A new update for Blood Run is now available. This patch delivers the second big phase of the audio engine upgrade, fixes the infinite match restart loop on servers, and introduces a variety of quality-of-life improvements.

Server
  • Fixed the infinite "warmup -> map restart" loop after a match ends (primarily occurred in Duels during long server uptimes).

Gladiators
  • Ability cooldowns have been unified to 60 seconds for all Gladiators (previously: Visor 50, Sorlag 50, Daemia 55).

TankJr
  • Hitbox radius increased by 1 unit: 16 -> 17 (34x34 at the base).
  • Dash is now unavailable while the shield is active.
  • Fixed double dash bug: the dash could trigger and play its sound twice due to a client prediction error.
  • Fixed double rendering and doubled volume of the laser beam in first-person view.
  • Added laser beam customization cvars: \cg_laserBeamWidth (default: 8), \cg_laserBeamStyle [0 = lightning, 1 = beam] (default: 1), and \cg_laserBeamColor (default: 7).

Phobos
  • Active ability outline color changed from orange to red.

Audio
  • Implemented sound occlusion by map geometry: sound sources behind walls and obstacles are now muffled and quieter (enabled by default).
  • Implemented binaural audio for headphones (HRTF based on Steam Audio), allowing for precise directional audio, including up/down and front/back positioning (\s_hrtf, default: 0).
  • Character sounds (pain, jumping) now correctly follow the model instead of staying in place.
  • Fixed audio clicks when looping sounds are cut off.
  • Fixed unpredictable audibility radius for looping sounds.
  • Changing maps or disconnecting now properly stops all sounds and clears the announcer queue.
  • Fixed the issue where sound sources behind walls would disappear completely (PVS culling disabled).
  • Fixed the double "no ammo" sound playing when emptying a clip (\cg_noAmmoSound, default: 1).
  • Removed the old Q3 audio backend and the \snd_backend cvar; only SoLoud remains.
  • Removed the client-side announcer buffer: announcer voice lines now play immediately without overlapping.
  • Timing-critical announcer lines (countdown, prepare/fight, timer warnings) now play exactly on time.
  • Fixed the original Q3 announcer (\s_announcer 0): it now loads the correct sound set and plays at the proper speed.
  • Added \cg_announcerVerbosity (2 = full set of phrases [default], 1 = only essential phrases). Rewards are still tracked, only the voice line is muted.

Rewards
  • Added the "Precise" reward for direct rocket hits from a long distance (1500+ units).
  • "Tank" is now only awarded upon picking up a Mega Health or Red Armor (minor shards/bubbles are excluded).
  • "Overstacked" has been unlinked from "Tank" and is awarded for picking up MH or RA when HP/Armor are already over maximum capacity.

General Changes
  • Added weapon jump kick animation, customizable via \cg_jumpKick (default: 3; 0 = off).
  • Fixed Lightning Gun beam rendering when the weapon model is hidden (\cg_drawGun 0).
  • Fixed color distortion of LG and laser beams when using CPMA colors with fractional components.
  • Added customization cvars for enemy beams: \cg_enemyLightningBeamWidth, \cg_enemyLightningBeamStyle, \cg_enemyLightningBeamColor, \cg_enemyLaserBeamWidth, \cg_enemyLaserBeamStyle, \cg_enemyLaserBeamColor.
  • Teammate LG/laser beams are now configured using the base \cg_lightningBeam* and \cg_laserBeam* cvars (previously, they were rendered using enemy settings).
  • Fixed an issue where the console would automatically close when the death menu appeared.

Test Servers
  • PTS MOSCOW 1
  • PTS MOSCOW 2
  • PTS MOSCOW 3

Links: Download
Source: icon_telegram Blood Run PTS on Telegram