WARDOGS | Season 02 Patch Notes
14/10/2026

WARDOGS SEASON 2 Trailer
WARDOGS Early Access Season 2 drops on October 15th.
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⚠ Scheduled MaintenanceWindow& Steam Update
There will be a scheduled maintenance window on October 15th between 08:00 and 09:30 UTC.
We estimate roughly 90 minutes of downtime before the new season goes live.
// Season 2 Patch Notes




Four New Weapons Added
- TCX-SPR \[7.62x39mm] - Assault Rifle.
- PP-19 Bizon \ - SMG.
- Evo-3 Ultra \[.308 Win] - LMG.
- M14 \[.308 Win] - Marksman Rifle.
Alongside them, a new set of attachments: additional optics, muzzle devices, magazines, and bipods (listed lower in the patch notes).


New Molotov, and Range Finder & Helmet Updates
- Molotov - A thrown incendiary that splashes fire on impact and burns anyone caught in it. Throw overarm or underarm. Deals impact damage and the flames will deal damage over time if you're standing in them. Molotovs can also burn destructible foliage and are affected by rain.
- Infrared Range Finder Update - Now runs on batteries. A battery lasts around 80s of active use. Drains faster if quickly toggled on and off.
- Helmets Update - Level 4 Helmet now has muffled audio, a restricted field of view, and will fog over when you're sprinting. Level 3 and Level 4 helmets also now have increased suppression resistance in line with the new suppression updates, to better fulfill the protective role of these items in more ways than just damage reduction.



Four New Vehicles Added
- Wolf-110 - A fast, light wheeled transport.
- Wolf-110 \ - The Wolf-110 with a ring-mounted M2 Browning.
- T-72B3 - A main battle tank. Slower than the L2A6, but cheaper and slightly more fuel-efficient.
- Flakpanzer Gepard - Anti Air Vehicle.


Three New Buildables Added
- MG Nest - A manned M2 Browning emplacement.
- Large Shelter - A large metal shelter for covering key assets or keeping the rain off.
- Wooden Step - A step. Made of wood.




New Rain Weather Preset
New rain weather preset.
- Surfaces, vehicles and characters visibly wet as rain falls.
- Rain sounds different depending on what it is falling on and where you are standing - under cover, indoors, inside a vehicle, or out in the open.
- Destroy a roof and the rain starts visually coming through it.
- Thunder rolls in during heavier rain, and every player on the server hears the same strike at the same moment from the same direction. It is loud enough to mask footsteps, so use it strategically.
- Spotting range is affected by rain.
- Molotov fire is reduced by rain.





Season 2 Gold Market Camos
Eight new weapon and vehicle skins join the Gold Market, spanning four camo families:
- Black & Gold - Little Bird. Season 2 Exclusive Gold Market Camo.
- Chocolate Chip - Evo-3 Ultra, M14, TCX-SPR.
- Two-Tone Desert - Galil, Mosin, Havoc.
- Digital Wood - M500.
The Black & Gold AK Camo has been removed from the Gold Market.


New Wager Vendor (Opening Later in Season 2)
The Wager Vendor is not available at Season 2 launch. It will open later in Season 2.
- A new Wager vendor lets you bet your own cash on your own performance.
- Set your own stakes, bet on yourself. Win big or lose it all.
- A live wager tracker sits above the minimap showing your stake and progress.
- The wager vendor is not a permanent addition and is intended to come and go throughout a season. The Wager Vendor is not available at Season 2 launch.
Team Switching Restrictions Added
To stop late switching from deciding matches, once a team is more than 10 points ahead:
- You cannot switch teams again for 15 minutes after joining one.
- If you switch teams or join a match in progress, your map stays obscured until you reach the control zone for the first time.
- You cannot use the spawn vehicle until you reach the control zone for the first time.
These changes are intended to increase friction for team switch abusers, whilst still allowing you to join the team of your friends if needed.
Team-Kill Punish & Forgive System
Team killing is now handled by a victim-driven vote, to allow for forgiveness but also punish purposeful teamkills.
- When a teammate kills you, you are asked to Forgive or Punish.
- Punish results accumulate against a teamkiller, leading to kicks and escalating bans for repeat offenders.
- Forgive removes a potential mark against the player who teamkilled you.
Note: Respawning and then leaving the safe zone without voting, forgives automatically.
Squad Intent UI
- Squad leaders can now set a team visible squad intent from a pre-defined list of entries, which every player can see on their squad list before choosing to join a squad.
- Squad invites and other timed prompts now queue.
Rebuy Last Loadout UX Improvement
- Old placeholder rebuy UI has been removed
- When clicking on the 'Rebuy Last Loadout' button, your equipment vendor UI will be populated visually with your last loadout, which you can then add to or remove items from before purchase.
Server Seeding & Pre-Match Entertainment
- Players who join and populate empty servers earn rewards and a vendor discount once the match begins.
- Pre-match entertainment now available before the match starts.
- Guns lying around with targets, football and a hidden radio in each spawn.
