THE FINALS

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Update 4.8.0

Shred, forge, and fix your way to victory!

This week’s update cranks the volume to 11 with store items that bring the noise and some much-needed fixes to The Arena.

Take center stage with Death by Rhodents! Smash your foes in style with the Wrath of Rats Set, complete with a sledgehammer electric guitar that riffs on inspect, or embrace your inner fan with the Thrash Rat Bundle. Prefer a more refined edge? The Synthronium Forge Set lets you channel futuristic craftsmanship in every encounter.

On the technical side, we’ve tuned up a whole bunch of bugs and included some much needed quality of life changes with everything from fixing the interrupt steal contract not rewarding players properly, to a new accessibility option that replaces flashbang whiteouts with blackouts.

Looking ahead: Tomorrow kicks off Week 3 of the ISEUL-T Cup, alongside a brand-new community event. Stay tuned for all the details in tomorrow’s notes!

Check out this week’s store update:


And now, let’s dig into the fixes!

Content and Bug Fixes

Animation

  • Fix for rare cases where animations could get stuck in the charge and slam pose
  • Fix for animations looking wrong when quickly inspecting after throwing a carriable

Audio
  • Added a potential fix to audio issues that caused weapon sounds to loop or not make any sounds

Contracts
  • Fixed a bug with the contract for interrupting steals that would sometimes not reward players properly

Game Modes

Cashout Gamemodes
  • The flashing indication on the cashout station marker now plays for everyone, regardless of which team is stealing the cashout
  • Fix for vaults no longer spawning when two cashouts are completed in the exact same frame

Gameplay
  • Fixed the bug that turned leaking gas canisters into shields when picked up
  • Fixed an issue that caused gamemode objects (Cashboxes, Transfer stations, etc.) to “bounce” up and down in situations where they think they are out of bounds

Maps

Monaco
  • Fixed an issue near the park shed that allowed the cashbox to fall out of the gameplay space

Kyoto
  • Re-fractured wall destruction into larger chunks to reduce the amount of small-scale debris and make destruction more consistent with other maps
Kyoto, Seoul & Skyway Stadium
  • Objective spawns have been added back to moving platforms and elevators

Movement
  • Fixed an issue where input could become locked when using the Mesh Shield and inverted vertical camera control

Performance & Stability
  • Fixed an issue that caused the contestant selection portion of the pre-round not to show

Security
  • Added a new cheating detection rule

Settings
  • Fixed characters being stretched in strange ways when using an aspect ratio narrower than 16:9
  • Added an accessibility option to make the flashbang blackout the screen, instead of a whiteout
  • Added input hints to the settings menu

Specializations

Grapple Hook
  • Added improved targeting, to solve the recurring bug where the hook would hit invisible targets
Dash
  • Fixed an issue that allowed players to interrupt dashes by emoting, making them lunge further than intended

UI
  • Fixed an issue where explosive damage in the damage log would show the weapon that triggered the explosion instead of the explosion itself
  • Gameplay UI is hidden while in the settings menu so that it's not visible while in the Video settings
  • Made sure the Matchmaking information widget snaps to the correct location in ultra-wide resolutions
  • Added input hints to all items when equipping
  • Added the emerald rewards on the World Tour info screen
  • Fixed an issue where the wrong sponsor might be shown in the map introduction sequence

Continue reading...
 

World Tour | ISEUL-T CUP | Fashion Week

Hit the Runway!

Welcome to Fashion Week! The ISEUL-T Cup continues with a passion for fashion! Dress to impress this week and submit your best look for the chance to win a prize!

We’re partnering with THE FINALS Runway to pick the top 25 most head-turning looks! Head over to the fan-run subreddit, r/TheFinalsRunway, and read the rules to enter! Don’t forget to participate in the vote! May the most stylish contestant win!

Let’s start the festivities!

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Stomp the catwalk in this week’s Arenas:
  • Fortune Stadium
  • SYS$HORIZON
  • Skyway Stadium
  • Kyoto

ISEUL-T – be ANYONE. be EVERYONE. be ISEUL-T.

Continue reading...
 

