
Season 2 for Black Ops 6 and Warzone is starting soon and Activision has already released the corresponding patch notes. These not only list all the new additions already revealed with the roadmap and blog post but also go more in-depth with the changes, bug fixes, and quality-of-life adjustments.
We have gathered all the details so you can read about everything new before you jump into the new season.
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Release date
Season 2 for Black Ops 6 and Warzone is scheduled to begin on Tuesday, January 28 at 9:00 am PT (5:00 pm GMT). The patch will go live at that time, allowing players to enjoy all the new stuff.
PC players can preload the update through the Battle.net launcher. On the other hand, the preload for console users will begin a few hours before the start of the season.
Patch notes
Ignoring all about the new content already revealed in previous blog posts, here are the Season 2 patch notes with all the changes for Black Ops 6's multiplayer and zombies:
Global
Progression and prestige
- Addressed an issue that was causing the “Congratulations, you’ve Mastered Prestige” screen to appear after every match for some Prestige Master players.
- Addressed an issue that would occasionally occur after Quick-Resuming Black Ops 6 that would incorrectly display all other players as Level 1 with default customization.
- Players who’ve reached Max Level will now see a reminder that they have a Prestige available after each match.
- Players who’ve reached Max Level will now see a “Prestige Available” treatment on the Prestige Tile in the Barracks Progression menu.
- Prestige Master Ribbons will now display in the player details when inspecting a player from the Lobby.
- Players can now tab between individual Prestiges (L1/R1 on PlayStation, LB/RB on Xbox) when viewing an individual Prestige’s rewards via the Prestige screen.
- The player’s current Prestige Master Ribbon and Icon milestone will now be highlighted by default whenever they enter the Prestige Master screen.
Challenges
Challenge tracker and near completion
- Manually track up to 10 Camo and 10 Calling Card Challenges.
- Untracked Slots (out of the 10) will automatically display Camo and Calling Card Challenges closest to completion.
- The Top Tracked (or Near Complete) Camo and Calling Card Challenge can be seen in the Lobby by cycling the Daily Challenge display panel The Top Tracked (or Near Complete) Camo and Calling Card Challenge can also be seen in-game by bringing up the Options Menu and cycling the Daily Challenge display panel.
- When tracking a Camo, the Weapon’s next Camo Challenge is automatically tracked and displayed. You do not need to re-track each individual Camo Challenge as you progress through Camos for a single Weapon.
- Access the “Tracked & Near Complete” list for Camos and Calling Cards from the Lobby panel
- The Calling Card Challenges “Tracked & Near Complete” list can also be accessed via the Calling Card Challenge menu.
- Addressed an issue where XP would not be rewarded Armory Challenges before opening the Armory for the first time.
- This feature is planned to arrive in Warzone at a later date.
Camos and camos challenges
- Players can now equip any unlocked Special Camos to a Weapon as soon as they’ve unlocked any 5 Military Camos for that weapon. Previously, players needed to unlock all 9 Military Camos for at least 1 mode to equip Special Camos.
- Challenge progress bars now appear below Special Camo and Mastery Camo swatches on the Camo tab in the Gunsmith.
- The currently equipped Camo will now be highlighted by default when entering the Camo tab in the Gunsmith (if applicable).
Social and Channels
- Added a “Favorites Only” Filter to the Friends List that can be used to display only Favorite Friends.
- Player mic indicators will now appear when viewing the Party Channel or Game Channel.
- “Sort by Progression” and “Sort by Rank” will now display the applicable Level or Rank icons in the Friends List, regardless of which mode the player is viewing the Social menu from.
- Dark Ops Calling Cards that you haven’t unlocked yet yourself will no longer appear as “Classified” when viewed in another player’s Calling Card Showcase.
Multiplayer
Weapons
- Addressed an issue where Akimbo Attachments did not properly display Pros and Cons.
- Addressed an animation pop when using certain muzzle attachments with the GS45 Pistol.
All weapons
- Weapon motion reduction from the Dexterity perk improved from 60% to 70%.
- Weapon raise animations that play on respawn are now fully interruptible.
- Reduced bullet penetration on all surface types.
Magazine attachment changes
- Fast Mag I, Fast Mag II, Fast Mag III, and Flip Mag reload times improved by 10% on all weapon classes but pistols.
- Fast Mag I and Fast Mag II reload times improved by 5% on Pistols.
- All LMG magazines with 50 rounds or less have had reload times improved by 5%.