Region-Based Server Ping Limits
We've introduced region-based ping limits to improve network reliability and ensure a fairer experience for everyone. Note: These initial values will be quite lenient as we hone in on appropriate values.
- Official Servers will now enforce different maximum ping limits depending on their region.
- High Ping Kicks: Players who consistently exceed a server's ping limit over a sustained period will be automatically kicked (this helps protect against temporary spikes)
- Server-side lag spikes are also excluded from ping measurements to prevent unfair kicks.
- Temporary Rejoin Restriction: Players kicked for high ping will be unable to rejoin the same server until the next map transition.
- Server Browser Improvements: Added maximum ping tags and filters to the server browser, making it easier to find servers with suitable connections.
- Community Server admins will be able to configure their own ping limits, allowing for cross regional play (or more stringent rules) if desired.
Bakurani Spawns Moved
New spawns and routes on Bakurani.
- All three team spawns have been moved and rebuilt, each with purpose-built routes to the zone, which should provide a more balanced match across each team.
Faction Balance Experiment

WARDOGS is a game that isn't supposed to be always perfectly balanced. However – one team had a notoriously lower win rate than the other two teams. There are valid complaints around Lonestar's uniform visibility and certain spawn positions which we have been watching and addressing. However – sentiment around the blue team is the largest driving factor for players not wanting to play on that team.
We are performing a social experiment with Season 2 to see how and if this affects win rate data and perception of the faction. Lonestar is an established PMC backed by one of the world's leading economies. Lonestar has cash... and Lonestar needs you.
- Lonestar cash & XP win bonus, Season 2 only.
- Lonestar teamplay action cash & XP multipliers, Season 2 only.
- All faction spawns have moved on Bakurani.
- New vendor discount for the losing team: 20% off if they're at least 40 points behind second place. Relevant to all teams, not just Lonestar.
- Community server hosts being seen to exploit the faction bonus will be punished.
Combat Balance
Damage Update
High-calibre rounds like .308 and 7.62x54mmR were built for sniper rifles, where a slow fire rate and small magazines balance out their big damage per shot. In assault rifles, DMRs and LMGs, those same rounds were doing close to sniper damage at a much faster fire rate. That made these weapons far stronger than the others in their archetype, and picking anything else felt like a disadvantage.
This update doesn't make high-calibre weapons 'bad'. It brings them closer to the other weapons in their archetype. The FAL still has the highest damage-per-shot within the assault rifle category, but now sits closer to the TCX-SPR and M4. Sniper rifles remain the category for big single-shot damage, and we've increased their hit-location damage to counter the base damage reduction to keep that sniper fantasy.
Calibre Base Damage Reductions
These changes affect every weapon that uses these rounds, including infantry & vehicle weapons.
- .308 Winchester -25%
- 7.62x54mmR -20%
- 7.62x39mm -19%
- .50 Cal -16%
DMRs
Hit-location damage has been adjusted for the new calibre base damage values. Headshots and upper-body hits are slightly weaker, so DMRs sit between assault rifles and snipers. They should be more punishing than an assault rifle, but not a faster-firing sniper rifle.
Assault Rifles & LMGs
- Damage to the upper, middle and lower torso was too inconsistent before. It's now more even, so body-shot damage is more predictable.
- Assault rifle body shots do slightly less damage.
- LMG body damage now matches assault rifles. LMGs win fights through sustained fire and magazine size, not by out-damaging assault rifles on every shot.
Scout Rifle
- Scout Rifle headshots now one-shot targets with no helmet.
- A Level 1 helmet takes two headshots to kill.
Level 3 Armor & Helmets
- Damage reduction lowered 55% → 50%.
Level 4 Armor & Helmets
- Damage reduction lowered 65% → 60%.
- Level 4 Helmet now has muffled audio, muffled proximity chat, a restricted field of view, and will fog over when you're sprinting.
- Level 3 and Level 4 helmets also now have increased suppression resistance.
12 Gauge Slugs
- Slug damage against armor now scales with armor tier instead of one flat reduction.
Weapon Inspects Note
- Some weapon inspects are silent and this is known.
Vehicle Weapons & Turrets
The calibre reductions above also apply to vehicle weapons that fire those rounds, such as the Little Bird AH-6M Minigun, Z20 Lakota Minigun and Humvee Minigun.
We've also reduced how much damage turrets do to infantry depending on where the shot lands. Heavy and Artillery top machine turrets were using the same hit-location values as the helicopter cannon. Heavy and Artillery turrets now use the same hit-location values as assault rifles and LMGs.
Suppression Improvements
Suppression was inconsistent and often unnoticeable. It has been rebuilt around shared falloff curves per weapon, so being shot at feels consistent regardless of what is shooting at you.
- Near-miss suppression from small and medium calibres is considerably stronger.
- Rate of fire is now accounted for, so fast-firing small and medium weapons (such as SMGs and pistols) don't suppress disproportionately.
- Suppression screen shake has been reduced to account for the increase in suppression effects - it should read clearly without fighting you for control.
- Level 3 helmets reduce suppression by 68%.
- Level 4 helmets reduce suppression by 80%.
