Season 01 Reloaded Updates
Welcome to Season 01 Reloaded
Season 01 Updates
Welcome to Season 01
MULTIPLAYER
Maps
Smoothed collision on some spots that lead to unintended sightlines for the following maps. (Added Jan. 15)
- Colossus
- Meltdown
- Standoff
Gunsmith
- Addressed an issue with rotating weapons in the gunsmith preview.
- Addressed an issue with Import Weapon Build in private matches.
- Addressed an issue where weapon and equipment previews would not update when switching between loadouts.
- Players can now view attachments in the gunsmith without any being unlocked in a category.
UI
- Addressed an issue where the Radiation Meter dial would adjust slowly with large changes in radiation. (Added Jan. 15)
Stability
- Added various stability fixes.
ZOMBIES
GobbleGums
- Addressed an issue where the Arsenal Accelerator GobbleGum was not charging the player’s Field Upgrade faster. (Added Jan. 15)
- Closed an exploit when converting GobbleGums to essence. (Added Jan. 15)
ENDGAME
Gameplay
- Addressed an issue where players were able to enter vehicles while using Power Armor.
- Closed an exploit where players could have more than one exotic skill. (Added Jan. 15)
GLOBAL
Weapon Tuning: MP & ZM
Today’s weapon update includes Maddox RFB adjustments, improvements to the Sturmwolf 45 and AK-27 Battle-Scar Conversion based on early feedback, and adjustments to the M15 MOD 0 and Dravec 45. There are several changes to Prestige Attachments as well, which we will continue to make sure are offering a compelling choice for all weapons.
General
- Base Sprint to Sprint Fire Time (used with Gung Ho perk) now matches base Sprint to Fire Time for all weapons.
Assault Rifles
Assault Rifle Adjustments
Maddox RFB
The Maddox RFB has been very strong because of its quick TTK in close quarters and controllable recoil that lets it stretch its effectiveness out to long ranges. We’d like to keep the close-range damage high, as that was core to the weapon’s identity in Black Ops 4. It has received significant range and recoil nerfs to reduce its versatility.
Maddox RFB
Maddox RFB Damage Adjustments
Maximum Damage Range
— Damage —
28
— Range —
0 - 19.1m
— Damage —
28
— Range —
0 - 12.7m ⇩
Medium Damage Range
— Damage —
22
— Range —
19.2 - 33m
— Damage —
22
— Range —
12.8 - 27.9m ⇩
Minimum Damage Range
— Damage —
19
— Range —
>33m
— Damage —
19
— Range —
>27.9m
Additional Maddox RFB Adjustments
- Recoil increased.
- All movement speeds reduced by 0.05m/s.
13" MFS Echo-Fire Barrel Adjustments
Maddox RFB - 13" MFS Echo-Fire Barrel Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 22.9m
— Damage —
23
— Range —
0 - 20.3m ⇩
Medium Damage Range
— Damage —
19
— Range —
30 - 36.8m
— Damage —
19
— Range —
20.3 - 34.3m ⇩
Minimum Damage Range
— Damage —
16
— Range —
>36.8m
— Damage —
16
— Range —
>34.3m
Additional 13" MFS Echo-Fire Barrel Adjustments
- Recoil increased.
M15 MOD 0
The M15 MOD 0 continues to be stronger than we’d like in its versatility, mainly when it comes to the mid-range. The most significant changes here are to the Max Damage Range and the damage in the Mid Damage range, which removes the ability to reduce TTK with a single headshot mixed in. The weapon will continue to be effective at these ranges thanks to its low recoil, but there is a smaller window now where that ease of control also pairs with a better TTK than other ARs.
M15 MOD 0 Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 38.1m
— Damage —
21
— Range —
0 - 30.5m ⇩
Medium Damage Range
— Damage —
19
— Range —
38.2 - 46.4m
— Damage —
18 ⇩
— Range —
30.5 - 46.4m
Minimum Damage Range
— Damage —
17
— Range —
>46.4m
— Damage —
17
— Range —
>46.4m
Additional M15 MOD 0 Adjustments
- Slide to Fire Time increased from 420ms to 430ms.
- All Hip Spread values increased by 0.1 degrees.
- All movement speeds reduced by 0.05m/s.
16" Reticulated Barrel Adjustment
- Headshot multiplier improved from 1.55x to 1.6x.
AK-27
The Battle-Scar Conversion for the AK-27 was designed as a slow-firing, heavy-hitting hybrid between an Assault Rifle and Marksman Rifle. The reliance on headshots for a competitive TTK made it too punishing at its original Fire Rate, and the penalties pushing it towards Marksman Rifle mobility and handling were steep as well. We’ve improved all these attributes to bring it back closer to an Assault Rifle, but still with a uniquely slow Fire Rate that requires good accuracy and rewards headshots.
AK-27 Battle-Scar Conversion Adjustments
- Fire Rate penalty reduced from 100% to 70%.
- Removed movement penalties.
- Aim Down Sight Time penalty reduced from 60ms to 30ms.
- Sprint To Fire Time penalty reduced from 60ms to 30ms.
- Addressed an issue where the Comb attachments used by the Battle-Scar Conversion could remain on the weapon after removing the Conversion attachment.
X9 Maverick
14.6" MFS Pulse Load+ Barrel Adjustment
- Damage Range penalty reduced from 25% to 13%.
- Aim Down Sight Time improvement increased from 20ms to 30ms.
- Sprint To Fire Time improvement increased from 15ms to 25ms.
- Movement Speed improvement increased by 0.03m/s.
DS20 Mirage
DS20 Mirage Damage Adjustments
Maximum Damage Range
— Damage —
27
— Range —
0 - 20.3m
— Damage —
27
— Range —
0 - 22.9m ⇧
Medium Damage Range
— Damage —
23
— Range —
20.4 - 44.5m
— Damage —
23
— Range —
23 - 44.5m
Minimum Damage Range
— Damage —
22
— Range —
>44.5m
— Damage —
22
— Range —
>44.5m
Mirage Tandem Launcher Adjustments
- Burst Fire Delay improved from 350ms to 300ms.
- Swap Time to and from Prestige launcher improved from 550ms to 420ms.
SMGs
Submachine Gun Adjustments
Sturmwolf 45
The Sturmwolf 45 is designed around low recoil and favorable headshot damage compared to the other SMGs. We want it to be a bit more effective than where it’s currently sitting, but wary of making it too versatile by pairing the recoil with range, mobility, or handling improvements. We’re opting to double down on the headshot characteristics across the base weapon, the Damage Barrel, and the Prestige Attachment. The Prestige magazine will also have less recoil than it’s first iteration.
Sturmwolf 45 Damage Adjustments
Maximum Damage Range
— Damage —
29
— Range —
0 - 11.4m
— Damage —
30 ⇧
— Range —
0 - 11.4m
Medium Damage Range 1
— Damage —
23
— Range —
11.5 - 17.8m
— Damage —
23
— Range —
11.5 - 17.8m
Medium Damage Range 2
— Damage —
19
— Range —
17.9 - 26.2m
— Damage —
19
— Range —
17.9 - 26.2m
Minimum Damage Range
— Damage —
16
— Range —
>26.2m
— Damage —
16
— Range —
>26.2m
Additional Sturmwolf 45 Adjustments
- Headshot multiplier increased from 1.2x to 1.26x.
- 15" Regnant Barrel
- Headshot multiplier increased from 1.25x to 1.35x.
- Vertical Recoil penalty reduced from 45% to 30%.
- Horizontal Recoil penalty reduced from 20% to 15%.
MFS Tigris .40 Cal Mag Adjustments
Sturmwolf 45 MFS Tigris .40 Cal Mag Damage Adjustments
Maximum Damage Range
— Damage —
33
— Range —
0 - 14m
— Damage —
33
— Range —
0 - 14m
Medium Damage Range 1
— Damage —
29
— Range —
14.1 - 22.9m
— Damage —
29
— Range —
14.1 - 22.9m
Medium Damage Range 2
— Damage —
22
— Range —
23 - 33m
— Damage —
23 ⇧
— Range —
23 - 33m
Minimum Damage Range
— Damage —
19
— Range —
>33m
— Damage —
19
— Range —
>33m
Additional Sturmwolf 45 + MFS Tigris .40 Cal Mag Adjustments
- Headshot multiplier increased from 1.2x to 1.26x.
- Vertical Recoil penalty reduced from 80% to 65%.
- Horizontal Recoil penalty reduced from 40% to 30%.
- Recoil Deviation penalty reduced from 50% to 35%.
Kogot-7
This is a minor adjustment, but prevents the Kogot-7 from further reducing its TTK at long range with headshots.
Kogot-7 Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 12.7m
— Damage —
23
— Range —
0 - 12.7m
Medium Damage Range 1
— Damage —
19
— Range —
12.8 - 20.3m
— Damage —
19
— Range —
12.8 - 20.3m
Medium Damage Range 2
— Damage —
16
— Range —
20.4 - 25.4mm
— Damage —
16
— Range —
20.4 - 25.4mm
Minimum Damage Range
— Damage —
14
— Range —
>25.4m
— Damage —
13 ⇩
— Range —
>25.4m
Ryden 45K
Ryden 45K Adjustment
- Adjusted Gun Kick and View Kick to reduce harshness of recoil pattern.
Razor 9mm
12" MFS Sidewinder Barrel Adjustments
- Horizontal and Vertical Recoil improvement increased from 10% to 25%.
- Recoil Stabilization improvement increased from 15% to 25%.
- Aim Down Sight Time penalty increased from 15ms to 20ms.
- Sprint to Fire Time penalty increased from 15ms to 20ms.
Dravec 45
The Dravec 45 is receiving a substantial range reduction across the board. The combination of great range and extremely low recoil continued to make this weapon too versatile, even with slower mobility and handling. We still want to keep the recoil for the same reason we’ve mentioned in the past, which is keeping each weapon in a class feeling unique. By reducing the range, the base Dravec 45 trades away more power for its consistency.
Dravec 45 Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 13.3m
— Damage —
26
— Range —
0 - 11.4m ⇩
Medium Damage Range 1
— Damage —
21
— Range —
13.4 - 23.5m
— Damage —
21
— Range —
11.5 - 19.7m ⇩
Medium Damage Range 2
— Damage —
17
— Range —
23.6 - 36.8m
— Damage —
17
— Range —
19.8 - 27.3m ⇩
Minimum Damage Range
— Damage —
15
— Range —
>32.5m
— Damage —
15
— Range —
>27.3m
Additional Dravec 45 Adjustments
- Aim Down Sight Time increased from 230ms to 235ms.
Carbon 57
The Carbon 57 is on the low end of SMG usage, so we’re making some sizeable changes. In a lot of ways, the Carbon 57 will now fill the space previously occupied by the Dravec 45 as a mid-to-long range SMG with some Assault Rifle DNA. It has higher recoil, though, which gives us a valuable tuning knob to help keep the weapon in check without losing its core identity (high ammo, mid-rangey, and slower AR hybrid).
Carbon 57 Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 14.6m
— Damage —
23 ⇧
— Range —
0 - 14m ⇩
Medium Damage Range 1
— Damage —
18
— Range —
14.6 - 22.1m
— Damage —
19 ⇧
— Range —
14.1 - 24.1m ⇧
Medium Damage Range 2
— Damage —
15
— Range —
22.2 - 33m
— Damage —
16 ⇧
— Range —
24.2 - 35.6m ⇧
Minimum Damage Range
— Damage —
13
— Range —
>30.5m
— Damage —
14 ⇧
— Range —
>35.6m
Additional Carbon 57 Adjustments
- Aim Down Sight Time increased from 240ms to 245ms.
- Sprint to Fire Time increased from 170ms to 180ms.
- Tactical Sprint to Fire Time increased from 290ms to 300ms.
- Slide to Fire Time increased from 360ms to 380ms.
- Dive to Fire Time increased from 440ms to 460ms.
- Addressed an issue that caused ironsights to be misaligned in ADS.
MPC-25
Aside from a slight recoil improvement, we are pre-emptively making some adjustments to a couple of hip spread attachments for the upcoming release of the new ContraBloom Laser. The Prestige barrel also receives some nice range improvements to further counteract the loss of raw TTK.
MPC-25 Adjustment
- Reduced random deviation in Gun Kick and View Kick.
Kühn Ported Comp Adjustment
- Sprint Fire Hip Spread improvement reduced from 25% to 15%.
8.6" MFS Stratus-X Barrel Adjustments
MPC-25 + 8.6" MFS Stratus-X Barrel Damage Adjustments
Maximum Damage Range
— Damage —
24
— Range —
0 - 7.6m
— Damage —
24
— Range —
0 - 10.2m ⇧
Medium Damage Range 1
— Damage —
19
— Range —
7.7 - 12.7m
— Damage —
19
— Range —
10.3 - 15.2m ⇧
Medium Damage Range 2
— Damage —
16
— Range —
12.8 - 25.4m
— Damage —
16
— Range —
15.3 - 29.2m ⇧
Minimum Damage Range
— Damage —
14
— Range —
>25.4m
— Damage —
14
— Range —
>29.2m
VAS Tactical Scale Stock Adjustment
- Sprint Fire Hip Spread improvement reduced from 15% to 10%.
LMGs
LMG Adjustments
Sokol 545
Some recoil changes come to the Sokol 545, both to give the weapon a small lift in general and especially help the slower fire mode feel significantly more accurate than the faster one.
Sokol 545 Adjustments
- Reduced recoil of default fire mode.
- Reduced View Kick strength and deviation experienced later into the recoil pattern of the fast fire mode.
Marksman Rifles
Marksman Rifle Adjustments
M8A1
The Prestige Attachment for the M8A1 revolves around Tac Stance, and we have a couple of changes to improve that build path.
MFS Striker Tactical Stock Adjustments
- Tac Stance Spread improvement increased from 63% to 66%.
- Flinch penalty reduced from 40% to 18%.
2mw Adaptive Tactical Laser Adjustment
- Tactical Stance Aim Walking Speed improvement increased from 0.4m/s to 0.9m/s.
Sniper Rifles
Sniper Rifle Adjustments
XR-3 Ion
XR-3 Ion Adjustments
- Improved shot queuing window to prevent accidental follow-up bursts.
Pistols
Pistol Adjustments
Velox 5.7
The Prestige barrel on the Velox 5.7 is all about close quarters agility and aggressive movement. There was an issue with the Swap Speed improvement that we’ve fixed. We’re also juicing up some of the accuracy and weapon motion improvements, since it goes up against Damage Range in its node (which is especially valuable for pistols).
4" MFS Celeste Barrel Adjustments
- Now also improves regular Hip Spread by 15%.
- Jumping and Landing stability improvement increased from 40% to 60%.
- Addressed an issue that prevented the Swap Speed benefits from applying.
CODA 9
The new Adaptive Discharge Mod and the Prestige attachment for the Coda 9 interact in a way that is detrimental to its ADS fire. We always try to design new attachments to be compatible with a weapon’s Prestige attachment and ideally have them synergize, too. In this case, we’ve looked at some options to make these two attachments work together, but due to the implementation we would have to compromise the current design or tuning of one of the two. And since we like how the two currently sit on their own, we’ve decided to just block players from equipping both and accidentally bricking the weapon. If we end up making changes to either of these attachments down the line, we’ll take the opportunity to reevaluate.
General Adjustments
- The Coda 9 Adaptive Discharge Mod and MFS DeltaCell Bulk Mag can no longer be equipped together.
Launchers
Launcher Adjustments
A.R.C. M1
General Adjustments
- Shots no longer queue during the overheat cooldown, to prevent accidental fire.
Special Weapons
Special Weapon Adjustments
NX Ravager
General Adjustments
- Addressed an issue that caused the NX Ravager from having a slightly slower velocity and greater arc than intended.
Melees
Melee Adjustments
Ballistic Knife
Getting swapped off the Ballistic Knife after firing the last blade felt bad. It will now stay in the player’s hand so they can go for a melee attack or retrieve a blade.
General Adjustments
- The Ballistic Knife will no longer automatically stow itself when it runs out of ammo.
Miscellaneous Weapon Updates
- Control Stock now correctly displays its Cons on ARs and Shotguns.
- Updated several attachment descriptions.
MULTIPLAYER
Maps
- Fringe
- Added collision to areas where players could get out of the map.
