THE FINALS

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Update 4.3.0

Store Update, Season 3 Rewards and Final Day for the Community Event

Let’s get ready to muck up the competition with the Green Gunk Set, or maybe climb your way to the top using the Mean Green Beanstalk Set - both featured in this week’s store update:

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Season 3 Ranked Rewards

Following today’s update we will be sending out the missing Multibucks from the Season 3 World Tour. If you made it to Bronze 4 last season, 50 Multibucks will be coming your way shortly - and - if you made it all the way to Gold 1 you can expect 250 Multibucks to find its way to your account.

Alongside the Multibucks, we will also be publishing one final Ranked leaderboard for Season 3, and with it, also hand out the last few rewards which were missing from that leaderboard as well.

Community Event Update

The current Community Event is making good progress, but it’s not been completed yet! Less than 24 hours remain and there’s still a way to go. Make sure to equip any of the Season 4 weapons and head into The Arena! If the community makes it you’ll all receive the ENGIMO community-compliant .50 Akimbo’s!

Check the current progress on our leaderboard right here: https://id.embark.games/leaderboards/ce42

Continue reading...
 

Update 4.2.0

Welcome to Update 4.2!

This update comes jam-packed with changes, from a brand new event in the World Tour, ranked rewards, a brand new community event and balance changes!

First, let’s check out this week’s store update:

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World Tour Event - Primetime Buff

Let’s jump into this week’s changes and start it off with a brand new event in the World Tour; “Primetime Buff”! Primetime Buff triggers when you or a teammate inserts a cash box into a cashout station, and it affects your whole team! When affected by Primetime Buff, you and your teammates receive +100 health over your typical max health (e.g. a Light player would go from a max of 150 to 250 health). Some notes about Primetime Buff;
  • If taking damage, the extra health does not replenish.
  • When the cashout is finished, the buff will disappear.
  • The buff cannot be stacked, but it can be replenished if your team deposits another cash box.
  • The buff does not apply to teammates that are eliminated when the cash box is inserted.

ENGIMO are truly treating us well on their last stop of the World Tour, which includes the following maps;
  • Fortune Stadium
  • Monaco
  • Kyoto
  • SYS$HORIZON

Season 3 Ranked Rewards

We said we'd deliver the post-Season 3 rewards with update 4.2, and we still intend to do that. However, given how important it is that this is handled correctly, we still want to do further testing before handing them out.

We are actively working on dotting the last i’s and crossing the final t’s before we can push the button to hand out the rewards, and our ambition is that this will still happen during update 4.2.

Make sure to stay tuned on our Discord server https://www.discord.gg/thefinals and on our website for more information about when the rewards are paid out.

Community Event!

Lastly we’re introducing the first Community Event of Season 4!

For this event we’re challenging all of you to eliminate 10.000.000 (TEN MILLION!) enemy contestants using the brand new weapons introduced in Season 4, before the time runs out. If you succeed, you’ll all be rewarded with the ENGIMO community-compliant .50 Akimbo’s! We’ll be monitoring your progress closely, best of luck contestants!

Now, let’s get into the Balance Changes and Fixes of this update:

Balance Changes

Gadgets


Data Reshaper
  • Added Glitch Barrels to the rotation of reshaped items the Data Reshaper can create

Smoke Grenade
  • Increased ‘smoke entity duration’ from 15s to 17.5s. This means enemy health bars and outlines will not show through the smoke until the effect properly begins to disappear

Game Modes

Ranked Tournaments
  • Updated the spawn point selection logic in the final round of the tournament, for teams who get wiped. This should reduce the number of long-distance spawns that occur
  • Increased the variety of Cashout spawn locations when spawning the next objectives

World Tour
  • Updated the spawn point selection logic in the final round of the tournament, for teams who get wiped. This should reduce the number of long-distance spawns that occur
  • Increased the variety of Cashout spawn locations when spawning the next objectives

Specializations

Mesh Shield
  • Decreased Mesh Shield cooldown from 12s to 8s if the shield is damaged when closed
  • Decreased Mesh Shield cooldown from 8s to 4s if the shield is undamaged when closed
Dev Note: We’re still keen to avoid Mesh Shield ‘juggling’ in combat as that is not an intended playstyle for this Specialization, but we feel our changes made in 4.0 have been overly severe. These changes hopefully make the Mesh Shield more usable in 4.2

Weapons

CL-40
  • Decreased damage from 117 to 100
  • Increased ammo from 4 to 5
  • Increased self-damage multiplier from 0.75 to 1.6
  • Updated damage fall-off curve so that damage drops to 90% at the edge of the 30cm inner radius, with damage falling off linearly from that point to 0 at the outer edge of the blast radius
Dev Note: We felt our buff of the CL-40 in 4.0 was too much and made the weapon very oppressive in certain combos or when stacked. We’ve now dialed the damage back to a level closer to what we had before 4.0, while retaining the increased size of the max damage inner radius. To prevent the weapon from returning to a time where it took 100% accuracy to take down a Heavy, we’ve given it one additional ammo. As always, we’ll continue to monitor the impacts of this change and adjust further if needed

Pike-556
  • Decreased damage from 59 to 52
Dev Note: On reviewing data it’s become apparent that the Pike was fairly overturned in our 4.0 release and this adjustment is intended to move it to a more reasonable place. We suspect it may still be too effective in too many different use cases, so we’ll continue to review the impact of this change and adjust in later patches if we feel more balancing is needed.

V9S
  • Decreased fire rate from 430 RPM to 360 RPM
  • Increased damage from 37 to 40
Dev Note: These changes have been made to prevent various methods where players could ensure they got the effective maximum fire rate from the weapon through use of specific binds, causing it to be highly effective compared to its intended baseline. The damage increase has been applied to offset some of the ‘effective DPS’ the weapon lost with the decreased fire rate. Overall, the effectiveness of the weapon for regular players should not be massively different

Content and Bug Fixes

Animation

  • Fixed an issue where the Dagger’s charged up secondary attack would not play the correct animation in third-person
  • Fixed an animation issue caused when inspecting liftable objects while certain weapon inspect animations were equipped
  • Fixed a bug that could cause third-person run animations to play at high speeds

Audio
  • Fixed an issue that could cause sound from emotes to not play in the game

Characters
  • Made it possible to polish the Grit & Glory skin when using weapon inspect

Contracts
  • Fixed some issues where gameplay events that give progress on various Contracts could either add extra scoring events or miss some, due to categorizing them as the wrong event, for example back-stabs with the Dagger counting as headshots

Controller
  • Fixed an issue where controller aim assistance could sometimes lock on to the location where a player had previously died
  • Fixed aim assistance regression due to unsupported third-party software

Crashes & Errors
  • Fixed a crash bug that could be caused by a problem with texture arrays
  • Fixed an issue that could sometimes cause players to get the TFGE0000 connection error

Gadgets

Healing Beam
  • Added some physics-based ‘wiggle’ to the Healing Beam’s hose

Stun Gun
  • Players hit by the Stun Gun will now see directional hit arrows, showing the direction of the incoming shot


Game Modes


Ranked Tournament
  • Team colors will now be consistent throughout a tournament for teams you have seen in previous rounds. For example, if you progress with the purple team, they will be purple in the next round

Tutorial
  • Fixed an issue where bullet dispersion could occasionally become broken during the tutorial

World Tour
  • Team colors will now be consistent throughout a tournament for teams you have seen in previous rounds. For example, if you progress with the purple team, they will be purple in the next round
Private Matches
  • Added a second Spectator slot.

