Builds / Build 6395

Build 6395

Tracked 2026-03-14 11:35 UTC · game build date Mar 13 2026 10:49:34 · part of 2026-03-10 update · follow-up · tracker commit ↗ · file diffs: abilities.vdata ↗
2
entities with gameplay changes
2
gameplay fields
0
text changes
1365
console variables

Gameplay data

Ivy
1
Stone Form1
abilities.vdata › citadel_ability_tengu_stone_form › m_mapAbilityProperties.AbilityDuration.m_strValue0 → 3file diff ↗This update's notes: no line mentions this
McGinnis
1
Heavy Barrage1
abilities.vdata › citadel_ability_rocket_barrage › m_mapAbilityProperties.AbilityCastDelay.m_strValue0 → 0.2file diff ↗This update's notes: no line mentions this

Cosmetic fields changed: audio 3, ui 3, visual 1.

Console variables1365
  • addcitadel_1v1_bonus_health0
  • addcitadel_1v1_bonus_health_regen0
  • addcitadel_1v1_bonus_tech_power0
  • addcitadel_1v1_bonus_weapon_power0
  • addcitadel_1v1_bullet_damage_multiplier1
  • addcitadel_1v1_tech_damage_multiplier1
  • addcitadel_abandon_pregame_if_not_connected_in_s — After N seconds, if we don't have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame180
  • addcitadel_abandon_pregame_if_not_connected_in_s_dev — After N seconds, if we don't have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev360
  • addcitadel_abandon_pregame_if_not_connected_in_s_streaming — After N seconds, if we don't have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame120
  • addcitadel_abandon_pregame_if_not_connected_in_s_streaming_dev — After N seconds, if we don't have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev120
  • addcitadel_abandon_time_for_match_not_scored — If someone abandons before this match time (in seconds), we will call the match forfeit and not update mmr for anyone in the match.300
  • addcitadel_ability_busy_queue_time — How long we will queue an ability activation to happen if the player tried to use it while busy.0.25
  • addcitadel_ability_cancel_time — Min Time for a Channel before we can cancel it0.2
  • addcitadel_ability_cast_cancel_mash_protection_time — Pressing a recently cast or channeled ability key will extend its mash protection by this much0.2
  • addcitadel_ability_cooldown_max0
  • addcitadel_ability_damage_falloff — Ability ability damage falloff (start_dist, end_dist, end_scale_pct)[40, 70, 40]
  • addcitadel_ability_debugfalse
  • addcitadel_ability_force_gold_collection — Adds the flag for ability targeting to find gold orbs. Sorta hacky.false
  • addcitadel_ability_preview_path_debug_draw_dt — DT for debug drawing ability preview path.0.075
  • addcitadel_ability_select_mash_protection_time — Pressing a recently selected or cast ability within this time is ignored0.25
  • addcitadel_ability_target_debug0
  • addcitadel_ability_target_use_head_bonefalse
  • addcitadel_ability_upgrade_sell_time10
  • addcitadel_abrams_cone_debugfalse
  • addcitadel_abrams_fastcharge_lagcomp0.15
  • addcitadel_abrams_max_charge_unlag_players0.12
  • addcitadel_accolades_enabled — -1 = force disabled, 0 = default, 1 = force enabled0
  • addcitadel_accolades_in_metadata_per_player — The number of accolades stored in the metadata. -1 means all-1
  • addcitadel_action_refresh_interval0.1
  • addcitadel_activate_window_for_pregame — If set, brings Citadel to the foreground when unpausedfalse
  • addcitadel_activate_window_on_unpause — If set, brings Citadel to the foreground when unpausedfalse
  • addcitadel_active_lane — Which lane should be active? 0 means all0
  • addcitadel_afk_detection_enabled — Is AFK detection turned on?true
  • addcitadel_ag2_controller_parallel_update_enabledtrue
  • addcitadel_ag2_crouch_spring_strength20
  • addcitadel_ag2_debug_draw_crouch_springfalse
  • addcitadel_ag2_debug_draw_facingfalse
  • addcitadel_ag2_debug_draw_look_targetfalse
  • addcitadel_ag2_direction_commit_blend_time0.15
  • addcitadel_ag2_direction_commit_min_time0.3
  • addcitadel_ag2_fidget_max_interval10
  • addcitadel_ag2_fidget_min_interval5
  • addcitadel_ag2_loco_lean_trigger_speed50
  • addcitadel_ag2_min_running_with_no_input_speed90
  • addcitadel_ag2_run_to_stop_prime_speed85
  • addcitadel_ag2_run_to_stop_trigger_speed70
  • addcitadel_ag2_turn_spring_strength75
  • addcitadel_ai_path_pathing_time_ms_per_tick0.5
  • addcitadel_aim_capsule_trace_debugdrawfalse
  • addcitadel_aim_debug_duration — Duration to draw the various traces that formed a shot. Set to a negative number to view the current angles without shooting.0
  • addcitadel_aim_debug_name_filter — Enter space separated names of calls to DebugDrawAimTrace() to only draw them.""