- Yakei
- Added collision to an area where players could get out of the map. (Added Jan. 9)
- Meltdown
- Added collision to an area where players could get out of the map. (Added Jan. 9)
- Flagship
- Flagship has been temporarily removed from the map pool due to a stability issue. (Added Jan. 9)
Perks
- Bankroll
- Closed an exploit where Bankroll could grant all Perks when using the Specialist Wildcard. (Added Jan. 9)
Equipment
- Stim Shot
- Addressed an issue preventing XP Progression on the Stim Shot Overclock. Stim Shot will now also gain progress when healing at least 10HP.
Scorestreaks
- Dreadnought
- Addressed an issue where the Rocket Pods would appear to be reloaded but the player would be unable to shoot them.
Audio
- Reduced the frequency of Announcer voice lines in The Ghouls.
Stability
- Addressed stability issues when using the Rhino Scorestreak. (Added Jan. 9)
- Added various stability fixes.
ZOMBIES
Fixes for several issues related to Augments are currently in development for an upcoming update. You can keep an eye on the status of these tracked issues at our Trello board.
Weapons
- Sokol 545
- Addressed an issue that caused the Sokol 545 to deal reduced headshot damage.
UI
- Addressed an issue where the After Action Report could show an Armory unlock for the NX Ravager after the player had already unlocked it.
Stability
- Added various stability fixes.
ENDGAME
Weapons
- NX Ravager
- Addressed an issue that caused the NX Ravager to have less ammo than intended after first Damage Upgrade.
Gameplay
- Addressed an issue where party members could be pulled out of the Endgame cinematic early and lose their loadout after defeating Faulkner when in a party.
- Addressed an issue where calling in a Rhino or Power Armor while holding a melee weapon would cause the player to lose their Exotic weapon and melee weapon rarity.
- Addressed an issue where Supply Crates could be opened more than once.
WELCOME TO SEASON 01 RELOADED
Our Mid-Season update brings more maps, modes, challenges, Loadout items, and additional content across Multiplayer, Zombies, and Endgame, including a nuclear collaboration with Fallout involving themed LTMs, the new Deathclaw Hunt Limited Time World Event in Endgame, and the Quantum Exchange Event bringing epic rewards straight from the Wasteland. Get the full intel here and drop in when Season 01 Reloaded launches tomorrow, January 8.
New & Returning Maps
New & Returning Maps
- Yakei (6v6/2v2)
- Traverse the rooftops of Japan in this new small-sized map bringing Operators up high over the neon-lit streets of the city. Track down enemy targets through the maintenance passage and over a series of ducts, vents, electrical equipment, and other rooftop features, including Wall Jumps to leap after fleeing foes.
- Meltdown (6v6)
- This Black Ops 2 masterclass in map design returns in a stunning remaster as Meltdown comes to Black Ops 7 Multiplayer in the Mid-Season update. Go nuclear on the enemy team in the classic map featuring updated visuals, dynamic lighting, and the same intense moment-to-moment fights that cemented the map’s popularity.
- Fringe (6v6)
- Based on the reimagined version of the map introduced in Black Ops 6 Season 04, Fringe returns, giving players the chance to revisit the idyllic Rolling Hills distillery with new Wall Jump opportunities.
New Map Variant
- Vault Town (6v6)
- Drop into the suburbs of the future in this Nuketown map variant bringing the retro-apocalyptic setting of Fallout to the iconic cul-de-sac. Sponsored by the Vault-Tec Corporation, Vault Town features special air purifiers removing all the dangerous particles one would normally breathe throughout the Wasteland, allowing residents to enjoy the fruits of classic suburban living.
New Multiplayer Modes
- S.P.E.C.I.A.L. Mayhem
- Brave the Wasteland as its irradiated atmosphere descends on Multiplayer, blanketing each map in toxic particles as players engage in a 6v6 moshpit of Team Deathmatch, Domination, and Hardpoint featuring S.P.E.C.I.A.L. buffs providing vital power ups. Keep your radiation levels in check to avoid adverse reactions. Thankfully, the HUD features a handy Geiger counter displaying your level of exposure at all times.
- Acquire a variety of power-ups to improve your chances of survival in the harsh Wasteland. These power-ups are dropped by eliminated Operators where they fall, including:
- Pumpkin Pie: Increased health. Even irradiated Operators need to eat now and then.
- Nuka-Cola Cranberry: Score multiplier. Quench your thirst with the Wasteland’s most popular soft drink.
- Jet: Increased overall speed. Highly addictive.
- Psycho: Improved hip fire accuracy and headshot damage. Users susceptible to bouts of intense rage.
- RadAway: Cut down your current radiation level. An essential item for curbing the effects of the Wasteland’s irradiated air. Rad levels also drop after eliminating enemies and are further mitigated when engaged with the objective.
- Luck Bobblehead: Increases the odds of finding better power-ups and RadAway from fallen enemies. Secure one early for a big advantage. NOTE: All players wearing a Fallout-themed Operator Skin, including the two free Operator Skin rewards from the Fallout Event Pass, will start the match with this buff active automatically.
- The Ghouls
- Irradiated horrors swarm the surface as Vault Dwellers fight to survive a feral Ghoul outbreak in this 24-player Wasteland twist on Infected, where Vault Dwellers must scavenge for Perks and RadAway in an irradiated environment. Eliminated Vault Dwellers return as relentless Ghouls. Infect everyone or outlast the clock to win.
- Vault Dwellers: Deploy with a full Loadout of items and three Scorestreaks—LDBR, H.A.R.P., and War Machine—to help face off against the horde. Vault Dwellers become exposed to higher levels of radiation poisoning throughout the match. Reduce your levels by grabbing packs of RadAway dropped by eliminated Ghouls along with other power-ups like Max Ammo, Full Power, and Insta-Kill.
- Vault Dwellers who chain enough Player Ghoul eliminations in a row will gain additional enhancements, including increased movement and sprint to fire speed on the first kill, improved hip-fire accuracy on the second, increased ADS and weapon swap speed on the third, increased reload speed on the fourth, and double points and headshot damage after the fifth kill. NOTE: All players wearing a Fallout-themed Operator Skin, including the two free Operator Skin rewards from the Fallout Event Pass, will start the match with an active buff automatically.
- Glowing Ghouls: Once the Infection timer begins, one randomly chosen Vault Dweller will become the first Ghoul, a toxic variant of the enemy glowing green with radiation, benefiting from increased health and the ability to instant kill enemies until they are no longer the only Ghoul in the match. On death, the Glowing Ghoul explodes, increasing the radiation levels of Vault Dwellers caught in the blast radius. Every time a player spawns as a Ghoul, there’s a random chance that they will spawn in as a Glowing Ghoul instead of a Standard Ghoul.
- Standard Ghouls: Ghouls attack with their hands and are also equipped with Ninja and Tracker Perks with the Recon Combat Specialty. Ghouls who chain enough Vault Dweller eliminations can activate the powerful Deathclaw Scorestreak, transforming them into an even bigger threat.
- Takeover (In-Season)
- Fight over a set of three neutral zones in this new dynamic objective mode combining elements of Hardpoint and Domination into a brand-new competitive experience. Teams earn points for capturing a zone, which then disables that zone from the match. Once all three zones have been captured, they rotate to a new trio of zones following a short cooldown. Redouble your efforts with each subsequent shift of the objectives to achieve the highest score and win the match.
New Weapons
- Sturmwolf 45 (SMG, Event Reward)
- Full-auto submachine gun. Very low recoil and good headshot damage. Lower handling, mobility, and range.
- For a quick, reliable SMG sporting an easy to control and recognizable recoil pattern, look no further than the Sturmwolf 45.
- Hawker HX (Sniper Rifle, Event Reward) (In-Season)
- Bolt-action Sniper Rifle. Fast handling and mobility. Higher recoil and flinch. Hold breath while ADS to steady.
- With solid mobility and handling, this weapon is absolutely lethal in the hands of the Operator who can line up their shots and hit the mark.
New Weapon Attachments
- Coda 9 Adaptive Discharge Mod (Weekly Challenge Reward)
- Provides a faster fire rate with improved spread when fired off the hip and a slower fire rate with higher damage and range in ADS. Improves recoil control, but harms handling and mobility.
- M8A1 Autostrike-X8 Conversion (Weekly Challenge Reward)
- Convert the M8A1 into a fully automatic weapon with a fast fire rate and controllable recoil. Improves headshot damage and handling but harms ranged firepower, aiming movement speed, and spread.
- MPC-25 ContraBloom Laser (Weekly Challenge Reward)
- Removes virtually all hip spread and resists firing bloom. Improves non-ADS mobility with a significant damage range penalty. Provides Crossbar ADS with increased aiming idle sway. Blocks Underbarrel Attachments and Optics.
Returning Black Ops 6 Loadout Content
Get ready for a huge drop of extra Loadout options as a variety of returning Equipment, Field Upgrades, and Scorestreaks make their way into Black Ops 7. Overclocks are not a component of the following items, but their effectiveness in the field of battle remains undisputed:
Tactical
- Shock Charge
- A deployable electrical trap that sticks to surfaces and releases a pulse that stuns and damages enemies.
Lethals
- Impact Grenade
- A precision grenade that detonates instantly upon impact for quick, controlled eliminations.
- Thermo Grenade
- Deploys a volatile fuel-air mix that ignites after a brief delay, engulfing targets in a powerful blast.
Field Upgrades
- Morphine Injector
- Grants a temporary safeguard against fatal damage, triggering a Last Stand state. Teammates can revive you, or you can self-revive by securing an elimination.
- Tactical Insertion
- Marks a chosen spot as your next respawn location, ideal for maintaining pressure or rejoining the fight fast.
Scorestreaks
- Archangel Launcher
- A shoulder-fired launcher that deploys remote-piloted rockets, allowing precise strikes from afar. Fires two per magazine.
- Combat Bow
- A lightweight bow armed with explosive arrows that detonate on impact, leaving behind fiery zones of denial.
- Death Machine
- A heavy minigun with extreme fire rate, deep ammo reserves, and devastating penetration power.
- Dreadnought
- A heavily armed gunship outfitted with multiple cannons, rocket pods, and a Daisy Cutter payload for wide-area destruction.
- Grim Reaper
- A semi-automatic rocket launcher that fires up to four rockets per cassette-style clip, with rapid reload capability for sustained fire.
- SAM Turret
- Deploys an automated missile system that locks onto and destroys enemy aerial Scorestreaks.
- Strategic Bomber
- A stealth aircraft that unleashes a massive carpet bombing run over a designated target zone.
- War Machine
- A burst-fire grenade launcher that fires impact-detonated rounds from an oversized magazine for high-volume explosive firepower.
Astra Malorum: Directed Mode
- Following the crew’s harrowing adventure through Ashes of the Damned, their quest leads them to a cryptic observatory located along the rings of Saturn. They must seek out a second Shadowsmith—an ancient denizen of the Dark Aether bound to the Warden’s will—while facing new dangers within the cosmic void.
- To help you on your adventures in Astra Malorum, the Mid-Season update brings Directed Mode to the map, offering extra guidance and a max round cap of 15 when taking on the Main Quest.
Survival Map: Zarya Cosmodrome
- Trapped in a strange land, a Soviet launch site is overrun by the forces of darkness. Will you fall to the horde, or obtain glory in victory? It’s all up to you.
- Fight tooth and nail until you Exfil or go down in this Survival map based on an isolated location from Ashes of the Damned. The more rounds you survive, the more rewards you can earn:
- “Cymballistic” Animated Emblem and 1,000 XP (reach Round 10)
- “Zursa Minor” Charm and 2,500 XP (reach Round 25)
- “Wonderbar!” Ultra GobbleGum and 5,000 XP (reach Round 50)
New Zombies LTM: Project RADS
- Feral Ghouls and Deathclaws invade Ashes of the Damned and Astra Malorum in this Fallout-themed LTM, exposing the crew to increased levels of radiation with each passing round.
- In this mode, the usual means of healing and earning Essence are replaced with a system of drops given by fallen enemies that assist the crew in staying fit, keeping rad levels at bay, and gaining vital resources. Loot drops in this mode include:
- Food Items: Hold your nose and take a bite out of some food to replenish health. But beware, some snacks are irradiated! Eating them will increase your radiation level.
- Bottle Caps: Instead of earning Essence for eliminating enemies, players collect dropped Bottle Caps to gain resources to purchase map items.
- RadX: Take a swig of this to reduce your current radiation level.
- RadAway: Remove all radiation from all players. Enjoy it while it lasts.
- Crew members will experience adverse effects if they don’t properly manage their radiation levels. Check your Geiger counter to track your current exposure. At low exposure, there are no negative effects, while increasing levels will first reduce your movement speed and then your weapon damage, followed by a freeze on your Field Upgrade charge and a slow and steady health drain. Let it get really bad and say goodbye to your Perks.
- Furthermore, reports have been trickling in regarding an Irradiated Deathclaw, though they’re likely the idle rumors of frightened Vault Dwellers. Reach higher rounds and more on both maps to earn rewards and an XP payout. Happy hunting.
New Limited Time Endgame World Event
Deathclaw Hunt
- Recommended CR: 45+
- In this Limited Time World Event, a bomb blast reduces a portion of Avalon into a Fallout-inspired wasteland. Head inside the blast zone, if you dare, to brave the toxic air and take on ferocious Deathclaws defended by hordes of Feral Ghouls.
- Note: Fallout: Deathclaw Hunt will be the only World Event available in Endgame at Season 01 Reloaded launch. Wraith Wing, Colossus of Avalon, and Toxic Tyrant will appear later in-season.
New Endgame Skill Track
- Phantom
- Strike unseen and vanish fast, slip past danger, and land critical blows from the shadows.
- Ambush: Hits from behind deal more damage. If the enemy is at full health, critical shots deal double damage.
- Fast Melee: Faster melee speed.
- Trap Avoidance: Traps and Mines take longer to detect you. Undetectable when fully upgraded.
- Silent Movement: Quiets movement and reduces enemy detection distance. Faster loading when interacting with devices.
- Elusive Target: Reduces accuracy of enemies shooting at you.
- Decoy: Taking significant damage deploys as Echo Unit that distracts enemies.
New Endgame World Event
Wraith Wing (In-Season)
- Recommended CR: 45+
- Grab your Launcher and a chunky LMG when this new World Event triggers, marking the arrival of the Wraith Wing, an advanced VTOL model produced by The Guild featuring cloning capabilities to bring deadly reinforcements into the fight. Come prepared for an aerial battle and work with your fellow JSOC Operators to disable the exposed aircraft and reap the rewards for your efforts.
GLOBAL
RICOCHET ANTI-CHEAT
#TeamRICOCHET recently launched the Secure Attestation Wizard - a tool that provides a quick way to verify that your PC meets our security requirements. The wizard will help you confirm whether everything is configured correctly and offer guidance if anything needs adjustment.
For players who want more detailed instructions, the team has also put together TPM 2.0 and Secure Boot setup guides and tutorial videos.
Read more about how to enable these features in our step-by-step guide.
Weapons
NOTE: Weapon tuning, including adjustments to the Maddox, will be coming shortly after the launch of Season 01 Reloaded.
Bugs
- Addressed an issue preventing akimbo weapons from firing while sprinting when using the Gung Ho Perk.
ENDGAME
Weapons
- The Maddox RFB, Kogot-7, and NX Ravager can now appear as loot rewards.
Bugs
- Addressed an issue where selecting a Weapon Camo from the Universal section could lead to an error.
- Addressed an issue where graphical corruption could be visible in the lobby.
- Addressed an issue where players could get stuck below the escape VTOL.
- Added various stability fixes.
MULTIPLAYER
Maps
- Season 01 Maps
- Added Yakei, Meltdown, Fringe, and Vault Town to map pools.
- Den
- Patched a hole under the terrace.
- Patched a hole that provided unintended cover.
- Smoothed collision of the planters.
- Blocked an out-of-bounds position on a stone wall.
- Toshin
- Blocked an out-of-bounds Wall Jump spot.
- Scar
- Patched a hole in a wall that allowed players to see through it.
- Blocked multiple out-of-bounds Wall Jump spots.
- Blocked out-of-bounds access to the attic of the shed.