Update 4.7.0

Get ready to turn heads in the Arena with Update 4.7!


Suit up with The Synthsprawler to bring futuristic flair to the Arena, or add a playful punch with the Playtime Payload Set for your .50 Akimbo. For those who love precision, Juggle Jam has you covered with timing-perfect animations.

Plus, we’re just a day away from Week 2 of the ISEUL-T Cup in the World Tour, and this week there’ll be a community focus on fashion! Keep an eye out for Thursday’s notes to catch all the info.

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

Continue reading...
 

Update 4.6.0

Update 4.6.0

Mid-way through Season 4


It’s halftime in The Arena and we bid our second sponsor, HOLTOW, farewell and Thank You for the generous sponsorship this season! ISEUL-T are next in line and have some big shoes to fill following last week’s Trick or Treat event in the World Tour - but if anyone can do it, and in a grandiose fashion, it’s ISEUL-T.

Don't forget to keep spinning the wheel! Ticket drops end on the 13th but the event will stay live until the 15th, giving you time to spend your tickets and pick up a few last items in peace. Good luck!

This week we are bringing you some balance changes, reducing the effective range of both the Healing Beam and the Sword, while adjusting the Pike-556 to have a clearer ranged identity. There’s also a boatload of bug fixes and quality-of-life improvements coming your way, with everything from a fix for beards clipping through headwear to some much-needed performance improvements for XBOX.

Worried about what to do when the sun goes dark? Thanks to this week’s store update, and HOLTOW’s generous Insurance Set - you don’t need to worry.

Check it out here:

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Now, let’s dig into the changes!

Balance Changes

Gadgets


Healing Beam
  • Decreased max target distance from 12m to 10m
  • Decreased max healing distance from 15m to 13m
  • Decreased time before we disconnect a blocked healing beam, from 1s to 0.75s
Dev Note: We felt the existing range of the Healing Beam was causing teams to benefit from healing in combat, without the associated risks of close proximity. We feel with this closer range we open up more opportunities to counter-play teams that are healing in combat, via various Gadgets. Wherever we can, we prefer to try and solve possible balance issues via counter-play, rather than straight-up nerfs, and we think this change should offer opportunities here, but as always we’ll monitor the impact of the change and adjust as needed.

Pike-556
  • Decreased damage from 52 to 47
  • Increased damage falloff multiplier at max range from 75% to 85%, increasing the damage at longer ranges
Dev Note: We felt the Pike-556 still remained too strong in close-range encounters despite the previous damage adjustments. With these changes we make the weapon less effective at closer ranges while maintaining its effectiveness at longer ranges

Pyro Grenade
  • Pyro Grenades will now deal damage to shields, such as the Dome Shield and Mesh Shield

Sword
  • Decreased lunge duration of the secondary attack from 0.4 to 0.3 seconds, resulting in ~1m reduction in distance, from roughly 7m to 6m
  • Decreased the length of the secondary attack’s hit sweep by 55cm
Dev Note: These changes should decrease the effective range of the lunge attack by ~1.5m, hopefully making the Sword slightly less oppressive for players facing it.

Content and Bug Fixes

Animation

  • Updated player card pose for the ‘Tripwire Tango’ Emote
  • Fixed an issue where the Winch Claw animation would not play when firing the main weapon
  • Fixed an issue with the Throwing Knives where the player’s arms could end up in a locked state after using the secondary attack
  • Made adjustments to how the sprint animations are triggered for the .50 Akimbo pistols. Previously when continuously pressing the assigned sprint button, animations would retrigger making the experience feel a bit clumsy. This should now feel smoother
  • Fixed an issue where you could enter a faulty movement state when detaching from a broken ladder in the practice range

Audio
  • Fixed an issue that could cause the commentators to mention it was the first team wipe when the second team wipe of a match happened
  • Fixed an issue where the Treat Hunt introduction video had the wrong audio file and incorrect subtitles
  • Added more line variations when new vaults spawn, 1 minute left and 30 seconds left
  • Improved delivery on June’s respawn lines

