Call of Duty: Black Ops Season 05 Patch Notes

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Season 05 Updates
Welcome to Season 05 Reloaded
Season 05 Updates
Welcome to Season 05
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  • Patch Notes
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Call of Duty: Black Ops 7 Season 05 Patch Notes

MULTIPLAYER

 

Maps  

  • Free Run: Descent
    • Addressed an issue where Faults while in a wingsuit could increase the counter by 2.
    • Addressed an issue that could prevent Ciphers from appearing.

 

Stability

  • Added various stability fixes.

 

ZOMBIES

 

Maps 

  • Rex Infernus
    • Addressed an issue where players could be sent to Clausura without an HVT spawning.
    • Closed an exploit that allowed players to leave the playspace during the Final Encounter.
    • Addressed collision in some spots that would prevent zombies from pathing to the player.
    • Addressed an issue where the portal from Her House back to the Nexus Forge could remain visible after being used.
    • Addressed an issue where an HVT could be removed when additional enemies appear during the Final Encounter.
    • Addressed an issue where players could become stuck in the Whispers of the Past when petting a Hellping Hound during the teleport animation.
    • Addressed an issue where the Titan Trap at Veytharion Passage could push zombies beneath the ground.
    • Addressed an issue where grapple would not expire after saving and reloading.
    • Addressed an issue where answering the phone during a round transition could allow the phone to be answered again.
    • Addressed an issue where players could receive out-of-bounds damage after jumping to the portal leading to Nexus Forge.

 

Support 

  • Addressed an issue where half-health visual and audio effects could persist after a Disciple Injection ended.

 

Audio 

  • Addressed an issue where the end-match screen could lack music and sound effects when players left or saved a match.

 

Stability 

  • Added various stability fixes.

 

ENDGAME

 

Gameplay

  • Addressed an issue where Fears could stop spawning during Burn Run.

 

WELCOME TO SEASON 05 RELOADED

 

Season 05 Reloaded closes out the Black Ops 7 Zombies storyline with Rex Infernus, joined by a returning Perk-a-Cola, new Wonder Weapon, new GobbleGum, and two new legacy weapons. Plus, drop into the pinball-themed Turbo Tilt Multiplayer map and Freerun: Descent obstacle course, invite your friends into Endgame with free-to-play available until the end of the season, and more.

Plus, unlock new Attachments and the Mace Melee Weapon through additional Weekly Challenges, earn rewards across new in-game events, and more. Gear up and join the mayhem when the Mid-Season update arrives in Call of Duty: Black Ops 7 tomorrow on August 20 at 9AM PT across all platforms.

 

New Map

Turbo Tilt (2v2, 6v6)

  • Celebrate the history of Nuketown as Operators enter the Nuketown Turbo Era Rampage pinball machine hosted by Archie Atom. This fun-sized map is packed with callouts to the infamous cul-de-sac, including the Bus, a view from the House, the desert landscape, and the blast itself in the center where a mushroom cloud rises over action.

 

 

Freerun: Descent (New Freerun Map)

  • There’s no rest for the weary as The Guild introduces a second Freerun obstacle course, in this case challenging Operators on a timed descent across seven zones with multiple checkpoints.
  • Operators who fall off the course will acquire a fault and respawn at their last obtained checkpoint. Balance speed with precision to keep your total number of faults low, especially when going for the “Gridlock” Universal Weapon Camo. See the full list of course rewards below.
  • Freerun: Descent Course Rewards:
    • Complete the Freerun: Descent course three times to earn the “Eyes on Screen” Emblem and 1,000 XP.
    • Collect all Ciphers in Freerun: Descent to earn the “Catch Air” Weapon Charm and 2,500 XP.
    • Finish the Freerun: Descent course in under 12 minutes with fewer than 10 faults to earn the “Gridlock” Universal Weapon Camo and 5,000 XP.

 

New Weapon

 

Mace (Melee, Weekly Challenge Reward)

  • Melee weapon. High damage, long range, and slow attack speed.
  • Swing at enemies with a massive two-handed Mace offering a long lunge distance with a slower downtime between swings. Take aim and crush your foes.

 

New Attachments

RK-9 Calibrated Strike System (RK-9 SMG, Weekly Challenge Reward)

  • Calibrated barrel paired with specialized bloom rounds that expand mid-flight and deal maximum damage when fired within a specific range. Includes an indicator to prompt the user when they are within that ideal range.