  • addcitadel_aim_line_trace_debugdrawfalse
  • addcitadel_air_drag_min0.2
  • addcitadel_air_jumps_enabled — Enable to disable air jumpstrue
  • addcitadel_aircontrol_speed_fast50
  • addcitadel_aircontrol_speed_slow80
  • addcitadel_airheart_debugdraw-1
  • addcitadel_airheart_freeflyfalse
  • addcitadel_allow_ally_pingstrue
  • addcitadel_allow_ally_texttrue
  • addcitadel_allow_ally_voicetrue
  • addcitadel_allow_client_higher_version_for_reconnect — When set to true, the client is allowed to connect so long as the client compat version is higher than the server'strue
  • addcitadel_allow_duplicate_heroes — If enabled, heroes can be selected by multiple playersfalse
  • addcitadel_allow_new_player_flow_finished_override — citadel_new_player_flow_finished can't be turned off (because of the callback) unless you reset the other new player convars. This allows you to turn it off.false
  • addcitadel_allow_opponent_texttrue
  • addcitadel_allow_party_pingstrue
  • addcitadel_allow_party_texttrue
  • addcitadel_allow_party_voicetrue
  • addcitadel_allow_pause_in_match — Allow players to pause in matchmade gamestrue
  • addcitadel_allow_pausing — Determines if pausing is enabled. Temporary until we get pausing stabletrue
  • addcitadel_allow_playofthegame — If enabled, play of the game will happenfalse
  • addcitadel_allow_purchasing_anywhere — If enabled, you can purchase upgrades anywherefalse
  • addcitadel_allow_spectated_pingstrue
  • addcitadel_allow_spectated_texttrue
  • addcitadel_allow_team_change_when_assignedfalse
  • addcitadel_always_show_active_hud_statsfalse
  • addcitadel_always_transmit_abilities — Enable to always force transmit ability entitiesfalse
  • addcitadel_announcement_banned_heroes_display_time10
  • addcitadel_announcement_display_time1
  • addcitadel_announcement_game_over_msg_display_time11
  • addcitadel_arrow_brightness — Changes the zipline arrow brightness0.6
  • addcitadel_auto_highlight_seconds_after — How many seconds after the highlight event to show when viewing highlights.8
  • addcitadel_auto_highlight_seconds_before — How many seconds before the highlight event to show when viewing highlights.20
  • addcitadel_auto_ping_window — If the chat wheel is opened and closed within this time, trigger a ping when it's closed.0.35
  • addcitadel_auto_queue_build — Automatically queue the selected build at game startfalse
  • addcitadel_autobuy_refund_time — Time Allowed for a full refund when buy anywhere (Auto/Quick Buy) is enabled12
  • addcitadel_averaged_normal_debug_draw0
  • addcitadel_barrack_boss_aggro_radius600
  • addcitadel_barrack_boss_aggro_time3
  • addcitadel_barrack_boss_attackable_height_diff20
  • addcitadel_barrack_boss_hero_initial_weapon_reduction_pct65
  • addcitadel_barrack_boss_ignore_damagefalse
  • addcitadel_barrack_boss_max_attack_range1300
  • addcitadel_barrack_boss_melee_damage_pct10
  • addcitadel_barrack_boss_melee_knockback600
  • addcitadel_barrack_boss_ping_interval10
  • addcitadel_basic_energy_regen_time30
  • addcitadel_bebop_beam_approach_speed20
  • addcitadel_bebop_beam_approach_speed_step_scale2
  • addcitadel_bebop_beam_kill_time0.1
  • addcitadel_bebop_beam_point_bias0.8
  • addcitadel_bebop_beam_wiggle_speed1
  • addcitadel_bebop_beam_wiggle_speed_x1
  • addcitadel_bebop_beam_wiggle_speed_x21.5
  • addcitadel_book_page_auto_play_delay_s — When a page has no audio queue, this delay will be used before auto play advancing unless it specifies an override value2
  • addcitadel_book_page_sound_auto_play_delay_s — When a page has an audio queue, this delay will be used before auto play advancing unless it specifies an override value0.2
  • addcitadel_boss_glow_disabledfalse
  • addcitadel_boss_tier2_ping_interval10
  • addcitadel_boss_tier2_use_wip_modelfalse
  • addcitadel_boss_tier3_use_wip_modelfalse
  • addcitadel_boss_tier_2_schedule_force0
  • addcitadel_boss_tier_3_check_pit_modifiertrue
  • addcitadel_boss_tier_3_damage_reduction_no_troopers0.2