Compound Bow
- Arrow trajectory has been updated to have a shorter drop-off.
- Slightly more effective vs lower tier armor than season 1.
- Bow damage against armor now scales with armor tier instead of one flat reduction.
Parachutes
- Parachutes now take longer to fully open, and won't open at all below about 10m.
- Pulling at the last second is now a real risk. If you're falling fast and open below roughly 50m, you won't slow down in time and will take fall damage.
- Basic Parachute price increased $100 → $500.
- Sport Parachute price reduced $1,000 → $700.
- Make sure you trust a pilot before getting into their aircraft.
Alternatively - drive to the control zone or fly yourself.
Medical Bag
- Durability increased 100 → 150, so a single bag goes further before it needs replacing.
Weapon Recoil & Balance Adjustments
MP5
- Recoil pattern updated to have more of a horizontal pattern, as it was too easy to use.
Super-45
- Damage fall-off increased beyond 50m, its effective range, pushing it firmly into a close-quarters role.
DMRs
- New recoil pass across all DMRs to bring them more in line with their power curve.
MGL-40
- Muzzle velocity reduced -25%.
- 40mm outer radius now has a stronger damage fall-off.
- Experiences much more inaccuracy and sway, slower ADS speed, and a reload penalty when sitting on the Little Bird bench, to reduce reliability.
Mosin
- New PU 91/30 (3.5x) Scope for the Mosin.
- Mosin no longer has access to other optic sights, as these sights were not intended to be compatible until future planned customisation features become available.
Building Balance
A full pass on build costs, build speed and durability, aimed at making structures a considered investment rather than something you spam. The Talon, Mortar and Drill Rig have had their resources and ammo rebalanced to make them slower to build and more expensive to keep active, without removing creative strategies or putting hard limits on player freedom.
New Buildables (and which items can build them)
- Wooden Step added to the small hammer and above.
- Large Shelter added to the medium hammer and above.
- MG Nest added to the large hammer.
Cost Changes and New Buildable Costs
The following costs all refer to build supply costs:
- Wood Base 15
- Bremmer wall 15 → 32
- Door 22 → 80
- Gate 85 → 200
- Large Shelter → 250
- Air raid shelter, bunker, crow's nest 100 → 200
- L81 Mortar 150 → 600
- Stingray 150 → 650
- MG Nest → 650
- Talon 9K-SAM 1,000 → 650
- Vanguard CIWS 1,500 → 1,200
- Hot Zone Magnet 2,250 → 2,750
Build Speed
- Medium hammer now contributes less per swing.
- Critical spots give a smaller bonus than before.
- Large hammer build rate per swing is unchanged.
Drill Rig Balance
These changes severely reduce how long drill rigs can be active for, along with the fuel required to start and keep them active. The intention is to reduce the prevalence of multi drill rig builds becoming a dominant strategy, without removing the possibility of it ever occurring. We will continue to observe the effects these changes have.
- Minimum fuel to activate 1,500 → 2,000
- Duration per fuel 0.05 → 0.03 (max uptime 375s → 300s) (matches capturable towers)
- Max fuel 7,500 → 10,000 to encourage logistics role play.
- Post-spawn cooldown substantially increased, so a destroyed rig cannot immediately be replaced.
Buildable Weapons Balance
Talon
- Reload 2s → 5s
- Restock from munition supplies 50 → 200
Mortar
- Restock from munition supplies 75 → 150 to reduce the amount of shots that can be fired per pallet drop-off.
- New firing animation - The player now drops the shell into the end of the mortar as it fires, to reduce the fire rate of the mortar.
Misc Building Changes
- Barbed wire and sandbags can now be placed on top of Bremmer walls.
- Barbed Wire no longer contributes Cash or XP on kills.
- Foundations fit properly against slopes, stairs and walls.
- Unfinished buildables now collapse as soon as they lose a support, instead of floating.
- Tank traps can only be placed on a defined set of surfaces.
- Doors and gates can no longer be breached with a hammer.
- The Halligan bar can now breach both doors and gates.
- CIWS cannon damage against structures has been properly tuned - it now shreds light cover and struggles against heavy fortifications, rather than treating everything the same.
Vehicle Updates
Vehicle Changes
- Vehicle inventories of purchased vehicles are now private to the driver and their squad by default. A new setting lets you open yours up to everyone once the vehicle is fully unlocked.
- Inventories of vehicles that spawn for free for each team stay open to everyone, regardless of the above setting. Use at your own risk.
- Tracked vehicles now feel weightier - less floaty when in the air, less bouncy on landing.
- Humvee handling reworked: less stiff over terrain, slower build to top speed, more effective than previously at climbing terrain.
- Dune Buggy brakes less effective, slightly increasing skid and drift capability.
- Explosives and placeables can no longer be used from enclosed vehicle seats.
Vehicle Bug Fixes
- Fixed the Humvee gunner facing the wrong direction after entering.
- Fixed gunner fire desync and inconsistent firing audio.
- Helicopter cockpit glass now works both ways - shooting out through it damages the vehicle the same as incoming fire.
- Tanks no longer launch themselves into the air from their own turret collision.
