Black Ops 6 Season 1 Zombies patch notes: Weapon buffs, new map & perk release window, more

Carver Fisher
Citadelle des Morts zombies map

Call of Duty Black Ops 6’s Zombies is getting a ton of new stuff in the first season of content, with a new map already coming alongside a new perk and some other big changes to the core gameplay to keep things fresh.

BO6 Zombies has already been a hit with players, as some rushed to play the side mode before even getting into the main multiplayer offering on launch. With both the Terminus and Liberty Falls Easter Eggs being solved and some players making into triple digit rounds already, it’s time for some new challenges.

Fortunately, Season 1 is delivering on that with the new Citadelle des Morts map coming in the middle of the season, a new perk, new Field Upgrades, an ammo mod, and a whole lot more. Here’s everything we know so far about what’s coming in Black Ops 6 Zombies Season 1:

Call of Duty Black Ops 6 Season 1 Zombies patch notes

Black Ops 6 Zombies player fighting creature

All new content coming in Mid-Season Update

Unfortunately, a lot of the big highlight content for Season 1 isn’t coming until a later patch. That said, there’s still a huge list of patch notes below the content we know is coming. With Season 1 lasting 75 days, it’s likely we’ll see this new Zombies content drop before the end of 2024.

New Map: Citadelle des Morts

Set in a medieval castle in Europe, this map promises to be a “citadel of the dead” that’ll surely hold many secrets and story revelations. Other than that, details about this map are sparse. It’ll be arriving in the mid-season update.

New Perk: ???

It hasn’t yet been revealed which perk will be coming to BO6 Zombies, and no detail or hints have been given as to what it could be. However, we know which perks are in the game already, so there is room to speculate. So far we have:

  • Juggernog
  • PHD Flopper
  • Melee Macchiato
  • Deadshot Daquiri
  • Speed Cola
  • Stamin-Up
  • Quick Revive
  • Elemental Pop

With this in mind, there are some old-school perks from the series missing, mainly Double Tap and Mule Kick. That’d be a great perk to have back in the series, though there’s a chance they opt to introduce a wholly new perk as well. This perk will drop when the new map does.

Additional Zombies Content

  • An additional Field Upgrade (with six new Augments to unlock)
  • An additional Ammo Mod (also with six new Augments to unlock)
  • 18 New Augments (nine Major, nine Minor) to research
  • Three new delicious flavors of GobbleGums!
  • The Hand Cannon, a new craftable Support weapon
    • This was introduced as a killstreak in multiplayer and is being ported over to zombies
  • New Wonder Weapons
  • A new Enemy Type, said to stalk the dark halls of the foreboding, ruinous keep in Citadelle des Morts
    • It’s unclear if this’ll be a map-exclusive enemy or if it’ll come to other maps

Balance changes

Weapons

Assault Rifles were nerfed in the multiplayer portion of Black Ops 6 to kick off Season 1, so they’ve been buffed in Zombies to keep them competitive in the mode.

AMES 85

  • Base bullet damage: 23 >>> 26
  • Crit multiplier: 4.23x >>> 4.51x

AK-47

  • Base bullet damage: 27 >>> 31.6

AS VAL

  • Base bullet damage: 20 >>> 23
  • Crit multiplier: 5.55 >>> 5.35

Model L

  • Base bullet damage: 27 >>> 30.5
  • Crit multiplier: 4.25 >>> 4.65

XM4

  • Base bullet damage: 23 >>> 25

GPR-91

  • Base bullet damage: 23 >>> 34.5
  • Crit multiplier: 4.6 >>> 3.75

HE-1

  • Increased Stock Ammo from 5 to 11
  • Increased Inner Explosion Radius from .4 meters to 3.25 meters
  • Increased Mid Explosion Radius 1.6 meters to 4.1 meters
  • Increased Outer Explosion Radius 3.26 meters to 5 meters
  • Lowered Inner Explosion Damage from 1045 to 800
  • Increased Mid Explosion Damage from 475 to 600
  • Increased Outer Explosion Damage from 220 to 400

Directed Mode

Liberty Falls and Terminus will be getting directed mode for those who want to complete the Easter Eggs without the hassle of going through all the steps unguided. No shame in going this route if you haven’t been able to complete the Easter Eggs just yet, they’re pretty difficult. Especially the Terminus one.

Bug Fixes/General Changes

Maps

Terminus

  • Addressed an issue where defuse progress was sometimes not saved if the player stopped defusing during the Apocalypse Protocol Main Quest step
  • Addressed an issue where entering a Kazimir after completing the Main Quest would teleport the player to the boss arena and down them
  • Addressed an issue where loading into a saved game after unlocking the Pack-A-Punch machine could cause some doors to have inconsistent collision
  • Addressed an issue during the Main Quest where connecting both Node Connectors at the same time would cause overlapping voice lines
  • Changed the location of the Ammo Cache on the Seaside Path
  • Addressed an issue where rarely the round would not end after killing all zombies
  • Addressed an issue where the Amalgam could grab the player while slowed
  • Addressed an issue where the Amalgam could pull players into walls causing them to get stuck
  • Addressed an issue where diving while being hit by knockback from Patient 13 could push the player further than intended
  • Addressed an issue where players would be able to use Equipment, Scorestreaks, and fire weapons during the Boat Race awards sequence

