BATTLEFIELD 6 GAME UPDATE 1.2.3.0
- Operation Augur limited-time mode fought across Contaminated and Hagental Base maps
- LTV vehicle for NATO with spawn functionality and health and ammo resupply stations
- Ripper 14" melee weapon for close-quarters combat
- Battle Pass Bonus Path with equipment and cosmetic rewards
- Hazmat Breacher training path for Assault Class in Battle Royale with modified Breaching Dart Launcher and Protective Mask
- Weapon XP and Vehicle XP are now earned through active use alongside kills and assists
- XP rates increased slightly across Multiplayer
- Battle Royale and Gauntlet progression now places more weight on time spent in a match
- Battle Royale awards higher scores for kills and damage assists
- Loot flow updated in Battle Royale and Gauntlet
- Strike Packages and Armour Plate availability rebalanced
- Incoming hit audio is now clearer
- Rapid damage is easier to read
- Projectile and tracer behaviour is more consistent
- Network warning indicators now provide better visibility during live combat
- Defibrillators and AJ-03 COAG Med Pen have been updated
- Bot support expanded across Multiplayer and Operations
- Lasers and flashlights now enter a short cooldown after repeated rapid toggles to prevent input spamming
- Ping voice-over callouts now have a 0.15 second delay to improve timing and readability
- Soldiers no longer continue sliding across the ground after exiting a vehicle that is moving uphill
Battlefield 6 Game Update 1.2.3.0 arrives on April 14, with new content and improvements, including the Operation Augur limited-time mode, the LTV, the Ripper 14”, and a new Battle Pass Bonus Path.
At 09:00 UTC, players will be able to download Update 1.2.3.0 as it goes live across all platforms. At 12:00 UTC, all content included in this update goes live, including new limited-time content, vehicles, weapons, and Battle Pass updates.
Alongside the new content, Update 1.2.3.0 also delivers a wide range of gameplay, progression, UI, audio, and Portal improvements to further polish the overall Battlefield 6 experience.
** NEW CONTENT**
Time to fight for survival. This update expands the fight with new rewards to earn, a new frontline support vehicle to deploy, and Operation Augur, a new limited-time mode fought across Contaminated and Hagental Base.
** Battle Pass Bonus Path**
Gear up for the harsh conditions ahead with a new Battle Pass Bonus Path packed with rewards built for the fight. Unlock equipment and cosmetics designed to help you endure the hostile environment and stay combat-ready as the battle for control intensifies.
** New Limited-Time Mode**
**Operation Augur: **The battle for Hagental Base has begun. In Operation Augur, NATO launches a desperate push to reclaim its satellite defence network from Pax Armata in a large-scale battle fought across two connected maps.
The fight begins in Contaminated, where attacking forces can use VL-7 smoke to disrupt defenders and create openings across the frontline. From there, the battle descends into Hagental Base, where the fighting shifts into a tense close-quarters clash through tight interior spaces where teamwork, timing, and tactical play become critical to claim victory over Hagental Base.
Operation Augur is all-out warfare across two phases of combat, where strong squad play will make the difference between holding the line and breaking through.
** New Vehicle**
The LTV: The NATO variant of the Traverser Mark 2 arrives on the frontline. Built to keep squads in the fight, the LTV supports your team with spawn functionality and health and ammo resupply stations. With four seats available, it gives your squad the space and support needed to stay together, push objectives, and hold ground under pressure.
New Weapon
The Ripper 14”: Sharpen your attack with the Ripper 14”, a deadly new blade built for aggressive close-quarters combat. Fast, direct, and unforgiving, it is made for players who want to finish the fight up close. Obtainable through Hunter/Prey Battlepass Progression.
New Training Path in REDSEC Battle Royale
The Hazmat Breacher is a new Training Path for the Assault Class in Battle Royale designed to empower its users into becoming the ultimate entry fragger. Leveraging a modified Breaching Dart Launcher firing a concentrated form of VL-7 Smoke, players are able to weaken and dislodge dug-in foes, while protecting themselves from negative effects thanks to their Protective Mask. Leveling up this Training Path throughout a BR match will provide improvements to both the Protective Mask and to basic soldier survivability.
** Major Updates for 1.2.3.0**
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New Content Arrives: Operation Augur arrives alongside the LTV, the Ripper 14”, and a new Battle Pass Bonus Path that expands the rewards available during the fight for survival.