- Vehicles no longer sink into the ground when ramming each other at speed.
- Wheeled vehicles no longer get stuck when driving forward out of a backward roll.
- Fixed the vehicle spinning on gamepad after closing the tac map.
- Fixed inconsistent ADS on vehicle weapons when using a controller.
- Fixed crouching and seat swapping on gamepad in mounted turrets.
- Fixed a vehicle's smoke screen and flares not appearing for players who joined late.
- Exiting a vehicle now places you on the ground rather than pushing you through it.
- Reduced Vanguard CIWS damage to the Spawn Vehicle, now takes 2.25x longer to kill the SV.
Controller Improvements and Fixes
Aim Assist
- Added Aim Assist strength slider in Settings > Controller > Advanced. Default is 1; 0 turns Aim Assist off.
- Aim Assist now works on the Target Dummies in the Firing Range.
- General Aim Assist improvements
Feel & Responsiveness
- Adjusted values for Horizontal & Vertical sensitivity.
- Adjusted values for Aim Acceleration.
- Aim Acceleration now kicks in sooner.
- Look direction returns faster after closing radial wheels.
- Scrolling lists is now faster.
- Vendor: reduced the hold time when selecting 'Purchase Loadout'.
- Settings: reduced the hold time when selecting 'Apply Changes'.
Controller Bind Changes
- Added 'Cycle Minimap Zoom' to View (Press).
- Added 'Reject Tip' to View (Press).
- Added 'Deploy Crate' to D-Pad Up (Hold).
- Moved 'Open Inventory' from View to Menu (Press).
- Moved 'Toggle Weight' from Y to View (Press).
- Moved 'Remove From Loadout' from R3 to Y (Hold).
- Moved 'Bribe' from Menu to X.
- Moved 'Accept/Reject Squad Invite' from LB/RB to View/Menu.
- Moved Scoreboard 'Sort' from LB/RB to LT/RT.
- Changed 'Drop' from Y to Y (Hold).
- LB/RB now switch primary tabs and LT/RT switch secondary tabs.
Controller Specific Bug Fixes
- Fixed not being able to cook grenades by pressing X.
- Fixed releasing LT on controller not cancelling a bandage self-heal.
Progression Changes
Role Track XP
Levels 10 to 20 were a slow grind, and many players stalled out before unlocking the gear that defines each role. Reaching level 20 now takes less than half the playtime it did in Season 1.
Total XP Required
- Level 10 35,000 → 25,000 (29% quicker)
- Level 15 110,000 → 54,750 (50% quicker)
- Level 20 250,000 → 111,500 (55% quicker)
- Level 25 365,000 → 206,600 (43% quicker)
- Level 30 500,000 → 318,200 (36% quicker)
- Level 35 750,000 → 525,000 (30% quicker)
- Level 40 975,000 → 712,500 (27% quicker)
- Level 45 1,225,000 → 920,850 (25% quicker)
- Level 50 1,500,000 → 1,150,000 (23% quicker)
Role Track Unlocks
Most attachments have moved to earlier levels or new tracks, giving players who couldn't reach them before a chance to try them.
WARDOG Progression Track
Additional Unlocks
- Compact P-1 Red Dot (LVL 21, $12.5k)
- New Music Tape "Blue (Da Ba Dee) - Eiffel 65", Lonestar only (LVL 29, $25k)
- Gold Market (LVL 35, $150k)
Moved into WARDOG Track
- Tricon 1.5x Compact Prism Scope (LVL 26, moved from Assault LVL 12)
- Spitfire 3X (LVL 31, moved from Assault LVL 26)
WARDOG Track Changes
- Mechanical Supply Pallet (LVL 5, $10k, previously unlocked by default)
- Ammo Supply Pallet (LVL 9, $25k, previously unlocked by default)
- Fuel Supply Pallet (LVL 16, $50k, previously unlocked by default)
- Judge LVL 18 → LVL 1, $15k → $5k
- GGX 17 LVL 1 → LVL 18, $5k → $15k
- Deagle LVL 85 → LVL 65
- GGX 18 LVL 70 → LVL 85
- GGX 18 $50k → $125k to unlock
- Kobra Reflex LVL 21 → LVL 4
- Compact T-2 Red Dot LVL 4 → LVL 17
- Sport Parachute LVL 35 → LVL 34
- 12g Rifled Slug LVL 41 → LVL 36
- 7.62x39mm Armor Piercing (AP) LVL 63 → LVL 60
- .308 Win Flesh Damage (HP) LVL 65 → LVL 63
- Level 3 Helmet & Armor LVL 60 → LVL 70
- 5.45x39mm Flesh Damage (HP) LVL 16 → LVL 6
- 9x19mm Flesh Damage (HP) LVL 6 → LVL 10
- 5.56mm Flesh Damage (HP) LVL 10 → LVL 13
- 5.56mm Armor Piercing (AP) LVL 83 → LVL 84
- 5.45x39mm Armor Piercing (AP) LVL 93 → LVL 90
Assault Progression Track
Assault is now the role for attacking enemy bases. C4 moves into the Assault track and the new Molotov Cocktail joins it, giving Assault players better tools against buildables.
