Call of Duty: Warzone Patch Notes Released for Season 3

Rebirth Island is back in Warzone Season 3.

Season 3 has arrived in Call of Duty: Warzone and has brought with it the return of Rebirth Island. All the way back in 2020, Rebirth Island made its first appearance in Warzone alongside the release of Call of Duty: Black Ops Cold War. Since that time, the locale has gone on to be one of the most popular and iconic in the history of Warzone but has rotated in and out of the game over the years. Fortunately, the map is finally back in Warzone once again alongside a vast number of additional changes. 

When it comes to Rebirth Island itself, Activision says that it has tried to keep the core identity of the map intact with its newest iteration here in Warzone Season 3. In addition to this new addition, Season 3 has also brought with it new game modes, mechanics, and other features that should spice up the battle royale experience just a bit. As expected, nearly all weapons in Warzone have also received some balance changes and bug fixes for various issues have also been pushed out as well. 

To get a look at everything that has been altered with Season 3 for Call of Duty: Warzone, you can view the patch notes attached below. 

Call of Duty: Warzone Season 3 Patch Notes

MAPS

RETURNING MAP

» REBIRTH ISLAND «

Brought to you by the talented team at Beenox, the fan-favorite island is finally back! Our philosophy was to maintain what fans loved about Rebirth Island while refining gameplay in select areas. This iteration juxtaposes its storied history while also showing what Makarov and his Konni Group are doing here. Through our new innovations, we wanted to deliver an experience both familiar and evolved.

Points of Interest

  • Bioweapons
    • Bioweapon research laboratory
    • Partly renovated by Konni Group to test modern biological weapons
    • Elevated control over tip of island
  • Chemical Engineering
    • Chemical synthesis facility
    • Upgraded by Konni to generate more energy for Industry
    • Great balance between short, medium, and long lines of sight
    • Smooth transition to Harbor and Industry
    • Constant firefights due to proximity to Bioweapons, Harbor and Prison
  • Industry
    • Former chemical decontamination center
    • Converted by Konni to kinetic weapons development
    • Shelter from Prison and high ground
    • Long interior lines of sight
  • Harbor
    • New Konni built power plant to smooth transition to Chemical Engineering
    • Abandoned amenities between the new power plant Factory
    • New short underwater tunnel
    • Iconic gondola that leads to Prison roof
  • Prison
    • Abandoned soviet prison
    • Diverse with mess hall, infirmary, offices and showers
    • Rooftop vantage over full island
  • Water Tower
    • Courtyard with ramparts reinforced during Vanguard operations
  • Factory
    • Formerly used to produce Nova 6
    • Retrofitted by Konni to store key equipment and surveil the island
    • Access to old tunnels
    • Docked Ship
  • Headquarters
    • Former lieutenant housing
  • Lighthouse
    • One residence was given the callout alias "Grandma's house" by Operators
  • Control Center
    • Perseus' missile command outpost
    • Completed construction prior to the destruction of Verdansk
    • Close quarter, dense loot and rooftop power position
  • Dock
    • Secondary wharf with docked cargo ship
    • Chemical waste disposal
    • Flooded bunker that used the contain Perseus' riches
  • Living Quarters
    • Residences for Konni personnel
    • Tents were upgrade to provide better protection
    • Hectic combat weaving through the various structures
  • Stronghold
    • Security checkpoint for Konni personnel
    • Reinforced during Vanguard operations
    • Communication tower provides vantage point of the surroundings

Infil Strikes In-Season

We sought to evolve classic points of interest without permanently altering iconic areas of Rebirth Island. Infil Strikes are a brand new addition that feature rare dynamic destruction scenarios during infil.

  • Lighthouse Disintegration
    • As a polarizing tower to snipe from or keep away from danger, we felt this landmark would make for a great target.
    • As the tower collapses on Prison it forms a ramp, allowing players to sprint directly to the roof of prison and the structure below the tower.
  • Prison Roof Collapse
    • Prison being one of the most powerful but also biggest points of interest in the map, this was an obvious target. 
    • This strike splits the roof in two creating separate engagement areas on top of new navigation opportunities. Players may now access the roof from the middle interior section of the prison.
  • Water Tower Wreckage
    • Similar to the lighthouse, the water tower is one of the highest positions in the map and also has very limited access points. At the same time, the ground near it lacks cover which resulted in a rough transition.
    • This strike splits the tower in half smoothing the transition between Industry and Prison while removing a polarizing position.

