VALORANT Act 3 Update v1.10 – Patch Notes: New Map, Deathmatch Changes and Competition Update
Update 1.10 VALORANT marks the start of Act III which includes a host of new content and big changes. A new map, deathmatch mode update as well as competitive changes and more are coming online.
Icebox joins the game as the fifth card to enter the rotation. This has been in high demand by almost all players of the popular first-person shooter given its limited number of maps currently available. Ascent, Bind, Split, and Haven were the only playable cards in the game prior to this update, with Ascent being released as part of the Act II update.
Deathmatch has seen its player count drop from 10 to 14 with a new spawn algorithm, increased match duration, and more.
VALORANT 1.10 patch notes:
Map Updates –
New Map: Icebox
Riot gave a preview of the new map:
Each Icebox site is a complex battlespace that offers a lot of coverage and verticality. This map emphasizes skirmishes, precise aiming, and adaptive play. There is also a zip line which amplifies the feeling of fast action and verticality.
As we are releasing Icebox earlier than expected, we will be releasing it in a “beta” state for at least two weeks. During this time, the map will be available to play in Unrated, Spike Rush, and Deathmatch modes. We will continue to optimize performance on the card and fix any bugs that may appear. If all goes well, Icebox will then be available to play in the Competitive Queue on October 27th.
- At the start of the patch, players queuing for Unrated will be placed on Icebox more often.
- Ascenders (ropes) / zip lines
- Acceleration adjusted to avoid sudden changes of direction (this was added in the last patch but was not in the patch notes because hey you might start asking about the ziplines)
- Added weapon marking when firing on ascenders
- These changes are intended to make players who use ascenders and ziplines less evasive during combat.
Climb and link
- Improved vision cone accuracy for Ascent, Bind
As promised, there are a few changes coming to competitive mode in Act 3. You can check out a full description of these changes here.
As part of the patch notes, Valorant Senior Producer Ian Fielding gave a quick explanation:
Competition Act II will end with update 1.10 and enter at the start of Act III. This means that progress towards your act rank for Act II will be saved and you will be put back into placement match for Act III. Let’s see how you stack up with the new content and changes in Act III. Good luck on the climb!
Competitive players will receive their Act II rank badge and can start progressing on their Act III badge. The center of your Actor Rank badge is your ninth highest ranked victory, but you will also be able to see your highest rank achieved at the top of the badge.The badge is only displayed for competitive games and is displayed on the map of the player in: Competitive lobbies, loading the map, in-game combat report and end of the game: MVP. This is a new system that we are trying out, so we look forward to your feedback..
- You can now select your preferred server (s), increasing your chances of playing on a server of your choice
- Disparity of rank for parties capped at 3 levels (instead of 6).
- We’ve also tightened our competitive matchmaking to reduce the skill mismatch.
- Immortal + ranking changes will only be affected by wins and losses and the decisiveness of the game’s outcome (how many spins won or lost by) and will not take individual performance into account in the calculation.
- We will test and monitor this change in Act III for possible future implementation at all levels.
- Increased number of players 10 >>> 14 players
- Updated spawning algorithm to encourage safer spawns
- Now that we’ve fixed some tech on the backend, we can support up to 14 players without compromising our commitment to 128 frame rate servers. With 10 players, you will sometimes have to run 10 or 15 seconds to even find a fight, which can really kill your flow. Sometimes you also spawn way too close to enemies. This was because we had to artificially increase the spawn density due to the low number of players. Now that the number of players has increased, we’ve readjusted our spawning algorithm to try and give spawns that are more consistently safer.
- Removed periodic locate pulse, and you will now only receive a pulse upon respawn
- Now that there are 14 players on the map, the pulse is completely useless. We keep a single pulse for players as soon as they respawn so they can help navigate their way and find a fight fast without getting caught off guard.
- Increased match duration, first to 40 kills (from 30), time limit increased to 9 minutes (from 6)
- We felt the match duration was a little too short to get into a real groove, especially now with more players, so we’re increasing the duration and the kill limit a bit.
- Kill Reloads: with each kill, players get an automatic and immediate full reload of their active weapon (Ares and Odin collect 30 bullets)
- It was already a little frustrating having to reload in Deathmatch, and now that the player count is higher, reloading is even more like a death wish.
- EXP gain increased from 500 to 900 XP
- Honestly, 500 XP seemed a bit low for Deathmatch. We are increasing this number to 900 to account for the increased match duration with a little more and more.
Quality of life –
- The Battlepass now has upgrade variants for the Surge skin line, including the free Surge Sheriff track
- Minimap performance increase
- Custom games enabled in tournament mode can now accommodate up to 12 observers
- Requested weapons can now be resold at the store, this will reimburse the player who responded to the request.
- Observer can now keep walking in freecam mode to reduce speed (fast and slow speed can be configured in settings menu)
- Pings in the world are now team color for observers
- Reyna and Phoenix Ultimate Timers update correctly for Watchers
- The keystroke text in the current viewer target widget has been removed for viewers
- The blinking indicator for observers has been updated with new art
- Crosshair adjustment added which allows crosshair colors to be locked to team color for observers
- Players no longer get stuck trying to walk down ventilation ropes (when exiting Tower A)
- Added a new keyboard shortcut allowing observers to switch directly to the free adult cam sites camera when jumping towards a player (left shift by default)
- Install / defuse progress UI is now always visible to watchers and shows which player is taking the action
- Observer player no longer sees player-specific hud indicators (e.g. damage indicator) when in free camera
- Ability timers now work for players and Dead Watchers / Spectators (e.g. Reyna and Phoenix Ult durations)
Social updates –
- Players will now be able to add and view friend notes. League of Legends ratings will also be transferred to VALORANT. Players will be able to modify these ratings from VALORANT
- The social panel will now pause sorting for a short time while you interact with it
Bug fixes –
- Correction of a Shooting range bug in crash / defuse module in shooting range where players could not buy abilities
- Various Shooting range Fixed UI bugs in the crash / deactivate module, including incorrect text in the purchase phase announcement, also adding a check mark halfway to the deactivate progress bar
- Fixed a bug where messages from other players were forcibly filtered out of chat after sending a message
- Fixed a bug where the text box did not disappear in the game
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