Additional Unlocks
- Molotov Cocktail (LVL 13, $25k)
- TCX-SPR + TCX-SPR 28 RND Magazine (LVL 20, $100k)
- Cross Rifle Muzzle Brake for the TCX-SPR (LVL 32, $35k)
- Clutch Lok Muzzle Brake for the TCX-SPR (LVL 37, $37.5k)
- SRD762TI-QD Suppressor for the TCX-SPR (LVL 40, $40k)
Moved into Assault Track
- Remote Detonator + C4 Charge (LVL 4, moved from Support LVL 2)
- 2.5x Combat Optic (LVL 17, moved from WARDOG LVL 26)
- Four Reticle Reflex (LVL 22, moved from Medic LVL 6)
- 3x Tactical Prism Scope (LVL 33, moved from WARDOG LVL 31)
- RVG Vertical Foregrip (LVL 38, moved from Medic LVL 16, $10k → $25k)
- Spectr 4x (LVL 43, moved from Support LVL 21)
Assault Track Changes
- AK74 + AK74 30 RND Magazine now unlocked by default (previously LVL 3, $10k)
- T-21 (LVL 3, $10k, previously unlocked by default)
- STANAG 30 RND Magazine LVL 6 → LVL 3, $10k → Free (now comes with the T-21)
- M4 LVL 20 → LVL 28 (TCX-SPR takes its place)
- M4 $100k → $150k to unlock
- FAL $200k → $250k to unlock
- AK74 75 RND Drum Magazine LVL 40 → LVL 36
- Birdcage Flash Hider LVL 16 → LVL 2, $15k → $5k
- Hexagon Brake LVL 2 → LVL 5, $5k → $12.5k
- 3 Prong Flash Hider LVL 24 → LVL 8, $20k → $7.5k
- CQ-2x Prism Combat Scope LVL 17 → LVL 12
- CQR Tactical Front Rail Grip LVL 38 → LVL 14, $25k → $10k
- CQB 74 Brake LVL 8 → LVL 16, $12.5k → $15k
- PBS-4 Suppressor LVL 27 → LVL 19
- TopComp Brake LVL 5 → LVL 21, $7.5k → $20k
- RC-556 Suppressor LVL 29 → LVL 24
- OKP 7 Reflex LVL 33 → LVL 26
- TGP-A Suppressor 5.45 LVL 19 → LVL 27
- AR Multi-Caliber Suppressor LVL 21 → LVL 29, $20k → $22.5k
Medic Progression Track
The Medical Bag now unlocks at level 14 instead of 24, so medics can get value from it much earlier. Medics have also had the largest reshuffle of weapon and attachment unlocks of any track.
Additional Unlocks
- PP-19 Bizon + PP-19 Bizon 53 RND Magazine now unlocked by default
- AMP-9 + AMP-9 15 RND Magazine (LVL 20, $75k, AMP-9 previously unlocked by default, 15 RND Magazine moved from LVL 3)
- AMP-9 20 RND Magazine (LVL 25, $12.5k, no longer unlocked by default)
Moved into Medic Track
- Holographic Sight (LVL 6, moved from Assault LVL 22)
- AFG Angled Foregrip (LVL 11, moved from Assault LVL 14)
Medic Track Changes
- MP5 LVL 15 → LVL 4
- MP5 $75k → $25k to unlock
- Medical Bag LVL 24 → LVL 14
- Medical Bag $75k → $50k to unlock
- PP-19 Vityaz LVL 4 → LVL 15
- PP-19 Vityaz $25k → $50k to unlock
- Defibrillator LVL 11 → LVL 22
- Defibrillator $50k → $110k to unlock
- Super-45 $150k → $200k to unlock
- Individual First Aid Kit LVL 9 → LVL 10
- Adrenaline Pen LVL 14 → LVL 16
- M18 Smoke Grenade: Black LVL 21 → LVL 23
- Eclipse Flash Hider LVL 26 → LVL 1, $22.5k → $7.5k
- MP5 30 RND Magazine LVL 25 → LVL 8, $25k → $10k
- Ballista Brake LVL 13 → LVL 12
- QD-5 Suppressor LVL 18 → LVL 13, $17.5k → $12.5k
- PP-19 Vityaz 10 RND Magazine LVL 7 → LVL 17, $7.5k → $10k
- PP-19 Vityaz Flash Hider LVL 22 → LVL 18, $20k → $17.5k
- Vektor Frenix-X Micro Reflex Sight LVL 28 → LVL 19
- PP-19 50 RND Vityaz Drum Magazine LVL 29 → LVL 21, $50k → $15k
- PP-19-01 Vityaz 9x19 Suppressor LVL 43 → LVL 24, $45k → $20k
- AMP-9 Tactical Flash Hider LVL 12 → LVL 26, $10k → $45k
- AMP-9 9x19 Suppressor LVL 30 → LVL 27
- Dual Port Brake LVL 1 → LVL 28, $7.5k → $22.5k
- MP5 50 RND Drum Magazine LVL 45 → LVL 29, $75k → $50k
- AMP-9 30 RND Magazine LVL 10 → LVL 30, $10k → $50k
- Super-45 Flash Hider LVL 40 → LVL 36
- Ghost LITE Muzzle Brake LVL 36 → LVL 40
- Super-45 30 RND Magazine LVL 38 → LVL 43
- AMP-9 50 RND Drum Magazine LVL 20 → LVL 45, $15k → $75k
Recon Progression Track
Recon gets the new M14 and its attachments, and most scopes and attachments have swapped levels.
