Autumn Sale - Cheapest Prices 5% off every service · applied automatically at checkout, no code needed Ends tonight · 17 Oct Shop the sale
BoostPirate logo BoostPirate
Become a booster
EN
WARDOGS · Season 2

WARDOGS Season 2 Patch Notes Explained: Every Change That Matters (15 Oct 2026)

BULKHEAD's Season 2 notes in plain words: the faster XP curve against Season 1, the new unlock order and unlock prices per role, per-spawn price changes, the reworked cash rewards, what happened to Season 1 progress and the launch-night backend fixes.

Updated 2026-10-16 · 10 min read · by the BoostPirate crew
  • Live 15 Oct 2026, 09:59 UTC
  • Level 20: 111,500 XP (was 250,000)
  • 4 new weapons, 4 new vehicles
  • Lonestar win bonus removed

Season 2 of WARDOGS went live on 15 October 2026 with Update 0.2.0. BULKHEAD's patch notes cover far more than a balance pass — a new role XP curve, a reshuffled unlock order on every track, new weapons and vehicles, repriced kit and reworked cash rewards. This page is the plain-words version: when it went live, what happened to Season 1 progress, the new curve against Season 1, what moved in each role, what got dearer or cheaper, how the rewards changed — and what BULKHEAD walked back the same evening.

Key takeaways
  • Season 2 is live. BULKHEAD scheduled maintenance for 08:00–09:30 UTC on 15 October 2026 and the "Season 02 is now live" post (Update 0.2.0) followed at 09:59 UTC. No end date has been announced.
  • Levelling is faster. Role level 20 now needs 111,500 XP instead of 250,000 (−55%), level 10 drops from 35,000 to 25,000 and level 50 from 1,500,000 to 1,150,000. BULKHEAD: reaching level 20 "takes less than half the playtime it did in Season 1."
  • The unlock order moved. Medical Bag at Medic 14 (was 24), PKM at Support 15 (was 30), BMR-308 at Recon 20 (was 30), the minigun Little Bird at Pilot 8 (was 4, now $125,000), SPH-2 at Driver 31 (was Wardog 90). The Gold Market now unlocks at Wardog 35 ($150,000) and the supply pallets are no longer unlocked by default.
  • Four new weapons, four new vehicles (TCX-SPR, PP-19 Bizon, Evo-3 Ultra, M14; Wolf-110 and its M2 variant, T-72B3, Flakpanzer Gepard), a Molotov, three buildables, rain, and a Wager Vendor that opens later in the season.
  • The economy got pricier at the top. L2A6 $14,000 → $22,000 a spawn, HAVOC $18,000 → $28,000, AMR 50 $8,800 → $14,800, Level 4 helmet $3,000 → $4,500 — while the AK74 halves to $800 and most attachments drop by up to a third.
  • One change lasted half a day. A backend update announced on X at 20:58 UTC on launch day removed the Season-2-only Lonestar cash and XP win bonus and fixed Driver progression; the XP tables were not touched.
  • The wipe is a devlog statement, not a patch-notes line. The 9 October devlog is where BULKHEAD said cash and progression reset and leftover cash becomes gold bars. The conversion rate and any compensation were not announced.

Written from BULKHEAD's Season 2 patch notes (Steam, 14 October 2026) and the "Season 02 is now live" post (15 October), re-checked against the Steam post on 16 October 2026; the launch-night backend update comes from BULKHEAD's X account, with no Steam post. Where BULKHEAD gives no figure, this page says so, and the percentages are our arithmetic.

When Season 2 went live

BULKHEAD's patch-notes post (14 October) scheduled a maintenance window on 15 October between 08:00 and 09:30 UTC and estimated "roughly 90 minutes of downtime before the new season goes live." The follow-up post "WARDOGS | SEASON 02 IS NOW LIVE" — "Update 0.2.0 is now live. Servers are back online." — went up at 09:59 UTC (11:59 CEST). No end date for Season 2 has been announced; in the 9 October devlog BULKHEAD only said Season 1 was always meant to be short and that later seasons will be longer. The season calendar shows the end date the day BULKHEAD posts one.

What happened to Season 1 progress

Read the patch notes top to bottom and you will not find the words wipe, reset or carry over. The reset was announced elsewhere: in the 9 October devlog "Road to Season 02" (chapters "Progression Wipe" at 02:40 and "Persistence" at 03:12), BULKHEAD's Joe Brammer and Howard Philpott explained that cash and progression reset at the end of a season, that remaining cash is converted automatically into gold bars at its value at the end of the season, that gold bars and cosmetics stay on the account, and that XP earned in Early Access is banked for long-term systems planned for 1.0 (player skills) — which are not part of this update.

