Aug 18th, 2026
by Author Refrag

Refrag Devlog – Summer 2026

Refrag Devlog – Summer 2026

This devlog covers the Cache rollout, a rebuilt bot shooting system, a large set of changes to how bots fight and move, and fixes across Creator Studio, NADR, and Scrim.

Modes

  • Released all Cache modes other than Challenger.
  • Released Cache Bootcamp.
  • Released Default NADR utility for Cache.
  • Adjusted Rush. Bots move more diagonally, strafe more, and are harder to hit. Every preset other than the Pistol preset now gives bots Mac-10s.
  • Added ground zones in Crossfire that mark where you should be moving on a given arena.
  • Removed utility from Movement type arenas.
  • Pop spheres no longer spawn inside of each other.
  • Added Accuracy % to the toast in Aimbotz and Pop.
  • You now get full utility (other than decoy) in .prac across all modes.
  • Rebuilt the bot shooting system and adjusted difficulty across most modes for all gun types.
  • Added .modes, which lists every mode. The mode list no longer prints by default in .help.

Custom Bot AI

The custom bot AI runs in Crossfire, Clutch, Rush, some Challenger arenas, Deathmatch, and Restrat/Versus. This round of changes touches all of them.

General

  • Added mode-specific bot variants. Bots now behave differently depending on the game mode instead of running the same mission logic everywhere. Creator Studio bots can idle, hunt, or move around, Deathmatch bots focus on finding and killing enemies, and Versus bots get their own objective-focused behavior.
  • Bots in non-competitive modes no longer get confused by bombsite and squad logic meant for competitive rounds. Creator Studio, Deathmatch, and Waves bots stop making unnecessary objective decisions.

In a fight

  • Bots holding a corner now aim at the corner you will peek from instead of staring at a wall.
  • Bots keep moving when they lose sight of you. No more freezing in place or slowing to a crawl because you ducked out of view.

Moving around

  • Bots can cross gaps and drops they previously could not path across, including the Mirage van to balcony jump, the Cache A site drop, and the Overpass drop. They time the jump instead of standing at the edge.
  • Bots wait for molotovs to burn out before pushing through, instead of walking into fire or taking a ridiculous detour.

Objectives, planting, and defusing

  • Bots no longer crowd the same bomb when defusing, and they properly release the use button afterward.
  • Stalled bomb plants now time out and retry from a new spot instead of getting stuck forever.
  • Bots abandon unreachable grenade spots and recover from failed pushes instead of standing around.
  • Bots chasing moving entities keep updating their destination as the target moves, and stop cleanly if the target disappears. Dropped C4 that gets picked up is the clearest example.

Zombie and Waves

  • Camping a spot the zombies physically cannot reach now deals 5 HP/s to you. Unreachable camping is no longer free. Jumping around does not trigger it.

Creator Studio bug fixes

  • Fixed xray showing bots outside of the map.
  • Fixed xray showing dead bots.
  • Fixed KPM in Aimbotz counting bullet hits rather than kills.
  • Fixed wackamole bots not getting up with .turtlechance enabled.
  • Fixed Utility arenas not limiting movement in Bootcamp.
  • Fixed sv_showimpacts_penetration staying enabled after leaving the Refrag server.
  • Fixed a way to cheat Spray type arenas by releasing LMB at the right time.
  • Fixed the damage print being wrong on long arenas.
  • Fixed .repeat not randomizing arenas after a few passes.
  • Fixed .drawfailzone teleporting to 0,0,0 with checkpoint 1.
  • Fixed Spray Prodigy having unlimited ammo.
  • Fixed the mode name in Bootcamp from AWP Flick to Hold.

NADR bug fixes

  • Fixed .botstakedamage bots not taking damage from utility.
  • Fixed infinite ammo in VPL after switching from NADR.
  • Fixed rounding up of damage dealt to bots in the chat print.

Scrim bug fixes

  • Fixed Cache spawns.
  • Fixed the .povlocked print in chat.

Recommended Posts