Additional Unlocks
- PU 91/30 Scope for the Mosin (LVL 10, $12.5k)
- M14 + M14 10 RND Magazine (LVL 25, $100k)
- Leatherwood ART II for the M14 (LVL 27, $35k)
- M14 Bipod (LVL 29, $25k)
- M14 20 RND Magazine (LVL 31, $27.5k)
- M14 30 RND Magazine (LVL 36, $50k)
- .30 Cal SS Phosphate Muzzle Brake for the M14 (LVL 37, $22.5k)
- .30 Cal Steel Black Flash Hider for the M14 (LVL 42, $27.5k)
Recon Track Changes
- BMR-308 LVL 30 → LVL 20
- SV98 LVL 19 → LVL 18
- MK22 LVL 25 → LVL 30
- Ghillie Headwear & Body Suit LVL 24 → LVL 26
- Ghillie Headwear & Body Suit (Dead) LVL 27 → LVL 41
- Compound Bow LVL 17 → LVL 16
- Compound Bow $75k → $150k to unlock
- Claymore LVL 22 → LVL 23
- Claymore $50k → $90k to unlock
- Range Finder $15k → $25k to unlock
- SVD 10 RND Magazine LVL 16 → LVL 17
- Deadeye Flash Hider LVL 9 → LVL 6
- DTK-1 Brake LVL 6 → LVL 9
- 6-10x Scope MOA LVL 26 → LVL 19
- SV98 Bipod $30k → $17.5k
- SRVV Brake LVL 20 → LVL 22
- BMR-308 Flash Hider LVL 31 → LVL 24, $25k → $50k
- 6-10x Scope MRAD LVL 18 → LVL 28
- BMR-308 Suppressor $27.5k → $25k
- Constrictor Brake LVL 23 → LVL 34
- AMR 50 Cal Muzzle Brake LVL 48 → LVL 38
- 6x Marksman Scope + Reflex LVL 34 → LVL 43, $35k → $75k
- Slicktap Brake LVL 28 → LVL 44
- Frontier 2.5x-10x Precision Scope LVL 43 → LVL 47
- .50 Cal Heavy Suppressor LVL 37 → LVL 48
- Three Port Brake LVL 36 → LVL 49
Support Progression Track
Support gets the new Evo-3 Ultra, the PKM now unlocks at level 15 instead of 30, and the M249 moves from 15 to 20.
Additional Unlocks
- Evo-3 Ultra + Evolys 50 RND Box (LVL 30, $200k)
- Evolys Bipod for the Evo-3 Ultra (LVL 33, $75k)
- SL7i-BL Suppressor for the Evo-3 Ultra (LVL 40, $35k)
Moved into Support Track
- 4x Combat Prism Scope with Reflex (LVL 21, moved from Assault LVL 43)
Support Track Changes
- PKM LVL 30 → LVL 15
- PKM $150k → $100k to unlock
- M249 LVL 15 → LVL 20
- M249 $100k → $150k to unlock
- MAAWS LVL 20 → LVL 18
- MAAWS $125k → $100k to unlock
- MGL-40 $200k → $250k to unlock
- Heavy Drill $25k → $50k to unlock
- 9K333 Verba LVL 16 → LVL 14
- Improved Cylinder Choke LVL 14 → LVL 13
- Full Choke LVL 19 → LVL 16
- PKM Bipod LVL 33 → LVL 17, $35k → $25k
- Slotted Flash Hider LVL 26 → LVL 19
- M249 Bipod LVL 18 → LVL 24, $15k → $50k
- M249 200 RND Box LVL 23 → LVL 26
- Tread Brake LVL 17 → LVL 27
- 12 Gauge Suppressor LVL 40 → LVL 32
Pilot Progression Track
The Little Bird AH-6M \ was too strong for how early it unlocked, so it now unlocks later and costs more.
Pilot Track Changes
- Little Bird AH-6M \ LVL 4 → LVL 8
- Little Bird AH-6M \ $50k → $125k to unlock
- Z20 Lakota \ $75k → $85k to unlock
- Havoc $500k → $650k to unlock
- Music tapes reshuffled between the Driver and Pilot tracks
Driver Progression Track
Drivers who prefer armed vehicles now have more ways to get kills before reaching the L2A6. The new Wolf-110 \ unlocks at level 16, followed by two new tanks: the T-72B3 at level 20 and the Flakpanzer Gepard at level 25. The SPH-2 also moves into the Driver track at level 31, down from WARDOG level 90.