  • addcitadel_boss_tier_3_sight_range3000
  • addcitadel_boss_tier_3_test_arm_smashfalse
  • addcitadel_boss_tier_3_test_bombfalse
  • addcitadel_boss_tier_3_test_introfalse
  • addcitadel_boss_tier_3_test_laserfalse
  • addcitadel_boss_tier_3_test_rocketbarragefalse
  • addcitadel_boss_tier_3_test_shrine_attackfalse
  • addcitadel_boss_tier_3_testing_enter_phase2false
  • addcitadel_bot_brain_aim_angle_attack — Min Dot Product result from target that we will try to shoot from0.9
  • addcitadel_bot_brain_aim_inaccuracy — Max Angle for Inaccuracy0
  • addcitadel_bot_brain_aim_inaccuracy_speed — How fast the inaccuracy moves - mimic mouse movement correction0.01
  • addcitadel_bot_brain_aim_vertical_offset — How many vertical units to aim from world space center on players / troopers0
  • addcitadel_bot_brain_disable_attacksfalse
  • addcitadel_bot_brain_disable_gun_attacks0
  • addcitadel_bot_brain_disable_movementfalse
  • addcitadel_bot_brain_draw_debug — Enable brain debug drawingfalse
  • addcitadel_bot_brain_enemy_reaction_time — Amount of time for a bot to react to a player0.75
  • addcitadel_bot_brain_force_schedule — (Test) Set to Force a Schedule-1
  • addcitadel_bot_brain_heavy_melee_distance300
  • addcitadel_bot_brain_infrequent_tick_rate60
  • addcitadel_bot_brain_melee_heavy_hold_time0.31
  • addcitadel_bot_brain_melee_tick_frequency30
  • addcitadel_bot_brain_move_goal_tolerance — How close to goal to count as made it40
  • addcitadel_bot_brain_move_max_fallback_path_length — If a bot fails its (fast) flowmap check, how far should we allow the nav system to look when generating a fallback path? Keep this value lower for performance reasons1750
  • addcitadel_bot_brain_override_calc_movement_task_target — Override CalcMovementTaskTarget to pathfind directly to the desired location as opposed to an intermediate goalfalse
  • addcitadel_bot_brain_parry_tick_frequency20
  • addcitadel_bot_brain_stop_shooting_los_time — Amount of time for no Los to stop shooting at enemy0.5
  • addcitadel_bot_broadcast_updates — Bots will say updates in all talkfalse
  • addcitadel_bot_buddy — List of heroes to choose from that should follow a player around""
  • addcitadel_bot_crouch — Forces citadel bots to crouchfalse
  • addcitadel_bot_director_base_threat_distance — Distance from core we consider to be a threat3000
  • addcitadel_bot_director_debug_spew — Enable for Bot Director log messagesfalse
  • addcitadel_bot_director_destroy_all_tier2 — Should bots prioritize destroying all tier 2 bosses before pushing furtherfalse
  • addcitadel_bot_director_draw_creep_line — Draw the Creep Linesfalse
  • addcitadel_bot_director_idol_care_distance — Max distance a player can be that may care about the idol4500
  • addcitadel_bot_director_lane_min_duration — Min amount of time a bot is forced to stay in lane for a required action10
  • addcitadel_bot_director_late_game_time_minutes — Number of minutes past which bots should try to end the game18
  • addcitadel_bot_director_respawn_window — Amount of Respawn time remaining for Hero to be considered in this lane10
  • addcitadel_bot_director_zipline_min — Minimum % of Captured Zipline nodes we care about0.1
  • addcitadel_bot_director_zipline_stable — How much to push out a lane before deprioritizing it0.4
  • addcitadel_bot_disconnect_takeover_enabledfalse
  • addcitadel_bot_hero_testing_pitch — Aim Pitch in Hero Testing5
  • addcitadel_bot_jump — Forces citadel bots to jumpfalse
  • addcitadel_bot_match_on_dedicated_servertrue
  • addcitadel_bot_max_path_length — Max path length for pathing calculations.2000
  • addcitadel_bot_melee — Forces citadel bots to melee continuously, 1: light, 2:Heavy0
  • addcitadel_bot_mimic_player_pitch — User player's pitch in hero testingtrue
  • addcitadel_bot_move_random — Forces citadel bots to move all aroundfalse
  • addcitadel_bot_net_worth_max_spawn_time10000
  • addcitadel_bot_override_spawn_time-1