MODES

NEW

» WARZONE BOOTCAMP «

Refine your Battle Royale tactics in a new training mode against real players and bots. Game progression is limited in this mode and results will not count against your stats. Drop in, learn the ropes and get ready to take on the world.

This mode supports:

  • 20 Players
  • 24 Bots

RETURNING

» REBIRTH RESURGENCE «

Get ready to dive into Resurgence just like when it all began!

As long as one of your teammates is still alive, you have a chance to redeploy after a short countdown. But as the match progresses into the late game, it's game over for those who lose their fights. Looting, completing contracts, moving around, and engaging other players not only helps you survive but also speeds up the countdown for your teammates to come back. There are also some exclusive features in this mode which we'll talk about in the Gameplay section below.

  • This mode supports:
    • 44 Players
       
  • Vehicles will be enabled for Rebirth Island Resurgence later into Season 3.

GENERAL

  • Squad Play Bonus
    • This system rewards players with additional Player, Weapon, and Battle Pass experience for playing consecutive matches with squadmates.
    • Individual bonuses increase incrementally if players finish a match with at least one of the following conditions met:
      • The player has at least one friend in their party
      • The player queued with Squad Fill enabled
      • The player queued with Stay with Squad enabled at the end of the previous match
    • Here is a breakdown of bonus progression for consecutive matches:
      • First – 1000  
      • Second – 1500
      • Third – 3000
      • Fourth & Above – 5000
  • Cinematic & Infil Improvements
    • We've increased the amount of time players are on screen to improve the overall flow and better showcase player operators.
  • Pick 5 Challenges Quality of Life
    • Players may now select up to 5 challenges for easier tracking.

GAMEPLAY

» All Maps | All Modes «

  • Buy Station Shuffle
    • We have adjusted buy station locations to encourage new combat scenarios and strategies.
  • Squad Assemble New Mechanic
    • On infil, squads that touch ground within close proximity of one another will be rewarded with additional experience, cash, and an Advanced Supply UAV.
    • This is disabled in Ranked, Lockdown and Plunder.

» Urzikstan, Vondel | Battle Royale «

  • Climb & Punishment New Gulag Public Event
    • Gulag rounds now have a chance to trigger this public event that drops 2 ladders providing an opportunity for both players to leave the arena alive.
    • In addition to redeployment, players are rewarded with $3,500 in cash for using this mechanic.

» Rebirth Island | Resurgence «

  • Biometrics Scanner
    • Biometric scanners are scattered across Rebirth Island.
    • Once per match, players who interact with one will receive one of many keycards, each of which provides a unique gameplay benefit when traded in at a Buy Station.
      • Bronze Keycard (Very Common): 
        • Ammo
        • Cash
        • Armor Plates
        • Lethal & Tactical Equipment from your Favorite Loadout
      • Silver Keycard (Common): 
        • Bronze Keycard Content
        • Perk Package from your Favorite Loadout
      • Gold Keycard (Uncommon): 
        • Silver Keycard Content
        • Random Plate Carrier
        • Random Rare Field Upgrade
      • Platinum Keycard (Rare): 
        • Gold Keycard Content
        • Random Epic plus Field Upgrade
        • Random Killstreak
      • Polyatomic Keycard (Very Rare): 
        • 1 Classified Weapon
        • 5 Free Items at Buy Station
      • Orion Keycard (Extremely Rare): 
        • 2 Classified Weapons
        • 10 Free Items at Buy Stations
    • Using biometric scanners with a squad member closeby increases the odds of receiving better keycards.
  • Smart Displays
    • Smart Displays can be found across Rebirth Island both inside and outside of buildings.
    • These displays will can provide players with useful information including:
      • High Activity Rate – Which POI has a large population of players.
      • First Player – Which player first reaches 10/15/25 eliminations.
      • Biometric Scanner – Which player has been lucky enough to find a Polyatomic or Orion keycard.
  • Spy Drones New Contract
    • Eliminate a swarm of drones to receive useful rewards including up to 4 P.R.D.s and an AUAV. This is the perfect contract to get intel and reposition your squad quickly.
  • Staged Weapons
    • Similar to the previous iteration of Rebirth, we've included a series of hand-selected locations across the island that have a chance of spawning high quality weaponry for players to find.
  • Squad Rage New Field Upgrade
    • Squad Rage applies the exact effects of Battle Rage to all squad members within close proximity.
  • Resurgence Champion's Quest
    • Expect the greatest Resurgence challenge conceivable as players must reduce 3 massive Resurgence timers within a very limited amount of time. Unforgiving, this quest will leave no room for mistakes.
    • The quest offers unique cosmetic rewards such as:
      • Engine Light's On Weapon Camo
      • Material Handler Unique Operator Skin
      • Champion Banner Animated Calling Card 
      • Master Procrastinator Weapon Charm
      • Alpha Particles Weapon Sticker

ADJUSTED

» All Maps | All Modes «

  • Ground Loot
    • Molotovs, Thermites, and EMD grenades have been removed from ground loot.

