Patchnoter

Battlefield 6 Update 1.1.1.0 patch notes

Live · Season 1 prep + REDSEC launch

  • 38documented changes
  • 2buffs
  • 1new
  • 25fixes
  • 10other

What changed

  • NEWBattlefield REDSECverified

    Free-to-play battle royale REDSEC launched

    REDSEC is a free battle royale you can play without owning Battlefield 6, and it comes with the Gauntlet knockout mode and Portal Community Creations in Fort Lyndon.

    REDSEC is Battlefield's first free-to-play battle royale, launched alongside Season 1.

    • Launched October 28, 2025 on PS5, Xbox Series X|S and PC, free even for non-owners of BF6. Includes the Gauntlet round-based knockout elimination mode and Portal Community Creations in Fort Lyndon.

    TipREDSEC shares progression hooks with BF6, so time spent there is not wasted. It is a whole free battle royale that arrived in late October 2025.

    Community source
  • BUFFSniper rifles off-classverified

    Snipers no longer punished off Recon

    Sniper rifles no longer get extra spread on classes other than Recon, but weapon sway now starts during the zoom transition.

    Update 1.1.1.0 removed the extra spread penalty for using sniper rifles on non-Recon classes.

    • Using sniper rifles with any class other than Recon no longer increases weapon spread; instead, weapon sway now begins during the zoom transition.

    TipYou can now snipe effectively as Assault or Support without the old accuracy tax. The catch is sway starts as you scope in, so off-class snipers reward a quick settle-and-fire rather than long-held scopes.

    Official source
  • CHANGEWeapon dispersionverified

    Dispersion reworked by weapon damage tier

    Weapon accuracy now depends on damage tier, so lower-damage guns spread a bit more and higher-damage guns a bit less, burst firing with automatics settles better, and accuracy after sprinting is consistent.

    Accuracy now scales with each weapon's damage tier instead of a flat spread model.

    • Lower-damage weapons see a slightly higher increase in dispersion when firing; higher-damage weapons experience slightly less.
    • Reticle settling for automatic weapons was improved to make burst firing more efficient.
    • Inconsistent accuracy after sprinting was fixed.

    TipHigh-damage guns are now more forgiving on sustained fire while spray-heavy low-damage guns want short controlled bursts. If your old laser-beam SMG feels worse, tap fire to let dispersion reset.

    Official source
  • CHANGESoldier visibility and lightingverified

    Visibility and lighting overhaul

    Lighting is clearer across all maps, with better exposure when moving between indoors and outdoors, brighter interiors and fog and smoke that clear sooner, so enemies are easier to spot.

    A launch-window pain point (spotting enemies indoors/outdoors) got a dedicated lighting pass.

    • Improved exposure transitions between indoor and outdoor areas, better interior lighting, and reduced fog and smoke persistence for better contrast and clarity across all maps.

    TipPushing from a dark interior into daylight no longer blinds you for as long, so interior-to-exterior pushes are less of a death sentence than they were at launch.

    Official source
  • BUFFMovement and landingverified

    Smoother landings, less bounce

    Movement feels tighter, with smoother landings and less bouncing on landing or spawning, faster stance changes and better vaulting.

    Landing and stance-transition animations were tightened in Update 1.1.1.0.

    • Smoother landings and reduced 'bouncing' on landing or spawning, faster stance transitions, better vaulting behavior, and stance/landing animations that settle faster.

    TipDrop-shots and jump-peeks recover faster now, so aggressive vertical play (dropping off ledges into a fight) is more viable than it was at launch.

    Official source
  • CHANGESoldier and netcodePlayerverified

    Improved steady aim and sight centering for more consistent precision

    Steady aim and sight centering are more consistent, so precise shots land more reliably.

    Improved steady aim and sight centering for more consistent precision.

    Official source
  • CHANGESoldier and netcodePlayerverified

    Improved ragdoll impacts for more consistent and reliable reactions

    Improved ragdoll impacts for more consistent and reliable reactions.

    Official source
  • FIXGadgetsGadgetsverified

    Deployable gadgets are not destroyed/removed from debris piles

    Deployable gadgets are no longer destroyed or removed from debris piles, so gadgets placed there stay in play.

    Official source
  • CHANGEGadgetsGadgetsverified

    AT grenades now create a small sized crater instead of a medium one

    AT grenades now leave a smaller crater, so they reshape the ground less when they explode.

    AT grenades now create a small sized crater instead of a medium one.

    Official source
  • CHANGEGadgetsGadgetsverified

    Buildings now take more hits to be destroyed by a Sledgehammer

    The Sledgehammer now needs more hits to destroy a building, so smashing through structures takes longer.

    Buildings now take more hits to be destroyed by a Sledgehammer.