  • addcitadel_bot_parry — Forces citadel bots to Parry continuouslyfalse
  • addcitadel_bot_passive_gold_enabledtrue
  • addcitadel_bot_practice_opponent"hero_gigawatt"
  • addcitadel_bot_practice_teammate"hero_kelvin"
  • addcitadel_bot_record — Causes bots to mimic your commands as well as record them to be replayed0
  • addcitadel_bot_report_verbose — Bot Chat is Verbose (debug)false
  • addcitadel_bot_safety_distance_behind_ally_creeps — Distance citadel bots want to stay behind ally creep wave (meters)5
  • addcitadel_bot_safety_distance_behind_enemy_creeps — Distance citadel bots want to stay behind enemy creep wave (meters)10
  • addcitadel_bot_shoot — Forces citadel bots to fire continuously. 1:scope shooting 2:unscope shooting.0
  • addcitadel_bot_shop — Forces citadel bots to attempt shopping. 1 = random, 2 = recommended0
  • addcitadel_bot_takeover_ally_range — How far from Allies that is acceptable30
  • addcitadel_bot_takeover_time — Time for a disconnected player to be taken over by a bot30
  • addcitadel_bot_team_sensing_tick_interval — How many ticks between the bot performing sensing100
  • addcitadel_bot_teamsense_homebase_range — Distance(m) from Base center to be considered in base75
  • addcitadel_bot_teamsense_pushed_range — Distance(m) from Objective to consider it pushed to20
  • addcitadel_bot_test_mode — Set citadel bots to be and in test mode (default idle)false
  • addcitadel_bot_use_ability — Causes Bot to Constantly use Ability when its available0
  • addcitadel_bot_use_ability_once — Set if you only want enemy to use ability once and stopfalse
  • addcitadel_bot_use_ability_rate — Interval in seconds that the bot attempts to use an ability-1
  • addcitadel_bot_use_item_ability — Causes Bot to Constantly use Ability when its available0
  • addcitadel_bot_zig_zag — Forces citadel bots to zig-zag side to side if > 0 or back and forth if < 00
  • addcitadel_botmatch_tick_rate_override32
  • addcitadel_bots_go_mid — Force bots to path to the originfalse
  • addcitadel_bounty_allow_melee_autoclaim — Whether or not melees autoclaim orbs.true
  • addcitadel_bounty_aoe_deny_radius — The radius in which teammates gain a portion denies2165.35
  • addcitadel_bounty_aoe_radius — The radius in which teammates gain a portion of bounties2165.35
  • addcitadel_bounty_aoe_radius_autoscore — The radius in which a trooper death is automatically assigned to a nearby player.1771.65
  • addcitadel_bounty_aoe_radius_neutrals — The radius in which teammates gain a portion of Neutral800
  • addcitadel_bounty_aoe_radius_non_troopers_non_hero — The radius in which teammates gain a portion of things besides Nuetrals, Troopers and Players1378
  • addcitadel_bounty_aoe_radius_troopers — The radius in which teammates gain a portion of things besides Neutrals and Players2165.35
  • addcitadel_bounty_player_assist_window — The recent damage time window to be counted as an assister for player kill10
  • addcitadel_brawl_hero_roster — A comma separated list of hero IDs that hold the currently selected brawl roster heroes""
  • addcitadel_brawl_hero_roster_banned — A comma separated list of hero IDs that hold the currently banned brawl roster heroes""
  • addcitadel_brawl_hero_roster_high_priority — A comma separated list of hero IDs that hold the currently high priority brawl roster heroes""
  • addcitadel_brawl_hero_roster_preferred — A comma separated list of hero IDs that hold the currently preferred brawl roster heroes""
  • addcitadel_brawl_hero_roster_random — Is the brawl hero roster set to randomfalse
  • addcitadel_breakable_prop_break_airtime0.6
  • addcitadel_breakable_prop_break_velocity400
  • addcitadel_breakable_prop_breakable_enabledtrue
  • addcitadel_breakable_prop_initial_spawn_time_override — If positive, override initial spawn time (in seconds) for all breakable_prop camps-1
  • addcitadel_breakable_prop_respawn_spread — Spread the respawn of breakables out by this many seconds (perf)0.5