- AS VAL default magazine reload time improved by 10%.
- Addressed an issue with Swat 5.56 Fast Mag I, it will now improve reload times as intended.
- C9 Extended Mag I: from 1.933s to 2.267s.
- Model L Extended Mag II: from 2.133s to 2.433s.
- GPMG-7 Extended Mag II: from 5.2s to 5.6s.
- GPMG-7 Extended Mag III: from 5.7s to 6.07s.
- GPMG-7 Extended Mag IV: from 6.13s to 6.47s.
- SVD Extended Mag 2: from 2.63s to 3s.
Melee
- Removed screen flash from taking frontal bullet damage while holding a melee.
Assault Rifles
- Goblin Mk2
- Maximum Damage Range increased from 0-16.5m to 0-19.7m.
- Medium Damage Range increased from 16.6-39.4m to 19.8-41.3m.
- Minimum Damage Range increased from >39.4m to >41.3m.
- ADS In time improved from 245ms to 240ms.
- All Hipfire Spread angles improved by 0.5 degrees.
- Sprint to Fire Speed improved from 175ms to 170ms.
- Tactical Sprint to Fire Speed improved from 285ms to 280ms.
- Flinch caused by this weapon increased.
SMGs
- Kompakt 92 + 3-Round Burst Mod
- Maximum Damage Range increased from 0-17.1m to 0-17.8m.
- Medium Damage Range 1 increased from 17.2-24.8m to 17.9-25.4m.
- Medium Damage Range 2 increased from 24.9-31.8m to 25.5-33m.
- Minimum Damage Range increased from >31.8m to >33m
- View Kick Strength reduced.
Shotguns
- Marine SP
- Maximum Damage Range increased from 0-3.2m to 0-3.3m.
- Medium Damage Range 1 increased from 3.3-5.1m to 3.4-5.3m.
- Medium Damage Range 2 increased from 5.2-9.4m to 5.4-9.7m.
- Sprint to Fire Speed improved from 210ms to 200ms.
- Tactical Sprint to Fire Speed improved from 320ms to 310ms.
- ASG-89
- Maximum Damage Range increased from 0-2.5m to 0-2.8m.
- Medium Damage Range 1 increased from 2.6-4.6m to 2.9-4.8m.
- Medium Damage Range 2 increased from 4.7-8.9m to 4.9-9.1m.
- Minimum Damage Range increased from 9-24.1m to 9.2-26.7m.
- Sprint to Fire Speed improved from 205ms to 195ms.
- Tactical Sprint to Fire Speed improved from 315ms to 305ms.
- Maelstrom
- Maximum Damage Range damage increased from 18 to 25.
- Maximum Damage Range range decreased from 0-2m to 0-1m.
- Medium Damage Range 1 increased from 2.1-4.4m to 1.1-5.7m.
- Medium Damage Range 2 increased from 4.5-8.3m to 5.8-9.5m.
- Minimum Damage Range increased from 8.4-27.9m to 9.6-29.2m.
- Fire Rate improved from 300rpm to 316rpm.
- Sprint to Fire Speed improved from 200ms to 190ms.
- Tactical Sprint to Fire Speed improved from 310ms to 300ms.
LMGs
- PU-21
- Pre-fire delay improved from 55ms to 20ms.
- Sprint to Fire Speed improved from 245ms to 240ms.
- Tactical Sprint to Fire Speed improved from 335ms to 330ms.
- View Kick Deviation slightly reduced.
Marksman Rifles
- DM-10
- Gain-Twist Barrel
- Bullet Velocity improvement increased from 25% to 45%.
Sniper Rifles
- LW3A1 Frostline
- Maximum Damage Range damage increased from 102 to 104.
- Medium Damage Range damage increased from 99 to 102.
- Upper Torso and Upper Arm Damage Modifiers decreased from 1.1x to 1x.
- Lower Torso and Lower Arm Damage Modifiers increased from 0.9x to 0.98x.
- Quickdraw Rear Grip
- Aim Down Sight Speed bonus reduced from 70ms to 60ms.
- CHF Barrel
- Now improves Upper Torso and Upper Arm Damage Modifiers to 1.03x.
- Now improves Hand and Upper Leg Damage Modifiers to .98x.
- SVD
- Maximum Damage Range damage increased from 102 to 104.
- Medium Damage Range damage increased from 99 to 102.