- Blocked an out-of-bounds area on a stone wall between the crash site and the street.
- Added collision to the rock under the crash site.
General Playlist Updates
- New Featured Playlists added:
- Season 1 Reloaded Moshpit (NEW)
- S.P.E.C.I.A.L. Mayhem (NEW)
- The Ghouls (NEW)
- Vault Town 24/7 (NEW)
Modes
- Skirmish (20v20)
- Mission: Tide
- Added more vehicle locations, new ascenders, and ziplines to improve traversal.
- Adjusted objective locations following the addition of new traversal systems and vehicles.
- Addressed an issue where supply crates could stack on top of each other.
- Addressed various gameplay and UI issues related to objectives.
- Mission: Tide
Perks
- Vigilance
- Addressed an issue where the Vigilance Perk was not protecting users against enemy Counter UAV minimap scramble in Free-for-All.
Equipment
- Frag
- Addressed an issue where the Ultralight Metal Overclock did not show the arc indicator when cooking.
- Point Turret
- Addressed an issue where the Point Turret would not orient properly when thrown on vehicles.
- Needle Drone
- Addressed an issue where the player's camera could abruptly rotate when returning from piloting a Needle Drone.
- Hunter Bot
- Addressed an issue with the Hunter Bot not being destroyed if a moving platform collided with it while hovering.
- Returning Equipment
- Added Shock Charge, Impact Grenade, and Thermo Grenade to Equipment.
Field Upgrades
- Returning Field Upgrades
- Added Morphine Injector and Tactical Insertion to Field Upgrades.
Scorestreaks
- RC-XD
- Addressed an issue where the RC-XD would sometimes explode instantly if deployed into stairs and other close spaces.
- Addressed an issue where RC-XD enemy target indicators could appear as white instead of red.
- Care Package
- Improved visibility of Jackpot Jinx Overclock re-roll icon.
- Gravemaker
- Addressed an issue where players highlighted by the Gravemaker scope would not become unhighlighted when moving out of range.
- D.A.W.G.
- Improved traversal on the Fate map.
- Rhino
- Closed an exploit that could prevent players from taking damage while piloting the Rhino by calling in a second Rhino.
- HKDs
- Addressed an issue that could prevent players from calling in HKDs if another player had called one previously.
- Legion
- Addressed an issue with Legion drones not exiting the playspace correctly.
- Returning Scorestreaks
- Added SAM Turret, Archangel Launcher, Combat Bow, Death Machine, Grim Reaper, Strategic Bomber, War Machine, and Dreadnought to Scorestreaks.
Challenges
- The Week 4 Multiplayer Weekly Challenge “Get 30 Objective Kills in Objective Modes” has been automatically completed for all players due to a previous issue that prevented the challenge from progressing properly (updated Jan. 7).
UI
- Addressed various Armory navigation issues.
- Addressed various cases of missing Challenge descriptions.
- Addressed a situation where Calling Cards could appear blank in the “Tracked & Near Complete” page.
- Addressed various cases where unlocked Weapon Camos could appear locked.
- Updated Pinpoint Grenade information to indicate that it triggers a minimap ping.
Audio
- Lowered the pitch of the Counter UAV audio.
Stability
- Addressed stability issues when using the Hellstorm Scorestreak.
- Added various stability fixes.
ZOMBIES
Maps
- Zarya Cosmodrome
- Added to Survival Map selection.
- Astra Malorum
- T.E.D.D. Tasks now spawn properly on Astra Malorum after loading a save file.
- Adjusted an extended collision in Mars where players could get stuck during the boss fight in Astra Malorum.
- Addressed an issue where the Defense Towers could be activated at the same time by multiple players, causing visual issues and excessive damage to the boss.
- Moved the location for the final Mister Peeks headphones in Mars to a new location on the main map.
- Addressed an issue where the T.E.D.D. Task "Eliminate Zombies while inside the marked location" was not tracking correctly.
- Addressed an issue where the T.E.D.D. Task Machine would clip into the environment.
- Addressed an issue where the stairways in Crash Site would be missing chevrons during certain T.E.D.D. Tasks.
- Adjusted a spawn location in Abyssal Rim to resolve players occasionally becoming stuck when loading a save file.
- Addressed an issue where zombies would spawn outside a closed door in Museum Infinitum.
- Adjusted the Exfil zone in Museum Infinitum.
- Adjusted player collision with a small section of the wall in Museum Infinitum.
- Adjusted collision near the Wisp Tea Perk Machine in Abyssal Rim.
- Adjusted collision with the Pack-a-Punch Machine.
- Adjusted collision on the display cases in Museum Infinitum.
- Addressed an issue where a player joining a match in progress would not see the platform lowered for the Main Quest in Observatory Dome.
- Adjusted the position of one of the Main Quest books to prevent it from moving the position of the statue.
- Addressed an issue where the Perfusion Machine for the Main Quest lacked zombie collision.
- Addressed an issue where the platform to pick up the Cryo Chamber key would be raised after reloading a save file.
- Addressed an issue where the meteorites at the start of the map would crash down again after reloading a save file.
- Addressed issues where meteorites would clip through the map during a Special Round.
- Addressed an issue where the light on the lamp for the Wonder Weapon Quest would be turned off when reloading a save file.
- Added controller rumble in various parts of the Main Quest.
- Ashes of the Damned
- Addressed a rare issue where players were unable to move at the start of the Veytharion Boss Fight.
- Addressed an issue where the missile warnings were not clearing during the Veytharion Boss Fight.
- Addressed an issue where the Aether Barrel would not be dropped after delivering the energy to the Vault of Flesh if players had not upgraded Ol' Tessie with the Abomination Carcass.
- Addressed an unintended area that players could reach in Blackwater Lake.
- Addressed an issue where Klaus could get out of the playable space when following players while inside Ol' Tessie.
- Addressed an issue where standing behind Klaus after completing the Death Whistle step would create an unintended safe area.
- Addressed a rare issue where Klaus would not pick up the Death Whistle.
- Adjusted collision on a dumpster in Exit 115.
Modes
- Directed
- Addressed an issue that caused the Objective Marker on the Seal of Sorrow keys to sometimes appear in an incorrect location in Ashes of the Damned Directed.
- Addressed an issue where the objective text would not update while collecting the memories with Ol' Tessie in Ashes of the Damned Directed.
- Addressed an issue where the objective marker updates with a delay on the Stabilizer Chip in Ashes of the Damned Directed.
- Survival
- Reduced the frequency of T.E.D.D. Task spawning in Survival.
General Playlist Updates
- New Playlists added:
- Survival: Zarya Cosmodrome (NEW)
- Directed: Astra Malorum (NEW)
- Project RADS (NEW)
Weapons
- Ray Gun Mark II
- Removed the hip fire spread for the Ray Gun Mark II.
- LGM-1
- Addressed an issue where maximum ammo capacity of the LGM-1 was reduced after loading a save file.
- Addressed an issue where the LGM-1 would not replenish ammo after shooting the weapon and immediately using Disciple Injection.
- Addressed a rare issue that could prevent the LGM-1 from eliminating zombies.
- NX Ravager
- Adjusted the position of the NX Ravager when it is a loot item on the ground.
- Addressed an issue where the NX Ravager could not be used to trigger quest items in Astra Malorum.
- AAROW 109
- Capped the damage done to players when being damaged by the Pack-a-Punched version of the AAROW 109.
- Ballistic Knife
- Addressed an issue where the loot card for the Ballistic Knife would not match the rarity of the weapon.
- Updated the Pack-a-Punch name for the Ballistic Knife to Aralez K9S.
- General
- Addressed an issue where the thermal scope was not working with multiple enemies in Astra Malorum.
- Addressed an issue where some weapons’ Pack-a-Punch levels were not showing on the loot card.
Perk-a-Colas
- Mule Kick
- Addressed an issue where some weapons could be duplicated with Mule Kick.
- Quick Revive
- Addressed an issue where Quick Revive’s Equivalent Exchange Augment would not trigger from Sentry Gun and Molotov damage.
- Double Tap
- Addressed an issue where players would lose ammo from their left pistol when using the Akimbo attachment and Double Tap Double Play Minor Augment.
GobbleGums
- Closed an exploit that allowed players to have infinite ammo when switching their GobbleGum pack immediately after activating Free Fire.
Equipment
- Point Turret
- Addressed an issue where Point Turret kills would not count toward progression in the Phonographs Easter Egg in Astra Malorum.
- Cymbal Monkey
- Adjusted the score event text when getting eliminations with the Cymbal Monkey.
- LT53 Kazimir
- Addressed an issue where an LT53 Kazimir would not deploy on top of equipment with areas of effect like the Molotov.
- Hunter Bot
- Adjusted the Hunter Bot starting ammo to 1.
- Returning Equipment
- Added Shock Charge, Impact Grenade, and Thermo Grenade as Equipment in Zombies.
Field Upgrades
- Melee Critical Kills now contribute to Field Upgrade charge.
- Aether Shroud
- Addressed an issue where players could see a "Field Upgrade Not Ready" message when they had one or two full charges of Aether Shroud.
- Addressed an issue where players could lose a charge of Aether Shroud when a teammate activated Aether Shroud using the Group Shroud Augment during the boss fight in Astra Malorum.
- Addressed an issue where players could use Aether Shroud with Burst Dash Augment to go under the map in Astra Malorum.
- Tesla Storm
- Addressed an issue where players would continuously have a speed boost from the Tesla Storm Overclocked Minor Augment after the player who activated it disconnected from the match.
- Toxic Growth
- Addressed an issue where Brain-Rot zombies were being slowed by Toxic Growth Field Upgrade.
- Dark Flare
- Dark Flare will now break Aether Crystals.
- Frost Blast
- Addressed a typo in the description text for Frost Blast Flash Freeze Major Augment.
Support
- Disciple Injection
- Addressed an issue where the Activate prompt for the Defense Towers would appear while Disciple Injection is active during the boss fight in Astra Malorum.
- Addressed an issue where players using the Disciple Injection would not see their teammate's revive icon.
- Addressed an issue where some controls for the Disciple Injection were not ordered correctly on the HUD.
- Addressed an issue where the player's name and Essence UI would overlap while Disciple Injection is active.
- ARC-XD
- Adjusted vehicle collision in Exit 115 that prevented the ARC-XD from jumping off the Mechanic Shop rooftop.
- Addressed an issue where the ARC-XD could reach unintended locations in the Flame Trench area in Zarya Cosmodrome.
- D.A.W.G.
- Addressed an issue where the D.A.W.G. would not target O.S.C.A.R. Drones.
- Returning Support
- Added Combat Bow, Death Machine, Grim Reaper, and War Machine as Support Weapons in Zombies.
Loot
- Adjusted the spacing of the loot from the Overgrown Hoard Husk to reduce overlapping pickup prompts in Ashes of the Damned.
- Addressed an issue where Chompy remained active during Exfil.
- Addressed an issue where rewards could be earned multiple times from the Bullseye Easter Egg if the player disconnected and rejoined the match in Ashes of the Damned.
- Addressed an issue where the Claw Talisman was not applying the damage bonus to Zursas in Ashes of the Damned.
Enemies
- O.S.C.A.R.
- Addressed an issue where O.S.C.A.R.’s health was replenished after loading a save file.
- Addressed an issue where O.S.C.A.R. Drones could get stuck in certain locations.
- Addressed an issue where stun grenades would cause O.S.C.A.R Drones to become stuck in place.
- Addressed an issue where O.S.C.A.R. would not target all players in the match when attempting multiple steps of the Wonder Weapon Quest.
- Addressed an issue where O.S.C.A.R. could get stuck if hit by a meteor during a Special Round.
- Addressed an issue where O.S.C.A.R. could clip into a wall during the death scene in Observatory Dome.
- Ravagers
- Addressed an issue where Ravagers would still spawn during Special Round in Astra Malorum while the Time Out GobbleGum was active.
- Addressed a rare issue where Ravagers could remain idle when attempting to consume loot.
- Zursa
- Improved collision around Zursa when it is standing.
- HVT Uber Klaus
- Addressed various stability issues related to HVT Uber Klaus.
- Addressed a rare issue where the HVT Uber Klaus could be immediately killed at the start of an Exfil.
- Addressed an issue where the HVT Uber Klaus would be in front of and attack the player after loading a save file.
- Addressed a rare issue that caused HVT Uber Klaus to become stuck in Ol' Tessie when spawning.
- General
- Addressed an issue that caused the Exfil HVT to lose track of the player when they stand near the edge of an Exfil zone.
- Addressed an issue where zombies would loop in their vaulting animation near the Stellar Dissector trap in The Luminarium in Astra Malorum.
- Addressed an issue where the boss would sometimes not be oriented correctly during some stages of the final encounter in Astra Malorum.
Challenges
- The Week 5 Zombies Weekly Challenge “Spend 100,000 Essence” now progresses as expected.
- The “Megaton” and “Pyrologist” Prestige Challenges now track progress as expected.
UI
- Added a “Special & Elites Only” healthbar option in Settings > Interface > Gameplay HUD > Zombie Healthbar.
- Addressed an issue where the Missing Components counter would increase when picking up other items instead of the Harmonic Component on Astra Malorum.
- Added an indicator for Eternal Perks in the HUD.
- Addressed some cases where button prompts would be too large on item pickups.
- Updated the Mars Teleporter text prompt for clarity in Astra Malorum.
- Addressed an issue where pings placed via the Tac-Map could appear on asteroids floating above the map.
- Addressed a typo on the computer screen in Machina Astralis for the Main Quest in Astra Malorum.
- Addressed an issue where the spectator UI would be missing when spectating a player doing Nikolai's quest.
- Adjusted the order of Pack-a-Punch camos in the Customize menu.
- Addressed an issue where the Squad widget would no longer be hidden while being revived.
- Addressed an issue where the fill circle was misaligned for converting GobbleGums.
Graphics
- Addressed an issue that caused a mismatched weapon to appear when certain weapon models were being loaded. This sometimes caused incorrect weapon models to appear in the Mystery Box.
- Addressed a rare issue that caused the GobbleGum model to appear invisible when handled.
- Addressed minor visual bugs in Astra Malorum.
Audio
- Adjusted voice lines to repeat less often when players are downed during the boss fight in Astra Malorum.
- Adjusted O.S.C.A.R. voice lines to be more audible during the Main Quest in Astra Malorum.
- Addressed an issue where O.S.C.A.R. voice lines would unintentionally play during Exfil in Astra Malorum.
- Addressed issues with multiple Operator voice lines.
GLOBAL
Events
- Naughty & Nice Event live at 10AM PT.
MULTIPLAYER
Maps
- Scar
- Addressed a location where players could leave the intended playspace on Scar.
Modes
- Holiday Havoc
- Added Holiday Havoc to Featured (10AM PT).
- Snowfight
- Added Snowfight to Party Games (10AM PT).
- Private Match
- Sticks and Stones
- Added Sticks and Stones to Private Match.
- Search and Destroy
- Addressed an issue where the round would only end when the time limit is reached if a player switched teams at the start of the round.
- Sticks and Stones
Weapons
We have another adjustment to the Akita ScorchLink Akimbo that partially adds back its original damage penalty. While we prefer not to take such an aggressive approach to tuning content, especially so frequently and so quickly after it becomes available, the release timing and general nature of the dual Akitas presented an unusual case, so we decided an accelerated set of changes was the best course of action heading into the holidays.
Shotgun Adjustments
Akita
General Adjustments
- Addressed an issue causing pellets to travel about half a meter farther than intended.
Akita ScorchLink Akimbo
- Now has a 10% damage penalty. (Multiplayer only)
Equipment
- Stim Shot
- Reduced healing rate of Stim Shot from 160 HP/sec to 80 HP/sec.
Stability
- Added various stability fixes.
ZOMBIES
Weapons
- Jäger 45
- Addressed an issue causing the Jäger 45 to fire slower than intended when Pack-a-Punched.
Challenges
- Astra Malorum
- Addressed an issue that prevented the Rocket Trap on Astra Malorum from counting toward the “Get Kills with Traps” Daily Challenge.
- Addressed an issue that prevented Astra Malorum Calling Card Challenges from appearing in the Reward Feed.
- Survival
- Addressed an issue that prevented Survival Challenges from progressing when playing on Solo.