  • addcitadel_breakable_prop_spawn_interval_override — If positive, override initial spawn interval (in seconds) for all breakable_prop camps-1
  • addcitadel_bullet_log_entities_hitfalse
  • addcitadel_bullet_obscured_shot_distance256
  • addcitadel_bullet_shot_offset_fade_time0.5
  • addcitadel_bullet_slow_duration0
  • addcitadel_bullet_time_warp_decay_percent — What percent of the original speed should bullets return to after exiting a time warp1
  • addcitadel_bullet_time_warp_decay_speed — How fast bullets return to their normal speed after exiting a time warp1
  • addcitadel_bullet_tracer_recycling_enabled — Recycle bullet tracer effects when >= 1. Set to 2 to spew when a tracer couldn't be recycled.1
  • addcitadel_bullet_whiz_closest_point_on_line-1
  • addcitadel_bullet_whiz_draw_endpointsfalse
  • addcitadel_bullet_whiz_draw_listener_tracefalse
  • addcitadel_bullet_whiz_fake_end_point_distance200
  • addcitadel_bullet_whiz_side_dot_tolerance0.98
  • addcitadel_bypass_reconnect_version_check — Ignore the compat version check when reconnecting to a server. This generally shouldn't be done as there could be legitimate differences.false
  • addcitadel_calc_guided_bot_match_report_cardtrue
  • addcitadel_camera_adjust_aim_fov — 0: Use Absolute GunZoom FOV. 1: Relative FOV - Add the difference between old default fov and absolute gun aim.1
  • addcitadel_camera_aiming_fov — What aiming FOV is65
  • addcitadel_camera_allow_controller_when_controlling_othertrue
  • addcitadel_camera_debug — 0: Off. 1: Show Stand-up trace. 2: Show stand up to ideal ParrotPos. 3: Show Parrot Pos to Desired Pos (cyan)0
  • addcitadel_camera_dist150
  • addcitadel_camera_draw_clip_spherefalse
  • addcitadel_camera_draw_vmdl_debug — Draw curvesfalse
  • addcitadel_camera_fade_ally_tier2_far_dist — At this distance ally tier2's opacity will be at 1400
  • addcitadel_camera_fade_entity_speed — How rapidly we fade the character to transparent when using first person mode.50
  • addcitadel_camera_fade_other_far_dist — At this distance non-viewed character's opacity will be at 1100
  • addcitadel_camera_fade_other_near_dist — At this distance non-viewed character's opacity will be at citadel_camera_fade_other_near_opacity20
  • addcitadel_camera_fade_other_near_opacity — The opacity of non-viewed character when they are at citadel_camera_fade_near_dist0.4
  • addcitadel_camera_fade_viewed_far_dist — At this distance viewed character's opacity will be at 150
  • addcitadel_camera_fade_viewed_near_dist — At this distance viewed character's opacity will be at citadel_camera_fade_near_opacity20
  • addcitadel_camera_fade_viewed_near_opacity — The opacity of viewed character when they are at citadel_camera_fade_near_dist0.4
  • addcitadel_camera_force_tunnel_alpha-1
  • addcitadel_camera_fov — The field of view angle of the camera.75
  • addcitadel_camera_free_roam — Set to 1 to disconnect the camera from the player. Set to 2 to allow moving the camera around with WASD0
  • addcitadel_camera_hard_trace_radius — The radius of the cylinder to trace for hard camera occlusion.16
  • addcitadel_camera_height — The look at point of the camera is vertically offset by this distance.63
  • addcitadel_camera_height_approach_speed800
  • addcitadel_camera_height_ceiling_distance20
  • addcitadel_camera_height_npc — The look at point of the camera is vertically offset by this distance when viewing NPC units.33
  • addcitadel_camera_hero_fov — The field of view angle of the camera when following a hero.90
  • addcitadel_camera_inspect_mode — Set to 1 to allow orbiting the camera around the player. Set to 2 to lock the camera, but then be able to directly control the player0
  • addcitadel_camera_listening_offset0
  • addcitadel_camera_max_transition_distance — Max distance that the camera will transition to the next target.1500
  • addcitadel_camera_offset — The look at point of the camera is horizontally offset by this distance.-25