Liftables
  • Fixed a bug where liftables would sometimes be immediately dropped after picking them up


Maps


Fortune Stadium
  • Fixed some missing collision on one of the ISEULT buildings
  • Made various improvements and fixes to destruction on Fortune Stadium
  • Various lighting tweaks made to billboards in Fortune Stadium
  • Added ‘ad jingles’ for HOLTOW in HOLTOW’s areas of Fortune Stadium
Seoul, Monaco, Skyway Stadium & SYS$HORIZON
  • Night settings have been reworked for better visibility in certain areas

Performance
  • Fixed a bug that could cause the client to stutter whenever they took damage from an enemy

Security and Anti-cheat
  • Added new detection rules
  • Tweaked some of the current heuristics for higher accuracy

Specializations

Winch Claw
  • Fixed an issue where Winch Claw activation would not be blocked when the player was under the Glitch effect
  • Fixed an issue where activating the Winch Claw wouldn’t disable the Vanishing Bomb’s cloaking effect

UI
  • Fixed an issue where the Cashout Station symbol turned white when the player picks up the Cashbox
  • Fixed an issue where the Sponsor progression reward tile could show the wrong progress on the progress bar
  • Fixed an issue in the post-match reward screens where the wrong amount of Fans earned could be shown
  • Adjusted the post-match reward screen buttons to make sure players don’t accidentally miss reward, XP and Fan updates by returning to the main menu by mistake
  • Updated the ordering of tracked Contracts in the scoreboard, to make it easier to read
  • Fixed bug where the game mode name wasn't shown in the matchmaking widget
  • Fixed an issue that could sometimes cause a player to see ‘kill’ hit indicators on the crosshair when they were actually only getting an assist
  • Fixed an issue where the party widget on the HUD would not show when a teammate was talking
  • Fixed bug where the squad respawn timer in the scoreboard could be shown on the wrong team
  • Fixed rounded corners on various game mode tiles on the main menu

Weapons

MGL32
  • Fixed an issue where the MGL32’s reload time was incorrect in the UI

R.357
  • Fixed an issue where, when using the Sticky Situation skin and a sight, the sight picture could become broken and the player would look into their hands

Recurve Bow
  • Fixed an issue that could cause the Recurve Bow to do a min damage of 68 rather than 60

SH1900
  • Fixed an issue where the SH1900 stats where shown incorrectly in the UI

Continue reading...
 

Update 4.1.0

Update 4.1

Welcome to the first update of Season 4!

Which comes with the first store update:

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(VIDEO)


We’ve got a fix for the dash bug on Light and for the issue with contestant slots causing matchmaking issues!

Regarding World Tour stops from now on: we’ll start announcing them separately from patch notes, so stay tuned every Thursday for info about the current week’s twist, big or small!

We’re still on track to hand out the Season 3 rewards next week! While you wait, you can join us tonight on the fan-run THE FINALS Reddit for an exclusive AMA with Rob, Gustav (Creative Director), Matt (Design Director), and Joakim (Lead Environmental Artist) with support from Oscar and Dusty! Go submit your burning questions there now and join us live tonight from 18:00-20:00 CEST!

Content and Bug Fixes

Animation

  • Fixed an issue where the character mesh would glitch when performing a charged attack with the sword

Performance & Stability
  • Fixed issue where players could accidentally create more contestant slots than allowed which could lead to problems with matchmaking
  • Fixed some issues leading to the error messages TFGE0000 and TFGE0008 which could lead to players disconnecting from matches
  • Fixed an issue which prevented players from matchmaking into the practice range
  • Improved client performance on levels with lots of vegetation

Continue reading...
 

Season 4 - IT'S SHOWTIME!

UPDATE 4.0.0

IT’S SHOWTIME!


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Welcome to Season 4, Contestants!

Season 4 brings exciting new content and features to THE FINALS! From the sleek, urban Fortune Stadium map sponsored by HOLTOW, ENGIMO, and ISEUL-T, to three powerful new weapons, there's plenty to dive into.

We’ve also added sponsor tracks, allowing players to sign up with one of our three sponsors for unique rewards, new World Tour ranks, and improved Ranked Cashout Tournaments. Plus, new customization options, loadout slots, and revamped leaderboards ensure a more competitive and personalized experience.

Read about all the changes below, and gear up for the most spectacular season of the gameshow yet!

New Map: Fortune Stadium

Welcome to Fortune Stadium! Our sponsors, HOLTOW, ENGIMO, and ISEUL-T, are bringing you this new map in our arena! Traverse the streamlined urban environment which has sectors dedicated to each brand and some highly vertical spaces.

Three New Weapons

HEAVY

.50 Akimbo
These bad boys bring extra firepower and precision to the arena!

MEDIUM
Pike-556
Extend the effective range of the Medium build with this designated marksman rifle!

LIGHT
M26 Matter
Swiftly master this new pump-action shotgun!

New Feature: Sponsors


This season, our proud sponsors are looking to sign with contestants and support their seasonal journey with swag, money, and fanfare! Players now have the option to sign with either HOLTOW, ENGIMO or ISEUL-T as their sponsor for the duration of Season 4.

Earn Fans by completing Contracts and performing well in the arena. The more Fans you earn, the more rewards your sponsor will offer you! Can you make it all the way and earn everything from your sponsor of choice? Choose wisely though, you only get to sign once!

New Feature: Alternate Sights & Scopes

We’ve added a selection of alternate sights and scopes to some of the existing weapons, allowing you to switch between traditional sights or alternatives like Red Dots or Scopes. These alternative sights are unlocked using VRs via the weapon customization screen.

New World Tour Ranks

For Season 4 we’ve introduced Platinum and Diamond ranks to World Tour! We’ve also heard your feedback on the difficulty of earning Emerald rank, so in Season 4 Emerald will now be unlocked and available to earn from the beginning of the season and will be earned with Win Points, not tournament wins. Expect lots of fun stops along the way as you climb your way to Emerald Tier 1!

New Ranked mode

Ranked Tournaments are back! This Season, you’ll be competing in Cashout with an 8-team, 24-player tournament format. As part of improving the ranked experience, we’re also now seeding tournaments based on the strengths of each team, and your change in Ranked Score will be dependent on where you finish in the tournament as a whole compared to your initial seeding. We believe this will give a clearer and much more authentic tournament experience.

Cashout Rule Variants for Ranked and World Tour

To give the best experience in our competitive Ranked Tournaments and our more casual-friendly World Tour Tournaments we’ve introduced slightly different variants of the Cashout rule set in each mode.

In Ranked Tournaments, the 10% team wipe penalties are active, gameshow events such as ‘Low Gravity,’ for example, are disabled to reduce randomness, and loadout changes are only permitted between rounds of the tournament.

In the World Tour, team wipe penalties are disabled, game show events are still enabled, and players will be able to swap items from their Reserve into their Loadout between team wipes and between rounds. While Ranked Cashout is set in stone, there will be opportunities to change up the World Tour experience in various ways throughout the season!

Improved Player Cards

It’s time to get personal on the Player Cards! For Season 4, we’ve added a new layout, collectible and adjustable badges, borders, and player titles. There are new backgrounds available to collect as well, and we’ve improved the lighting on your character to help showcase your style!

Updated Circuits

Circuits now run in parallel to the World Tour stops and share the same Sponsors, allowing you another way to earn rewards from the show’s benefactors. We’ve also removed the requirement to complete earlier Contracts before you can access later Circuits, hopefully making the experience a little more streamlined.

Two Extra Loadout Slots

Due to popular demand, we’ve added two additional Loadout slots, bringing the total number of slots from six to eight.

New Battle Pass

This season’s Battle Pass has 106 levels of rewards to unlock. It heavily features items from popular sponsor OSPUZE and rewards from returning sponsor IVADA.

New Career Levels

We’ve added 10 new levels, complete with rewards, to the Career Level system. These rewards come courtesy of one of the show’s sponsors, ENO+RINO.

Leaderboard Improvements

We’d made some big improvements to leaderboards for Season 4. Players can now filter leaderboards by region, and the World Tour leaderboard also includes filters for the different tour stops.

We’ve introduced leaderboards for Quick Cash, Terminal Attack, Bank It, and Power Shift, and a board tracking the performance of each Sponsor.

New Static Crosshair Setting

THE FINALS’ default crosshair is a dynamic crosshair that will often move as your character animates, for example when running and jumping. We know that some of you prefer a crosshair that stays locked to the center of the screen. We’ve added a new setting to our crosshair customization to turn “in-world crosshair” off, which will create a true static crosshair that stays in the center at all times.

New Feature: Facial Hair Customization

You’ll now have the option to select from a variety of beards and mustaches to give your competitor a more sophisticated look! Check it out in the style tab!

New Feature: First Time Player Experience
In order to welcome new players into the game with more confidence, we’ve made some significant changes to the onboarding experience! These changes include intro videos for each build type, a more advanced Cashout tutorial that shows off destruction, clearer and faster menu systems, and more!

We’re also debuting a brand new set of OSPUZE-branded starting outfits because, let’s be honest, we’d all grown tired of the rookie ‘pajamas!’ Don’t worry veterans, you’ll get them, too!

In addition, we’ve added a clear set of goals and unlock activities to the main menu in order to guide new players through their first five rounds. We hope this helps ease new players into the game and introduces them to all the fun there is to be had.