Additional Unlocks
- Wolf-110 (LVL 8, $50k)
- Wolf-110 \ (LVL 16, $125k)
- T-72B3 (LVL 20, $250k)
- Flakpanzer Gepard (LVL 25, $300k)
- New Music Tape "Dyshat' - Baryber" (LVL 33, $25k)
Moved into Driver Track
- SPH-2 (LVL 31, moved from WARDOG LVL 90)
- SPH-2 $500k → $350k to unlock
Driver Track Changes
- Dune Buggy LVL 8 → LVL 9
- Humvee LVL 15 → LVL 14
- Humvee $25k → $75k to unlock
- Ural Defender LVL 18 → LVL 15
- Large Crate LVL 16 → LVL 17
- Ural Defender \ LVL 25 → LVL 22
- Ural Defender \ $125k → $100k to unlock
- Humvee \ LVL 20 → LVL 24
- Music tapes reshuffled between the Driver and Pilot tracks
Cash & XP Reward Changes
New Action Cash/XP Rewards
- New assault kill bonus: kills with an assault archetype weapon $1,500 → $2,000.
- FOB hacking now also rewards teammates in the FOB radius: $1,000 / 250 XP (the hacker still gets $2,500 / 250 XP).
- New door breached reward (Halligan Bar): $100, once per door. Halligan Bar uses raised 5 → 7.
- New friendly FOB door closed reward: $75.
- Destroying a FOB now pays a bonus of up to +$7,500 / +250 XP based on the supplies it held (maxed at 25,000 supplies).
Altered Action Role Rewards
- Destroying a buildable now gives assault XP instead of support.
- Artillery now gives driver XP instead of support.
- IED/C4 now give assault XP instead of support.
- Repair XP now goes into the driver or pilot tracks depending on the vehicle being repaired, instead of a flat support amount.
Logistics
Base logistics rewards are lower, but new delivery streaks add a bonus for every consecutive run, so logistics players are rewarded for making return trips instead of abandoning their vehicles.
New delivery streaks:
- Crates: +$50 / +25 XP per crate in a row, up to 10.
- Pallets: +$125 / +50 XP per pallet in a row, up to 10.
- Players: +$25 / +5 XP per player in a row, up to 25.
- Return trips: +$50 / +25 XP per trip in a row, up to 10.
Other Logisitics Changes
- Player Delivered $150 → $100, XP 50 → 25.
- Player Delivered (ground vehicle) $500 → $350.
- Return Trip (ground vehicle) $250 → $150, XP 100 → 50.
- Deploy Supply Crate: small $500 → $250, large $1,000 → $500; XP small 250 → 200, large 500 → 400.
- Deploy Supply Crate (air vehicle) XP: small 200 → 150, large 400 → 300.
- Deploy Supply Pallet $2,500 → $1,250, XP 500 → 400 (750 → 500 from a ground vehicle).
Capture Drill Tower
- Capturing a hostile drill tower $750 → $1500, XP 250 → 300.
Vehicle Destroyed
Every vehicle variant now has its own reward, so armed variants are worth far more than unarmed ones. Armed variants give 1.5x the XP of the default variant. Attack Vehicle rewards also increase the more kills they get, so hunting down an artillery dominating your team will still feel rewarding.
- Kodiak $1,250 → $500 (Default), $600 (Pickup), $3,400 (M249)
- Wolf-110 $450, Wolf-110 \ $3,900
- Humvee $1,500 → $600 (Default), $4,250 (M249), $5,000 (Minigun)
- Ural $2,500 → $1,000 (Default), $3,600 (Defender), $4,750 (Defender \)
- Bobcat $250 → $100
- Dune Buggy $750 → $300
- MH-6 $3,125 → $1,250, Little Bird AH-6M \ $6,000, Little Bird AH-6R \ $9,400
- Z20 Lakota $3,700 → $1,500, Z20 Lakota \ $7,500
- Havoc $18,000 → $14,000
- L2A6 $14,000 → $11,000
- SPH-2 $14,000 → $8,000
- Flakpanzer Gepard $7,000,
- T-72B3 $8,000
Buildable Destroyed
- Cash now matches each buildable's build supply cost, and XP is roughly 25% of the cash reward
- L81 Mortar $300 → $650, Stingray $300 → $650
- Hot Zone Magnet $4,500 → $2,750
- Vanguard CIWS $3,000 → $1,200, Talon 9K-SAM $2,000 → $650
- Repair / Refuel Station $400 → $200
- Door $500 → $100, Gate $170 → $200
- New rewards for the MG Nest $650, Large Shelter $250, and Wood Base $15
Supply Crate Destroyed
- Small $500 → $300, Large $1,000 → $600
- Small Armored $500 → $1,000, Large Armored $1,000 → $1,600
- Supply Pallets $1,000 → $800
Spotting
Spotting rewards are now around 30% lower than Season 1 as it was the lowest-risk, highest-paying way to earn. They now also scale with the value of what you've found, so high-value targets pay more than low-value ones.
- Spotting rewards now scale with the value of each vehicle variant, buildable and crate.
- Spotted target destroyed by an enemy faction 50% → 25% of the reward.
Exploit Fixes
- Spotting added and removed rewards now scale with build progress, to stop farming spots on unfinished buildables.
