merc, over time he's gradually become more powerful and more frustrating to play against. We've decided to make him a little easier to kill, but have also shaved off the edges of his hitboxes so you have to be a little more accurate when fighting against him
  • Health Points decreased to 180 (from 200hp)
  • Reduced the size of Rhino's body hitboxes by ~2%
  • Turtle:
  • Playing against Turtle can be a struggle for two reasons. First, if you don't have any explosive damage dealers his Deployable Cover is very difficult to destroy, and even when it gets to low health he can often replace it with a brand-new one very quickly. To compensate for this we've increased the damage bullets do to the Deployable Cover so everyone can kill it a little faster, and we've made reclaiming his Deployable Cover return much less cooldown than previously.
  • Bullet damage multiplier to Shield increased to 100% (from 90%)
  • Turtle Shield Reclaim cooldown reduction has been decreased to 35% (from 65%)
  • BUG FIXES:
  • General:
  • Fixed issue where key binds set in the front end could reset to default once in-game
  • Fixed issue where destroying a Bushwhacker Turret while stood on top of it could teleport the player around the map in community servers
  • Fixed various text a localisation issues

New in Dirty Bomb June 20th Fixes (Jun 30, 2018)

  • BUG FIX:
  • General
  • Fixed issue where two confirmation notifications would appear when Re-Rolling Contracts
  • Fixed issue where Loadout Cards would remain visible in the inventory after being Recycled
  • Fixed issue where Weapon Cases couldn't be Recycled
  • Shortly after the update we'll also make a few back-end changes to fix a couple of issues with Contracts. These are:
  • An issue where players would not receive multiple Re-Roll Tokens after not logging in for multiple days
  • An issue where Contracts would not function correctly between 23:00 and 07:00 BST
  • We'll also be tweaking the XP required to complete Contracts to make them a little quicker to complete and upping the total number of Re-Roll Tokens you can have at one time. These changes have been made partly due to player feedback and current Credit earn rates:
  • Overall XP:
  • 15,000 XP (from 17,000 XP)
  • 30,000 XP (from 34,000 XP)
  • 60,000 XP (from 69,000 XP)
  • Combat XP:
  • 8,500 XP (from 9,000 XP)
  • 16,500 XP (from 18,000 XP)
  • 33,500 XP (from 36,000 XP)
  • Support XP:
  • 5,500 XP (from 6,000 XP)
  • 11,500 XP (from 12,000 XP)
  • 23,000 XP (from 24,000 XP)
  • Objective XP:
  • 4,500 XP (from 5,000 XP)
  • 8,500 XP (from 10,000 XP)
  • 17,500 XP (from 20,000 XP)
  • Playtime:
  • 25 mins (from 30 mins)
  • 50 mins (from 60 mins)
  • 100 mins (from 120 mins)
  • Tokens:
  • Increased maximum stack to 5 (from 4)

New in Dirty Bomb Nuclear Winter Update (Dec 7, 2017)

  • NEW SYSTEM: WEAPON CARDS:
  • Weapon Cards are a brand new system in Dirty Bomb, allowing you to change the weapon skin on your favourite Loadout Cards. There are three skin sets in this first iteration for purchase, but also some festive skins that you will unlock just through playing in the event. You can read a full breakdown of the Weapon Card system in this news post.
  • NEW SYSTEM: MERC DECKS:
  • Merc Decks are another new system in Dirty Bomb, allowing far more customisation for your favourite Mercs than ever before. You select your Merc, apply your Loadout Card and then equip a brand new Weapon Skin. You can also equip a Trinket per Merc, meaning that each of the three Mercs you take into battle will be fully customised.
  • MVP BALANCE CHANGES:
  • The MVP screen was one of our main additions in the Javelin update and we haven’t stopped working on it since its introduction. We feel that it is important that our players get their time in the spotlight, no matter how they contributed to the success of the team. We’ve changed how the MVP awards are calculated to ensure that the award distribution is fair and more reliable. However, this is just the first step. We will be constantly monitoring and adjusting the MVP system to provide a good user experience. Below are some of the bug fixes we have applied in this update.
  • MVP award for Most Accurate changed from “Shots Landed” to “Overall Accuracy %”
  • Fixed bug where Best Merc award sometimes displayed the incorrect Merc
  • Fixed bug where Most Kills award also counted Friendly kills
  • MERC BALANCE OVERVIEW:
  • GUARDIAN:
  • Guardian is currently not where we want her to be, and we are looking to improve her over the next couple of updates. It is important to make her Bionic Pulse more reliable and her Sky Shield more attack focused. To do that we are planning on increasing the range of her passive ability and applying some fixes for her Bionic Pulse.
  • Both changes should impact her status/quality massivly. However, in this update we want to apply some smaller balance changes that allow players to keep the shield up longer at the cost of the device’s health. We want to make sure that players don`t have to focus her Sky Shield for too long and can instead focus on general combat.
  • Sky Shield lifespan increased from 10 to 12 seconds
  • Sky Shield health reduced from 90 to 60
  • JAVELIN:
  • Javelin is still one of our main focuses for balancing to ensure she is ready for the next ranked season, but we felt we went slightly too far with the acceleration changes in the last update. Therefore we decided to take a step back and give her a bit more power again by speeding up the rocket’s acceleration. This change still ensures that players have more time to find cover or shoot down the rocket without making it too frustrating.
  • Rocket acceleration time reduced from 2 to 1.25 seconds
  • Rocket base speed changed from 40% to 30% of maximum speed
  • PROXY:
  • Every player has their own opinion of Proxy. Proxy players love her and her playstyle while others can get frustrated playing against her. With this change we have tried to satisfy the players that play against a Proxy without impacting her in the hands of skilled players.
  • Damage Radius reduced from 240 to 208
  • Inner Damage Radius increased from 16 to 32
  • RHINO:
  • Rhino was weakened by some of the changes in the last update and we wanted to re-address his position in the game. This change focuses on keeping players shooting for longer.
  • Minigun energy cost reduced by ~ 25%
  • Minigun max spread reduced by ~ 10%
  • SPARKS:
  • We wanted to limit Sparks slightly in her damage output. This may look like a small change as it still allows her still to one-shot 120HP Mercs, but the difference is that she now has to fully charge her Revivr to do so.
  • Revivr damage reduced from 65 to 60
  • EXPERIENCE POINTS:
  • Our goal is that all players have an equal chance of collecting enough XP no matter which Merc they play. Therefore we have decided to make some additional Experience Points changes after reviewing the current state of the game. On average Medics are collecting the most XP while Covert Ops and Soldiers are on the lower end.
  • Guardian is an exception in this case because she still suffers from the low Experience Points gain that she has since her release. These changes should bring all of the Mercs closer together, but we will continue monitoring the changes.
  • Aimee – “Spotting an Enemy with Third Eye” XP from 60 to 80 per enemy
  • Phantom – “Disabling a deployable” XP from 80 to 85 per deployable
  • Rhino – “Suppressing Fire” XP from 20 to 30
  • Guardian – “Projectile destroyed” XP from 50 to 60
  • Thunder – “Concussing an enemy” XP from 30 to 40
  • WEAPON BALANCE OVERVIEW:
  • SHOTGUNS:
  • We have tried to trim down the reload times on shotguns as much as we can, due to the amount of “down time” players have between shooting and reloading. To do this best, we have sped up the pump animation, which is the pump that takes place after loading to full capacity. This will cut off a significant amount of time when reloading to full capacity.
  • HOLLUNDS 880:
  • Reload pump time reduced by ~20%
  • Total reload time decreased to 2.45 seconds from 2.55 seconds
  • REMBURG 7:
  • Reload pump time reduced by ~20%
  • Total reload time decreased to 2.3 seconds from 2.4 seconds
  • AHNUHLD-12:
  • The Ahnuhld after its recent changes suffers from running low on ammunition relatively fast, compared to other shoguns, due to its faster fire-rate. More shots are required for a kill as well, because of its considerably lower damage overall. It has had its starting capacity increased slightly to give it a little more sustain-power.
  • Increased starting magazines to 3.5 from 3
  • Reload pump time reduced by ~20%
  • Total reload time decreased to 2.7 seconds was 2.85 seconds
  • BOLT-ACTION SNIPER RIFLES:
  • FEL-IX:
  • Across the board players have reported that the FEL-IX felt worse to use following the balancing changes. We want to give this more time so that players learn to use newly balanced sniper rifles, before making further drastic changes. However, there are a few quality-of-life improvements to the FEL-IX, such as a slightly bigger magazine size and balanced fire-rate and reload timings. The timing of fire-interval and cocking the rifle has also been adjusted, to make timing the next shot feel more accurate and responsive.
  • Increased magazine capacity from 5 to 6
  • Reduced starting magazines to 3.5 from 4
  • RPM increased to 34 from 32
  • Adjustments to fire-interval and cocking animation timings
  • GRANDEUR SR:
  • Horizontal recoil decreased by ~30%
  • OTHER CHANGES AND FIXES:
  • Added 28 new Steam Achievements
  • Fixed bug where some commander dialog was missing from Vault
  • Fixed grammar for Proxy daily play mission
  • Fixed bug where Assault Course trinkets were not being granted. If this affected you, please contact customer support.
  • Fixed bug where it was impossible to earn ‘Best Javelin’ MVP
  • Fixed bug where Vault subtitles were inconsistent with commander dialog
  • Fixed bug where ‘Most Accurate’ MVP award could be awarded incorrectly
  • Fixed bug where players who had damaged the EV would sometimes get a random additional 1 XP
  • Added a new UI notification from the main menu showing when you have unopened cases in your inventory
  • KNOWN ISSUES:
  • We are aware of an issue with the Jackal Lantern audio not playing
  • Some of the UI tooltips around equipping Weapon Cards to multiple decks are unclear

New in Dirty Bomb Fine Tuning Update (Nov 9, 2017)

  • Weapon Stats:
  • Weapon Stats in your Profile are now being recorded again, after a change to the codebase left them unable to log data. Sadly, as the system was not logging during the down time, your stats for that period can't be retroactively added to your profile.
  • As before, Merc Ability Weapon Stats are not being recorded. We will be removing these from the profile section in a future update.
  • Updated Telemetry System:
  • In a recent Developer Update video we talked about the upcoming changes to our in-game telemetry system.
  • This system allows us to drill down into game data; looking at Merc usage and effectiveness, weapon usage and accuracy and much, much more. We're happy to announce that the system is online in this update, and we'll be combining the results with your feedback and our own experience to better balance weapons, Mercs and more.
  • Jackal's Eve Changes:
  • Added x5 and x10 Jackal's Eve Equipment Case bundles to the Store
  • Fixed bug where Pumpkin Trinket sound wasn't audible for other players
  • Javelin Changes:
  • We are continually monitoring Javelin's performance in game and community feedback. This is an additional round of tweaks, but expect more changes in future updates.
  • Reduced speed of Guided mode projectile from 1400 to 1360
  • Reduced speed of Standard mode projectile from 2200 to 1980
  • Increased charge time from 1.0s to 1.2s
  • Other Changes:
  • Added a new system notification to the chat when a player joins a match in progress
  • Improved contrast on Daily Play Rewards screen
  • Improved alignment of ability icons in Merc profile
  • Added Daily Play Missions for Guardian and Javelin
  • Tweaked Server Browser image
  • Removed access to Get, Getall and Set commands in the developer console to prevent exploits
  • Fixed bug where Skyhammer's Airstrike directional indicator was sometimes not visible
  • Fixed bug where Arty's laser designator would be invalid when targeting overhanging geometry
  • Fixed bug where selecting 'Crafting Kits x10' would link to 'Crafting Kit x1' store page
  • Fixed bug where the Assault Course pop-up is not displayed for new users after playing a match for the first time
  • Fixed bug where Guardian's Sky Shield drone wouldn't orientate to point the laser
  • Fixed bug where one of Guardian's Sky Shield drone legs would excessively clip in to level geometry
  • Fixed inconsistent Merc Swap notification when switching between Merc slots
  • Fixed bug where leaving a match just after the result screen would cause the UI to malfunction

New in Dirty Bomb Jackal's Eve Update (Oct 26, 2017)

  • SHRIEKS:
  • Shrieks are a limited time currency that can be earned by playing in matches, or by picking up bundles of them in the Store. Shrieks left over at the end of the event transfer back to Credits at a 1:1 conversion.
  • LIMITED EDITION CONTENT:
  • JACKAL LANTERN TRINKET:
  • Want to make the most of the Jackal's Eve event?
  • The Jackal Lantern Trinket gives you extra Shrieks and your enemies shivers, with a spooky sound that nearby players can hear when you inspect your weapon.
  • Equipping it gives you 50% extra Shrieks for every match you complete, and also boosts the Shriek earnings of ALL players in your matches by 5%.
  • These stack up to an additional 50%, so the more players have them equipped, the more everyone will earn.
  • Pick it up in the Store and get earning those Shrieks!
  • JACKAL'S EVE LOADOUT CARDS:
  • Phantom's handiwork has led to a rebranding of some Merc outfits.
  • These Limited Edition Jackal's Eve Loadout Cards can be earned during the course of the event, and can be found in three types of branded cases.
  • JACKAL'S EVE CASES:
  • There are three types of Jackal's Eve Cases available during the event:
  • Jackal's Eve Equipment Case:
  • Jackal's Eve Equipment Cases can be bought in the Store for 600 Shrieks. They have a 2% chance of dropping a Jackal's Eve Loadout Card.
  • Jackal's Eve Elite Cases:
  • These replace standard Elite Cases in the Store for the duration of the event, and give you a 10% chance of scoring a Jackal's Eve Loadout Card. Bundles also contain guaranteed Jackal's Eve Event Cases.
  • Jackal's Eve Event Case:
  • These cost 12,000 Shrieks and are guaranteed to drop a Jackal's Eve Loadout Card.
  • LOCKED CONTRABAND CASE:
  • Jackal have smuggled a mysterious case into London. They're willing to part with it, for a price, but who knows when they'll give up the code to open it?
  • This case contains a mystery item, and will be openable in a future update. Make sure you hold onto it!
  • RANKED SEASON 4:
  • We've been monitoring the performance of Ranked Season 4, and have started making tweaks to improve the overall experience. We'll keep on making more improvements as the season continues!
  • Updated the Win/Loss Elo calculations to better reflect actual chances of each team winning based on average team skill, this means that:
  • Winning against a higher skilled team results in a much greater Rank increase
  • Winning against a lower skilled team results in a much smaller Rank increase
  • Losing against a higher skilled team results in a much smaller Rank decrease
  • Losing against a lower skilled team results in a much greater Rank decrease
  • Updated Ranked penalties for leaving a match to scale up to 7 days (from 3 days)
  • Fixed bug where average team rank would not appear for CDA
  • Fixed bug where the 'Asia / Aus' region was named the 'Singapore' region
  • Fixed bug where more than 3 maps could be deselected
  • GENERAL IMPROVEMENTS AND BUG FIXES:
  • Fixed bug where Augments no longer had an effect
  • Fixed bug where the proximity detection trigger-box for Proximity Mines was also acting as a hitbox for the Mine itself, and would often receive double damage if both boxes were hit at the same time
  • Reduced Proximity Mine health to 7HP to compensate for the smaller hitbox and that it no longer takes double damage (from 30HP)
  • Fixed bug where projectiles thrown during warm-up phase could persist to the start of the round (Grenades, Molotovs, etc)
  • Fixed bug where Guardian's Sky Shield would destroy deployables that have already been placed (Heartbeart Sensor, Sticky Grenades, Air Strike marker, Snitch)
  • Renamed 'Guardian XP' to 'Savior XP' (XP earned from killing an enemy who is attacking a friendly) to avoid confusion
  • Fixed a bug where estimated Match times could be significantly wrong in matchmaking
  • Fixed a bug where the Exit button wouldn't exit the game on the first use

New in Dirty Bomb The Guardian Update (Oct 11, 2017)

  • New Merc: Guardian:
  • The fury of the heavens will not find you!
  • Armed with a defensive drone, reviving pulse glove and an assault rifle, this South Korean mercenary is equal parts protector and fighter.
  • Long stationed at a CDA camp near the demilitarized zone between North and South Korea, Guardian is now bringing her protective capabilities to bear in London.
  • Abilities:
  • Guardian truly lives up to her name, blocking a barrage of incoming fire while forcing teammates back to their feet.
  • Sky Shield:
  • This defensive drone is activated once deployed to the battlefield. Its rapid targeting lasers make short work of incoming projectiles such as grenades or airstrikes, giving extra protection to those nearby.
  • Be careful though, the Sky Shield only operates on line of sight - meaning positioning will be key!
  • Bionic Pulse:
  • While Guardian can't heal, she's a downed squad's savior. Her custom glove's Bionic Pulse can target areas a short distance away, reviving any Merc in its area of effect.
  • The pulse can only revive up to 100 HP when fully charged.
  • Incoming Detection System (IDS):
  • Guardian's suit contains a complex awareness system that alerts her to airstrikes and artillery, giving her time to throw down her Sky Shield and save teammates from harm.
  • Weapons:
  • Guardian brings a slick set of advanced assault equipment to the table. For now, Guardian is the only Merc that has access to these weapons.
  • Hurtsall 2K:
  • With slightly lower damage and range than other assault rifles, this new bullpup makes up for it by being the fastest firing AR available.
  • Hoigat .224:
  • The Hoigat also has a lighter touch, but boasts the highest ammo capacity of all the semi-automatic pistols in the game, helping Guardian to outlast her opponents.
  • Batons:
  • Guardian is the first Merc to bring dual-wielded melee weapons. These brutal batons allow her quick light attacks as well as a skull-crushing double-hitting heavy attack.
  • Guardian 'Pirin' Pack:
  • It's often said that clothes maketh the Merc.
  • Get Guardian along with a Limited Edition 'Pirin' Case, containing one random Loadout Card with an exquisite skin variant. Only available in Store until the release of our next Merc.
  • Matchmaking Improvements:
  • As part of our continuing efforts to improve the matchmaking experience, we're making a number of changes with this update. We'll be including more improvements in the next update.
  • Updated searching algorithms to reduce the amount of time it takes to find a match
  • Added a warning for larger parties about having to wait longer for matches, as they require tighter-balanced games
  • Lobbies will now continue to go ahead if one player disconnects, and the game will attempt to fill the slot as quickly as possible
  • Teams will continue to have faster respawn times to compensate until the slot is filled
  • Fixed bug where exiting the game while in a matchmaking queue would leave the game unresponsive
  • Fixed bug where disconnecting during the pre-game line-up would exit the game
  • Fixed bug that could cause a player to be returned to menu after a match had been found
  • Crash Reporter:
  • We're taking greater steps to reduce the amount of crashes experienced in game.
  • To help with this, we've implemented a Crash Reporter, powered by Bugsplat. You'll now be able to enter the details of a crash when they happen - This will be critical in helping us to address issues and improve the game for everyone.
  • While we're excited about adding new content to the game, this will help us address bugs and issues that have been lurking around for a while. Your support is greatly appreciated!
  • UI Improvements:
  • Added Game Mode options back into the Server Browser filters section
  • Added missing obituary icon for Nader's Martyrdom ability
  • Improved formatting of several Loading Screen tips
  • Added notification for players if they fail to join a party
  • Updated XP and Credit notification icons in the post-game screen
  • General Fixes:
  • Fixed bug where Phantom & Sparks voices were much louder than others
  • Fixed bug where inviting a friend to a party could break the party UI
  • Fixed bug where some Augment descriptions were incorrect
  • Fixed bug where players could end up in an infinite queue after joining, leaving and rejoining a party
  • Fixed bug where players could get stuck in the Daily Play Bonus screen after claiming their bonus
  • Fixed bug where the Daily Play Bonus screen would incorrectly appear over the post-match screen
  • Fixed bug where players could receive a blank Daily Play Reward for day 8 of 7
  • Fixed bug where maps could appear twice on the map selection screen
  • Fixed bug where players were shown a blank screen after selecting the Finding Match button while on a Loadout Card screen
  • Fixed bug where Javelin could still supply ammo while incapacitated
  • Fixed bug where dismissing the Feedback Request popup and selecting 'Not Right Now' wouldn't close the popup
  • Fixed bug where the Friends flyout menu would unexpectedly close
  • Fixed bug where using 'Quick-open all cases' could result in a blank screen
  • Fixed bug where certain special characters being used in Feedback window could cause the game to freeze
  • Fixed bug where indicators were misaligned when Mercs were both in Free Rotation and restricted from Ranked games
  • Known Issues:
  • Guardian's Bionic Pulse can fail to revive if the target is partially blocked from her view
  • Extra Supplies Augment does not reduce cooldown of Guardian's Bionic Pulse
  • Extender Augment functions correctly, but does not visibly change the size of Guardian's Sky Shield effect