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Progression Feels More Rewarding: Weapon XP and Vehicle XP are now earned through active use alongside kills and assists, XP rates have been increased slightly across Multiplayer, and Battle Royale and Gauntlet progression now place more weight on time spent in a match, with Battle Royale also awarding higher scores for kills and damage assists.
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Battle Royale and Gauntlet Improvements: Loot flow has been updated, Strike Packages and Armour Plate availability have been rebalanced, and a wider pass on challenge tracking, objective progression, and End of Round presentation helps both modes play and reward more consistently.
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Combat Feedback and Gameplay Clarity: Incoming hit audio is now clearer, rapid damage is easier to read, projectile and tracer behaviour is more consistent, and network warning indicators now provide better visibility during live combat.
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Weapons and Gadgets Receive a Broad Polish Pass: Defibrillators and the AJ-03 COAG Med Pen have been updated, while attachments, animations, unlock presentation, and challenge tracking have all seen further improvements.
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UI, HUD and Front-End Improvements: Menus, challenges, loadouts, End of Round screens, localisation, Store presentation, and Battle Pass readability have all been updated to improve clarity and consistency across the experience.
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Portal, AI, Audio and Settings Enhancements: Bot support has been expanded across Multiplayer and Operations, Portal tools and web app behaviour have been improved, audio has received further polish, and new controller tuning support has been added through the Deadzones Draw Tool.
** CHANGELOG
PLAYER:**
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Corrected the in-game wording for the Career Total statistic tied to distance travelled as a passenger.
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Corrected the matchmaking stance for the SOR-300 so the weapon is now held correctly.
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Improved the display of completed assignments at End of Round.
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Improved the display of Dog Tag unlock criteria after completing or exiting a match.
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Improved the Profile statistics page so it no longer shows a persistent loading square.
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Lasers and flashlights now enter a short cooldown after repeated rapid toggles to prevent input spamming.
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Ping voice-over callouts now have a slight 0.15 second delay to improve timing and readability.
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Soldier acceleration curves have been slightly adjusted to better support 30Hz experiences, improving responsiveness in the opening moments of movement.
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Soldiers no longer continue sliding across the ground after exiting a vehicle that is moving uphill.
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Soldiers now align more reliably with stairs and uneven terrain while prone.
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Soldiers’ heads are now less likely to clip through nearby geometry while using ladders.
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Third-person melee animations now exit correctly when performing a quick melee while holding another weapon.
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Updated the Sprint Slide tooltip so its trigger criteria now match the intended behaviour.
_ Networking & Hit Registration Improvements_
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Added a new “Bad” Time Nudge network warning icon.
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Added value readouts to network warning icons when visible, including Packet Loss Up, Packet Loss Down, Time Nudge, High Latency, Latency Variation, and Server Tick Rate.
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Grenades are now correctly dropped if a player is killed while preparing a throw.
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Hit damage feedback audio now plays more promptly when taking incoming fire.
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Incoming hit audio has been fine-tuned so quick consecutive hits are clearer, especially during engagements against high rate of fire weapons.
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Network bandwidth usage has been optimised so more weapon data can be sent in a single update.
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Projectiles will no longer occasionally spawn at the wrong height during stance transitions under poor network conditions, which could previously lead to shots not registering.
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Trade-kill distance has been reduced to 30m from 50m to reduce cases where damage could be rejected during mid-range engagements.
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Visual bullet tracers now line up more reliably with the damage you receive.
** VEHICLES:**
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Added the LTV, a new NATO variant of the Traverser Mark 2 APC.
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Camera transitions now snap back to the soldier instantly when redeploying or dying when remote controlling a vehicle.
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Fixed an issue where land vehicles moving at crawl speed could still trigger mines when travelling across bumpy terrain.
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Improved the Legion CWZ Automated AA to help prevent enemy jets from being stolen or spawn-killed.
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Improved the MBT decal customisation flow so the camera point of view now returns to the selected decal position after leaving Inspect View.
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Restored the “Relentless Trample” vehicle decal so it now appears in-game.
_ RHIB_
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Completed a broader polish pass focused on improving RHIB handling and overall usability.
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Improved audio presentation while turning and when impacting waves and the water surface.
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Improved handling to make the RHIB feel more nimble and easier to point.
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Reduced abrupt force changes when coming out of ignition and shortened ignition time.
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Updated the RHIB’s speed and RPM gauges so they now function correctly.
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Updated boat hull simulation to improve how the RHIB interacts with the water surface.
