THE FINALS

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Store Update 6.10 - Peel the Power!

THE SHOWDOWN CONTINUES
As Season 7 approaches, Sponsor Showdown rages on for the second week! Rounds in any gamemode will contribute, so make sure to get those games in, and show support for your Sponsor!

HEAVY HITTERS, STILL HITTING!
The second week of Heavy Hitters contracts are out! Work hard, play hard, hit hard! Snatch those event rewards, and show your opponent just how much bonk you still have within you!

A FRUITFUL STORE UPDATE
The store has been updated with some freshly tropical additions! Quench your summer thirst, courtesy of TRENTILA! It’s quite a-peel-ing, check it out:

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Season 6: Heavy Hitters!

Update 6.9.0
HEAVY HITTERS
NEW MODE | NEW MAP | NEW REWARDS

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Get ready to bring the pain in HEAVY HITTERS, a high-impact Limited Time Event where everyone plays with a loadout built for bonking and bouncing! Grab your Sledgehammer and start swinging in this 5v5 Platform Fighter mode. The only way to win is to knock your opponents clear off the edge of the all-new Pop Drop Arena!

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Expect intense action, aerial chaos, and heart-pounding showdowns, all fueled by the explosive energy of OSPUZE and their fierce new flavor: Tiger Juice. Complete contracts to unlock fun rewards and earn your stripes!

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This mode is raw power and pure momentum, so savor the flavor while it lasts! It’s time to go wild.*

Drink up! Get your bonk on!

*Do not consume more than the recommended maximum dose.

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BOOSTERS ACTIVATED!
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We’re getting close to the finish line! XP DASH is live and running now through the end of the Season. It's your chance to accelerate your progress with bonus XP and Fans!

Whether you're catching up or charging ahead, this is the boost you’ve been waiting for. Stack those rewards and finish strong!

On your mark, get set, DASH!

FIGHT FOR THE RIGHT TO REBRAND!
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The season is approaching its final stretch, and that can only mean one thing for the World Tour: Sponsor Showdown! OSPUZE, ENGIMO, and ALFA ACTA have battled for your loyalty all season. Now it's your chance to show where you stand and fight for your sponsor's rise to the top.

Every match you play in any Mode contributes to your sponsor’s daily standings. As one pulls ahead, their influence spreads across the Arena. From billboards to walls to full visual takeovers, each map becomes a live battleground for brand control!

At the end of each day, the top-performing sponsor claims dominance over chosen maps. By season’s end, only one name will tower above the rest!

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The Arena is waiting. The CEOs are watching.

Who are you fighting for?

NEW TWITCH DROPS

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We’ve got a whole new set of drops to set your loadout ablaze! Watch any stream of THE FINALS on Twitch and unlock the all-new Broadcast Blaze weapon skins.

Whether you're here for the plays or the style, don’t miss the chance to claim them all!

Watch your favorite Contestant and cheer them on from the bleachers!

ARENA NEWS

The tides have shifted:

The water in Kyoto won’t be slowing you down anymore! Move freely through the water like the aquatic creatures you’ve always wanted to be!

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P.E.A.C.E. was always an Option:
Into the woods without delay, but careful not to lose the way. The P.E.A.C.E. Center has been officially added to Team Deathmatch! Time to jump back in and answer the age-old question: If a Contestant falls in a forest and no one is around, do they make a sound? (Yes they do. It sounds like coins.)

THE END OF ENDLESS EFFECTS

We’ve finally tracked down and eradicated the root cause to one of the most persistent and annoying bugs in the game: a complicated but infuriatingly common series of events (only sometimes) could cause the cue states of effects to persist forever. It took nearly six whole seasons to pinpoint the catalyst but we’ve finally cracked the case! This issue caused all sorts of visual irritants to be “stuck” to players, like burning, Invincibility (just the visual state), Detection (AKA opponents constantly being tracked) and all the rest! Game-breaking? Occasionally. Annoying? Always.

We’re so relieved to introduce this fix, so no enemies are permanently tracked through walls, and no more teammates constantly on fire!

Here are the “no-longer-lingering” effects:
  • Sonar pings
  • Tracking dart
  • Motion detector
  • Burning
  • Gas
  • Invulnerable (respawn)
  • Invisibility
  • Nullifier
IT’S SLEDGEHAMMER TIME

In honor of Heavy Hitters, you’ll find a host of hammers for you to choose from! Make sure to equip one on a selected Heavy contestant before entering the event to spawn into the Arena with your personal favorite!

OSPUZE Tiger Juice also has a few more accessories that’ll help you release your inner predator and remember this event forever!

