Battlefield 6 Season 4: Pacific Front (Phase 1) patch notes
- 45documented changes
- 3buffs
- 3nerfs
- 8new
- 4fixes
- 27other
What changed
- NEWTsuru Reefverified
New map: Tsuru Reef, the biggest battleground yet
Tsuru Reef is a new island chain map for naval, land and air combat, with a luxury resort, a dormant volcano and open ocean, and it works in both all-out and tactical modes.
A sprawling island chain built for naval, land and air combat.
- A brand-new map for the Battlefield franchise: an archipelago NATO base co-managed by the Japan Air Self-Defense Force, featuring a luxury resort, a dormant volcano and open ocean. Supports both all-out warfare and tactical modes. EA has said the map expands later in the season with playable aircraft carriers.
TipIt is the first map built around the new naval vehicles, so expect fights to move between boats and shore rather than staying on foot.
Official source - CHANGENaval Warfareverified
Naval warfare returns to multiplayer
Boats return to multiplayer on Tsuru Reef and later on Wake Island, so squads can come in from the water to open new routes to an objective.
Boats are back as a core part of combined arms, starting on Tsuru Reef.
- Naval vehicles return to Battlefield 6 multiplayer for the first time, available on Tsuru Reef and later in the season on Wake Island. Squads can use amphibious tactics to open new routes to an objective.
TipFor anyone whose last round predates Season 4, this is the single biggest change to how a round plays - water is now a real lane, not scenery.
Official source - NEWDynamic Wave Systemverified
New dynamic wave system changes how water fights work
Oceans now have real waves and boat wakes, bullets only go as deep into water as their calibre allows, and you can now drag and revive teammates in water.
Oceans have real waves, and water now affects weapons and gadgets.
- Oceans create waves and boats leave wakes. Buoyant gadgets and underwater explosions become viable tactics, and bullets penetrate the surface only as far as their calibre allows. Dragging and reviving now work in water.
TipYou can use the swell to break an enemy's line of sight, and a downed team mate in the water can now be dragged out and revived instead of being lost.
Official source - NEWRCB-90verified
New vehicle: RCB-90 armoured patrol boat
The RCB-90 is a new two-seat armoured patrol boat: the gunner fires customisable mortar shells and the driver has an autocannon and missiles, but it is slower than the Light Transport Boat.
A two-seat gunboat that plays like a tank on water.
- A two-seat armoured patrol boat with a driver and a gunner. The gunner fires 120mm mortar shells whose effect and damage profile change with customisation
- the driver has a 30mm autocannon and missiles. Slower than the Light Transport Boat.
TipTreat it like a tank, not a taxi - it trades the RHIB's speed for armour and real anti-vehicle firepower.
Official source - NEWEF88verified
New assault rifle: EF88
The EF88 is a new bullpup assault rifle with a slow fire rate, steady damage and manageable recoil, aimed at mid-to-long range fights and first available in the Season 4 Battle Pass.
A bullpup AR for mid-to-long range, available first in the Season 4 Battle Pass.
- A bullpup assault rifle with a slow fire rate, steady damage and relatively tameable recoil. EA places its effectiveness in the 20 to 75 metre band and compares it to the L85A3 rather than the launch bullpup TR-7.
TipIt is a range weapon, not a room-clearer - if you are fighting inside 20m you are using the wrong gun.
Official source - NEWBROD 3verified
New carbine: BROD 3
The BROD 3 is a new fast-firing, highly customisable carbine with solid mobility for close-to-mid range, and it fits in the Assault sling or works as a primary for any class.
A fast-firing, highly customisable carbine for close-to-mid range.
- A NATO carbine comparable to the GRT-BC, with a similar fast fire rate and solid mobility. Designed to sit in the Assault Class' sling or serve as a primary for any class.
TipClosest thing Season 4 added to a general-purpose gun - worth the range time to find its attachment set.
Official source - NEWVSSMverified
New marksman rifle: VSSM
The VSSM is a new suppressed marksman rifle with subsonic ammo that helps you stay hidden, and it can fire full auto if you give up some attachment options.
A suppressed DMR with subsonic ammo and an optional full-auto mode.
- A Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built to stay hidden. It can fire fully automatic, though EA notes full-auto costs attachment options elsewhere.
TipIt rewards head and upper-chest shots. The full-auto mode is a panic button, not the way to use it.
