WARDOGS Season 2 Patch Notes: What Update 0.2.0 Changed
Four new weapons, four new vehicles, three buildables, rain, the new building costs and the reworked XP curve, plus the Wager Vendor that has not opened yet.
Applies to: The Season 2 content and balance changes published by BULKHEAD in the official patch notes on October 14, 2026, for the build released on October 15, 2026
Quick answer
Season 2 went live on October 15, 2026 and adds four weapons (TCX-SPR, PP-19 Bizon, Evo-3 Ultra and M14), four vehicles including the T-72B3 tank and the Flakpanzer Gepard anti-air vehicle, three buildables (MG Nest, Large Shelter, Wooden Step) and a rain weather preset. Building got substantially more expensive — a gate rose from 85 to 200 supply, an L81 Mortar from 150 to 600 — and role-track XP requirements were cut by 23% to 55% depending on level. Lonestar received a temporary cash and XP bonus as a deliberate faction experiment. The new Wager Vendor is in the patch notes but is explicitly not open at Season 2 launch.

At a glance
Season 2 went live on October 15, 2026. The developer's own launch announcement is three lines long and confirms the version number: "We have now released Update 0.2.0. Servers are back online." The patch notes had been published the day before, on October 14, and they run to roughly 36,000 characters across more than eighty sections.
Four things in them change how a match plays, and the rest is detail around those four:
- Building became much more expensive — the gate went from 85 supply to 200, the L81 Mortar from 150 to 600.
- Role leveling got substantially faster — reaching level 20 now takes 55% less XP than it did in Season 1.
- Ping limits became regional, with automatic kicks for players who sustain an over-limit connection.
- One faction was deliberately buffed as a stated social experiment, with a temporary cash and XP bonus for Lonestar.
Four new weapons
The notes list the four additions with their calibre and class, and add a separate line for the attachments that arrived with them.
| Weapon | Calibre | Class |
|---|---|---|
| TCX-SPR | 7.62x39mm | Assault Rifle |
| PP-19 Bizon | Not stated | SMG |
| Evo-3 Ultra | .308 Win | LMG |
| M14 | .308 Win | Marksman Rifle |
Alongside the weapons the notes add "a new set of attachments: additional optics, muzzle devices, magazines, and bipods", listed further down in the same document. The TCX-SPR also gets its own progression entries in the Assault track: the rifle plus a 28-round magazine at level 20 for $100k, then a muzzle brake at 32, a second muzzle brake at 37 and a suppressor at 40.
A spelling note that matters if you are searching: the developer writes TCX-SPR. A large share of Season 2 search traffic spells it "tcx spear", which is how it sounds. Both refer to the same weapon.
Four new vehicles
| Vehicle | Developer description |
|---|---|
| Wolf-110 | "A fast, light wheeled transport." |
| Wolf-110 [M2 Browning] | "The Wolf-110 with a ring-mounted M2 Browning." |
| T-72B3 | "A main battle tank. Slower than the L2A6, but cheaper and slightly more fuel-efficient." |
| Flakpanzer Gepard | "Anti Air Vehicle." |
The Gepard is worth a note because it has been the subject of confused discussion. It is an addition in Season 2, not a removal — the patch notes introduce it under "Four New Vehicles Added", and it appears in the Season 2 preview published five days earlier as well. Any claim that the Gepard was taken out of the game is describing something the notes do not say.
Three new buildables
- MG Nest — "A manned M2 Browning emplacement." Added to the large hammer.
- Large Shelter — "A large metal shelter for covering key assets or keeping the rain off." Added to the medium hammer and above.
- Wooden Step — "A step. Made of wood." Added to the small hammer and above.
The Wooden Step's one-line description is not a joke at the expense of the feature: verticality is a real problem in a game where structures change line of sight, and a cheap step is a movement tool rather than cover.
Rain, ping limits and team switching
Three system-level changes affect every match regardless of what you buy.
