Battlefield 2042 – Update 3 is Live, Adds Weekly Missions and +150 Gameplay Fixes

New game mode layouts for Rush in All-Out Warfare maps for Battlefield Portal, UI improvements and much more also included.

Battlefield 2042’s next big update is out now and provides a large number of fixes along with kicking off the preseason. Weekly Missions will start in the following week, adding three missions each week that rewards player XP. Completing all of them nets a “unique cosmetic reward.”

Update 0.3.0 also adds new game mode layouts for Rush on All-Out Warfare maps in Battlefield Portal, Vehicle Team Deathmatch as a new custom mode, and a new logic option to the Rules Editor to check fatal damage source. Quality of life improvements for the Collection menu are also included which better indicates attachments that have been recently unlocked, currently in use or still locked.

The UI also receives some improvements with player world icons now scaling with distance (thus resulting in reduced clutter). Indicators have also been added for players who are low on ammo and/or health, those in need of revival or capable of reviving, and so on. This is all on top of more than 150 individual fixes and changes for the gameplay.

Check out some of the patch notes below – full notes can be read here. Another smaller update is expected to go live in early December that focuses “on further balance changes, and general bug fixes to further enhance your gameplay experience.” Stay tuned for more details in the coming weeks.

Update 0.3.0

Fixes, Changes, and Improvements

General

  • The Recent Players screen now include everyone from previous matches to allow for easier user reporting
  • Made improvements to the “Interaction” system by switching the default “INTERACT” text on multiple interactions to reflect the action you are about to do, i.e. “OPEN CONTAINER”, “CALL ELEVATOR”
  • Resolved Kaleidoscope server room lighting issue
  • Resolved an issue related to the velocity / trajectory while spawning in jets
  • Improved helicopter animation in level fly-bys during insertion
  • Improvements to address an issue where players killed in vehicles would fall beneath level geometry
  • Improvements to streaming assets in deploy screen presentation
  • Player no longer gets stuck in a zipline/rope after exiting a vehicle after entering it too close to a zipline or rope
  • Exiting an open seat early in the enter animation no longer causes your aim pitch to lock up
  • Correct field of view is applied immediately following insertion sequences

User Interface

  • Improved the Collection screens, making them easier to use and clear as to what you’re interacting with
  • Improved the ways in which you’re able to manage your attachments via the Collection screen to reduce the number of interactions you need to have when building your loadouts
  • Enhancements to our Player Card screen and End of Round (EOR) to provide additional polish
  • Added new markers to make your newly unlocked items easier to find
  • Improved screen transitions when entering and returning to the Main Menu
  • Improved Report a Player flows, specifically around toxicity and cheating reports
  • The in-game scoreboard now properly scales to match screen safe-zone settings
  • Fixed instances where the scroll function didn’t work in the Options screens
  • Implemented Focus restoration for screens so the focused button is remembered when re-entering a screen
  • Fixed visual effects remain on screen during End of Round
  • CommoRose
    – Improved responsiveness of CommoRose opening
    – Fixed inactive objectives showing in the CommoRose for defenders in Rush & Breakthrough
    – Fixed objectives not showing in the CommoRose for attackers in Rush
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