We're taking this opportunity to refine the loot experience and ensure that each item has a unique role to play. Those removed from loot will still be accessible in the loadout and we plan to take a further pass at the functional purpose of each item in the future.

  • Supply UAV Killstreak Improvements Quality of Life
    • Added a new functionality that highlights supply boxes through walls.
    • Now only displays legendary and favorite supply boxes to reduce minimap noise.

» Urzikstan | All Modes «

  • Heavy Chopper Balance
    • C4 Damage to Palfa increased to 45% of vehicle health, up from 25%.
    • JOKER Damage increased to 48% of vehicle health, up from 32%.
    • Semtex Damage increased to 20% of vehicle health, up from 15%.
    • Frag Damage increased to 20% of vehicle health, up from 15%.
    • Full Refuel and Repair time increased to 70 seconds, up from 60.
    • Max Fuel time decreased to 190, down from 210.

The heavy chopper has been a force to be reckoned with, often over-rewarding those hunkered down within. With the above changes, the pilot now needs more regular and longer refuel sessions. We're also rewarding expert use of the C4 and JOKER against the vehicle itself.» Urzikstan | Battle Royale «

  • Gulag Loadout Refresh
    • Gulag loadouts have been updated.

WEAPONS

NEW WEAPONS

  • FJX Horus Submachine Gun
    • An ultra-compact SMG with best-in-class CQC damage and mobility.
    • Available via Battle Pass Sector 8
  • MORS Sniper Rifle
    • This single-load railgun delivers a high-damage payload with excellent velocity and penetration.
    • Available via Battle Pass Sector 4
  • Gladiator Melee Weapon
    • A compact, concealable punch knife that was initially used by gamblers and politicians.
    • Available via Battle Pass Sector 15

NEW AFTERMARKET PARTS

  • JAK Cutthroat (Weekly Challenge Unlock)
    • Compatibility: MCW (MWIII), MTZ (MWIII), M4 (MWII) (Assault Rifle), and AMR9 (MWIII) (Submachine Gun) Platforms
    • This 3D-printed stock provides an unrivaled combination of speed and stability while aiming down sights.
  • JAK Revenger Kit (Weekly Challenge Unlock)
    • Compatibility: BP50 (MWIII) (Assault Rifle)
    • This conversion kit turns the BP50 into a CQC legend. A 9mm caliber conversion with shortened receiver and high-capacity magazine.
  • JAK Jawbreaker (Weekly Challenge Unlock)
    • Compatibility: KV Broadside (MWII) (Shotgun)
    • Converts this Shotgun into a hard-hitting, automatic Battle Rifle.
  • JAK Shadow Titan Kit (Weekly Challenge Unlock)
    • Compatibility: Bruen Mk9 (MWIII) (Light Machine Gun)
    • Converts the Bruen Mk9 into a compact and integrally suppressed light support weapon chambered in 300 blackout.

GENERAL ADJUSTMENTS

  • Decreased obstructive VFX while firing MWII Weapons to align with MWIII standards.
  • Removed variance from ADS Idle Sway, allowing a predictable sway pattern.

WEAPON ADJUSTMENTS

ASSAULT RIFLES

RAM-7

  • Max Damage decreased to 32, down from 36.
  • Near-Mid Damage decreased to 28, down from 30.
  • Max Damage Range decreased to 24.13 meters, down from 26.67.
  • Head Modifier decreased to 1.2x, down from 1.3x.
  • Neck Modifier decreased to 1x, down from 1.3x.

DG-56

  • Increased sprint to fire time to 199ms, up from 178ms.

LACHMANN 556 (MWII)

  • Max Damage increased to 28, up from 24.
  • Near-Mid Damage increased to 24, up from 21.
  • Neck Modifier increased to 1.1x, up from 1.06x.
  • Upper Torso Modifier increased to 1.1x, up from 1.06x.
  • Arm and Hand modifier increased to 1.1x, up from 1x.

M13C (MWII)

  • Max Damage Range increased to 21.59 meters, up from 17.78.