Season 3 Rewards Coming Soon

Normally, all ranked rewards are delivered at the start of the next season! This season, however, we will delay the delivery in order to do a final sweep of our leaderboards and ensure that all players have earned their rewards fair and square.

In Season 3, we added new competitive modes and rewards to THE FINALS by introducing Ruby rank in Ranked Terminal Attack and Emerald in World Tour.

We know all of you want to show off your progwess from Season 3 as soon as possible, but we want to be sure that these rewards are handed out correctly, to those who earned them through fair play, these rewards will be handed out in Update 4.2!

DLCs

At the launch of Season 4, we’ll have three new DLC available at three different price points for you to browse through and check out! Do note that, just like last season, the Starter Pack returns as a DLC for this season as well.

Let’s get into the details!

With a new map, expanded arsenal, sponsor mechanics, and tons of improvements across ranks, leaderboards, and customization, this season is shaping up to be the best version of THE FINALS yet. Now, let’s dive into the full details and numbers behind these changes to help you prepare for The Arena!

Balance Changes

Archetypes


Heavy

Dev Note: We wanted to leave a quick dev note on the state of the Heavy archetype, as we know there have been some frustrations that the Heavy is ‘overly nerfed’ compared to the Light archetype. While the Light (most played) does remain much more played than the Heavy (least played) as of the end of Season 3, across all skill tiers and modes we see that the Heavy is by far the most winning of our three archetypes, with Light the most losing. Our intent with much of the balancing is to bring all of the archetypes' win rates more closely in line, while also equalizing their pick rates. This ultimately means that, when it comes to the Heavy, we need to work through a process of both making it more balanced in terms of power and making it more fun to play. This will be an ongoing process but is the underlying thought process behind some of the changes made to start Season 4 when it comes to balance and usability of items.

Gadgets

Anti-Gravity Cube
  • Increased radius from 6m to 7m
  • Increased height from 11m to 12m

Breach Charge
  • Increased ammo from 2 to 3
  • Increased cooldown from 26s to 30s
    Dev Note: We felt the Breach Charge had become under-used in the current meta and we believe this change will increase its value versus the Thermal Bore
Data Reshaper
  • Increased range from 15m to 21m
  • Increased number of charges from 2 to 3

Explosive Mine
  • Decreased max damage from 140 to 120
  • Decreased cooldown from 30s to 15s
  • Decreased ammo count from 2 to 1 (max mines deployed remains at 2)
Dev Note: Our intent for the Explosive Mines has always been to have them be a defensive gadget that covers choke points to help protect an objective, and where placement is a skill. Being able to immediately place two of them back-to-back led to a lot of mine stacking, often right on the objective, and allowed defenses to be set up too quickly. We hope that adding 15s between each deployment and less damage will lead to less stacking and encourage teams to get to the objective location sooner in order to be able to fully set up defenses before combat commences

Flashbang
  • Increased the max duration of the Blind status effect from 4s to 4.5s
  • Increased the max duration of the max intensity of the Blind status effect from 1.8s to 3.5s
  • Increase the intensity of flashes that explode close to the enemy’s position
  • Increased the view angle of flashes, causing more intense flashes when the flash goes off by someone’s side or slightly behind them
  • Flashbangs now only show Hit Indicators on the crosshair if they reach a minimum amount of intensity on a hostile target
  • Decreased the intensity and duration of the Blind status effect on teammates
  • Improved the leniency of hit detection of the Flashbang when targeting players, so that it is less likely to be blocked by small objects
Dev Note: We found the Flashbang to have been underutilized and have added some quality of life fixes that will hopefully make them more reliable and effective.

Glitch Trap
  • Disabled crosshair hit markers when the Glitch Trap attaches to an enemy, so that it can no longer be used to detect players
  • Decreased ammo from 2 to 1
  • Decreased cooldown from 30s to 20s

Jump Pad
  • Added a small amount of variance to the Jump Pad so that objects cannot bounce on them indefinitely

Proximity Sensor
  • Increased radius from 10m to 11m

RPG-7
  • Decreased damage from 140 to 100
  • Increased reload time from 0.9s to 2.15s
  • Decreased projectile dispersion when aiming down sights from 0.3x to 0.25x
Dev Note: We never really intended the RPG to be an ‘opener’ in combat, even if it is an item that is more accessible to new players, the intent was always that this was for destruction first and foremost. We believe this change makes it still usable as an opener, but a much less valuable one, shifting its focus back to destruction and breaching.

Tracking Dart
  • Increased magazine size from 2 to 4
  • Decreased ammunition regeneration rate from 13s to 12s
  • Decreased tracking duration from 15s to 10s

Zipline
  • Decreased the height of Ziplines slightly, so that they will better fit through doors

Liftables

Propane Gas Canister
  • Decreased direct physical impact damage from 50 to 25

Modes

Cashout Modes
  • Introduced new re-spawn placement logic for teams that are wiped, with the goal of reducing the number of ‘third-party’ fights

Ranked Tournaments (Cashout)
  • Added Ranked Tournaments
  • Disabled game show events in Ranked Tournaments
Dev Note: To make Ranked Tournaments a more competitive friendly environment, with less randomness involved, we’ve decided to disable all game show events. We believe this will make matches slightly more consistent, less random, and easier to strategize around.
  • Increased the cash awarded per Cashout in the final round from $10,000 to $25,000
  • Increased the cash required to win the final round from $20,000 to $50,000

Terminal Attack
  • Terminal Attack now uses a best-of-nine-rounds (first to five) format, with a half-time break where level destruction is reset

Terminal Attack (Ranked)
  • Removed Ranked Terminal Attack and replaced it with Ranked Tournaments

World Tour (Cashout)
  • Disabled team wipe penalties in World Tour
Dev Note: World Tour is intended to be a more casual tournament experience than our Ranked Tournaments. Our research in Season 3 showed that removing team wipe penalties caused less player frustration and led to closer matches.
  • Enabled the ability for players to swap items between their Loadout and Reserve between team wipes in World Tour
Dev Note: This is another change aimed at making World Tour more friendly for the casual player, by allowing them to swap items between lives. Ranked Tournaments will continue to only allow swapping between rounds, as we believe counter-picking rival teams and adjusting to maps and map variants should be a skill in competitive play
  • Increased the cash awarded per Cashout in the final round from $10,000 to $25,000
  • Increased the cash required to win the final round from $20,000 to $50,000
  • Added Diamond and Platinum ranks to World Tour, between the Gold and Emerald ranks.
  • Emerald rank is now unlocked and available to progress towards from the start of the season
  • Emerald rank is now earned by collecting Win Points, rather than tournament wins
  • Updated the required Win Point totals for all World Tour ranked tiers, due to the change in ranks and how they are earned

Specializations

Dematerializer
  • Improved targeting to reduce the amount of times the dematerializer fails to make a passageway through objects.
Goo Gun
  • Fire mode changed from semi-automatic to fully automatic

Healing Beam
  • Decreased healing rate from 50 health per second to 40 health per second

Mesh Shield
  • Mesh Shield will now enter cooldown either when destroyed or lowered
Dev Note: The Mesh Shield was intended as a Specialization used to shield teammates or to represent the Heavy archetype’s toughness and staying power. We felt the juggling of the shield, constantly raising and lowering it to fire weapons, was hard for some players to understand and very frustrating to play against. We understand this is a significant change and we’ll obviously monitor its impact closely
  • Decreased Mesh Shield cooldown from 15s to 12s. The cooldown is only 8s if the Shield is undamaged when deactivated

Weapons

93R
  • Smoothed the vertical recoil to avoid having sharp jumps in intensity, which could previously cause an inconsistent feel
  • Updated firing animation when aiming down sights to give greater visibility
  • Increased fire rate from 210 RPM to 220 RPM
  • Decreased bullet dispersion when firing ‘from the hip’ when crouching, crouch moving, standing still, running, and in ‘uncontrolled’ states such as falling or sliding
  • Decreased the rate at which bullet dispersion builds up over time when firing for a sustained period
  • Increased the bullet dispersion recovery speed from 0.45 to 0.65
Dev Note: The 93R has been a difficult weapon for us to balance due to it being a burst fire weapon. Burst fire weapons give players the expectation that all the shots in a burst should be able to hit when aimed well, but this also means potentially doing three bullets worth of damage per ‘shot’ fired, making the weapon also high damage when the full burst hits. Getting this right whilst also differentiating the weapon from the FAMAS has been difficult. We’ve been reluctant to make the 93R a two ‘shot’ weapon versus Lights, because all testing of this scenario has made the weapon game-breaking, but at 72 damage a burst (i.e. three shots, nine bullets to kill a Light) the weapon has repeatedly underperformed, so it constantly sits on this knife's edge of being too good or very bad. In this update, we’ve focused on making the weapon much more effective when fired ‘from the hip,’ rather than when aiming down sights. We feel this combination of damage and mobility puts the weapon in a better place, but we’d love to get your feedback on it.