_ Scout Helicopter_
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Adjusted Heavy Rotary Cannon overheat mechanic to compensate for reduced rate of fire.
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Extended Scout Helicopter light rocket ammo regeneration time from 21 to 27 seconds.
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Extended Scout Helicopter smart rocket ammo regeneration time from 16 to 20 seconds.
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Grenade Launcher Muzzle Velocity Increased.
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Grenade Launcher now has infinite reserve ammo.
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Heavy Rotary Cannon falloff range shortened to 45m.
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Heavy Rotary Cannon rate of fire from 1000 to 800 RPM.
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Reduced lethal range of Attack Helicopter Heavy Rocket explosion from 2m to 1m
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Reduced lethal range of Upgraded Attack Helicopter Heavy Rocket explosion from 2.8m to 2m.
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Reduced the inner explosive radius of all scout helicopter rockets from 1m to 0m.
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Reduced the radius of Attack Helicopter Heavy Rocket explosion from 7m to 5.5m
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Seismic Detector Radius increased from 16 to 36 meters.
** GADGETS:**
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Added a missing recoil animation on the HTI-MK2
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Added a more urgent low battery sound to the NVIS-500 Night Vision Goggles to better indicate battery shortage.
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Added infinite ammo to Mobile Anti Aircraft primaries in multiplayer.
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Controller haptic feedback now triggers more reliably while using the Gas Mask and Night Vision Goggles.
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Expanded the Assault Ladder interaction logic so ladders can now destroy additional small placeable gadgets and props.
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Fixed an issue on the NVIS-500 Night Vision Goggles where the battery depletion sound would not play while aiming down sights.
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Improved the audibility of the XFGM-6D Drone self destruct sound effects.
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Reduced the initial speed, acceleration and maximum speed of the RPG
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Reduced turning response of AT4 and TOW Missiles
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Reworked the MBT Guided Shell to make it faster but much less maneuverable.
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Updated vehicle-hit scoring so RPG critical hits and regular hits no longer award the same score.
AJ-03 COAG Med Pen
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Added third-person healing support while prone on your back. (you can now use the shot while on your back).
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Lowered the intensity of the on-screen effect and visual presentation.
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Retimed the gameplay effect to better match the updated animation and audio.
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Shortened the injection animation.
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Updated the pen visual effects to better match the new animation.
_ Protective Mask_
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Added a low battery warning visual to better indicate battery shortage.
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Corrected an issue where the mask could fade off the player’s face instead of playing its take-off animation when durability ran out while holding a melee weapon.
_ Defibrillators_
Dev Note: This update brings a meaningful balance pass to the Defibrillator, aimed at improving game flow and overall combat pacing while keeping revives impactful and rewarding. After reviewing its behavior over the past few months, we found it was too easy to revive multiple teammates in quick succession with minimal risk. Our goal is to preserve those clutch moments where you can get your squad back on their feet quickly, while encouraging more deliberate use.
To support this, the Defibrillator now uses a charge system (similar to earlier Battlefield titles), starting with 3 charges that allow for a few rapid revives before needing to recharge. Revive health scales with charge time: 50% instantly, up to 100% when fully charged, with smooth steps in between. A new UI indicator shows your charge progress to help you time revives effectively.
In addition, the health given with the charge duration can also be dealt as damage against enemies. This means that you can once again kill a player in one zap, if you’ve charged the defibrillator fully.
_PSA from your teammate that has been waiting to be revived for the past 10 seconds: Please fully charge your defibrillator!
_Here are all of the details around what changes with the Defibrillator this update:
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Added a progress crosshair UI while charging.
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Damage now scales from 50 to 100 based on charge level, in 10-point increments.
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Fixed cases where downed soldiers could not be revived when pressed into corners or when lying on stairs.
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Full charge time has been increased to 1 second from 0.65 seconds.
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Fully charged shocks now deal 100 damage again, up from 60.
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Now use 3 charges that regenerate over time, with 1 charge restored every 4 seconds.
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Now requires a 0.35 second charge before a revive can be performed.
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Revives now restore between 50 and 100 health based on charge level, in 10-point increments.
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The rate of fire is slightly reduced.
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Updated deploy timing so charging can begin faster after selecting the gadget.
** WEAPONS:**
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Added the Ripper 14” Machete melee weapon as a part of the Hunter/Prey Battlepass Progression.
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Corrected an issue on the CZ3A1 where throwing grenades while it was equipped could introduce a delay before the grenade was thrown.
