The Battlefield 2042 Update 1.1.0 is now out and focuses on things such as: New XP events (what a joke), Multiple vehicle balance changes, new play-spaces and not much more.
The next Update is currently scheduled for release in August, and brings further fixes and changes to the Battlefield. We’ll follow-up with full detail closer to its release.
Battlefield 2042 Update Notes 1.1.0
A new widget has been added to the Main Menu which shows how many friends are currently online. You’ll now also see the number of online friends directly in the Social tab.
Voice Chat options now show you which device is being used for voice input.
Resolved some instances where Controllers would not provide input when launching the game.
You will no longer get stuck at the “party leader selects game” screen in the lobby when the party leader has already entered the next game. Friends stick together!
You’ll no longer see Unassigned or Not Set text in menus when using an alternate controller scheme.
A Party Leader icon has been added to the Social menu.
Camera settings for Vehicle 3rd person Field of View now apply immediately without having to cycle through camera options again.
Changing Squads while in a party now automatically sets your VoIP setting to Party.
The Kill Log sometimes didn’t show all kills made when “Show Kills Made” setting was to ALL. It now properly shows all kills.
Weapon Charms should now always be visible on weapons while scrolling through the menu.
Bonus Missions now show the correct expiration time.
End of Round visuals for Battle Pass rewards are no longer missing after playing a Portal match.
The Zoom button now functions correctly when previewing Charms in the catalogue.
Zooming in/out has been made smoother while in preview menus.
Fixed overlapping icons in Tags for players you’ve taken down.
Completed Challenges that previously didn’t give out their reward should now retroactively grant them.
Further new XP events have been added:
New Pilot Kill Bonus Event – triggers alongside you snipe and kill the pilot of an air vehicle.
New Disarming Mine Event – triggers when you disarm an enemy AT Mine using Interact.
Repair Assist – triggers when someone in a vehicle you recently repaired kills an enemy with that vehicle.
Reduced XP reward of Spot Assists to 10 XP.
How Players of the Match are selected is now more consistent.
Player Icons and Healthbars now update faster when their state changes.
Made various changes to smooth out the overall camera experience.
The Kill Card has received several improvements:
list of nearby or incoming receivers is now visible on the Kill Card alongside information about the killer.
If there are no assists involved in a kill then assist will not show on the Killcard.
There is now an animation for when the Killcard is showing on screen or when hiding or skipping it.
New game presets Air Superiority and Ground Superiority have been added to the Web Builder.
You are able to adjust vehicle count in Air Superiority and Ground Superiority game modes.
AI Soldiers are now better at climbing ladders across Classic era maps.
Underbarrel attachments can now be resupplied as expected by Ammo Crates.
Added Ranger to Restrictions tab.
Teleportation action block now works inside HQs.
New and unique character voices have been added for:
Battlefield 1942 British Engineer
Battlefield 1942 American Anti-Tank
Battlefield 1942 German Engineer (aka Günter)
Additional voice over lines have been added for Bad Company 2 and Battlefield 3 non-squad soldiers
Added 4 extra-small layouts for existing maps (Battle of the Bulge, El Alamein, Kaleidoscope and Manifest). These are suitable for creating new Vehicle TDM experiences, but they’ll also work with Team Deathmatch and Free-for-All modes
Several fixes have been made across Classic era maps to resolve terrain, prop and collision issues
Added Passenger Seat Modifier: disabling passenger seats allows for a higher maximum number of vehicles.
Added the option to toggle passenger seats availability
Added Set Max Health Multiplier modifier for vehicles
Added InfiniteWeaponMagazines modifier
Added Projectile speed multiplier modifier for throwable items
Added CompareVehicleName value block and VehicleName selection list block
Added GetVehicleState GetPosition value block for vehicles
Added GetVehicleState GetFacingDirection value block for vehicles
Added AllPlayersInsideVehicle array value block
Added GetVehicleState LinearVelocity value block
Added the option to enable and disable capture points in Air Superiority and Ground Superiority experiences
Added GetCapturePoint value block
Allow error reports to send additional payloads in Error Logs
Add new action block for sending custom error reports in Logic Editor
Bad Company 2
Replaced the UH-60 on the Russian team with the Mi-24 Hind
Replaced the BMP-2 on the Russian team with the BMD-3
Added the A-10 Warthog and SU-25TM Frogfoot as new vehicles
Resolved several clipping animations for melee weapons while vaulting over obstacles.