    Official source
  • CHANGEWeaponsWeaponsverified

    Balanced sledgehammer damage against world objects for better consistency

    The Sledgehammer's damage against world objects has been evened out, so it behaves more consistently when breaking things.

    Balanced sledgehammer damage against world objects for better consistency.

    Official source
  • CHANGEMaps and modesMaps & Modesverified

    Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility

    Fog and smoke from destruction now clear sooner, so they block your view for less time.

    Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.

    Official source
  • FIXNew Sobek CityMaps & Modesverified

    New Sobek City: Fixed an issue preventing players from capturing part of Flag C in Escalation

    New Sobek City's Flag C in Escalation is now fully capturable, spawning near a burning lorry in Team Deathmatch no longer sets you on fire, and a cramped PAX Armata HQ vehicle spawn was adjusted.

    • Fixed an issue preventing players from capturing part of Flag C in Escalation.
    • Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch.
    • Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area.
    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where players would detach from ziplines when entering at high speed

    Fixed an issue where players would detach from ziplines when entering at high speed.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where movement could interrupt steady aim

    Fixed an issue where movement could interrupt steady aim.

    Official source
  • FIXSoldier and netcodePlayerverified

    Adjusted misaligned character hitboxes for upper body and head to better match the visual models

    Upper body and head hitboxes now line up better with the character models, so hits should land where the shot looks like it went.

    Adjusted misaligned character hitboxes for upper body and head to better match the visual models.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where jump inaccuracy could linger too long after landing

    Fixed an issue where jump inaccuracy could linger too long after landing.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where players could get stuck while vaulting over certain objects

    Fixed an issue where players could get stuck while vaulting over certain objects.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget

    Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles

    Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where enemies could take melee damage in protected vehicle seats

    Fixed an issue where enemies could take melee damage in protected vehicle seats.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue preventing vaulting directly from a slide

    Fixed an issue preventing vaulting directly from a slide.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly

    Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed a bug where mounting near walls prevented aiming left or right

    Fixed a bug where mounting near walls prevented aiming left or right.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly

    Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls

    Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed an issue where taking melee damage interrupted weapon fire

    Fixed an issue where taking melee damage interrupted weapon fire.

    Official source
  • FIXSoldier and netcodePlayerverified

    Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps

    Lighting, exposure and fog have been tuned on every map for better contrast, so it should be easier to see clearly.

    Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps.

    Official source
  • FIXSupply PouchGadgetsverified

    Fixed an issue where the Supply Pouch would sometimes not resupply correctly

    Fixed an issue where the Supply Pouch would sometimes not resupply correctly.

    Official source
  • FIXWeaponsWeaponsverified

    Fixed a misalignment issue with top-mounted red dot sights

    Fixed a misalignment issue with top-mounted red dot sights.

    Official source
  • FIXWeaponsWeaponsverified

    Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic

    Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.

    Official source
  • FIXWeaponsWeaponsverified

    Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone

    Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.

    Official source
  • FIXMaps and modesMaps & Modesverified

    Fixed animation and positioning issues during insertion sequences on all maps

    Fixed animation and positioning issues during insertion sequences on all maps.

    Official source
  • FIXMirak ValleyMaps & Modesverified

    Mirak Valley: Fixed a misaligned zipline mesh in Conquest

    Mirak Valley gets a fixed zipline in Conquest, and in Rush the deploy camera now shows attackers on the correct side and M-COM A can be armed again.

    • Fixed a misaligned zipline mesh in Conquest.
    • Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map.
    • Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset.
    Official source
  • FIXLiberation PeakMaps & Modesverified

    Liberation Peak: Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match

    Liberation Peak no longer has a disconnected part of the map on the NATO side early in Escalation, and part of the Attacker HQ in Rush is no longer wrongly marked out of bounds.

    • Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match.
    • Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds.
    Official source
  • CHANGEAudioAudioverified

    Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators

    Pings on stationary vehicles no longer use the radio voice effect, and ping indicators on the compass now point the right way.

    Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators.

    Official source
  • FIXSoldier and netcodePlayerverified

    Reduced occurrences of bouncing or landing issues when dropping onto certain objects

    Reduced occurrences of bouncing or landing issues when dropping onto certain objects.

    Official source
  • CHANGESoldier and netcodePlayerverified

    Improved training path progression display to better match actual unlocks

    The training path progression display now more closely matches what you have actually unlocked.

    Improved training path progression display to better match actual unlocks.