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And of course, there are plenty of Balance changes, fixes, and content updates to read about below:

Balance Changes

Maps

Kyoto
  • Removed the slow movement effect when running through water
Weapons

ARN-220
  • Updated the recoil pattern to be the same for both magazines, making the weapon feel more consistent to aim
FAMAS
  • Decreased the amount of visual recoil when firing the FAMAS, making it slightly less shaky
KS-23
  • Increased accuracy by decreasing bullet dispersion when firing from the hip while crouch moving
  • Increased accuracy by decreasing bullet dispersion when aiming down sights while crouch moving
  • Increased accuracy by decreasing bullet dispersion when firing from the hip while standing still
  • Increased accuracy by decreasing bullet dispersion when aiming down sights while standing still
  • Increased accuracy by decreasing bullet dispersion when firing from the hip while running
  • Increased accuracy by decreasing bullet dispersion when aiming down sights while running
Dev Note: These changes make the KS-23 much more accurate while in various movement states, hopefully increasing its viability
M11
  • Decreased the jitter at the end of the weapon’s recoil pattern, making it smoother and easier to use at the end of long bursts of firing
  • Decreased the amount of visual recoil when firing the M11, making it slightly less shaky
Melee Weapons
  • Improved hit sweeps across all melee weapons, to make them more reliable. As a result, it should feel like fewer sweeps get lost to collision with world objects or geometry
Dev Note: We believe this change significantly improves the reliability of melee combat, but we’ll continue to monitor melee and make further improvements based on what we see.
XP-54
  • Decreased damage from 17 to 16
  • Increased rate of fire from 850RPM to 860RPM
    Dev Note: XP-54 has been performing exceptionally well since our last buff, with its effectiveness sitting well above all other weapons now. To bring it back in line with most of the other weapons, we want to try to get it to a place somewhere between what it was before and what it has been most recently. To do this we’ve lowered the damage back to its old value, but increased the fire rate slightly to offset that

Content and Bug Fixes

Animation

  • Fixed an issue where your lower body could sometimes block your aim after launching off a Jump Pad and aiming down sights
  • Fixed an issue where bullets on the M60 Lid Lifter were visible when they should be hidden while reloading from empty
  • Fixed a case of animation culling where melee strike animations were missing for other players viewing the action in third person
  • Fixed an A-pose visual glitch when looking down while in the Nullified state
  • Fixed ladder animation syncing issues when using Dual Blades or the Riot Shield
  • Fixed broken hand poses in the Vanish Bomb inspect animation
  • Fixed melee actions (of the Winch-user) not displaying correctly for contestants being winched
  • Fixed a clipping issue when exiting ladders at certain angles

Audio
  • Set the mixer to lower the pitch and mute the game audio when paused in spectator mode
  • Fixed an issue where some inspect sounds, such as the Katana skin on the sword, were not played for spectators

Clubs
  • Improved the club filter reset so that it now properly clears all active filters

Customization & Cosmetics
  • Fixed clipping between the Bout Blanket boxing robe and some facewear items
  • Fixed the position of the Beating Badge Emblem
  • Fixed the Nyabyte Top to work better with pets
  • Player-created outfits now properly reflect changes when equipping items directly from the store
  • Fixed sticker clipping issues on the ‘Fowl Fury’ skin for the Smoke Grenade
  • Emerald Flamethrower skin now shows the correct material on dropped tanks
  • Fixed an issue where the Heavy body type appeared slimmed down on low/medium settings when wearing the Beanie
  • Fixed stretching and visual issues on several shoe items (Geta, Arch Rival Geta, Tradition Treaders, Lace-Up Kickers, Valor Shift Boots) when worn by the muscular body type
  • Holograms now display correctly on the Heavy Muscular body type
  • Fixed clipping between football shoes (cleats) and pants
  • Fixed the camera angle when zooming in on Tattoos in store offers
  • Fixed clipping issues between the bun hairstyle and the Backwards Baseball Cap
  • Adjusted Wildlands Vest to prevent clipping with bandoliers and emblems
  • Vinerunner Cargos no longer clip with shoes
  • Season 3 Ruby rewards are being added
    Dev note: Thank you to all the S3 Ruby players who signed the petition! You should start to see your rewards show up (Player Card background and Emblem) and then a Player Card badge in the next big update! Thanks to a very good egg, Newton!
  • Minor art fixes on several hairstyles
  • Fixed an issue where “Highlight Reel” and “Holtow Fine Print” did not display the player name correctly
  • Fixed stretching and jittering on the “Trail Blazer” backpack’s physics assets
Gadgets
  • Optimized the visual fidelity on the Barricade panels to eliminate visible gaps on low graphics settings and fix clipping issues
Game Modes

Cashout Modes
  • Fixed a bug where the Game Show Event widget disappeared after a cashout
Power Shift
  • Fixed an issue where, if the platform was centered during overtime, the wrong team could be presented as the winner
  • In overtime, the winning team now correctly receives $25K in cash, replacing the previous behavior where no cash was awarded
Quick Cash
  • Fixed the “respawn timer extended” message sometimes displaying incorrectly
Team Deathmatch
  • Fixed an issue where environment self-kills were not being penalized
  • Self-kills now give the enemy team $25 if the player hadn't taken any damage beforehand
Terminal Attack
  • Fixed an issue where health regeneration was not working as intended, restoring proper healing behavior

