All Black Ops 6 Zombies changes in Season 3 Reloaded

Discussing all the Black Ops 6 Zombies changes in Season 3 Reloaded (Image via Activision)
Discussing all the Black Ops 6 Zombies changes in Season 3 Reloaded (Image via Activision)

Call of Duty introduced a plethora of Black Ops 6 Zombies changes in Season 3 Reloaded. These have been applied across different aspects of the game mode. For instance, Perks have been adjusted to ensure they work as intended, rewards that a player can earn from Fog Rolling In Easter Egg have been increased, and a lot more, to ensure that fans have their best experience mowing down zombies in this season.

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So, without any further ado, let's take a closer look at all the Black Ops 6 Zombies changes in Season 3 Reloaded.


Exploring every Black Ops 6 Zombies change in Season 3 Reloaded

As per the Black Ops 6 Zombies patch notes for Season 3 Reloaded, here are all the changes that were implemented:

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Maps

  • Shattered Veil
  • General
  • Increased rewards from the “Fog Rolling In” Easter Egg.
  • Fixed visual glitches caused by the “Fog Rolling In” Easter Egg.
  • Addressed an issue that prevented players from taking damage from the Microwave Trap.
  • Updated the UI on the Teleporter Prompt to match other Teleporters.
  • Addressed an issue where an audio log in Shem’s Henge could only be interacted with from one side.
  • Addressed a visual issue with a tree in the Motor Court.
  • Addressed an issue with some floating jerrycans in the Distillery.
  • Addressed an issue that prevented some Xbox platforms from being able to see the Der Wunderfizz machine on the Tac-Map and Minimap.
  • Main Quest
  • Addressed an issue where The Essence Bomb could return to the Key Item list when loading a save after placing it.
  • Addressed an issue where the player would need to pick up the Sconce again after loading a save.
  • Addressed an issue where the energy siphon progress UI for the Explosive Canister in the Main Quest could re-appear after loading a save where it was already completed.
  • Weapons
  • Addressed an issue where a Ray Gun could not be used to start the 3rd encounter in the Wunderwaffe DG-2 Easter Egg.
  • Addressed an issue where the crosshairs for the Wunderwaffe DG-2 were not present when aiming down sights in 3rd person.
  • Addressed an issue where Invulnerability Sigils from the Ray Gun Mark II-P could float above the ground in some areas.
  • Enemies
  • Addressed an issue where loading a save would restore armor on damaged Elder Disciples.
  • Addressed an issue where certain zombies charmed by Brain Rot would move slower than intended.
  • Addressed an issue that could prevent Doppleghasts from tracking the player.
  • Addressed an issue where an Abomination could spawn before the round started when loading a save.
  • Final Encounter
  • Addressed an issue where Energy Mine with the Turret Augment would shoot at Richtofen.
  • Addressed an issue where the boss could move the player around while downed.
  • Addressed an issue that prevented damage and damage values from appearing when using melee to attack the boss’s legs.
  • Addressed an issue where some visual particle effects would remain after skipping the cutscene.
  • Addressed an issue where critical damage from a Chopper Gunner was lower than non-critical damage against the boss.
  • Terminus
  • Addressed an issue where the Void Cannon trap could teleport a player while using a Mutant Ejection.
  • Addressed an issue where the secondary fire for the Beamsmasher could be used infinitely under certain conditions.
  • Liberty Falls
  • Addressed an issue that allowed the Thrustodyne M23 to be used infinitely under certain conditions.
  • Citadelle des Morts
  • Directed Mode
  • Addressed an issue where the guide would not highlight the first crystal in the light puzzle in the Dining Hall.
  • The Tomb
  • Addressed some locations that would be considered out of bounds when placing equipment.
  • Addressed an issue that could restart the Parasite Trial when transitioning to a Special Round.
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Weapons

  • Added the base version of the Ray Gun Mark II to the Mystery Box weapon pool.
  • Addressed an issue where loading a save would re-enable Pack-a-Punch camos if they were toggled off.
  • Addressed an issue where removing attachments from a Weapon Blueprint that is set as a Zombie Build would not remove the attachments in-game.

Perks

  • General
  • Addressed an issue that allowed players to duplicate perks.
  • Double Tap
  • Double Jeopardy Augment
  • Prevented Double Jeopardy from activating from Wonder Weapons and melee hits as it is only supposed to activate from normal shots.
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Equipment

  • Stim Shot
  • Removed the text “Recharges on a cooldown.” from the description.

Field Upgrades

  • Tesla Storm
  • Addressed an issue where the Lithium Charged Augment would cause Players without the Augment to have their Tesla Storm display as if the augment was applied.

Support

  • Death Machine
  • Addressed an issue where loading a save would not retain the correct amount of ammo in a Death Machine.
  • Mangler Cannon
  • Addressed an issue where swapping out a Mangler Cannon awarded from the Support Group GobbleGum for a different Scorestreak and picking it back up would reduce the ammo to 1.
  • LDBR
  • Addressed an issue that displayed the warning “Air space is too crowded.” when the scorestreak was usable.
  • Mutant Injection
  • Fixed an invulnerability exploit when using Mutant Injection and Aether Shroud simultaneously.
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GobbleGums

  • Reduced GobbleGum machine cooldown from 5 minutes to 10 seconds.
  • Sped up the GobbleGum machine activation sequence so you can retrieve your GobbleGum within 2 seconds.
  • Addressed an issue that would prevent the Time Out GobbleGum from skipping a round if used at the start of a new round.
  • Addressed an issue that could prevent the Crate Power GobbleGum from applying when also activating a Wonderbar GobbleGum.
  • Addressed an issue that could prevent the Crate Power GobbleGum from functioning properly.
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Loot

  • Addressed an issue where a Self-Revive Kit could not be equipped directly from a S.A.M. Trial Reward Crate.

UI

  • Addressed an issue where the “Track Next Camo” and “Untrack Next Camo” button would not be immediately present when viewing the Tracked & Near Complete tab.
  • Addressed an issue that could prevent equipped Ammo Mods from displaying when loading a save.
  • Addressed an issue that could prevent the Exfil Timer from appearing.
  • Addressed some visual issues that occurred in Loadouts when Prestiging in Zombies.
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Graphics

  • Addressed an issue where reloading the Game Over CR-56 AMAX Weapon Blueprint while in Aether Shroud could case a second floating weapon to appear.
  • Addressed an issue where using the Enduring Radiance Augment for the Healing Aura Field Upgrade would result in blown-out effects.
  • Addressed an issue where the chandelier in the Shattered Veil Grand Foyer was not present on PS4.

Audio

  • Shattered Veil
  • Addressed an issue where a line from Carver would not play during the Wonder Weapon Quest.
  • Addressed an issue that prevented the Zipline sound effect from playing when using the Zipline in 3rd Person.
  • Addressed an issue that prevented Operator callouts when pinging the teleporter.
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Stability

  • Addressed various stability issues.

Also read: Warzone Season 3 Reloaded: Every weapon buff and nerf


That covers all the Black Ops 6 Zombies changes in Season 3 Reloaded. Do note that these are only the changes for existing content. All the brand-new content that has been added in Season 3 Reloaded has been omitted from this article.

For the latest Call of Duty news and guides, check out the articles below:

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Edited by Rishabh Kalita
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