- Minimum Damage Rage damage increased from 95 to 98.
- Quickdraw Rear Grip
- Aim Down Sight Speed bonus reduced from 75ms to 65ms.
- CHF Barrel
- Now improves Upper Torso and Upper Arm Damage Modifiers to 1.03x.
- Now improves Hand and Upper Leg Damage Modifiers to .98x.
- LR 7.62
- Medium Damage Range increased from 99 to 100.
- Minimum Damage Range increased from 95 to 99.
- Hand and Upper Leg Damage Modifiers increased from .9x to 0.99x.
- Quickdraw Rear Grip
- Aim Down Sight Speed bonus reduced from 80ms to 65ms.
- CHF Barrel
- Now improves Upper Torso Damage Modifier to 2x.
- Now improves Lower Torso and Lower Arm Damage Modifiers to 1.02x.
- Now improves Hand Damage Modifier to 1x.
- Now improves Lower Leg Damage Modifier to .99x.
- AMR Mod 4
- Quickdraw Rear Grip
- Aim Down Sight Speed bonus reduced from 80ms to 65ms.
Pistols
- Stryder .22
- Bullet Penetration improved to match the other pistols.
Special Weapons
- Sirin 9mm
- Extended Mag 1
- Extended Mag I now increases Sprint to Fire Time by 10ms.
- Extended Mag I now increases ADS In Time by 20ms.
- Fast Mag 1
- Fast Mag I now improves Sprint To Fire Time by 10ms.
- Fast Mag I now improves ADS In Time by 20ms.
Launchers
- Cigma 2B
- ADS In time improved from 400ms to 325ms.
- Weapon swap Raise Time improved from 1000ms to 800ms.
- Fast Hands Raise Time improved from 750ms to 550ms.
- Weapon swap Raise Interrupt Time improved from 750ms to 250ms.
- Fast Hands Raise Interrupt Time improved from 500ms to 100ms.
- Weapon swap Drop Time improved from 600ms to 450ms.
- Fast Hands Drop Time improved from 300ms to 200ms.
- HE-1
- ADS In time improved from 400ms to 325ms.
- Weapon swap Raise Time improved from 1000ms to 800ms.
- Fast Hands Raise Time improved from 750ms to 550ms.
- Weapon swap Raise Interrupt Time improved from 750ms to 250ms.
- Fast Hands Raise Interrupt Time improved from 500ms to 100ms.
- Weapon swap Drop Time improved from 600ms to 450ms.
- Fast Hands Drop Time improved from 300ms to 200ms.
HUD
- Addressed an issue that would occasionally incorrectly display the Field Upgrade “READY” state after respawning.
- Addressed an issue where player names would not display beside the speaker icon when speaking in a match.
- HUD Presets can now be set separately for Zombies and Multiplayer.
Progression and XP
- Search & Destroy
- Addressed an issue that was preventing the end-of-game Match Bonus XP payout from being awarded in the following situations:
- The entire enemy team quit, ending the match
- The player did not deal any damage in the final Round
Challenges
Scorestreak Destruction Challenges
- Addressed an issue that was not awarding Challenge progress towards Scorestreak Destructions in cases where players didn’t perform the final blow on the destroyed enemy Scorestreak.
- Players will now earn progress for Camo Challenges that require destroying Scorestreaks even if they do not deal the destroying final blow. This impacts the following content:
- Camo Challenges for the CIGMA 2B and HE-1
- Mastery Badges for the CIGMA 2B and HE-1
- “Hot Lead”, “Air Control,” and “Field Work” Calling Card Challenges
Calling Card Challenges
- “Redemption Arc” Going Ham Challenge: Removed the time requirement of needing to get a kill shortly after being revived. Players can now make progress by earning a Kill anytime after they revive themselves with the Morphine Injector.
- “Tick Tock Boom” Humiliation Challenge: Semtex sticks that do not result in a kill for the sticking player will now also progress the Challenge.
- “On Point” Prestige 1 Challenge: The Challenge now uses the same Dive detection as the “Dive Shot” Medal, allowing for a grace period shortly after landing from a Dive where the Challenge can still be progressed.
- “Squint Test” Prestige 1 Challenge: Moonshot requirement reduced from 100m to 75m to make completing this Challenge possible on more maps.
- “Explosive Plays” Prestige 4 Challenge: Addressed a bug that was displaying the wrong Calling Card name.
