Call of Duty: Black Ops 6 Season 01 Patch Notes

  • BO6
  • Patch Notes
  • Season 01

Thursday, January 9, 2025

 

GLOBAL

 

Characters

 

  • Addressed an issue where Maya’s “Joyride” Operator Skin would not be visible past 70 meters.

 

UI

 

  • Addressed some visual issues with the Events tab.

 

Audio

 

  • Addressed an issue where audio was not playing for Event milestone banners in-game.

 

 

MULTIPLAYER

 

Modes

 

  • Red Light, Green Light
    • Increased XP awarded from match bonus.

 

Stability

 

  • Added various stability fixes.

 

 

ZOMBIES

 

Hey everyone, let’s talk about those changes from January 3rd. The team is always focused on making Zombies fun and rewarding (it’s why we make video games!), but we don’t always nail it the first time.

Some fixes for bugs or exploits can become lower priority as more important issues come up, and some need to be held for an update further down the line. Last Friday’s changes to Big Game for Shadow Rift, the Shock Charge speedrun step for Terminus, and Directed Mode spawn delays after 5 looped rounds are prime examples of these.

We know it’s not fun to see a “fix” multiple weeks later for something that wasn’t bothering you in the first place, so we’re reverting the Directed Mode changes, giving Shadow Rift four new buffs, and scheduling a fix to allow speedrunners to safely use the Shock Charge tactic in Terminus again. The first two are live now, with the speedrun fix needing some extra testing before it goes live.

Thanks to everyone for the reports of visual FX not showing properly in Citadelle des Morts and crashes that can happen when you’re using a sword while Aether Shroud is active with the Void Sheath Augment. The team produced fixes for these bugs shortly after they popped up, and they’re live today.

 

 

Maps

 

  • Citadelle des Morts
    • Addressed an issue where using the Void Sheath Augment for Aether Shroud with one of the Elemental Swords would cause the match to crash.
    • Addressed an issue where many visual effects would stop playing.
    • Directed Mode
      • Addressed an issue where guidance would be incorrect if a player disconnected with a stamp.
      • Addressed an issue where guidance would be incorrect each time a new stamp spawned.
      • Addressed an issue where picking up Solais after a stamp was spawned could prevent quest progression.

 

Modes 

 

  • Directed Mode
    • Removed the extended time between rounds and the delay between spawning zombies after five looped rounds at the round cap.

 

Ammo Mods

 

  • Shadow Rift
    • Activation Rates
      • Normal enemy activation rate increased from 15% to 20%.
      • Special enemy activation rate increased from 5% to 7%.
      • Elite enemy activation rate with Big Game Augment equipped increased from 5% to 7%.
    • Cooldown Timer
      • Decreased cooldown by 25%.
The Big Game Augment for Shadow Rift was never intended to one-shot Elites, but we know it worked like that for months and we heard you about this latest change taking too much away from Shadow Rift overall. So, we’ve added four buffs to make Shadow Rift activate more frequently, including a 25% cooldown reduction, to keep it powerful and fun to use.

 

LTM Highlights / Adjustments

 

  • Dead Light, Green Light
    • Added Liberty Falls to map selection.
    • Increased round cap to 20 before Exfil.
With the launch of Dead Light, Green Light, we wanted to ease players into the LTM with a single map and a 10-Round cap before Exfil to make sure the majority of players had a chance to be successful without feeling they needed GobbleGums to survive. Basically, a bite-sized experience that’s not too punishing. Looks like it was too easy and over too soon for a lot of you!

Starting today, we’ve added Liberty Falls to the map selection and extended the round cap to 20. After that, we’ll plan Week 3’s round cap extension based on how crazy the community wants the challenge to get.

 

Stability

 

  • Various stability fixes.
Sometimes bugs appear fixed in testing but turn out to still be an issue in the live game after the patch goes out. This sucks for everyone involved, and it can lead to inaccurate patch notes, which we never want. The Vermin double-attack bug is one of these, and like the Terminus speedrun fix, the proper solution for it unfortunately can’t be implemented as quickly as some of the other items listed above. Look for both of those fixes when Season 02 launches on Jan. 28.

Friday, January 3, 2025

 

GLOBAL

 

Movement

 

  • Increased all mantle speeds.
  • Doors can now be opened and closed while sprinting.