Two things were never published: the cash-to-gold-bar rate BULKHEAD used for the conversion, and any compensation. The Season 2 wipe guide lists everything that reset and everything that stayed.

The new role XP curve

This is the change that matters most for anyone levelling a class. BULKHEAD's own table (total XP required, Season 1 → Season 2):

Role levelSeason 1Season 2XP needed
1035,00025,000−29%
15110,00054,750−50%
20250,000111,500−55%
25365,000206,600−43%
30500,000318,200−36%
35750,000525,000−30%
40975,000712,500−27%
451,225,000920,850−25%
501,500,0001,150,000−23%

A note on the Season 1 column: it is BULKHEAD's own statement of the Season 1 values in the Season 2 post. The launch-day Season 1 changelog (10 September) had listed lower totals above level 20 — 500,000 at 35 and 1,000,000 at 50 — and no later patch note mentioned a change. Our XP calculator and climb pages run the Season 2 column; the levels between BULKHEAD's published points (and levels 2–9) are not published, so the calculator draws a straight line between them and marks those rows as interpolated.

25k L1 → 10
86.5k L10 → 20
413.5k L20 → 35
625k L35 → 50
Role XP per stretch of the Season 2 curve, from BULKHEAD's table (cumulative: L10 25,000, L20 111,500, L35 525,000, L50 1,150,000). More than half the track — 625,000 of 1,150,000 XP — sits above level 35.

The curve is front-loaded: levels 1–20 are now cheap, levels 35–50 still cost the bulk of the XP. No new thresholds were announced for the Wardog (career) track — only its unlocks moved.

A WARDOGS Medic reviving a downed teammate in the mud next to an L2A6 tank
Medic got the biggest reshuffle. The Medical Bag moved from Medic 24 to 14 and dropped to $50,000, the MP5 from 15 to 4 — while the Defibrillator went the other way, from 11 to 22 and $110,000.Screenshot: BULKHEAD / Team17 via Steam

Unlock levels and unlock prices per role

"Most attachments have moved to earlier levels or new tracks." These are the weapon, gear and vehicle moves from the notes; attachment-by-attachment lists are in the source post, and the loadout planner adds up the fees for your role.

Wardog (career) track

  • The Gold Market now unlocks at level 35 for $150,000 (a new requirement); new Compact P-1 Red Dot at 21 ($12,500) and a Lonestar-only music tape at 29.
  • Supply pallets are no longer free: Mechanical at level 5 ($10,000), Ammo at 9 ($25,000), Fuel at 16 ($50,000).
  • Judge 18 → 1 ($15,000 → $5,000); GGX 17 1 → 18 ($5,000 → $15,000); Deagle 85 → 65; GGX 18 70 → 85 ($50,000 → $125,000); Level 3 Helmet & Armor 60 → 70; Kobra Reflex 21 → 4; Sport Parachute 35 → 34. The Tricon 1.5x Compact Prism (26) and Spitfire 3X (31) moved in from Assault.
  • The SPH-2 leaves the track: it is now Driver 31, and its unlock fell from $500,000 to $350,000.

Assault

  • The AK74 is unlocked by default; the T-21 moves to level 3 ($10,000); M4 20 → 28 ($100,000 → $150,000); FAL $200,000 → $250,000.
  • New: Molotov at 13 ($25,000), TCX-SPR at 20 ($100,000). The Remote Detonator + C4 move in from Support at level 4.
  • Attachments in from other tracks — 2.5x Combat Optic (17), Four Reticle Reflex (22), 3x Tactical Prism (33), RVG Vertical Foregrip (38, now $25,000), Spectr 4x (43) — and three new muzzles: Cross Rifle brake (32), Clutch Lok brake (37), SRD762TI-QD suppressor (40).

Medic

  • Medical Bag 24 → 14 ($75,000 → $50,000); MP5 15 → 4 ($75,000 → $25,000); the PP-19 Bizon is unlocked by default.
  • PP-19 Vityaz 4 → 15 ($25,000 → $50,000); Defibrillator 11 → 22 ($50,000 → $110,000); the AMP-9, the old default, now costs $75,000 at level 20; Super-45 $150,000 → $200,000.

