WARDOGS | Season 02 Patch Notes
BULKHEAD has published the full Season 02 patch notes: the season goes live on 15 October after a maintenance window from 08:00 to 09:30 UTC. For anyone grinding the role tracks the headline is the XP table (level 20 now needs 111,500 XP instead of 250,000), alongside a rebalance of high-calibre damage, armour, vendor prices and cash/XP rewards. Four new weapons, four vehicles, three buildables, a Molotov and rain round out the update.
- Maintenance on 15 October 08:00–09:30 UTC (about 90 minutes of downtime), then Season 02 goes live; the notes do not mention a progression wipe.
- Role-track XP cut hard: level 10 needs 25,000 XP (was 35,000), level 20 111,500 (was 250,000), level 50 1,150,000 (was 1,500,000); most attachments move to earlier levels.
- Damage rebalance: base damage −25 % for .308, −20 % 7.62x54mmR, −19 % 7.62x39mm, −16 % .50 cal; level 3 armour 55 → 50 % and level 4 65 → 60 % reduction; the level 4 helmet muffles audio, narrows your view and fogs when sprinting.
- Economy: assault-weapon kills pay $2,000, spotting pays about 30 % less, logistics gets delivery streaks; armour, helmets, range finders, parachutes and armed vehicles cost more while the AK74 halves to $800 and most muzzles and grips get cheaper.
- Fair play: no switching to a team that leads by more than 10 points for 15 minutes after joining, region-based ping limits with auto-kicks, forgive-or-punish votes on team kills; Lonestar gets Season-2-only cash/XP bonuses and any team 40+ points behind second place gets 20 % off at vendors.
- New content: TCX-SPR, PP-19 Bizon, Evo-3 Ultra and M14; a Molotov; Wolf-110 (plus an M2 Browning variant), T-72B3 and Flakpanzer Gepard; MG Nest, Large Shelter and Wooden Step; a rain preset; eight Gold Market camos; a Wager Vendor that opens later in the season.
When it goes live
WARDOGS Season 02 launches on Thursday 15 October 2026. Official servers go into maintenance between 08:00 and 09:30 UTC, and BULKHEAD expects roughly 90 minutes of downtime before the new season opens. The patch notes say nothing about a progression wipe or reset, so treat wipe claims from third-party sites as unconfirmed until BULKHEAD says otherwise.
The levelling grind is cut in half
The biggest change for anyone working through the role tracks is the XP table. Levels 10 to 20 were the wall where most players stalled, and the new totals are far lower:
- Level 10: 25,000 XP (was 35,000)
- Level 15: 54,750 XP (was 110,000)
- Level 20: 111,500 XP (was 250,000)
- Level 30: 318,200 XP (was 500,000)
- Level 50: 1,150,000 XP (was 1,500,000)
Most attachments move to earlier levels or other tracks, and some rewards change track: destroying buildables, IEDs and C4 now feed assault XP, artillery feeds driver XP, and repair XP goes to the driver or pilot track depending on the vehicle.
Combat: high-calibre rounds and armour toned down
Assault rifles, DMRs and LMGs chambered in sniper calibres were doing sniper damage at rifle fire rates. Base damage drops for .308 (−25 %), 7.62x54mmR (−20 %), 7.62x39mm (−19 %) and .50 cal (−16 %), including on vehicle weapons such as the Little Bird and Humvee miniguns, while sniper rifles get higher hit-location damage to keep their one-shot role. Level 3 armour falls from 55 % to 50 % damage reduction and level 4 from 65 % to 60 %; the level 4 helmet now muffles audio and proximity chat, narrows your field of view and fogs up when you sprint. Parachutes open more slowly and not at all below about 10 m.
Cash and XP: fewer free lunches
Kills with assault-archetype weapons pay $2,000 (up from $1,500), FOB hacks now reward teammates inside the FOB radius, and destroying a stocked FOB pays up to $7,500 extra. Spotting, the lowest-risk earner in Season 1, pays about 30 % less and scales with the value of what you spot. Logistics base rewards drop, but delivery streaks add a bonus for consecutive crates, pallets, passengers and return trips. Selling from supply crates has diminishing returns and selling to enemy players pays nothing, which closes several farming loops.
Prices and fair play
Level 3 and 4 armour and helmets, range finders, parachutes and most armed vehicles cost more (the L2A6 goes from $14,000 to $22,000, the AMR 50 from $8,800 to $14,800), while the AK74 drops to $800, the FAL to $6,000 and most muzzles, grips and foregrips lose up to a third of their price. Once a team leads by more than 10 points you cannot switch teams again for 15 minutes after joining one, and switchers and late joiners get an obscured map and no spawn vehicle until they first reach the control zone. Official servers enforce region-based ping limits with automatic kicks, and team kills trigger a forgive-or-punish vote with escalating bans for repeat offenders. As a Season-2-only experiment Lonestar gets cash and XP win bonuses and teamplay multipliers, and any team at least 40 points behind second place gets 20 % off at vendors.
New content
Four weapons (TCX-SPR, PP-19 Bizon, Evo-3 Ultra, M14) arrive with their own optics, muzzles, magazines and bipods, next to a Molotov, the Wolf-110 light transport and its M2 Browning variant, the T-72B3 tank, the Flakpanzer Gepard anti-air vehicle, the MG Nest, Large Shelter and Wooden Step buildables, a rain weather preset and eight Gold Market camos. The Wager Vendor, where you bet your own cash on your own performance, is not available at launch and opens later in the season. Bakurani's three spawns have been rebuilt with new routes to the zone.
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