Season 8 of Operation Event Horizon brings 14 new Halloween missions, including missions for Zombie Survival and Rush.
A new Up-Link Terminal with 17 Halloween-themed skins made by Lambda Networks, plus a rare chance at gloves.
Collect agents from the Shattered Web, Broken Fang and Riptide collections. You can equip one CT agent and one T agent at a time and inspect them from your inventory.
Choose any agent from the three agent collections in the rarity tier you want.
A new music kit is available in the store.
Some skins now shift colour as you change your view angle. The USP-S | Printstream is the first skin to use it.
Weapon skins now show on the weapons other players are holding, not only on your own first-person view.
You can now trade up 5 Covert skins for a knife or gloves, and trade up StatTrak skins for StatTrak results. The contract screen shows how many items you still need and only lists items you can use.
The tool has been redesigned. It now swaps the kill counts between two weapons of the same type and lets you preview the result before you accept. It also no longer kills you when you use it.
The new name tag screen shows a live 3D preview of your weapon as you type. Name tags and StatTrak counters on your weapon have also been rebuilt to be more reliable.
Crosshairs now behave much more like CS:GO. Default styles use the original CS:GO crosshair artwork, the Follow Recoil and Weapon Gap options now work, and sniper rifles no longer show a crosshair. Your existing settings and share codes still work.
The main interface font and the headline font have been updated.
Name tags on the M9 Bayonet are now the correct size.
"Pick an Agent" replaces it in the Event Horizon store.
StatTrak modules are now more reliable. Instead of being an entity, they now exist as exclusve Clientside models that are spawned/removed as required.
Now available on LambdaNet
Based on the new CS2 mode, Rush is now available on LambdaNet
Deaths now have a voice line wheel instead of the radio, with Yes, No, Follow Me, Hold Position, Thanks, Cheer and Taunt. Lines are spoken out loud, so nearby Runners hear them too. Deaths also speak on their own at round start and when they set off a trap.
A floating label now sits above every trap button for Deaths. It shows whether the trap is free, who has claimed it, or who set it off and how long ago.
Press Use to claim a trap, then Use again to activate it. Press Reload to give up your claim. You lose a claim automatically if you walk away, die, or the trap fires. Rotating and wheel-style buttons now work too, and the prompts show your actual key bindings.
Where possible, the Death who set off a trap now gets the kill in the kill feed. Trap kills show a trap icon instead of a weapon icon.
Deathrun now uses classic GMod movement instead of CS movement. Hold jump to bunnyhop, with no speed cap and much stronger air strafing. Death sprint now works properly.
Players who have been a Death the fewest times on the current map are picked first.
If you disconnect, switch to spectator or go AFK while you're a Death, you'll be made a Death again next round, even if you reconnect. Deaths can no longer use kill, and nobody can kill themselves during freeze time.
Players who are idle for 60 seconds during a round are moved to spectator, with a warning 15 seconds before. If you're the last player alive on your team, you're slayed instead so the round can end.
Type !stuck to be moved out of map geometry. It won't work right after you take damage, so it can't be used to escape a trap.
During a round, living players can no longer hear dead players or spectators by voice or chat. Everyone can talk again when the round ends.
During a live round, dead players can only spectate their own team.
While spectating, you can see which movement keys the player is pressing (WASD, Jump, Duck).
Teammates who stand close to you fade out so they don't block your view.
When a Runner reaches the end, chat announces their finishing place and time. New personal bests and server records are announced too, and your personal best and rank now show under your run timer.
Maps that break open the spawn room or kill players on a timer no longer do it during warmup.
Deaths are now random Darryl agent models, and Runners wear Danger Zone jumpsuits.
Deaths and Runners now have their own scythe and running-figure icons on the HUD.
The radar now shows on the HUD again.
The speed HUD's background pattern no longer spills outside its box.
The website now has a blog with categories. You can find it under the Community menu and in the footer.
The website now changes with the seasons. During October it gets a Halloween logo, Halloween page banners and animated decorations. Profile covers, maps, events and other content images are never replaced.
The animated seasonal decorations can be turned off in Account Settings. The seasonal theme itself stays on.
A small dot now appears on Forums in the main navigation when there are topics you haven't read.
Links to forums and topics now show a generated preview card with the topic title, author, reply count and an excerpt of the opening post. Blog posts also get full previews when shared.
The website now has a sitemap and better page metadata, so it can be found more easily in search results.
Player models have been replaced with more than 140 CS:GO agent models. Agents equipped from the store are used in-game.
Each team now plays as a faction. CT factions are FBI, GIGN, GSG-9, IDF, SAS, SEAL Team 6 and SWAT. T factions are Anarchists, Balkan, Elite Crew, Phoenix, Pirates, Professionals and Separatists. Maps pick a matching pair: for example, Dust II is IDF vs Elite Crew and Cruise is SWAT vs Pirates.
Every faction now has its own radio voice lines. Many named agents, such as Special Agent Ava, have their own unique voice.
You can now refund items you bought, as long as you're still in the buy zone and the buy period hasn't ended. Weapons have to be unfired, grenades unthrown, and armor undamaged. Refunds are no longer available once you respawn
A new panel in the buy menu lists weapons lying on the ground in your buy zone. Click one to pick it up.
All 34 firearms now use CS:GO-style recoil patterns, including recovery and camera kick. Scoped weapons and iron sights follow the recoil too.
Flashbangs have been rebuilt to match CS:GO. They now have a frozen afterimage, a proper fade-out and ear ringing. How long you're blinded depends on distance and on where you're looking. Spectators see the flash as well. Enemy names and crosshair target colours are hidden while you're blinded.
Fire now spreads across the ground in separate patches. Walls and doors block it, and it lasts 7 seconds. Damage builds up to 40 per second. Smoke grenades can put out the whole fire or just part of it, and a smoke thrown into fire pops straight away.
Grenade bounces are now more consistent and closer to CS:GO. Grenades also break glass on impact and carry on through it.
Wallbangs now work like CS:GO's. Damage depends on the material and how thick the wall is. Wood, glass and grates are easier to shoot through, and bullets can pass through several enemies. When friendly fire is off, teammates block bullets.
Movement now follows CS:GO rules. Jumping and landing cost stamina, spamming crouch wears you out, and walking and crouching speeds are CS-accurate. Bunny hopping is limited by default.
The crosshair now reacts to each weapon's spread and recoil, and changes colour when you're aiming at an enemy or a teammate.
Iron sights and zoom now move in and out smoothly. They pick up where they left off if interrupted, and come back properly after a reload.
Attaching or removing a silencer now stays in sync with the animation. Holstering mid-switch cancels it.
When no CT can defuse the bomb in time anymore, the nearest CT automatically radios that the bomb is about to explode.
Map creators can now implement lambda_minimap_volume brushes in their maps to provide a single minimap image for arenas. This is utilised in the new Rush gamemode.
Mappers can set each team's faction with the new info_map_team_factions entity.
Movement speed while scoped is now correct for the AUG (150), SCAR-20 (120) and G3SG1 (120).
The charge bar on the Zeus display is now drawn at the correct size and position.