Official source - CHANGERHIBverified
7.7m NSW RHIB arrives from REDSEC
The Light Transport Boat from REDSEC is now in multiplayer, a nimble four-seat boat with a mounted machine gun.
A fast four-seat transport boat with a mounted machine gun.
- The Light Transport Boat previously exclusive to REDSEC is now in multiplayer. Four seats, mounted machine gun, built for agility.
TipThis is the squad taxi - use it to cross open water quickly, and switch to the RCB-90 when you actually need to fight another boat.
Official source - CHANGESwimmingverified
Swimming revamped, and you can revive in water
Swimming has new animations and physics, you can now drag, revive and spawn on squad mates in water, and falling into shallow water hurts slightly less.
New animations and physics, plus Drag and Revive while swimming.
- Swimming was reworked with new animations, updated physics and improved wave behaviour. Players can now drag and revive squad mates in water and spawn on squad mates swimming in deep water.
- Fall damage is slightly reduced when falling into shallow water, and parachutes now deploy as expected near the water surface. Aim assist fully supports enemies while they are swimming.
TipBeing in the water is no longer a death sentence for your squad - but aim assist tracks swimmers now, so you are not hidden either.
Official source - CHANGEUnderwater ballisticsverified
Bullets now lose damage underwater
Bullets now lose damage as they travel through water and can do none at all after going far enough, so shooting at targets below the surface is much less reliable.
Shooting into water no longer works the way it used to.
- Projectile behaviour in water was updated: bullets lose damage while travelling through water and may deal no damage at all after travelling far enough underwater. SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater.
TipDiving is now a real escape option against small-arms fire, because depth genuinely eats the damage.
Official source - NERFM320A1verified
M320A1 Grenadier traits nerfed
The M320A1 Grenadier traits are weaker: Level 2 no longer gives instant bonus HE ammo and raises max ammo by less, and Level 3 cluster munitions drop fewer, weaker bomblets with a smaller blast.
Less HE ammo and a much weaker cluster munition.
- Level 2 Grenadier Trait: the bonus M320A1 HE ammunition granted immediately on reaching Level 2 was removed, and the maximum HE ammunition increase was reduced from 5 to 4. Level 3 Cluster Munitions: submunitions cut from 6 to 3, maximum blast damage from 30 to 20, blast radius from 2m to 1.5m, and maximum damage distance from 0.6m to 0.3m.
- Dispersion and bounce were also adjusted so bomblets cluster less.
TipIf you leaned on cluster munitions to clear objectives, that is roughly half the submunitions doing two thirds of the damage - the playstyle needs rethinking.
Official source - NEW4" Shotgun Barrel Extensionverified
New attachment: 4" Shotgun Barrel Extension
The 4" Shotgun Barrel Extension is a new attachment for non double-barrelled shotguns that speeds up projectiles but slows aiming and movement, and it costs fewer attachment points at launch.
More projectile velocity on shotguns, at half the usual attachment cost.
- A set of extended barrel options for all non double-barrelled shotguns, increasing projectile velocity at the cost of aim-down-sight speed and some mobility. At launch it costs five Attachment Points instead of the standard 10.
TipThe half-price cost at launch is the reason to try it - pair it with Slugs for range, or offset the mobility hit with an angled grip.
Official source - CHANGEAPC vehiclesverified
APC Emergency Repair replaced in Battle Royale
In Battle Royale modes, APCs now have a Smoke Generator instead of Emergency Repair, so they can hide behind smoke but can no longer repair themselves on the spot.
APCs get a Smoke Generator instead of Emergency Repair in BR modes.
- The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes.
TipYou can no longer heal an APC out of a losing fight in BR - use the smoke to break contact instead.
Official source - CHANGEMAS 148 GlaiveGadgetsverified
The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs
The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs.
Official source - CHANGESoldier and netcodeREDSEC · Competitiveverified
Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale
Ranked Battle Royale no longer has Vehicle Keycards, Main Battle Tanks or Infantry Fighting Vehicles, so you will not face that heavy armour in ranked matches.
Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale.
Official source - CHANGEPortalPortalverified
Additional Season 3 weapons, attachments, and gadget have been added to Portal
Additional Season 3 weapons, attachments, and gadget have been added to Portal.
Official source - CHANGESlidingverified
Slide activation tightened
Sliding now needs a bit more speed to start and no longer retriggers from a held crouch or on landing after releasing crouch, so accidental slides should happen less often.
Sliding needs more speed and no longer retriggers accidentally.