Contracts
  • Players can no longer progress healing-based Contracts by restoring teammates’ health that was lost due to self-damage. Only healing damage caused by enemy players will count
  • Players can now only progress revive-based Contracts by reviving teammates that were eliminated by opposing players. Reviving players who eliminated themselves will not be counted
  • Fixed an issue where kills caused by throwables were not granting combat score

Customization
  • Fixed an issue where beards would clip through some helmets
  • Made the Tacticool charm heavier, to prevent erratic movement
  • Added a leaderboard to the ÖRF backpack in-game (visible on the backpack!)
  • Fixed an issue where sometimes the wrong watch was displayed
  • Fixed an issue that caused many headwear items to not be displayed on characters at a distance
  • Fixed an issue where certain headwear would not fully dissolve when a contestant was eliminated
  • Fixed an issue that caused emote sound effects to be played when editing player cards
  • Improved the experience of equipping player card items in store bundles
  • Fixed an issue that caused some weapon skins to load incorrectly, glitch in the game, or not load at all on Xbox

Game Modes
  • Fixed multiple issues with outline colors on contestants
  • Fixed an issue where the "being revived" prompt could get stuck on screen
  • Fixed an issue where thrown Cash Boxes didn't get deposited if you died before they hit the Cashout Station
  • Improved the movement behaviors of the flying saucers in the Alien Invasion gameshow event

Maps

Kyoto
  • Improved collision on stepping stone paths to smooth out traversal over the available water crossings
  • Reduced and consolidated the amount of exposed objectives in the Villa Compound garden to make combat more directional and less chaotic
  • Small tweaks to the interior layouts of the Guest House, Training Quarters, and Residential zones with the aim of improving readability and reducing complexity
Practice Range
  • Re-introduced the suspended barrel bags
Seoul
  • Fixed an issue where several walkways in the Data Center were floating
  • Fixed an issue where some ladders on the billboards were floating
  • Fixed an issue where several railings in Seoul had more health than intended
General
  • Fixed an issue where cobwebs on some maps could block interactions

Performance & Stability
  • Added Temporal Super-Resolution (TSR) as a new Resolution Scaling Method in the Video Settings
  • Fixed an issue where large-scale destruction could lead to late-joining/reconnecting players having desynced debris on the map
  • Fixed an issue that would cause severe performance degradation on Xbox Series S

UI
  • Added an option to allow players to reset or turn off tutorial hints in the settings menu, resetting hints will return players to the main menu
  • New look for the matchmaking widget
  • Fixed an issue where the end-of-round progression screen for Sponsors would appear faulty for players who have reached the maximum Sponsor rank
  • Fixed an issue where the ‘Blinded Opponent’ score message wouldn’t disappear until the enemy was eliminated
  • Fixed an issue where environmental kills could result in a large negative score on Contracts (this issue only affected the UI, not the actual Contract progress)

Weapons

Riot Shield
  • Fixed an issue where the Riot Shield could catch on fire
Melee Attacks
  • Fixed an issue where the third-person visual and audio impact effects of a melee attack would be delayed

Continue reading...
 

World Tour | HOLTOW CLASSIC | Trick or Treat!

HAPPY HALLOWEEN, CONTESTANTS!

This week, HOLTOW has pulled out all the stops, dimmed the lights, and turned the Arena into a place where things go bump in the night…things like Pumpkins that explode on impact, so keep your gourd up!

We hope you’ll have a ghoulishly good time destroying the Arena and smashing pumpkins to delight the fans and take out the competition!

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The Arena’s this week are waiting for you. Enter, if you dare:
  • Spooky Kyoto
  • Spooky Horizon
  • Spooky Monaco
  • Spooky Seoul
HOLTOW – We know what you fear. Fear not.

Continue reading...
 

Update 4.5.0

Update 4.5.0

Halloween is here!


We’ve got an all-new event with 27 collectible rewards and an explosive addition to the World Tour maps starting tomorrow, sponsored by HOLTOW, who reminds you to carve your pumpkins with extreme caution!

For today…

Join the Treat Hunt Collection Event

Feeling dizzy, Contestant? It might be the copious amounts of OSPUZE-flavored Halloween candy you’ve been eating, or it could be our brand new feature - the Wheel!