Recon

  • BMR-308 30 → 20; MK22 25 → 30; SV98 19 → 18; Compound Bow 17 → 16 ($75,000 → $150,000); Claymore 22 → 23 ($50,000 → $90,000); Range Finder $15,000 → $25,000.
  • New: the M14 at 25 ($100,000) with its own bipod and magazines, and the PU 91/30 scope for the Mosin at 10 ($12,500).

Support

  • PKM 30 → 15 ($150,000 → $100,000); M249 15 → 20 ($100,000 → $150,000); MAAWS 20 → 18 ($125,000 → $100,000); MGL-40 $200,000 → $250,000; Heavy Drill $25,000 → $50,000.
  • New: the Evo-3 Ultra with a 50-round box at 30 ($200,000).

Pilot

  • Little Bird AH-6M [Miniguns] 4 → 8 ($50,000 → $125,000); Z20 Lakota [Miniguns] $75,000 → $85,000; HAVOC $500,000 → $650,000. Music tapes were reshuffled between Driver and Pilot.

Driver

  • New: Wolf-110 at 8 ($50,000), Wolf-110 [M2 Browning] at 16 ($125,000), T-72B3 at 20 ($250,000), Flakpanzer Gepard at 25 ($300,000); SPH-2 at 31 ($350,000).
  • Humvee 15 → 14 ($25,000 → $75,000); Ural Defender 18 → 15; Ural Defender [M249] 25 → 22 ($125,000 → $100,000); Humvee [M249] 20 → 24; Dune Buggy 8 → 9.

Per-spawn prices: what went up, what went down

New kit: PP-19 Bizon $1,000, TCX-SPR $3,200, Evo-3 Ultra $7,250, M14 $7,400, Molotov $340; Wolf-110 $2,200, Wolf-110 [M2] $7,800, Flakpanzer Gepard $14,000, T-72B3 $16,000.

Per spawnSeason 1Season 2
HAVOC$18,000$28,000
L2A6 heavy tank$14,000$22,000
Little Bird AH-6R [Rockets] · AH-6M [Miniguns]$12,500 · $7,000$18,800 · $12,000
Z20 Lakota [Miniguns]$8,000$15,000
Humvee [Minigun] · [M249]$4,500 · $3,750$10,000 · $8,500
AMR 50$8,800$14,800
Level 4 Armor · Helmet$4,000 · $3,000$5,000 · $4,500
AK74$1,600$800

Also up: T-21 $600 → $1,200; AMP-9 $900 → $1,375; MP5 $1,500 → $1,800; Super-45 $2,600 → $5,600; Compound Bow $800 → $1,350; MGL-40 $6,000 → $7,500; Level 3 Armor $2,000 → $2,500 and Helmet $1,500 → $2,000; Range Finder $400 → $1,450; IR Range Finder $1,200 → $3,200; Basic Parachute $100 → $500; Binoculars $75 → $180; Kodiak [M249] $3,750 → $6,750; Ural Defender $6,000 → $7,200 and [M249] $6,750 → $9,500.

Down: 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 $3,500 → $2,400; Arsenal Backpack $5,000 → $4,000; Halligan Bar $1,100 → $885; Medical Bag $2,000 → $1,800; Field Resuscitator $500 → $425; Sport Parachute $1,000 → $700; most muzzles, grips and foregrips by up to a third (the Birdcage brake $900 → $600).

A WARDOGS soldier aiming a rocket launcher at an armed Humvee as a building explodes behind a wooden fence
The Humvee got dearer to own and cheaper to kill. It now unlocks at Driver 14 for $75,000 (was 15 and $25,000) and the armed variants cost $8,500 (M249) and $10,000 (Minigun) a spawn — while destroying a default Humvee pays $600 instead of $1,500.Screenshot: BULKHEAD / Team17 via Steam