Liberty Falls

  • Updated the first Mangler whose arm is blown off to always drop a Mangler Cannon instead of only the first Mangler that spawns
  • Resolved an issue where Blanchard would not be present during some dialogue
  • Addressed an issue that prevented the Abomination from spawning inside Fuller’s Liberty Lanes
  • Addressed an issue where the Abomination could fire off a beam attack before leaving a spawn closet
  • Addressed an issue where some damaged vehicles would not have smoke effects

Perks

Quick Revive

  • Dying Wish Augment
    • Addressed an issue where Dying Wish could activate when diving from large heights while protected from fall damage

Elemental Pop

  • Addressed an issue where Elemental Pop would prevent normal Ammo Mod activations

Jugger-Nog

  • Turtle Shell Augment
    • Turtle Shell will now apply damage mitigation when being grabbed by an Amalgam

PhD Flopper

  • Addressed an issue where diving onto an elevated or inclined surface, such as stairs or up a hill, would not activate the perk

Gobblegums

  • Addressed an issue that prevented players revived by Near Death Experience from keeping all their Perks

Field Upgrades

  • Adjusted the description for the Energy Mine to no longer say it deals Electrical damage to accurately reflect the damage type
  • Increased Dark Flare damage from 20% to 40% of the base zombie max health per tick
  • Addressed an issue where an extra charge on Field Upgrades would be lost when loading a save

Support

  • Addressed an issue that could cause the Mutant Injection to end early when near water.
  • Addressed an issue that allowed the player to pick up a Sentry Turret while using Mutant Injection.
  • Reduced self-damage from the LDBR.

Enemies

  • Addressed an issue where zombies charmed by Brain Rot could prevent the player from completing an exfil
  • Addressed an issue where loading a save would disable the rampage inducer if it was active
  • Addressed an issue where zombies would throw guts at the end camera if the player leaves the match to end the game

Activities

  • Addressed an issue that would prevent one elite from spawning consistently during exfil from rounds 16 onward
  • Updated S.A.M. Trials that required the player to not take damage to display a progress bar instead of a timer

XP

  • Addressed an issue where XP was being awarded to all weapons being used in an assist instead of just the last one
    • If two weapons were used in an assist only the last one used by the players getting the assist will be awarded XP

Challenges

  • Addressed an issue where Wall Buys would not progress the Prestige 8 Challenge Value Town
  • Addressed an issue where Legendary GobbleGums would progress the Ultra Prestige 8 Challenge Full Power instead of Ultra GobbleGums
  • Addressed an issue where the Liberated Challenge could be completed by saving and quitting before starting the final encounter
  • Addressed an issue that would complete the Social Distancing and Invincible Challenges by joining a game in progress
  • Addressed an issue that would complete the Harbinger of Doom Challenge when loading into a saved game and using a Scorestreak
  • Addressed an issue where the Prestige 5 Challenge Fire & Forget would mention needing a Bombing Run medal instead a Lethality medal
  • Addressed an issue where the player would not complete Outrageous Challenge until Round 16 instead of Round 15
  • Addressed an issue where loading a save past Round 25 would complete the Sticks N’ Stones Challenge
  • Addressed an issue where the Dark Journey Challenge could show as not complete when unlocking Nebula on 33 weapons and being awarded the Calling Card

AFK Detection

  • We have updated the detection logic to determine if a player is AFK during an active match.
  • This should reduce the amount of false positive AFK kicks in Zombies.
  • Added AFK Kick warning UI to ZM

Saving and Loading

  • Closed an exploit that allowed keeping a save file after it had already been loaded

UI Changes

  • Updated visuals on all GobbleGums to improve readability
  • Addressed an issue where the Boat UI would overlap with the Map with the Central Command HUD preset
  • Addressed an issue where the Drop Node Connecter prompt during the Terminus Main Quest would overlap with the Map with the Central Command HUD preset
  • Addressed an issue where the Round number would initially be displayed incorrectly when loading a save
  • Addressed an issue where the Weapon Stats on the AAR would show the loadout players started with instead of the loadout they ended with
  • Addressed an issue where some items would show the wrong text on the Tac Map when pinged
  • Removed Multiplayer information from Melee Weapon descriptions
  • Added a Highest Round icon to the AAR when reaching a new personal highest round
  • Added a timer to the scoreboard
  • Added a notification when picking up Intel

Graphics and Stability

  • Addressed an issue on PS4 where some effects would stop rendering at higher rounds
  • Addressed an issue where some effects for the Mutant Injection were not working when Sprinting
  • Addressed an issue where the character effects from Brutus would be present during Mutant Injection
  • Addressed an issue where the game could crash when attempting to start a solo match after playing in splitscreen
  • Addressed an issue where sometimes the player would be unable to Save & Quit with the error “The game failed to save for an unknown reason. Try again later”
  • Added numerous stability fixes

Check out our guides on the Season 1 changes for both Warzone and Multiplayer to get all caught up on everything coming in the new season.

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