 

Peacekeeper MK1 Gauss Accelerator (Peacekeeper MK1 Assault Rifle, Weekly Challenge Reward)

  • Heavy metal projectiles are accelerated to lethal velocity through a series of electromagnetic coils. Silently fires two projectiles at once with improved ballistics but harms overall handling and mobility.

 

Returning Mode

Cranked Moshpit

  • Your life ends when the timer does in Cranked, the action-packed game mode where eliminating enemies activates Cranked mode, awarding Operator buffs while setting the timer in motion. Keep slaying and playing the objective to add more time. Hit zero and you explode.
  • Earn the following buffs for reaching killstreak milestones in each life:
    • 1-streak: Increased Movement and reduced Field Upgrade Recharge
    • 2-streak: Improved Hip Fire Accuracy and Increased Sprint to Fire
    • 3-streak: Increased ADS and Weapon Swap speed
    • 4-streak: Increased Reload Speed and Equipment Refill on Kill
    • 5-streak: Increased Score and Headshot Damage
  • Obtain the double score buff earned at a 5-streak to skyrocket toward high-level Scorestreaks. Pummel the other team across a rotating playlist of objective modes including Cranked Team Deathmatch, Kill Confirmed, Hardpoint, and Demolition.

 

New Zombies Map: Rex Infernus

Video Thumbnail

“The end of your miserable lives is at hand” — The Warden

 

As reality stands on the cusp of destruction, the crew face their ultimate challenge. Cleanse the Shadowsmith places of power, find the Warden’s inner sanctum, and put an end to his loathsome existence.

 

The Main Quest for Rex Infernus will be available for play when the map releases with Season 05 Reloaded on August 20 at 9:00 AM PT. Complete the Main Quest to earn the following:

  • The “Bloodthorn” Wonder Weapon Skin, Calling Card, and 10,000 XP.
  • Obtain the necessary Intel (Audio Logs, Documents, and Artifacts) to earn another Calling Card and 10,000 XP.
  • Players who complete the Main Quest before Directed Mode arrives for this map will also earn a unique Calling Card variant.

 

New Zombies Enemies 

Deathspinner

  • Prepare for a tough fight when Deathspinners approach.  These deadly creatures move quickly, strike fast, and use numbers to overwhelm the crew. They can also use a ranged web projectile that slows affected crew members. One on one, they’re not so bad, but watch out when they swarm.

 

Web Mother (Elite)

  • If you think Deathspinners are frightening, wait until you run into the Web Mother. Try to keep your wits about you as the Web Mother screams and lunges, using copious amounts of webbing to damage and slow the crew while cocooning zombies transforming them into environmental hazards.

 

New Perk-a-Cola: Widow’s Wine

When melee attacks bring your health low, retaliate with an explosion of webs.

  • Major Augments:
    • Widow’s Bite: Melee attacks have a chance to trigger a web explosion. Melee kills on cocooned enemies can overcharge your health.
    • Hatchling: Web explosions summon a friendly Deathspinner to fight for you.
    • Web Spinner: A web explosion temporarily adds a slowing field around you.
    • Tangled Web: All Normal and Special enemies in the web explosion are cocooned in place, while Elite enemies are slowed.
  • Minor Augments:
    • Haste: Decrease Widow’s Wine’s cooldown.
    • The Wide Web: Increases the web explosion’s effective radius.
    • Golden Orb Silk: Increase the duration of the webbing effect.
    • Sticky Grenade: Thrown explosive Lethal Equipment will also cover surviving enemies in spider webs.

 

New GobbleGum: Fully Packed

Instantly upgrade your current weapon to Pack-a-Punch Level III with a bite of the Fully Packed Ultra GobbleGum.

  • Zombies: Upgrade your current weapon to Pack-a-Punch Level III.
  • Dead Ops Arcade: Receive a Tactical Armor Vest or a full complement of armor plates.

 

New Ultra-Rarity Mystery Box Weapons: Olympia & TR2 Marksman Rifle

Take on the final battle with the aid of two new Ultra-Rarity Legacy Weapons arriving in the Rex Infernus Mystery Box! Eliminate the undead from afar with the hard-hitting TR2 Marksman Rifle and shred them up close with the Olympia Shotgun. Each weapon features stats rivaling that of a Wonder Weapon, including full Pack-a-Punch progression and Ammo Mod capabilities.