  • addcitadel_camera_parrot_pov — Force the camera to be in parrot POV. Useful for tuning the closest position.false
  • addcitadel_camera_parrot_pov_radius — Radius of the parrot sausage cast8.25
  • addcitadel_camera_parrot_pov_x_offset — X Axis offset from our camera pivot. +Forward and -Back.-10
  • addcitadel_camera_parrot_pov_y_offset — Y Axis offset from our camera pivot. +Left and -Right.-10
  • addcitadel_camera_parrot_pov_z_offset — Z Axis offset from our camera pivot. +Up and -Down10
  • addcitadel_camera_parrot_smoothing_rate — When the camera stops being clipped, smooth the motion back to the desired resting position.60
  • addcitadel_camera_pitch_default — The default camera pitch.20
  • addcitadel_camera_pitch_inverted — Set to 1 to have inverted mouse pitchfalse
  • addcitadel_camera_pitch_max — The maximum pitch angle allowed on the camera.89
  • addcitadel_camera_pitch_min — The minimum pitch angle allowed on the camera.-89
  • addcitadel_camera_see_distance_max — Max Distance the camera can 'see' an entity20000
  • addcitadel_camera_sensitivity — Mouse sensitivity for the camera1
  • addcitadel_camera_sensitivity_modifier_debug — 0: Off 1: Log Sensitivity modifiers from various sources.0
  • addcitadel_camera_snapshot — Draw a debug display of the camera, then unset.false
  • addcitadel_camera_soft_collision — Experimental: Soften the camera to wall collision distance by using the gaussian weight of fibbonnaci cone of line traces. 2: Use soft collision system to inform hole punch.2
  • addcitadel_camera_soft_collision_angle — Experimental: Soft camera collision cone arc angle in degrees. Larger cone angle results in earlier softening.75
  • addcitadel_camera_soft_collision_avoidance_bias — Experimental: Soft camera collision avoidance bias. > 1 pull camera in more aggressively in response to gaussian weighted samples. < 1 Not recommended5.75
  • addcitadel_camera_soft_collision_debug — Show debug drawing of all soft collision caches each time they're executed.0
  • addcitadel_camera_soft_collision_gausian_bias — Experimental: Soft camera collision sample bias. < 1 distance samples at the edge of the cone angle contribute more to the weight. > 1 rely more on the central camera direction's distance sample.2
  • addcitadel_camera_soft_collision_max_sensor_range — Experimental: the range of the traces can be constrained to this value if the distance between target camera position and parrot cam position is very large110
  • addcitadel_camera_soft_collision_multi_thread — Experimental: Use Multithreaded implementation. 0: Use regular style. > 0 number of jobs to chunk the 128 traces into. Power of 2 only, please. 8 is great.8
  • addcitadel_camera_soft_collision_xy_scale — Experimental: Shrink the length of the traces in the XY axis so that going into doorways is less affected by the soft collision system.0.75
  • addcitadel_camera_spectator_auto_target_view — Spectator camera automatically try to match target view after no input for sometimetrue
  • addcitadel_camera_spectator_dist — How far back the spectator camera should be200
  • addcitadel_camera_spectator_fov — The field of view angle of the camera when a spectator.90
  • addcitadel_camera_spectator_pitch — How much to adjust view pitch when spectating a target15
  • addcitadel_camera_use_vmdl_far_pose — Selectively skip "Far" posestrue
  • addcitadel_camera_use_vmdl_flatten_horizontal — For each camera pose set, use the average of X positions. This is a motion sickness reducing action.true
  • addcitadel_camera_use_vmdl_flatten_vertical — Zero the relative Z axis of the camera to reduce motion sickness.true
  • addcitadel_camera_use_vmdl_gunaim_pose — Selectively skip "Gun Aim" posestrue
  • addcitadel_camera_use_vmdl_near_pose — Selectively skip "Near" posestrue
  • addcitadel_camera_wobble_alwaysfalse
  • addcitadel_camera_wobble_angle_scale1
  • addcitadel_camera_wobble_disablefalse
  • addcitadel_camera_wobble_pitch_exponent2
  • addcitadel_camera_wobble_position_scale1