- “Hot Dawg” Prestige 4 Challenge: Reduced the Molotov or Thermo Grenade Kills without dying requirement from 4 to 3.
- “Headhunter” Prestige 5 Challenge: Addressed a typo in the Challenge description that specified the incorrect Barrel needed to progress the Challenge. The CHF Barrel and Muzzle Brake Attachments are what need to be equipped to progress the Challenge.
- “Speed Demon” Prestige 6 Challenge: Reduced the Kills-while-activated requirement from 3 to 2.
- “Score Collector” Prestige 6 Challenge: Now only requires 5 Scorestreak Kills in a single game to progress, instead of 10.
- “Deep Cover” Prestige 7 Challenge: Added the ability to earn progress with Kills while disguised by the Sleeper Agent Field Upgrade, in addition to Bomb plants and defuses.
- “Switchblade” Prestige 7 Challenge: Players can now make progress when Melee killing an enemy affected by their Tactical Equipment, in addition to the existing gunfire requirement.
- “Ripped Up” Prestige 8 Challenge: Converted challenge from Guns Blazing Medals (3 rapid Kills with the Chopper Gunner) to tracking individual Kills with the Chopper Gunner Scorestreak.
- “Devastating Force” Prestige 8 Challenge: Converted challenge from Death From Above Medals (3 rapid Kills with the Dreadnought) to tracking individual Kills with the Dreadnought Scorestreak.
- “Hunt Them Down” Prestige Master Challenge: Removed the Acoustic Amp requirement, the Challenge now only requires Point Blank Kills with the specified Perks equipped.
- “Hard and Fast” Prestige Master Challenge: Addressed a typo in the Challenge description that incorrectly referenced the Ghost Perk instead of the Double Time Perk.
- Global Camo Mastery: Calling Card is now correctly granted when completing the final Camo in all 3 modes. Any players who completed this Challenge prior to this update should now see the Calling Card in their inventory (Added on Jan. 24).
Camo Challenges
- AK-74 “Vengeance” Special Camo: Addressed an issue where the AK-74 Drill Charge Underbarrel Launcher would not count toward the unlock requirement.
Daily Challenges
- Reduced the requirements for the following Daily Challenges:
- Get 3 Headshots with Pistols (was 5).
- Get 5 Kills with Melee Weapons (was 10).
- Get 3 Kingslayer Medals (was 10).
- Get 5 Kills while diving or sliding (was 10).
- With the Danger Close Wildcard equipped: get 5 Kills with Lethal Equipment (was 10).
- Intercept 5 enemy projectiles with the Trophy System Field Upgrade (was 10).
- Removed the following Daily Challenges from the game:
- Eliminations with Full-Auto Weapons.
- Eliminations with Semi-Auto Weapons.
- Eliminations with Burst-Fire Weapons.
- Destroy Enemy Scorestreaks.
- Get Kills with the Combat Axe Lethal Equipment.
- Get Kills with the Drill Charge Lethal EquipmentKill enemies that are disoriented by your Neurogas Field Upgrade.
- Addressed an issue that was preventing the following Daily Challenges from tracking properly:
- Get 50 Eliminations with a Suppressed Weapon.
- Get 50 Eliminations using a Weapon with 5 or more Attachments.
- The “Get Eliminations with Secondary Weapons” Daily Challenge will now track Eliminations earned with the Sirin 9mm Special Weapon.
Mastery Badges
- Tactical Insertion: Addressed an issue that was causing the Tactical Insertion Mastery Badge from only progressing via Revenge Kills. It will now progress when any enemy is Killed by the player shortly after they’ve respawned via a Tactical Insertion.
- The Mastery Badge for the used Weapon, Scorestreak, Field Upgrade, or Equipment will now appear correctly in Killcam and Best Plays.
Spawns
- Spawn logic has been adjusted to continue our efforts to reduce proximity to enemies when respawning.
- We have also added the ability to conduct live A/B testing with spawn changes to evaluate on a smaller scale, and if results are positive, we will roll those changes out globally. This will allow us to be more agile with spawn changes.
Modes
- Overdrive (LTM)
- Rack up stars to unlock special Operator abilities that will greatly aid you in battle and keep that streak going to reach Overdrive! If you get eliminated, or the elimination timer runs out before you take out another target, you’ll start the process over again. Operators “attempting Overdrive” can expect the following improved capabilities:
- 1 Star: Awakened Senses: See enemies through walls and replenish your health after eliminating a target.