New in Dirty Bomb Javelin Update (Aug 22, 2017)

  • Javelin 'Ghost' Pack:
  • Javelin's getting stuck right in.
  • Get her along with a Limited Edition 'Ghost' Case, containing one random Loadout Card with battle-scarred skin variant. Only available in Store until the 5th of September.
  • New Feature: Casual Matchmaking:
  • Along with many UI tweaks, we've completely overhauled the Play screen.
  • Quick Join has been replaced with 'Casual', which uses a new matchmaking system in the North America and EU regions, along with brand new team intro animations and post-match MVP lineup, and the existing Quick Join system in others.
  • Casual matchmaking provides us with the tools to better balance matches, and gives you the ability to (finally) play with your friends in a party!
  • It will take several matches to find existing players' true skill ratings, so please allow some time for the system to adjust. For more info and a rundown on our philosophy behind this huge addition to the game, click here.
  • Updated Objective Map: Dome:
  • YouTube™ Video: Dirty Bomb: Dome - Behind The Rework
  • Views: 13,343
  • Ahead of Dome's re-release on the 22nd of August, we're giving you a look at some of the changes to come. Get Dirty Bomb FREE here: http://www.dirtybomb.com Read all about the detailed changes here:...
  • We've overhauled the East-London airship-smuggling objective mission Dome, to bring it in line with our other maps.
  • Key changes include reducing it in size and complexity, to focus the action and give teams a clearer direction.
  • Assault Course Rewards:
  • Prove your mastery of speed and accuracy with these new Assault Course Trinket Rewards.
  • Complete the Assault Course in the specified times to unlock them, ranging from easy (Bronze) to insane (Cobalt).
  • New Steam Achievements:
  • To coincide with our new Norwegian noob-tuber and Assault Course rewards, you'll find a batch of new Steam Achievements ready to be unlocked.
  • Rock It - Play 30 minutes with Javelin in your squad
  • Rocketeer - Play 5 hours with Javelin in your squad
  • Rocket Queen - Play 20 hours with Javelin in your squad
  • Air Cav - The sky is no limit
  • Look Good in Blue - Craft or Trade Up to a Javelin Cobalt Card
  • Bronze - Achieve Bronze Rank on the Assault Course
  • Silverado - Achieve Silver Rank on the Assault Course
  • Golden - Achieve Gold Rank on the Assault Course
  • Blue Steel - Achieve Cobalt Rank on the Assault Course
  • Homework - Complete the tutorial
  • Daily Rewards Improvements:
  • We're upping the rewards in our new Daily Play Rewards system, with higher rarity Loadout Cards dropping as you play through the week.
  • Each case contains a single, random Loadout Card for one Merc, with rarities as follows:
  • Mk I. Case - Lead, Iron, Bronze, Silver, Gold, & Cobalt
  • Mk II. Case - Iron, Bronze, Silver, Gold, & Cobalt
  • Mk III. Case - Iron, Bronze, Silver, Gold, & Cobalt
  • Mk IV. Case - Bronze, Silver, Gold, & Cobalt
  • Pricing Updates:
  • Merc Prices
  • To make Mercs more attainable, we're splitting their price points into five distinct tiers and reducing the price of many of them.
  • Some Mercs that are less team-focused (like Vassili) have been bumped up a notch so that less new players will use them to the detriment of their teams.
  • New In-game Bundles:
  • We're introducing new in-game bundles with greater savings to replace the existing ones. Each contains five Mercs and a collection of extra gear.
  • Veterans 5-Pack - US$19.99 (save 50%):
  • 5 x Mercs (Sawbonez. Arty, Proxy, Rhino, Aimee)
  • 10 x Golden Equipment Cases
  • 1 x 6 Hour Booster
  • Strikeforce 5-Pack - US$29.99 (save 50%):
  • 5 x Mercs (Fragger, Fletcher, Kira, Phoenix, Redeye)
  • 10 x Golden Equipment Cases
  • 2 x Elite Cases
  • 1 x 12 Hour Booster
  • 10,000 Credits
  • Firestorm 5-Pack - US$29.99 (save 50%):
  • 5 x Mercs (Thunder, Vassili, Sparks, Nader, Stoker)
  • 10 x Golden Equipment Cases
  • 2 x Elite Cases
  • 1 x 12 Hour Booster
  • 10,000 Credits
  • Private Matches:
  • Due to the low levels of usage (less than 0.10% of play time) Private matches are no longer available. Later this year, we'll be launching Server Rentals, which will give you more flexibility and control over your own matches.
  • Tutorial First:
  • Many of you have asked for the Tutorial to be made mandatory for new players, to better equip them for combat operations.
  • We've now made first time players enter the Tutorial by default, though they'll still be able to exit via the Menu. We'll be monitoring the change to see whether it improves the experience.
  • Weapon Balance Improvements:
  • As with the Merc balance, we're now jumping back into the realms of Weapon balance by first addressing the most common concerns.
  • More finely tuned Weapon balance will be coming in the following months, but we want to see how these impact the game first.
  • Sniper Rifles:
  • These are controversial weapons in all games, not just in Dirty Bomb.
  • While we want to maintain their effectiveness in the right hands so good snipers are still valuable on the team, we've reduced the damage that body-shots will do with the following weapons.
  • This will still reward headshots, but will leave players with more health if the Sniper 'misses' and the shot hits the victim anywhere else.
  • MoA SNPR-1 - Base body-shot damage reduced to 60 (from 75) – Headshot remains at 150
  • PDP-70 - Base body-shot damage reduced to 40 (from 50) – Headshot remains at 100
  • FEL-IX - Base body-shot damage reduced to 63 (from 79) – Headshot remains at 158
  • Grandeur SR - Base body-shot damage reduced to 32 (from 40) – Headshot remains at 80
  • Burst Rifles:
  • The amount of damage output by these weapons is still too high in the right hands. We've reduce the damage of each bullet in the burst by 1. Bringing their damage-per-second output in line with the automatic Assault Rifles.
  • BR-16 - Reduced damage to 16 per bullet (from 17)
  • Stark AR - Reduced damage to 17 per bullet (from 18)
  • Shotguns:
  • While Snipers Rifles can be among the controversial weapons, Shotguns will always be right at the top.
  • Our end goal is to have them equal in power with SMGs, since Mercs with them have access to both. With Shotguns being more situational and weaker at range than SMGs, they do need to be significantly more powerful in their close-range niche.
  • Having said that, we do feel that Shotguns are currently overly effective at point-blank range. With that in mind we've slightly increased the effective range of these weapons, while reducing the maximum possible headshot damage, and reducing the damage that they do to the lower-leg of opponents.
  • Hollunds 880:
  • Increased range at which damage falloff begins to 2.0m (from 1.7m)
  • Reduced headshot damage multiplier to 1.3x (max 114 dmg) from 1.5x (max 132 dmg)
  • Reduced lower-leg damage multiplier to 0.75x (max 66 dmg) from 1.0x (max 88 dmg)
  • Remburg 7:
  • Increased range at which damage falloff begins to 1.5m (from 1.4m)
  • Reduced headshot damage multiplier to 1.3x (max 125 dmg) from 1.5x (max 144 dmg)
  • Reduced lower-leg damage multiplier to 0.75x (max 72 dmg) from 1.0x (max 96 dmg)
  • Ahnuhld-12:
  • Increased range at which damage falloff begins to 3.6m (from 3.2m)
  • Reduced headshot damage multiplier to 1.3x (max 100 dmg) from 1.5x (max 116 dmg)
  • Reduced lower-leg damage multiplier to 0.75x (max 58 dmg) from 1.0x (max 77 dmg)
  • Revolvers:
  • Similar to the high-damage Sniper Rifles, we want to reduce the body damage here but keep the current headshot damage to encourage people to take their time with these shots.
  • Simeon .357 - Base body-shot damage reduced to 24 (from 30) – Headshot remains at 60
  • Smjüth & Whetsman .40 - Base body-shot damage reduced to 27 (from 34) – Headshot remains at 68
  • Bug Fixes:
  • Animation:
  • Fixed bug where Phantom's Katana would clip into his body while crouching
  • Audio:
  • Fixed bug where the Hexadic trinket audio would not play
  • Gameplay:
  • Fixed bug where Proximity Mines could fail to come to rest when placed on top of one another
  • Fixed bug where Trinket animations would not play in warm up
  • Fixed bug where changing resolution settings would not always update in the Options Menu
  • Fixed bug where certain elements of Mercs' outfits would not appear white when viewed through Redeye’s IR Goggles
  • Level Design:
  • Fixed bug where the wrong voice line could play on the first Objective in Terminal
  • Fixed bug where “Press K to Restart” would appear after completing the Assault Course
  • Fixed bug where players could get stuck on the Assault Course if they died during the initial run
  • UI:
  • Fixed bug where an unlocked Proxy Cyber Eye Case would appear locked
  • Fixed bug where the prompt 'Surrender Vote is Now Available' could trigger during the Tutorial and Assault Course
  • Fixed bug where Daily Play Rewards were using placeholder text in French
  • Known Issues:
  • Players with a read-only "DocumentsMy GamesUnrealEngine3ShooterGameConfigShooterEngine.ini" file will crash when attempting to play matches.
  • Please re-allow write permissions or delete the file after updating the game.
  • Exiting the game while searching for matches can lead to the client still being treated as searching
  • Please cancel matchmaking searches before exiting, otherwise you may receive a penalty for failing to accept
  • Various Javelin animation issues, including her body being flung unceremoniously through the air upon death

New in Dirty Bomb 04.19.17 Hotfix (Apr 20, 2017)

  • USER INTERFACE:
  • Added a tooltip and preview for custom crosshairs in the main Settings Menu
  • BUG FIXES:
  • Fixed bug where Airstrikes and Artillery Strikes would not damage generators
  • Fixed bug where kills made with the Airship Trinket equipped were not highlighted in the obituaries
  • Fixed bug where 'Read More' button on the Homescreen would not respond
  • Fixed bug where the warmup period between Ranked rounds would last for 80 seconds instead of 30 seconds

New in Dirty Bomb Fire in the Skies Update (Apr 4, 2017)

  • Custom Crosshairs:
  • You've been asking for these, so we've delivered. The Crosshair options in the game have been drastically overhauled, with several new options including:
  • Multiple static and dynamic crosshairs to choose from
  • Colour and opacity sliders for both the static and dynamic crosshairs
  • Adding a pixel-border to your static crosshair
  • The ability to use your own custom static crosshair image
  • The choice of displaying a static crosshair when sighted/scoped or not
  • Balance:
  • Thunder:
  • With the return of Ranked, the blinding nature of Thunder has become a bigger concern for many players. While we agree that changes need to be made, we want to avoiding going too far and ending up with the under-powered Thunder we've had in the past. With that in mind, we've decided to tone down the impact of getting caught in a Concussion Grenade, with the following changes
  • Reduced maximum full-blind Flash time by 20% to 2.0s (from 2.5s)
  • Reduced maximum full-stun Concussion time by ~15% to 3.0s (from 3.5s)
  • Meaning players will start regaining their vision/movement earlier and be able to fight back sooner
  • Increased Cooldown by ~13% to 17s (from 15s)
  • Makes this the same as Fragger and slightly less spammy
  • Stoker:
  • To give players more of a reason to pick Stoker over the likes of Skyhammer or Kira we've reduced the cooldown of his Molotov Grenade and increased the overall damage, while making it feel more consistent as well.
  • Reduced Molotov Grenade cooldown to 35s (from 40s)
  • Increased the damage the outer flames do by ~30% to 27 per tick (from 21)
  • Other Changes:
  • User Interface:
  • Added a video popup on game launch when there's a new Dev or Update Video
  • If you'd like to turn these off, find the 'Enable weekly dev update popups' checkbox at the bottom of the News menu, and uncheck it
  • Bug Fixes:
  • Fixed bug where Fletcher's Sticky Bombs would sometimes not explode if thrown rapidly
  • This is a temporary fix; the weapon switching system needs to be significantly reworked to get to the root of this and other issues
  • Fixed bug where players would sometimes not get penalised for leaving a Ranked Lobby after finding a match
  • Fixed bug where the mid-match warmup was 80 seconds in Ranked, when it should be 30 seconds
  • Fixed bug where the UI would disappear during the mid-match warmup in Ranked
  • Fixed bug where the description for Ranked Cases implied that they contain a Loadout Card only for Mercs owned by the player
  • Fixed bug where Mercs featured in case description in the Ranked Store page was not accurate to the tool tip
  • Fixed bug where Phantom's Refractive Armor could take extra damage if being hit by certain weapons
  • Fixed bug where the game could sometimes crash when a Sticky Bomb exploded on a player sitting inside the EV
  • Fixed bug where smooth-scrolling mice would sometimes not register input
  • Known Issues:
  • Kills made with the Airship Trinket equipped should be highlighted in the obituaries. Until we include this functionality in a future update, teabag 'em instead

New in Dirty Bomb 12.14.2016 (Dec 14, 2016)

  • Dirty Bomb servers and client will be updated with Dirty Bomb's Holiday Update
  • There should be minimal server downtime

New in Dirty Bomb MOFO Update (Dec 2, 2016)

