Last week's 188.8.131.52-rc1 Beta version of CS:GO is now live, changing the lower site on Nuke significantly. The biggest differences are that the vents no longer go straight into the B site, instead leading to the stairs near double doors, and that the toxic room has been completely removed.
The vent exit on Nuke no longer leads to the B site
A significant change has also been made to the way headshots work when firing at someone from behind. Valve has now added a neck hitbox, which will "make it more intuitive to tell when an attack from behind will result in a headshot". Bullets that hit the neck hitbox first but would also go on to penetrate the head hitbox, now count as a headshot, when they would be counted as a body shot in previous versions of the game.
Among other changes, Valve has also made picking up weapons using the "use" key more reliable and lowered the volume of ambient sounds on Overpass, including the sound of the train that passes through the map.
The full changelog for the 5/21/2018 patch can be found below:
Bomb logic now runs every tick when it is close to exploding or being defused, addressing some rare cases where an extremely close defuse would still result in the bomb exploding.
If a bomb would both explode and be defused at the same exact time, it will now be considered defused.
Prime accounts will now receive a warning in a Competitive lobby when they enter matchmaking with other Prime accounts whose Trust Factor may impact their matchmaking experience.
General adjustments to ambient sounds:
Improved vent destruction sounds and increased audible distance.
Added a new hitbox type for necks and applied it to the existing neck hitbox on character models. Bullets that penetrate the neck into the head will now count as headshots. This should make it more intuitive to tell when an attack from behind will result in a headshot.
Fixed "use" key to more reliably pick up weapons on the ground and to not drop the active weapon if a replacement weapon cannot be picked up.
- Increased resolution and character of reverb effects to better reflect surrounding map geometry
- Small mix adjustments
Optimizations for low settings
Blocked visibility between silos inside A site
Ported over ShortNuke gameplay changes:
Vent no longer connects directly to B site, but has another exit close to double doors
Pushed new corner boxes on B site further back to prevent headshot angle towards ramp
Added solid background to yellow crane inside B site
Smoothed out some player movement
Lowered volume of ambient sounds in Overpass
Added grenade and player collision to fence cage near construction
Removed spooky shadow fading in when approaching T main entrance to B site