    Official source

Official post from EA

Read it on the official page

  • We are deploying Update 1.1.1.0 on Tuesday, October 28, followed by the Season 1 launch later that day at the following times:
  • 09:00 UTC: Update 1.1.1.0 goes live on all platforms. Players will be prompted to download and install the update, which includes all technical and gameplay changes.
  • 15:00 UTC: Season 1 content, including the Battle Pass and new seasonal features, becomes available for all players.
  • Between these times, players can continue to play Battlefield 6 as normal after updating, but Season 1 content and progression will unlock at 15:00 UTC.
  • The Season 1 Update marks the next step in our ongoing journey to evolve and expand the Battlefield 6 experience. This includes fixes, balance changes, and quality-of-life improvements focused on polish, performance, and player feedback to deliver an even smoother experience moving forward.

Major Updates for 1.1.1.0

  • Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.
  • Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.
  • Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence.
  • Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions.
  • UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets.
  • Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes.

PLAYER

  • Fixed an issue where combat dive could break when diving uphill.
  • Fixed an issue where players would detach from ziplines when entering at high speed.
  • Improved steady aim and sight centering for more consistent precision.
  • Fixed an issue where movement could interrupt steady aim.
  • Adjusted misaligned character hitboxes for upper body and head to better match the visual models.
  • Fixed an issue where the jump animation could play twice when aiming down sights.
  • Landing animations now have their animation path properly centered, instead of shifting to the side when landing.
  • Fixed an issue where jump inaccuracy could linger too long after landing.
  • Fixed a visual issue causing weapons to appear rotated incorrectly after spawning.
  • Fixed an issue where throwing grenades from prone could make players appear standing in third-person view.
  • Fixed an animation delay when opening doors while sliding.
  • Fixed an issue where players could get stuck while vaulting over certain objects.
  • Fixed a visual issue where dead players appeared alive while swimming.
  • Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget.
  • Fixed an issue where getting killed by a mine would highlight it in the killcam.
  • Fixed a camera jitter that could occur when entering ladders and looking down.
  • Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles.
  • Fixed an issue where weapons of other soldiers could clip through walls when they entered your view.
  • Fixed an issue where pistols disappeared while swimming.
  • Improved lighting precision for visibility while hip-firing and aiming down sights.
  • Reduced occurrences of bouncing or landing issues when dropping onto certain objects.
  • Fixed an issue where the killer snapshot sometimes did not display in the killcam.
  • Small improvements to weapon and camera sway for smoother movement.
  • Fixed an issue where enemies could take melee damage in protected vehicle seats.
  • Fixed an issue where vaulting could fail if triggered right as the player hit an obstacle.
  • Fixed an animation issue where repeated vaulting could cause incorrect hand placement.
  • Fixed an issue where simultaneous melee hits could make an enemy briefly invisible
  • Fixed an issue where soldier heads briefly disappeared during redeploy transitions.
  • Improved training path progression display to better match actual unlocks.
  • Fixed an issue where friendly players could clip into each other when climbing ladders.
  • Fixed an issue preventing vaulting directly from a slide.
  • Fixed an issue causing the camera to rotate abruptly after a takedown.
  • Fixed an issue where hands briefly disappeared after using the AJ-03 COAG Med Pen.
  • Improved stab animations when reviving with drag and revive.
  • Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly.
  • Fixed a camera clipping issue when going prone while strafing.
  • Fixed a missing third-person animation when transitioning from prone to sprint.
  • Fixed an issue where falling while sprinting caused incorrect hand movement.
  • Fixed visual clipping when soldiers stood too close to glass doors.
  • Fixed jittery aim animations in third-person when mounted.
  • Fixed a bug where mounting near walls prevented aiming left or right.
  • Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly.
  • Fixed an issue where third-person hit reactions were missing when hit while mounted.
  • Fixed an animation issue where the character’s knee clipped with the camera when falling while crouched.
  • Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls.
  • Fixed an issue where taking melee damage interrupted weapon fire.
  • Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps.
  • Improved vaulting, parachute, and door-opening animations for smoother transitions.
  • Fixed rare animation freezes for friendly soldiers reloading off-screen.
  • Fixed minor inconsistencies in mounting, peeking, and prone transitions for more reliable gameplay.
  • Added parachute customization for soldiers.
  • Prevented unintended shoulder bump animation when equipping a weapon while sprinting.
  • Improved ragdoll impacts for more consistent and reliable reactions.
  • Improved stance transition and landing animations to settle faster and feel smoother.

VEHICLES

  • Fixed missing haptic feedback when switching between tank weapons.
  • Fixed a visual issue where the player’s hand clipped with the M1A2 SEPv3 handle when sitting in external seats.

GADGETS

  • Fixed a rare issue where the MAS 148 Glaive could block the first-person view during a combat dive.
  • Fixed a MAS 148 Glaive visual issue during combat dives in first-person.
  • Fixed an issue where Defibrillators appeared floating during vaulting animations.
  • Fixed an issue where the Supply Pouch would sometimes not resupply correctly.
  • Deployable gadgets are not destroyed/removed from debris piles
  • AT grenades now create a small sized crater instead of a medium one.
  • Buildings now take more hits to be destroyed by a Sledgehammer.