  • Framerate Improvements:
  • If you've suffered from poor framerates in matches, this will be the single biggest reason to jump back in.
  • We've drastically overhauled our map creation pipeline, using new tricks and tools to optimize the hell out of the nine maps.
  • Improving performance, especially for those with lower spec machines, has been a huge focus.
  • Tech Artists BurntKona and East-Eden led us behind the optimization curtain in this Dev Update -
  • Gameplay Improvements:
  • We've still managed to make some significant gameplay tweaks, though. There are too many to list, but here are a few highlights
  • Trainyard:
  • The first objective in Trainyard has always been a grind for Jackal attackers. We've made some key changes to give you a fighting chance, adding sightlines from the mounted MG and providing more cover.
  • Both delivery points on the last objective are now on the attacker-facing side of the container. No more running directly into the CDA spawn firing line!
  • Bridge:
  • Getting the EV moving at the first objective has now been made a little easier for Jackal, by moving it slightly out of the market and shifting the walls to provide less cover for CDA and their deployables.
  • Collision:
  • To make movement as smooth and fluid as possible, we've done a sweep on map objects and collision in the game.
  • Many that were getting in the way of gameplay have been moved or discarded, and we've smoothed out some awkward invisible walls.
  • Level Designers massE and AK explained some of the improvements in this Dev Update -
  • Visual Improvements:
  • While attacking map optimization, the artists have also been improving the visual quality across the board.
  • Lighting:
  • Previously, color filters were layered onscreen to differentiate the maps. They've now been removed in favour of a more realistic lighting solution. Colors pop more clearly, and Mercs are more readable at a distance.
  • Map Assets:
  • We've fleshed out some of the more generic spaces in the maps, to make them more believable and to help with identifying them in combat. Look out for CDA-decked corridors and showers, public toilets, Indian restaurants, and more.
  • Environment Artists The White Lycan and ElectricSheep gave us a peek in this Dev Update -
  • Community Videos:
  • Over the last week, several content creators in the community were given access to the new maps to give us their thoughts. Check them all out in this playlist!
  • Audio Improvements:
  • Three of our weapons were sharing their sounds with others in the game. The Ahnuhld-12, Selbstadt .40, and Crotzni have been given their own voices, and now they really sing!
  • Audio designer Galavant previewed the improvements in this Dev Update -
  • End of Ranked Season 1:
  • With this update, Ranked Season 1 is officially over. With the many changes to the maps, you'll have a chance to get used to them before we kick off Season 2 with a bang next year!
  • We'll be delivering the Trinket you've earned for your Ranked Season 1 placement in another update.
  • Change List:
  • Match Balance:
  • While work on our casual matchmaking continues, we've spent some time making small tweaks to the Quick Join functionality to improve match balance.
  • Quick Join now factors in region, average player Level and skill of players on servers more heavily
  • Updated pre-match team balance to factor in player Level more heavily
  • Updated Shuffle Votes to factor in player Level and Current Match performance more heavily
  • Frame Capping:
  • With this update, we’re capping the framerate of the game to 180fps by default.
  • At very high client framerates, Unreal Engine 3 starts to run into issues with physics calculations that causes the server to start making frequent corrections to the player position, leading to 'rubber-banding'. The framerate cap will help prevent physics de-syncs like this from happening, and should result in smoother gameplay for high end machines.
  • This requires a change to your client .ini files, so there is now a popup warning that will appear if your ini files are read only and an important change has been made
  • User Interface:
  • Added featured community video to Exit Dialog
  • Added currently equipped Loadout Card and Trinket to the Merc Profile screen in the Barracks
  • Added player names to all relevant Objective notifications
  • Added a highlight to your own name in lobbies
  • Added ability to press "Esc" key to exit screens within the main menus
  • Added more menu options when clicking on player names, including "Add Friend"
  • Added ability to type in mouse sensitivity in the main options menu
  • Updated loading screens to reflect recent map changes
  • Extended Quickchat interface to accommodate longer lines of text
  • Made it easier to change languages in the options menu
  • Effects:
  • Added 'Particle Detail' video setting to allow lower detailed particles
  • Optimized several visual effects, including muzzle flashes and explosions
  • Molotovs thrown by teammates will now produce blue flames to more clearly identify friendly fire ;)
  • The EV’s headlights now turn off when it reaches its destination
  • Audio:
  • Added new weapon audio for Ahnuhld-12, Selbstadt .40 and Crotzni
  • Updated Objective notification and Voting audio to be more distinctive
  • Added audio when selecting Mercs in matches
  • Added Merc dialog that occasionally plays when a C4 charge is defused
  • Added audio for primary objectives' notifications to be more prominent than secondaries'
  • Gameplay:
  • Updated end of match flow - there is now a few seconds of gameplay time between the end of a match and the end-match cinematic
  • Holding down the fire key and then switching to an ability will now activate that ability
  • If a player uses 'Hold to Use', weapons will no longer swap if the 'Hold to Use' key is being held and a weapon button is pressed
  • Players will now always dismount at the rear of the EV if there is space
  • Dynamic map elements (sliding doors, trains, etc.) now destroy deployables
  • Optimized character models for Fletcher and Bushwhacker
  • Modified Texture caching to improve CPU performance
  • Experience System Updates:
  • XP earning rates have been adjusted to be more even across the Mercs.
  • General:
  • Reduced the number of kill assists required to earn an Assist Badge, from 15/25/50 to 10/20/30
  • Vassili:
  • Increased spotting an Enemy to 60XP (from 40XP)
  • Aimee:
  • Increased spotting an Enemy to 60XP (from 40XP)
  • Phantom:
  • Increased Disabling a deployable to 50XP (from 30XP)
  • Increased Refractive Armor usage to 5XP/s (from 4XP/s)
  • Redeye:
  • Increased spotting an Enemy to 60XP (from 40XP)
  • Bushwhacker:
  • Deploying a Turret 60XP (from 50XP)
  • Turret starts shooting an enemy 30XP (from 20XP)
  • Skyhammer:
  • Calling in an Airstrike 50XP (from 25XP)
  • Arty:
  • Calling in Artillery 5XP (from 10XP)
  • Stoker:
  • Throwing a Molotov 20XP (from 30XP)
  • Sawbonez:
  • Throwing a Health Pack 10XP (from 20XP)
  • Phoenix:
  • Reduced Healing Pulse to 5XP (from 10XP)
  • Reduced Self-Revive to 5XP (from 10XP)
  • Sparks:
  • Throwing a Health Pack 10XP (from 20XP)
  • Thunder:
  • Concussing an enemy 20XP (from 10XP)
  • Notable Bug Fixes:
  • Mercs:
  • Fixed bug where Redeye's IR Goggles would not highlight players who had recently spawned in
  • Fixed bug where Sticky Bombs would not always detonate on the first attempt
  • Fixed bug where Phoenix was unable to heal players on Mounted Guns
  • Fixed bug where Turrets did not check that all three legs of the tripod were on a surface when being deployed
  • Fixed bug where Heartbeat Sensor spotting volume was cylindrical rather than spherical
  • Fixed bug where Molotov fire distribution pattern & damage behaved inconsistently
  • Fixed bug where extinguishing Molotov fire with Smoke could produce looping audio
  • Fixed bug where extinguished Molotov fire could still glow after being put out
  • Fixed bug where attacking an enemy player’s legs with Defibrillators would deal incorrect damage
  • Fixed bug where projectile abilities like grenades could vanish when thrown while playing with a high ping
  • Fixed bug where the Healing Station effect would render incorrectly when placed on small objects
  • Fixed bug where Nader's body could remain in one piece after detonating the Martyrdom ability
  • Fixed bug where Mercs would sometimes shout that they had dropped a Pack when they had not
  • Fixed bug where some Merc texture resolutions were too high
  • Weapons:
  • Fixed bug where semi-automatic fire-rates could get slower when running at certain framerates
  • Fixed bug where burst fire rifles could unintentionally fire a second time
  • Fixed bug where the Empire-9 ironsights were off-centre
  • Fixed bug where automatic weapons would not play the dry-fire sound when attempting to fire while empty
  • Objectives:
  • Fixed bug where dealing damage to the MG Turret on the EV would not damage the EV itself
  • Fixed bug where collision on EV MG which would block bullets from certain angles
  • Fixed bug where planting the C4 would occasionally fail if on the edge of the objective area
  • Fixed bug where multiple C4 charges could be planted by a single action on the same objective
  • Fixed bug where the repair animation could play but the Objective would not be repaired
  • Fixed bug where Carryable Objectives could get trapped inside the delivery container if dropped on Trainyard
  • Fixed bug where the Carryable Objective could teleport to a random location if the carrier was squashed by the container on Trainyard
  • Fixed bug where kills with a Carryable Objective would not have an obituary icon
  • Fixed bug where players could fall through Secondary Objective Ramps when stood on them at the point when they were repaired
  • Fixed bug where Secondary Objective Ramps could be missing collision when built
  • Fixed bug where Secondary Objective notifications would not always show when the objective was destroyed by damage, rather than C4
  • Fixed bug where Secondary Objective names were not capitalized
  • Fixed bug where completing the final Objective of a map would not award the correct Objective Badge
  • Fixed bug where Objective names were not capitalized
  • General:
  • Fixed bug where muting players did not mute their voice chat
  • Fixed bug where players could receive more than their max capacity ammo when using Ammo Caches in the maps
  • Fixed bug where players could not move horizontally in the air if jumping while touching a wall
  • Fixed bug where the Extra Supplies Augment would display the ability as cooling down when it was actually available
  • Fixed bug where the current Objective would not be listed onscreen after every respawn
  • Fixed bug where music outros would occasional start playing abruptly
  • Fixed bug where some ammo-related Badges would not always be awarded
  • Fixed bug where players would not receive Support XP while they were incapacitated
  • Fixed bug where players would receive "Provide Backup" XP from their own kills
  • Fixed bug where XP notifications could get lost when several came in at once; these now queue up
  • Fixed bug where environmental deaths (such as gas tunnels or crushed by containers) would not show in the obituary log
  • Fixed bug where players would sometimes be incorrectly AFK kicked while dead or incapacitated in Execution Mode
  • Fixed bug where in-game menu blur was not being applied correctly
  • Fixed bug where Loadout Cards could be displayed during the match end cinematic
  • Menus:
  • Fixed bug where the Exit button would not function after leaving feedback
  • Fixed bug where the Quick Chat menu could get stuck on the screen at the end of a match
  • Fixed bug where leaver penalty warnings would be displayed even if the match had been abandoned
  • Fixed bug where player stats could be cut-off in the post-game review screen
  • Fixed bug where debug text could appear in the Lobby screen
  • Fixed bug where Merc voices would play when selected in the Store
  • Fixed bug where Missions were referred to as Contracts in the Match Report screen
  • Fixed bug where an inaccurate message would display when the game is unavailable due to maintenance
  • Fixed bug where Missions would sometimes not appear in the main menu drop down screen
  • Fixed bug where the main menu background could remain when moving to other screens
  • Stability:
  • Fixed crash that could occur when switching between maps
  • Fixed crash that could occur when loading into an Execution match

New in Dirty Bomb 11.22.2016 Hotfix (Nov 22, 2016)

  • Dirty Bomb servers and client will be updated with the Map Overhaul & Framerate Optimization update
  • All servers will be down for the duration

New in Dirty Bomb 10.12.2016 Hotfix (Oct 12, 2016)

  • Dirty Bomb servers and client will be updated with a hotfix update

New in Dirty Bomb 10.07.2016 Hotfix (Oct 7, 2016)

  • General:
  • Made numerous general optimization improvements
  • Greatly reduced negative framerate spikes caused by players joining the game or switching Mercs
  • Improved performance of the post-game Lobby screen in Matchmade games
  • Reduced the memory usage of many different audio files
  • Made several improvements to the death ghost system, making them more reliable and less likely to show bullets passing through walls
  • Added Jackal and CDA headers to the two teams in the Lobby
  • After dropping a Carryable Objective using Alternate Fire, the previously selected item will now be chosen (rather than Primary)
  • Increased Merc selection time in Ranked lobbies to 50s (from 25s)
  • The extra time will allow for a more strategy when planning your team selection
  • Added a HUD indicator for when network conditions are considered poor
  • Our initial values can be tweaked in a future update if required
  • Disabled & removed the 'Motion-Blur Skinning' video option as it had no effect in-game
  • Removed several minor environmental effects on 'Low' and 'Minimal' graphics settings (plastic bags, pigeons, etc.)
  • Alt-F4 will no longer close down the game while in a match or connected to a server.
  • This is to discourage rage-quitting, as it prevents closing the game instantly
  • Players are now only able to vote once for a Map in the Lobby
  • This is to stop players from spamming the map vote or changing their vote at the last second
  • Added Friends support to the post game Lobby in Matchmade games
  • Added player-muting support to the post game Lobby in Matchmade games
  • Added player reporting to the post game Lobby in Matchmade games
  • Bug Fixes:
  • Fixed several commonly reported crashes
  • Fixed bug where Kira's character model could be corrupted when crouching or incapped, and viewed from a distance
  • Fixed bug where Redeye was unable to disable IR Goggles when they were nearly out of charge
  • Fixed bug where players would sometimes instantly respawn when fully killed, regardless of spawn wave timers
  • Fixed bug where players on MGs were not affected by Molotovs and Healing Stations
  • Phoenix's Healing Pulse does not yet affect players on MGs - we will address this in a future update
  • Fixed bug where crouching could sometimes cancel a reload
  • Fixed bug where firing a Shotgun once could consume two shells
  • Fixed bug where Ammo Stations and Ammo Caches could provide Ammo through walls
  • Fixed bug where enemy indicators would sometimes be visible through Smoke
  • Fixed bug where weapon switches could occur with no player input during high network packet loss
  • Fixed several issues with preset graphics options applying incorrect settings
  • Fixed bug where 'unknown' was listed for the player name when they joined a game
  • Fixed bug where unsent chat messages were not saved when returning to the lobby
  • Fixed bug where melee attack animations would sometimes not be visible on other players
  • Fixed bug where 'TEXTFIELD' could display on players' death ghosts
  • Fixed bug where players could not see the Merc selections of others during the Merc selection phase
  • Merc selection is still hidden for the enemy team in Matchmade games
  • Fixed bug where teamkills were not punished with negative XP in Ranked
  • Fixed bug where players banned from a match would be asked if they wanted to reconnect
  • Fixed bug that would cause numbers on the settings screen to be displayed withexcessive numerical accuracy
  • Fixed bug where game music would still play when watching YouTube videos in-game
  • Fixed bug where the game would say 'has left the game' without a player name
  • Fixed bug where un-muted players could generate duplicate chat messages
  • Fixed bug where incapacitated Merc bodies would sometimes rotate on the floor
  • Fixed bug where players were seeing the incorrect Jackal/CDA loading screen in Matchmade games
  • Fixed bug where extra brackets could appear around Clan Tags in join/leave messages in Matchmade games
  • Fixed bug where new players were defaulting to 'Custom' graphics options
  • Notable Known Issues:
  • Several key environmental effects that play during cinematics are missing on 'Low' and 'Minimal' graphics settings (explosions, etc.)

New in Dirty Bomb 10.06.2016 Hotfix (Oct 6, 2016)

  • Dirty Bomb servers and client will be updated with the third Summer Squash update
  • There should be minimal server downtime.

New in Dirty Bomb 09.14.2016 Hotfix (Sep 14, 2016)

  • Dirty Bomb servers and client will be updated with a hotfix update
  • There should be minimal server downtime

New in Dirty Bomb Summer Squash Update (Sep 9, 2016)

  • Balance:
  • Mercs:
  • Aimee:
  • While Aimee is useful, she hasn't quite been keeping up with the other snipers. We believe part of this is due to the long cooldown of her SNITCH Device once it's destroyed.
  • We've reduced this cooldown so Aimee can deploy SNITCH's more regularly. In doing so we've also reduced the maximum life-span of the SNITCH to match, effectively making it 'one per spawnwave' when it comes to Stopwatch play.
  • Reduced the SNITCH cooldown to 25s (from 30s)
  • Reduced the SNITCH lifespan to 25s (from 30s)
  • Redeye:
  • In the right hands, Redeye has proven to be overly effective, especially when firing through Smoke, leaving his targets with little chance to fight back.
  • While this behavior is intended, we felt that Redeye could spend too much time in this state, so we've increased the cooldown cost of enabling IR Goggles. This not only reduces the total amount of time the IR Goggles can spend enabled, but also increases the cooldown penalty of constantly switching IR Goggles on and off.
  • To also provide a better counter to Redeye, we've also reduced the amount of explosive damage it takes to remove Smoke from an area, so now a single Frag Grenade will do the trick.
  • Reduced explosive damage required to dissipate Smoke to 170 (from 225)
  • Increased the initial Cooldown cost of enabled IR Goggles to 3s (from 1.2s)
  • Sawbonez:
  • As the current top-dog Medic, Sawbonez needs marginally toning down. Since his healing is heavily based on quick-regeneration, we've reduced the instant 'Direct Hit' healing he provides with his Med Packs. This brings it in-line with the 'Direct Hit' bonus that Sparks' Med Packs provide.
  • Reduced Sawbonez Med Pack 'Direct Hit' instant heal to 10hp (from 20hp)
  • Sparks:
  • The REVIVR Rifle makes Sparks a formidable reviver and the longest range Medic, however her reduced healing capacity means she's often not as effective as the others.
  • With that in mind, we've increased the amount of healing her Med Packs provide to others, while keeping the self-healing the same.
  • Increased health provided by Sparks Med Pack to teammates to 40hp (from 30hp)
  • Increased collision box on Sparks Med Packs to make them a little easier to pick up
  • Assault Rifles:
  • Dreiss AR:
  • The Dreiss has been seen to be the least effective Assault Rifle when it's available. Since the main issue seems to be bullet spread when fired from the hip, we've significantly reduced initial bullet spread and toned down the maximum bullet spread after sustained fire.
  • Reduced starting bullet spread by ~20%
  • Reduced maximum spread by ~4%
  • Timik-47:
  • The Timik-47 has been lagging slightly behind the M4. While it is intended to be harder to control, it should be initially more accurate. We've reduced the starting bullet spread a little more to emphasise this, while also toning down the vertical kick after each shot, to make it a little more viable when ironsighting.
  • Reduced starting bullet spread by ~6%
  • Reduced vertical recoil by ~4%
  • Sniper Rifles:
  • PDP-70:
  • While The PDP-70 has been seen to be very effective on Redeye due to his ability to hunker down and fire through smoke, it's not seeing nearly the same performance when in the hands of Aimee or Vassili.
  • With that in mind, alongside the changes to Redeye, we've opted to increase its potential burst damage with higher damage per shot, but lowering it's damage output over time.
  • This should reduce the effectiveness of spamming through Smoke, while leaving the weapon itself potent.
  • Increased damage to 50 (from 45)
  • Reduced rate-of-fire to 138RPM (from 180RPM)
  • Reduced magazine capacity to 8 (from 9)
  • Grandeur SR:
  • While it has good killing potential, the Grandeur SR requires a lot of control, often leaving the shooter as a stationary target. We decided to speed up the reload speed and make it more accurate when hip-fired to allow for a bit more mobility.
  • Reduced initial bullet spread by ~10%
  • Reduced reload time to 2.2s (from 2.6s)
  • SMGs:
  • Hochfir SMG:
  • While being the most accurate SMG, the Hochfir has been struggling in the damage department. To counter this we've marginally increased the rate of fire to bring its time-to-kill closer to the other SMG's.
  • Increased rate of fire to 833RPM (from 811RPM)
  • Machine Pistols:
  • Compared to the semi-automatic Pistol secondaries, the MP 400 and especially the Empire-9 are both significantly over-performing.
  • MP 400:
  • The MP 400 is the slowest-firing, hardest-hitting of the Machine Pistols, so we've lowered the rate of fire a little more here to tone it down while further differentiating it from the others.
  • Reduced rate of fire to 619RPM (from 632RPM)
  • Empire-9:
  • The Empire-9 is the fastest-firing Machine Pistol and intended to fill the air with low-damaging bullets. Currently it's vastly out performing all other secondaries so we've increased the maximum bullet spread and recoil, making it harder to control over time.
  • Increased maximum bullet spread by ~7%
  • Increased recoil by ~10%
  • Pistols:
  • Both the Caulden and the Simeon .357 are under-performing when compared to other secondaries.
  • Caulden:
  • We've increased the number of rounds in the Caulden magazine, so it's closer to the other pistols in terms of damage-per-magazine and players will have to reload less often.
  • Increased rounds per magazine to 9 (from 8)
  • Simeon .357:
  • The Simeon is the weaker, and thus easier-to-handle of the two revolvers. We've reduced the kick to make it easier to for players to land those devastating head-shots.
  • Reduced maximum bullet spread by ~7%
  • Reduced vertical recoil by ~6%
  • General:
  • Added an audible 3-second countdown when a match is about to restart due to a Restart Map Vote
  • Added Team Chat to Ranked Lobbies
  • Added the 'Favorite star' to the Loadout Card prompt when attempting to Recycle a Favorite Loadout Card
  • AFK-Kicks no longer temporarily ban players from Server Browser games, they can rejoin when they are active again (if there is still space on the server)
  • Automatically triggered AFK-Kick Votes no longer prevent the AFK player from calling other votes
  • Estimated queue time is now only shown when there is enough data to predict the waiting time
  • Previously, displayed queue times were incorrect when coming out of downtime
  • Optimized Merc models by reducing the number of skeletal bones for Sawbonez, Rhino, Fragger, Thunder & Phoenix when viewed at a distance
  • Loadout Cards on Death Ghosts are now introduced to players who reach Level 3, when the game has had a chance to explain how Loadout Card rarities work
  • Bug Fixes:
  • Fixed bug where a dropped Carryable objective was still visibly held in-hand by the incapped player
  • Fixed bug where C4 couldn't be planted on a Generator if it had previously been destroyed by gunfire
  • Fixed bug where completing C4 Objectives was not correctly granting XP
  • Fixed bug where completing C4 Objectives were not counting towards Objective Badges
  • Fixed bug where the 'One enemy remaining' voice line in Execution was counting incapacitated players as alive
  • Fixed bug where Loadout Cards could sometimes appear much darker that they should do in-game
  • Fixed bug where the primary weapon could sometimes be equipped twice on a Revive
  • Fixed bug where Thunder's Concussion Grenade wasn't fully blinding players
  • The blinding effect is no longer full-white - it has been toned down slightly to help prevent eye strain
  • Fixed bug where debug text could appear when players stopped Matchmaking
  • Fixed bug where dying during the end of round outro would cause the player to have broken hand animations
  • Fixed bug on Chapel where walking on the Secondary Objective ramps could cause the client to de-sync from the server
  • Fixed bug where attempting to fire would not cancel a C4 plant
  • Fixed bug where Clan Tags would not appear in the post-game lobby of matchmade games
  • Fixed bug where Crafting Kits and Weapon Kits would be hidden by default in the Inventory screen
  • Fixed bug where the wrong weapon model could be visible when a player was Revived
  • Fixed bug where IR Goggles could not be deactivated when running low on energy
  • Fixed bug where Martyrdom was reporting as a Melee kill in player stats
  • Fixed bug where Molotov icons did not appear in death ghost info
  • Fixed bug where Molotov flames could sometimes not be extinguished by explosives
  • Fixed bug where player chat was not colored by team in the post-game Lobby of Ranked games
  • Fixed bug where players could join another game but remain in a Ranked Party
  • Fixed bug where players could not accept Party Invites from a Party that another player had already left
  • Fixed bug where players would be prompted to rejoin a Ranked Match they had been kicked & banned from
  • Fixed bug where sorting Loadout Cards by Date would not have any effect
  • Fixed bug where the background images in the main menu could start cycling quickly at random intervals
  • Fixed bug where the incorrect audio would play when attempting to re-activate Phantom's Refractive Armor
  • Fixed bug where the 'Moving on Up' Steam Achievement would not unlock when Crafting a Loadout Card
  • Fixed bug where the Options menu would move off-screen when changing between 21:9 and 4:3 aspect ratios
  • Fixed bug where the screen would flash white when switching between tabs in the Profile screen
  • Fixed bug where the weapon stats would overlap with the page numbers in the Profile page
  • Fixed bug where the wrong color could appear for player chat in lobbies
  • Fixed bug where thrown items would sometimes not spawn when network conditions were extremely poor
  • Fixed bug where weapons could constantly keep switching after planting C4
  • Fixed potential crash when the game is left on the front end for extended periods of time
  • Fixed bug where gaps were visible in the underarms of some Mercs' character models
  • Fixed bug where Fragger's trigger finger appeared broken when viewed in third-person
  • Fixed bug where the 'Ranked Mode Unlocked' post-match award had missing text

New in Dirty Bomb 09.08.2016 Update (Sep 8, 2016)

  • Dirty Bomb servers and client will be updated with the second Summer Squash update
  • There should be minimal server downtime.