Resolved several gadgets clipping through hands while vaulting.
The EMP effect from thrown EMP Grenades will no longer affect players outside the visual radius.
FXM-33 AA Missile
FXM-33 AA Missile UI will no longer remain on screen while switching to another weapon.
Fixed an issue where no ‘In Stealth’ state is displayed while locking on to Helicopters with the FXM-33 AA.
The “Repairing” voice over no longer plays when attempting to repair destroyed vehicles.
Using the Repair Tool no longer sometimes causes the camera to shake.
Smoke Grenade Launcher
The Smoke Grenade Launcher’s name is now properly displayed in the Kill Log and Kill Card.
The overlay on vehicles for the SOFLAM now has the accurate colors; grey when in progress and yellow when fully locked on.
The Spawn Beacon now takes 1 to 2 bullets to destroy instead of 4 to 7.
We’ve made several changes to reduce the reliance on the Data Drive Scanners within Hazard Zone. This should make it easier to understand the mode, and allows you more choice in which gadgets you want to deploy with.
Increased cost of the Data Drive Scanner from 0 to 200
Now only shows players carrying Data Drives when scanning
Data Drives are now globally shown in the world
IBA Armor Plates are now free and the default gadget
A new mechanic has been added to Hazard Zone, called Second Chance. This should make it more forgiving while you are first getting to know and start interacting with new squad mates.
If your squad wipes before the first extraction, then the whole squad is redeployed one time after 15 seconds, at a different location from where you first inserted
Redeploy and Second Chance now spawns players at 500m instead of 100m. Until the player is 100m above the ground, the parachute cannot be used
Several further changes have been added to faster to get into a Hazard Zone match
Map Overview has been removed
Reduced the amount of players needed to start the timer for starting the round, even if the server isn’t full yet
Reduced the start timer from 2 -> 1 minute
Quickdraw Holster has been removed
Throwable Increase I – Increased to +2 extra throwable, up from +1
Faster Healing I – Increased healing with 50%, up from 20%
Insider Information – Increased location reveal from 30s -> 60s before impact
Insider Information – Reduced rarity to Rare, down from Epic
Insider Information – Reduced costs from 400 -> 200 Credits
Biometric Scanning – Now spots enemies for 100% longer, up from 50%
Biometric Scanning – Increased rarity to Rare, up from Common
Biometric Scanning – Increased costs from 100 -> 200 Credits
Table Deal – Increased cost from 400 -> 600 Credits
Ammo Increase II – Increased to +3 additional magazines, up from +2
Ammo Increase II – Increased rarity to Epic, up from Rare
Ammo Increase II – Increased cost from 400 -> 600 Credits
Faster Healing II – Increased healing with 100%, up from 50%
Faster Healing II – Increased cost from 400 -> 600 Credits
Maps & Modes
Fixed several visual, collision, lighting and interaction related bugs across Current era maps
Resolved an issue on Discarded that could cause defending players to become stuck when spawning
Resolved instances on Discarded where EMP Grenades exploded without delay after being thrown
It no longer happens that the wrong voice overs would sometimes play when a match was in overtime
Distinctive icons have been added for both Attackers and Defenders.
Directional retreat indicators have been added for defenders. This helps you understand in which direction you need to retreat.
Objective icons now show a Hold, Defend, Attack or Retake description to make it easier to understand where you need to go.
Audio has been tweaked to increase the feeling of tension during a match.
The transition from the match into the End of Round screen has been smoothened.