- 3 Stars: Physical Enhancements: Increased movement and reloading speed.
- 6 Stars: Augmented Handling: Improved hip-fire accuracy and improved sprint-to-fire and ADS speeds.
- Earn all three buffs to activate Overdrive! This allows you to earn double the stars when eliminating enemies.
- Search and Destroy
- Addressed an issue where XP could not be rewarded if no damage was dealt in the final round.
- Kill Order
- Addressed an issue where the HVT icon would follow a Dreadnought called in by an active HVT.
- Free For All
- Addressed an issue where final placements were being incorrectly calculated.
- Addressed an issue where the Winner’s Circle would not consistently display the Top 3 players.
- Kill Confirmed
- Reduced the height of dog tags that are dropped in Kill Confirmed to improve player visibility.
- Control
- B zone has been moved to where Hardpoint P2 is located. After consideration, we have found this to be a more competitive location for engagements with both Attackers and Defenders.
Equipment, Perks, Field Upgrades, and Wildcards
- Addressed an issue where Lethal and Tactical Equipment inventory was reduced when using Danger Close or Tactical Expert Wildcards and resupplying with the Scavenger Perk.
- Reduced additional Smoke Grenade given to +1 from +2 with the Tactical Expert Wildcard. (Yes, we’re annoyed by the smoke too, and will continue to evaluate.)
- Addressed an issue where Field Upgrades could not be deployed in certain scenarios while using the Prepper Wildcard.
- Addressed an issue where Gearhead Perk would not decrease the time to earn Field Upgrades.
- Decreased the amount of weapon motion when jumping, sliding, and diving with the Dexterity Perk.
- Addressed an issue where the Ninja Perk could lose functionality between respawns and round transitions, resulting in footsteps not being quieter.
- Addressed an issue where the Ninja Perk was not being applied to enemy players when spectating a teammate.
- Headshots will no longer skip Last Stand when using the Morphine Injector Field Upgrade.
Scorestreaks
- Addressed an issue where Care Packages could be captured by teammates at the same capture rate as the owner.
- Addressed an issue where the SAM Turret could target enemy Scorestreaks that were leaving the airspace.
- Addressed an issue where the SAM Turret’s targeting laser would not be visible when tracking a target.
Medals
- Adjusted the “Dive Shot” Medal (Kill an enemy while or shortly after diving in any direction) to be more forgiving so that Kills earned just after diving will award the Medal more consistently.
- Tuned the “Snaked” Medal (2 rapid weapon kills against enemies in different directions while on your stomach, back or side) to be more forgiving and be awarded in more situations that match the intent of the Medal.
General
- Detailed Weapon Stats Improvements: Added new stats & refactored the layout to be data-driven.
- Addressed an issue in Theater where thrown projectiles could not be seen.
- Addressed an issue where vehicles could visually disappear for some players during gameplay.
- Training Course entry point has been moved from the playlist selection to the top right navigation panel.
Movement
- Reduced collision with teammates. This should improve the ability to maneuver around tight spaces like doorways with nearby teammates.
Ranked Play
Cross-play
The following changes are being implemented at the launch of Season 02 to provide players on console with the option to select the platform pool(s) they wish to matchmake with:
PlayStation – In-Game Options
- Ranked:
- On: Enables matchmaking with all gaming platforms when playing in Ranked playlists.
- On (Consoles Only): Enables matchmaking only with other consoles when playing in Ranked playlists.
- May negatively impact matchmaking queue times.
- Off: Restricts Ranked matchmaking to your current gaming platform only.
- Will negatively impact matchmaking queue times.
Xbox – In-Game Options
- Ranked:
- On: Enables matchmaking with all gaming platforms when playing in Ranked playlists.
- On (Consoles Only): Enables matchmaking only with other consoles when playing in Ranked playlists.
- May negatively impact matchmaking queue times.
- Off: Restricts Ranked matchmaking to your current gaming platform only.
- Will negatively impact matchmaking queue times.
Season 2 Weapon Evaluation
At the start of Ranked Play Season 02, the new PPSh-41 SMG and Cypher 091 Assault Rifle will both be unrestricted in Ranked Play for a minimum of one week. This one week evaluation period will give players a chance to experiment with the weapons in a competitive environment, provide feedback, and help Treyarch and the CDL determine whether they should remain unrestricted in CDL and Ranked Play.