Rain. A new weather preset makes surfaces, vehicles and characters visibly wet, changes the sound of rain depending on what it lands on and where you are standing, and — the part with gameplay consequences — "Thunder rolls in during heavier rain, and every player on the server hears the same strike at the same moment from the same direction. It is loud enough to mask footsteps, so use it strategically." Rain also reduces spotting range and weakens Molotov fire, and if you destroy a roof the rain visually comes through it.
Regional ping limits. Official servers now enforce different maximum pings by region, and players who "consistently exceed a server's ping limit over a sustained period" are automatically kicked. Server-side lag spikes are excluded from the measurement so a bad server tick cannot get you removed, and anyone kicked for high ping cannot rejoin that server until the next map transition. The developer states the initial values "will be quite lenient". Community server admins can set their own limits.
Team switching restrictions. Once a team is more than 10 points ahead, joining a team locks you to it for 15 minutes, your map stays obscured until you first reach the control zone, and you cannot use the spawn vehicle until then. The stated purpose is "to stop late switching from deciding matches" while still allowing players to join friends.
Two smaller additions sit alongside those. A team-kill punish and forgive system now asks the victim to choose, with punish marks accumulating into kicks and escalating bans. And server seeding rewards players who populate empty servers with cash and a vendor discount once the match begins — the pre-match area now has guns with targets, a football and "a hidden radio in each spawn".
Building cost changes
The notes describe the intent before the numbers: a full pass on cost, build speed and durability "aimed at making structures a considered investment rather than something you spam". The numbers below are build supply costs, not cash.
| Structure | Old cost | New cost |
|---|---|---|
| Wood Base | 15 | 15 (unchanged) |
| Bremmer wall | 15 | 32 |
| Door | 22 | 80 |
| Gate | 85 | 200 |
| Large Shelter | — | 250 (new) |
| Air raid shelter, bunker, crow's nest | 100 | 200 |
| L81 Mortar | 150 | 600 |
| Stingray | 150 | 650 |
| MG Nest | — | 650 (new) |
| Talon 9K-SAM | 1,000 | 650 |
| Vanguard CIWS | 1,500 | 1,200 |
| Hot Zone Magnet | 2,250 | 2,750 |
Two of those move the other way, and they are the two most expensive defensive structures: the Talon surface-to-air launcher drops from 1,000 to 650 and the Vanguard CIWS from 1,500 to 1,200. Everything a player builds routinely went up sharply. Build speed was cut too — the medium hammer now contributes less per swing and critical spots give a smaller bonus, while the large hammer's rate per swing is unchanged.
Buildable weapons were adjusted separately. The Talon's reload went from 2s to 5s and its restock from munition supplies from 50 to 200. The Mortar's restock went from 75 to 150 "to reduce the amount of shots that can be fired per pallet drop-off", and it gained a new firing animation where the player drops the shell into the tube as it fires, which slows the rate of fire. Barbed wire no longer contributes cash or XP on kills.
The Drill Rig changed shape as an economy object rather than a price: minimum fuel to activate went from 1,500 to 2,000, duration per fuel from 0.05 to 0.03 (maximum uptime 375s to 300s), maximum fuel from 7,500 to 10,000, and the post-spawn cooldown increased substantially so a destroyed rig cannot be replaced immediately.
The new XP curve
The notes introduce this with a diagnosis: "Levels 10 to 20 were a slow grind, and many players stalled out before unlocking the gear that defines each role. Reaching level 20 now takes less than half the playtime it did in Season 1."
| Level | Season 1 | Season 2 | Change |
|---|---|---|---|
| 10 | 35,000 | 25,000 | 29% quicker |
| 15 | 110,000 | 54,750 | 50% quicker |
| 20 | 250,000 | 111,500 | 55% quicker |
| 25 | 365,000 | 206,600 | 43% quicker |
| 30 | 500,000 | 318,200 | 36% quicker |
| 35 | 750,000 | 525,000 | 30% quicker |
| 40 | 975,000 | 712,500 | 27% quicker |
| 45 | 1,225,000 | 920,850 | 25% quicker |
| 50 | 1,500,000 | 1,150,000 | 23% quicker |
The curve was previously steeper still. The Season 1 changelog of September 9, 2026 raised these same thresholds on the way into launch — level 10 from 25,000 to 35,000, described then as 40.0% slower, and level 15 from 54,750 to 110,000 at 100.9% slower. Season 2 essentially moved the early levels back toward where they started.