AKM
  • Decreased magazine size from 36 to 32

CL-40
  • Increased max damage from 93 to 117
Dev Note: This change sounds significant, but keeps the weapon in a place where it still takes two shots to kill a Light and three shots to kill a Medium. The change is mostly aimed at making a Heavy three shots to kill instead of four, as we felt it was unfair to the CL-40 to have to land all four of its available four shots (i.e. 100% accuracy) to kill a Heavy without reloading
  • Decreased fire rate from 275 RPm to 210 RPM
Dev Note: A small adjustment to offset the significant damage buff a little.
  • Increased the max damage radius from 9cm to 30cm

Dagger
  • The Dagger’s backstab secondary attack can now be held, only triggering when the button is released, rather than automatically. During this stance, the player moves at the normal run speed and cannot sprint

Lewis Gun
  • Smoothed the recoil pattern of the Lewis Gun, reducing the amount of horizontal recoil at some points. The recoil pattern overall remains the same but should be considerably easier to control

LH1
  • Decreased the damage fall-off start range from 80m to 50m
  • Decreased the damage fall-off end range from 100m to 55m
Dev Note: With the addition of alternative scopes/sights, we felt the LH1 was starting to stray well into the territory of the SR-84. This change reduces that to some extent.

M60
  • Increased fire rate from 560 RPM to 580 RPM
  • Smoothed the recoil pattern of the M60, reducing the amount of horizontal recoil at some points. The recoil pattern overall remains the same but should be considerably easier to control

MGL32
  • Decreased reload time from 3.1s to 2.8s
Dev Note: The MGL32 is a weapon we’d very much like to re-work at some point, but that will take a more considerable effort. For now, this is a simple and small quality of life adjustment that should make the weapon a little more viable

Recurve Bow
  • Increased damage at minimum draw from 55 to 60
  • Decreased damage ramp-up start time from 0.2s to 0.15s
  • Decreased the time taken to reach maximum draw from 0.585s to 0.49s

Riot Shield
  • Increased damage from 84 to 90

SH1900 Shotgun
  • Decreased reload time from 2.5s to 2.125s

Spear
  • Increased run speed modifier during secondary spin attack from 65% to 75%

SR-84 Sniper
  • Updated the SR-84 to now only fire hit-scan rounds up to 40m range. After this point, the shot becomes a projectile with bullet drop from gravity and drag
Dev Note: While the SR-84 is by no means overpowered or overly successful in many of our modes, it has become somewhat oppressive at very long ranges in modes like Terminal Attack and Power Shift, causing frustration for a lot of players. We feel this change limits much of the very long-range harassment that players found frustrating, while maintain the skill level and responsiveness in medium-to-long-range encounters

Sword
  • Updated attack sweeps to be more centered on the crosshair, making the weapon more accurate
  • Increased the range of the secondary lunge from approximately 5m to approximately 6m
  • Secondary lunge attack now maintains its top speed for slightly longer

Throwing Knives
  • The Throwing Knives secondary attack can now be held, only triggering when the button is released, rather than automatically. During this stance, the player moves at the normal run speed and cannot sprint

XP-54
  • Increase the magnification of the XP-54’s sight slightly, as part of the addition of alternate sights/scopes
  • Decreased damage from 18 to 16

Content and Bug Fixes

Animation

  • Fixed an issue where players could spawn into a round without the spawn-in animations or FX
  • Fixed an issue where pairing a Quick Melee action with other actions would make the animations look faulty
  • Polished the Riot Shield first-person animation where you would perform a phantom strike if you quickly zoomed after a strike
  • Removed camera animations when previewing first-person animations in the front end since it felt distracting
  • Fixed an issue where melee weapon animations could sometimes get stuck in the ‘charging’ pose in third-person

Audio
  • Fixed an issue where the Santa Hat extra VO lines would not play

Career Rank
  • Added 10 new levels with rewards to the Career Rank
  • Fixed an issue where stages or circuits that gave XP might not apply them to both the Battle Pass and Career Rank

Characters
  • Fixed an issue where various hair types could clip with the bucket hat

Gadgets

General
  • Fixed an issue where deployable gadgets could remain floating in mid-air

Data Reshaper
  • Fixed an issue where items transmuted by the Data Reshaper would not count as destroyed for certain Contracts

Flashbang
  • Improved the leniency of hit traces from the Flashbang to target players, so that they are less likely to be blocked by small objects

Vanishing Bomb
  • Improved the hit detection of the Vanishing Bomb on the player that threw it

Ziplines
  • Fixed an issue where Ziplines could break instantly upon being placed

Game Modes

Cashout Modes
  • Fixed an issue where Vaults opened out of bounds, causing the newly spawned Cashbox to be indefinitely stuck out of bounds.
  • Added notification messages to the HUD that show Cashout Started, Cashout Stolen and Vault Opened to the entire team when a teammate completes said action
  • Fixed an issue where the Cashout overtime timer could be broken, making sure a cashout being completed during overtime won't spawn new Vaults

Cashout Tutorial
  • Introduced a new version of the Cashout tutorial, for a smoother and more fun experience
  • Fixed various smaller issues with the tutorial flow and components
  • Fixed an issue where the correct loadout was not alway loaded in the tutorial

Liftables
  • Fixed an issue that could cause thrown items to stutter

Maps

Seoul
  • Fixed an issue where the audience jumbotron could glow
Kyoto
  • Added autumn themed version of Kyoto

Matchmaking
  • Players will now connect to levels faster, without waiting for other players who have not yet loaded. As a result, players will reach the lobby much faster and will see connecting players represented as a hologram

Movement
  • Fixed issue where players could lock their cameras to a fixed direction if they died while climbing a ladder

Performance and Optimization
  • Fixed issue where VOIP would not work as expected if the push-to-talk key was pressed when going back to the main menu
  • Fixed a rare issue where during the tournament intro/outro sequence, characters could be invisible
  • Reduced the number of hitches that could occur when selecting items in the customization and drafting screens

Specializations

Goo Gun
  • Goo will now correctly stick to a Guardian Turret’s base, rather than the barrel, preventing chains of goo from rotating through walls

Guardian Turret
  • Bullets can now be blocked by the player who owns the turret, just like they can be by friendly players

UI
  • Added two additional Contestant slots, increasing the maximum from 6 to 8
  • Added a setting that allows players to disable the in-world crosshair. When set to ‘off’, the crosshair will always be in the center of your screen and static. Otherwise, it will move with camera movement.
  • Fixed an issue where the lobby screen only showed Defibrillators on all icons when first entering the screen
  • Fixed an issue where items from previous World Tours could appear in the store
  • Fixed an issue where the loading screen was occasionally briefly missing
  • Fixed a bug where "Canceling Matchmaking" was sometimes incorrectly shown in the matchmaking widget.
  • Fixed an issue where the Play or Reconnect buttons would briefly appear when connecting to a match
  • Fixed background blurring for Watches in store/battle pass

Weapons

General
  • Fixed an issue where the character could end up aiming downwards after controlling recoil on high frame rates

Throwing Knives
  • Fixed an issue where Throwing Knives and arrows could be floating in front of players using the Riot Shield

Riot Shield
  • The Riot Shield will now block the Winch Claw and prevent the player from being grabbed

Sword
  • Fixed an issue where the Sword’s lunge animation was not played in third person

Continue reading...
 

Update 3.14.0

Update 3.14.0

The LAST update of Season 3!


To ring out the season’s end, we have one final Community Event! ENGIMO challenges you to collectively detonate 30 million grenades in order to earn the ENGIMO Asymmetrical Top! So get in the Arena and help us close out Season 3 with a blast!

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This update has some changes to UI, providing better on-screen information for cashout modes and the way your own team information is displayed, as well as fixing some issues.