Soldiers will no longer sometimes clip through terrain when running up steep slopes
Gadgets and weapons will no longer sometimes clip through walls while vaulting
Ping locations are no longer inaccurate when in a vehicle seat as a passenger
Jumping will no longer sometimes be interrupted after sliding
Soldier hip rotation animations have been improved
You are now able to vault over some angled walls that prevented this previously
You are now able to move while Aiming Down Sights and being prone
Strafing no longer causes the camera to slightly move
Several improvements have been added to soldier movements animations:
Separated aiming from turning so 3P animations can now look around slightly before triggering a turn animation
Added leaning to 3P animations
Added new and improved idle animations
Fixed an issue where your 3P animation wouldn’t always show that you were in traversal sprint
The revive animation for enemy soldiers has been polished
Animations for a soldier jumping and descending from an upside down plane have been improved
Changing to your primary weapon in mid melee attack now shows the correct melee animation
Fall damage should no longer be inconsistent
Animations while looking down during traversal sprint have been improved
Pinging an enemy Hovercraft no longer plays a voice over indicating it’s empty and ready for use
Players should no longer slide away after a takedown
Resolved a broken animation while throwing an Ammo Crate or Medical Crate while vaulting
The death animation when redeploying has been removed
The Parachute / Wingsuit hint no longer remains on screen after either are deployed
You will no longer automatically enter a vehicle if you revive a teammate who was under it
You’ll no longer get a takedown prompt when a takedown is currently being performed on you
It’s now possible to interrupt the Initial Deploy animation while ADS
Moving sometimes caused specific weapons to have their animations broken, this has been fixed
When reviving a player there was a chance that the weapon attachments would get all spooky and become misplaced. We’ve cured their fear of the dead
A blocked loadout message no longer appears in error when interacting with the Loadout Crate
It’s now possible to remain crouched while interacting with Angels’ Supply Crate.
Resolved a repeating animation when repeatedly selecting the Supply Bag
The 3P flash effect is now visible while being revived by Angel
Angel’s Trait has been reworded to indicate he now only supplies ammo, instead of armor
Resolved several inconsistent placement areas for the SG-36 Sentry Gun on Exposure
The “Place Turret” hint no longer shows after the SG-36 Sentry Gun has already been deployed
The SG-36 Sentry Gun can no longer fire downwards at extreme angles
The SG-36 Sentry Gun can now fall through broken glass
It’s no longer possible to deploy the OV-P Recon Drone in elevators which allows players to see through walls. This will now instead destroy the drone.
The correct Kill Card is now displayed while Dozer dies from heavy fire while having the SOB-8 Ballistic Shield deployed
The SOB-8 Ballistic Shield can now block missiles from the G-84 TGM
Using ADS with the S21 Syrette Pistol now shows the correct visual instead of a red lined pattern
Shooting allies with the S21 Syrette Pistol no longer sometimes triggers the friendly fire voice over
Being hit by EMP Field Grenades now causes you to exit the G-84 TGM TV screen
Fixed an issue that caused Lis’ G-84 TGM missile to bounce off of certain bushes
Fixed an issue that caused Sundance’s Anti Armor grenade to lock onto and chase Lis’ G-84 TGM missile
Increased the delay for exiting the G-84 TGM’s screen to 1 second
It’s no longer possible to damage friendly air vehicles with the G-84 TGM’s missile
The G-84 TGM missile will no longer bounce off vehicles
The Hack indicator should no longer freeze in place after starting a hack
The Anti-Armor Smart Explosive UI no longer gets stuck in lock on when the grenade has already been deployed
The Kill Feed now properly indicates players killed by the Scatter Grenade
Scrolling through weapons with a mouse wheel will no longer activate Paik’s EMG-X Scanner
The Commorose now shows shortened objective names so the text doesn’t clip or overlap
The Nearby Players list now accurately reflects nearby teammates
Players dying due to friendly fire no longer show up as an enemy in the Kill Feed
The Need Spotting Commorose command no longer displays empty text in the game feed
Player name tags no longer change position while occluded by cover
You’ll no longer see a hit indicator when shooting a dead enemy
Anti-Air and Anti-Tank lock on missiles will now acquire new targets without a delay. This should make switching targets significantly smoother
Anti-Tank missiles now also lock on to empty vehicles to prevent you from losing your target if the target vehicle is abandoned
Overall target acquisition for lock on missiles has been improved
The YG-99 would sometimes look a little banged up in the collection screens. We’ve buffed it out
Fixed Stealth bombing coordinates so they no longer show negative values
We have taught our autocorrect how to spell Suppressed within the Stealth Helicopter weaponry descriptions
While flying an aircraft, the yawing input now stops when the mouse is not moving.
