The latest update arrived to Call of Duty: Modern Warfare 4 on November 2, and the patch notes detail several game fixes across multiplayer and DMZ. This brings much-needed spawn adjustments for the Shipment multiplayer map, but the biggest changes arrive in DMZ, countering the mode's powerful UAV towers.
Infinity Ward uses this update to address the community complaints around the abundance of UAV tower spam, which led to much of Hajin's map to be under constant radar pings. The new update randomizes UAV Tower spawns and reduces them by 40%. It also prevents multiple UAV towers from spawning in the same area. The only exception to these UAV changes is in Deadtown, as the area's tower is needed for DMZ Order progression. While these adjustments don't fully fix the problem with the mode's UAV towers, it does help reduce how many UAV areas players will need to avoid.
Also to help players stay off enemy radars, the developer has buffed the Sedative Inhaler's duration, increasing it from 60 to 120 seconds. This gives players more time to stay hidden from UAV Towers while traversing the dangerous areas of Hajin. However, using the Sedative Inhaler does not hide players from UAV towers if they are activated by operators equipped with the UAV Upgrade trait. The developer says the studio is planning on addressing this issue in a future update for Season 1.
On the multiplayer side, Shipment has received an initial round of spawn adjustments. Infinity Ward says this is only the first pass at spawn tuning for Shipment and more improvements are planned for the map.
The Free-for-All mode now uses a Final Killcam instead of showcasing a Best Play, but the developer says its still working to add voice chat support for the mode outside of parties. This will hopefully be addressed in a future update.
Additionally, general stability improvements were made across all modes in Modern Warfare 4. The full November 2 patch notes can be found below, as shared by the developer.
Call of Duty is gearing up for the first seasonal update to Modern Warfare 4 on November 6. Modern Warfare 4's Season 1 update adds a new battle pass, four DLC weapons, more multiplayer maps and modes, and plenty of new DMZ content. Season 1 also integrates Modern Warfare 4's content into Warzone, bringing two maps, updated movement mechanics, and new features to battle royale.
We're kicking off the week with another round of fixes and improvements across Multiplayer and DMZ.
We appreciate the continued feedback as we work to improve the overall MW4 experience. Be sure to lookout for the upcoming Season 1 Patch Notes available later this week ahead of launch on Thursday, November 5th at 9pm PT.
Fixed several stability and crash issues for a better experience across all modes.
Reverted a temporary exploit mitigation that restores the 23% of dive’s intended velocity. Also fixed an issue that had allowed players to transition from prone to standing without intended animations. These server-side fixes introduce minor visual animation bugs that will be resolved in a future update.
These server-side fixes introduce minor visual animation bugs that will be resolved in a future update.
Fixed an exploit involving the JOKR Launcher by temporarily disabling Infrared mode. This is a short-term mitigation that will be reverted when we have a full fix.
Fixed an issue where the Hits Different Finishing Move could sometimes not unlock after players completed its requirements.
Improved the clarity of the After Death Damage widget by simplifying the color scheme and identifying left and right side body parts individually.
Adjusted some spawn logic in Shipment. This is a first pass as we look to make some improvements on this map going forward.
This is a first pass as we look to make some improvements on this map going forward.
Closed some out-of-bounds exploits on Sentry and Mumbai.
Reduced the brightness and opacity of Death Skull icons on the HUD to improve visibility during gameplay.
Updated Free for All to use Final Killcam instead of Best Play. A note on FFA: we’re working to add voice chat support outside of parties in a future update. Stay tuned.
A note on FFA: we’re working to add voice chat support outside of parties in a future update. Stay tuned.
Fixed a visual issue on Mumbai with trees.
Fixed an issue where the center dot remained visible during Weapon Inspections when using a bright laser attachment.
Fixed an issue where the Loaded Challenge for Cash Mastery was not tracking progress correctly in Inflation.
Fixed an issue in Ground War: Combat Outpost where destroying friendly vehicles could incorrectly count toward Challenge progression.
UAV tower spawns have been randomized and reduced by 40%. This change no longer guarantees one UAV tower per POI and prevents multiple UAV towers from spawning in the same area. Deadtown is the exception, as it is required for DMZ Order progression.
This change no longer guarantees one UAV tower per POI and prevents multiple UAV towers from spawning in the same area.
Deadtown is the exception, as it is required for DMZ Order progression.
Increased the Sedative Inhaler's duration from 60 to 120 seconds. This will make it easier for players to stay hidden from UAV Towers. Using Sedative Inhaler does not currently hide you from UAV towers activated by enemy Operators with the UAV Upgrade trait. We are planning to address this in a Season 1 update.
This will make it easier for players to stay hidden from UAV Towers.
Using Sedative Inhaler does not currently hide you from UAV towers activated by enemy Operators with the UAV Upgrade trait. We are planning to address this in a Season 1 update.
Fixed an issue where UAV Tower objectives could display an incorrect status after being recaptured or when using the Extended Duration Trait.
Fixed an issue where retired Active Duty Operators were not saving correctly.
Fixed an issue where players could not capture a SAM Site after another squad abandoned or failed to complete the capture.
Fixed an issue where some Operator’s Bounty progress could reset between deployments.
Reduced the Truce Flag cooldown from 180 seconds to 60 seconds.