 

Weapons

 

  • New Cleaver Melee weapon now available via Event rewards.
  • Addressed an issue where the player’s view could become obstructed with specific weapons when using the Dark Practitioner Tracer Pack Bundle without an optic.
  • Addressed an issue where Gun Screens would not be visible on the Saug Mecha-Drake Mastercraft Blueprint.
  • Hawker Hybrid optic now correctly works with the Ginger Dread Blueprint.

 

UI

 

  • Improved AAR flow.
    • Added a Dismiss button to exit at any point and a timer.
    • Added a Summary at the end.
  • Improved readability when searching for a match.
  • Addressed an issue where Gun Screens could not be previewed.

 

NOTE: Some players may see their Operator selections and Operator customizations reset after this update.

 

 

MULTIPLAYER

Modes

 

  • Red Light, Green Light (NEW)
    • Young-hee is watching, so don’t misstep at the wrong time. Get on the pitch in the Red Card stadium and play three rounds of Red Light, Green Light, each two minutes long. 
    • In Round 1, no one gets a weapon. In Rounds 2 and 3, you can pick up weapons on the ground and eliminate other competitors with melee attacks and Finishing Moves. There’s just one simple rule: When Young-hee says “Green Light,” the fight is on. Move a muscle after she says “Red Light” and you’re toast.
  • Pentathlon (NEW)
    • Prove that you have what it takes in the long run by competing in a series of Multiplayer modes to find out who reigns supreme! Play Domination, Kill Confirmed, and Hardpoint along with two new mode variants: Piggy Bank Team Deathmatch and Roulette. 
      • In Piggy Bank TDM, every elimination adds score to the Mega Piggy Bank; fight for possession of the huge payout when it drops part way through the match. 
      • In Roulette, one-shot eliminations via the Roulette Handgun award double the points, though with each fired shot there’s a chance it’ll blow up in your hands!
  • Squid Game Moshpit (NEW)
    • Fire up the Squid Game Moshpit including Team Deathmatch, Domination, and Hardpoint with a twist as players gain access to three important Squid Game-themed features: 
      • Red Light, Green Light Scorestreak: Is the fight getting too hectic for you? Stop the enemy in their tracks with this Scorestreak that calls “Red Light,” commanding all enemy players to stop moving or risk elimination. 
      • Piggy Bank: Eliminated players have a chance of dropping a Piggy Bank that awards a small score boost when picked up. For a bigger payday, watch for the Mega Piggy Bank. Every elimination adds additional score to the Mega Piggy Bank, so once it drops, fight for it to acquire all the deposited score within. 
      • Roulette Handgun: The epitome of high risk, high reward. The Roulette Handgun spawns in the center of the map; grab it to activate a permanent UAV effect while wielding it and land one-shot eliminations against enemies, earning more than double the normal score to help you obtain Scorestreaks more quickly. The catch? Your location will be marked for everyone to see, and every shot has a chance to blow up the weapon, taking you down with it.
  • Prop Hunt
    • Improved spatial audio on Prop whistles.
    • Addressed an issue where Prop UI could remain present when switching rounds to the Hunter team.
    • Addressed an issue where Props could block doors from opening when locked in place.

 

Wildcards  

 

  • High Roller (NEW)
    • Allows players to equip up to four Scorestreaks.

 

Scorestreaks 

 

  • RC-XD
    • Slightly reduced the RC-XD’s max damage. 
  • Archangel Launcher
    • Addressed a rare issue where the next bullet fired from a weapon after using the Archangel Launcher could be an Archangel rocket.
  • Care Package
    • Care Packages will now contain the Scout Pulse Scorestreak less frequently.
  • LDBR
    • Decreased the damage the LDBR does to its owner.
    • Reduced score requirement from 950 to 800.
  • Sentry Turret
    • Increased Sentry Turret fire rate.
    • Increased Sentry Turret HP.
    • Reduced score requirement from 1000 to 950.
  • Hellstorm
    • Reduced score requirement from 1050 to 1000.
  • Watchdog Helo
    • Slightly increased the Watchdog Helo’s damage.
    • Increased Watchdog Helo accuracy when it acquires a new target.
    • Reduced score requirement from 1100 to 1050.
  • Strategic Bomber
    • Reduced score requirement from 1300 to 1100.
  • A.G.R. MK 1
    • Top speed increased.
    • Acceleration increased.
    • Addressed an issue where the A.G.R. MK 1 was deploying with less HP than intended. 
  • Dreadnought
    • Slightly increased Dreadnought HP.
    • Reduced score requirement from 1800 to 1700.