- Prestige
- Addressed an issue that prevented the Prestige 4 Calling Card Challenge "Megaton" from progressing properly.
- Addressed an issue that could prevent the Prestige 8 Calling Card Challenge “Voidweaver” from progressing.
- Addressed an issue that prevented the Prestige 10 Calling Card Challenge “Double Bubble” from progressing properly.
Dead Ops Arcade 4
- Addressed an issue where activating a Field Upgrade with a controller would also activate the Speed Boost and Bomb if the player had one.
- Addressed an issue where Ravagers would sometimes not deal damage to the player.
- Double Level XP now correctly applies when active in Dead Ops Arcade 4.
- The following issues were addressed on Dec. 12:
- Addressed an issue where players could be dismounted from the motorcycle.
- Addressed an issue in Hardcore where some arenas would have 20-minute auto-advance timers before intended.
- Addressed an issue where players could save and quit on the same round a save file was loaded on.
- Addressed an issue with Fates not saving correctly.
- Addressed an issue where players would sometimes be hit from farther than expected.
- Addressed an issue where Mushroom MotorX would occur more frequently than intended.
- Addressed an issue where some zombies in The House of Snibblesnap would not attack the player.
CO-OP CAMPAIGN / ENDGAME
WEAPONS
- Akita
- Akita ScorchLink Akimbo
- The Damage Range penalty has been reduced from 60% to 40%, back to pre-nerf levels.
- Akita ScorchLink Akimbo
GLOBAL
Challenges
- Addressed an issue that prevented new accounts from receiving initial Daily Challenges
Weapons
Weapon Tuning
Season 01 changes are here, and they include adjustments to the Akita, sniper rifles, Marksman Rifles, SMG attachments, and more. We continue to see a ton of class variety in our top performing weapons, and we will be focused on carrying that variety throughout Black Ops 7’s seasons. We are also still monitoring the usage rates on Assault Rifles, especially when compared to SMGs. Our data shows that while usage leans in the favor of ARs, SMGs are performing better in several other metrics that control for usage. As such, we are still taking a measured approach to SMG buffs but will be keeping a close eye to make sure the meta continues to evolve and enable more SMG play. Thank you for your ongoing feedback on weapons.
Assault Rifles
Assault Rifle Adjustments
Maddox RFB
We couldn’t be more excited to have the Maddox RFB back in Black Ops, and we knew from the beginning that the Echo-Fire Barrel would make for a perfect Prestige Attachment. Unfortunately there was an issue with the headshot multiplier on the attachment at Season 01 launch, which made the Echo-Fire Barrel less powerful than intended. That has been corrected now, and we’ve also improved recoil and range based on early feedback.
13" MFS Echo-Fire Barrel
Maddox RFB - 13" MFS Echo-Fire Barrel Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 19m
— Damage —
23
— Range —
0 - 22.9m ⇧
Medium Damage Range
— Damage —
19
— Range —
19.1m - 33m
— Damage —
19
— Range —
30m - 36.8m ⇧
Minimum Damage Range
— Damage —
16
— Range —
>33m
— Damage —
16
— Range —
>36.8m
Additional 13" MFS Echo-Fire Barrel Adjustments
- Reduced View Kick
- Addressed an issue with the intended headshot multiplier on 13" MFS Echo-Fire Barrel. This attachment now improves headshot multiplier by 30%.
- Addressed an issue causing 13" MFS Echo-Fire Barrel to do more damage in water.
MXR-17
While the Prestige Attachment on the MXR-17 is quite strong and we’re adding some additional View Kick, the main intent of this change is to smooth out the way that View Kick is felt by the player. We like the unique gameplay this attachment brings in its current state.
MFS Semi-Auto Fast Mag Adjustments
- View Kick strength increased, but view now climbs and resets more smoothly.
X9 Maverick
The X9 Maverick continues to be one of the top performing weapons in the game. We’re adjusting the Burst Fire Delay slightly to make the weapon a bit less forgiving when playing aggressively and missing part of the burst. As we’ve mentioned previously, we want to make sure burst weapons are well represented in the Black Ops 7 meta, and we expect the X9 Maverick to still be very effective after this change.
General Adjustments
- Burst Fire Delay increased from 120ms to 150ms.
DS20 Mirage
The DS20 Mirage is receiving a small increase to its Minimum Damage which improves its headshot potential and makes it the most deadly Assault Rifle at long range. We have also made improvements to both the default integrated launcher and the Prestige Attachment launcher. Our goal with the launcher is to have a second built in weapon that offers a change of pace and is somewhat effective without being frustrating to enemies. It’s now easier to hit enemies with the projectile, both due to improved speed and improved splash damage capabilities.
DS20 Mirage Damage Adjustments
Maximum Damage Range
— Damage —
27
— Range —
0 - 20.3m
— Damage —
27
— Range —
0 - 20.3m
Medium Damage Range
— Damage —
23
— Range —
20.4 - 44.5m
— Damage —
23
— Range —
20.4 - 44.5m
Minimum Damage Range
— Damage —
21
— Range —
>44.5m
— Damage —
22 ⇧
— Range —
>44.5m
Integrated Launcher and Mirage Tandem Launcher Adjustments
- Explosion damage increased from 25 to 34.
- Explosion radius increased from 1.2m to 1.6m.
- Projectile Speed increased.
SMGs
We are adjusting a handful of attachments on SMGs to offer some new build options for improving recoil and range. We have seen players starting to find more success with the SMGs as they master the recoil, so we want to give a few more paths towards mitigating it. Most notably we are removing the cons on the Control Stock attachment for SMGs, which will make it a much more viable choice. We are also adding a range improvement to the High-Velocity Ammo attachment to help build towards mid-range performance. As we stated above, we’ll look at some more heavy-handed changes to SMGs if they continue to have too limited a role in Black Ops 7.
Submachine Gun Adjustments
Kogot-7
Based on feedback we are making some small improvements to Hip Spread when using Akimbo on the Kogot-7, especially when stacking with other Hip Spread attachments.
Attachment Adjustments
- Hawker Ported Comp
- Hip Spread improvement increased from 25% to 30%.
- MFS Kogot-7 Akimbo
- Hip Spread penalty reduced from 40% to 30%.
- Vertical and Horizontal Recoil penalty increased from 15% to 30%.
- EMT3 Radix Stock
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
- 9x21mm Overpressured
- Now also improves Damage Range by 14%.
Ryden 45K
Attachment Adjugments
- Bounty Grip
- Vertical Recoil Control improvement increased from 13% to 18%.
- Skeletonized Grip
- Horizontal Recoil Control improvement increased from 16% to 21%.
- VAS Interlock Stock
- Horizontal Recoil Control improvement increased from 15% to 18%.
- Vertical Recoil Control improvement increased from 15% to 18%.
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
- .45 Cal Overpressured
- Now also improves Damage Range by 12%.
RK-9
Attachment Adjustments
- Nanopulse Grip
- Vertical Recoil Control improvement increased from 12% to 15%.
- Vega Precision Grip
- Horizontal Recoil Control improvement increased from 12% to 15%.
- VAS Conduit Stock
- Horizontal Recoil Control improvement increased from 15% to 17%.
- Vertical Recoil Control improvement increased from 15% to 17%.
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
- 9mm Parabellum Overpressured
- Now also improves Damage Range by 11%.
Razor 9mm
Attachment Adjustments
- Vice Grip
- Vertical Recoil Control improvement increased from 17% to 21%.
- EAM Pushback Grip
- Horizontal Recoil Control improvement increased from 16% to 20%.
- RWL Stability Pad
- Horizontal Recoil Control improvement increased from 15% to 18%.
- Vertical Recoil Control improvement increased from 15% to 18%.
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
- 9mm Parabellum Overpressured
- Now also improves Damage Range by 13%.
Dravec 45
Our current approach to the Dravec 45 is to avoid buffs and elevate the other SMGs. The changes we are making here are to keep the functionality of the Control Stock and High-Velocity Ammo consistent with the rest of the class.
Attachment Adjustments
- Endurance LD-6 Stock
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
- .45 Cal Overpressured
- Now also improves Damage Range by 5%.
Carbon 57
Attachment Adjustments
- Goliath Steady Grip
- Vertical Recoil Control improvement increased from 15% to 19%.
- Dulcet Control Grip
- Horizontal Recoil Control improvement increased from 15% to 19%.
- Heavy Bound Pad
- Horizontal Recoil Control improvement increased from 15% to 17%
- Vertical Recoil Control improvement increased from 15% to 17%
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
- 5.56x30mm Overpressured
- Now also improves Damage Range by 10%.
MPC-25
Attachment Adjustments
- K&S Compensator
- Vertical Recoil Control improvement increased from 10% to 14%.
- Magnate Grip
- Vertical Recoil Control improvement increased from 14% to 17%.
- Vassal Stability Grip
- Horizontal Recoil Control improvement increased from 17% to 20% .M
- Medusa Stock
- Horizontal Recoil Control improvement increased from 8% to 10%.
- Vertical Recoil Control improvement increased from 8% to 10%.
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
- 5.56x30mm Overpressured
- Now also improves Damage Range by 10%.
Shotguns
We are making some adjustments to Dragon’s Breath across all shotguns to differentiate it more from the default ammo. Each application of Dragon’s Breath will do less damage for a shorter amount of time, amounting to the same DPS but for a shorter duration. In the case of the M10 Breacher and Echo 12, more damage is being shifted into the new Base Damage value at all ranges. The result is that Dragon’s Breath should feel more consistent at range even when hitting with fewer pellets and will rely less on the DoT for its damage. Close range power will be lower, however, which makes the default ammo a better choice for these engagements.
Weapon Class Attachment Adjustments
- Dragon's Breath
- Dragon’s Breath burn now deals 12 damage over 0.5s, rather than 30 damage over 1.25s. Burn can still stack up to 2.5s duration.
Shotgun Adjustments
M10 Breacher
12 Gauge Dragon's Breath
M10 Breacher Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
Base: 10
Pellet: 25
— Range —
0 - 2.3m
— Damage —
Base: 35 ⇧
Pellet: 18 ⇩
— Range —
0 - 2.3m
Medium Damage Range 1
— Damage —
Base: 10
Pellet: 14
— Range —
2.4 - 7.2m
— Damage —
Base: 25 ⇧
Pellet: 13 ⇩
— Range —
2.4 - 7.2m
Medium Damage Range 2
— Damage —
Base: 10
Pellet: 7
— Range —
7.3 - 16.5m
— Damage —
Base: 20 ⇧
Pellet: 7
— Range —
7.3 - 16.5m
Minimum Damage Range
— Damage —
Base: 10
Pellet: 2
— Range —
16.6 - 35.6m
— Damage —
Base: 20 ⇧
Pellet: 2
— Range —
16.6 - 35.6m
Echo 12
12 Gauge Dragon's Breath
Echo 12 Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
Base: 20
Pellet: 12
— Range —
0 - 2.5m
— Damage —
Base: 30 ⇧
Pellet: 12
— Range —
0 - 2.5m
Medium Damage Range 1
— Damage —
Base: 15
Pellet: 9
— Range —
2.6 - 12.7m
— Damage —
Base: 20 ⇧
Pellet: 9
— Range —
2.6 - 12.7m
Medium Damage Range 2
— Damage —
Base: 7
Pellet: 3
— Range —
12.8 - 22.9m
— Damage —
Base: 20 ⇧
Pellet: 3
— Range —
12.8 - 22.9m
Minimum Damage Range
— Damage —
Base: 1
Pellet: 2
— Range —
23 - 39.4m
— Damage —
Base: 16 ⇧
Pellet: 2
— Range —
23 - 39.4m
Akita
By now you’re probably well acquainted with the Akita and how strong it is. It’s receiving a comprehensive balance pass that reduces its range, cuts some of its mid-range damage, and gives it more recoil. Dragon’s Breath in particular was much deadlier than it should be, and has had its damage reduced. It should now fulfill the intended role of stretching range and consistency, but at the expense of close quarters DPS.
From the very beginning we knew having Akimbo on the Akita would be diabolical, so obviously we had to do it. Dual wielding Akitas should be the clear choice for players that want to be ultra aggressive and go all in on close quarters engagements. We are making some adjustments to Akimbo to help solidify that gameplay when paired with the base weapon damage nerfs, but limit its effectiveness past close ranges.. We will of course keep a close eye on this one to make sure it’s not too dominant in the long run.
Akita Damage Adjustments
Maximum Damage Range
— Damage —
Base: 33
Pellet: 8
— Range —
0 - 2.5m
— Damage —
Base: 33
Pellet: 8
— Range —
0 - 2m ⇩
Medium Damage Range 1
— Damage —
Base: 17
Pellet: 7
— Range —
2.6 - 6.4m
— Damage —
Base: 17
Pellet: 6 ⇩
— Range —
2.1 - 5.1m ⇩
Medium Damage Range 2
— Damage —
Base: 14
Pellet: 5
— Range —
6.5 - 12.1m
— Damage —
Base: 14
Pellet: 4 ⇩
— Range —
5.2 - 10.2m ⇩
Minimum Damage Range
— Damage —
Base: 12
Pellet: 3
— Range —
12.2 - 23.5m
— Damage —
Base: 12
Pellet: 3
— Range —
10.3 - 22.9m ⇩
General Adjustments
- Increased View Kick strength.
Akita ScorchLink Akimbo
- Damage penalty removed as a result of base Akita damage reduction.
- Damage Range penalty increased from 40% to 60%.
- Shots to overheat reduced from 15 to 13.
12 Gauge Dragon’s Breath
Akita Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
Base: 10
Pellet: 12
— Range —
0 - 1.3m
— Damage —
Base: 7 ⇩
Pellet: 7 ⇩
— Range —
0 - 1.3m
Medium Damage Range 1
— Damage —
Base: 9
Pellet: 10
— Range —
1.4 - 10.8m
— Damage —
Base: 7 ⇩
Pellet: 5 ⇩
— Range —
1.4 - 10.8m
Medium Damage Range 2
— Damage —
Base: 5
Pellet: 6
— Range —
10.9 - 17.8m
— Damage —
Base: 7 ⇧
Pellet: 4 ⇩
— Range —
10.9 - 17.8m
Minimum Damage Range
— Damage —
Base: 4
Pellet: 4
— Range —
17.9 - 27.9m
— Damage —
Base: 7 ⇧
Pellet: 3 ⇩
— Range —
17.9 - 27.9m
LMGs
We have removed the penalties on the Control Stock for LMGs as well, since they felt excessive for a class that already contends with low mobility and handling.
LMG Adjustments
MK7.8
Attachment Adjustments
- Shock Shield Stock
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
XM325
Attachment Adjustments
- RX-7 Shock Stock
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
Marksman Rifles
Marksman Rifle Adjustments
M8A1
The M8A1 is receiving attachment changes like the SMGs so that players have more opportunities to build it towards stability.
Attachment Updates
- G7-Launch Grip
- Vertical Recoil Control improvement increased from 15% to 19%.
- Schmidt Trapper Grip
- Horizontal Recoil Control improvement increased from 11% to 16%.
- K&S Impact Stock
- Horizontal Recoil Control improvement increased from 15% to 18%.
- Vertical Recoil Control improvement increased from 15% to 18%.
- Aim Down Sight Speed penalty removed.
- Aim Walking Movement Speed penalty removed.
Warden 308
We are reducing the Fire Rate on the Warden 308 to make it less effective to spray and pray for one shot kills in close quarters where recoil isn’t a factor. In mid-range engagements the new Fire Rate should still be more than enough for effective follow up shots.
General Adjustments
- Fire Rate reduced from 600RPM to 480RPM.
M34 Novaline
The M34 Novaline is intended to be a powerful mid-to-long range weapon. We’re adding a bit of flinch and recoil to give some more room for counterplay, since the weapon lethality is very high. We are also adjusting the Fire Rate on the semi-auto fire mode, because it was outclassing the 2-round burst mode in an unintended way.
General Adjustments
- Received Flinch increased from .5N to 0.55N.
- Slightly increased View Kick.
Attachment Adjustments
- Semi-auto Select Fire
- Fire Rate reduced from 324RPM to 240RPM.
- Vertical and Horizontal Recoil reduced by 25%.