The biggest changes are yet to come, so stay tuned for Season 4 patchnotes on the 26th of September! Don’t forget to tune into your favorite THE FINALS streamer on the 20th to see a preview of Season 4 content!

Read about this week’s updates below:

Content and Bug Fixes

Animation

  • Fix for cloth material not functioning properly in the customization menus
  • Reworked ladder animation behavior to avoid clipping and obstructing the player’s view
  • Fixed issue where vaulting onto objects could move the camera up and down violently
  • Fixed issue where a late joining player might spawn detached from their bodies

Game Modes



Cashout Modes
  • Added a visual indication on screen everytime a new vault spawns
  • Improved visual indicators for Cash Boxes and Vaults to help differentiate them more clearly

General
  • Performance updates and improvements
Maps

Monaco
  • Fixed issue where players could get respawned and stuck out of bounds

Progression

  • Lowered support score generated from absorbing damage with the Mesh Shield by ~50%

UI

  • Reworked how we display the team HUD to include:
    • Archetype
    • Specialization
    • Team Name
  • Changed the size of the skull icon to 80 percent of its original size. Also, it will now scale based on location on screen.
  • Fixed overlapping text in the loadout change menu while being revived
  • Added sub-tabs for the gameplay section in the settings menu
  • Fixed issue where the Cashbox icon was permanently visible through walls when carried by the enemy team
  • Fixed an issue where an enemy could appear with a blue outline when backfilling into the mode

Continue reading...
 

Update 3.13.0

Update 3.13.0

We’ve arrived at the penultimate update of Season 3 - 3.13, and this week’s store rotation offers some pretty Big Shoes To Fill!

For the nocturnal gamers who skulk around the Arena in the middle of the night, check out the Trickpaw Tanuki Set!

We’re nearing the end of Season 3 and we are full steam towards Season 4 here in the office, and we can’t wait to share more with you soon!

Also, make sure to tune in for tonight’s Community Stream on http://twitch.tv/thefinals just in case we share something then, and keep your eyes peeled throughout the rest of the week…

Here is this week’s store update:
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Continue reading...
 

Update 3.12.0

BONUS XP MATSURI

Say hello to the BONUS XP MATSURI event! From now until the end of the season, we’ve increased the XP amounts you get for playing, and doubled the amount of XP you obtain from Daily Contracts. Join the party and finish the Battlepass before Season 4!

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For Cashout, we’re turning off the Defender bonus in the final round of a Tournament and introducing an Underdog bonus for squads with disconnected players.

After one of the most challenging Community Events yet, where we challenged you to play 6 million rounds partied up, we are glad to see you make it past the finish line at the last second! Well done! Expect the ISEUL-T Reality Check Frag Grenade skin to be added to your inventories soon!

Season 4 is on the horizon and we are excited to share what we’ve been working on very soon! Alongside all the new things we have prepared for you, you can expect balance changes that reflect on everything we’ve learned–and continue to learn– throughout Season 3. If you can’t wait, tune into Oscar’s stream tonight to perhaps hear something more…

And finally, check out the store update for today:

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Content and Bug Fixes

Animation

  • Fixed the grenade throw animation so it continues to play while high vaulting

Gadgets

Defibrillator
  • Fixed a bug where defibrillation revive got blocked by friendly Mesh and Dome shields

Game Modes

World Tour
  • In the final round, the defender bonus, which grants teams defending a cashout quicker individual respawn times, has been turned off
  • Introducing the Underdog Bonus: This feature reduces the individual AND squad respawn timers to 20s when one or more players leaves the match

Gameplay
  • Fixed a bug where melee aim assist would not be reset when restoring default settings
  • Fixed a bug where the revive hologram would block bullets
  • Updated the visuals for when you get hit by goo

Stability & Performance
  • Improvements in launch time from application startup to reaching the main menu
  • Animation performance work, should lead to overall better performance

UI
  • Fixed the text chat and event log not showing during the end of a round
  • Updated the SR-84 to be labeled correctly as a "Marksman Rifle"
  • World Tour - Fixed a bug where the World Tour Tally Charm was not awarded

Continue reading...
 

Update 3.11.0

The new community event has started and this time, it’s a party!

This week, ISEUL-T challenges you to collectively complete 6 million rounds of gameplay while in a party! Should you manage – any contestant to contribute to the goal will be rewarded with the ISEUL-T Reality Check Frag Grenade skin!

So, grab a friend and hop in the game! You can also make some new friends over on the Official Discord! Join the party challenge and build your team!

Here is this week’s store update:

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Continue reading...
 

Update 3.10.0

Update 3.10

The next update for THE FINALS is here and with it we’re saying farewell to the DISSUN Challenge as we enter the next stop on the World Tour - the VAIIYA International!

Before diving into the rest of today’s changes, we need to take a moment to celebrate that you all completed the Community Event! You made it juuuuuuuust in time, but $100 BILLION was cashed out in World Tour in just a week, and as a result you can all expect the DISSUN racing helmet to appear in your inventories later this week.

We are excited to introduce more options to our crosshair customization feature, a much-requested QOL feature! You’ll be able to edit both the static and dispersive crosshair parts independently of each other and we’ve added further crosshair reticles for you to choose from. Let us know what you think!

For Cashout, we’re experimenting with the “Defender bonus,” which will help teams currently defending the cashout get back in the action faster! We’re also adding some balance changes to the mix!

For those of you on that World Tour grind, we’re lowering the number of wins needed to progress through Emerald. Emerald 4 will now need 3 wins rather than 10, and making it all the way to Emerald 1 will now take 63 wins, down from the previous 75.

We also have a fully stocked store for you to check out, both in-game and in the video below, as well as other bug fixes!

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Let’s dive into the details:

Balance Changes

Gadgets


Dome Shield
  • Decreased duration from 12s to 5.5s
Dev Note: The Dome Shield was always intended as temporary protection that would synergize well with supportive actions. Over time, its main use case has been as a ‘mobile fortress’ used to steal objectives. We want teams to have to secure the area first in order to steal an objective. To encourage this intended design, we’ve adjusted the Dome Shield’s duration.

Goo Grenade
  • Decreased the time it takes for fire to destroy goo from 12s to 9s
Dev Note: We feel our previous buff to the goo, which was intended to aid defensive play, was a little too heavy-handed and removed fire’s role as a hard-counter to goo.

Game Modes

Cashout
  • Introduced a defender bonus for teams that currently hold a Cashout Station. While they hold the objective, the dead players on the defending team will be able to spend any respawn coins they have after 15 seconds, rather than 30 seconds
Dev Note: We see cashouts getting stolen at higher rates than expected. This change encourages teams to start and defend cashouts rather than swooping in late. This is part of a series of changes we’re making to incentivize acting first when it comes to objectives rather than later and an ongoing part of our Cashout experimentation.

World Tour
  • We’ve reduced the number of Cashout Tournament wins needed to reach each level of Emerald, for example, Emerald 4 will require 3 wins instead of 10 and the total wins needed for Emerald 1 is now 63 instead of 75.
Specializations

Goo Gun
  • Decreased the time it takes for fire to destroy goo from 12s to 9s
Winch Claw
  • Decreased the max range from the Winch Claw from 17m to 12m
Dev Note: The Winch Claw is meant to enable combat in short-range fights. We feel this new range better reflects this intent.

Weapons

Throwing Knives
  • Decreased the fire rate of the primary fire from 125rpm to 107rpm
Dev Note: Throwing Knives have become quite an oppressive weapon! We’ll monitor this change closely and likely make more involved changes if this adjustment doesn’t do enough to address that feeling.