- Slide activation now requires a slightly higher movement speed, reducing cases where sliding triggered without sprinting first or while crouch-sprinting. Sliding no longer retriggers when the crouch hold input stays held, and no longer triggers when landing from a fall or jump if crouch was released before touching the ground.
TipAccidental slides on landing are gone, so slide-cancelling habits from earlier seasons need adjusting.
Official source - NEW1p86 LPVOverified
New optic: 1p86 LPVO
The 1p86 LPVO is a new variable optic with slightly more zoom than the SU-230 at both settings, so it gives a bit more magnification for longer shots.
A slightly stronger alternative to the SU-230.
- A Low Powered Variable Optic with 1.5x and 4.5x zoom levels, against the SU-230 LPVO's 1.0x and 4.0x.
TipHalf a step more magnification at both levels - it matters most when you are identifying distant targets, not in close fights.
Official source - CHANGESoldier and netcodePlayerverified
The soldier no longer slowly blends into position after mounting an object in the world
The soldier no longer slowly blends into position after mounting an object in the world.
Official source - CHANGEGadgetsGadgetsverified
Launchers that discard their tubes now continue to reload even if they are no longer the active weapon
Launchers that drop their tube now keep reloading after you switch to another weapon, so switching away no longer stops the reload.
Launchers that discard their tubes now continue to reload even if they are no longer the active weapon.
Official source - NERFGadgetsGadgetsverified
The EOD Bot Arm and the Sledgehammer can no longer be used while swimming
The EOD Bot Arm and the Sledgehammer can no longer be used while swimming.
Official source - NERFGadgetsGadgetsverified
The Sledgehammer can no longer be used for quick swings while swimming
The Sledgehammer can no longer be used for quick swings while swimming.
Official source - FIXRailway to GolmudMaps & Modesverified
Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck
Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck.
Official source - CHANGEMaps and modesMaps & Modesverified
Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice
Commander Tactical Advice is back in Obliteration and Tactical Obliteration and works alongside player-placed advice, and commander attack markers on M-COMs now only show while your team carries the bomb.
Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice.
- Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb.
- FIXSoldier and netcodeREDSEC · Playerverified
Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning
Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning.
Official source - CHANGEWeaponsREDSEC · Weaponsverified
Reduced the number of submunitions created from 6 to 3
Each shot now splits into half as many submunitions, so there are fewer bomblets per impact.
Reduced the number of submunitions created from 6 to 3.
Official source - CHANGEWeaponsREDSEC · Weaponsverified
Updated submunition dispersion so bomblets spread more effectively after impact
Submunition bomblets now spread out more after impact, so fewer of them explode in the same spot.
Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location.
Official source - CHANGEWeaponsREDSEC · Weaponsverified
Adjusted submunition bounce behaviour to further reduce clustering after impact
Submunitions now bounce differently after impact, so they clump together less.
Adjusted submunition bounce behaviour to further reduce clustering after impact.
Official source - CHANGEVehiclesVehiclesverified
Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes
Tank driver aim when looking uphill on steep slopes now lines up more consistently between third-person view and first-person scoped view, so what you see in one view is closer to the other.
Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes.
Official source - CHANGEUI & HUDUI & HUDverified
Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater
Spotting no longer works deep underwater, and spotted enemies disappear from the world and minimap when they dive deep, so diving can shake off a spot.
Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it.
Official source - FIXRailway to GolmudPortalverified
The Railway to Golmud train capture point now follows the train correctly on the map
The Railway to Golmud train capture point now follows the train correctly on the map.
Official source - CHANGEAudioAudioverified
Third-person death efforts from underwater soldiers can no longer be heard by other players
Other players can no longer hear the death sounds of soldiers who die underwater.
Third-person death efforts from underwater soldiers can no longer be heard by other players.
Official source - CHANGEAIAIverified
Bots can now use boats to navigate to objectives
Bots can now use boats to navigate to objectives.
Official source - STRONGERAIAIverified
Bots can now use land vehicles to cross rivers and very shallow water
Bots can now use land vehicles to cross rivers and very shallow water.
Official source - BUFFAIAIverified
Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers
Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers.
Official source - BUFFAIAIverified
Bots no longer take all available boats at the start of new rounds, leaving boats available for players
Bots no longer take all available boats at the start of new rounds, leaving boats available for players.
Official source - CHANGEAIAIverified
Bots will now respond to “Request Pick-Up” requests while navigating boats
Bots will now respond to “Request Pick-Up” requests while navigating boats.