  • addcitadel_camera_wobble_yaw_exponent2
  • addcitadel_cant_pause_display_duration — How long do we show the can't pause/unpause dialog.2
  • addcitadel_capsule_movement_ground_box_percentage0.2
  • addcitadel_capture_point_enable_fast_capturefalse
  • addcitadel_capturepoint_show_event_timerfalse
  • addcitadel_catapult_on_damage_channel_time1.5
  • addcitadel_catapult_on_damage_disable_time3
  • addcitadel_chat_fade_time10
  • addcitadel_chat_fade_time_extension7
  • addcitadel_cinematic_intro_duration_npc — How long is the cinematic intro applied to npcs (shrine/patron)7.5
  • addcitadel_cinematic_intro_duration_player — How long is the cinematic intro applied to the player9.5
  • addcitadel_cinematic_intro_enabled — -1 = force disabled, 0 = default, 1 = force enabled0
  • addcitadel_clamp_mouse_when_using_ping_wheeltrue
  • addcitadel_client_mm_ignore_engine_version — Ignore the engine version number for matchmaking. Useful for testing locally in release.false
  • addcitadel_client_solo_mm_keep_alive_check_s — Number of seconds between checking to make sure that the client is still in MM45
  • addcitadel_client_status_cycle_delay4
  • addcitadel_commend_toast_enemy_seconds — Number of seconds to show enemy commend toasts4
  • addcitadel_commend_toast_seconds — Number of seconds to show commend toasts30
  • addcitadel_cone_view_alpha80
  • addcitadel_context_profile_pagetrue
  • addcitadel_control_point_capture_rate_scale1
  • addcitadel_control_point_decay_delay60
  • addcitadel_control_point_decay_rate0.1
  • addcitadel_control_point_max_capture_players6
  • addcitadel_control_point_max_capture_rate2
  • addcitadel_coop_sandboxfalse
  • addcitadel_core_regen50
  • addcitadel_core_regen_pause_on_damage15
  • addcitadel_corner_boost_strength — 0.0: turn off corner boosts. 1.0: raw corner boost.0.6
  • addcitadel_crate_client_notification_time30
  • addcitadel_crate_delivery_base_payoff0
  • addcitadel_crate_delivery_overtime_bonus50
  • addcitadel_crate_respawn_interval300
  • addcitadel_crate_reward_base1300
  • addcitadel_crate_reward_time_multiplier230
  • addcitadel_crate_spawn_enabledtrue
  • addcitadel_crate_spawn_initial_delay600
  • addcitadel_crosshair_clip_angle90
  • addcitadel_crosshair_clip_bullet_gap0.5
  • addcitadel_crosshair_clip_offset_angle180
  • addcitadel_crosshair_color_b255
  • addcitadel_crosshair_color_g255
  • addcitadel_crosshair_color_r255
  • addcitadel_crosshair_disable_hero_specific_crosshairsfalse
  • addcitadel_crosshair_dot_opacity0.7
  • addcitadel_crosshair_dot_outline_border2
  • addcitadel_crosshair_dot_outline_gap0
  • addcitadel_crosshair_dot_outline_opacity0.7
  • addcitadel_crosshair_dot_size4
  • addcitadel_crosshair_hit_marker_duration0.1
  • addcitadel_crosshair_out_of_range_dist50
  • addcitadel_crosshair_outline_color_b0
  • addcitadel_crosshair_outline_color_g0
  • addcitadel_crosshair_outline_color_r0
  • addcitadel_crosshair_pip_gap4
  • addcitadel_crosshair_pip_gap_staticfalse
  • addcitadel_crosshair_pip_height16
  • addcitadel_crosshair_pip_opacity0.5
  • addcitadel_crosshair_pip_outline_border1
  • addcitadel_crosshair_pip_outline_gap0
  • addcitadel_crosshair_pip_outline_opacity0.7
  • addcitadel_crosshair_pip_width2
  • addcitadel_damage_indicator_enemy_display_time2
  • addcitadel_damage_indicator_height120
  • addcitadel_damage_indicator_radius300
  • addcitadel_damage_indicator_width120
  • addcitadel_damage_offscreen_indicator_disabledtrue
  • addcitadel_damage_radar_enemy_display_time2
  • addcitadel_damage_report_enable — If enabled, show damage reporttrue
  • addcitadel_damage_report_show_adjusted_percent_min — Hide buffed/resisted damage if it's below this percentage of change3
  • addcitadel_damage_report_show_always — If enabled, always show damage report, not just on alt.false
  • addcitadel_damage_summary_max_entries8
  • addcitadel_damage_summary_show_time12