Season 2 Rank Setback
- Competitors who are continuing their conquest in Ranked Play from Season 01 will notice that their accounts may have been set back as outlined in previous notes.
- Every new Season, your Rank may be rolled back based on where you ended the previous season, as follows:
- Bronze or Silver Rank players are not impacted by the Seasonal setback and will be able to pick up where they ended Season 01 with no SR deduction.
- Gold or Platinum Rank players will start Season 02in Tier I of Gold or Platinum respectively.
- Diamond Rank and above players will start the Season 02 at Diamond I.
Demotion Protection
- Demotion Protection will be active for everyone’s first 3 Ranked Play losses in Season 02, and players can expect 1 free loss per day via Daily Loss Forgiveness like in Season 01.
Veto Vote
- The Veto Vote before Ranked Play matches will now occasionally present a choice between the 3 Ranked Play modes (Hardpoint, Control & Search and Destroy) on the same map.
SR Gain and Loss Adjustments
- Players will notice that their personal match performance has a bigger impact on their SR gained or lost after Ranked Play matches in Season 02, especially for the lower Ranks. This should help players early in their Ranked Play Rank journey more consistently earn bigger SR payouts when they perform well, and reduce SR losses incurred after a strong personal performance in a losing effort. While this tuning will impact all Ranks, team performance and the margin of victory are still the primary consideration for SR gains and losses in Ranks Crimson and above.
General
- Addressed an issue that was causing all Reticles to appear unlocked in Ranked Play.
Zombies
Maps
- Citadelle des Morts
- Addressed a server stability issue that could occur when Zombies continue to spawn when no players were present during an active Incantation Ritual.
- Addressed a rare issue where players could be downed during the Main Quest outro.
- Addressed an issue where The Guardian could get stuck between phases longer than intended.
- Addressed an invulnerability exploit when using "Nowhere But There."
- Addressed an issue where the Mystic Orb could be placed again after opening the Secret Study.
- Disabled the option to fast travel when voting to Final Encounter to prevent players from getting stuck.
- Addressed an issue where loading a save after opening the castle doors would repair some environmental damage caused by the cannon.
- Addressed some more locations in the Dungeon where the Lightning Rod dropped by the zombie carrying it could be unreachable.
- Addressed an issue where the Welding Torch would clip into the nearby crate.
- Addressed an issue where being hit by the Cannon could activate the Dying Wish Augment for Quick Revive.
- Addressed an issue where Vermin would continue to spawn each round if the player had gone down during Maya’s Revenge Quest.
- Addressed an issue that prevented Maya’s Revenge Quest from ending properly when a player uses the "Nowhere But There" GobbleGum to exit the event.
- Addressed an issue where interacting with the Radio then dying would prevent entry into Maya’s Revenge Side Quest.
- Krafft will no longer have a blood effect when being punched with Melee Macchiato.
- Addressed an issue causing the Kompact 92 wall buy interact to be offset.
- Addressed some visual issues when looking out the Tavern windows.
- Addressed some visual issues when on the Ramparts.
- Improved lighting near Jugger-Nog to avoid a tripping hazard.
- Addressed an issue where players could get stuck getting through the East entrance to the Town Square.
- Addressed an issue where Zombies could climb through the railings to get on the Tavern stairs.
- Addressed an issue where joining in progress would not highlight the locks on the Pack-a-Punch crate.
- Addressed an issue that caused Parasites to clip into the wall when exiting a spawn closet in the Hillside Ramparts.
- Training Course
- Addressed an issue where players could not buy a weapon a second time at Station 5.
- Armor will now be reset when starting Station 5 to prevent the player from being blocked from continuing if they had already purchased tier 2 Armor.
- Terminus
- Addressed an issue where an Amalgam could get stuck in a spawn area during Exfil.
- Addressed an issue where the Tactical Raft could become stuck on a pillar when piloting near the boss arena.
- Addressed an issue that caused reticles on certain weapons to change position after using the Oscillation Calibrator.
- Addressed an issue with a floating shovel on Castle Rock Island.
- Addressed an issue that prevented the Node Connection repair interface from appearing during split-screen games.
- Addressed an issue that caused missing geometry in the Sea Caves after loading a save file.
- Liberty Falls
- Addressed an issue that caused a loss of functionality when a bowling event is started while holding a Sentry Turret.
- Addressed an issue with the Aether Canister visual screen VFX while the player is on a ladder.
Modes
- Directed
- Addressed an issue where the Crafting Table menu could remain open when dying at round cap.