Unlocks moved as well as costs. Most attachments shifted to earlier levels or to different tracks, and C4 moved from Support to Assault, which the notes explain as making Assault "the role for attacking enemy bases". The new Molotov Cocktail arrives in the Assault track at level 13 for $25k.
The Lonestar experiment
This is the most unusual item in the patch notes and the one least often reported accurately elsewhere. The developer states the problem openly: one team had "a notoriously lower win rate than the other two teams", there were valid complaints about Lonestar's uniform visibility and spawn positions, but "sentiment around the blue team is the largest driving factor for players not wanting to play on that team."
The response is framed as a test rather than a fix:
- Lonestar cash and XP win bonus — Season 2 only.
- Lonestar teamplay action cash and XP multipliers — Season 2 only.
- All faction spawns moved on Bakurani — applies to all three teams.
- A 20% vendor discount for any team at least 40 points behind second place — applies to all teams, not just Lonestar.
- Community server hosts seen exploiting the faction bonus will be punished.
The word "experiment" is the developer's, and it comes with a stated time limit: Season 2 only. A later pinned post on the Steam forum records a backend change that removed the Lonestar cash and XP bonus. Treat the bonus as something that was tried and then changed mid-season rather than as a permanent balance decision.
The Wager Vendor is not open yet
Because this heading exists in the notes, several summaries describe the Wager Vendor as a Season 2 launch feature. The notes say otherwise, twice, in the same section:
What it will do when it opens: let players bet their own cash on their own performance, with stakes they set themselves and a live wager tracker above the minimap showing stake and progress. Whether it has opened since October 15 is something this page cannot tell you — the patch notes are the only official description, and no follow-up announcement had been published when this was checked.
Sources and review scope
- BULKHEAD — WARDOGS Season 02 Patch Notes, October 14, 2026 — the primary source for every table and quotation on this page: the four weapons, four vehicles, three buildables, rain preset, Gold Market camos, Wager Vendor, team switching, ping limits, building costs, XP table and faction experiment.
- BULKHEAD — "WARDOGS Season 02 is now LIVE", October 15, 2026 — source for the version number: "We have now released Update 0.2.0. Servers are back online."
- BULKHEAD — Season 02 Preview, October 9, 2026 — used to confirm that the Gepard, T-72B3 and the three buildables were announced before launch, and for the earlier framing of the Lonestar bonus.
- BULKHEAD — Pre-Load Live & Season 1 Changelog, September 9, 2026 — source for the previous XP thresholds used in the comparison column of the progression table.
- Steam Discussions — WARDOGS — the pinned "Backend Update Season 02" post, used only for the note that the Lonestar cash and XP bonus was removed after launch.
All figures are reproduced from the patch notes as published, including the developer's own percentages and the two unchanged values. No damage, time-to-kill or weapon-performance number appears on this page because the patch notes do not publish them. Whether the Wager Vendor has opened since launch is stated as unknown rather than assumed.
Checked on October 19, 2026 against the Steam store listing and the Steam Web API for app 1867240, the developer's own Steam announcements including the Season 2 patch notes dated October 14, 2026, the current-player and achievement endpoints, the public review endpoint, and the four policy pages published on wardogs.com. Figures are quoted from those sources rather than paraphrased, and each one carries the date it was read. Where a detail comes from a press report, a third-party site or a player post rather than from BULKHEAD or Team17, it is labelled as exactly that. Anything the developer has not stated is written as unconfirmed rather than guessed.
Not independently play-tested. This is not a claim that every platform or game version was tested. Source review: Oct 19, 2026.