 

Endgame: Burn Run Continues

Feel the burn throughout the Mid-Season as the Burn Run Assignment continues! Seek out the skull icon on your Tac Map and head to the site where you’ll find a Guild-rigged UTV ready to go. Climb inside and race the clock to the end, driving through checkpoints while facing enemies and obstacles on the road.

 

Hitting enemies and obstacles will add more seconds to the clock but watch out for the state of your vehicle. Pick up Repair power-ups along the way to keep the car from falling apart, and grab Boost power-ups to get ahead in the race.

 

There are three Burn Run tracks in all, as follows:

Old Arsenal (Recommended Combat Rating N/A): Complete to earn 500 Power and a Random Reward.

High Town (Recommended Combat Rating 30): Complete to earn 1,250 Power and a Random Reward.

Low Town (Recommended Combat Rating 45): Complete to earn 2,000 Power and a Random Reward.

 

New Events

Get in your order in the Last Call Event, celebrating the arrival of Rex Infernus, the final Round-Based Zombies map in Black Ops 7. Plus, show off your parkour skills in the Freerun: Descent Challenge Event and earn new Emblems, Weapon Camos, and more in a new Call of Duty: Warzone Ranked Series Event.

 

Last Call

Rewards Include: Operator Skins, Loading Screen, Weapon Charm

Earn XP in Multiplayer, Zombies, Endgame, and Call of Duty: Warzone to unlock rewards.

 

Freerun: Descent Challenge

  • Rewards Include: Weapon Camos
  • Go for the fastest time in the new Freerun: Descent obstacle course! Face the many mobility challenges ahead and come out on top to earn the following rewards:
    • “Bullseye” Weapon Camo
    • “Magnesis” Weapodnt to Five” Animated Calling Card
    • s“Sprint for the Finish” Animated Calling Card
    • “Obelisk” Weapon Charm
    • “Vibrant Aurora” Peacekeeper MK1 Assault Rifle Blueprint

 

MULTIPLAYER

 

Weapon Tuning

 

The Season 05 Reloaded update will launch with a set of tuning changes primarily aimed at adjusting the power of recent weapons and attachments. Our goal is always to introduce new content that is unique and viable, while also maintaining a reasonable powerband. These adjustments will rein in a few weapons like the Mammoth that are pushing past our target.

 

Assault Rifles

 

Assault Rifle Adjustments

Weapon
Adjustments
Weapon:

FG42

Adjustments:
The FG42 is positioned as a slower AR that leans into the power of an LMG, but its TTK upside has been outweighing the hits to handling and mobility. We are keeping its damage as is and reducing the range, as well as introducing heavier tradeoffs along the lines of what you would find in an LMG.

These changes do not affect Zombies.

FG42 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

0 - 21.6m

Post-Patch:

— Damage —

27

 

— Range —

0 - 15.2m ⇩

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

21.7 - 38.1m

Post-Patch:

— Damage —

23

 

— Range —

15.3 - 33m ⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

19

 

— Range —

>38.1m

Post-Patch:

— Damage —

19

 

— Range —

>33m

Additional FG42 Adjustments

  • Aim Down Sight Time increased from 290ms to 300ms.
  • Slide to Fire Time increased from 450ms to 460ms.
  • Dive to Fire Time increased from 530ms to 540ms.
  • Now has ADS Firing Movement Speed Penalty of 15%.
  • Recoil increased.
Weapon:

AN-94

Adjustments:
Prior to our last major tuning update, the AN-94 greatly exceeded other weapons in usage and in performance. Based on how entrenched it was, we opted to adjust it with a more heavy-handed nerf than what we’d usually implement as a first step. It will now be getting some power back through a rework to its hit location multipliers. The weapon can now achieve a faster TTK when hitting the Neck and Upper Torso.

These changes do not affect Zombies, as the weapon has been returned to its initial tuning in that mode instead.

AN-94 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

24

 

— Range —

0 - 36.8m

Post-Patch:

— Damage —

23 ⇩

 

— Range —

0 - 20.3m ⇩

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

-

 

— Range —

-

Post-Patch:

— Damage —

22

 

— Range —

20.4 - 36.8m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

19

 

— Range —

>36.8m

Post-Patch:

— Damage —

19

 

— Range —

>36.8m

Additional AN-94 Adjustments

  • Headshot multiplier improved from 1.15x to 1.35x.
  • Now has Neck and Upper Torso multipliers of 1.2x.