Official source - CHANGEAudioREDSEC · Audioverified
The Handler no longer warns players who are underground about parachuting enemies nearby
The Handler no longer warns players who are underground about parachuting enemies nearby.
Official source - CHANGESoldier and netcodePlayerverified
Spawning on a squad mate in crouch stance now deploys you in crouch stance as well
Spawning on a squad mate in crouch stance now deploys you in crouch stance as well.
Official source - CHANGEVehiclesVehiclesverified
Helicopter rotor wash now affects vegetation more realistically
Helicopter rotor wash now affects vegetation more realistically.
Official source - FIXOperation FirestormMaps & Modesverified
Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects
Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects.
Official source - CHANGESoldier and netcodeREDSEC · Competitiveverified
“End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity
The End of Round screen now shows RP from confirmed kills and confirmed assists together with their cap reductions, so it is easier to see what you earned.
“End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity.
Official source - CHANGESoldier and netcodeREDSEC · Competitiveverified
Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale
Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale.
Official source - Official sourceCHANGEREDSEC · Weaponsverified
M320A1
- CHANGEGadgetsGadgetsverified
RPG detonations underwater no longer create dirt impact effects
RPG detonations underwater no longer create dirt impact effects.
Official source
Full patch notes from EA
- Battlefield 6 Game Update 1.4.1.0 arrives on July 21, launching Season 4: Pacific Front and bringing naval warfare to Battlefield 6. Squads will fight across land, air, and sea with Tsuru Reef, a new large-scale Pacific battleground, marine vehicles, ocean combat, new weapons, REDSEC updates, Portal features, and more content arriving throughout the season. Take command of the coastline and turn the tide of war.
- At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes.
- At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live.
- Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience.
NEW CONTENT › Naval Combat & New Gameplay System
- Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore.
NEW CONTENT › New Map
- Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare.
NEW CONTENT › New Vehicles
- RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water.
- 7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast.
NEW CONTENT › New Weapons & Attachments
- BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat.
- EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat.
- VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth.
- Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons.
NEW CONTENT › New REDSEC Content
- Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina.
NEW CONTENT › Battle Pass
- Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea.
NEW CONTENT › Battlefield Pro
- Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4.
Major Updates for 1.4.1.0
- Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal.
- Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay.
- Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation.
- UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed.
- Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing.
- Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play.
- REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow.
PLAYER
- Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting.
- Sliding no longer retriggers when the crouch hold input remains held after an initial slide.
- Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground.
- Soldier visual effects while swimming and resurfacing have been updated
- Spawning on a squad mate in crouch stance now deploys you in crouch stance as well.
- The soldier no longer slowly blends into position after mounting an object in the world.
- Weapon attachments are now less likely to appear floating when using soldier skins.
- Zipline and flash effect animations now behave as intended while spectated in first-person.
- Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water.
- Aim assist now fully supports enemy targets while they are swimming.
- Fall damage is now slightly reduced when falling into shallow water.
- Parachutes now deploy as expected when nearing the water surface.
- Players can now drag and revive squad mates in water.
- Players can now spawn on squad mates who are swimming in deep water.
VEHICLES
- Helicopter rotor wash now affects vegetation more realistically.
- Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes.
- The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved.
- Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning.
GADGETS
- Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear.
- Launchers that discard their tubes now continue to reload even if they are no longer the active weapon.
- RPG detonations underwater no longer create dirt impact effects.
- The EOD Bot Arm and the Sledgehammer can no longer be used while swimming.
- The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs.
- The Sledgehammer can no longer be used for quick swings while swimming.
WEAPONS
- Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3.
- Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater.
- SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater.
MAPS & MODES
- Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck.
- Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb.
- Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects.
UI & HUD
- Battle Pass points and path text no longer overlap on the End of Round screen.
- Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out.
- Category icons now appear correctly in the Challenges menu during gameplay.
- Challenge reward icons now appear correctly when unlocked during gameplay.
- Corrected a typo in the description for the “Mercy Stroke” weapon package.
- Improved the readability of the Anti-cheat watermark.
- Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive.
- Increased the size of the bomb icon in the Obliteration game mode HUD.
- Interior map details now appear correctly on the minimap.
- Kill indicators now expand outwards and fade out faster, reducing how long they remain in view.
- Magazine attachment indicator alignment has been improved when customising the M/60.
- Magazine attachment indicator alignment has been improved when customising the SL9.