The Reward Wheel is something we’ve never seen before in THE FINALS! We realized that we could not be the World's greatest game show without a flashy wheel of amazing prizes!

This Halloween, instead of adding all of these amazing cosmetics to the store, we’ve added them to the Reward Wheel. In order to spin the wheel and win something, you must have a ticket, and you can earn up to three tickets per day by completing daily contracts!

There’s an equal chance of winning every item, and if there’s a specific item you want from the wheel you can buy it using either VR’s or Multibucks (depending on the item) - no luck needed! If you spend a ticket on a spin and wind up on a reward you already have, you’ll get some VR’s back - so every spin is a win!

If you collect all the rewards featured on the wheel, you’ll get the grand prize: the Stealth Specter Bundle, which is sure to make you stand out in The Arena!

The event goes live right now, and will be live for two full weeks - so make sure you hop in right now, work your way through those contracts, and…

SPIN.

THAT.

WHEEL!

Do you know what makes this Halloween event extra scary? We’ve never done anything like this before. We want to keep finding new ways to reward and amuse you while keeping the game new and fun! Because this is so new, we would love your feedback on this event. So when it’s over, we’ll ask you to fill out a short survey about your experience.

In this update, the store is Spookier than ever! If you’re still unsure about what to dress up as for Halloween the Seas The Day bundle has you covered, it even comes with a pirate’s booty worth of Multibucks!

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For those of you fighting for the top 500, this week, we are introducing Ruby level to the leaderboards!

Check out this week’s balance changes and a longer dev note on how we approach balance changes this season:


Balance Changes

A note on balance changes–

Our approach to balancing the game has evolved since the first season of THE FINALS! In the beginning, we made a lot of changes because the game was brand new and we suddenly had a constant flow of players to provide feedback, telemetry, and information that we could use to quickly calibrate and experiment with.

As time marches on and we start to see this game reach a more stable state, we want to fall into a more sustainable and reliable rhythm that gives us time to plan larger and more meaningful shifts in balance based on how we see the community engage with the meta.

As such, our intent is to do those larger, meta-altering balance passes at the start of each new season, where we can introduce new strategies and ways to play. Then, as needed, we’ll perform another pass halfway through each season aimed at polishing the current meta and addressing major feedback points from our core without fully resetting the meta and causing confusion.

Between these two major balance passes, we’ll only perform smaller nudges to the balance that aim to smooth out the current experience when absolutely necessary.

We’re hopeful this approach will lead to a smoother and clearer experience for you and help set better expectations regarding the weekly game updates while being kinder to our players and to our team!



Weapons

Model 1887
  • Increased inner pellet radius from 0.45 to 0.65, making the weapon less accurate at longer ranges
  • Increased outer pellet radius from 1.3 to 1.7, making the weapon less accurate at longer ranges
  • Decreased damage falloff multiplier from 65% to 60%, causing the weapon to do less damage at range
Dev Note: One way we investigate the balance of weapons is to look at effectiveness in gameplay (i.e. stats like damage, kill rates, headshot rates, and accuracy), in addition to stats like usage and win rates. Looking at this data alone, the Model 1887 is good but not exceptional when it comes to effectiveness during play. However, we’ve seen a large uptick in usage, mostly in higher-skill tiers which has led to the gun being very prevalent in matches and leading to a somewhat stale meta. This ‘nudge’ to the effective range will hopefully disrupt this trend, without making the weapon weaker than its nearest competitors when it comes to effectiveness (i.e. the AKM, Famas and Pike-556).

XP-54
  • Increased damage falloff start distance from 15m to 20m, making the weapon more impactful at range
  • Increased damage falloff end distance from 25m to 30m, making the weapon more impactful at range
  • Decreased damage falloff multiplier from 65% to 62%


Content and Bug Fixes

Contracts

  • Added new Halloween Contracts as part of the Treat Hunt event
  • Fixed an issue where the damage values earned on Contracts could be broken, showing large negative scores

Specializations

Cloaking Device
  • Fixed an issue introduced in 4.4 that caused refraction effects like cloaking, and parts of the dematerialize effect, to not be visible when the effect quality is set to medium