Content and Bug Fixes

Animation

  • Fixed the zipline attach animation not playing under certain conditions
  • Fixed the riot shield not hiding properly when vaulting
  • Updated animation for the Flamethrower’s Soak ‘n’ Scorch skin so it will always play the full animation
  • Fixed aim down sights so it is properly portrayed in spectator view
  • Updated the Mini Roulette skin for the Lewis Gun to make it compatible with animation customizations

Contracts
  • Fix for the Quick Melee contract so it only registers quick melee attacks, not melee attacks with weapons
  • Fixed so that the “Stop opponents from stealing your cashout or decrypting a terminal 5 times” now also counts eliminations by attackers on defenders trying to stop the decryption in Terminal Attack
  • Fixed so that winch claw properly counts towards the interrupt contract
  • Fixed for the contract “Get 15 eliminations or assists with Launchers or Shotguns”, it now correctly rewards assists
Game Modes
  • Mines and charges will now stick to the vault’s surface correctly
  • Fixed the bug that sometimes caused the connect/leave button to be present after finishing a World Tour session
  • Fixed an issue in Ranked Terminal Attack that caused the teams to play different objective configurations (i.e. the locations of spawn points and terminals) when Attacking or Defending. Both teams now play the same sequence of objective configurations
  • Fixed an issue where Ziplines would not properly reset after midgame in Ranked Terminal Attack
  • Changed so the in-game Cashout text will display in the corresponding team’s color
  • When reconnecting into World Tour in a late round, loadout choices should now be correct

Gameplay
  • Fixed a bug where players were unable to use items from the start of the round and throughout the match, such as the Healing Beam
  • When backfilling into a match, respawn statues will now display the correct team colors instead of being white

Maps
  • Debris in Skyway Stadium now properly resets after midgame in Ranked Terminal Attack

Specializations

Winch Claw
  • Fixed an issue where the action could get canceled if the targeted player jumped right when getting hit
  • Fixes issue where the wrong target could get pulled if it was close to the intended target
Turret
  • Fixed recovery text being wrongly displayed
Grapple Hook
  • Can once again attach to walls that are out of bounds

Security and anti-cheat
  • Improved existing detection rules

Stability & Performance
  • Fixes for some of our most common crashes
  • Performance optimizations for all platforms
  • Additional fix for a rare case of the infinite loading screen
  • Fixed an issue where players failed to join matches resulting in uneven teams for modes with no backfills

UI
  • Leaving a private match now shows the correct dialog
  • Fixed a navigation issue in the settings menu for controller
  • Added more crosshair customization options

Continue reading...
 

Update 3.9.0

Update 3.9

Check out the store update for this week:

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THE FINALS is best with friends, and to aid you in your quest to build the ultimate team, this week we are introducing the refer-a-friend program! Head on over to Embark ID to get your unique URL that can be shared out to friends who have yet to play THE FINALS.

Once your invited friend has played 20 rounds of the game, you’ll both get 100 Multibucks! Get rewarded for up to five friends and check out the full rules over on Embark ID.

Want one more way to recruit your friends? What better way is there than to wear THE FINALS merch in public? Today we’re also launching our merchandise store where you can pick up some THE FINALS or OSPUZE-related merch, oh, and there’s stickers! With some of the items, you can get an in-game copy of your IRL drip! This is our first run, so supplies are limited! The shop will drop in a few hours, and you can watch the countdown in the meantime: https://merch.reachthefinals.com/

Finally, this week we have a new community challenge! Collectively cash out $100 billion in World Tour Cashout and earn the DISSUN Interrupter helmet from our generous World Tour sponsor! Only those who contribute to this eye-popping goal will get the reward, so make sure to do your part!

Content and Bug Fixes

UI

  • Fixed a bug where the “THE FINALS” leaderboard was incorrectly counting wins from other game modes, in addition to Tournament wins.

Continue reading...
 

Hotfix 3.8.1

With update 3.8, we saw a dip in game performance, specifically related to network and bandwidth.

We have just released a hotfix to all platforms that solves this issue. Once you've updated, you should all have a smoother experience across the board with fewer network-related disruptions.

SEE YOU IN THE ARENA!

Continue reading...
 

Update 3.8.0

Update 3.8

All that glitters is not gold.. Sometimes it’s Emerald!

It’s time to ask the age-old question, Contestants - CAN YOU REACH THE FINALS?

Today we’re finally unlocking THE FINALS inside the World Tour for all players who have reached a World Tour Badge Tier of Gold 1! Here you’ll be able to continue your badge progression past Gold and into Emerald, with unique rewards unlocking for each tier you achieve. In THE FINALS you only earn win points for winning an entire World Tour Tournament - so this truly is a challenge for our most seasoned contestants to show off their dedication.

We’re also heading to the next stop on the World Tour, the DISSUN Challenge. For this one, we’re updating the rules a bit by reintroducing cash loss on team wipe at 10% of total team cash. Make sure to play the DISSUN Challenge, and all of THE FINALS, with a friend or two because with this update we’re also introducing bonus Battle Pass & career XP when playing in a party!

When it comes to bug-fixes we have another fix for the infinite loading screen, fixed the issue which caused the very bright contestant selection screen and we solved the unclimbable stairs on Kyoto!

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Full list of changes below:

Balance Changes

Game Modes


World Tour
  • Teams now lose 10% of their cash total on team wipe
Dev Note: The rule changes we tested during the VOLPE Championship seem to have had positive results both with the community and in the analytics data we’ve been looking at. For our next World Tour stop, the DISSUN Challenge, we’ll keep testing this rule set, but with team wipe penalties reintroduced at 10%. This will allow us to continue to monitor how these changes impact the game. Huge thanks to everyone who provided feedback and impressions over the past two weeks!
  • Increased the number of Win Points earned for reaching the second round of a tournament from 5 to 7
  • Increased the number of Win Points earned for reaching the final of a tournament from 12 to 16
  • Increased the number of Win Points earned for winning a tournament from 20 to 26
Dev Note: Win Points are not accumulative. They are awarded based on where you finished in a tournament, meaning that if you win a tournament, you earn 26 points in total.

Content and Bug Fixes

Animation

  • Fixed issue where charged weapons would stay charged visually for spectators at times

Characters
  • Allowing watches to show properly when paired with the Alien upper body cosmetic

Gadgets
  • Fixed an issue where goo would not stick to surfaces as intended

Game Modes
  • “THE FINALS” seasonal event is now live in World Tour. Contestants who achieved Gold 1 can participate in THE FINALS to progress through the Emerald Badge Tiers where only tournament wins reward win points
  • Respawn tokens should now show the proper amount
  • The elimination sequence is now showing again before going to a new match
  • Fixes for weather being applied wrong in the squad intro sequence
  • Fixed lights being too bright during team introductions in some instances

Maps

Kyoto
  • Tweaked Respawn points to be more evenly spread across the entire map
  • Fixed staircase that was difficult to traverse

Progression
  • Added bonus XP while playing in a party, players in a party of 2 will earn +7,5% XP and players in a party of 3 or more will earn +10% XP towards their Battle Pass and career levels

Specializations
  • The Evasive Dash specialization will now open doors automatically when dashing into them

Stability
  • Crash fixes
  • Fixed another issue which could cause an infinite loading screen
Dev Note: This issue has been difficult to solve, so please make sure to let us know on our Discord Server if you still experience it after this update!
  • Fixed a connection issue where users who crashed in the lobby could be marked as abandoned which could lead to faulty suspensions
  • Added the ability for players who leave a ranked game to reconnect to their current game while suspended from matchmaking
UI
  • Added the ability to see the leaderboard for each World Tour stop
  • Removed showing faulty cash amount gained for friendly kills
  • Fixed so the infinite damage symbol shows when falling off a ledge or other scenarios
  • Fixed tracking being allowed on locked quests
  • Hide respawn coins in the scoreboard for Terminal Attack
  • Fix for unintended behavior of the dropdown menu in Private Matches
  • Fixed issue with the camera sniper skin playing unintentional sound effects while equipped
  • Fixed the issue which caused contestants outside of the top 500 on the leaderboards to appear as “unranked”

Continue reading...
 

Update 3.7.0

It’s summertime and the Embark office is officially in vacation mode! Don’t worry though, as we still have a crew of people working hard and diligently watching and listening. So next week, you can expect a patch with the update!

Check out the new store content here:

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Last week, we added a whole new set of rules to the World Tour and we would love to gather your feedback on those changes! If you have played the new Cashout rules, please take a moment to give us your thoughts in this survey.

Continue reading...
 

Update 3.6.0

Update 3.6

LET THE GAMES BEGIN!

We hope you’re warmed up and ready, Contestants, because the next stop on the World Tour is the VOLPE Championship, and it’s offering some contracts with exclusive sports gear rewards! We’re also running brand new Twitch Drops throughout this World Tour stop, so make sure you tune in for some THE FINALS on Twitch.Tv!

The sponsors are also in full swing fighting over exposure in this week’s store update; check it out below:

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Summer is in full swing and vacation times are in full effect, but this week still has some rather substantial changes and bug fixes. In the VOLPE Championship, we’re upping the amount of money you earn per elimination in Cashout, and granting your team part of the vault value immediately when initiating a cashout! We’re also completely removing cash penalties from team wipes - make sure to try these changes out and let us know what you think.