- Destroying a buildable now pays based on how built it is.
- Selling from a supply crate has diminishing returns per buyer: after enough sales, you break even, with no profit or XP.
- Selling an item from a supply crate to an enemy player (e.g. after they switch teams) no longer gives cash or XP.
- Destroying an empty enemy crate now rewards half cash and half XP.
- Supply crate rewards for deploying and destroying now scale with the value of the supplies inside.
- FOB Supplied Assist is now split between the number of assisting players, so a whole team can no longer each receive the full kickback.
Vendor Price Changes
New Weapons
- PP-19 Bizon $1,000
- TCX-SPR $3,200
- Evo-3 Ultra $7,250
- M14 $7,400
New Attachments
- Compact P-1 Red Dot $480
- PU 91/30 Scope for the Mosin $780
- Leatherwood ART II for the M14 $950
- Evolys Bipod for the Evo-3 Ultra $1,450
- M14 Bipod $1,480
- Cross Rifle Muzzle Brake for the TCX-SPR $780
- Clutch Lok Muzzle Brake for the TCX-SPR $1,100
- SRD762TI-QD Suppressor for the TCX-SPR $1,350
- SL7i-BL Suppressor for the Evo-3 Ultra $1,400
- .30 Cal SS Phosphate Muzzle Brake for the M14 $950
- .30 Cal Steel Black Flash Hider for the M14 $730
New Magazines
- PP-19 Bizon 53 RND Magazine $200
- TCX-SPR 28 RND Magazine $50
- Evolys 50 RND Box $110
- M14 10 RND Magazine $60
- M14 20 RND Magazine $110
- M14 30 RND Magazine $180
New Gear
- Molotov Cocktail $340
- New Music Tape "Dyshat' - Baryber" $100
- New Music Tape "Blue (Da Ba Dee) - Eiffel 65", Lonestar only $100
New Vehicles
- Wolf-110 $2,200
- Wolf-110 \ $7,800
- Flakpanzer Gepard $14,000
- T-72B3 $16,000
Price Increases
- T-21 $600 → $1,200
- AMP-9 $900 → $1,375
- MP5 $1,500 → $1,800
- Super-45 $2,600 → $5,600
- Scout Rifle TD $1,100 → $1,200
- Compound Bow $800 → $1,350
- GGX 18 $800 → $1,000
- BMR-308 $6,000 → $6,250
- MGL-40 $6,000 → $7,500
- AMR 50 $8,800 → $14,800
- Level 3 Armor $2,000 → $2,500
- Level 3 Helmet $1,500 → $2,000
- Level 4 Armor $4,000 → $5,000
- Level 4 Helmet $3,000 → $4,500
- Binoculars $75 → $180
- Monocular $150 → $350
- Range Finder $400 → $1,450
- Infrared Range Finder $1,200 → $3,200
- Basic Parachute $100 → $500
- Remote Detonator $550 → $650
- Wrench $150 → $180
- SKS Bipod $800 → $810
- Kodiak \ $3,750 → $6,750
- Humvee \ $3,750 → $8,500
- Humvee \ $4,500 → $10,000
- Ural Defender $6,000 → $7,200
- Ural Defender \ $6,750 → $9,500
- L2A6 $14,000 → $22,000
- Little Bird AH-6M \ $7,000 → $12,000
- Little Bird AH-6R \ $12,500 → $18,800
- Z20 Lakota \ $8,000 → $15,000
- Havoc $18,000 → $28,000
Price Decreases
- AK74 $1,600 → $800
- Deagle $900 → $750
- Galil $2,200 → $2,000
- RPG-7 $2,000 → $1,800
- MAAWS $2,600 → $2,400
- PKM $4,500 → $4,100
- FAL $6,500 → $6,000
- Ruck Backpack $2,400 → $1,600
- Gunner Backpack + Sling $3,500 → $2,400
- Arsenal Backpack + 2 Slings $5,000 → $4,000
- Halligan Bar $1,100 → $885
- Medical Bag $2,000 → $1,800
- Field Resuscitator $500 → $425
- Sport Parachute $1,000 → $700
Attachment Price Decreases
Most muzzles, grips and foregrips dropped by up to a third. Biggest changes:
- Birdcage Flash Hider $900 → $600
- BMR-308 Flash Hider $1,280 → $930
- Shift Foregrip $1,150 → $840
- GOL Multi-Caliber Suppressor $1,800 → $1,450
- Full Choke $1,400 → $1,150
- RC-556 Suppressor $1,550 → $1,310
- AMR 50 Cal Muzzle Brake $1,600 → $1,380
- 12 Gauge Suppressor $1,225 → $1,170
Misc Changes
- WARDOGS Steam Trading Cards and Point Shop Items are being added within Season 2, pending Valve's approval.
- 30mm cannon ammo now takes a 2x2 inventory slot instead of 1x1, and backpack stacks are capped at 50. Vehicle storage stacks are unchanged at 200.
- Assistance request ping timer increased 20s → 60s.
- Many QoL improvements, bug fixes, and performance and stability improvements.
- Server stability & security improvements.