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Corrected an issue on the DB-12 where certain attachments did not animate correctly during pump-action and reloads.
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Corrected an issue where aiming sideways when using melee weapons could cause missing yaw rotation while a melee weapon was equipped.
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Corrected an issue where the Violet Laser was not providing its intended benefit when attached to the NVO-228E Assault Rifle.
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Hollow Point and Synthetic Tip ammunition now cost less on most weapons.
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Fixed camera recoil being lower than intended on the TH-RDS 1.00x optic attachment.
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Range Finder now plays sound cues when a range check starts and when it completes.
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The DRS-TH optic now appears correctly on the B36A4 and SVDM.
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Tweaked and retuned DB-12 animation tags to smooth transitions into and out of aiming down sights.
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Tweaked and retuned M87A1 animation values to smooth transitions into and out of reloads while aiming down sights.
** PROGRESSION:
**Dev note: One recurring point of feedback has been that Weapon Mastery progression can feel too dependent on kills and assists. Players who spend a match repairing vehicles or supporting their squad are still contributing in meaningful ways, but that contribution has not always been reflected clearly in progression.
To address that, we’ve added a time-based component to Weapon Mastery progression. Players will now continue earning progress through active use, even when they are not regularly securing kills or assists. XP earned from kills and assists is unchanged, making this an increase to the overall earn rate rather than a reduction or replacement of existing rewards.
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Added a new progression system that awards Weapon XP and Vehicle XP for use, alongside kills and assists.
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Adjusted XP earn rates across Multiplayer modes by roughly 5% to 10% to bring them closer in line with one another.
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Corrected an issue where weekly free-to-play challenges and missions tagged with “All Modes” now unlock and track properly for eligible players.
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Corrected the tracking for challenges so that damage by stationary aim-guided missiles now counts toward explosive damage criteria where intended.
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Corrected the End of Round unlock flow so the CZ Skorpion VZ.61 now appears correctly after completing the challenge “Deal damage with Secondary Weapons. Counts double in Nightfall modes.”.
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Corrected the Onboarding challenge “Capture Objectives in a Vehicle” so it now progresses as intended.
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Corrected the Week 6 challenge “Deal damage with Grenade Launchers or Grenades” so it now properly tracks damage dealt with underbarrel Grenade Launchers on Assault Rifles.
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Corrected the Week 10 challenge “Kill enemies with Sniper Rifles. Headshot Kills count double.” so 75m Sniper headshots no longer count twice, and the challenge text now reflects the intended criteria.
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Corrected the Week 11 Bonus Weekly Challenge so kills made with underbarrel Grenade Launchers on Assault Rifles now award the intended double progression.
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Corrected the BF Pro Season 2 Challenge 5 reward criteria so the correct unlock requirements are shown in Loadouts.
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Corrected Challenge “Capture or defend sectors in sector based modes.” so its first criteria now progresses correctly.
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Corrected Challenge “Deal Damage as a Squad in Multiplayer.” so Multiplayer damage no longer advances the free-to-play requirement incorrectly.
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Corrected Challenge “Kill enemies from a distance of 25 meters or less in Multiplayer.” so the missing "OR" condition now displays correctly.
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Corrected Challenge “Get Kills and Assists in Multiplayer.” so the reward and REDSEC capitalisation now appear correctly.
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Corrected Challenge “Capture an enemy flag without leaving the vehicle in Conquest, Breakthrough or Escalation.” so its criteria no longer refers to Squad progress in a Solo mode.
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Corrected daily mission “Get kills and assists with Shotguns. Kills and Assists in Battle Royale counts triple.” so its in-game criteria now matches the design reference.
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Corrected End of Round challenge notifications so daily missions now appear correctly after completion.
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Corrected challenge reward presentation so the BF Pro Season 2 reward for Challenge 2 now appears correctly across the Challenge page, Reward screen, and challenge notifications.
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Corrected challenge tracking so "Deal damage to enemy vehicles while on foot." now shows its completion notification after dealing damage to enemy vehicles while on foot.
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Corrected Marina Exploration Challenge 1 so it is no longer incorrectly locked.
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Corrected OR challenge presentation so empty criteria entries no longer show a default "-".
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Corrected OR challenge presentation so configured tags now display correctly on criteria.
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Corrected Season 2 Hardware progression so challenges no longer appear completed before any progress is made.
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Corrected Season 2 Har