New in Dirty Bomb 08.25.2016 Update (Aug 25, 2016)

  • Dirty Bomb servers and client will be updated with a game update to begin Crafting Week[dirtybomb.nexon.net].

New in Dirty Bomb Summer Squash - Part 1 Update (Aug 19, 2016)

  • Bug Fixes:
  • Gameplay:
  • Fixed bug where Carryable Objective could be duplicated when swapping weapons
  • Fixed bug where overtime could give incorrect results in Stopwatch Mode
  • Fixed bug where active C4 could fall through geometry
  • Fixed bug where inactivity could result in spammed Vote Kick calls; a single vote will now be triggered
  • Fixed bug where you would be unable to call another Vote for 5 mins after automatically triggering a Vote Kick against yourself due to inactivity
  • Fixed bug where the game did not message to players that another player had been kicked for inactivity
  • Fixed bug where Ammo and Med Packs could get stuck inside geometry
  • Fixed bug where shooting deployables or destructible secondary objectives counted as misses for Accuracy in the Profile page
  • Fixed bug where Skyhammer would not count as getting Airstrike kills if he died before the Airstrike came down
  • Fixed bug where Airstrikes could be called down indoors at certain spots
  • Fixed bug where Proximity Mines could disappear when dropped on an enemy
  • Fixed bug where using Healing Pulse would not grant any usage XP unless it affected a teammate
  • Improved how explosives disperse Molotov flames
  • Fixed bug where AFK/Idle Vote could be automatically triggered when interacting with an objective without moving
  • Fixed bug where 'Returning Carryable' text could still display after a match had ended
  • Fixed bug where UI elements could overlap in Execution Mode
  • Fixed bug where C4 indicator would show above an enemy Phantom in line of sight if he had Refractive Armor active in Execution Mode
  • Fixed bug where the revive visual effect would not be aligned with the dummy in the tutorial
  • Fixed bug where players were able to shoot through pipes in Underground
  • Ranked Mode:
  • Fixed bug where a matchmaking lobby could incorrectly be disbanded, with the message 'One or more players failed to join the lobby in time'
  • Fixed bug where players could get stuck in a looping message when trying to leave a Party
  • Fixed bug where the Party Chat Box would cut off long messages
  • Fixed bug where some Friendly Fire penalties were not applying
  • Fixed bug where Clan Tags would not appear in lobbies
  • Fixed bug where players invited to a Party were not notified if the Party was full
  • Fixed bug where client could crash if the game was exiting via console while matchmaking
  • Fixed bug where joining players could be listed as '[unknown]'
  • Fixed bug where a friendly fire enabled Proximity Mine would not correctly attribute damage to the owner
  • User Interface:
  • Fixed bug where Lobby Chat messages could sometimes not display in the seconds before a match begins
  • Fixed bug where Mission information would sometimes not display in the notifications dropdown
  • Fixed bug where the Lobby Chat Box would not scroll down automatically when new messages were posted
  • Updated the Win/Loss/Draw animations to be smaller and at the bottom of the screen
  • Fixed bug where Badges earned at the end of a match would not display
  • Fixed bug where players could pretend to send messages as the server
  • Fixed bug where selection highlight in the Barracks was missing
  • Fixed bug where the XP Earned in the Profile section would display incorrect values
  • Fixed bug where Lobby text would incorrectly say 'Match starts in...' for matches already in progress
  • Fixed several grammar and punctuation errors
  • Add missing "Quick Chat" key binding to frontend settings panel
  • Add missing "Auto Reload" setting to frontend settings panel
  • Fixed bug where clan tags would not appear in lobbies
  • Fixed bug where landing screen feature image would sometimes flicker across other screens
  • Fixed various casual and ranked matchmaking bugs that would cause matchmaking to fail
  • Fixed bug where lobby would incorrectly say "WAITINGFORLOADOUTS" instead of the correct text
  • Fixed bug where XP displayed in profile screen would not match XP in other parts of the UI
  • Audio:
  • Adjusted audio mix so that enemy footsteps are more audible than friendly footsteps
  • Fixed bug where Merc dialogue would sometimes play at an incorrect volume level
  • Fixed bug where incorrect music could play in relation to match state
  • Other:
  • Added 'Animation Quality' video setting, to help with performance
  • Fixed bug where ThreadSync was enabled when any video preset was changed, affecting performance
  • Known Issues:
  • On Execution loading screens there is debug text for the number of rounds
  • Trainyard (Stopwatch): The Deliverable Container Doors will occasionally fail to open at the third objective. This issue is purely a visual issue and does not impede the offense in delivering the objective.
  • Credits Boosters:
  • As mentioned in the Summer Squash blog post, we're changing Credits Boosters for good, cutting prices across the board to make give you a much better bang for your buck.
  • Pricing changes:
  • 1h Credits Booster – Removed entirely from Store and Arsenal Crates (if you have one already, it'll still work as before)
  • 3h Credits Booster – Reduced to $0.79 (from $1.49)
  • 6h Credits Booster – Reduced to $1.49 (from $2.99)
  • 12h Credits Booster – Reduced to $2.49 (from $5.99)
  • 18h Credits Booster – Reduced to $3.49 (from $7.99)
  • Arsenal Crate Changes:
  • Alongside cheaper boosters, we're removing some of the lower value items from Arsenal Crates to make them more valuable overall. If you open any unopened Arsenal Crates after the patch is live, they will update to the new version automatically.
  • Removed from Arsenal Crates:
  • 1h Credit Booster
  • 3h Credits Booster
  • 5x Equipment Cases

New in Dirty Bomb 07.27.2016 Hofix Update (Jul 27, 2016)

  • Dirty Bomb servers and client will be updated with a hotfix update
  • There should be minimal server downtime

New in Dirty Bomb 07.14.2016 Hofix Update (Jul 15, 2016)

  • Server Changes:
  • To help in keeping similarly skilled players together in the time between now and the launch of Casual Matchmaking, we've decided to alter the way our servers are set up
  • Max Level 5 Servers are being changed to Max Level 6, and are now 7v7 only
  • This increases the likelihood that players who have not yet unlocked Ranked Mode will be in their own pool
  • Unrestricted Servers are now all 7v7 or 8v8
  • All Min-Level 10/20 servers remain 6v6 Only
  • This increases the likelihood of joining a Min-Level 10 or 20 server when using Quick Join for 6v6
  • Quick Join Unlock Changes:
  • Alongside these server changes, we've also updated the Quick Join option to unlock features at these levels -
  • Unlocking the Max Player 7v7 and 8v8 options at Level 7
  • Unlocking the Max Player 6v6 option at Level 10

New in Dirty Bomb 07.13.2016 Hofix Update (Jul 14, 2016)

  • Dirty Bomb servers and client will be updated with a hotfix update
  • Servers will be updated with latest Security updates

New in Dirty Bomb The Classy Art Hole Update (Jul 8, 2016)

  • New Execution Map: Gallery:
  • Set in the fading splendor of London's South Bank, the retired Gallery is no longer the bustling jewel in the capital's crown, now acting as a base for the CDA at the foot of their Containment shield. The austere concrete haven's now been hit by a savage Jackal attack, whose Mercs have set about putting the brutal in brutalism.
  • The Gallery:
  • The gallery itself sits at the center of the map, a sad shell of the ark for contemporary art it once was. If Jackal attackers can push through the center, they have an easy picking of either Pylon.
  • The Smokehouse:
  • A recent addition to the appropriately named Smokehouse Restaurant was a commercial grade jet engine, falling from the sky under suspicious circumstances. If Jackal heads left from their spawn, they'll pass it en route to Pylon A
  • The Skatepark:
  • If Jackal heads to the right, they'll find themselves in the belly of a gallery of a different sort - an underground skate park that ploughs up towards Pylon B.
  • Gallery's very distinct locations have been created to aid in orientation, so you can better learn the map and communicate your position within it. We've now carried this philosophy over to our other two Execution maps.
  • Market and Overground Updates:
  • Market and Overground have had several visual revisions to bring them in line with Gallery, flavoring areas that were previously nondescript and adding clear signage leading to Pylons A and B.
  • Overground is now populated with a power station and a pub, while the ruined building near Pylon A has been CDA-clad.
  • Market now lives up to its name, with the market filled out with crates, as well as more distinctive signage on the shops that surround the area.
  • Other Execution Mode improvements:
  • Added CDA Commander VO lines to the mode
  • Added more info and Merc VO lines to the Best Merc pop-up at the end of rounds
  • Added 'Match Point' pop-ups when a team is one round away from winning the Match
  • Pylons are now marked as A or B on the minimap
  • Updated end-game camera
  • The countdown period at the start of rounds is now in color
  • Jackal attackers will now receive XP for escorting the Bomb Carrier
  • New Feature: Crafting:
  • In this update, we're introducing a brand new feature to replace the Trade In/Up System. It's called Crafting, and it makes the process of getting a Loadout Card in the rarity of your choice easier. Instead of Trading Up, you can Recycle your Loadout Cards for Fragments. You can Recycle all of your Lead cards, Iron cards or duplicates in a single action, to speed up the process.
  • Use Fragments alongside Credits to Craft a Loadout Card in your desired rarity. If you don't have enough Credits, you can use Crafting Kits instead, purchasable in the Store.
  • Weapon Kits are rare items found in Arsenal Crates, allowing you to lock in on one of your Merc's three Primary Weapons when Crafting. For more information on the Crafting system, including Fragment and Credit costs to Craft, check out Lead Designer Exedore's forum post here.
  • We're also adding the option to... that's right... bulk buy Equipment Cases in 5's and 10's.
  • Two New Trinkets:
  • Two new Trinkets, paying their dues to Execution, have now hit the store.
  • First up is the totally awesome titular Chicken from London's ubiquitous 'Totally Awesome Chicken' chain (and Execution's Market), complete with obituary flair. Pick it up for US$4.99 in the Store.
  • If you log in before next Monday, you can snag this piece of Gallery memorabilia - the Graffiti Bite Trinket - for free! If you miss out, you'll still be able to buy it in the Store for US$2.99 or 15,000 Credits.
  • Giveaway Duration:
  • London (BST, UTC+1): 18:00 Thursday, July 7 - 18:00 Monday, July 11
  • Los Angeles (PDT, UTC-7): 10:00 AM Thursday, July 7 - 10:00 AM Monday, July 11
  • Sydney (AEST, UTC+10): 3:00 AM Friday, July 8 - 3:00 AM Tuesday, July 12
  • Classy Case Event:
  • For the next two weeks, Equipment, Expert and Elite Cases in drops and the Store will be replaced with classy 'Golden' variants, which give you a higher chance of scoring Gold Loadout Cards. Prices remain the same, so get in there while your chances are golden!
  • On top of that, a Golden Equipment Case will hit your inventory every day you log in until the 21st of July. So log in! And play a game or two, unless your life has been reduced to a case-hoarding Dirty Bomb meta.
  • Classy Case Duration:
  • London (BST, UTC+1): 18:00 Thursday, July 7 - 18:00 Thursday, July 21
  • Los Angeles (PDT, UTC-7): 10:00 Thursday, July 7 - 10:00 AM Thursday, July 21
  • Sydney (AEST, UTC+10): 3:00 AM Friday, July 8 - 3:00 AM Friday, July 22
  • Ranked Mode Enabled:
  • After squashing bugs relating to Ranked Mode, we're finally able to switch it back on! We've also added a 'Recent Matches' section to your Profile, giving you information on the last 10 matches you've had.
  • Jump in-game and get your competitive on
  • Balance:
  • Burst Fire Rifles:
  • We took a look at the much talked about burst-fire rifles and have decided to reduce the rate of fire during the 3-bullet bursts.
  • With this increased time between each bullet during a burst, players will be less likely to land all three shots in the same spot (especially on moving targets) and the overall damage-per-second output of the burst-rifles will be lowered.
  • We've also slightly increased their reload times, nudging them towards the slower-end of the Assault Rifle spectrum.
  • BR-16:
  • Reduced rate of fire during a burst to 720 RPM (from 800 RPM)
  • Increased reloading time to 2.2s (from 2.0s)
  • Stark AR:
  • Reduced rate of fire during a burst to 800 RPM (from 857 RPM)
  • Increased reloading time to 2.2s (from 2.1s)
  • Sniper Rifles:
  • We've reduced the number of rounds for the PDP-70 Sniper Rifle, so players have to be more careful with their shots and spamming will be less effective.
  • We've also increased visibility and duration of the bullet trails for semi-automatic sniper rifles, so it's more clear when Redeye is firing through smoke.
  • PDP-70:
  • Reduced magazine size to 9 rounds (from 11)
  • Increased visibility and duration of bullet trails
  • Grandeur SR:
  • Increased visibility and duration of bullet trails
  • Shotguns:
  • Ahnuld-12:
  • The Ahnuld-12 Shotgun has been out-performing other shotguns, largely due to its range, so this is being toned-down a little.
  • Reduced damage falloff start distance to 3.2m (from 3.84m)
  • Pistols:
  • We've generally improved Pistols across the board to make them more viable, especially when compared to Machine Pistols.
  • The main focus has been on making the the more powerful pistols hit harder (but fire slower) while also creating more distinct differences between each one.
  • DE. 50:
  • Increased damage to 26 (from 20)
  • Reduced rate of fire to 257 RPM (from 360 RPM)
  • Caulden:
  • Increased damage to 20 (from 19)
  • Reduced rate of fire to 327 RPM (from 360 RPM)
  • Simeon .357:
  • Increased damage to 30 (from 25)
  • Reduced rate of fire to 225 RPM (from 300 RPM)
  • Smjüth & Whetsman .40:
  • Increased damage to 34 (from 27)
  • Reduced rate of fire to 200 RPM (from 300 RPM)
  • Increased recoil by ~10%
  • Selbstadt .40:
  • Increased damage to 17 (from 15)
  • Reduced rate of fire to 400 RPM (from 450 RPM)
  • Increased recoil by ~10%
  • Machine Pistols:
  • Tølen MP:
  • Increased rate of fire to 750 RPM (from 732 RPM)
  • Empire-9:
  • Reduced effective range to 11m (from 12m)
  • Increased recoil by ~10%
  • Other Changes:
  • User Interface:
  • System messages are now colored yellow in the chat window to make them stand out
  • Gameplay:
  • Heavy Melee attacks no longer reduce mouse sensitivity
  • Melee attacks can now only deal damage to targets who are in front of the player (in a 140 degree arc)
  • Quick Melee now defaults to using Light Melee Attacks
  • Added Quick Heavy Melee as a new key-bind, defaulting to Mouse 4
  • Players will sometimes automatically inspect their weapon before the match begins
  • Players who are idle for 60 seconds will now automatically trigger a Kick vote against themselves
  • Players who are idle for 180 seconds will be automatically Kicked by the server
  • Audio:
  • Updated the Badge award audio, reducing length and volume
  • Added additional audio to the Voting interface
  • Friendly gunfire is now slightly quieter than enemy gunfire
  • Notable Bug Fixes:
  • Fixed bug where Stopwatch matches would sometimes incorrectly end in a Draw when a team had actually Won
  • Fixed bug where jumping on a player's head could cause you to de-sync from the server and cause issues
  • Fixed bug where the Guardian Angel Augment would sometimes be incorrectly triggered
  • Fixed bug where rapidly changing Merc during warmup could hurt performance on the server
  • Fixed bug where deployables could block the healing from Phoenix's Healing Pulse
  • Fixed bug where Skyhammer was not correctly receiving 'Splash Damage' XP from Airstrikes
  • Fixed bug where Sparks would swap back to her Machine Pistol (rather than REVIVR) after Quick Throwing a Health Pack
  • Fixed bug where explosive audio would not play if an explosion was a killing blow in an Execution round
  • Fixed bug where players could get outside of the map using grenade-jumps in several spots on Overground

New in Dirty Bomb 07.07.2016 Update (Jul 7, 2016)

  • Dirty Bomb servers and client will be updated with a game update.
  • There should be minimal server downtime.