Fixed an issue where a second TOW missile could be fired from vehicles while still controlling the first one
Fixed an issue where the minimap view cone would not follow the camera in driver/pilot freelook, gunner and passenger seats
Damage markers distance to center updated in vehicles to solve overlapping HUD
Driving over a street lamp no longer makes the camera go inside the vehicle. Vehicle love lamp
You should no longer see the landing gear on the SU-57 while it’s in flight
Dying while driving the Polaris Sportsman will no longer cause the camera to violently shake
Fixed an issue where Stealth Helicopter bombs would sometimes jitter as they fell
Bullet tracers would sometimes go in the wrong direction while firing from vehicle weapons. We’ve reset their internal compass and they now point in the right direction
Vehicle grenade crosshairs no longer display the wrong ammo
Fixed an issue where the critical health recovery audio cue triggers everytime you exit vehicle
Crashing an air vehicle into a friendly vehicle will no longer mark them as an enemy in the kill cam
F-35E Panther / SU-57 FELON – 25mm Cannon (internal)
Damage increased from 20 -> 30
Damage Fall Off start increased from 100 -> 250
Minimum dispersion has been removed
Maximum dispersion decreased from 1 -> 0.7
Dispersion increase per shot has been lowered
Airplane Air-to-Ground Missile
Missile Rate of Fire increased from 30 -> 90
Replenish delay increased from 8 -> 20s
Lock time increased from 1 -> 1.5s
Lock release time reduced from 1 -> 0.5s
Airplane Air-to-Air missile
Increased lock from 1 -> 1.5s
MD540 Nightbird – 70mm Anti-Personnel Rocket Pack:
Rate of Fire lowered to 250 -> 200
Replenish time increased from 1.8 -> 2.5
T28 / M1A5 – Kinetic Grenade Weapon Pod
Lower blast radius from 10 -> 7m
Lowered inner blast radius from 4 -> 3m
Auto-cannon has been adjusted to make it a close range anti-vehicle weapon with diminished power over longer distances:
Speed decreased from 980 -> 300
Rate of fire increased from 120 -> 140
Damage increased from 40 -> 65
Added damage fall off start distance at 25m
Added damage fall off end distance 150m
Added blast damage fall off curve
Blast damage increased from 10 -> 25
Blast radius from 1 ->3m
MV38-Condor and Mi-240 Super Hind – 50mm Cannon Pod
Now fires single shots
Rate of Fire reduced from 110 -> 40
Longer replenish delay to fit the new slower rate of fire
AK24 no longer incorrectly shows it has a single rate of fire.
Fixed an issue where AK-24 attachments would not lower the recoil of the weapon as intended.
Fixed an issue where AC-42 magazines were displaying an incorrect rate of fire.
Fixed MCS-880 Flechettes doing unintended high damage at longer ranges.
Fixed an issue where some weapons wouldn’t play reload sounds while using an underbarrel attachments.
Fixed an issue where the SWS-10 Extended mag has a negative rate of fire within the collection screen.
Updated DDM4 magazines so bullets are not shown through scopes.
Fixed an issue where the time to live on the Incendiary grenade underbarrel was too short.
Fixed an issue where attachments were not available when opening the Plus Menu.
Fixed an issue which would cause the bipod to deploy itself changing scopes.
Laser sights would stop working while in 1P when a player would switch equipment or enter in a vehicle. This no longer happens.
Exiting a vehicle with the DXR-1 no longer triggers the bipod deploy animation
M44 Revolver damage increased up to 75m
Fixed an issue that caused aim assist to not work for vehicle passengers in open seats
Fixed an issue where swapping attachments caused some underbarrel attachments to become activated incorrectly
Fixed an issue that made it possible to fire faster than intended with some bolt action rifles by swapping attachments
We’ve updated DMR’s to make them more valuable in long-range combat as we currently felt they were underperforming. The first improvement we made here is to increase Bullet Speed, which means less lead time when firing at your target.
BSV-M: 700 -> 790
SVK: 860 -> 960
VCAR: 600 -> 700
DM7: 740 -> 800
We also noticed that headshots weren’t rewarding enough for extended combat engagements. To address this we’ve tweaked their Headshot Damage Multiplier at long-range:
BSV-M / DM7: 1.9x -> 2.2x
SVK 1.5x -> 1.6 x
VCAR: 1.8x -> 2x
No changes have been made to DMR performance in short to medium range combat, and they’ll feel as you are used to when fighting against Assault Rifles and SMG’s.