Dematerializer
  • Fixed an issue where environmental kills were not detected when the dematerialized ‘floor’ was an air vent or other small prop


UI

  • Fixed an issue where players might not be able to equip an item immediately after purchasing it
  • Fixed various issues where player outlines could have the wrong color
  • Fixed an occasional issue where new players could become stuck in the account linking flow
  • Fixed an issue where the Contract screen would unlock at the wrong time for new players during the first-time user experience

Sponsors
  • Increased the number of Fans that can be earned by 50% to 100%, depending on the action type
  • Disabled the ability to earn Fans with the Healing Beam
Dev Note: We’ve disabled the earning of Fans via the Healing Beam as it was too easy for players to exploit this mechanic to farm Fans, at the cost of good, competitive matches. We only want Fans to be earnable for actions that can be completed regardless of the Contestant setup.

VRs
  • Increased the VR cap from 3000 to 5000

Weapons

Alternate Scopes
  • Fixed an issue where weapons with an attached sight could have a skewed pose when aiming down sights, causing the sight to be misaligned with where the weapon is aimed

Continue reading...
 

World Tour | HOLTOW CLASSIC | Cosmic Liability

HOLTOW invites you to experience the frightening possibility of an Alien Invasion in week 5 of the World Tour!

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This week, you’ll have to cashout while avoiding enemy teams and a beefed-up threat from above! Aliens have descended upon the arena, and this time, they mean business! The UFOs’ anti-gravity beams will now be able to pick up contestants and — as a reminder to get your HOLTOW Alien Insurance — that beam hurts! Watch out for their super-charged lasers, too!

The arena rotation for this week includes the following arenas, some with Halloween-themed decor:

  • Skyway Stadium

  • Vegas

  • Spooky Monaco

  • Spooky Seoul

HOLTOW - Digitally Insured, Virtually Secured

Continue reading...
 

Update 4.4.0

Update 4.4.0

It’s getting spooky in The Arena!


With Halloween taking the spotlight next week, you might start seeing spooky changes around the Arena starting today! Dress up in your most ghoulish get-up, send shivers down enemy contestants' virtual spines as an Underworld Outcast, and get trick-or-treating before the season ends!

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In this patch, you’ll find changes and fixes, including the introduction of a system to reward kills to players based on environmental kills that launch players off the map, among other things!

Check out the changes below and stay tuned for a World Tour update tomorrow that is out of this world, setting a spooky stage for things to come, and a new set of Twitch Drops to collect as we creep closer to Fright Night!

Balance Changes

Weapons


Sledgehammer
  • Decreased the sweep duration of the secondary attack by 25%
  • Decreased the sweep width of the secondary attack from 30cm to 25cm
  • Increased the sweep width of the primary attack from 12cm to 15cm
Dev Note: These changes make the Sledgehammer’s hit sweeps more accurately match the attack animations which hopefully makes the weapon feel more reliable for its victims. We noticed that in some cases players would be hit despite the Sledgehammer’s model not passing near to them at all, which could cause a lot of confusion.

Content and Bug Fixes

Animation

  • Fixed an issue where audio was looping when vaulting over certain obstacles
Audio
  • Replaced the Cl 40 grenade impact sound to lessen ear fatigue

Bugs
  • Fixed an issue that caused a hang for players using DX11
  • Fixed an issue where certain usage of goo could result in players bypassing collision
  • Potential fix for players becoming permanently invisible during a round
  • Fixed one of the issues which could cause destruction to appear out of sync

Cosmetics
  • Fixed an issue where the "Stuck on you" sticker on FCAR skin could be floating when using the Ironsight

Contracts
  • Re-balanced some of the distance-based Contracts to make achieving them a better experience

Environmental Eliminations
  • Updated the kill system to detect and reward players for ‘environmental kills’, i.e. kills where a player falls out of bounds and dies due to the actions of another player