New in Dirty Bomb 06.16.2016 Update (Jun 17, 2016)

  • Casual Matchmaking Alpha Test:
  • We're one step closer to permanently releasing our new Casual Matchmaking System for more evenly balanced matches, but we need your help to get there! Next Monday, we'll be testing an Alpha version of Casual Matchmaking to see how it performs on a large scale - Specifics will be announced next week.
  • XP Balance Pass:
  • To help balance out XP earning rates between Mercs, a number of tweaks have been made to Ability XP values. Some Cooldown timers and Reclaim percentages have been adjusted to compensate.
  • Aimee:
  • Increased Spotted Assist to 100XP (from 70)
  • Increased enemy Spotted to 40XP (from 20)
  • Reclaiming a SNITCH Device Mine now returns 65% of the cooldown (down from 80%)
  • Arty:
  • Increased Artillery Splash Damage to 20XP (from 10)
  • Reduced calling in Artillery to 10XP (from 15)
  • Reduced Ammo Pack thrown XP to 5XP (from 10)
  • Aura:
  • Reduced Healing Station deploy to 10XP (from 30)
  • Reduced Healing Station Reclaim to 5XP (from 10)
  • Bushwhacker:
  • Increased Turret deploy to 50XP (from 30)
  • Increased Turret Lock-On XP 20XP (from 5)
  • Reduced Turret Reclaim to 5XP (from 10)
  • Reclaiming a Turret now returns 65% of the cooldown (down from 80%)
  • Coaly:
  • Fixed bug where the Coalsplitter Trinket would misbehave
  • Coalsplitter Trinket has now been given his very own Obituary flair
  • Fletcher:
  • Increased Sticky Bomb Splash Damage to 20XP (from 10)
  • Fragger:
  • Increased Frag Grenade throw to 20XP (from 10)
  • Increased Frag Grenade Splash Damage to 20XP (from 10)
  • Kira:
  • Increased calling in Orbital Strike to 30XP (from 25)
  • Increased Orbital Strike Splash Damage to 20XP (from 10)
  • Increased Ammo Station deploy to 40XP (from 30)
  • Reduced Ammo-Station Reclaim to 5XP (from 10)
  • Reclaiming an Ammo Station now returns 65% of the cooldown (down from 80%)
  • Increased Ammo Station cooldown to 25s (up from 20s)
  • Nader:
  • Increased Grenade Launcher fire to 10XP (from 5)
  • Increased Grenade Launcher Splash Damage to 20XP (from 10)
  • Phantom:
  • Increased Stalking XP to 4XP/s (from 1 per second)
  • Phoenix:
  • Reduced activating Healing Pulse deploy to 10XP (from 20)
  • Reduced Self Revive to 10XP (from 20)
  • Proxy:
  • Increased Proximity Mine deploy to 25XP (from 15)
  • Increased Proximity Mine Tripped XP to 30XP (from 10)
  • Reclaiming a Proxmity Mine now returns 65% of the cooldown (down from 80%)
  • Redeye:
  • Increased Spotted Assist to 100XP (from 70)
  • Increased enemy Spotted to 40XP (from 20)
  • Sawbonez:
  • Increased Health Pack thrown to 20XP (from 10)
  • Skyhammer:
  • Reduced Ammo Pack thrown XP to 5XP (from 10)
  • Sparks:
  • Increased Health Pack thrown to 20XP (from 10)
  • Stoker:
  • Increased Molotov throw to 30XP (from 15)
  • Increased Molotov Ignite to 30XP (from 10)
  • Increased Ammo Station deploy to 40XP (from 30)
  • Reduced Ammo-Station Reclaim to 5XP (from 10)
  • Reclaiming an Ammo Station now returns 65% of the cooldown (down from 80%)
  • Thunder:
  • Increased Concussion Grenade throw to 20XP (from 10)
  • Increased Concussion Grenade Concussed to 20XP (from 10)
  • Increased Concussion Grenade Concussion Assist to 100XP (from 10)
  • Vassili:
  • Increased Spotted Assist to 100XP (from 70)
  • Increased enemy Spotted to 40XP (from 20)
  • Other Changes:
  • User Interface:
  • Merc Selection (F1, F2, F3) keys are now bindable in the Options menu
  • Updated default Voting key-binds. Page Up is now Vote Yes, and Page Down is Vote No. These are now bindable in the Options menu
  • Added additional feedback to Voting, letting players know who called a vote, when certain votes are disabled and when a vote succeeds
  • Removed the number of 'No' votes being shown on the Voting UI, since only reaching the required number of 'Yes' votes matters
  • The Assault Course now has a locked icon and accompanying tool-tip explaining how it is unlocked
  • Gameplay:
  • Added a new option aptly named "Reload cancels reload". When enabled, pressing the reload button a second time will cancel a current reload
  • This gives players with the Double Time Augment a quick way to cancel out of a reload, since Sprinting does not
  • Optimized the context-based (ie. Help-Up, Mount MG, Objectives etc.) interaction system for improved performance
  • Notable Bug Fixes:
  • Fixed bug where Stopwatch rules would sometimes Draw, Win, or Lose incorrectly
  • Fixed bug where server performance could sometimes significantly degrade over the length of a game
  • Fixed bug where EMP'd Proximity Mines would detonate when the effect wore off if a stationary enemy was nearby
  • Fixed bug where some Steam Achievements would incorrectly unlock when the game was first booted
  • Fixed bug where trails for some Grenades and Abilities were not visible
  • Fixed bug where players were unable to join a password protected server
  • Fixed bug where the game could crash when exiting the Tutorial or Assault Course
  • Fixed bug where players killed by explosive weapons were not able to view the killer's information
  • Fixed bug where incorrect information was shown if a player was killed by an enemy that was already dead
  • Fixed bug where Ammo Packs and Airstrikes could go through the blast door in the Tutorial
  • Fixed bug where a window in Dome allowed players to get under the map
  • Fixed several collision and VO bugs in the Assault Course
  • Private Matches Disabled:
  • Work on Casual Matchmaking has meant rebuilding the match flow from start to end, affecting all areas of the game including Private Matches. As a result of the changes to the match flow, we've been forced to temporarily disable Private Matches until we can make needed adjustments.

New in Dirty Bomb 05.26.2016 Update (May 26, 2016)

  • Dirty Bomb servers and client will be updated with a hotfix update.
  • There should be minimal server downtime.

New in Dirty Bomb Unlock and Load Update (May 19, 2016)

  • Free Aimee Detective Loadout Card:
  • Turns out SNITCH is keeping an eye out for Aimee, too! As a thank you for joining us throughout the Rogue en Vogue event, we're giving away a Limited Edition one-off Aimee 'Detective' Case to everyone that logs in between May 19th and May 23rd, which will drop one of nine possible Limited Edition cards from the Second Edition set.
  • Aimee Detective Card Giveaway Duration:
  • London (BST, UTC+1): 18:00 Thursday, May 19 - 18:00 Monday, May 23
  • Los Angeles (PDT, UTC-7): 10:00 AM Thursday, May 19 - 10:00 AM Monday, May 23
  • Sydney (AEST, UTC+10): 3:00 AM Friday, May 20 - 3:00 AM Tuesday, May 24
  • Case-a-Day May:
  • For the rest of the month, we're giving away an Expert Case for every single day you play! A Combined Expert Case containing Second Edition Loadout Cards for all Mercs will drop after your first match of every day, starting Thursday, May 19th and running until May 31st. The daily reset time is 00:00 UTC, in line with the daily bonuses for first match played in Objective, Stopwatch and Execution.
  • Case-a-Day May Giveaway Duration:
  • London (BST, UTC+1): 18:00 Thursday, May 19 - 18:00 Tuesday, May 31; Daily Reset at 1:00
  • Los Angeles (PDT, UTC-7): 10:00 AM Thursday, May 19 - 10:00 AM Tuesday, May 31; Daily Reset at 5:00 PM
  • Sydney (AEST, UTC+10): 3:00 AM Friday, May 20 - 3:00 AM Wednesday, June 1; Daily Reset at 10:00 AM
  • Second Edition Loadout Cards:
  • Kira with a Katana? Proxy with Lock-On? It's time to upgrade your deck with the Second Edition of Dirty Bomb's Loadout Cards!
  • The goal of Second Edition is to make every card more balanced in terms of desirability and gameplay impact. We've kept the weapon and Augment combos of popular cards, and replaced lesser used cards with ones that have traits players have preferred over the course of Open Beta. By iterating with members of the community in our Private Test Server, we've settled on a set that we hope will breathe some fresh air into our card spinners.
  • All cases that drop or are bought in the store will now stock only Second Edition Cards. First Edition cards can still be used, and purchased directly from the Store in Bronze rarity, but if Traded Up or Traded In will result in Second Edition Cards.
  • You can now also "Favorite" Loadout Cards, so they stay at the top of the list in the Barracks and when equipping cards for a match.
  • Refreshed Tutorial:
  • New players' first experience of Dirty Bomb has been fine tuned, starting with a refreshed tutorial. We've removed some of the 'tutorialisms' unnecessary for PC shooter players, and added extra sections to expand on the core mechanics and key details that set Dirty Bomb apart from the crowd.
  • Assault Course:
  • The new Assault Course is designed to give both new and experienced players a space to improve their speed and accuracy. The first run, unlocked after a player's first match, teaches the basics of wall jumping and long jumping. After completing it once, you can return at any time to take on the clock, destroying enemy dummies and throwing ammo packs to friendlies. Can you race through the course fast enough to hit the Cobalt rating?
  • Arsenal Crates:
  • To reward players for levelling up, we've added Arsenal Crates into the mix. These hefty containers drop every time you level up, starting at Level 7, and stock a number of potential goodies.
  • Arsenal Crate Contents:
  • Contents Drop Rate
  • 1h Credit Booster 23.0%
  • Expert Case A, B or C 21.0%
  • 5x Equipment Cases 17.5%
  • 3h Credit Booster 11.5%
  • 10x Equipment Cases 9.0%
  • Elite Case A or B 7.0%
  • 6h Credit Booster 6.0%
  • 12h Credit Booster 3.0%
  • 18h Credit Booster 2.0%
  • Don't worry about each Arsenal Crate taking longer and longer to obtain as you Level Up. In Dirty Bomb, each Level past Level 10 requires the same amount of XP to reach, whether it's Level 10 to 11, Level 25 to 26 or Level 999 to 1,000.
  • To better ease new players into Dirty Bomb, we've adjusted the early Level-Up rewards, adding a Credit Booster and a Case containing a Gold Loadout Card for Skyhammer or Aura before players hit Level 7.
  • More Credit Boosters:
  • We're also introducing bite-sized Credit Boosters to the store, with $0.79 USD for a 1-Hour Credit Booster and $1.49 USD for a 3-Hour Credit Booster (or local equivalent). As with the existing boosters, these count only for time spent in matches, and will not expire while you're in the menus or offline.
  • Balance:
  • Thunder:
  • With this update, we've set our sights on making Thunder a tougher Merc that can better lock-down enemies with his Concussion Grenade, boosting his health and the impact of Flashing and Concussing his victims. While we had to remove the EMP effect from the Concussion Grenade to keep him balanced, we feel that the new and improved Thunder will make for an effective alternative to Fragger and Rhino.
  • Increased health to 170hp (from 160hp)
  • Reduced Concussion Grenade fuse time to 1.0s (from 1.2s)
  • Blinded players will now correctly have HUD elements (like enemy indicators) hidden
  • Blinded players now cover their face with their hand in third-person (before this applied to Concussion, not blinding)
  • Concussion Grenades now reduce movement speed for a minimum of 2.5s and a maximum of 6.0s
  • Concussion movement reduction effects now also apply to jumping height
  • Removed EMP effect from Concussion Grenades
  • Phantom:
  • Phantom has also received a long-deserved buff. Instead of focusing on his stealthy solo play, we wanted to improve his team-utility with something that complimented his ability slip past the meat-shield up front and get up-close and personal with the squishy people in support. With that in mind we've added an EMP effect to Phantom's Refractive Armor. While active, this will disable enemy deployables for a short time, creating an opening in even the most heavily defended position.
  • Added an EMP field to Refractive Armor, which disables nearby (~10m) enemy deployables while cloaked
  • Enemy deployables remain disabled for 5s after leaving the EMP field
  • Increased Refractive Armor duration by ~10%
  • Fletcher:
  • Reduced Sticky Bombs radial damage to 85 (from 100)
  • Increased Sticky Bomb maximum damage radius to 4.16m (from 3.84m)
  • When detonated, Sticky Bombs now deal an additional 15 damage if stuck directly to an enemy
  • Fragger:
  • Reduced health to 140hp (from 150hp)
  • Bushwhacker:
  • Reduced Turret set-up duration to 1.6s (from 2.0s)
  • Proxy:
  • Sped up Proximity Mine throw anim/time to 0.67s (from 0.8s)
  • Sparks:
  • Sped up Health Pack throwing time to 0.63s (from 0.76s)
  • Sawbonez:
  • Sped up Health Pack throwing time to 0.63s (from 0.76s)
  • Augments:
  • Quick Charge - 10% increase to round charge rate (reduced from 15%)
  • Tough - Reduces the delay until health regen starts by 66% (increased from 33%)
  • Unshakeable - Reduces the damage you take from explosives by 15% (reduced from 20%)
  • Undercover - 10% increase to ability duration (reduced from 20%)
  • Quick Slash - Increases attack speed and charge time by 15% (reduced from 25%)
  • Other Changes:
  • User Interface:
  • Players with less than 50% Health will now appear to Medics as needing healing (this used to be 40hp or less)
  • Estimated Queue times are now always shown in Ranked, even when specific maps are selected
  • Added a warning stating that selecting specific maps may increase Queue times in Ranked
  • Added a 'bonus credits' icon to Ranked mode in the Play menu
  • Audio:
  • Added audio for Long Jumps and Wall Jumps
  • Added audio for climbing ladders
  • Turning around on the spot no longer generates footstep audio
  • Jumping on the spot will now generate landing audio
  • Continued V-Bear reverb improvements for all weapons
  • Notable Bug Fixes:
  • Fixed bug where Molotov flames would sometimes not correctly spawn when thrown at certain objects/geometry (see the changeshere)
  • Fixed bug where C4 timers could count towards objective progression for Stopwatch win/tie rules
  • Fixed bug where Heartbeat Sensors, Healing Stations and Ammo Stations did not have a deployable icon visible to their owners
  • Fixed bug where players could block Phoenix's Healing Pulse
  • Fixed bug where abilities from recently dead players could damage their team's EV
  • Fixed bug where Fletcher could be left holding Sticky Bombs after detonating them using Quick Ability keys
  • Fixed bug where certain characters in player names could break objective notifications
  • Fixed bug where there was a missing explosion sound on Bridge
  • Fixed bug where reloading would cut-off firing audio
  • Fixed bug where the Classic Team HUD could overlap with the Objective UI
  • Fixed bug where Secondary Fire would appear unbound in the User Profile
  • Fixed bug where Toggle Use option was not correctly displaying in the User Profile
  • Fixed bug where incapacitated players would display Ammo-needed HUD icons
  • Fixed bug where the Execution Badge was not appearing on the Profile screen
  • Fixed bug where players could potentially receive Ammo from enemy Ammo Stations at infinite distance
  • Fixed bug where Ammo given to enemy players would contribute to Ammo Badges
  • Fixed bug where the Spotter Augment would not increase the SNITCH detection radius
  • Fixed bug where Guardian Angel Augment warnings would sometimes not be heard for Orbital Lasers
  • Fixed bug where Flying Pig Augment would not fully increase the Long Jump distance by 10%
  • Fixed bug where Explodydendron Augment was not visually scaling up Orbital Lasers and Artillery Strikes
  • Fixed bug where players could not gib themselves with their own explosive damage
  • Fixed bug where Map Restart countdown text was not appearing when a Map Restart Vote is passed
  • Fixed bug where dropping a Carryable Objective next to an Ammo Cache could prevent it from being picked up again
  • Fixed bug where Bolt-action Sniper Rifles would automatically reload even when the option was disabled
  • Fixed bug where player position could be de-synced on the server after they had been pushed by explosive damage
  • Fixed bug where Skyhammer's eyes would not be drawn on low graphics settings
  • Fixed bug where the Fragger's Iron Loadout Card skin appeared identical for enemies and friendlies
  • Fixed bug where killing revived players on low health still rewarded 100% Kill XP

New in Dirty Bomb 04.19.2016 Update (Apr 20, 2016)

  • Notable Bug Fixes:
  • Fixed bug where the SNITCH Device’s vertical range was unlimited
  • Vertical range now matches the horizontal range
  • Fixed bug where the SNITCH Device would float in mid-air if thrown into an Airstrike
  • Fixed bug where C4 could occasionally be instantly planted
  • Fixed bug where Ammo Stations and Healing Stations could work outside of their intended range
  • Fixed bug where giving someone ammo by using an Ammo Station did not award you the achievement "Hoarder"
  • Fixed bug where using Phoenix's 'Healing Pulse' did not count towards the 'Nurse' achievement requirements
  • Fixed bug where several Badges were granted incorrectly in Execution Mode
  • Previously they were calculated over an entire round, rather than within a specified time
  • Fixed bug where players could receive the Honor Guard Badge every 15 seconds
  • Fixed bug where an obsolete Badge (Backstabber) was appearing on the Badge screen
  • Replaced the Gold Spec Ops Badge with the Bronze equivalent to better match the requirements

New in Dirty Bomb 04.05.2016 Update (Apr 11, 2016)

  • New Merc - Aimee:
  • A lightning quick Sniper savant with a taste for chic and a chip on her shoulder, Aimee delivers disruption en route for her team. Her Snitch device contains a neural disruptor that softens up Mercs as it Spots them, letting the entire team join her in bidding her opponents adieu.
  • Rogue en Vogue Event:
  • Rogue en Vogue is a five week event, where you and the Dirty Bomb community determine the culprit that ruined Aimee's short-lived stint in the fashion world.
  • Exclusive Trinkets and Loadout Cards will be available to buy using a brand new currency just for the event, including a Limited Edition Loadout Card for the Culprit once they've been determined.
  • New Badges:
  • With this update we've more than doubled the number of available badges you can earn during matches! The 34 new badges are largely focused on areas outside of pure combat proficiency, including: rewarding the good use of Support abilities, playing the Objectives and shutting down Killing Sprees. Overall Badge tallies and information on how to earn all 67 Badges can now be seen in the Profile section of the main menu.
  • Steam Achievements:
  • We're also introducing some initial Steam Achievements, focused for the moment on rewarding new players starting out their Dirty Bomb career. If the current list seems sparse, don't fret: We'll be looking to add a more diverse range of Steam Achievements in future updates.
  • Queue times in Matchmaking:
  • Estimated queue time functionality has been added to the matchmaking interface, as well as information on the best time to play for your given region.
  • Full Team Queue in Ranked Play:
  • We're bringing back the ability to party up with 4 Friends and join the Ranked Queue. Teams of 5 will only be matched against other Teams of 5, so queue times may be longer than when alone or with a single friend.
  • Combined Aus/Asia region for Ranked Play:
  • To improve queue times, we're introducing a combined Asia/Australia region for Ranked play, with servers hosted in Singapore. Private Matches will still have access to the separate regions.
  • Increased Credit Bonus in Ranked Play:
  • To further encourage Ranked play, we've increased the rate at which credits are earned during Ranked matches to double that of Casual play, instead of the previous 50% bonus.
  • New Audio Reverb system:
  • A new system for managing reverb in the game has been implemented, providing a more immersive experience and improved performance. For more details, check out this forum post.
  • Balance Changes:
  • With Aimee's arrival in London, we've taken the chance to take a look at mobility and sniping. As such, we've tweaked the Sniper Rifles to allow for faster movement and more responsive play in general.
  • Our overarching goal with the following changes is to remove some random elements to allow for a higher skill-ceiling, while also avoiding making particular weapons too powerful in the right hands:
  • All Sniper Rifles:
  • Removed all scope-sway while moving, making it easier to aim on the move
  • Removed random cross-hair offset adjustment that occurred as players were scoping-in
  • PDP-70:
  • Reduced rate of fire to 164RPM (from 180RPM)
  • Increased recoil by ~10%
  • Increased hip-fire spread by ~50%
  • Grandeur SR:
  • Reduced rate of fire to 180RPM (from 200RPM)
  • Reduced hip-fire spread by ~10%
  • MoA SNPR-1:
  • Increased hip-fire spread by ~50%
  • FEL-IX:
  • Increased hip-fire spread by ~50%
  • Other Changes:
  • Gameplay:
  • Added team coloring to Ammo Stations
  • Reworked Healing Station behavior to address certain situations where health would not be restored
  • Reduced Ranked demotion buffers so players can be demoted by losing ~2 games in a row after a promotion, instead of ~3
  • Reduced the collision box of the Proximity Mine to more closely match the model
  • User Interface:
  • Added the option for Classic Team HUD in the Game Options menu
  • Progress percentage is now shown when hovering over Ranked progress bar
  • Improved performance of in-game Voting popups
  • Audio:
  • Added additional environmental audio such as fire in Bridge and gas in Terminal and Underground
  • Added audio for purchasing Trinkets
  • Visual Effects:
  • Optimized Airstrike explosion and Orbital Laser effects
  • Notable Bug Fixes:
  • Fixed bug where two Health Packs, Ammo Packs or Proximity Mines could be thrown at the same time
  • Fixed bug where removed or destroyed items were still highlighted by Bomb Squad
  • Fixed bug where Redeye's Smoke could block the effects of Health Stations, Healing Pulses and Concussion Grenades
  • Fixed bug where it was difficult to repair the Generator on the second Objective in Trainyard
  • Fixed bug where XP totals could extend beyond the Merc boxes in the Profile Stats screen
  • Fixed bug where Sniper Rifle scopes could have a slight reddish tint
  • Fixed bug where Equipment Cases gained by levelling up could not be quick-opened
  • Fixed bug where Healing Station visual effects could persist if the Station was Scrambled by a Concussion Grenade
  • Fixed bug where Ranked icons in the End-Game review were using the Pre-Season variants
  • Fixed bug where Assist and Finish Assist XP wasn't being correctly awarded
  • Fixed bug where Merc dialogue would repeat while Trading Up or Trading In