 

AN-94 Attachment Adjustments

  • 15" Benthic Barrel
    • Headshot multiplier increased from 1.3x to 1.35x.
    • Now increases Neck and Upper Torso multipliers to 1.3x.
Weapon:

EGRT-17

Adjustments:
The EGRT-17 has been untouched since its release back in Season 02 and, while statistically solid, has quietly fallen in usage over time. This small damage adjustment improves the effectiveness of headshots in what is still the best Max Damage Range in the Assault Rifle class.

EGRT-17 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

22

 

— Range —

0 - 44.5m

Post-Patch:

— Damage —

23 ⇧

 

— Range —

0 - 44.5m

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

19

 

— Range —

44.6 - 58.4m

Post-Patch:

— Damage —

19

 

— Range —

44.6 - 58.4m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

16

 

— Range —

>58.4m

Post-Patch:

— Damage —

16

 

— Range —

>58.4m

SMGs

Submachine Gun Adjustments

Weapon
Adjustments
Weapon:

Gremlin

Adjustments:
The Gremlin is designed to be an aggressive and mobile weapon with built in tradeoffs due to always being akimbo. Ammo management and reload times were playing a heavier role in limiting the weapon than what we would like, so we’re improving reload times across all magazine options.

Gremlin Adjustments

  • All reload times improved by 20%.
Weapon:

CBRS-3

Adjustments:

In a previous patch we temporarily modified Reload Add Times to quickly address an issue with rechambering at incorrect ammo counts. A follow-up fix has now been implemented and Reload Add Times are returned to normal.

LMGs

LMG Adjustments

Weapon
Adjustments
Weapon:

Mammoth

Adjustments:
The Mammoth fills the role of slow-firing, heavy, and powerful LMG. We pushed harder than usual on its stats, as low fire rate weapons and LMGs are two groups that typically face an uphill battle in both performance and usage. The resulting power level overshot our target, primarily due to good consistency and the ability to mitigate many of its downsides with attachments. These tuning changes focus on curbing the consistency by reducing base damage and putting a higher reliance on hit locations for maximizing kill potential. We’ve also touched some handling and mobility. We’ll continue to monitor the Mammoth’s power level as the season proceeds.

These changes do not affect Zombies.

Mammoth Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

55

 

— Range —

0 - 31.8m

Post-Patch:

— Damage —

46 ⇩

 

— Range —

0 - 40.6m ⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

48

 

— Range —

31.9 - 58.4m

Post-Patch:

— Damage —

44 ⇩

 

— Range —

40.7 - 58.4m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

45

 

— Range —

>58.4m

Post-Patch:

— Damage —

42 ⇩

 

— Range —

>58.4m

Additional Mammoth Adjustments

  • Headshot multiplier improved from 1.1x to 1.3x.
  • Now has Neck and Upper Torso multipliers of 1.1x.
  • Sprint to Fire Time increased from 260ms to 270ms.
  • Tactical Sprint to Fire Time increased from 390ms to 400ms.
  • ADS Firing Movement Speed Penalty increased from 20% to 25%.

Marksman Rifles

Marksman Rifle Adjustments

Weapon
Adjustments
Weapon:

M34 Novaline

Adjustments:
The new Garand Conversion for the M34 Novaline is another hard hitter that rewards accuracy but has been a bit too consistent in maximizing its TTK potential.  We are reducing its range, increasing recoil, and removing arm multipliers to require a higher degree of precision to achieve one-shot kills.

These changes do not affect Zombies.

M34 Novaline Garand Conversion Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

75

 

— Range —

0 - 40.6m

Post-Patch:

— Damage —

80 ⇧

 

— Range —

0 - 20.3m ⇩

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

60

 

— Range —

40.7 - 53.3m

Post-Patch:

— Damage —

75 ⇧

 

— Range —

20.4 - 38.1m ⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

47

 

— Range —

>53.3m

Post-Patch:

— Damage —

47

 

— Range —

>38.1m

Additional M34 Novaline Garand Conversion Adjustments

  • Neck and Upper Torso multipliers reduced from 1.4x to 1.3x.
  • Upper Arm multipliers removed (they were previously 1.4x).
  • View Kick increased.