  • addcitadel_damage_text_batching_window_ability — When ability damage events are within this amount of time of each other, they will be added together into a single entry.1.05
  • addcitadel_damage_text_batching_window_bullet — When bullet damage events are within this amount of time of each other, they will be added together into a single entry.1.5
  • addcitadel_damage_text_batching_window_cumulative — When cumulative damage events are within this amount of time of each other, they will be added together into a single entry.1.5
  • addcitadel_damage_text_batching_window_pure — When pure damage events are within this amount of time of each other, they will be added together into a single entry.1.05
  • addcitadel_damage_text_distance_far — Far distances at which we use far offsets for damage numbers4000
  • addcitadel_damage_text_distance_near — Near distance at which we use the near offsets for damage numbers100
  • addcitadel_damage_text_height_offset_far — How much to offset damage numbers above when far from the camera200
  • addcitadel_damage_text_height_offset_near — How much to offset damage numbers above when near from the camera130
  • addcitadel_damage_text_lifetime — How long do numbers live.1.5
  • addcitadel_damage_text_lifetime_new — How long do accumulated numbers live.1.5
  • addcitadel_damage_text_new_ability_offset_x-20
  • addcitadel_damage_text_new_ability_offset_y-25
  • addcitadel_damage_text_new_bullet_offset_x35
  • addcitadel_damage_text_new_bullet_offset_y-25
  • addcitadel_damage_text_new_melee_offset_x20
  • addcitadel_damage_text_new_melee_offset_y-60
  • addcitadel_damage_text_new_pure_offset_x-20
  • addcitadel_damage_text_new_pure_offset_y-60
  • addcitadel_damage_text_new_x_offset — How much to offset damage numbers left15
  • addcitadel_damage_text_show_effectiveness — Show the damage effectiveness on every damage numberfalse
  • addcitadel_damage_text_spacing — Spacing between floating damage numbers.20
  • addcitadel_damage_text_x_offset_far — How much to offset damage numbers left and right when far from the camera0
  • addcitadel_damage_text_x_offset_near — How much to offset damage numbers left and right when near the camera0
  • addcitadel_dead_zone_radius0.05
  • addcitadel_dead_zone_radius_instant_wheel0.1
  • addcitadel_death_linger_time — How logn does the player icon linger on the minimap after they die3
  • addcitadel_death_replay_enabledfalse
  • addcitadel_death_replay_post_death_time2
  • addcitadel_death_replay_pre_death_time12
  • addcitadel_death_replay_pre_death_time_quick8
  • addcitadel_debug_ability_beamsfalse
  • addcitadel_debug_barrier_damage_orderfalse
  • addcitadel_debug_draw_bullet_time_warps — Draw debug overlays for active bullet time warp volumesfalse
  • addcitadel_debug_draw_hero_position_on_screenfalse
  • addcitadel_debug_draw_move_down_ziplinesfalse
  • addcitadel_debug_draw_move_down_ziplines_numprobes10
  • addcitadel_debug_draw_move_down_ziplines_speed50
  • addcitadel_debug_draw_move_down_ziplines_starting_node_offset0
  • addcitadel_debug_draw_projectile_touch_volumes — Draw debug overlays for projectile touch volumesfalse
  • addcitadel_debug_ent_los — Debug : Draw Spheres on Ent Being Los Testedfalse
  • addcitadel_debug_find_ability_units_draw_all — When true, all FindUnits calls will be drawnfalse
  • addcitadel_debug_find_ability_units_duration — Duration to display debug draw for FindAbilityUnits functions0
  • addcitadel_debug_find_ability_units_filter — Filter ability name to debug FindAbilityUnits functions""
  • addcitadel_debug_force_property_value_context — Force ability property value context. -1: No override, 0: MainLock, 1:StreetBrawl-1
Cosmetics1
  • Cosmetic item code · addedSnowball, VotingPoster
Game files131
  • animation+0 / −0 / ~45
  • data+0 / −0 / ~1
  • hero_model+3 / −0 / ~72
  • material+1 / −0 / ~0
  • other+0 / −0 / ~1
  • particles+1 / −0 / ~7

Hero model folders: fencer (added/modified), priest (modified)

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