 

UI 

 

  • Addressed an issue where the wrong Finisher would sometimes be previewed.
  • Addressed various issues with overlapping text.
  • Correct Calling Cards now display during the Winner’s Circle in Free-For-All.

 

Audio 

 

  • Reduced the range of Emote sound effects.

 

ZOMBIES

Maps

 

  • Citadelle des Morts
    • Elemental Sword Wonder Weapons 
      • General
        • All swords can now hit up to two enemies per swing. The additional hit will do damage based on distance.
        • Additional hit damage is 100% at close-to-medium distance and 50% beyond that.
        • Players can now parry Amalgam grabs with Elemental Swords.
        • Addressed an issue where sword damage could be decreased when using the Void Sheath Augment for Aether Shroud.
      • Balmung 
        • Ability procs more frequently while charged.
        • Reduced the required kills to charge from 40 to 25.
        • Decreased cooldown from 20 to 10 seconds.
        • Slightly lowered the chance to activate the passive effects to account for the decreased cooldown between activations.
      • Durendal
        • Increased special attack damage.
        • Increased Electric Beam special attack damage per tick from 40% to 65% of base zombie health.
        • Ability now procs more frequently while charged.
        • Decreased cooldown from 25 to 3 seconds.
        • Slightly lowered the chance to activate the passive effects to account for the decreased cooldown between activations.
        • Addressed an issue where Durendal’s charged attack would not be visible to other players.
      • Caliburn
        • Adjusted to activate Napalm Burst Augments when the sword procs, similar to Balmung and Durendal.
      • Solais 
        • Slightly reduced effectiveness of Armor regeneration ability.
        • Slightly increased swing interrupt time for sword swing.
        • Lowered Armor regeneration percentage from 5% to 4% per swing.
    • Main Quest
      • Addressed an issue where players could sometimes be unable to pick up the Lightning Rod depending on where it dropped.
      • The Lightning Rod zombie will now return to the Dungeon if there are no players nearby.
      • Addressed an issue where activating the Time Out GobbleGum to progress a round during the Main Quest boss fight would respawn eliminated players in the starting area and down them.
      • Players will now respawn in the boss fight arena.
      • Addressed an issue where Special Round effects would not disable when entering the Main Quest boss fight.
      • Adjusted Deadshot ADS placement to be more accurate against the Main Quest boss.
      • Addressed an issue where Krafft could speak to the player before interacting with him in the Dungeon.
      • Addressed an issue where saving and quitting in a Solo match before speaking to Krafft would prevent Main Quest progression after loading the save.
      • Addressed an issue where the Light Ritual mirrors could not be interacted with after a player joins in progress.
      • Addressed an issue where wisps in the Light Challenge for the Mystic Orb would freeze visually but still count toward completion.
      • Addressed an issue where the Mystic Orb would not be visible to players joining in progress after the Knight’s Ceremony.
      • Addressed an issue where Main Quest progress was not saved when picking up the Mystic Orb after the Knight’s Ceremony and saving and quitting in a Solo match.Addressed an issue where the Durendal sword could be floating upon loading into a saved Solo match.
      • Addressed an issue where melee weapons would not be able to open one of the locks on the Pack-a-Punch container.
      • Closed an exploit where players would take no damage and be unable to move when failing the Sanctuary timed challenge.
      • Addressed some instances where a specific set of interactions could lead to blank objective text.
      • Addressed an issue where the Blood Aetherium Crystal could get stuck in a non-playable area.
      • Addressed some issues with visual effects spawning in non-intended locations.
      • Updated the model for the Mystic Orb.
  • Terminus
    • Addressed an issue where players respawned by progressing a round during the Main Quest boss fight with the Time Out GobbleGum would be unable to see the boss’s health bar.
    • Addressed an issue where the Workshop Lockdown Main Quest step would end early by placing a Shock Charge after starting.
    • Speed Boost option now properly functions during the Boat Race Side Quest.

 

Modes 

 

  • Dead Light, Green Light (NEW)
    • Compete in an undead version of the stop-and-go game in Dead Light, Green Light. In the “Green Light” phase, players gain a bonus to earned Essence, so rack up the zombie eliminations. Once “Red Light” is called, Essence is drained from any player who moves, so spend big before this phase or hang tight to avoid throwing away your hard-earned currency. And it doesn’t end there. When the dreaded “Dead Light” phase begins, prepare for a tough fight as a meaner wave of enemies approach.
    • Available first in Citadelle des Morts, with Liberty Falls added after Week 1.
  • Directed Mode
    • Directed Mode now available for Citadelle des Morts with unique rewards.
      • NOTE: The deadline to earn the Main Quest early completion rewards for Citadelle des Morts via Standard Mode has been extended until the end of Season 01 to allow players additional time to complete the Main Quest.
    • Extended time between rounds and the delay between spawning zombies after five looped rounds at the round cap in Directed Mode.
  • Training Course
    • Addressed an issue that would prevent the “Getting New Weapons” station from progressing.