On the bug-fixing side, we have a second fix coming in for the infinite loading screen issue and the issue that prevented contestants from using their specializations, weapons, and gadgets at certain times. For our controller friends, we’ve also fixed the aim assist issue introduced in 3.4 for controller players on PC.

Full list of changes and fixes below:

Balance Changes

Gadgets


Goo Grenade
  • Increased the time it takes for fire to destroy goo from 6s to 12s

Game Modes

Cashout
  • Increased cash awarded for kills from $200 to $500
  • ~30% of the cash in a Cashbox is now awarded to the team that deposits the Cashbox the moment it is added to the Cashout Station. The remaining ~70% of the cash in a Cashbox is awarded when the cashout is completed at the Cashout Station. These values are rounded off to give easier-to-understand values. This replaces the previous $2000 a team would receive for initiating a cashout.
  • Removed all cash loss penalties for team wipes
  • Updated the Vault spawning logic at the start of a match for more even distribution
  • Added new notification messages to the HUD for when cash is awarded to a team
  • Increased the time taken to steal a cashout from 6s to 7s
Dev Note: We’ve felt for some time that Cashout generates more ‘third party’ fights than intended, as well as long-lasting team-versus-team encounters, and that happens in part because of the incentives of the scoring system. We are testing the changes above to see if they address these issues and improve the overall experience. These changes have been selected as the ruleset for the VOLPE Championships. We’ll monitor how they perform via telemetry and your feedback and will adjust them as needed.

Ranked Terminal Attack
  • Destruction is now reset at half-time without needing to reload the level
    Dev note: This should give a smoother experience and reduce downtime
Terminal Attack & Ranked Terminal Attack
  • Added health regeneration thresholds per archetype to Terminal Attack, meaning players will now regenerate health up to a specific threshold based on if they are a Light, Medium or Heavy, rather than the current fixed 100HP. New thresholds are:
    • Light = 100HP
    • Medium = 125HP
    • Heavy = 150HP
Dev Note: We feel this change will help level the playing field, as well as reduce the effectiveness of ‘poke’ damage with weapons like the SR-84. We also feel this change better represents the variety in the archetypes.

Specializations

Evasive Dash
  • Increased the cooldown duration from 5.5s to 6.5s per charge

Goo Gun
  • Increased the time it takes for fire to destroy goo from 6s to 12s

Grapple Hook
  • Decreased the cooldown duration from 10s to 8s

Healing Beam
  • Decreased the time taken until the Healing Beam can overheat from 7s to 5.5s
Dev Note: Overheating is something Healing Beam users rarely have to manage, so we’ve lowered the time to overheat which means players need to be slightly more controlled in their use of it.

Weapons

93R
  • Slightly decreased bullet dispersion when firing from the hip in all stances, making the weapon more accurate
  • Decreased the amount of horizontal recoil when firing the 93R, making it easier to control and more precise
  • Slightly tightened the cluster of bullets fired in a burst, making the weapon more precise

Content and Bug Fixes

Contracts

  • Updated the text on some contracts to say they are earned for ‘rounds,’ not ‘matches,’ to make them clearer
  • Added some additional Contract types

Gadgets

General
  • Fixed an issue where some Gadgets could become ‘locked’ and unable to fire/use
Goo Grenade
  • Fixed an issue where goo could stick to the side of the warm-up zone in Terminal Attack modes

Game Modes

Private Matches
  • Added ‘Pause match’ functionality to private matches. Anybody in a spectator slot can pause the match using the R button

World Tour
  • Fixed an issue where the ‘elimination’ outro screen at the end of a tournament would not show up correctly

Ranked Terminal Attack
  • Adjusted how Ranked Score (RS) updates are calculated for parties.

Dev Note: This should lead to more intuitive RS changes for parties with smaller RS differences between members. Parties with higher RS differences between members will see more appropriate updates based on their own RS. The result should mean that RS changes will be better based on the match result, i.e. larger RS gained when beating stronger teams, and less RS gained when beating weaker teams.



Specializations


General
  • Fixed an issue where some Specializations could become ‘locked’ and unable to fire/use
Goo Gun
  • Fixed an issue where goo could stick to the side of the warm-up zone in Terminal Attack modes

UI

Game Summary Screen
  • Brought back the “deaths” statistic to the summary
  • Brought back the mixed-caps style font

Front-end menus
  • Fixed several issues that could result in ‘out of memory’ crashes
  • Fixed an issue where having text chat open could block some button inputs

HUD
  • Fixed an issue where the colorblind settings would not update in the Terminal Attack score widget

Ping System
  • Changed default ping intent on Cashout Stations owned by enemy teams to "attack"
  • Jump pads now generate an event log message when pinged
  • Fixed an event log message that had incorrect player name data
  • Updated event log message text from “Going to vault X” to “Move to vault X,” to bring it in line with other instructional pings
  • Added a new HUD icon when pinging player statues

Weapons

General
  • Fixed an issue where some Weapons could become ‘locked’ and unable to fire/use

Continue reading...
 

Update 3.5.0

Update 3.5.0

Protocol Core, Community Event & Bug Fixes!


Get ready for a brand new community event, the Protocol Core Set, and lock in your aim with the futuristic Mech-Arrow Set!

Check them out in the brand-new store update:

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Today, we’re kicking off the first Community Event of Season 3, and we are challenging you to eliminate 1,900.000 contestants using the weapons and gadgets introduced in Season 3! Join in the race to fill the meter, and everyone who contributes will win the DISSUN Capacitor skin for Dual Blades.

We’re happy to announce that this update will also happen on Xbox, so the wait is over! With the issue resolved, we want to thank all of our Xbox players for their patience! This interruption in the update schedule was not planned and took far too long to fix. As a thank you for your endurance and as a nod to our own…issues… in this situation, we are gifting all Xbox players the Skill Issue Set. Expect your gift to show up in the next few days!

Certain fixes and server changes intended for this update have been postponed as we prioritized making sure all Contestants got up to speed on the updates, so you can expect more changes to come. But, in order to make sure things are running smoothly, this update will only include:

Content and Bug Fixes

Build

  • Ensured all platforms are on the same build to re-enable crossplay and content updates for Xbox

Performance
  • This week we fixed one of the bugs causing players to be stuck in an infinite loading screen
  • Fixed a bug that caused players to be unable to properly cancel ranked matches

Continue reading...
 

Update 3.4.0

Update 3.4

Update 3.4 is coming in hot with multiple features and changes fighting over the spotlight! ISEUL-T is entering The Arena as the latest sponsor on the next stop of the World Tour - The ISEUL-T Cup! The Pro Circuit also goes live with this update, however, both of these changes are sharing that spotlight with a certain green someone in our latest store update…

Introducing the Pond Dweller:

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Also, we have quite the list of changes this time including several changes to Bank-It, shorter wait-times in Terminal Attack, the addition of party chat while in the main menu and the ability to equip multiple weapon animations to the same gun.

Those of you with a keen eye will also notice that we’ve added an info panel that explains the World Tour’s FINALS event - check it out in-game.

Finally, both Polish and Turkish translations of THE FINALS are now live with this update, so make sure to throw a “Cześć” or “Merhaba” into team chat at the start of a game!

Full list of changes included in this update:

Balance Changes

Gadgets


Breach Charge
  • Decreased minimum damage applied at outer edge of explosions to 0
  • Increased damage radius from 2m to 2.5m
  • Set damage fall-off to scale linearly from the max damage radius to the outer radius
Dev Note: Previously, our area of effect (AoE) Weapons and Gadgets had several ‘damage shelves’, where damage would fall off radically at the edge of the inner radius of a blast and at the edge of the outer radius. This could result in AoE damage feeling somewhat inconsistent. These changes now cause damage to fall-off linearly from the inner radius damage value, down to 0 at the outer edge of the radius, which we believe will feel much more consistent. The radius of each AoE weapon has been increased slightly as a result of this, as the outer edge of explosions now does much less damage than it did previously.