Cash and XP rewards

  • The kill bonus for an Assault-archetype weapon is $2,000 (was $1,500).
  • FOB hacking: the hacker keeps $2,500 / 250 XP and teammates inside the FOB radius now get $1,000 / 250 XP; destroying a FOB pays up to +$7,500 / +250 XP depending on the supplies it held; breaching a door with the Halligan Bar pays $100 per door (and the bar now lasts 7 uses instead of 5), closing a friendly FOB door $75.
  • Capturing a hostile drill tower: $1,500 / 300 XP (was $750 / 250).
  • Logistics base rewards are lower — player delivered $150 → $100, supply crate $500 → $250 small and $1,000 → $500 large, supply pallet $2,500 → $1,250 (Control Zone values) — but delivery streaks add +$100 / +50 XP per consecutive crate, +$250 / +100 XP per pallet, +$25 / +5 XP per player and +$50 / +25 XP per return trip, each up to 10 in a row (players up to 25).
  • Spotting pays about 30% less than in Season 1 and scales with the value of what you spotted; a spotted target destroyed by another faction pays 25% (was 50%).
  • Vehicle-destroyed rewards are per variant, and armed variants pay 1.5× the XP: Humvee $600 default / $5,000 minigun, L2A6 $11,000 (was $14,000), HAVOC $14,000 (was $18,000), T-72B3 $8,000, Gepard $7,000. A destroyed buildable now pays its build-supply cost, with XP about a quarter of the cash.
  • Exploit fixes: selling from a supply crate has diminishing returns per buyer, selling to an enemy pays nothing, destroying an empty enemy crate pays half, FOB-supplied assists are split between the assisting players, barbed-wire kills pay nothing.
  • Role rewards moved: destroying buildables and IED and C4 kills now give Assault XP (destroyed buildables used to be Support's); artillery gives Driver XP; repair XP goes to Driver or Pilot, depending on the vehicle.

Combat, armour, building and vehicles

High-calibre rounds lose base damage everywhere they are used — .308 −25%, 7.62x54mmR −20%, 7.62x39mm −19%, .50 Cal −16% (vehicle miniguns included) — with sniper hit-location damage raised to keep one-shot potential. Level 3 armour and helmets drop from 55% to 50% damage reduction, Level 4 from 65% to 60%; the Level 4 helmet now muffles audio and proximity chat, restricts field of view and fogs while sprinting, and Level 3/4 helmets resist suppression (68% / 80%). Parachutes open slower and not at all below about 10 m; the Medical Bag lasts longer (durability 100 → 150). Suppression was rebuilt around shared falloff curves. Vehicles: inventories of purchased vehicles are private to the driver's squad by default, tracked vehicles are weightier and the Humvee's handling was reworked.

Building got dearer at the top: L81 Mortar 150 → 600 supplies, Stingray 150 → 650, Hot Zone Magnet 2,250 → 2,750, doors 22 → 80, gates 85 → 200, while the Talon dropped to 650 and the CIWS to 1,200; the three new buildables are the Wood Base (15), the Large Shelter (250) and the MG Nest (650). Drill rigs need at least 2,000 fuel (was 1,500), hold up to 10,000 (was 7,500) and run for at most 300 seconds (was 375).

A WARDOGS Recon player in a ghillie suit glassing with binoculars in tall grass while a second sniper lies prone and a helicopter passes overhead
Recon pays less for looking. Spotting rewards are about 30% lower and scale with the target's value, and the .308 and 7.62x54mmR rounds lost a fifth to a quarter of their base damage.Screenshot: BULKHEAD / Team17 via Steam

Lonestar, team switching and servers

  • The notes gave Lonestar (blue) a Season-2-only cash and XP win bonus plus teamplay multipliers (amounts not published) and rebuilt all three Bakurani spawns. Any team at least 40 points behind second place gets a 20% vendor discount, and seeding a server pays rewards and a vendor discount once the match begins.
  • Once a team leads by more than 10 points you cannot switch teams again for 15 minutes after joining; switchers and late joiners see an obscured map and cannot use the spawn vehicle until they first reach the control zone.
  • Team kills go to a Forgive / Punish vote with kicks and escalating bans for repeat offenders; official servers enforce region-based ping limits with automatic kicks and a rejoin block until the next map.
  • The Wager Vendor is not available at launch — it opens later in Season 2 and is meant to come and go. The Gold Market adds eight camos (the Black & Gold Little Bird is Season 2 exclusive) and drops the Black & Gold AK. Steam trading cards and Point Shop items are planned within Season 2 pending Valve's approval.

What changed on launch night

At 20:58 UTC on 15 October BULKHEAD posted on X that it had "got a few things wrong" and pushed a backend update — no client download and no Steam post. It removed the Season-2-only Lonestar cash and XP win bonus, fixed Driver progression, closed a Driver exploit that had let many players reach the tanks too early, and announced limited-mode servers without power weapons or vehicles as coming, with no date. The XP tables were not touched, and BULKHEAD said nothing about rolling back progress made through the exploit. Our WARDOGS news page follows the patches as they land.

Same loops, new prices. Zone presence, revives, deliveries and spawn vehicles still pay the bills — but the notes cut the logistics base rewards and added streaks, so long chains of deliveries now beat single trips. The first-week plan turns the changes into a role-by-role plan.