 

Weapons 

 

  • Addressed an issue where players would lose the ability to equip a second weapon if the “Weapon Cycle” setting was enabled.

 

GobbleGums 

 

  • Addressed an issue that left the player vulnerable briefly while teleporting from “Anywhere But Here!” or “Nowhere But There” GobbleGums.

 

Ammo Mods 

 

  • Shadow Rift
    • Big Game
      • Big Game will no longer deal lethal damage to Elite enemies.

 

Field Upgrades 

 

  • Aether Shroud
    • Void Sheath Augment
      • Addressed an issue where melee weapon damage would not be increased.

 

Scorestreaks 

 

  • Mutant Injection
    • Addressed an issue where Mangler Cannon effects could be stuck on the screen after the Scorestreak has ended.
  • Chopper Gunner
    • Addressed an issue where the gun from the Chopper Gunner could be used after the Scorestreak has ended.
  • Sentry Turret
    • Addressed an issue that prevented a Sentry Turret from being placed after using the Balmung charged ability.

 

Power-Ups

 

  • Fire Sale
    • Addressed an issue where rarely Fire Sale would leave an extra Mystery Box on the map.

 

Enemies

 

  • Doppelghast
    • Addressed an issue where the needle blast from a Doppelghast affected by Brain Rot could harm the player.

 

Activities

 

  • Splitscreen
    • Addressed an issue where zombies would sometimes ignore the host player.

 

Challenges

 

  • Camo Challenges
    • Addressed an issue where Pack-a-Punched GS45s would not progress the Siamese Camo after Military Camo progression was complete.
  • Daily Challenges
    • Addressed an issue where the “Drink 3 Perk-a-Colas” Daily Challenge would not progress.
  • Calling Card Challenges
    • Prestige 3: Explosive Surprise
      • Addressed an issue where the Explosive Surprise Prestige 3 Calling Chard Challenge was not tracking properly.
    • Prestige 8: Close Call
      • Updated this Challenge to count kills from teleporting with the “Anywhere But Here!” GobbleGum.
      • Updated this Challenge to also include “Nowhere But There!” GobbleGums.
    • Addressed issues that prevented the following challenges from tracking properly:
      • Trophy Hunter: “Madness”
      • Prestige 6: “Gullible”
      • Prestige 7: “Old Faithful”
      • Prestige 10: “Stupify”

 

Thursday, December 12, 2024

 

GLOBAL

Store

  • Addressed a rare issue where players could encounter an error when attempting to add bundles to their Wishlist in the Store.

 

MULTIPLAYER

Modes

  • New Modes
    • Ran-Snack added to Featued Playlists
      • Indulge your sweet tooth while gaining buffs in Ran-Snack, a festive themed variant of the Ransack Season 01 game mode.
    • Infectious Holiday added to Featured Playlists
      • ‘Tis the season to slay the undead in Infected with a holiday twist.
  • Limitied Time Modes
    • Limited Time Modes will no longer count toward the win requirement for Ranked Play.

General Playlist Updates 

  • 10v10 Moshpit and Hardcore 10v10 Moshpit
    • Added Protocol, Extraction, Hideout and Hacienda to map list.

XP Earn Rates 

  • Increased XP & Weapon XP earn rates in the following modes:
    • Domination
    • Headquarters
    • Kill Order
    • Search & Destroy
  • Increased Weapon XP earn rates in the following modes:
    • Team Deathmatch
    • Kill Confirmed
    • Control
  • Increased XP earn rates in Prop Hunt

 

ZOMBIES

Maps 

  • Citadelle des Morts
    • Addressed an issue where players would unintentionally become invulnerable after using the Rampart Cannon.
    • Addressed an issue where players could potentially get stuck after being grabbed by the Amalgam in certain cases.

UI 

  • Merry Mayhem
    • The progress bar animation now plays correctly when going beyond the fourth reward.

The Software License and Service Agreement will be updated. Please follow this link [https://www.activision.com/legal/ap-eula] in order to see these changes.