FR AVANCER (MWII)

  • Arm and Hand Modifiers increased to 1.12x, up from 1.06x.

TEMPUS RAZORBACK (MWII)

  • Max Damage increased to 28, up from 27.
  • Arm and Hand Modifiers increased to 1x, up from 0.9x.

BATTLE RIFLES

BAS-B

  • Decreased rate of fire to 600rpm, down from 667rpm.
  • Decreased recoil center speed by 6%.
  • JAK Outlaw-277
    • Max Damage decreased to 90, down from 100.
    • Near-Mid Damage Range decreased to 25.4 meters, down from 27.94.
    • Head Modifier decreased to 1.4x, down from 1.6x.
    • Upper Torso and Arms Modifiers decreased to 1.1x, down from 1.3x.
    • Decreased sprint to fire time to 226ms, down from 252ms.
    • Decreased aim down sight time to 240ms, down from 300ms.
    • Decreased aim down sight rate of fire penalty to 135%, down from 150%.

MTZ-762

  • Max Damage decreased to 38, down from 40.
  • Near-Mid Damage decreased to 35, down from 38.

SOA SUBVERTER

  • Max Damage Range decreased to 22.86 meters, down from 25.4.
  • Near-Mid Damage Range decreased to 41.91 meters, down from 46.23.
  • Increased sprint to fire time to 268ms, up from 256ms.
  • Increased aim down sight time to 290ms, up from 270ms.

SIDEWINDER

  • Decreased sprint to fire time to 210ms, down from 231ms.
  • Increased bullet velocity to 770m/s, up from 600m/s.

SUBMACHINE GUNS

RAM-9

  • Max Damage decreased to 27, down from 30.
  • Decreased sprint to fire time to 147ms, down from 178ms.

AMR9

  • Max Damage decreased to 27, down from 31.
  • Min Damage decreased to 22, down from 25.
  • Near-Mid Damage decreased to 25, down from 27.
  • Max Damage Range decreased to 17.78 meters, down from 22.86.
  • Near-Mid Damage Range decreased to 34.29 meters, down from 40.64.
  • Decreased sprint to fire time to 136ms, down from 189ms.

RIVAL-9

  • Increased sprint to fire time to 110ms, up from 93ms.

HRM-9

  • Increased sprint to fire time to 110ms, up from 94ms.

STRIKER

  • Increased sprint to fire time to 110ms, up from 100ms.

STRIKER 9

  • Max Damage Range increased to 12.19 meters, up from 10.67.
  • Increased sprint to fire time to 103ms, up from 100ms.

WSP-9

  • Increased sprint to fire time to 110ms, up from 88ms.

WSP SWARM

  • Increased sprint to fire time to 99ms, up from 88ms.

MX9 (MWII)

  • Near-Mid Damage increased to 28, up from 26.
  • Max Damage Range increased to 11.17 meters, up from 9.65.

LACHMANN SUB (MWII)

  • Max Damage increased to 28, up from 27.
  • Max Damage Range increased to 9.65 meters, up from 8.25.

BAS-P (MWII)

  • Max Damage increased to 28, up from 26.

LIGHT MACHINE GUNS

BRUEN MK9

  • Min Damage decreased to 24, down from 26.
  • Decreased aim down sight time to 350ms, down from 410ms.

TAQ ERADICATOR

  • Max Damage increased to 30, up from 28.

TAQ EVOLVERE

  • Increased sprint to fire time to 257ms, up from 245ms.
  • Increased aim down sight time to 415ms, up from 385ms.
  • 5.56 Belt Magazines
    • Decreased rate of fire to 789rpm, down from 857rpm.

RAPP H (MWII)

  • Upper Torso & Neck Modifier increased 1.1x, up from 1.08x.
  • Arm and Hand Modifier increased to 1.1x, up from 0.95x.

HCR 56 (MWII)

  • Max Damage Range increased to 33.65 meters, up from 30.73.
  • Arm and Hand Modifiers increased to 1.1x, up from 0.99x.
  • Leg Modifier increased to 1x, up from 0.95x.

RAAL MG (MWII)

  • Increased sprint to fire time to 216ms, up from 199ms.
  • Increased aim down sight time to 380ms, up from 330ms.

MARKSMAN RIFLES

TEMPUS TORRENT (MWII)

  • Max Damage decreased to 70, down from 74.

SNIPER RIFLES

XRK STALKER

  • Increased aim down sight time to 600ms, up from 580ms.

KV INHIBITOR

  • Increased aim down sight time to 580ms, up from 540ms.

