CS2 October 2 patch notes: Mega-sized update adds The Armory, Charms, more

Brad Norton
Charms in Coutner-Strike 2

After months of radio silence, a new CS2 update is finally upon us and Valve has made sure it’s a doozy. From the arrival of The Armory to the first-ever weapon Charms in CS, there’s a tonne to be excited about. Here’s the full look at the October 2 patch notes.

While the community and pro players alike have all been hitting out at the lack of CS2 content since its release last year, Valve has clearly been toiling away in the shadows. The game just received arguably its biggest update yet, with dozens of gameplay changes accompanying all new features.

The Armory is now upon us, bringing over 100 cosmetic items to the game including brand new weapon charms.

Not only that but maps have been upgrades, network improvements have been implemented, and so much more. Below is the full rundown.

The Armory arrives in CS2

The Armory in CS2
The Armory brings over 100 new cosmetics to CS2.

Up for purchase in the CS2 store page on Steam, players can get their hands on an Armory Pass. By buying in, you’re then able to start earning credits to use on a wide range of cosmetic items. Five Armor Passes can be stacked at once if you’re looking to min-max, but rest assured anything you do will be earning credits.

Among the available goodies is three new weapon skin collections including the Overpass Collection, the Graphic Collection, and the Sport and Field Collection, all with 16 skins apiece.

Alongside that comes The Gallery Case, a new type of Case packing 17 distinct weapon finishes all designed by players in the community.

Charms finally land in CS2

Headlining the major update, however, is the introduction of weapon charms in CS2. Finally following the trend many other games jumped on years ago, CS2 weapons can now be adorned with charms of all shapes and sizes.

Charms in CS2 The Armory
A look at some of the very first charms made available in CS2.

The news was cheekily announced on X (formerly Twitter) as the official CS account told fans to harass fl0m for a chance at “ultra-exclusive charms.”

It was then revealed the devs at Valve have been teasing this new cosmetic all along. There was a charm tucked away in a door on Overpass from the very beginning.

Full CS2 October 2 update patch notes:

The Armory

  • The Armory is now available in the store
  • Features 3 new weapon collections, 2 charm collections, 2 sticker collections, the Gallery Case, and the Heat Treated Desert Eagle
  • Purchase and activate an Armory Pass to start earning Armory Credits
  • Make progress toward credits whenever you earn XP with an active Armory Pass
  • Redeem credits for items in the Armory

Charms

  • Introducing Charms: dynamic items you can apply to your favorite weapons. Currently available exclusively in the Armory
  • Drag and drop Charms to precisely place them on the weapon of your choice. A weapon can have one charm attached at a time
  • Use a Charm Detachment to detach the Charm from a weapon. The Charm will return to your inventory and can be reused
  • Redeeming a Charm from the Armory grants three complimentary Charm Detachments. Additional Charm Detachments are available for purchase

Inventory & Items

  • All items acquired from the in-game store (including the Armory), Trade Offers, and Steam Community Market are now subject to a 7 day re-trade and re-market restriction
  • All stickers, patches, and charms available on Steam Community Market, in the Armory, or on friends’ Steam Inventory web pages can now be previewed on your own inventory items
  • Removed ability to delete weapon cases from your inventory
  • Added sticker scrape level selector when applying new stickers to weapons
  • Added precise sticker wear level selector when scraping existing stickers on inventory weapons. Any applied stickers can only increase their sticker scrape level
  • Added a way to immediately remove existing stickers from inventory weapons in addition to sticker scraping
  • Added nametag module preview on the actual items when applying nametags
  • Fixed several cases where applying nametags or stickers would unequip the weapon from your loadout
  • Customizing a base weapon that’s currently equipped will now auto-equip the newly customized version

Animation

  • Improved character posing when on large slopes
  • Made feet pin and unpin differently for all use cases to help remove aggressively leaned characters (AKA the MJ lean)
  • Pin/unpin IK logic now not affected by poor server ping times
  • Feet IK now repositions to idle pose if the feet have pinned at a largely different pose to that authored
  • Re-authored run, walk, and crouch content to fix wide/scissor leg posing when traversing
  • Changed ladder animations and behavior so characters heads are much more representative of where the player camera is, including characters now display crouch correctly when on ladders
  • Removed popping when crouching or uncrouching while jumped and reduced leaning on jump animations
  • Fixed character’s pose popping when falling off a ledge
  • Fix for many cases where character’s posing would subtly pop when traversing with slow moving weapons

Gameplay

  • Flashbangs and HE grenades no longer prematurely detonate when they exceed their ‘stuck bounce’ limit

Graphics

  • Added a Display selection dropdown for non-windowed Fullscreen mode to the Video settings screen
  • Fixed graphics artifacts for fire effect in the Advanced Video tab

Audio

  • Fixed a bug where UI sounds wouldn’t position correctly when in-game
  • Fixed an issue where step sounds would play for the local player but fail to broadcast to other players and vice-versa
  • Fixed an issue where ragdoll water splash sounds would erroneously play on alive players
  • Fixed a case where voice chat didn’t work on community servers
  • Fixed a case where incoming voice chats would sometimes never close

Networking

  • Added telemetry option to display graphs of network jitter and misdelivery
  • Changed how packet misdelivery is measured. Previously, if packets arrived out of order, this could be counted as misdelivery even if it was corrected and did not impact gameplay. Also, jitter was not considered, even though excessive jitter can disrupt smooth gameplay. The new measurement method will only count reordered packets as misdelivered if they impact gameplay. Furthermore, if network jitter exceeds a threshold where gameplay is affected, the packets are counted as misdelivered even if they are not dropped and arrive in order

Maps

  • Ancient
    • Fixed some disappearing geometry
    • Fixed some cases where players could detect player movement through water from across the map
    • Fixed some pixel peeks
    • Fixed a case where player shadows could be seen through geometry
    • Adjusted some clipping for better player movement
  • Anubis
    • Fixed some missing collision
    • Nudged some geometry and clipping that were blocking grenade throws
    • Improved clipping on some floors for more predictable grenade throws
    • Fixed a pixel peek
    • Adjusted clipping in a few areas for better player movement
  • Dust2
    • Fixed some clipping at B site
  • Italy
    • Added to competitive matchmaking
    • Fixed bird animations
  • Mirage
    • Fixed some C4 stuck spots
  • Nuke
    • Fixed a pixel walk
    • Fixed some C4 stuck spots
    • Fixed some gaps in geometry where items could get lost
    • Fixed some disappearing geometry
  • Overpass
    • Adjusted some grenade clipping to prevent bad grenade bounces

Workshop

  • Added optional 3rd layer to environment blend shader
  • Added biplanar mapping as an option for environment shaders
  • Added optional wetness layer, paintable in Hammer on environment materials with the feature enabled
  • Added color correction, roughness, and normal adjustments to foliage shader and static overlays

Misc

  • Removed support for command line options that were intended for development purposes only
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