- Automatic Exfil will now begin after the current Round ends instead of immediately.
- Automatic Exfil has been adjusted to trigger after six hours instead of five.
General Playlist Updates
- Closed an exploit where disconnecting right as the player died would keep their saved game.
- Addressed an issue where joining after being kicked for AFK could give the player two of the same GobbleGum.
Gameplay
- Players who are kicked for inactivity in co-op games will have their loadout, Essence, and Salvage restored upon rejoining the match.
Weapons
- Addressed an issue where Single Fire mode would not count toward Slaughter Medals.
- Added a warning for players when purchasing a Wall Buy if it will replace one of their current weapons.
- Addressed an issue where interacting with quest objects with long hold times would reload the held weapon when using a controller.
Perks
- Aether Shroud
- Adjusted the Aether Dash Augment to prevent players from being stuck in unintended locations.
- PhD Flopper
- Improved PhD Slider to work with Omni-directional slides.
Field Upgrades
- Tesla Storm
- Static Discharge
- Addressed an issue where kills from Static Discharge would not award Essence to the player.
Scorestreaks
- Chopper Gunner
- Addressed an issue where the player could continue to shoot the Chopper Gunner weapon after the streak has ended.
- Hand Cannon
- Addressed an issue where attempting to pick up an Aether Tool while wielding a Hand Cannon would consume the Aether Tool without applying it to a weapon.
Loot
- Addressed an issue where Intel for Obscurus Altilium was not unlocked after completing the Citadelle des Morts Main Quest.
- Added Season 01 Reloaded weapons to the Mystery Box.
Enemies
- Amalgam
- Addressed an issue where rarely the player would be let go immediately after being grabbed.
- Vermin
- Addressed an issue where Vermin could hit twice with one attack.
- Vermin will now ragdoll properly in the air when killed mid-leap.
Activities
- S.A.M. Trials
- Addressed an issue where crafted Scorestreaks would be removed at the end of a trial if they matched the one used for the trial.
- Scaled the Hand Cannon Trial time based on the current Round up to 100 Seconds at Round 31+.
- Addressed an issue preventing S.A.M. Trials from being completed in Splitscreen.
Gobblegums
- Dead Drop, Modified Chaos, and Quacknarok now available via in-game GobbleGum drops and the Season 02 Battle Pass.
- Addressed an issue where restocked GobbleGums would not be immediately available for use.
- Addressed an issue where the “Exit Strategy” GobbleGum would not be usable when the Exfil Radio was present.
- Addressed an exploit that allowed players to keep timer based GobbleGums after they have been consumed.
Challengers
- “Box Addict” Dark Ops Challenge
- Added a hard cap of 37 different weapons required, which matches the amount at launch so that weapons added post-launch do not increase the difficulty of this challenge
- “Gladiator” Fresh Meat Challenge
- Will now track for exfils at or above round 11.
- Daily Challenges
- Addressed an issue where the “Get Zombie Eliminations with Pistols” challenge could be progressed with Brain Rot kills.
- Surveyor Challenge
- Random Perk Power-up now applies progress to this challenge.
UI
- Players will now see an in-game notification whenever they complete an Augment Research step and unlock a new Augment.
- Addressed an issue where the Elemental Swords would be vertical in the Wonder Weapon preview.
- Aligned the GobbleGum prompt in-game.
- Updated the In-Game Pause Menu Augments research progress, along with other visual improvements.
- Added visual improvements to Boss HP bars.
- Addressed an issue where placeholders would appear momentarily when entering the Audio Logs in the Intel menu for the first time.
- Added a location to view Cinematics in the Intel menu.
- The GobbleGum HUD widget will now be hidden while spectating.
- Addressed an issue that allowed damage feedback to remain active during in-game cinematics.
- Improved visual information when editing GobbleGum Packs.
- Addressed incorrect navigation button text in the Intel Menu.
- HUD Presets can now be set separately for Zombies and Multiplayer.
Graphics
- Addressed an issue in 3rd Person where Elemental Sword effects would be misaligned when attacking.
- Addressed an issue with the Solais Elementa Sword where the visual effects of the charged ability would play longer than the actual effect.
- Addressed an issue where the glow effects from the Crown would persist after dying and respawning.
- Addressed a typo on the soda cans inside the Stamin-Up Machine.
- Removed fire effects from Vermin legs when Arachnaphobia mode is toggled.
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