Sniper Rifles
Sniper Rifles are sitting close to where we’d like them at the moment, but there are a handful of attachments that are making them frustrating to play against. The Strelok Laser in particular is too strong, so we’re setting it back to the value it had in Black Ops 6. We are also reducing some of the flinch improvements on attachments for the VS Recon and Shadow SK, which are too powerful when stacked. This should give more opportunity for counterplay against these weapons, while keeping their handling potential unchanged.
We saw feedback about the weak collateral potential on the VS Recon and Shadow SK, so we are updating the base damage and location multipliers to allow for more penetration damage while not affecting the one shot potential of the base weapon.
Finally, we are making improvements to the XR-3 Ion, with more details below.
Sniper Rifle Adjustments
VS Recon
In addition to the changes we’ve already mentioned, the Light Bolt has been improved substantially to make it a more viable choice.
VS Recon Damage Adjustments
Maximum Damage Range
— Damage —
104
— Range —
0 - 61m
— Damage —
112 ⇧
— Range —
0 - 61m
Medium Damage Range
— Damage —
102
— Range —
61.1 - 86.4m
— Damage —
106 ⇧
— Range —
61.1 - 86.4m
Minimum Damage Range
— Damage —
95
— Range —
>86.4m
— Damage —
98 ⇧
— Range —
>86.4m
General Adjustments
- Upper Arm multipliers reduced from 1.02x to 1x.
- Lower Arm multipliers reduced from 1x to 0.98x.
Attachment Updates.
- 19.3" Tack Driver Barrel
- Upper Arm multipliers increased from 1.02x to 1.03x.
- Lower Arm multipliers reduced from 1.02x to 0.99x.
- Hand and Upper Leg multipliers reduced from 1x to 0.96x.
- Lower Leg multipliers now 0.94x.
- Foot multipliers now 0.75x.
- MFS R-Stop Handguard
- Flinch Resistance improvement decreased from 35% to 20%.
- Stabil Heavy Pad
- Flinch Resistance improvement decreased from 65% to 45%.
- Outpost Raider Pad
- Flinch Resistance improvement decreased from 30% to 17%.
- 5mw Lockstep Laser
- Hip to ADS spread transition increased from 55% of ADS time to 90% of ADS time.
- Light Bolt
- Fire Rate improvement increased from 7% to 29%.
Shadow SK
The Shadow SK was a little too versatile when built for Hip Spread with its Prestige Attachment. The goal of the attachment is to see how far we can push a “no scope” build as an alternate playstyle, but by improving Hip Spread so much it indirectly makes the Hip to ADS transition too strong as well. We are pulling back on the Hip Spread improvements across a couple of attachments to limit things, and also reducing Fire Rate to make missing shots more impactful. For now we are keeping Sprint to Fire improvements the same to keep the core gameplay intent.
VS Recon Damage Adjustments
Maximum Damage Range
— Damage —
104
— Range —
0 - 51m
— Damage —
112 ⇧
— Range —
0 - 51m
Medium Damage Range
— Damage —
102
— Range —
51.1 - 76.2m
— Damage —
106 ⇧
— Range —
51.1 - 76.2m
Minimum Damage Range
— Damage —
98
— Range —
>76.2m
— Damage —
98
— Range —
>76.2m
General Adjustments
- Lower Torso and Lower Arm multipliers reduced from 0.98x to 0.94x.
- Hand and Upper Leg multipliers reduced from 0.9x to 0.87x.
- Fire Rate decreased from 100RPM to 86RPM.
Attachment Adjustments
- EMT3 Ported-70
- Hip Spread improvement decreased from 25% to 15%.
- 19.6" EMT3 Fluted Barrel
- Upper Arm multipliers reduced from 1.04x to 1.03x.
- Hand and Upper Leg multipliers reduced from 0.98x to 0.94x.
- EMT3 Vanquish Riser
- Flinch Resistance improvement decreased from 35% to 17%.
- Friction Stock
- Flinch Resistance improvement decreased from 45% to 30%.
- Flourish Full Stock
- Flinch Resistance improvement decreased from 25% to 15%.
- MFS Convergence Box Laser
- Hip Spread improvement decreased from 25% to 16%.
- 5mw Lockstep Laser
- Hip to ADS spread transition increased from 55% of ADS time to 90% of ADS time.
XR-3 Ion
We’ve seen feedback about the XR-3 Ion feeling weak, difficult to use, and certainly behind the other sniper rifles. We have a few improvements to help with usability, while keeping the weapon focused on being a slower but high-power option. In addition to the base buffs, we are also making changes to the Prestige Attachment and Quick Charge attachment that should make them more impactful and transformative. The Prestige Attachment now has a smaller charge time penalty and lets you stack near perfect Hip Spread, but managing movement is required for maximum precision. Meanwhile, Quick Charge will now provide a path that substantially reduces the charge time, but at the cost of more stability and bullet velocity.
General Adjustments
- Received Flinch reduced from .85N to 0.75N.
- Bullet Velocity improved from 900m/s to 1200m/s.
- Aim Down Sight Speed improved from 650ms to 600ms.
- Reduced Idle Sway.
- Improved stability when jumping and landing.
Attachment Adjustments
- MFS 3x3 Compensator
- Charge Time penalty reduced from 200% to 100%.
- Maximum Hip Spread improvement reduced from 50% to 20%.
- Hip Spread from movement expands and decays nearly instantly.
- 5mw Lockstep Laser
- Hip to ADS spread transition increased from 55% of ADS time to 90% of ADS time.
- Quick Charge
- Charge Time improvement increased from 15% to 30%.
- Burst Cooldown improvement reduced from 10% to 5%.
- Vertical and Horizontal Recoil penalties increased from 20% to 100%.
- Bullet Velocity penalty increased from 15% to 40%.
Launchers
Launcher Adjustments
A.R.C. M1
Our goal with the A.R.C. M1 was to provide an anti-vehicle weapon that feels distinct from the typical rocket launcher, and also has some anti-personnel capabilities. Thanks to some tech improvements we can increase the speed of the energy shot to achieve the feel we envisioned for this, namely more like a beam and less like a projectile. We are also making it immune to Trophy Systems for the same reason.
General Adjustments
- Doubled “projectile” speed.
- No longer intercepted by Trophy System.
Melee
Launcher Adjustments
Ballistic Knife
We launched the Ballistic Knife with similar values to past iterations. When we bring back a classic weapon, we try to be mindful of player expectations and familiarity with the original(s). Now that we’ve seen it in player hands and given the pace of Black Ops 7, we think deviating from the past tuning is the better way to go. Improvements to projectile speed, a flatter projectile arc, and the removal of the pre-fire delay (note, a short Sprint to Fire delay is still present) will make the Ballistic Knife feel much more usable within the movement ecosystem of the game.
General Adjustments
- Removed pre-fire delay.
- Projectile speed increased.
- Projectile vertical arc reduced.
MULTIPLAYER
Maps
- Added Blackheart back to map pools.
- Sleighjacked added to Private Match.
Modes
- Increased score of Hardpoint Owned score event from 10 to 15
- Spawn Updates
- Reduced the strength of owned Domination zones
- Increased the distance of sight distance checks to reduce near enemy spawns
- Adjusted enemy influencer strength across all maps
- Adjusted spawn logic in Sharpshooter
- Addressed an issue in Overload that allowed Primary weapons to be used while carrying the EMP.
Equipment
- Reduced fuse time window for Cluster Grenade mini grenade detonations for more consistent explosion timing.
- Added 1 Hunter Bot to the base ammo count. Players now start with 2 Hunter Bot Tacticals by default and 3 with the Tac Expert Wildcard equipped.
Field Upgrades
- Trophy System now ignores Combat Axes
- Reduced Black Hat charge time from 2 minutes to 1.5 minutes
Scorestreaks
- UAV
- Reduced duration of UAV from 30 seconds to 25 seconds
- Counter UAV
- Reduced duration of Counter UAV from 30 seconds to 25 seconds
- Skewer
- Increased Skewer velocity when equipped with the High Efficiency Fuel Overclock
- Sentry Turret
- Increased targeting degree angles of Sentry Turret for improved coverage
- Decreased target acquisition time for improved enemy targeting time
- Increased Sentry Turret damage from 10 to 14
- Increased Sentry Turret durability against Frag, Cluster and Sticky Lethal Grenades
- Interceptors
- Interceptors with the Air Patrol Overclock equipped will now perform an additional pass for a total of 3 passes
- D.A.W.G.
- D.A.W.G. with the Sentry Mode Overclock equipped will now received 25% reduced damage when hunkered in Sentry Mode
- Rhino
- Increased Rhino movement speed slightly
- Increased Rhino movement speed slightly
- HARP
- Increased HARP durability against the A.R.C. M1 from 2 to 3 hits to kill
- Increased HARP durability against the A.R.C. M1 from 2 to 3 hits to kill
- EMP
- Reduced EMP Systems score requirement from 1450 to 1300
- Reduced EMP Systems discount bonus with Dispatched Overclock from 150 score to 100 score
Challenges
- Changed the Launcher Arclight Camo Challenge from “Get 10 Double Kills or better” to “Get 2 Kills without dying 10 times”.
- Changed the “Fully Loaded” Prestige 8 Calling Card Challenge from “With the Overkill Wildcard equipped: get a Double Kill with both equipped Primary Weapons in the same life” to “With the Overkill Wildcard equipped: get a Double Kill with two different Primary Weapons in the same life”.
- Addressed an issue that prevented the Hunter Bot Mastery Badge from tracking Scorestreak destructions.Players will no longer incorrectly receive a Combat Specialty Daily Challenge if they haven’t yet unlocked the ability to equip that Perk Combat Specialty.
- Addressed an issue where the Hardened Calling Card Challenge “Saving Ammo” could be completed without receiving a Collateral Medal.
UI
- Added Weapon Attachment information to the Killcam and Best Play.
- Addressed an issue where the Weekly Challenges menu could be overlapped by other UI elements.
- Addressed an issue with the Weekly Challenge timer being incorrect.
Graphics
- Improved VTOL crash sequence.
Audio
- Removed CUAV audio scramble when using the Vigilance Perk.
ZOMBIES
Maps
- Astra Malorum
- Adjusted telescope to be used 3 times per round. Increased telescope use duration from 15 to 30 seconds.
- Addressed an issue where multiple Main Quest machines failed to enter a cooldown after being exited multiple times without entering any codes.
- Addressed an issue where the final encounter could be initiated again after loading a saved game where it was already completed.
- Addressed an issue when rotating Mars or Saturn in the Machina Astralis where they could visually rotate around the wrong axis.
- Addressed a rare issue during the final encounter where the boss could fall under the map during a phase transition.
- Addressed a spot where the ARC-XD couldn’t be reached by zombies.
- Closed an exploit where jumping off the map would reset Field Upgrade cooldowns.
Modes
- Cursed
- Addressed an issue where gaining points too quickly could result in a crash.
- Addressed an issue where Relics wouldn't spawn properly on specific rounds in Astra Malorum when loading a Cursed mode saved game.
Weapons
- X9 Maverick
- Now reduces Burst Fire Delay by half when Pack-a-Punched.
- Warden 308
- Improved Sprint to Fire time when Pack-a-Punched.
- Removed pre-fire delay when Pack-a-Punched.
- Improved ADS Speed when Pack-a-Punched.
- Shadow SK
- Improved Fire Rate when Pack-a-Punched to offset MP change.
- Jäger 45
- Known issue: the Jäger 45 currently fires slower than expected when Pack-a-Punched. This is unintended and scheduled to be addressed in an upcoming update.
Perk-a-Colas
- Mule Kick
- Closed an exploit where equipment would be fully stocked when thrown out of bounds when using the BOGO Minor Augment.
- Quick Revive
- Addressed an issue where the Equivalent Exchange Major Augment would sometimes not function correctly.
Challenges
- Addressed an issue that was causing Astra Malorum Dark Ops Calling Card Challenge unlock requirements to not appear after a Dark Ops Challenge was completed.
- Addressed an issue that prevented the “Perfectionist” Prestige 9 Calling Card Challenge from tracking if the player had taken damage in the first 10 Rounds.
- Addressed an issue where the “Finale” Prestige 10 Calling Card Challenge was not correctly referencing the requirement of using the Starburst Major Augment for the Fireworks Ammo Mod.
- Addressed an issue where the “Critical Priority” Prestige Master Calling Card Challenge was not being awarded at the start of Round 15.
- Updated the “Malefic Meditations” Astra Malorum Calling Card Challenge description to clearly specify that it tracks total rounds survived on the map.
- Addressed an issue that could prevent the Astra Malorum Calling Card Challenge “Weapons Galore” from tracking correctly in some circumstances.
CO-OP CAMPAIGN / ENDGAME
Weapons
- M10 Breacher
- Damage Range improved after the first Damage Upgrade.
- Echo 12
- Damage Range improved after the first Damage Upgrade.
- Akita
- Damage Range improved after the first Damage Upgrade.
- Warden 308
- Headshot multiplier improved after the first Damage Upgrade.
- Neck and Upper Torso multipliers improved after the first Damage Upgrade.
- Fire Rate improved after the first Damage Upgrade.
- View Kick strength improved after the first Damage Upgrade.
- M34 Novaline
- Headshot multiplier improved after the first Damage Upgrade.
- Neck and Upper Torso multipliers improved after the first Damage Upgrade.
- Burst Fire Delay improved after the first Damage Upgrade.
- View Kick strength improved after the first Damage Upgrade.
- Shadow SK
- Fire Rate improved after the first Damage Upgrade.
- Jager 45
- Damage Range improved after the first Damage Upgrade.
- Neck multipliers improved after the first Damage Upgrade.
- CODA 9
- Damage Range improved after the first Damage Upgrade.
- View Kick strength improved after the first Damage Upgrade.
Challenges
- Updated the text on the Week 2 Weekly Co-Op & Endgame Challenge “Get a Kill while driving a Vehicle” to “Get a Kill while in a Vehicle”.
MULTIPLAYER
Maps
Addressed locations where players could leave the intended playspace on the following maps:
Standoff
Fate
Scar
Paranoia
Toshin
Perks
Scout Hybrid Combat Specialty
Addressed an issue where the effect would remain longer than intended.
Challenges
Full Auto Mayhem
Addressed an issue where the challenge could be completed after one kill.
One Man Army
Addressed an issue where the challenge could be completed after one kill.
UI
Addressed an issue that prevented One in the Chamber from being selected as a game mode in Private Match.
Addressed an issue where some Scorestreaks would continue to show the DEP (deployed) state in the Scorestreak widget after being used.
Addressed an issue where loading screen stats were not displayed in Skirmish.
Addressed an issue where selecting a favorite faction would not save after restarting.
Stability
Added various stability fixes.
ZOMBIES
Maps
Astra Malorum
Addressed an issue where the LGM-1 had stock ammo, rather than only having ammo in the magazine. This led to unintended behavior when paired with the Stock Option GobbleGum or the Frenzied Fire Augment.
Addressed an issue where players would sometimes be awarded the Main Quest completion Calling Card when failing the Final Encounter.
Addressed an issue where O.S.C.A.R. could become stuck in the starting area.
Ashes of the Damned
Closed an exploit that allowed players to block zombie pathing with Ol' Tessie.
Modes
Dead Ops Arcade 4
Adjusted the max amount of fungus hazards in the jungle.
Now 4 on Casual, 5 on Standard, and 7 on Hardcore.
Enemies
HVT Uber Klaus
Tesla Coils now have fixed health.
Slightly reduced damage mitigation.
Can now be stunned.
Challenges
Bloodstone Camo
Adjusted the unlock requirement from "Get 20 or more consecutive kills without taking damage 30 times” to "Get 20 or more consecutive kills without taking damage 5 times”.
Addressed an issue that prevented the Pathfinder Camo for the Maddox RFB.
Updated Week 1 Challenge from "Kill 10 zombies with a single Scorestreak" to "Kill zombies with Scorestreaks".
Stability
Added various stability fixes.
CO-OP / ENDGAME
- Addressed an issue that prevented Season 1 Exotic Weapons from being obtainable.
- Addressed an issue that could prevent the Ballistic Shell Major Ability from going on cooldown when activated.
- Addressed an issue where Exotic Weapons would not progress their base Weapon Levels or Weapon Camo progress.
