News - Massive Warzone 2 Season 1 Update Patch Notes. New Update 1. 34 Live Now - Multiplayer & Zombies
Mercenaries will not continue to fight players after completing the ground-defense ground station contract. HTS lert far away from their original spawn in an attempt to exploit their behavior will now return faster to their spawn and heal more that is for the eliminate Bounty Target contract for Outlast enemies no longer spawn if players are not progressing the contract enemies no longer spawn if players are not progressing the contract for raid weapon stash and then Sport control adjusted Sports to prevent them from spawning on a player resulting in an instant death so these two contracts are definitely being used to farm some XP, in zombies so now they're like if you're not puring the contract you're not going to get more spawns to help you do what you're doing so got to do more contracts to F more XP of course acquisitions.
An issue where players could store more in the stash than intended has been fixed. I heard a lot about that over the last couple of weeks. ether tools address an issue that prevented ether tools from applying if a player was driving a vehicle, address an issue that prevented ammo mods from applying if a player was also driving, and then for perks, as you can see.
Tombstone, address an issue where tomb St could spawn under the map issues where could spawn in the center of the map instead of where a player died, an issue where sometimes players will not obtain their Essence when interacting with a tombstone close various duplication EXP exploits associated with Tombstone Soda for ammo mods brain rot players will not receive or not receive Essence when a brain rout a zombie kills other zombies or dies that's cool it's a little bit of a buff to the AMOM mod itself, various fixes for looting locations on the map where players could not go ahead and grab some items.
Xville, at launch more formidable enemies have been added to the xville experience in all zones address the rare issue that prevented the hilltop helicopter from Landing I wonder if they fixed it from exploding though I guess not when you call them a jug on it in season all xvs will increase the number of enemies spawn with a final xville receiving a significant boost to enemy count and enemy types I wonder how the XP rates are going to work though for those xils, that's what I wonder because I wonder if they're going to have it to where the regular xils just have zombies that you kill and they're not really worth much xp but then the final xville will have those beefier zombies that are actually worth more XP for the sake of weapon leveling I wonder how they're going to balance that or not.
In general, ammo caches now fully refill applicable player ammo reserves, which initially allowed players to die instantly if they ran and slid into a dogghouse. Players no longer hide inside a dogghouse, closed out-of-bounds Locas that allow players to stay alive outside of playable spaces, and issues with selected operator skins for zombie enemies, though we got adjustments there for the deciple of the storm CER.
Hellhounds and regular zombies spawn issues. Light-armored zombies, receiving more head damage than intended, and also equipment. They've definitely fixed that. I knew they were going to do that. They've negated the damage against ether worms when, when you're using experimental gas grenades, decoys reduce the number of decoys that can be stacked from three to two.
Decoy grenaded the race from eight seconds to six. It's just an issue where players can destroy the XO helicopter by calling in a jug on top of it. There we go. I was just talking about the fact that players can no longer kill themselves or others when placing down a Sentry Turret Cam customization.
Increase the animation rate of borealis and bioluminescent. They've adjusted the Mastery cam quite a bit there; we got uix is or UI X adjustments here, as you could see similar to multiplayer D, the stamina player health, and issues that prevented pings of unlooted items from disappearing.Automatically.
Mission reward gear tab adjustments, objective tiles not displaying while loading into a match, and then some other stuff here with armory unlocks, lethal tactical item progression, though players can unlock the first step for reaching level 55 in mod Warfare Zombies previously players would need to enter the multiplayer menu to obtain the achievement.
We released the fix that allows players to complete the golden Enigma and golden Ivory camels with blueprint weapons and custom mods, which is very cool for those that were experiencing the bug of having to use base weapons to progress. Camos Friendly Fire Operator CH will not be played less frequently.
Closing statements
Season 1 once again. As I'm recording this, we are about less than an hour away from the launch of the brand new content.