New in Dirty Bomb 03.15.2016 Update (Mar 16, 2016)

  • Fixed bug where Mines and Packs would not always be thrown correctly
  • Fixed bug where Daily Play bonuses did not display correctly
  • Fixed bug where the Merc selection HUD at the top of the screen would sometimes fail to update
  • Fixed bug where players only had 25s to select Mercs in Ranked lobbies
  • Fixed bug where Rank icons did not appear during the end game review
  • Fixed bug where the game could remain indefinitely Paused
  • Fixed bug where Private Matches did not have Asia or Australia servers as an available option

New in Dirty Bomb 03.01.2016 Update (Mar 1, 2016)

  • Balance Changes:
  • Thunder:
  • Reduced the size of Thunder's body hitboxes by ~2%
  • Other Changes:
  • Gameplay:
  • Team Shuffle Votes are now available in Execution Mode
  • We're reducing the amount of Objective progress information freely given to the opposition, with the aim of encouraging more tactical play
  • As a team is disarming C4, disarm progress is no-longer visible through walls to the opposing team
  • CDA Defenders will now only see EV repair progress when a member of the team has line of sight on the EV
  • CDA Defenders are no longer notified when a Carryable is dropped or picked up in the field, only when picked up from the starting location
  • These changes have been made to better allow more tactical play without players giving away their position so easily. For example, players could previously hide behind walls and wait to see a C4 disarm progress before popping out to kill the vulnerable defusing player. Now they'll need to keep eyes on the C4 at all times or else risk the sneaky defuse.
  • User Interface:
  • Added the improved Team HUD & Match Start elements found in Execution to all other game modes
  • Refreshing the Server List in the Server Browser can now be cancelled
  • Server List sorting order is now saved when leaving the Server Browser
  • Friendly Merc selection is now visible in Ranked match lobbies
  • Active players in your Friends list are now grouped and sorted by Server
  • Added an Online Friends list to Party screens
  • Updated Trade In to allow players to use Loadout Cards for the same Merc
  • Added a warning message highlighting the possibility of receiving the same Loadout Card back
  • Added a separate Spectator Control bindings screen
  • Added minor visual improvements to the Merc and Weapon Stats pages
  • Audio:
  • Improved the BR-16 remote firing audio
  • Maps:
  • Fixed numerous visual and collision bugs on all maps
  • Notable Bug Fixes:
  • Fixed bug where players were sometimes unable to fire their weapon
  • Fixed bug where equipped Loadout Cards could sometimes accidentally be Traded Up
  • Fixed bug where the Pylons on Dome could appear to be in the incorrect state to players
  • Fixed bug where scoping in on very low sensitivity could result in mouse movements being lost
  • Fixed bug where Bomb Squad would make grenades and other projectiles visible through walls
  • Fixed bug where nearby grenade indicators were not visible
  • Fixed bug where reloading would be cancelled if the player had the Double Time augment and began sprinting
  • Fixed bug where Mercs with the Mechanic augment would not take priority over others at an Objective
  • Fixed bug where destroyed Proximity Mines could still play the 'tripped' audio when running over the location
  • Fixed bug where the respawn timer on the HUD and the scoreboard were de-synced by around 1s
  • Fixed bug where Nader would often fire a Grenade Launcher Grenade upon death
  • Fixed bug where all players could be put on one team for the second half of a Private Stopwatch Match
  • Notable Known Issues:
  • The Rank Icons displayed in the 'Performance Snapshot' section of the end game review screen are still using Pre-Season Ranks
  • Players who join in the middle of the match will have a blank Merc portrait at the top of the HUD in Objective and Stopwatch games

New in Dirty Bomb 02.11.2016 Update (Feb 12, 2016)

  • Balance Changes:
  • We've been running our datafingers through all of the gameplay balance stats from the December and January period.
  • Through reading your feedback and analysing the data we've identified several spots for balancing out of Mercs, Weapons and Augments.
  • Along with general game balance, which we try to adjust in small steps, the main goals of this update are
  • To make Thunder more viable in higher level play
  • Address a few of the more overpowered Augments
  • Move the Machine Pistols away from SMG's and more into secondary / pistol territory
  • Mercs:
  • Kira:
  • Reduced Kira's movement speed by ~2% to a maximum sprint speed of 8.8m/s (from 9.0m/s)
  • When aimed at a wall, Orbital Lasers will now be called down slightly further away from that wall
  • Nader:
  • Reduced Grenade Launcher inner damage radius to 32cm (from 64cm)
  • Direct hit damage remains the same, as does outer damage radius (4.16m)
  • Phoenix:
  • Increased maximum Healing Pulse healing given to teammates to 100hp (from 80hp)
  • Redeye:
  • Increased hitbox sizes by ~2.5% so Redeye now matches Mercs like Skyhammer or Stoker
  • Rhino:
  • Increased Minigun spin-up time by ~150ms
  • Reduced Minigun maximum bullet spread by ~10%
  • Sparks:
  • Amount of revive health provided by the REVIVR now gradually reduces over distance, matching the damage falloff
  • Stoker:
  • Reduced direct hit Molotov Grenade explosive damage to 35 (from 50)
  • Thunder:
  • Reduced Concussion Grenade cooldown to 15s (from 17s)
  • Increased Concussion Grenade maximum stun duration to 7s (from 6s)
  • Increased Concussion Grenade stun radius to 8m (from 7.36m)
  • Increased Concussion Grenade deployable scramble radius to 8m (from 7.36m)
  • Vassili:
  • Increased health to 110hp (from 100hp)
  • Reduced Heartbeat Sensor cooldown to 17s (from 20s)
  • Augments:
  • Cool:
  • No longer impacts Rhino's Minigun overheat time
  • Nitros:
  • Now gives a 40% increase to Minigun barrel acceleration (from 50%)
  • Quick Charge:
  • Now gives a 15% increase to REVIVR charge rate (from 25%)
  • Weapons:
  • General:
  • Reduced Sniper Rifle Scope sway by ~10%
  • Sniper Rifle Scopes now blur a little when jumping to communicate the increased bullet spread
  • Reduced maximum spread when in the jumping-ironsight state to make things feel more consistent
  • BR-16 AR:
  • Increased vertical recoil by ~10%
  • Dreiss AR:
  • Reduced horizontal recoil by ~10%
  • Reduced maximum spread ~10%
  • Grandeur SR:
  • Increased magazine size to 13 rounds (from 12)
  • Reduced recoil by ~10%
  • Reduced maximum spread by ~10%
  • K-121 LMG:
  • Reduced starting spread by ~10%
  • Mk46 LMG:
  • Reduced reload time to 3.2s (from 4.1s)
  • Reduced maximum spread by ~10%
  • Reduced horizontal recoil by ~10%
  • PDP-70 SR:
  • Increased magazine size to 11 rounds (from 10)
  • Increased recoil by ~15%
  • Stark AR:
  • Increased bullet spread by ~10%
  • Increased horizontal recoil by ~10%
  • Blishlok SMG:
  • Reduced maximum spread by ~5%
  • Increased damage falloff starting range to 19m (from 18m)
  • Increased damage falloff maximum range to 38m (from 36m)
  • Crotzni SMG:
  • Reduced damage falloff starting range to 18m (from 19m)
  • Reduced damage falloff maximum range to 36m (from 38m)
  • Hochfir SMG:
  • Reduced starting spread by ~15%
  • Caulden Pistol:
  • Increased magazine size to 8 rounds (from 7)
  • Reduced bullet spread by ~5%
  • Reduced recoil by ~5%
  • DE.50 Pistol:
  • Reduced starting spread by ~10%
  • Reduced recoil by ~10%
  • Empire-9:
  • Reduced magazine size to 35 (from 40)
  • Reduced damage falloff starting range to 12m (from 14m)
  • Reduced damage falloff maximum range to 24m (from 28m)
  • Reduced minimum damage at max range to 4 (from 5)
  • Increased horizontal recoil by ~10%
  • M9 Pistol:
  • Reduced damage falloff starting range to 14m (from 16m)
  • Reduced damage falloff maximum range to 28m (from 32m)
  • MP 400:
  • Reduced magazine size to 25 (from 30)
  • Reduced minimum damage at max range to 6 (from 7)
  • Remburg 7 Shotgun:
  • Increased rate of fire to 90RPM (from 86RPM)
  • Simeon .357 Revolver:
  • Reduced recoil by ~5%
  • Smjüth & Whetsman .40:
  • Increased recoil by ~10%
  • Tølen MP:
  • Reduced magazine size to 30 (from 35)
  • Reduced minimum damage at max range to 5 (from 6)
  • Bug Fixes:
  • Fixed bug where Health Packs could sink into the floor
  • Fixed bug where more than one C4 could be planted on a single Objective
  • Fixed several collision bugs on Dome

New in Dirty Bomb 01.27.2016 Update (Jan 28, 2016)

  • Dome Revisited:
  • We've put more spit and polish into Dome, with major improvements across the board for your objective pleasure.
  • To ease newcomers in, and to improve the navigational flow for everyone, several changes have been made
  • Updated coloration and visual composition to clarify certain routes
  • Ground textures now better communicate primary routes and those which are more optional
  • Graffiti tags now direct Jackal attackers towards the objectives through main routes
  • The Pylons are now distinctly labelled A and B for both Jackal and CDA
  • Gameplay Changes:
  • To direct the flow of the map and make it more balanced for Jackal attackers, these changes have also been made
  • The first objective has been reduced from two deliverables to one, reducing CDA bias and allowing the rest of the map to be played in the majority of matches
  • Both Jackal and CDA spawns have been moved forward to reduce travel times
  • To help prevent spawn camping, a third route has been added to allow Jackal more safety in moving out towards the first objective
  • Sewers are friendlier - Arrow graffiti on the grates above indicate the direction they travel in, and a dead end has been shut off to avoid confusion
  • Some redundant areas have been removed entirely, and less used ones have been made more accessible
  • Prototype Showcase:
  • This weekend we're letting you at two brand new maps, Dockyard and Gallery, in prototype form.
  • From Friday 29th January until Tuesday 2nd February, they'll be available on select servers in the server browser. We'll be seeing how you play, listening to your feedback, and touching your heart (with a Stiletto, if you see us in-game).
  • Dockyard:
  • The next Objective map is a direct continuation of Dome - the captured CDA airship has crashed and Jackal need to get there with an EV before destroying a portion of it.
  • Gallery:
  • The third map to be created for Execution Mode surrounds a riverside landmark, providing plenty of combat variety.
  • We'll be revealing more on these maps as they hit the servers, so keep your eyes peeled!
  • Balance Changes:
  • Reworked how jumping impacts bullet spread, to balance the effectiveness of jumping in combat
  • Added a small amount of bullet spread to jumping-ironsight and jumping-scoped accuracy
  • Increased the additional jumping bullet spread to 2.5 degrees (from 2.0 degrees)
  • Ironsighting during jumping no longer causes the weapon to maintain high spread when landing, or revert to maximum spread when exiting ironsights
  • Augments:
  • Ice-Cold - Fixed to correctly increase time to overheat by 40% to 7s (instead of the previous 12s!)
  • Sparks:
  • Added damage falloff to the REVIVR attacks
  • Damage falloff begins at 18m and falls off to ~66% damage at 36m
  • Ahnuhld-12:
  • Reduced flechette falloff minimum damage to 1 (from 5)
  • Increased flechette damage falloff end distance to 48m (from 19m)
  • Damage falloff still begins at 3.84m
  • Hollunds 880:
  • Reduced pellet falloff minimum damage to 1 (from 5)
  • Increased pellet damage falloff end distance to 32m (from 14.8m)
  • Damage falloff still begins at 1.7m
  • Remburg 7:
  • Reduced pellet falloff minimum damage to 1 (from 5)
  • Increased pellet damage falloff end distance to 28m (from 13m)
  • Damage falloff still begins at 1.4m
  • Damage Falloff Explained:
  • Damage falloff is controlled by three different variables, these are
  • Minimum Range - where damage falloff begins
  • Maximum Range - where damage falloff ends
  • Minimum Damage - the lowest damage that the weapon will falloff to
  • In between Minimum Range and Maximum Range, the damage will gradually falloff towards the minimum damage
  • Other Changes:
  • Gameplay:
  • Mines and other projectiles will no longer fall into geometry when thrown
  • Removed Objective notifications for Defenders when Carryable is dropped or picked up mid-carry
  • Removed dropped Carryable IFF unless defenders have line-of-sight
  • Halved the requirements to complete the 'New Player' Missions
  • Players can now fully load a map while a game is paused
  • Playing in Ranked Matches now rewards a 50% bonus to Credits earned
  • User Interface
  • Chat history now carries over into the End Game Review and the next match Lobby
  • Already owned items are now greyed-out in the Store
  • Enemy team Merc selection is now no-longer visible in the Lobby
  • Added visible server name, map and capacity when joining a session
  • Updated the front-end video setting descriptions and tooltips
  • Added several in-game only settings to the front-end options menus
  • Clan Tags now display in game review chat
  • Added the player name to Carryable Objective notifications
  • Added CDA & Jackal icons to the private match screen
  • Added Loadout Card counts to Merc tooltips
  • Added "Quick-open Case" and "Quick-open all Cases" features (right-click on a Case in your inventory to use these)
  • Added the ability for Cases to be quick-opened from the notification dropdown from within lobbies
  • Audio:
  • Continued improvements on the overall mix to prioritize important gameplay audio
  • Mercs will now yell 'Medic-on-route!' when heading towards an incapacitated player with Defibs or REVIVR in-hand
  • Added lines for Sparks' successful revives.
  • Added audio for broken generators.
  • Reduced volume of footstep audio when players are turning around on the spot
  • Updated the Stilnotto Stiletto handling audio
  • Improved audio for Arty & Kira's Targeting Lasers, making invalid locations and successful targets more obvious
  • Added sounds for gates opening and closing in Trainyard and Canary Wharf
  • Improved the audio for the train crash sequence in Trainyard

New in Dirty Bomb 01.14.2016 Update (Jan 15, 2016)

  • Fixed bug where if you were in a '1' division (Silver 1, Gold 1) the next rank would display incorrectly (Gold 1, Cobalt 1)
  • Fixed bug where game notifications overlapped when defusing while another Objective was active
  • Fixed bug that stopped Competitive Ranks displaying
  • Fixed bug where after leaving feedback the pop up to exit the game didn't appear
  • Fixed bug where the End-Game Review chat box stated that players will win the match if all opponents leave
  • Fixed bug where a team could cause the other to surrender by calling a surrender vote just before swapping sides mid-game
  • Fixed bug where players could crash to desktop after successfully planting C4
  • Fixed bug where the Equipment Case drop notifications were missing from the End-Game Review
  • Removed 'Voice Receive Volume' slider whilst we investigate a bug causing audio to stop working

New in Dirty Bomb 12.01.2015 Hotfix (Dec 2, 2015)

  • Thunder:
  • Concussion Grenades:
  • Removed 'cooking' from Concussion Grenades
  • Reduced fuse time to 1.6s (from 2.0s)
  • Reduced throw-cancel cooldown cost to 4s (from 8s)
  • Increased movement stun radius to 368u (from 240u)
  • Looking away from Concussion Grenades now dramatically reduces the duration of the blinding effect
  • Team-mates now receive a much shorter blinding-effect when Friendly Fire is Off
  • The duration of the blinding effect now correctly scales down over distance
  • The severity of the movement stun effect now correctly scales down over distance
  • The movement stun effect now gradually recovers over time
  • Removed the mouse sensitivity reduction from the stun effect
  • Dynamic objects like secondary objective doors now correctly block effects
  • Bug Fixes:
  • Fixed bug where the 'Welcome to Dirty Bomb' pop-up would show for existing players
  • Fixed bug with invisible ramp in the Overground map
  • Fixed bug where player movement could desynchronise when using the Quick-Eye augment
  • Fixed bug where a destroyed Turret could begin firing again after being disabled by a Concussion Grenade
  • Removed several blockout maps from the game files

New in Dirty Bomb 11.24.2015 The Thunder Update (Nov 30, 2015)