What this means if you are buying a boost

Every WARDOGS class, cash and Wardog-level price on this site is quoted live per level or per 100K by the same engine as checkout, and each climb page shows the Season 2 XP for its span. Season 2's curve moved most of the work to the top: 1 → 20 is now 111,500 XP, 35 → 50 is 625,000. If you want a specific unlock, check its new level first — the M4 is Assault 28, the T-72B3 Driver 20, the minigun Little Bird Pilot 8 — and set the target on the class page.

Level the new curve? Pick a class — Assault, Medic, Driver or any other — set your current and target level and the price updates live, or rebuild the bank with cash farming.
Sources
Free: WARDOGS XP Calculator Pick a role and two levels — the Season 2 XP between them, the hours at your pace, and the booster timeline. Plus the loadout planner, Gold Exchange converter and season calendar.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

What time did WARDOGS Season 2 go live?
BULKHEAD scheduled maintenance for 15 October 2026 from 08:00 to 09:30 UTC and posted "Season 02 is now live" (Update 0.2.0) at 09:59 UTC. No end date for Season 2 has been announced.
How much XP does level 50 need in WARDOGS Season 2?
1,150,000 total XP on a role track, down from 1,500,000 in BULKHEAD's own Season 1 figure. Level 20 needs 111,500 (was 250,000) and level 10 needs 25,000 (was 35,000).
Did Season 2 wipe my levels and cash?
Yes. The patch notes do not mention it, but BULKHEAD's 9 October devlog said cash and progression reset at the end of a season, leftover cash is converted automatically into gold bars at its end-of-season value, and gold bars and cosmetics stay. The conversion rate and any compensation were not announced.
Is the Lonestar win bonus still in the game?
No. BULKHEAD removed the Season-2-only Lonestar cash and XP win bonus in a backend update announced on X at 20:58 UTC on 15 October 2026, together with Driver progression fixes; the XP tables did not change.

Ready to level up?

More WARDOGS guides

WARDOGS Classes Explained: All 6 Roles, How Each Earns XP & Which to Level FirstAssault, Medic, Recon, Support, Driver and Pilot — what each WARDOGS role does, which actions pay XP after the Season 2 changes, the weapons and unlocks on every track in the new order, and which role to level first. How to Level Up Fast in WARDOGS: Season 2 XP Curve & Fastest XP per RoleBULKHEAD's Season 2 XP curve (25k to level 10, 111.5k to 20, 1.15M to 50), where the grind now sits, the highest-XP actions on every role after the Season 2 reward changes, and realistic hours to level 50. WARDOGS Cash Farming Guide: How to Make Money Fast (Season 2 Payouts & Prices)Every way WARDOGS pays you after the Season 2 changes — zone play, drill towers, FOB hacks, delivery streaks, revives and vehicle kills — what kit, vehicles and unlocks now cost, the loadouts that turn a profit, and what happens to your bank when a season ends. WARDOGS Season 2 Wipe (15 October 2026): What Reset and What Carried OverThe Season 1 wipe happened on 15 October 2026. What reset, what turned into gold bars, what carried over, what BULKHEAD never announced — and what it means for your first week of Season 2. Best WARDOGS Class for Beginners: Which Role to Level First (and Why)Six roles, one first evening. Which WARDOGS class earns a new player XP without winning fights, costs the least per spawn and forgives mistakes — ranked with BULKHEAD's Season 2 changes, plus a first-session plan. WARDOGS Vehicles & Unlock Levels: Every Ground Vehicle and Helicopter, Gate, Price & PayoutEvery WARDOGS ground vehicle and helicopter after the Season 2 changes — per-spawn price, Driver or Pilot gate and unlock fee, the four new vehicles, what destroying a vehicle pays, what a lost one costs, and which to buy first. WARDOGS Season 2 Day-One Plan: Your First Week After the Wipe, Role by RoleSeason 2 went live on 15 October 2026 and everyone restarted at level 1. A first-week plan built on BULKHEAD's Season 2 notes: the faster curve, the first unlocks per role, the new delivery streaks and what the launch-night backend update changed. WARDOGS Gold Exchange Explained: Cash to Gold Bars, the Daily Rate & When to ConvertWhere the Gold Exchange is, how the floating daily rate works, what it did in Season 1, what happened to leftover cash at the Season 2 wipe, what gold bars buy after the Season 2 Gold Market changes, and a rule for when to convert — plus a free converter.

← All guides