Sniper Rifles

Sniper Rifle Adjustments

Weapon
Adjustments
Weapon:

XR-3 Ion

Adjustments:
The Vulcan Minigun conversion for the XR-3 Ion is receiving some minor adjustments to mid damage range and ADS Spread. Its performance is on the strong side, but not too far off.

These changes do not affect Zombies.

XR-3 Ion Vulcan Minigun Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

18

 

— Range —

0 - 12.7m

Post-Patch:

— Damage —

18

 

— Range —

0 - 12.7m

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

16

 

— Range —

12.8 - 35.6m

Post-Patch:

— Damage —

16

 

— Range —

12.8 - 31.8m ⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

13

 

— Range —

>35.6m

Post-Patch:

— Damage —

13

 

— Range —

>31.8m

Additional XR-3 Ion Vulcan Minigun Adjustments

  • ADS Spread increased from 1.6 degrees to 1.7 degrees.

Equipment  

  • Addressed an issue where some grenades could be dropped at the throwing position instead of being thrown.

 

UI 

  • Addressed an issue where Theater UI elements could become misaligned while resizing Call of Duty in Windowed mode.

 

Stability 

  • Addressed various stability issues.

 

ZOMBIES

 

Maps 

  • Kowakujō
    • Addressed an exploit spot that allowed players to leave the intended playspace in Kitchens using Aether Shroud with the Burst Dash Augment equipped.
    • Addressed an exploit spot that allowed players to leave the intended playspace near Central Courtyard and Hillslide using Aether Shroud with the Burst Dash Augment equipped.
    • Addressed an exploit spot that allowed players to leave the intended playspace in Tea Garden location using Aether Shroud with the Burst Dash Augment equipped.
    • Addressed an issue where the Nekomata could appear underneath playable space after reloading a save if the player dropped or startled the sleeping Nekomata.
    • Addressed an issue where the Nekomata cage could become stuck in Gatehouse, in Tea Garden, or on top of the Mule Kick Machine, making it difficult or impossible to recover.
    • Addressed an issue where the Nekomata cage could become difficult to interact with when placed near the Ninja Kite Fast Travel in the Gatehouse.
    • Addressed an issue where picking up the Nekomata cage with the Extra Charged Augment equipped could rapidly refill the player’s Field Upgrade meter.
    • Addressed an issue where the banners from the Motive Evidence step will disappear if consecutive Assault Rounds occur after reloading a save.
    • Addressed an issue where zombies could become trapped in a spawn closet in Flower Garden.
    • Addressed an issue where a specific position near the Ninja Kite on the Tenshu Rooftops could cause zombies to stop pathing correctly and use their gut throws.
    • Addressed a rare issue where starting the Final Encounter during an Assault Wave could cause Nyxara to be eliminated instantly once the wave has ended.
    • Addressed an issue where players could collect all quest audio logs early by reloading a save.
    • Addressed an issue where shots could fail to register hits on the targets when attempting to upgrade the Ghostly Riflemen Trap.
    • Addressed an issue where the Maneki-Bomb crafting animation could skip the progress bar and display inconsistently.
    • Addressed a rare issue where the "PSSPSSPSS" intel document could not be interacted with.
    • Addressed an issue on where certain audio intel could be repeatedly triggered causing lines to overlap.
    • Addressed an issue where duplicate instances of audio evidence could be present on the map at the same time.
    • Addressed an issue where the Maneki-Bomb placement could behave inconsistently when attempting to obtain the Coin Purse during the Accomplice Evidence step.
    • Addressed an issue where Nyxara’s attack during an Assault Round could impact a rooftop instead of the marked ground location.
    • Addressed an issue where zombies could spawn on the opposite side of a doorbuy when players stood at a specific location in Outer Ward and in Tea Garden.
    • Addressed an issue where the Noble stops moving but continues to throw grenades while Idle Eyes is active.
    • Addressed an issue where players would crouch when dropping the bucket.
    • Addressed multiple collision issues.
    • Addressed numerous minor visual issues.
  • Totenreich
    • Addressed a rare issue where players could not move at the start of the match in 3rd Person.
    • Addressed an exploit spot that allowed players to lay prone under the bridge on Fishery Island.
    • Addressed an issue where a frozen Mystery Box could still be used.
    • Addressed an issue where eliminations from the Flammenfalle Trap were not counting toward “Eliminate Zombies Inside the Marked Location” T.E.D.D. Tasks.
  • Paradox Junction
    • Addressed an issue where the Brain Rot Piano Teacher could leave the piano when Frenzied Guard is active.
  • Astra Malorum
    • Addressed a rare issue where loading a saved game could cause players to enter the map without their weapons.
  • Ashes of the Damned
    • Addressed an exploit spot that allowed players to leave the intended playspace in Ashwood using Aether Shroud with the Burst Dash Augment equipped.
    • Addressed an issue where the Uber Klaus Elite AI could fall through the floor in Exit 115.