- Addressed an issue that prevented Dedicated Melee weapons from functioning properly with the Mega Punch Exotic Skill.
GLOBAL
UI
- Addressed an issue that prevented players from viewing and equipping the Guild Override camo.
- Addressed an issue that displayed Prestige Challenges as being at 100% proper to being actually completed.
MULTIPLAYER
Stability
- Various stability fixes.
ZOMBIES
Modes
- Ashes of the Damned Directed
- Addressed an issue that prevented Directed mode guidance from displaying if a player saved and quit prior to upgrading Ol’ Tessie with the Abomination Carcass.
- Addressed an issue that caused Uber Klaus to spawn again in Directed Mode after having been defeated if the match was saved and reloaded.
- Addressed an issue that prevented Directed mode guidance from displaying properly if the player saved and quit after defeating Uber Klaus.
- Ashes of the Damned Cursed
- Addressed an issue that caused items to respawn unintentionally in Cursed Mode after using the Round Off GobbleGum.
UI
- Addressed an issue where the "Astra Malorum Mastery” Calling Card was displaying dev text.
Stability
- A significant stability pass has been rolled out for all Zombies Experiences.
WELCOME TO SEASON 01
The biggest Season 01 ever arrives December 4th, bringing a massive variety of maps, modes, Loadout content, and more, including four Multiplayer maps and the new Astra Malorum Zombies map on day one.
Click or Tap to Zoom
The Story So Far
As The Guild claws its way back from the ashes of defeat at the hands of David Mason, Alden Dorne, once the trusted right hand of CEO Emma Kagan, seizes his moment. His vision is merciless: capture David Mason at all costs and unlock the secrets buried within the C-Link, the cutting-edge neural tech possessed only by JSOC’s elite.
Weekly Challenges
Complete challenges every week of the season to unlock new Loadout items, Camo rewards, and XP. Beginning with Season 01, the Weekly Challenges Menu, accessible via the Lobby or the Challenge Hub in the Career Menu, gives you the chance to earn new Attachments, Scorestreaks, Weapons, and more by completing Challenges in all modes.
At the start of Season 01, immediately check the Weekly Challenge menu to see the available rewards and the challenges required to access them. Complete any six challenges across any (or all) of the four supported modes — Co-op Campaign/Endgame, Multiplayer, Zombies, or Call of Duty: Warzone (Warzone Patch Notes) — to unlock the weekly Loadout reward. Check the menu again the following week for the next gameplay reward.
Completing challenges also rewards XP, and this is a great way to rise through the Levels. Don’t worry if you miss a week; as long as you’re playing Black Ops 7 during any part of Season 01, all the previous Weekly Challenge Challenges and rewards are still accessible, up to the point the season concludes.
Week 1 Reward: Ballistic Knife: For the first week of Season 01, a brand-new Melee Weapon is your reward: Make sure you’re rapidly completing Weekly Challenges to unlock the Ballistic Knife!
New Weapons
The following weapons are available at launch with even more coming in-season.
Kogot-7 - SMG (Battle Pass)
- Full-auto submachine gun. Excellent mobility and fast fire rate, but shorter-range capabilities and moderate recoil.
- What the Kogot-7 lacks in punch, it makes up for with speed and mobility. This fast-firing, quick-handling SMG is perfect for Operators looking to get into the thick of things.
- Prestige Attachment: MFS Kogot-7 Akimbo
- A Dual Wield toggle that lets you swap between holding one or two SMGs. Damage range and hipfire spread suffer a slight penalty, overcome by the deluge of firepower at your fingertips. Blocks Underbarrel Attachments.
Maddox RFB - Assault Rifle (Battle Pass)
- Full-auto assault rifle. Fast fire rate with a large ammo pool.
- A favorite from Call of Duty: Black Ops 4, the Maddox RFB returns to action in Black Ops 7. The weapon’s manageable recoil, fast fire rate, and large ammo pool make it ideal for sustained fights.
- Prestige Attachment: 13” MFS Echo-Fire Barrel
- A firing blowback system that increases the fire rate for every second bullet, granting a boost in firepower at the expense of some slight accuracy loss.
Ballistic Knife - Melee (Weekly Challenge Reward: Week 1)
- Spring-action knife launcher. High melee damage and can fire retrievable blades as projectiles.
- The Ballistic Knife returns, a staple Black Ops weapon that lets you pull off deadly ranged attacks with surprising speed and accuracy as the blade is fired from the handle, eliminating unarmored targets on contact.
NX Ravager - Special Weapon (Event Reward: Week 2)
- Launches high damage bolt projectiles. Can be configured to fire explosive bolts that detonate a short time after impact.
- Take aim with the NX Ravager compound bow, featuring quick loading bolts in a device that shoots accurately to great distances
New Attachments
Akita Scorchlink Akimbo (Weekly Challenge Reward: Week 2)
- Why wield only one full-auto Shotgun when you can have two? With this Attachment equipped, you’re granted dual capabilities coupled with Belt Fed Ammo Capacity and an Overheat mechanic, with a slight dip in damage range and hipfire spread to compensate for the barrage of rounds. Blocks other Magazines.
New Multiplayer Scorestreak
Deadeye Drone (Weekly Challenge Reward: Week 3)
- Take to the skies remotely with the Deadeye Drone to harass and eliminate enemies with its onboard rifle. Soar over the environment and look for target indicators marking the position of enemy Operators.
- Overclock Abilities
- Extended Mag: Larger magazine allows for more shots.
- Grenadier: Attached grenade for aerial bombing.
New Multiplayer Maps
The following maps are available at launch, with more coming in-season.
Utopia (6v6)
- Once a cutting-edge Guild research facility, this site now serves as the nerve center of Project Synapse under Alden Dorne’s command. Towering structures pierce the skyline, remnants of a forgotten future now repurposed for ruthless ambition.
Fate (6v6)
- David is dragged back into the nightmare he’s tried to forget: a fractured memory where fear and regret over Raul Menendez take physical form. Step into a warped vision of Menendez’s Nicaraguan compound, now twisted beyond recognition: colossal machetes carve through the sky, and shattered pieces of reality hang suspended as if time itself has splintered.
Odysseus (6v6 / 2v2)
- The team steps into a distorted hallucination aboard the scarred deck of a familiar carrier etched deep into David’s past. Close-quarters combat dominates as you fight across the deck overlooking a runway frozen in chaos: aircraft locked mid-explosion, debris suspended in time, and a crimson mist bleeding across the sky.
Standoff (6v6)
- Remastered for Black Ops 7, Standoff returns with greater visual fidelity than ever before. Revisit your favorite spots on this classic mid-sized map from Call of Duty: Black Ops 2 that played a huge role in casual and competitive play.
Party Games Return
- Prop Hunt
- Disguise yourself as a prop and evade notice from searching Operators in this fan-favorite Party Mode challenging players to notice what’s not quite right in the environment. Props whistle every 30 seconds, so be ready to move and even change shape or drop a decoy if the enemy is on to you. Teams switch roles between rounds, from hiding as props to seeking them out before the round timer is up.
- One in the Chamber
- Each Operator spawns with a pistol, one bullet, a Combat Knife, and three lives. The only way to earn another bullet is to eliminate another Operator. In this free for all, every shot that lands counts as an elimination, so keep your aim steady and start dancing when encountering enemy fire. When only two players remain, a UAV begins to scan the area, forcing the remaining targets into a fight.
- Sharpshooter
- Put your skills to the test in this free-for-all match where every Operator is given the same randomly selected weapon. Every 45 seconds, the weapon changes to a new random weapon for all players, and this cycle continues throughout the match.
- Sticks & Stones (Week 2)
- Armed with a Crossbow, Ballistic Knife, and Combat Axe, players battle in a free-for-all earning points for each elimination. Keep slaying to outscore the enemy but beware — those who fall victim to the Combat Axe lose all their points. Watch your back and aim your own axe to take down players with the highest scores.
- Gun Game (Week 2)
- Eliminate enemies and be the first to cycle through every weapon tier in this party mode where every Operator starts out with the same weapon. With each elimination, your weapon is advanced to the next tier. Eliminating enemies with a melee attack will demote them to the previous tear and vice versa, so don’t let anyone get up close!
New Zombies Map: Astra Malorum
The heroes continue their perilous journey in search of another Shadowsmith, with their path leading them to a mysterious observatory, a relic ripped from the early 20th century now drifting silently within the shimmering rings of Saturn.
Once a beacon of human curiosity and discovery, the observatory has become a ghostly monument suspended in time, its rusted domes and fractured telescopes watching endlessly over the planet’s swirling bands. Within its hollow corridors, secrets of the past, and the next step in their quest awaits.
New Enemy: O.S.C.A.R. (Astra Malorum)
This sentinel robot — a remnant of mid-20th Century cinematic imagination — has somehow become an animated, stalking menace that roams the dark halls of the Observatory. Known as the Observation System and Carnifex Adjudicator Robot (or O.S.C.A.R. for short), this Elite entity seems to be persistent in assessing and neutralizing threats, slowly hover-patrolling areas where a disturbance has occurred.
New Wonder Weapon: LGM-1 (Astra Malorum)
The Little Green Menace launches saucer squadrons that exterminate enemies like the lower life forms they are. Shoot for the stars!
A retro-sleek artifact with unique target acquisition and annihilation qualities, the LGM-1 shoots out partly autonomous saucer-like projectiles that swarm nearby targets with miniature (but potent) laser fire.
This small squadron of independent spacecraft prioritizes the closest targets and depends on weapon aiming. These flying discs then track and circle enemies, before returning to the LGM-1 for replenishment.
New Survival Map: Exit 115
Welcome to Reba’s Diner! Survive as many rounds as possible in this isolated location from Ashes of the Damned with everything you need to put up a fight. The more rounds you survive, the more rewards you can earn:
- “Chef’s Special” Animated Emblem and 1,000 XP (reach Round 10)
- “Ravaged” Charm and 2,500 XP (reach Round 25)
- “Perkaholic” Ultra GobbleGum and 5,000 XP (reach Round 50)
Returning Perk-A-Cola: Mule Kick
Drink to carry an extra weapon. Unlock 15 total Augments to begin this Research.
If you’re concerned about bringing too few guns to face down unruly undead hordes, take a swig of Mule Kick and increase your weapon capacity with room to carry an additional Primary Weapon, along with some additional augmentations to your ammo and Equipment carrying capacity.
- Major Augments
- Pack Mule: You can carry more stock ammo. This applies to all your Primary Weapons, and the amount varies depending on the type of weapon. Includes Wonder Weapons.
- Free Throw: Chance to keep Equipment when used. Does not apply to the Combat Axe. This means when you throw non-retrievable equipment, like a Decoy or Molotov, there’s a chance your ammo count remains the same.
- Ol’ Reliable: Your third Primary Weapon is recovered when you repurchase Mule Kick. Does not apply to limited-quantity weapons (like certain Wonder Weapons). Your weapon now no longer falls to the ground and is instead stored within a realm out of your grasp… until Mule Kick is used again.
- Multi Pack: Pack-a-Punching a weapon might cause another weapon you are carrying to upgrade to the same PAP level. This includes your dedicated Melee Weapon. If the upgrade doesn’t happen, the chances of it happening in the future increase.
- Minor Augments
- Fully Equipped: You can carry more Equipment. This allows you to carry one additional Tactical, and one additional Lethal.
- Plate Hunter: You can carry an extra Armor Plate. Note this adds one to your Plates in reserve, not currently worn and protecting you.
- BOGO: Crafted Equipment grants an additional Equipment up to the maximum capacity. This allows you to craft one item and get another one for free, if you have the inventory capacity.
- Kick Back: Get a discount on Perks. This applies to purchasing Perks at machines, and the discount is significant.
Returning Ammo Mods
Light Mend
- Bullets deal Light damage. Each bullet has a chance to transform a Normal or Special Enemy’s health into a Healing Glyph that moves to nearby injured allies. Unlock 21 total Augments to begin this Research. Any Augment Research undertaken in Black Ops 6 is brought into Black Ops 7.
- Major Augments
- Antibiotic: The Healing Glyph damages enemies that touch it, but this also reduces its lifetime.
- Big Game: Light Mend can activate on Elite Enemies, dropping three more Healing Glyphs and doing more damage.
- Dual Action: Consuming a Healing Glyph will temporarily allow you to heal faster.
- Booster Shot: The Healing Glyph can now overcharge health.
- Minor Augments
- Longer Life: The Healing Glyph lifetime is increased.
- Extra Strength: The Healing Glyph replenishes more health when consumed.
- Express Remedy: Increase the range that the Healing Glyph will move to an ally.
- Mitosis: Each activation has a chance to create an extra Healing Glyph.
Shatter Blast
- Bullets deal explosive damage. Each bullet that hits a Normal or Special Enemy has a chance to create an explosion that destroys armor. Unlock 21 total Augments to begin this Research. Any Augment Research undertaken in Black Ops 6 is brought into Black Ops 7.
- Major Augments
- Big Game: Shatter Blast can activate on Elite Enemies.
- Blast Chain: Shatter Blast has additional detonations.
- Blast Repair: When Shatter Blast destroys enemy armor, some of your armor is restored.
- Blast Shield: Damaging multiple enemies with Shatter Blast temporarily mitigates damage you receive.
- Minor Augments
- Blast Zone: Increases the size of the explosion.
- Blast Boost: Increase the explosion damage.
- Blast Wave: Normal Enemies are knocked down by the explosion.
- Blast Through: Weapons with Shatter Blast deal more damage through armor.
Returning Field Upgrades
Tesla Storm
- You and nearby allies will generate electric fields that stun and damage enemies. Unlock six total Augments to begin this Research. Any Augment Research undertaken in Black Ops 6 is brought into Black Ops 7.
- Major Augments
- Transformer: The field’s damage is increased by the number of allies that are connected.
- Shockwave: On activation, release an explosion that stuns and deals Electric damage to nearby enemies.
- Static Discharge: On activation, create a lethal surge of electricity around you.
- Haywire: Periodically send out electric charges that stun and damage enemies while the Tesla Storm is active.
- Minor Augments
- Power Grid: increase the range that the electric tether can connect to allies.
- Overclocked: Your movement speed is increased during Tesla Storm.
- Lithium Charged: Increase Tesla Storm duration.
- Amped: Increase the Tesla Storm stun and damage radius.
Frost Blast
- Create a blizzard that deals lethal Frost damage on activation and slows enemies that enter it. Unlock 9 total Augments to begin this Research. Any Augment Research undertaken in Black Ops 6 is brought into Black Ops 7.
- Major Augments
- Ice Slick: Enemies within the blizzard may be knocked down.
- Flash Freeze: Normal Enemies within the blizzard will be frozen solid and are killed when damaged.
- Frost Cast: The blizzard moves forward when activated.
- Stone Cold Stronghold: Incoming damage is mitigated while you’re inside the blizzard.
- Minor Augments
- Extension: Significantly increase the blizzard’s duration.
- Frostbite: Increase damage to frozen enemies.
- Extra Charge: Increase Max Charges by one.
- Deep Chill: Enemies continue to be slowed after leaving the blizzard.
Mister Peeks
- Summon Mister Peeks to our reality. Unlock 21 total Augments to begin this Research. Any Augment Research undertaken in Black Ops 6 is carried forward into Black Ops 7.
- Major Augments
- Dance Party: Mister Peeks becomes the life of the party.
- Arcane Fury: Mister Peeks becomes a master of the elements.
- Apex Hunter: Mister Peeks focuses all attacks on the strongest nearby enemy other than bosses.
- Peek Health: Heal rapidly while near Mister Peeks.
- Minor Augments
- Social Butterfly: Increase Mister Peeks’ attraction radius.
- Peeks’ Favor: Mister Peeks is good to have around near Mystery Box locations.
- Party Animal: Increase Mister Peeks’ dance duration.
- V.I.B. Discount: Mister Peeks will offer an ammo discount to VIBs (Very Important Buddies).
New GobbleGums
Crack a tooth and bring the elements to your next Zombies encounter, as well as some memorable tunes, with the following two new GobbleGums:
Elemental Exposure (New, Epic GobbleGum)
- Type: Instant.
- Zombies Description: [Lasts 3 Minutes] Your weapons will always inflict damage of the target’s Elemental Weakness.