SP-X 80 (MWII)

  • Increased sprint to fire time to 310ms, up from 270ms.
  • Increased aim down sight time to 590ms, up from 570ms.

HANDGUNS

RENETTI

  • Max Damage Range increased to 12.95 meters, up from 11.68.

WSP STINGER

  • Akimbo WSP Stinger Rear Grip
    • Increased rate of fire to 750rpm, up from 600rpm.

» ATTACHMENTS «

  • Heavy Bolts
    • Added initial aim accuracy benefit to all Heavy Bolts for Sniper Rifles.
  • Cronen INTLAS MSP-12 Optic
    • Laser is no longer visible to enemies at the hip.
  • SL Razorhawk Laser Light
    • Flashlight is no longer visible to enemies at the hip.
    • Laser is no longer visible to enemies at the hip.
  • CS15 Scarlet Box Laser
    • Laser is no longer visible to enemies.
  • Verdant Hook Box Laser
    • Laser is no longer visible to enemies at the hip.
  • VT-7 Spiritfire Suppressor Muzzle
    • Increased sprint to fire speed penalty to 5%, up from 2%.
  • L4R Flash Hider Muzzle
    • Decreased horizontal recoil control benefit to 10%, down from 13%.
  • DR-6 Handstop Underbarrel
    • Decreased aim down sight movement speed benefit by 3-4%, dependent upon Weapon Class.
  • Bruen Heavy Support Grip Underbarrel
    • Decreased horizontal recoil control benefit to 8%, down from 12%.

LOADOUT

ADJUSTMENTS

» Lethal Equipment «

  • Semtex
    • Damage radius decreased to 5m, down from 6.5m.
    • Outer damage increased to 110, up from 105.
    • E.O.D. will now prevent the victim from going down when stuck with a Semtex.

Semtex has been a dominant choice for quite some time. With these changes we are looking to provide more opportunities for other grenades to be a fair pick.

  • Breacher Drone
    • Damage radius increased to 10m, up from 3.5m.
    • Outer damage decreased to 75, down from 125.
    • Inner damage decreased to 155, down from 175.
    • Drone velocity increased to 0.75, up from 0.4.
  • Claymore
    • Outer damage increased to 125, up from 100.
    • Inner damage increased to 250, up from 170.
  • Molotov
    • Phase 1 burn damage increased to 20, up from 15.
    • Phase 2 burn damage increased to 35, up from 25.
    • Phase 3 burn damage increased to 40, up from 30.
  • Drill Charge
    • Burrowed
      • Outer damage increased to 77, up from 70.
      • Inner damage increased to 155, up from 140.
    • Not Burrowed
      • Outer damage increased to 77, up from 70.
      • Inner damage increased to 155, up from 140.
    • Round (Underbarrel)
      • Outer damage increased to 77, up from 70.
      • Inner damage increased to 155, up from 140.
  • Thermobaric Grenade
    • Outer damage increased to 110, up from 75.
    • Mid damage increased to 125, up from 80.
    • Inner damage increased to 155, up from 90.
  • Proximity Mine
    • When Triggered by a Player:
      • Damage Outer increased to 155, up from 105.
      • Damage Inner decreased to 225, down from 275.
    • When Triggered by Damage:
      • Damage Outer increased to 110, up from 105.
  • C4
    • Radius increased to 7.8m, up from 6.5m.
    • Detonation Delay decreased to 0.05, down from 0.1.
    • Damage Inner increased to 275, up from 200.
    • Damage Outer increased to155, up from 105.
    • Velocity increased to 600, up from 425.

» Tactical Equipment «

  • Snapshot Grenade
    • Outline duration increased to 5 seconds, up from 1.65.
    • Outline radius increased to 15m, up from 9.5m.
    • Will now require Line of Sight.
    • Snapshots will now persist their outlines if the victim is in smoke.
    • Battle Hardened will counter this.

Within the current ecosystem of equipment we want to provide opportunities for counterplay. With Smokes being a dominant item, the Snapshot will now act as a direct counter. With this change we have required that Snapshots have line of sight when they perform the "snap" to reveal enemy players.

  • Scatter Mine
    • Outer damage decreased to 10, down from 25.
    • Inner damage decreased to 15, down from 25.
    • The mine will now debuff player movement for 3 seconds when they are hit by a mine.
      • Frangible Debuff – Players are unable to sprint, slide, or jump. Movement speed decreased.