 

Modes 

  • Directed
    • Kowakujō
      • Addressed a rare issue where the incorrect step would appear after throwing the Nekomata cage into the lava during the Rescue the Nekomata step.
      • Addressed an issue where the timing bar did not appear in the objective widget if the lanterns were lit out of order during the Illuminate the Past step.
      • Addressed an issue where the interact prompt on the Fox Mask could fail to reappear after failing during the Suspect Evidence step.
      • Addressed an issue where the objective during the Solve Murder step could be unclear when multiple Ghostly Riflemen Trap were active.
  • Cursed
    • Addressed an issue where reserve ammo could be fully lost during an empty reload if the player attempted to cancel the reload with the Gramophone Relic active.
    • Addressed an issue where the Arsenal Machine can be re-enabled after completing the Recapture Ward step during the Pack-a-Punch Quest with the Mangler Helmet Relic active.
    • Addressed an issue with the Jager 45 with the Grid-Breaker Kit Barrel attachment not working as intended with the Gramophone Relic active.
    • Addressed an issue where the Exfil HVT did not have an objective marker, making the target indistinguishable from surrounding elite enemies.
    • Addressed an issue with Akimbo weapons consuming extra ammo per shot with the Gramophone Relic active.
    • Addressed an issue where Psych Grenade kills did not count toward progress during the Bus Relic Trial.
  • Rogue Run
    • Addressed an issue where the A.R.C. M1 did not have unlimited ammo reserves as intended.
    • Addressed an issue where the Grim Reaper Support item would have unlimited ammo.
    • Addressed an issue where the armor plate animation would play while the Mannequin Turret Relic was active.
    • Adjust the text in the Curse Inducer to match its current behavior.

 

Weapons 

  • Increased Headshot damage, Pack-a-Punch damage, and added ammo to the XR-3 Ion with the Vulcan Minigun Underbarrel attachment equipped.
  • Addressed an issue where the DS20 Mirage with the Dual Fire Kit Underbarrel attachment did not apply a headshot multiplier when Pack-a-Punched.
  • Addressed an issue where the AN-94 dealt less headshot damage than intended.
  • Echo 12 with the Backlash Launcher Fire Mods attachment grenades will now explode on impact when Pack-a-Punched.
  • Addressed an issue where weapon loot cards could be missing the weapon names with certain attachments equipped.
    • M15 Mod 0 with the AMR .50 Cal Kit Fire Mod attachment
    • M34 Novaline with the Garand Conversion Stock attachment
    • M10 Breacher with the Argus Lever Stock attachment
  • Addressed an issue where T.E.D.D. Tasks that required “Kill Zombies with Hip Fire” could not be progressed with the 1911 using the Akimbo Stock attachment.
  • Addressed an issue with the X9 Maverick with the Javelin Assembly Barrel attachment doing less melee damage than intended.

 

Ammo Mods

  • Brain Rot
    • Addressed an issue where Brain Rot zombies could eliminate the final zombie of the round after other Brain Rot zombies died, unintentionally ending the round.

 

Field Upgrades 

  • Addressed an issue where jumping off a ledge while Dark Flare was active could disable the beam and prevent players from switching to weapons or using equipment until the Field Upgrade timer ended.

 

UI 

  • Addressed an issue where an empty objective UI could remain on-screen after quitting a match during an objective change and then loading into any playlist that does not contain objectives.
  • Addressed an issue where objective markers could occasionally be missing after entering a Resurgence game mode first.

 

Audio 

  • Addressed an issue where Ninja Kite audio effects could be heard on other maps when using specific abilities or interactions.
  • Addressed various subtitle issues.

 

Stability 

  • Addressed various stability issues.

 

ENDGAME

 

Stability 

  • Fixed various stability issues

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*Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.