- DOA 4 Description: For the next ten minutes, you are invulnerable to all hazards. Not effective in the Boss Arena.
Slaylist (New, Whimsical GobbleGum)
- Type: Instant.
- Zombies Description: Plays a random Zombies song.
Directed Mode: Ashes of the Damned
Return to Ashes of the Damned with a guided Main Quest experience. Rounds advance with progression with a maximum round cap of 15. Recommended for casual or new players. Complete to obtain the following:
- The “Bushwalker” Skin for Maya, as well as a Calling Card and 5,000 XP.
- There’s also an additional Calling Card and 10,000 XP for obtaining all necessary Intel.
New Endgame World Events
You’ll need to face down threats and build up your Operators’ Combat Rating, Skills, and Abilities, as Season 01 brings new multi-stage World Events into the mix to challenge players. You’re advised to be at least Combat Rating 45, call up your squad, and bring your highest Rarity
Colossus of Avalon (Launch)
- A giant mechanical contraption towers over the Avalon terrain, leaving a bloody path in its wake. To claim the bounty of rewards on offer for defeating this behemoth, you may need reinforcements outside of your own squad. Tool up, study the giant for weaknesses, expose its core, and take it out! Fail, and the Colossus will blast off into orbit, so don’t delay in your aggression.
Toxic Tyrant (Launch)
- A second major threat to Operators within the Avalon theater of combat. A severe neurotoxin outbreak occurring in Avalon. With time running out, you’ll need to focus on finding the source of this terror and try not to lose your mind entirely when facing the final, large-scale threat let loose by this hallucinatory biological weapon.
New Endgame Exotic Skills
Unlock eight new Exotic Skills that change up gameplay in a variety of strategically viable ways.
- Exotic Skills are powerful additions acquired by completing World Events via a special Exotic Skill Case, which randomly awards you one of the following Exotic Skills. You can equip and upgrade one Exotic Skill from the following :
- Mega Punch: Replaces your weapon butt with a deadly punch that knocks back enemies and deals more damage.
- Conjuration: Kill enough enemies to summon Toxin Butterflies that harass and damage enemies.
- Echo Shell: Significantly reduces damage taken from behind.
- Celebration: Enemies damaged or affected by Equipment have a chance to trigger Mortar Rounds that target enemies.
- Frost Cloud: Enemies damaged or affected by Equipment have a chance to trigger a Frost Cloud that slows enemies.
- Resurrection: On fatal damage, become temporarily invulnerable instead of dying. Available once per match.
- Shattered Shield: Stun and damage nearby enemies when Armor Plates break.
- Graviton Reaction: Taking melee hits can spawn a Black Hole that damages and displaces enemies.
New Endgame Exotic Weapons
Two new Exotic Weapons are out there to be found:
- Killswitch: Full-auto assault rifle modified for raw power and aggression. Affinity for Shrapnel Rounds.
- Swarmforge: Full-auto submachine gun adapted for ultra-dynamic and ruthless CQC. Affinity for Photon Rounds.
New Seasonal Events
Season 01 kicks off with the Astra Malorum Zombies Leaderboard Event in Week 1, followed by the Rally Point Community Event in Week 2, which tasks all players to work together to complete community missions to unlock rewards for all. Participate in other Events throughout the season to earn additional rewards, including new Weapons, Blueprints, Camos, Operator Skins, and more.
It’s up to the community to work together in the Rally Point Event. Take on Personal Missions unlocked over the course of the Event to unlock rewards for yourself, while also contributing to Community Missions alongside the global Call of Duty community that all players progress together. When Community Milestones are reached, all players who’ve participated in the Event will receive the reward, including the all-new NX Ravager Crossbow Special Weapon.
GLOBAL
RICOCHET ANTI-CHEAT
For Season 01, we’re rolling out stronger detection tools and upgraded protections built to support fair play across both Black Ops 7 and Warzone. This includes improved boosting detections designed to catch unfair progression, the expansion of TPM 2.0 and Secure Boot requirements to Warzone, and a new tool coming later in the season to help players quickly verify that their PC meets our security requirements.
- TPM 2.0 & Secure Boot are required to play Warzone starting S01.
- Watch our tutorial videos or read our step-by-step guide on enabling these features on our Player Support page.
- Stronger boosting detections: Removing cheaters gaining unfair progression.
REWARDS
- Email Verification Rewards
- Players who verify their email account to strengthen their account security will unlock the following rewards when Season 01 goes live, whether they’ve previously verified or are verifying for the first time:
- “Veiled Aurora” Universal Weapon Camo
- 5x 1-hour Double Level XP tokens
- 5x 1-hour Double Weapon XP tokens
- 5x 1-hour Double Battle Pass XP tokens
- Players who verify their email account to strengthen their account security will unlock the following rewards when Season 01 goes live, whether they’ve previously verified or are verifying for the first time:
Challenges
- Added the option to “Go To Challenge” when selecting a Calling Card in the Reward Feed that lets players quickly navigate to the Calling Card Challenge that unlocked that specific Calling Card.
- Addressed an issue that was incorrectly displaying Mastery Camo progress and the next Mastery Camo Challenge in the Camo Hub for all modes.
- Addressed an issue that was causing some Challenge amounts to overlap with the progress bar in the Lobby Challenge Tracker widget.
Weapons
Bullet Penetration
We are making general changes to bullet penetration in Season 01. The goal of these changes is to increase penetration overall, while keeping damage reasonable. Additionally, we would like to maintain a level of consistency and predictability when it comes to bullet penetration.
Up until now, a weapon’s penetration was driven entirely by the maximum distance it could pass through a given surface type. Penetration damage would decrease based on the thickness of the surface until the maximum distance. This limited our ability to tune distances without also affecting damage. It could also lead to some extreme edge cases, such as a weapon’s falling off to just a few points of damage.
Starting with Season 01, penetration damage and distance have been decoupled. Weapons will still have a maximum distance they can shoot through for each surface type, but now the damage falloff they experience will be a flat percentage regardless of how thick the surface was. This lets us push the penetration distance further while still ensuring that cover feels advantageous.
We’ll be carefully monitoring feedback and adjusting specific surface types as necessary to make sure that penetration feels fair on both sides of combat engagements.
- Slightly increased distances at which bullets can penetrate through many surface types.
- Bullets that successfully penetrate through a surface now experience a flat percentage of damage falloff regardless of the distance that was penetrated.
- FMJ will now increase distance penetrated as well as reduce the penetration damage falloff.
- Addressed an issue preventing FMJ from improving penetration damage as intended.
Weapon Tuning
We're planning to release a larger weapon balance patch once we're a couple of weeks into Season 01 and have collected plenty of feedback and data on the first batch of new weapons and attachments. This timing will help us ensure the S01 weapon meta is in the best state possible heading into the holidays.
The attachment adjustments below are very focused and not intended as a comprehensive balancing pass. We often revisit and tweak attachment tunings as we add new weapons to the game and the relative balance of weapons within a class evolves, which is the case here.
Assault Rifles
Assault Rifle Adjustments
M15 MOD 0
Attachment Adjustments
- 16.5" Fusion Barrel
- Damage Range improvement decreased from 20% to 18.5%.
AK-27
Attachment Adjustments
- Strider Handstop
- Movement Speed improvement decreased by 0.05m/s.
- Flowguard Foregrip
- Movement Speed improvement decreased by 0.05m/s.
- Caliban Light Stock
- Hipfire Movement Speed improvement decreased by 0.075m/s.
- Sprint Speed improvement decreased by 0.075m/s.
- Viktor-7R Stock
- ADS Movement Speed improvement decreased by 0.06m/s.
- Pugil Heavy Stock
- ADS Movement Speed penalty increased by 0.075m/s.
MXR-17
Attachment Adjustmets
- Quickstep Foregrip
- Movement Speed improvement increased by 0.025m/s.
- EAM Steady-90 Grip
- Movement Speed improvement increased by 0.025m/s.
- Winch Stock
- ADS Movement Speed penalty increased by 0.05m/s.
X9 Maverick
Attachment Adjustments
- Quickstep Foregrip
- ADS Movement Speed improvement increased by 0.025m/s.
- Removed unintended Sprint Speed improvement.
- Ethereal Wave Stock
- Hipfire Movement Speed improvement decreased by 0.025m/s.
- Strider Overstep Stock
- ADS Movement Speed improvement decreased by 0.025m/s.
- H01-90 Full Stock
- ADS Movement Speed improvement increased by 0.025m/s.
DS20 Mirage
Attachment Adjustments
- Strider Handstop
- ADS Movement Speed improvement increased by 0.04m/s.
- Assault Division Stock
- Hipfire Movement Speed improvement decreased by 0.05m/s.
- Sprint Speed improvement decreased by 0.05m/s.
- Weighted Stock
- ADS Movement Speed penalty increased by 0.05m/s.
- Redwell Carrion Stock
- ADS Movement Speed improvement increased by 0.04m/s.
Peacekeeper Mk1
- Quickstep Foregrip
- Now correctly improves ADS Crouch Movement Speed by the same amount as regular ADS Movement Speed.
- Swift-B Guard Stock
- Movement Speed improvement increased by 0.13m/s.
SMGs
Submachine Gun Adjustments
Ryden 45K
Attachment Adjustments
- 11" Rauch 6L-R Barrel
- Bullet Velocity improvement increased from 25% to 27%.
- 10.5" Greaves Whiptail Barrel
- Bullet Velocity improvement decreased from 12.5% to 13.5%.
- EAM Lightpath Foregrip
- ADS Movement Speed improvement increased by 0.075m/s.
- Collapsible Stock
- Movement Speed improvement increased by 0.025m/s.
- Hipfire Movement Speed improvement increased by 0.025m/s.
- Crouch Movement Speed improvement increased by 0.025m/s.
- Sprint Speed improvement decreased by 0.025m/s.
- SKE-02 Stock
- ADS Movement Speed improvement increased by 0.075m/s.
RK-9
Attachment Adjugments
- Quickstep Foregrip
- Movement Speed improvement decreased by 0.025m/s.
- ADS Movement Speed improvement increased by 0.05m/s.
- Envoy Foregrip
- Movement Speed improvement decreased by 0.025m/s.
- Alliance Extended Mag
- Ammo count increased from 40 to 42.
- Ascot Drum Mag
- Ammo Count increased from 55 to 57.
- Compact Void Mag
- Ammo Count Increased from 25 to 27.
- Nightfall Rapid Stock
- Movement Speed improvement increased by 0.025m/s.
- Hipfire Movement Speed improvement increased by 0.025m/s.
- Crouch Movement Speed improvement increased by 0.025m/s.
- VQ-45 Harpy Stock
- ADS Movement Speed improvement increased by 0.05m/s.
Razor 9mm
Attachment Adjustments
- EAM Lightpath Foregrip
- Movement Speed improvement decreased by 0.025m/s.
- ADS Movement Speed improvement increased by 0.06m/s.
- EAM Steady-90 Grip
- Movement Speed improvement decreased by 0.025m/s.
- Serpent Pad
- Sprint Speed improvement decreased by 0.05m/s.
- Renegade Pad
- ADS Movement Speed improvement increased by 0.06m/s.
Dravec 45
Attachment Adjustments
- 19" EAM Horizon Barrel
- Damage Range improvement decreased from 30% to 27%.
- 14" Verse Barrel
- Damage Range improvement decreased from 15% to 13.5%.
- EAM Heritage Stock
- Movement Speed improvement decreased by 0.075m/s.
- Hipfire Movement Speed improvement decreased by 0.075m/s.
- Crouch Movement Speed improvement decreased by 0.075m/s.
- Sprint Speed improvement decreased by 0.075m/s.
- Serval Q-Step Stock
- ADS Movement Speed improvement decreased by 0.025m/s.
Carbon 57
Attachment Adjustments
- 14" Rockleigh Barrel
- Damage Range improvement increased from 27% to 30%.
- 11" Greaves Repose Barrel
- Damage Range improvement increased from 13.5% to 15%.
- Quickstep Foregrip
- Movement Speed improvement decreased by 0.025m/s.
- ADS Movement Speed improvement increased by 0.06m/s.
- Sapper Guard Handstop
- Movement Speed improvement decreased by 0.025m/s.
- Graph-Aero Stock
- Movement Speed improvement increased by 0.25m/s.
- Hipfire Movement Speed improvement decreased by 0.025m/s.
- Sprint Speed improvement decreased by 0.13m/s.
- Bowen Resolute Pad
- ADS Movement Speed improvement increased by 0.06m/s.
MPC-25
Attachment Adjustments
- 13.1" Razorback Barrel
- Bullet Velocity improvement decreased from 27% to 25%.
- 10.4" Hydra Barrel
- Bullet Velocity improvement decreased from 13.5% to 12.5%.
- Quickstep Foregrip
- Movement Speed improvement decreased by 0.025m/s.
- ADS Movement Speed improvement increased by 0.1m/s.
- Flowguard Foregrip
- Movement Speed improvement decreased by 0.025m/s.
- Viper Wire Stock
- Sprint Speed improvement decreased by 0.025m/s.
- K-1 Pedal Stock
- ADS Movement Speed improvement increased by 0.025m/s.
- Arid Full Stock
- ADS Movement Speed improvement increased by 0.075m/s.
LMGs
LMG Adjustments
MK7.8
Attachment Adjustments
- 17" Bowen Moon Barrel
- Damage Range improvement increased from 25% to 30%.
- 18.5" Titan Hybrid Barrel
- Damage Range improvement increased from 12.5% to 15%.
- Quickstep Foregrip
- ADS Movement Speed improvement decreased by 0.025m/s.
- Charon Light Stock
- Sprint Speed improvement decreased by 0.025m/s.
- SwiftGuard Stock
- ADS Movement Speed improvement decreased by 0.025m/s.
XM325
Attachment Adjustments
- 24" Fractal-LRB Barrel
- Damage Range improvement decreased from 30% to 25%.
- 20" Rist-76 Nova Barrel
- Damage Range improvement decreased from 15% to 12.5%.
- VG-0 Light Stock
- Hipfire Movement Speed improvement increased by 0.05m/s.
- Strider Handstop
- ADS Movement Speed improvement decreased by 0.025m/s.
- 2R-Mobility Stock
- ADS Movement Speed improvement decreased by 0.025m/s.
World Events
- Colossus of Avalon and Toxic Tyrant World Events added to Endgame.
Exotic Skills
- Exotic Skills are powerful additions acquired by completing World Events via a special Exotic Skill Case, which randomly awards you one of the following Exotic Skills. You can equip and upgrade one Exotic Skill from the following :
- Mega Punch
- Conjuration
- Echo Shell
- Celebration
- Frost Cloud
- Resurrection
- Shattered Shield
- Graviton Reaction
Exotic Weapons
- Two new Exotic Weapons added:
- Killswitch: Full-auto assault rifle modified for raw power and aggression. Affinity for Shrapnel Rounds.
- Swarmforge: Full-auto submachine gun adapted for ultra-dynamic and ruthless CQC. Affinity for Photon Rounds.
- Addressed an issue with Exotic Weapons missing certain attachments.
- Addressed an issue with some Exotic Weapon effects not triggering correctly.
Weapons
- Underbarrel Launchers damage will now scale with weapon rarity and character damage upgrades.
- Addressed an issue with players being able to enter Endgame with two of the same Weapon in their Loadout.
- Addressed an issue with Optics and other attachments added in Create a Class not appearing on weapons in-game.
- Addressed an issue with Dedicated Melee not receiving Damage Upgrades.
Endgame - General Updates
- Addressed an issue with Kinectic Jump failing to consume a charge and trigger fall damage protection when used while stepping off of a ledge.
- Addressed an issue with the Escape activity showing 0 time remaining if it was triggered with an Assignment active.
- Addressed some rare instances of the Escape VTOL not appearing when summoned.
- Addressed a rare issue where players would not get a 3rd Skill Track to choose from.
- Various stability and performance fixes.
CO-OP CAMPAIGN - General Updates
- Controls
- Improved mouse navigation in Campaign puzzles.
- Exposure Mission
- Added unlimited uses for Kinetic Jump.
- Added in fail-safe pull forward for multiple deaths in Nicaragua.
- Escalation Mission
- Improved logic for Key Card drop during boss encounter.