  • New Merc: Thunder:
  • Thunder tells anyone who'll listen (and you really have no choice, THE DUDE'S LOUD) that he's ex-Spetsnaz. He's kind of vague on precisely which unit, or where he served, but he's so useful under fire that nobody gets too worked up. His English really is very good, if heavily accented. In fact, no one has ever actually heard him speak or seen him read Russian, including Sparks, who definitely does. Her theory? A lot of passports suddenly became available in the chaos that followed the Dirty Bomb attacks, providing some with an irresistible chance for a clean slate... So, he's Thunder and he's Russian. Got it? Good.
  • Thunder works best as the first person into the fray to shield his allies with his massive body. He's no slouch on offense either, as he can clear a room with a combination of LMG fire and a party favor with a nasty kick...
  • Concussion Grenades:
  • Thunder's lone ability is more than enough to knock his enemies senseless. Cook and throw them like any other grenade, and they will detonate with an intense flash and concussive blast, rendering his victims helpless long enough for his team to deal with. Thunder even found a way to include an electronic scrambling effect with each explosion; any Deployable objects in the area of the explosion will be briefly disabled as well, incapable of shooting, healing or blowing themselves up.
  • New Primary Weapon: MK46 Light Machine Gun:
  • The MK46: For when you just need a little more dakka. This Light Machine Gun holds more rounds than anything but Rhino's minigun and has a fearsome rate of fire. While not as accurate as an Assault Rifle, Thunder's never seemed to mind. After all, if it's worth shooting once, it's worth shooting many, many times.
  • Balance Changes:
  • Augments:
  • It's been clear through player feedback and gameplay data that some Loadout Cards are significantly more popular than others. While our past focus has been on weapons, we’re now working through many Augments to help balance them out. Our ideal end goal is that, while still appealing to individual playstyles, each Loadout Card should be equally desirable overall.
  • With that in mind, we've begun by improving the following Augments:
  • Cool - Now doubles the time it takes Mounted MGs to overheat (from 1.5x)
  • Big Ears - Now enemy footsteps and other appropriate noises are 50% louder to you (from 30%)
  • Untrackable - Turrets, Mines and other deployable defenses now react 35% more slowly to your presence (from 30%)
  • Flying Pig - Now also increases Long Jump distance by 10% as well as removing falling damage
  • Enigma - Now reduces duration of being spotted by 60% (from 50%)
  • Sneaky - Now reduces the amount of sound you generate when running by 50% (from 30%)
  • Springy - Now also reduces Long Jump penalties as well as penalties for consecutive jumps
  • Quick Draw - Updated the text to better reflect the functionality: "30% faster weapon switching"
  • Sparks:
  • Quick Charge augment no-longer allows Sparks to fire extra shots with her REVIVR and only reduces the charge time as intended
  • Proxy:
  • Reduced the collision box on Proximity mines so they sit more flush with the environment
  • Other Changes:
  • New User Flow:
  • Your feedback, through the new Feedback Tool and across community channels, has helped us to get new players up to speed a little more quickly. Pop-ups now describe features as they're unlocked, so players know what they've achieved and what they're in for next!
  • We've adjusted the rewards for the first few levels of play. When a player reaches Level 2 (after their first match), they now get a New Operative case - An Equipment Case that only contains Loadout Cards for Aura and Skyhammer. The resulting Loadout Card can be used in the next match for greater clarity on how they work within the game.
  • The credits usually gifted at Level 2 are being added to the Level 4 reward, for 25,000 Credits all at once. This gives players enough (or nearly enough) Credits to permanently unlock a Merc.
  • General:
  • In Objective Mode, the base spawn wave timers are now more greatly impacted by the player count on each team. This is to help counteract imbalanced teams and maintain the intensity of the game between different match sizes.
  • For example, teams with 8 players now have a 30s spawn wave, 4 players have a 15s spawn wave and 2 players have a 7.5s spawn wave
  • Updated the Public Skill Rating system (used for balancing Casual games) to include a longer game history and exclude shorter matches
  • User Interface:
  • Added Voice Receive Volume to front end Settings menu
  • Removed Win & Loss stats from Profile page due to them reporting inaccurate values
  • Added Steam DLC link to the Store
  • Improved appearance of completed Missions in dropdown menu
  • Added the status of Daily Play Bonuses to the Quick Join screen:
  • Audio:
  • Updated Knife attack audio
  • Continued work on the audio mix to prioritize important gameplay elements
  • Maps:
  • Updated the level lighting to improve player guidance throughout Dome
  • Continued collision, performance and bug fixing on Dome
  • Continued collision, performance and bug fixing on Overground
  • Notable Bug Fixes:
  • Fixed bug where players could spawn with the incorrect Merc for their chosen Loadout Card
  • Fixed several bugs with Mounted Machine Guns by reworking their behavior
  • Fixed bug where the EV was almost immune to Molotov fire damage
  • Fixed bug where the wrong objective icons would show on some loading screens
  • Fixed bug where players spotted by IR Goggles weren't visible through Smoke when spectating
  • Fixed bug where healing audio wasn't always playing for Healing Stations
  • Fixed bug where revive audio wasn't playing for spectators
  • Fixed bug where Rhino's Minigun firing audio could sometimes not play
  • Fixed bug with missing reload audio when ironsighting with the Ahnuld-12
  • Fixed bug where the first person SMG-9 reload audio was heard by other players
  • Fixed bug where Medics could obtain Revive Badges by killing and reviving their team-mates with Friendly Fire enabled
  • Fixed bug where the next map wasn't always highlighted in lobbies
  • Fixed bug where winning map would not be chosen or displayed correctly in pre-game lobby
  • Fixed bug where the Blishlok obituary icon wasn't showing correctly
  • Fixed bug where Phantom's Refractive Armor wasn't disabled when planting C4 in Execution
  • Fixed numerous text bugs throughout the game

New in Dirty Bomb 10.28.2015 The Containment War Update (Oct 29, 2015)

  • New Mode - Execution, featuring Market and Overground:
  • Since last showcasing Execution Mode in its prototype form, we've made several changes to improve the experience:
  • Added a new Round Start screen showing your Team's Merc selection
  • Improved Round End, Win, Loss and Switching Sides screens
  • Added a new match status element at the top of the screen, that shows
  • All friendly Mercs, along with their health
  • Enemy Mercs once spotted by a team-mate
  • Updated the Bomb carrier HUD and status updates
  • Added Badges, many that are Round based
  • New Merc - Stoker:
  • Stoker is as alarming as he is eloquent, lighting up some enemies with his Molotov Grenades and denying areas to others with a carpet of fiery death. He packs a long range Timik-47 Assault Rifle, and can top up his teammates with his ammo station. Tinder not included.
  • New Map – Dome:
  • Set in the rusting warehouses of East London, Dome is Dirty Bomb's largest map yet. A huge variety of routes open up a plethora of tactical opportunities and offensive options.
  • A hijacked airship loaded with experimental CDA tech waits to emerge from the iconic London Dome. Between it and your team are a power station that needs hacking, Containment Shield that needs cracking, and an anti-air emplacement ready to destroy the ship, not to mention a team of Mercs with a plan to stop you in your tracks.
  • Updated Party Matchmaking Algorithm:
  • Since the team-balancing system is heavily restricted when a large Party is involved, we’ve introduced a system where the larger the searching Party, the smaller the skill variance they will search for. This means that matches involving a large Party will be more balanced in terms of skill but they can take longer to find
  • Other Changes:
  • User Interface:
  • Removed Competitive Missions from the game
  • Servers unavailable to you due to with min/max level requirements will now be greyed out in the server browser
  • Added the current Loadout Card and Match stats of the player you are following when Spectating
  • Updated the visual treatment of Missions
  • Added a Call Vote option to the in-game Menu, in addition to the current F5 shortcut
  • Improved in-game Voting interface to be more visible, show the required player count for a Vote to Pass and print a system message when a vote fails
  • Added new Objective Indicator icons that fade out unless they are at the very edge of the screen
  • Muting players now also mutes text chat
  • Players can now call a Vote to Surrender a Competitive Match
  • If all players on a team disconnect, the game will Auto-Surrender for them after 60 seconds
  • Players can now call a Vote to Restart the Map within the first three minutes of a Casual game
  • Enemy Merc selection is not visible on the scoreboard until they have been seen by one of your team
  • Audio:
  • Completely reworked audio for the BR-16 Assault Rifle
  • Tweaked Stark AR firing audio
  • Added additional audio for in-game Voting feedback
  • Continued to improve audio mix, prioritizing gameplay feedback
  • Added back Win, Lose and Objective based Music to the Music volume slider
  • Temporarily disabled incap confirmation audio for polish
  • General Gameplay:
  • Updated system graphics settings for better performance on the Low setting
  • In Casual matches, when players finish loading the map they will now automatically ready-up
  • Players who connect mid-game will now be correctly assigned to the team with the lowest casual skill-rating if player counts are even
  • Players who supply Ammo are now rewarded Fire Support XP, which is a bonus based on the amount of the Combat XP the recipient gains for the next 10s
  • Reduced XP given when providing Ammo to 10XP per magazine (from 30XP)
  • Self Kills using 'K' will no longer wait 2-3s to show a death ghost before respawning
  • Level Design:
  • Added an Ammo Cache to the final objective of Underground
  • Updated the roofing glass in Bridge to start off shattered
  • Fixed roof in Terminal incorrectly blocking some Airstrikes
  • Notable Bug Fixes:
  • Fixed exploit that allowed players to freeze animations using the toggleanim command
  • Fixed bug where players could respawn with the incorrect player camera
  • Fixed bug where the score per minute was reporting incorrectly for Stopwatch and Execution
  • Fixed bug where your team could be displayed as orange in the Lobby
  • Fixed bug where some interaction areas could block bullets
  • Fixed bug where players could be stuck on Quick Join if the selected server was full
  • Fixed bug where Phantom's Refractive Armor was not disabled when starting to arm a C4 charge
  • Fixed bug where Rhino incorrectly animated when planting C4
  • Fixed bug where Health and Ammo given by Stations could be blocked by deployables
  • Fixed bug where Phantom's Refractive Armor 'hum' would sometimes not be audible
  • Fixed bug where changing resolutions mid-game would lower performance
  • Fixed bug where Objective reminders could play after match end
  • Fixed bug where changing weapon key could be unresponsive during an active Vote
  • Fixed bug where Healing Stations would sometimes not provide the correct Health Insurance XP
  • For more information on the changes, you can visit the official release notes - http://dirtybomb.nexon.net/news/4624/the-containment-war-update

New in Dirty Bomb 10.15.2015 Hotfix (Oct 16, 2015)

  • Fixed abnormally long Loading times when joining a match in progress
  • Fixed bug where the Revivr would occasionally fail to revive a teammate
  • Fixed an issue where the intro movie volume was too quiet

New in Dirty Bomb 10.07.2015 Update (Oct 7, 2015)

  • New Feature: Loadout Trade-In (Beta):
  • Have a few Loadout cards you don't want to use, but don't want to bump up the rarity? The new Loadout Trade-In system will let you trade in three cards of the same rarity, from Bronze through Cobalt, for a random Loadout Card for the Merc of your choice at the same rarity.
  • At the moment, Loadout Cards can not be traded in for cards of the same Merc - A future update will contain this functionality. Apart from that, any of your owned Loadout Cards can be traded in, putting those unwanted cards to good use.
  • 5 Player Private Matches
  • After getting a lot of feedback on Private Matches, we're reducing the minimum players required to allow teams of 5 or more to jump into a server to train together!
  • Removed Secondary Objective Missions
  • That's right, they're outta here! Based on player feedback, and the confusion around what constituted completing a Secondary Objective, we've decided to remove them entirely. (Credit to /u/UltraWideGamer for the source image)
  • Balance Changes:
  • General Gameplay:
  • Reduced the amount of view kick players get when receiving small amounts of damage by ~10%
  • Phoenix:
  • Slightly reduced the amount of time it takes to switch from Healing Pulse to other items
  • Redeye:
  • A Smoke Grenade's Smoke Cloud now requires more than one explosion to be dispersed, regardless of the damage of each explosion
  • Fletcher:
  • Increased Sticky Bomb detonation time to 0.5s (up from 0.366s)
  • With the Lock-On Augment's 30% faster detonation, time is 0.35s (up from 0.256s)
  • Sticky Bombs can no longer be detonated by enemy fire for 0.2s after being thrown
  • Proxy:
  • Reduced Proximity Mine cooldown to 25s (down from 30s)
  • Hollunds 880:
  • Increased rate of fire to 90 RPM (up from 86)
  • Dreiss AR:
  • Reduced horizontal recoil by ~10%
  • Blishlok SMG:
  • Increased effective range to 19m (up from 18m)
  • Reduced reload time to 1.8s (down from 1.9s)
  • Other Changes:
  • User Interface:
  • The scoreboard now displays the current Server Name
  • While typing into a chat box in the main menu, the Console will not longer inadvertently appear if the bound key is pressed
  • Made several optimizations to HUD performance
  • Added personal Score Per Minute and KDR to the End Game Review screen
  • Spectator View now auto-switches away from killed players
  • Increased Warmup Time back to 20s, as some players were unable to connect in time
  • Reduced End Game Review to 20s (down from 25s)
  • Increased Map Voting time to 20s (up from 15s)
  • Animation:
  • Fixed a few issues with the Grandeur SR reload animation
  • Improved the Iron-Sight positioning while firing the Grandeur SR
  • Audio:
  • Hit Beeps are now Enabled by default. These can be disabled in the Audio / Notifications option in the menu, and existing players should not see their settings change with this update
  • Body-shot Hit Beeps have been made more distinct
  • Added audio when a Credit Booster is activate
  • Added mouse-over and click sounds to several buttons in the Main Menu
  • Added VO lines for when a Merc is firing a Mounted Machine Gun
  • Adding audio confirmation for incapacitated players
  • Assorted improvements to the overall audio mix
  • General Gameplay:
  • Significantly reduced the collision around Mounted Machine Guns
  • Pressing Q to deploy an item in an invalid location will now switch back to the previously equipped item, rather than leaving the deployable in-hand
  • Fixed bug where Health Insurance XP was granted if you healed an enemy player
  • Added new player missions for players at level 3 and below, to better teach the basics of the game
  • Phantom:
  • Fixed bug where Refractive Armor would not always be disabled if in-use while placing a deployable item (such as C4)
  • Phoenix:
  • The "Potent Packs" Augment now correctly increases Healing Pulse's healing by 20%
  • Redeye:
  • Fixed bug where IR Goggles could sometimes not be selected with Q
  • Sparks:
  • The REVIVR battery will no longer drain faster than intended when using the "Quick Charge" augment
  • Kukri:
  • Adjusted slash damage timings so that off-screen targets will no longer be hit
  • Notable Bug Fixes:
  • Fixed hit detection issues when shooting deployable objects
  • Fixed a bug where player models could become stretched while using a Mounted Machine Gun

New in Dirty Bomb r46443 (09.22.2015 Update) (Sep 22, 2015)

  • Lobby Changes:
  • The lobby is getting an overhaul. All players now settle in a single stack on the right, and more space is given to your Squad. Changing your Mercs and loadouts is now a simpler process, with the option to quickly change the Loadout Card of a Merc already in your squad.
  • Lobby Timer Changes:
  • We've sped up the timers between matches to get you from game to game a little bit faster!
  • Warmup Duration to 15s (from 20s).
  • Game Review Duration to 25s (from 30s).
  • Lobby Map Voting Time to 15s (from 25s).
  • Objective Mode Lobby Changes:
  • We've changed how teams are organized in our public, casual Objective matches. To improve team balance and the quality of matches, players are not assigned a team until just before the match begins, and Locking In is no longer necessary.
  • For those that prefer playing on the same team as your friends, this change does not affect Private Matches, Stopwatch Mode or other, non-public Objective matches.
  • Balance Changes:
  • Phantom
  • Significantly reduced the visibility of his Refractive Armor when moving slowly.
  • Sparks
  • Reduced the amount of time REVIVR spends overheating to 3.3s (from 5.0s).
  • Fragger
  • Reduced maximum Frag Grenade count to 1 (from 2).
  • Reduced Frag Grenade cooldown to 17s (from 30s).
  • Bushwhacker
  • Reduced Turret health to 110hp (from 120hp).
  • Increased Turret lock-on time to 0.6s (from 0.5s).
  • PDP-70 Sniper Rifle
  • Reduced magazine size to 10 rounds (from 11).
  • Increased reload time to 2.8s (from 2.6s).
  • KEK-10 SMG
  • Reduced effective range to 18m (from 19m).
  • Increased reload time to 2.0s (from 1.8s).
  • Hochfir SMG
  • Reduced initial bullet spread by ~10%.
  • Reduced reload time to 1.8s (from 1.9s).
  • Timik-47 AR
  • Reduced spread and recoil by ~5%.
  • Increased effective range to 29m (from 28m).
  • Ahnuld-12 Shotgun
  • Increased rate of fire to 95RPM (from 86).
  • Reduced reload time by 0.2s, independent of how many shots are reloaded.
  • Other Changes:
  • Nader
  • Martyrdom cooldown is now visible when incapacitated.
  • Redeye
  • Redeye's IR goggles may now be toggled while using a mounted gun.
  • Friendly Smoke no longer blocks Defibrillator revives.
  • Proxy
  • Fixed bug where Proximity Mines were noticeably floating.
  • Gameplay
  • Weapon inspection is now visible when spectating another player in first-person.
  • Fixed bug where Friendly Fire settings were sometimes enabled for Competitive Matches.
  • Fixed bug where the number of placement matches required for a Competitive Ranking were not correctly displayed.
  • Fixed bug where players could become stuck inside elevators.
  • Fixed bug where Turrets could be placed inside generators.
  • Fixed bug where ironsighting after firing will fire again.
  • Animation
  • Improved the SMG9 third-person reload.
  • Fixed bug with the Simeon .357 iron sight being off-centre.
  • User Interface
  • Account Levels are no longer visible in Competitive Matches, as teams are sorted by Competitive Rank.
  • All ammo sources will now show up on the HUD when low on ammo.
  • Accepting an invite to a Private Match now takes players directly to the lobby.
  • Fixed bug where the voting UI position would change.
  • Fixed bug where only the creator of a Private Match could see the state of the Friendly Fire option.
  • Audio
  • Completely reworked the weapon fire audio for the Caulden Pistol.
  • Mercs will now automatically thank medics that revive them.
  • Bullet-by audio has been enabled - enemy bullets are now audible when speeding close to the camera.
  • Updated audio when unlocking items in the Menu.