C4
  • Decreased minimum damage applied at outer edge of explosions to 0
  • Increased damage radius from 6m to 6.5m
  • Set damage fall-off to scale linearly from the max damage radius to the outer radius

Explosive Mine
  • Decreased minimum damage applied at outer edge of explosions to 0
  • Increased damage radius from 3.5m to 4.25m
  • Set damage fall-off to scale linearly from the max damage radius to the outer radius

Frag Grenade
  • Decreased minimum damage applied at outer edge of explosions to 0
  • Increased damage radius from 4.5m to 5m
  • Set damage fall-off to scale linearly from the max damage radius to the outer radius


Game Modes

Dev Note: These changes are the first part of a series of improvements we’re planning to make to each of our game modes over the course of Season 3, including our Cashout and Power Shift modes. These changes will cover a range of areas, from pacing to scoring. The goal is to smooth out some of the rough edges in each of our modes, hopefully leading to a better overall experience across all our modes.

Bank It
  • Removed team wipes
  • Decreased respawn time from 17 seconds to 10 seconds
  • Added the ability for players to change to a different Contestant while dead

Terminal Attack & Ranked Terminal Attack
  • Decreased lobby duration from 15 seconds to 10 seconds
  • Decreased warm-up duration from 25 seconds to 20 seconds
  • Decreased round duration from 150 seconds to 130 seconds

Weapons

CL-40
  • Decreased minimum damage applied at outer edge of explosions to 0
  • Increased damage radius from 2.6m to 3m
  • Set damage fall-off to scale linearly from the max damage radius to the outer radius
Dev Note: As with the AoE Gadgets, our AoE weapons have also been updated to get more consistent feeling damage fall-off.

MGL-32
  • Decreased minimum damage applied at outer edge of explosions to 0
  • Increased damage radius from 3.75m to 4m
  • Set damage fall-off to scale linearly from the max damage radius to the outer radius

RPG-7
  • Decreased minimum damage applied at outer edge of explosions to 0
  • Increased damage radius from 4.5m to 5.5m
  • Set damage fall-off to scale linearly from the max damage radius to the outer radius


Content and Bug Fixes

Animation


  • Fixed a bad transition animation between the Winch Claw and using the ability to lift items
  • Fixed an issue where players could not play emote animations consecutive times
  • Added support for enabling multiple custom weapon animations at once. If multiple animations are equipped, an animation will be randomly selected from that list when triggered

Characters
  • Fixed a bug that caused ‘General Goodboy’ pet to be rendered with blurry artifacts
  • Fixed various smaller issues with cosmetic items, such as various clipping issues

Gadgets

Thermal Bore
  • Fixed an issue where the Thermal Bore could become stuck in mid-air

Game Modes

Bank It
  • Fixed an issue where it would sometimes not be possible to respawn

Practice Range
  • Added Season 2 trophies for Ranked, Terminal Attack event & season

Ranked Terminal Attack
  • Fixed an issue where the full rank score gain could sometimes not be given to players due to the losing team abandoning the match

Localization
  • Added support for Turkish and Polish languages

Maps

Kyoto
  • Made various fixes to improve the quality of building destruction
  • Fixed various issues were there were gaps in the map


Matchmaking


  • Fixed an issue where the matchmaking region could be wrongly set for new players on consoles

Stability

  • Fixed several issues that could cause client crashes
  • Fixed one issue where players could sometimes spawn into a game and be unable to attack or use Gadgets
  • Fixed one of the issues which would cause a player to be unable to fire their weapon or use their abilities

UI

HUD
  • Fixed an issue where respawn markers could fly off to unintended locations

Ping System
  • Increased max ping distance to 300m

Text Chat
  • Added support for text chat in the front-end menus when in a party
  • Improved profanity filter to include more languages
  • Fixed an issue where chat from blocked players could sometimes still be visible
  • Removed some status messages from text chat to make it less spammy

World Tour
  • Added info panel for the World Tour ‘THE FINALS’ event

Weapons

General
  • Fixed a bug that could cause players to experience different recoil decay rates when using some semi-automatic guns

Spear
  • Reduced the impulse applied by the secondary attack, to prevent some objects being pushed a long way by the attack

Continue reading...
 

Update 3.3.0

Update 3.3.0

Check out the new store update:

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This week we are introducing something for our most competitive Contestants - RUBY rank!
Ruby is an exclusive rank for the very best of the best, as it’s only available for the top 500 players in the world! Unlike our other ranks, the Ruby rewards will only be fully rewarded at the end of the season, so you have to make sure you’re within those top 500 positions when the season ends!

Beyond the introduction of Ruby and a store update featuring the ÖRF! backpack (make sure to check it out properly, we have a few updates coming your way - all listed below:

Content and Bug Fixes

Game Modes

Ranked
  • Enabled Ruby Rank in Ranked Terminal Attack
Tutorial
  • New players will now play a tutorial that corresponds to the first gamemode they decide to try out
UI
Contracts
  • Fixed Quick Melee and Shotgun/Marksman Rifle contracts which were not working
  • Weekend contracts will now be removed when the weekend ends
  • "Weekend contracts" text will only be visible on the World Tour tile when available
  • Hid the timer for elapsed stages of the World Tour

Maps
Destruction
  • Fixed a bug where destruction could cause wrong simulation behavior in some situations

Continue reading...
 

Update 3.2.0

Update 3.2.0

Check out the store update for this week:

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Also, we have a few fixes and tweaks to share below. Most notably, you can now reconnect in Private Matches if you are disconnected during the match! Also, we’ve had to temporarily remove Solo Bank It from Private Matches in order to fix an issue in the mode. It will be back soon.

Today is the last day of the ENGIMO Open and tomorrow, we are proud to announce the OSPUZE Expo! In this leg of the World Tour, things will get fizzy and explosive in Monaco, Las Vegas, and Kyoto! The rules will be Standard Cashout and keep an eye out for some contracts over the weekends!

Get ready to Pop. Pour. Perform!

Here’s the change list for this update:

Content and Bug Fixes

Animation

  • Tweaked inspect animations for carriables so that you can start a consecutive inspect quicker
  • Fixed an issue where the weapon would be visible while getting revived
  • Fixed an issue where the players would get stuck in the sword lunge animation
  • Fixed a bug where players could die without spawning a statue if a teammate immediately started to revive

Gadgets

Grapple Hook
  • Can no longer attach to surfaces that are out of bounds
Dome Shield
  • Fixed an issue where the Dome Shield would skip on or bounce off of water surfaces

Game Modes

Private Matches
  • Disconnected players can now reconnect
  • Fixed an issue that would cause the game to lock players in a state of accepting an invite
  • Solo Bank It temporarily removed due to a bug
Cashout
  • Fixed an issue where the Cashbox icon would not re-appear after fading away for the first time when in the possession of another team
Terminal Attack
  • Fixed a bug that caused extraction location names to not be visible at the start of a round
  • Fixed motion blur being incorrectly forced during the warm-up phase
  • Fixed an issue where key insertion failed after the hold interaction was complete
  • Improved the penalty system for delivering sanctions to players who leave the match early

Power Shift
  • Fixed a bug that made it possible to overtake the platform after the round had ended

Performance
  • Added improvements on cosmetics and distance fields to save memory

Specializations

Winch Claw
  • Fixed an issue where players lunging with the Sword could get stuck in a captured state when hit with the Winch Claw

UI
  • Fixed an issue that caused the spectator camera vignette to play in the drafting screen in Terminal Attack
  • Fixed the Battle Pass background to prevent it from being cleared when entering the Career screen
  • Changed the controller input for editing the Player Card to avoid canceling matchmaking
  • Fixed an issue that caused player score to be cleared for reconnected players
  • Disconnected players will be hidden in certain squad intro scenes

Weapons

Dagger
  • Fixed an issue where the Dagger’s secondary backstab attack could hit multiple players at once, which was unintended
    Dev note: Melee weapons' ability to hit multiple targets was a new addition with unintended consequences. Now, we've refined it so that heavy-hitting attacks intended for single targets can't be used to hit multiple people.
Sledgehammer
  • Fixed an issue where the Sledgehammer’s secondary overhead swing attack could hit multiple players at once, which was unintended
SR-84
  • Fixed an issue where the scope glint effect would not be shown at distances over 150m

Maps

Kyoto
  • Tweaked destruction behavior to better support prolonged combat and traversal by making buildings collapse more slowly, break into larger chunks, and debris settle faster
Dev Note: We felt that Kyoto buildings were a bit too brittle, so we tweaked their destruction behavior to be more sturdy. We will continue to monitor this and apply further changes where necessary.

Monaco
  • Changed the collision of the see-through curtains so that all projectiles and thrown objects pass through them.

Security
  • Further enhancements to our Aimbot detection system for faster reaction time

Continue reading...