Examples of the types of falling kills this system can now detect include:
  • Removing the floor from underneath a player (e.g. destroying Seoul’s sky bridge or removing it via the Dematerializer)
  • Blocking a player with Goo or a thrown carriables
  • Destroying ziplines carrying a player
  • Firing a player out of the level with a Jump Pad
  • Lifting a player out of the level with the Anti-Gravity Cube
  • Pulling a player out of the level with the Winch Claw
  • Knocking a player out of the level with Charge ‘n Slam
  • Causing a player to fall out of the level using the Gateway
Dev Note: This is the first iteration of this system. There's quite a few knobs to turn since there's a huge amount of ways in which players can end up falling out of bounds. We can't track absolutely all types of interactions due to the infinite amount of possibilities, including exceptions such as physics-to-physics interactions (i.e. objects/building pieces pushing at each other), but we've tried to catch most of the common ones. We'll keep on iterating and try to address as much of the feedback as possible in coming releases!



Gadgets


Anti-Gravity Cube
  • Fixed various unintended bugs with the Anti-Gravity Cube
Dev Notes: Unfortunately folks, with these fixes the age of the “Goo plane” is over. We loved your imagination with these creations, but this is not a form of locomotion we ever intended for the game and, as well as being very counterintuitive for many players, they can also negatively impact pacing.

Glitch Trap
  • Added squad colors to the Glitch Trap

RPG-7
  • Fixed an issue where the RPG would restock ammo too early in the reload animation

Game Modes

Practice Range
  • Fixed an issue where practice dummies would block explosive damage

Maps

Monaco
  • Added additional exit point at the top of the alley zipline, allowing players to jump directly on the opposite rooftop.
Kyoto
  • Small flow improvements around the side of the Pavilion, preventing players from getting stuck between bamboos or get snagged on lanterns

Settings
  • Added a new option called "Resolution Scale Mode" when TAAU is the selected resolution scaling method. This new setting defaults to the "Auto" option, which selects resolution scaling automatically based on your screen resolution. The alternative "Manual" option allows adjusting the resolution scale value with the "Resolution Scale" slider, just like before
  • Adjusted the way the GPUs FSR2 and XeSS are selected by default. Both of these are high-quality techniques that are not suitable for low-end GPUs. For low-end GPUs, TAAU will be the default resolution scaling method from now on

Specializations

Goo Gun
  • Goo projectiles from the Goo Gun will now stick to the base of turrets in the same way as goo from barrels

UI
  • Fixed an issue where players moving from Platinum 1 to Diamond 4 in World Tour would see the wrong badge and progress bar on the World Tour screen
  • Fixed an issue where scoring events would show the score gained twice on the HUD, for example: “Vault Opened 500 +500”
  • Fixed an issue where the larger Battle Pass reward images didn’t cover the whole tile
  • Fixed an issue where Mouse and Keyboard users could only use the Mouse Wheel to zoom in/out on cosmetics on the Sponsor screen when the mouse was placed in the top part of the screen
  • Fixed an issue where game mode tiles could get stuck in the hover state
  • Fixed an issue where player names would not update immediately when using the ‘Hide Playernames’ option
  • Added friends filter to the leaderboard
  • Fixed an issue where friends’ names could show up incorrectly on leaderboards after toggling the friends filter
  • Adjusted healthbars back to intended height

VFX
  • Fixed an issue that caused the fog at the edge of the screen to flicker occasionally

VOIP
  • Fixed an issue on consoles where VOIP would stop working after entering the console overlay after launching the game


Weapons


Alternate Sights
  • Fixed an issue where the player’s gun could be offset when playing with a sight

AKM
  • Updated the ammo count on the item overview screen

CL-40
  • Updated the ammo count on the item overview screen

Continue reading...
 

INTRODUCING: THE HOLTOW CLASSIC!

This week the Arena is back to normal and HOLTOW are treating us to some normal, standard issue, Cashout Tournaments:

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As we thank ENGIMO for their generous sponsorship so far this season, we welcome HOLTOW to take the stage for the next three weeks. With HOLTOW’s insurance packages we feel certain that the World Tour is in excellent hands.

The arena rotation for this week includes the following maps;
  • Fortune Stadium
  • Skyway Stadium
  • SYS$HORIZON
  • Seoul

HOLTOW - Digitally Insured, Virtually Secured.

Continue reading...
 

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

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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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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

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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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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

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