» Killstreaks «

  • Mosquito Drone
    • The attack delay of the active drone increased to 3 seconds, up from 0.5 seconds.
    • This provides more time between when the drone sees you, activates (audible sound), and then flies to its attack destination.
    • The radius and height that the drone patrols has been slightly increased to perform better and create less issues with geometry below the drone.
    • The drones targeting has been widened slightly to provide better coverage within its patrol radius This helps to avoid unintended blind spots..
    • The visual for the killstreak on the maps will now be a static circle showcasing the danger/safety areas for the enemy/ally.
    • Damage radius increased to 10m, up from 6.3m.
    • Outer damage decreased to 175, down from  225.
    • Inner damage decreased to 250, down from 300.
    • Destroyed damage radius increased to 2.5m, up from 1.3m.
    • Destroyed outer and inner damage increased to 110, up from 75.

We have heard feedback both internally and externally that the Mosquito Drone inside of Warzone felt inconsistent and unpredictable at times. With these changes we are creating a clear definition of danger zones. Further we have tuned the timing and damage of the drone to better allow reflexive and predictive movements when targeted by the drone.

» Field Upgrades «

  • Armor Box
    • Reduced the number of armor plates supplied to 4, down from 6.
    • Additionally, we have reduced the price of an armor plate in the buy station from $500 to $300.

UI/UX

  • Operators Filter
    • Allows players to filter the Operators in the Operators Screen by Status, Games, and to sort them by Default, Newest First and Alphabetical Order.
  • Speakers Test Option in Settings Menu 
    • Allows players to configure and test their speakers setup in order to optimize their audio experience.
  • Cinematic Cutscenes
    • Seasonal cinematic cutscenes can now be skipped.
  • Firing Range Tac-Stance
    • Tac-Stance status is now indicated on the HUD in the Firing Range.
  • Mastery Emblem Unlock
    • Mastery Emblem unlock requirements are now displayed in the Customization menu.
  • Gunsmith Attachment Filters
    • Changed filter combination logic from AND to OR.
    • Selected filters are now reset after each game session.
    • Removed redundant Locked and Unlocked filters.
    • Filters button now displays actively engaged filters.
  • Clear Team Pings Quality of Life
    • Added an option in the Ping Wheel to clear squad pings.

This option will clear all pings from a player's screen. This means that the player's own pings will be deleted while squad member pings will be cleared only from the player's perspective.

  • Custom Perk Pack Flow Quality of Life
    • When creating a new loadout, if no Custom Perk Packages exist, one will be created with the "starter" perks and equipped. 
    • If a Custom Perk Package does exist, the new Loadout will use the player's first Custom Perk Package.
  • Hold to Stow Duplicate Items Improvement Quality of Life
    • Users can now Hold to Stow items that they already have equipped. 
  • Improved Ranked Messaging when Kicked Quality of Life
    • Added more clarity to Ranked messaging when kicked due to incomplete squad.
  • Redeploy Pack and Gulag Token Conversion in Loot Feed Quality of Life
    • When Redeploy Packs and Gulag Tokens are converted to money when the gulag closes, that money amount will now appear on the loot feed.
  • Prestige Levels Display Quality of Life
    • Prestige levels will now show in the Warzone progression menu.

BUG FIXES

  • Fixed an issue preventing eliminated players from dropping armor plates if they haven't looted armor plates.
  • Fixed an issue where players that rapidly opened and closed the buystation could not interact with it.
  • Fixed an issue where self revive would display both "Swap" and "Hold to Stow" prompts if player had a full inventory and one already equipped.
  • Fixed an issue causing the incorrect voice lines to play from a Bunker Buster.
  • Fixed an issue causing Redeploy Packs to stay in the player's backpack after the Gulag closes.
  • Fixed an issue causing players to be redirected to Resurgence Ranked Play after completing a Battle Royal match.
  • Fixed an issue preventing supply boxes on the Research Vessel from appearing after a player activates a Supply UAV.
  • Fixed an issue preventing the "stow" prompt to appear when looting a Plate Carrier.
  • Fixed an issue causing the "Toggle Mute" option to be non-functional while in a match.
  • Fixed an issue causing the Loadout selection to remain on screen during the infil cinematic.
  • Fixed an issue causing "fist" eliminations to incorrectly display on the elimination cam.
  • Fixed an issue causing the JAK Purifier audio to be silent when on an ascender or zipline.
  • Fixed an issue where players were seeing all Champion's Quest rewards after any CQ match.
  • Fixed an issue causing duplicate splashes to appear when Most Wanted time is reduced after opening crates.
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