- UI
- Campaign Missions now indicate percentage completion for players on the “Leave Mission” screen.
- “Leave Mission” screen now has long press prompt for exiting missions.
MULTIPLAYER
Playlist & Modes
Season 01 introduces several new and returning playlists and game modes to Multiplayer, including the return of Sticks & Stones for the first time since Call of Duty: Black Ops Cold War. Based on all the new content coming to Multiplayer in Season 01, we’re making some updates to our playlist structure and UI.
The first playlist tab will now be Featured playlists, where we’ll highlight various styles of experiences, such as the Season 01 Moshpit featuring our S01 maps Utopia, Fate, Odysseus, and Standoff. This is also where you can find Standard Moshpit, where skill is an important consideration.
We’ve continued to see increased engagement with Standard Moshpit, so we’ll be featuring it in the Featured tab for players who prefer an experience with more similarly skilled opponents. With the main tab changing to Featured, the other tab will now become Party Games, which will include Prop Hunt, Sharpshooter, One in the Chamber, and Gunfight at the launch of Season 01, as well as the debut of Sticks & Stones and Gun Game in Week 2.
In addition to Standard Moshpit, all Multiplayer playlists feature Open Matchmaking where skill is minimally considered, for a more varied experience.
- Season 01 Moshpit (NEW) & Hardcore Season 01 Moshpit (NEW)
- Maps
- Utopia
- Fate
- Standoff
- Odysseus
- Modes
- Team Deathmatch
- Kill Confirmed
- Domination
- Hardpoint
- Overload
- Face Off Team Deathmatch (Odysseus)
- Face Off Kill Confirmed (Odysseus)
- Maps
- Prop Hunt (NEW)
- Nuketown 2025 24/7
- Face Off Moshpit (+ Odysseus)
- Skirmish 20v20
- Standard Moshpit (+ Utopia, Fate, and Standoff)
Party Games (NEW)
- Prop Hunt (NEW)
- Sharpshooter (NEW)
- One in the Chamber (NEW)
- Gunfight (+ Odysseus)
MODE UPDATES
Overload
- Overtime has been added to Overload.
- At the end of the first half of the match, a player carrying the EMP device will get an additional 30 seconds to overload or be killed. This can also happen at the end of the match, but only if the EMP carrier is on the losing team and losing by 1 point.
- Players are now forced to their Pistol when carrying the EMP device. If the player does not have a Pistol Secondary, a backup Pistol is provided.
- Addressed an issue where players would not be respawned during sudden death.
- Addressed an issue where the Killed Device Carrier and Station Overloaded score events were not properly displaying in the score feed.
Skirmish
- Added new High Value Objectives in Mission: Tide.
- Best Play feature added to Skirmish.
- Addressed an issue where there would sometimes be 1 or 0 objectives on Mission: Tide.
- High Value Objectives will now spawn roughly 25% faster than before.
- Removed the Helicopter from Mission: Tide.
- Raised the wingsuit redeploy spawns in Mission: Tide.
- Addressed a rare bug where the nearby Objective Widget would display wrong information.
- Addressed an issue where CUAVs were more difficult to destroy in Skirmish than intended.
MAPS
- New Maps
- Utopia, Fate, and Standoff added to all 6v6 playlists.
- Odysseus added to Face Off Moshpit.
- Exposure
- A new path and interior has been added to help players navigate from the Loading spawn area which connects to the Solar Panels and Salt Storage container.
- Toshin
- A new hanging monorail has been added that connects the middle Monorail section to the upper Station section.
Equipment
- Addressed an issue where being stuck with a Sticky Grenade could result in low performance.
Scorestreaks
- Significantly increased the rate of Overclock progression for the Scout Pulse Scorestreak.
- Addressed an issue where the Skewer would sometimes not kill its target upon impact.
- Addressed an issue where the D.A.W.G. could display erratic movement.
UI
- Addressed an issue that was causing the first Winner’s Circle Emote input to be ignored.
- The “Bait Taken” Medal (Killed an enemy with a hacked Care Package) now appears in the Medal Collection.
- Addressed an issue where players were unable to add bots to FFA private match games.
- Addressed multiple cases of text running outside of intended spaces.
- Addressed an issue where clan tags would reset between game sessions on PC platforms.
ZOMBIES
MAPS
New Maps
- Astra Malorum
- New Round-Based Zombies map available at Season 01 launch.
- Exit 115 (Survival)
- New Survival map available at Season 01 launch.
Ashes of the Damned
- Main Quest
- The Ashes of the Damned boss battle in Cursed Mode has been reverted to its original, harder difficulty.
- Addressed an issue where players may fall through the map if they dive at a certain location in Veytharion's Sepulcher.
- Addressed an issue where players could get stuck in the repair animation if Veytharion picked up Ol' Tessie while players were repairing it.
- Addressed an issue where Ol' Tessie could teleport out of Veytharion's Sepulcher during the Fight.
- Players in other events will now be warped to a Main Quest step that requires all players after a 5-minute delay.
- Addressed an issue where the light on the Trap Switch does not turn off after fully extracting the energy from the Aether Generator during the Wonder Weapon Quest in Vandorn Farm.
- Addressed an issue where the dining room skeleton’s skull would not reset.
- Addressed an issue with collision near the Film Reel found outside the deck in Blackwater Lake making it difficult to shoot.
- Addressed an issue in which the Main Quest would not progress if the Widow's Lantern spores are spread on Round 999.
- General
- Addressed an issue with collision on a red truck in Vandorn Farm.
- Addressed an issue where small areas in Orda Graveyard and Crashed Rocket locations did not have player collision.
- Addressed an issue with a mantle prompt not appearing correctly in Vandorn Farm.
- Closed an exploit spot in the second floor of the Farmhouse in Vandorn Farm.
- Adjusted the position of floating Overgrown Hoard Husks.
- Addressed collision on the boathouse rafter in Blackwater Lake.
- Addressed an issue where players would take out of bounds damage when standing on a crate in Zarya Cosmodrome.
- Addressed an issue where players could take out of bounds damage when diving off the bridge towards the garage in Ashwood.
- Addressed an issue where the Jump Pad VFX would not clear if players died in the flight path.
- Addressed an issue with players not being able to mantle a section of the fence in Vandorn Farm.
- Addressed an issue with collision near the toolshed in Blackwater Lake creating a safe spot.
- Tuned the difficulty of the Axe Throwing Side Quest by decreasing the time limit to 20 seconds and increasing the minimum number of targets required to receive a reward by 1.
Weapons
- Updated the Pack-a-Punch version of the AAROW 109 to fire grenade projectiles.
- Addressed an issue with the Flatline MK.II equipped with Shock Blade skin doing double damage to the pustules on the Aether Generator.
- Addressed an issue where the base weapon name would still appear in the loot card after the weapon is upgraded at the Pack-a-Punch Machine.
- Addressed an issue where weapon Wall Buys were visible through the player's scope. Some scopes that were affected are: Vas Strix 6x Thermal, Bowen x-25 IR, RistRauch 7x, Circuit-Z Rangefinder, Kepler Custom WVT-08.
- Addressed an issue where certain weapon attachments could glow brightly when standing near a light source.
- Adjusted the fire rate for the DS20 Mirage.
- Underbarrel Launcher damage will now scale with weapon rarity and Pack-a-Punch upgrades, rather than rounds.
Mystery Box
- Items from the Mystery Box will now drop on the ground when players melee the box. The items can be picked up by anyone.
Modes
- Survival
- The Necrofluid Gauntlet can now be acquired from the Mystery Box in Survival.
- T.E.D.D. Tasks are now enabled in Survival.
- Chompy will now remain active in Survival except for Special Rounds and during Exfil.
- Cursed
- Reduced the amount of Essence earned from trap kills in Cursed.
- Addressed an issue with players using a Time Out GobbleGum to unlock a Relic portal.
- Closed an exploit that allowed players to spam the interact on the phone to get a Relic portal to appear.
- Addressed an issue where the Wine Bottle for a particular Relic could appear to float in the air.
- Closed an exploit involving loading a Solo save after Round 60 to unlock a Relic after completing the Main Quest at an earlier round.
- Added a playlist image for Cursed.
Perks
- Armor Plates are now automatically applied to your vest with Vulture Aid Armor-matic if down a full plate or more.
- Addressed an issue where Deadshot Daiquiri would not lock onto a zombie's head when aiming through certain doors in Ashes of the Damned.
- Closed an exploit with Augments that returned all Perks from last stand.
- Closed an exploit using PhD Flopper with Stuntman Minor Augment to reach high rounds rapidly.
- Updated Wisp Tea Fetcher Augment description.
- When revived by the Wisp Tea Mask of Salvation Augment, players will now retain all of their Perks except for Wisp Tea.
Equipment
- Addressed an issue where players would not be able to purchase Klaus from his callbox after loading a save.
- Addressed an issue with a wall not having equipment collision in Zarya Cosmodrome.
- Addressed an issue with Chompy sometimes not eating Sticky Grenades.
- Addressed an issue where players could teleport back to Veytharion’s Sepulcher with a Kazimir after defeating it.
- Hunter Bots will now be destroyed by the Shock Mimic's EMP blast.
Support
- Addressed an issue where the player's health bar would disappear when bleeding out and spectating another player activating Disciple Injection.
- Addressed an issue with players being able to place a Sentry Turret in the Vault of Flesh.
- Addressed an issue where the D.A.W.G. could obstruct the start of the ARC-XD race.
- Addressed an issue where the ARC-XD may be pushed forward at the start of the ARC-XD race.
- Addressed an issue where the VFX for the Mangler Cannon would disappear when swapping between 1st and 3rd Person.
Vehicles
- Addressed an issue where Ol' Tessie could be used to break the pathing for Uber Klaus.
- Adjusted the distance Klaus follows behind Ol' Tessie to avoid him clipping into the camera of the driver.
- Addressed an issue where players could become invincible if they were kicked out as soon as the player teleported into Ol' Tessie.
- Adjusted the score event to match when killing zombies with the auto DG-2 Turret fire and when manned.
- Addressed an issue where long weapons would clip into Ol' Tessie.
- Added handbrake to Ol' Tessie HUD.
- Addressed an issue where the incorrect button prompt would appear for the Abomination beam when using Driver Control settings.
- Addressed an issue when exiting Ol' Tessie near map boundaries could create an exploit spot.
Power-Ups
- Addressed an issue where the timer from a Power-Ups would occasionally not appear.
- Addressed an issue where the score event will be incorrect when players convert GobbleGums with Double Points active.
Loot
- Reduced drop rates for high-value items in early rounds from Aether Plants fertilized by Toxic Growth.
- Addressed an issue with the Aether Canister ping not clearing after players picked up the item.
- Addressed an issue that prevented players from pinging the Abomination Carcass item.
- Addressed an issue where the Aether Canister could clip into players when being carried while climbing.
- Addressed an issue where players could receive two Ray Guns from an Overgrown Hoard Husk.
- Addressed an issue where the DG-2 Turret could respawn after loading a save.
Enemies
- Addressed an issue with certain zombies still appearing alive after being eliminated with High Contrast Mode on.
- Addressed an issue with idle zombies in certain locations in Ashes of the Damned.
- Addressed an issue with zombies clipping into the roof in McDougal's Garage during a death scene.
- Addressed an issue with zombies going through an APC when attempting to climb on top of it.
- Addressed an issue where blood can be seen when shooting directly at a fallen hat from a zombie.
- Addressed an issue with zombie animations not playing correctly when climbing up ledges.
- Addressed an issue with zombies getting stuck in a climbing animation loop in multiple locations.
- Addressed an issue where a Ravager's portal VFX were missing when spawning near a wall in Zarya Cosmodrome.
- Addressed Veytharion's collision so that zombies will not go through it if thrown by a player using Disciple Injection.
- Addressed an issue where Veytharion would clip the ground when throwing Ol' Tessie in the middle platform.
- Addressed an issue where the quest zombies in Exit 115 would hold up the round if they were the last zombies alive.
- Addressed an issue where the quest zombies in Exit 115 would not spawn after loading a Solo save.
- Addressed an issue with Mimic items getting stuck on the doors in the Diner in Exit 115.
- Addressed an issue where a zombie may get stuck out of bounds in Vandorn Farm Survival.
- Addressed an issue where dead Ravagers still had glowing eyes.
Activities
- Addressed an issue with a T.E.D.D. Task requiring zombie eliminations not tracking correctly in Zarya Cosmodrome.
- Addressed an issue with a T.E.D.D. Task requiring players to remain in a location not tracking correctly in Service Station Rooftop in Exit 115.
GobbleGums
- When swapping GobbleGum packs, the first three gums will swap once one of the following conditions are met:
- The player uses a gum in any slot.
- The player takes a gum from the GobbleGum machine.
- 3 minutes of total match time have passed.
- Addressed an issue where a Special Round would occur on the next round after the player used the Time Out GobbleGum during a Special Round.
- Addressed an issue where the progress from converting a GobbleGum to Essence would be saved on the slot with a new GobbleGum.
Challenges
- Removed the Daily Challenge for killing Special Zombies.
- Sticky Grenades and Cluster Grenades now count toward Challenges that require Lethal Equipment.
UI
- The Entity subtitles will no longer appear on screen if players have Subtitles off.
- Adjusted the text for certain Intel descriptions in the Intel Menu.
- Adjusted the "Drop Aether Canister" prompt to no longer overlap with subtitles.
- Addressed an issue where the menu in the Der Wunderfizz machine does not update immediately after buying a perk with Soda Fountain GobbleGum active.
- Addressed an issue with Power Doors Icon appearing again on the mini-map after loading a save.
- Addressed an issue with pings not clearing from a Door Buy after purchasing.
- Addressed an issue where the Spray prompt would not clear immediately after spraying a plant.
- Addressed an issue where the objective showed the incorrect step after failing to clear the pustules on the Aether Generator and loading a save.
- Quest objective HUD is now disabled when players are attempting the Zursa Attack or Dempsey Easter Eggs.
- Addressed an issue with the ARC-XD HUD staying on screen if it explodes as soon as it is deployed.
- Addressed an issue where the Flavorless GobbleGum was missing its icon.
- Addressed an issue where the incorrect playlist type would appear in the Scoreboard menu while in Cursed.
- Wonder Weapons no longer appear locked in the Mastery Badge list.
- Corrected the number of chevrons that appear for Ultra Weapon Rarity at the Arsenal Machine in Cursed.
- Addressed issues with unclear loadout restrictions in Cursed.
- Addressed an issue that was causing the XP reward to not display after picking up Intel.
Graphics
- Addressed an issue with the garage lighting when driving toward Ashwood.
- Adjusted the timing for the white flash once players complete the Main Quest defense event in Vandorn Farm.
- Addressed an issue where players would briefly see Janus Towers Plaza when loading into Vandorn Farm Survival.
Audio
- Ammo drops now play sound FX when picked up.
- The Freezer Key now plays sound FX when picked up.
- Added an Announcer VO for when players earn an Eternal Perk.
- Addressed an issue where zombie sound FX could disappear for some time.
- Addressed multiple Operator VO lines.
Stability
- Addressed a performance issue when destroying a Hoard Husk using the DG-2 Turret.
- Addressed various stability issues.
Dead Ops Arcade 4
New Modes & Playlist Updates
- Full Leaderboard reset.
- Hardcore Playlist added.
- First-Person Mode added to Normal Playlist.
Gameplay Improvements
- Improved enemy targeting for more natural proximity-based behavior.
- Adjusted enemy melee behavior.
- Crawler zombies now expire 8 seconds after dismemberment.
- Boss health rebalanced.
- Updated barrel damage values.
- Pole hazard lethality tuned.
- Addressed an issue where the Abomination enemy could spawn outside the map.
- Player collision improved when boosting.
SlayerMart & Items
- Multiple SlayerMart bug fixes.
- Various SlayerMart price adjustments.
- Added cooldowns and restrictions to select gums and store items.
Fates & GobbleGums
- Fate of Firepower tuning updates.
- Divine Shield Fate bug fixes.
- Fate upgrades no longer apply to purchased temporary Fates.
- Various GobbleGum fixes.
Stability & Controls
- General stability fixes.
- Improved save/load reliability.
- Resolved some controller input issues.