New in Dirty Bomb r46443 (09.09.2015 Phoenix Update) (Sep 9, 2015)

  • New Merc: Phoenix
  • Phoenix is a Doctor. A healer. A saver of lives. An arrogant bastard who broke his Hippocratic Oath ten minutes into his first surgery and thought self-replicating nanomachines would be an exceptional instrument for face-lifts and nose-jobs. After the Spanish medical community banished him for ethical violations bordering on mad science, Phoenix has risen again, finding his way to London to see what his special little friends can do on the battlefield.
  • His prototype nanites mend the wounds of himself and his nearby allies, and trigger the ability that lends him his name. More offensive-minded than Aura and Sparks, Phoenix heals his teammates by being right in the thick of things.
  • Ability: Healing Pulse
  • Phoenix can trigger his experimental nanites to spread to nearby allies, instantly mending their wounds, and his own as well. The longer he spends charging the ability with the Q key (default), the more health the Healing Pulse restores, triggering an increased cooldown. But that's not all the nanites do...
  • Ability: Self-Revive
  • The problem with needing to be near the people getting shot is that Phoenix can become something of a target himself. Luckily, those helpful nanites can revive him once downed, fully restoring his health. It takes a few seconds to trigger, so make sure that the enemy isn't closing in to finish the job.
  • Ability: Defibrillators
  • Just like Aura and Sawbonez, Phoenix can also revive incapacitated allies with Defibrillators, bringing them back into the fight and restoring health based on how long the paddles have charged.
  • Loadout Cards
  • Phoenix's SMG's and Semi-Auto Pistols are effective close-to-medium-range workhorses. He has a full array of Loadout Cards, featuring Augments and other Weapons that let him hold his own in battle.
  • Each of his Bronze Loadout Cards can be purchased directly for 17,500 Credits or $3.49 USD, or all of them in a bundle for 100,000 Credits or $19.99 USD. As with all Mercs, every current combination of weapons and augments available for Phoenix is available as a Bronze Card, and Phoenix himself can be purchased from the Barracks for 50,000 Credits, or $9.99 USD.
  • New XP Reward: Health Insurance
  • Phoenix's messiah complex extends to his new 'workplace', along with his need to claim his share of the spotlight; introducing the new "Health Insurance" XP Reward!
  • After healing or reviving a friendly player, you'll be rewarded with an XP bonus based on the XP your patient earns for the 10 seconds after being revived, which applies to all medics that put themselves in the line of fire for their teammates.
  • Player Reporting (Alpha)
  • While we’re keeping it as up-to-date as possible, our new anti-cheat system NGS is only one layer of protection. To support NGS, we are adding in the much-requested Player Reporting system. Accessible by right-clicking on another player's name in the scoreboard, doing so will send a report to our team.
  • Due to the high impact of this system, Player Reporting is being released in an Alpha state. While we will be punishing guilty players in submitted reports as soon as possible, we do ask that you remain patient as we gather data and tweak the system’s parameters.
  • Updated Stopwatch Rules
  • We've improved the rules in Stopwatch Mode, properly rewarding teams who progress through the objectives the furthest. A few edge case situations are now accounted for, including the allowance of draws where appropriate:
  • If neither team completes the map, only Primary Objective progression is taken into account and the team who progressed the furthest will win. For example:
  • On multi-C4 objectives (such as the second objective in Terminal), destroying one Container is better than none.
  • On multi-Delivery objectives (like the final objective for Trainyard), delivering one Data Core is better than none.
  • If both teams are held on an EV Escort Objective (such as Bridge's second objective), the team who moves the EV closest to the destination will win.
  • If both teams reach the same point in the same amount of time, the match is a draw, regardless of time taken to complete previous objectives, for example:
  • If both Teams only manage to destroy one Container in the second half of Terminal after 15 mins, the match is always a draw.
  • At the end of the first half of a Stopwatch match, Overtime can now activate. Any extra time added due to Overtime is added to the clock in the second half of the match, for example:
  • If a C4 is planted in the first half and the timer runs out, the game will continue until the C4 explodes or is disarmed.
  • Private Matches (Alpha)
  • Want to set up scrims with friends to practice strats, or defend your team's honor against your rivals? The new Private Matches feature lets you organize your own match, invite members of your Steam Friends list, select whichever Map and Game Mode you want, and more!
  • Earning is disabled in Private Matches, turning off XP, Credits, Equipment Cases and Missions.
  • We're releasing Private Matches in Alpha in order to better test the systems involved, as all matches played through Private Matches will still be on our dedicated servers. If you have any feedback, or encounter any problems, please let us know on the official Dirty Bomb Forums.
  • Friendly Fire in Private Matches
  • Private Matches will give you the option to test our new Friendly Fire setting. No standing in Airstrike territory or sending an Orbital Laser careening over the map willy nilly, your teammates will take damage from almost every source. Even more, allied players will have full collision with you, preventing you from running through them and their deployables.
  • As the scramble to finish and revive incapacitated players is a staple of Dirty Bomb, Friendly Fire does not apply to friendly incapacitated players. Defibrillators will also never harm friendly players.
  • We're also trialing a punishment system for players abusing the Friendly Fire rules. When you are killed by one of your teammates, you will be prompted to sound off on the death:
  • If the team kill was accidental (or entirely your fault!), then type in "/f" to Forgive them, and all is well.
  • However, if you felt your teammate did it intentionally, then you can type in "/p" to Punish them, docking them 300 XP from their game score.
  • Once there have been 4 complaints against a player, a Vote Kick will automatically be started.
  • Once there have been 8 complaints against a player, they will be immediately kicked from the game, without the need for a vote.
  • Let us know how you get on with Friendly Fire, as we expect to tweak it based on your feedback!
  • Weapon Inspection
  • Finally get your hands on a Cobalt and want a closer look at your shiny new weapon? Now, by pressing the G key (default), your Merc will take a moment to admire their currently equipped primary, secondary or melee weapon. Any action beyond basic movement will instantly interrupt the animation, so you'll never be left with your pants down.
  • New Premium Cases
  • This update brings five new Premium Loadout Card Cases, giving you more options and better chance of getting a Loadout Card for the Merc you want!
  • Elite Cases A and B
  • The Elite Case has been split up into two separate Cases, each containing Loadout Cards for half of the Mercs in Dirty Bomb. There's no change in price, no change in Loadout Card quality or odds, just a better chance of getting a Loadout Card for the Merc you want, still for US $4.99 (or local equivalent)!
  • Expert Cases A, B and C
  • We're also introducing an all-new set of Loadout Cases, the Expert Cases, which splits the Mercs into three groups. These new crates only cost US $2.49 per Case and can reward Loadout Cards from Bronze up to Cobalt rarity!
  • Balance Changes:
  • Redeye
  • Increased Smoke Grenade radius by 10%
  • Smoke Grenades now take 200 explosive damage to dissipate (from 150)
  • Players are now unspotted if Redeye is killed whilst spotting
  • MoA SNPR-1
  • Reduced magazine size to 5 rounds (from 6)
  • FEL-IX Sniper Rifle
  • Increased magazine size to 6 rounds (from 5)
  • MP 400
  • Reduced effective range by ~10%
  • Tølen MP
  • Reduced effective range by ~10%
  • Empire-9 MP
  • Reduced effective range by ~10%
  • User Interface:
  • Map voting in lobby is now disabled until there are enough players to start the game
  • Halved the opacity of Objective HUD indicators
  • Fixed bug where Party leaders were not able to search for a new match after completing one
  • Fixed bug where the initiator of an Objective would show up on the HUD rather than the player who completed it
  • Fixed bug where keys could become unbound if the player changed bindings while dead/spectating
  • Fixed bug where the voting bar could extend beyond the voting box
  • Fixed bug where spectators were counted as voting players
  • Audio:
  • Kill confirmation beeps are now included in the Hit Beep audio option
  • Updated the Hochfir SMG firing audio to make the weapon sound slightly punchier
  • Fixed bug where two music tracks could play at the same time
  • General Gameplay:
  • Reduced view kick speed by ~10%
  • Increased amount of freedom when moving/looking away from Objectives before the interaction is cancelled
  • Fixed bug where elevators counted as Secondary Objectives
  • Fixed several synchronisation issues with Carryable Objectives
  • Fixed bug where Deployables could be placed inside the EV

New in Dirty Bomb 08.20.2015 Update (Aug 20, 2015)

  • It's time for another Fine Tuning Update! No Mercs or Maps with this one, instead we're giving you a plethora of balance changes and fixes, including one major addition we know you've been waiting for...
  • New Anti-Cheat System:
  • Over the past several months, we have been working to implement a new anti-cheat system. NGS has been designed to allow us to more easily and efficiently protect Dirty Bomb from cheating and abusive programs.
  • While we are confident that NGS will be an effective tool against cheaters in the long-term, we'd like to urge patience in the short-term. There is no silver-bullet solution for this problem, and while this is an important step forward, there may be some issues as we work to improve NGS and fix any issues that might arise. As always, we look forward to your feedback in the official forums about this major change to Dirty Bomb.
  • Balance Changes:
  • We've been keeping an eye on your feedback, as well as the wealth of data that our servers have recorded, and as a result we are making a number of balance changes with this month's Fine Tuning Update. While there are a few tweaks to our Mercs, the biggest changes have come to the weapons, many of them receiving improved handling and reduced recoil to boost their combat potential, while a few adjustments have been made to other weapons that were performing far above the pack.
  • As with all balance changes, we look forward to hearing your thoughts on these changes once you’ve tried them out in-game.
  • Nader:
  • Increased health to 120hp (from 110hp)
  • Reduced movement speed by ~2.5%
  • Rhino:
  • Increased movement speed by ~2.5%
  • Skyhammer:
  • Airstrike Markers will now always deal damage when they first detonate
  • Increased cooldown when failing to call in an Airstrike to 20s (from 15s)
  • Reduced Airstrike Marker detonation radius by ~10%
  • Sparks:
  • Increased Med Pack healing amount to 30hp (from 25hp)
  • Increased the battery charge of the REVIVR so it takes ~10% longer to drain
  • M4A1 Assault Rifle:
  • Reduced effective range by ~5%
  • BR-16 AR:
  • Reduced bullet spread by ~5%
  • Reduced recoil kick by ~5%
  • Stark AR:
  • Reduced bullet spread by ~5%
  • Reduced recoil kick by ~5%
  • Timik-47 AR:
  • Reduced bullet spread by ~5%
  • Reduced recoil kick by ~5%
  • Dreiss AR:
  • Reduced recoil kick by ~10%
  • K-121 MG:
  • Increased magazine size to 55 (from 50)
  • Reduced spread increase rate by ~10%
  • Hollunds 880:
  • Increased effective range by ~25%
  • Remburg 7:
  • Reduced pellet spread by ~8%
  • Ahnuhld-12 Shotgun:
  • Increased effective range by ~50%
  • SMG-9:
  • Reduced bullet spread by ~5%
  • Reduced recoil kick by ~5%
  • Hochfir SMG:
  • Reduced recoil kick by ~10%
  • Crotzni SMG:
  • Increased starting bullet spread by ~10%
  • This is due to the Crotzni being slightly more powerful than other SMG's.
  • All Melee Weapons:
  • Removed the turn speed limit from Primary Attacks (ie slashes) for all melee weapons
  • Kukri Knife:
  • Extended the Kukri's melee collision box to improve its range
  • Other Changes:
  • General:
  • Updated the way Player Skill is calculated in non-competitive games to improve team balance
  • Reduced CPU load on dedicated servers by ~20% which should result in smoother games
  • User Interface:
  • Team Shuffle by Skill votes now only require 51% of players to vote Yes to pass
  • Players can once again double-click to select Loadout Cards on the Trade-Up screen
  • News section on front-end now cycles between three most recent posts
  • Restored colon in lobby chat messages
  • Added error message when failing to join a Party
  • Fixed maps not being selected automatically in Quick Join
  • Fixed popups disappearing too quickly to be clicked on
  • Animation:
  • Improved the first-person throwing animations for packs
  • Improved the jump and landing first-person camera movement
  • Audio:
  • Continued audio-mixing pass to improve gameplay feedback
  • Fixed issue where killing shot of Sniper Rifles could not be heard by the victim
  • Added audio for picking-up, dropping and delivering the Carryable Objective
  • Added subtle audio confirmation for Kill and Finish notifications
  • Fine tuned third-person audio for weapon firing
  • Updated Main Menu audio
  • Added EV firing sound to Bridge
  • Improved Merc audio for incoming damage
  • Polish pass for all Merc dialogue
  • General Gameplay:
  • Added an upper XP limit of 99,999XP per match to help protect against potential farming exploits
  • Updated 4-second Spawn Point invulnerability - If a player fires, they are dropped to a 50% damage shield rather than losing it entirely
  • This change does not impact medic revives
  • Reduced amount of view kick when shot by ~10%
  • Increased view kick recovery speed by ~35%
  • Arty:
  • Moved Artillery Targeter further from the camera when held in first-person
  • Fletcher:
  • Moved Sticky-Bomb Detonator further from the camera when held in first-person
  • Kira:
  • Fixed the Orbital Laser audio not updating with distance
  • Phantom:
  • Fixed some bugs relating to activating Refractive Armor
  • Redeye:
  • Fixed bug where IR Goggles could occasionally not be enabled
  • Fixed bug where some items could continue to glow white after IR Goggles have been disabled
  • Fixed bug where Smoke Grenade could block delivery of Carryable Objectives
  • Sparks:
  • Improved third-person audio reverb and reflections for REVIVR shots
  • M4A1 Assault Rifle:
  • Reload audio now more closely matches the animation
  • K-121 MG:
  • Added audio for raising and lowering weapon
  • Ahnuhld-12 Shotgun:
  • Improved the fire and lever-action animations
  • SMG-9:
  • Updated first-person positioning to make it more consistent with other weapons
  • Cricket Bat:
  • Moved the Cricket Bat further from the camera when held in first-person
  • Notable Bug Fixes:
  • Fixed Steady Augment not adding health to all deployables
  • Fixed several Carryable Objective pick-up and delivery behaviour issues
  • Fixed bug where players could be stuck constantly reloading Shotguns
  • Fix for objectives not resetting correctly in Stopwatch

New in Dirty Bomb 07.30.2015 Update (Jul 31, 2015)

  • Balance Changes:
  • The timings for the damaging portion of Melee Attacks have been updated to more closely fit the weapon animations
  • Previously, the hit duration was very forgiving, meaning that weapons could still potentially deal damage well after the initial strike
  • This also means that turn-speed limitations can end earlier, which gives players more freedom when performing melee attacks
  • The allowed turn angle when attacking with melee weapons has been significantly increased and now scales with weapon damage
  • All melee attacks have been improved, and the lower-damage, high-speed attacks (Primary attacks for the Beckhill and Stilnotto knives in particular) have had their turn speed massively increased
  • Bug Fixes and Other Changes:
  • Blocked the KILLPARTICLES command from being usable
  • Fixed issue with some loadout cards having missing first person arm textures
  • Fixed certain account levels being unable to see level restricted servers in the browser
  • Fixed a bug where players were prompted to select a Merc in the tutorial level
  • Fixed a bug with Phantom where he couldn't use Refractive Armor after repairing the EV
  • In the past week, the matchmaking back-end has been updated to prioritise more balanced matches over quicker matchmaking times
  • This should result in longer queuing times, but better matches

New in Dirty Bomb 07.22.2015 Update (Jul 23, 2015)

  • Welcome to Dirty Bomb's first Fine Tuning update!
  • With this update, in lieu of adding in new features or Mercs, we have focused on refining Dirty Bomb's existing content and gameplay in order to keep Dirty Bomb as fair, sturdy and competitive as possible. There might not be anything brand new to sink your teeth into, but we've still got a wealth of changes, such as revisions to View-Kick, balance changes for Sparks and Phantom, improvements to the Mission and Spectator systems and more.
  • Take a look at the full battery of changes below, and we look forward to seeing your feedback in the Official Dirty Bomb Forums[forums.dirtybomb.nexon.net] after you've given them a spin!
  • Balance Changes:
  • General Gameplay:
  • Reduced the amount of kick when receiving damage, to compensate for the recent update to view-kick functionality
  • Players will now only spawn in game after choosing a Merc, once a map is loaded
  • Deployables are now easier to place in tighter spaces
  • Fletcher:
  • Reclaiming a Sticky Bomb now only returns 50% of the cooldown
  • Fragger:
  • Fixed bug where pressing '4' could cause a Frag Grenade to be thrown
  • Phantom:
  • Phantom's health has been lowered to 110hp (from 120hp)
  • Refractive Armor maximum recharge time increased to 10s (from 6s)
  • Taking damage that exceeds remaining Refractive Armor energy will now also eat into health
  • Heartbeat Sensor detection no longer disables Refractive Armor, but will still spot Phantom
  • Refractive Armor no longer prevents gas damage from eating into health
  • Refractive Armor is now slightly more visible when Phantom is moving
  • Cloaking/de-cloaking audio is now more audible to other players
  • Sparks:
  • REVIVR now deals the correct amount of damage to objectives
  • REVIVR battery now begins draining immediately, rather than when minimum charge is reached
  • Increased the rate at which the REVIVR battery is depleted while charging shots by 10%
  • Enemy REVIVR shots are now seen as orange in-game
  • Ranged Weapons:
  • K-121 Machine Gun - Reduced spread and recoil by ~5%
  • PDP-70 Automatic Sniper Rifle - This will no longer insta-gib players if it kills with a headshot
  • KEK-10 SMG - Bullet spread now increases ~7% faster than before while firing
  • Crotzni SMG - Bullet spread now increases ~10% faster than before while firing
  • Melee Weapons:
  • Added a turn-speed-limit for melee attacks to prevent exploits and to reward initial aim
  • This will be fine-tuned based on player feedback and metrics
  • Cricket Bat - Reduced run speed when equipped by 2.5%
  • Katana - Reduced run speed when equipped by 2.5%
  • Katana - Secondary attacks now deal damage for a shorter period of time
  • Augments:
  • Chopper Augment melee damage bonus reduced to +15% (down from +20%)
  • Lock-On Augment now correctly reduces Turret lock-on times
  • Steady Augment now correctly adds health to all deployables
  • Flying Pig Augment now correctly negates all fall damage
  • Game Improvements:
  • General:
  • Reworked the in-game Mission system
  • XP Mission values updated so Game Mode and Support are now quicker to complete
  • Removed 'Win X Matches' missions as they were incentivizing unbalanced matches
  • Added new missions for Competitive Matches, the Execution Game Mode and Secondary Objectives
  • Updated Merc missions to be based around earning the appropriate XP type instead of playing 'X' matches
  • Clamped a number of video settings to address exploits, such as completely disabling particle effects
  • Updated the auto-detect settings when the game is first run to apply more appropriate graphics presets (High, Med, Low)
  • Updated the Competitive Matchmaking algorithm so it spends more time searching for players of closer skill-ratings
  • User Interface:
  • Added Steam related options to the right click drop down panel on the scoreboard
  • Updates to the Spectator HUD:
  • Minimap now increases in size and shows all players with the correct team colors
  • Chat has been moved to the top left and players names are also correctly colored
  • Objective HUD is now positioned in the centre
  • Visual Effects:
  • Improved the visual effects when Phantom is shot while his Refractive Armor is active
  • Updated the effects when a player is revived with defibs/REVIVR
  • pdated the REVIVR firing and impact effects
  • Improved the Katana trail effects
  • Made the Orbital Strike effects a little more impressive
  • Updated Skyhammer's Airstrike explosion effects
  • Audio:
  • Added new firing audio for the Blishlok SMG
  • Tweaked footstep audio volume and falloff to make them more audible
  • Improved the mix for all weapon audio, including slightly quieter surface impacts
  • Frag Grenade bounces are now slightly louder when in range
  • Added exertion audio for Sparks when she is incapacitated or killed
  • Added glass sounds for large and medium windows
  • Notable Bug Fixes:
  • Fixed bug where players could be stuck after being revived
  • Fix for players sometimes not seeing the MM ranking in the game overview screen
  • Optimized UI code to aid Minimap performance
  • Removed the silencer from the Selbstadt .40 Pistol icon
  • Fixed several issues with Mounted Gun audio