- Main menu tiles now remain visible as intended when returning to the menu after a match.
- Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped.
- Muzzle attachment UI alignment has been improved when customising the Vz.61.
- PP-19 weapon tags now appear correctly in the front end.
- Resolved an occasional client-side crash that could occur when the tutorial system updated.
- Responding to “Quick Message” notifications no longer also triggers in-game actions.
- Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay.
- Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen.
- Reward icons now appear correctly in in-game challenge completion notifications.
- Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page.
- Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights.
- Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it.
- The “Backwoods Battler” character skin now displays the correct icon artwork.
- The “Chemical Agent” character skin now displays the correct icon artwork.
- The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time.
- The Challenges button has been removed from the in-game attachment screen to prevent UI overlap.
- The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate.
- The filter selection on the Season Stats page no longer resets when switching between seasons.
- The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying.
- The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen.
- Tutorial prompts no longer remain on screen after redeploying or being eliminated.
SETTINGS
- Add support for NVIDIA DLSS Multi Frame Generation x5, x6.
- Add support for NVIDIA DLSS Dynamic Multi Frame Generation.
- Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation.
- Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game.
- The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section.
PORTAL
- A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors.
- Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences.
- Added missing help text for Impulse blocks in the Rules Editor.
- Added support for the “IsClosed” property on Waypoint Paths.
- Added the “GetPlayer” and “GetVehicle” functions.
- Additional Season 3 weapons, attachments, and gadget have been added to Portal.
- Andy’s Custom Breakthrough Template has been added to the SDK.
- Corrected errors that could occur when publishing the Moving Platform Example.
- “Create Custom Mode” now generates the files needed for “Import from File”.
- “GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle.
- HQ team colours now display correctly.
- “IsCurrentMap” now works correctly for remotely hosted games.
- Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options.
- “SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums.
- The “ForceBombDrop” action can no longer be used when there is no bomb carrier.
- The “mod.GetSpawner” function now accepts arguments correctly.
- The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly.
- The Railway to Golmud train capture point now follows the train correctly on the map.
AUDIO
- Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration.
- Added female soldier voice-over lines for drowning and surfacing.
- Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration.
- Added new Season 4 Battle Pass radio station music.
- Added new soldier voice-over lines after breaching and resurfacing from underwater.
- Commander voice-over now plays as intended during Overtime in Obliteration.
- Corrected a phasing issue with stationary launcher audio while aiming down sights.
- Improved audio responsiveness for sea vehicles moving through waves.
- Improved audio responsiveness for stationary turret movement.
- Third-person death efforts from underwater soldiers can no longer be heard by other players.
- Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds.
AI
- With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles.
- Bots can now swim and will move towards shore after ending up in water.
- Bots can now use boats to navigate to objectives.
- Bots can now use land vehicles to cross rivers and very shallow water.
- Bots no longer eliminate themselves after falling into certain pools on Eastwood.
- Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers.
- Bots no longer take all available boats at the start of new rounds, leaving boats available for players.
- Bots now abandon boats that become beached.
- Bots will now respond to “Request Pick-Up” requests while navigating boats.
REDSEC › PLAYER
- Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning.
- “Squad Wipe” score events now trigger correctly after eliminating an enemy squad.
REDSEC › UI & HUD
- In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale.
- Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale.
- Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly.
- Squad colours now display correctly on the Gauntlet End of Round screen.
- The Tactical Armory can now be pinged correctly in Battle Royale.
REDSEC › AUDIO
- The Handler briefing now plays as intended during the Battle Royale insertion cinematic.
- The Handler no longer warns players who are underground about parachuting enemies nearby.
REDSEC › COMPETITIVE
- “End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity.
- “End of Round” RP progress now displays correctly when a player’s RP value drops below zero.
- Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale.
- Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed.
- Updated “End of Round” RP tally animations to improve scoring clarity.
- Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale.
REDSEC › VEHICLES
- The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes.
REDSEC › WEAPONS
- M320A1
- Level 2 Grenadier Trait
- Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2.
- Reduced the M320A1 HE maximum ammunition increase from 5 to 4.
- Level 3 Cluster Munitions Trait
- Reduced the number of submunitions created from 6 to 3.
- Reduced submunition maximum blast damage from 30 to 20.
- Reduced submunition blast radius from 2m to 1.5m.
- Reduced maximum damage distance from 0.6m to 0.3m.
- Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location.
- Adjusted submunition bounce behaviour to further reduce clustering after impact.