WEAPONS

  • Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less.
  • Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage.
  • Fixed a misalignment issue with top-mounted red dot sights.
  • Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.
  • Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons.
  • Improved reticle settling for automatic weapons to make burst firing more efficient.
  • Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.
  • Balanced sledgehammer damage against world objects for better consistency.
  • Fixed an issue preventing players from leaving the Firing Range.

MAPS & MODES

  • Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.
  • Improved exposure transitions between indoor and outdoor areas for better visibility.
  • Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it.
  • Squad names are now randomized at the start of Squad Deathmatch matches.
  • Added visible bomb meshes to armed M-COMs in Rush.
  • Updated overtime UI visualization across all modes.
  • Fixed animation and positioning issues during insertion sequences on all maps.
  • Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round.
  • Fixed an End of Round progression issue in King of the Hill mode.
  • Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps.

MAPS & MODES › Mirak Valley

  • Fixed a misaligned zipline mesh in Conquest.
  • Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map.
  • Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset.

MAPS & MODES › Siege of Cairo

  • Fixed overlapping territory lines and boundaries during the briefing screen in Escalation.

MAPS & MODES › Liberation Peak

  • Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match.
  • Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds.

MAPS & MODES › New Sobek City

  • Fixed an issue preventing players from capturing part of Flag C in Escalation.
  • Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch.
  • Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area.

MAPS & MODES › Manhattan Bridge

  • Fixed an issue in Breakthrough where players could become stuck on the End of Round screen if the party leader left during the EOR sequence.

UI & HUD

  • Added new markers for newly unlocked weapons, weapon packages, attachments, gadgets, and throwables.
  • Updated 3D previews for certain gadgets to show their deployed state.
  • Added preview videos demonstrating how gadgets work.
  • Added new cosmetic options for selected gadgets.
  • Changed “Save & Close” to “Close” in the Deploy menu for clarity.
  • Fixed various UI issues in Loadouts.
  • Fixed an issue where Battlefield 6 Ownership XP Boost did not display properly at End of Round.
  • Fixed multiple text inconsistencies in Dog Tags and Challenges.
  • Fixed an issue where the HUD would not appear when using a 16:10 aspect ratio with certain resolutions.

SETTINGS

  • Added Flick Look bindings to Helicopter, Jet, and Transport control schemes.
  • Fixed visual issues where some aspect ratio settings caused transparent borders or inconsistent display behavior.

SINGLE PLAYER

  • Fixed an issue in Mission 01 where players were unable to lean out during the Last Stand sequence if the cinematic began while the knife was equipped.
  • Fixed a black screen issue in the Night Raid mission.

PORTAL

  • Fixed an issue where the Host Experience screen did not display the Portal experience image.
  • Fixed a crash that could occur if a party leader started a Portal server while Content Packs 01 and 04 were disabled.
  • Improved loading times for the Server Browser experience info tab to ensure joining functions properly.
  • Corrected a spelling error in the message shown when attempting to join an unavailable server.

AUDIO

  • Fixed an issue where footstep sounds were missing when moving with the knife equipped.
  • Fixed a voiceline issue where directional callouts (e.g., “enemy north”) played the wrong direction.
  • Tuned haptic feedback across multiple actions, including window barging, defibrillator use, swimming, rocket pods, mounted MGs, and sea vehicle collisions.
  • Polished large projectile audio with new missile, rocket pod, and cannon shell flyby effects; improved distance handling and overall mix for more realistic impact sounds.
  • Updated audio configs for light rockets and LMGs; refined explosion sound crossfades and adjusted distant sound behavior.
  • Improved vehicle and weapon firing audio balance, reducing noise artifacts, unwanted phasing, and over-saturation.
  • Added radio chatter through controller speakers.
  • Fixed an issue where firing range dummies and vehicle-hit reactions sometimes played incorrect or processed hurt sounds.
  • Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators.
  • Fixed missing or incorrect ambient and destruction sounds across several maps, including Siege of Cairo, as well as missing explosion sounds for silos and tanker trailers.
  • Added missing ambient audio setups for environmental props like construction barriers and buses.
  • Added new sound effects for the bulletin and takeover sections of the main menu, including improved reveal animations.
  • Fixed an issue where delayed challenge tab displays triggered early audio playback.
  • Fixed an issue where defibrillator loop sounds could get stuck when vaulting.
  • Fixed missing or out-of-sync reload sounds.
  • Corrected the M39 EMR using suppressed audio when unsuppressed.
  • Restored missing external sound effects for RWS Gunner countermeasure mines.
  • Fixed issues where soundtrack tracks cut off abruptly or skipped mid-song.
  • Reload audio polish for several weapons.