Gameplay
  • Fixed an issue where Dummy health bars in the Practice Range would stop displaying
  • Fixed an issue where initial player spawns could be unfairly skewed toward objectives instead of using proper symmetric spawn locations
  • Fixed an issue where friendly player outlines were not visible in the beginning of rounds
  • Fixed a core issue that caused effects like sonar, burning, Dash, Jump Pad and invisibility to get stuck permanently, and prevented new effects like tracking dart from being applied
  • Fixed a rare issue where players would be unable to move or shoot when spawning into the game
  • Fixed an issue where ziplines could be launched unintentionally

Maps

General
  • Vegetation: Fixed an issue with multiple trees that sometimes could trigger a vault unexpectedly
  • Adjusted health values of multiple assets to allow for more consistency in traversal and cover
  • Fixed issue where the floor in the Practice Range building would hover mid-air after destruction
  • Fixed a rare issue where ziplines would fail to load in the level
Kyoto
  • Added missing destruction on several smaller props
Seoul
  • Fix an issue where players were able to accidentally vault on pipes underneath catwalks
  • Fixed missing collision on pillar in staircases

Performance & Stability
  • Minor optimization to shader pipeline precompilation
  • Crash fixes
  • Optimized the amount of network data needed for destruction events
  • Improved animation performance
Rendering
  • Fixed missing Contestants in reflections during tournament intros
  • Fixed rare issue causing corrupted landscape textures
  • Change DLSS CNN model option to use preset E instead of the default preset

Settings
  • Fixed unresponsive gamepad keybindings for text chat
  • Fixed an issue with video settings not saving properly in the Xbox PC version of the game

Specializations

Cloaking Device
  • Prevented invisibility from being canceled by emotes, and ensured Cloaking Device activation is not interrupted when holding an environmental prop

UI
  • Fixed a font inconsistency in the Private Matches screen
  • Implemented a new layout for loading screen rules
  • Added filters to the Expression screen
  • Body types are now categorized as common rarity in the Filters menu
  • Fixed a bug where the pointer would go missing for the first 3.5 seconds of the Post-round results screen
  • Fixed an issue causing new markers to appear on game mode selection every time the game booted
  • Players can no longer bypass archetype locks by double-clicking tiles in the 'Create Contestant' page
  • Outfit packs in the lobby select screen now follow the same order as the 'My Outfit' tab
  • Added missing weapon category labels to Season 6 weapons in the equipment screen
  • Added a bespoke HUD element for incoming and active Game Show Events
  • Club messages will no longer appear in-game when the 'Show Club Channel' option is turned off
  • Improved gamepad navigation in the customization filter popup
VFX
  • Fixed the missing VFX effects in a certain spot when using the Dematerializer in the Las Vegas Parking Garage.
Weapons

Melee Weapons
  • Fixed an issue where players could hit other players through walls when standing very close to them when initiating an attack
Dev Note: This fix also means that Riot Shields now more reliably block melee attacks, although the first person perspective can make it hard for players to tell when a swing hit them from the side versus directly hitting the shield. We’re hoping to further improve that issue in future.

Minigun
  • Fixed an issue where the Minigun could wind up while being pulled by the Winch Claw

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Update 6.8 - Double Trouble in the Arena

Update 6.8.0

Double Trouble in the Arena


Kicking it off we’ve got the World Tour where this week, one game show event at a time just isn’t enough - Double Dose is here, and the Arena will never be the same.

For the first time ever, multiple game show events will run simultaneously, throwing contestants into a chaotic cocktail of hazards, modifiers, and total unpredictability. We’ve got three lethal combos lined up for this round of madness:
  • Alien Invasion + Low Gravity
  • Mega Damage + Drop Bombs
  • Orbital Laser + Head Hunter (yep, it’s back!)
This one’s brought to you by OSPUZE, who’s clearly decided that more is more. So expect the unexpected, stay on your toes, and adapt fast. This World Tour stop is going to hit hard and weird.

You’ll be dodging lasers and low-grav aliens across:
  • Monaco
  • Kyoto
  • Bernal
  • Skyway Stadium.

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What’s in the Store?
This week’s store has something for everyone, from tropical heat to silent strikes:

Tropic Takedown Set – A jungle-ready outfit complete with the Guerilla Grip Lockbolt skin and the “Knife to Meet You” emote
Brushline Bundles – Stealthy, leafy Leaf No Trace skins for weapons across all three build types
Live Rounds – A new crossbody cosmetic that says “every bullet tells a story”.

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We’re also saying farewell (for now) to Close Quarters and the P.E.A.C.E. Center. As for the Wheel of Trust, ticket collection has ended, but if you’ve still got tickets to spend, you can cash them in or pick up any final pieces to complete your set and unlock the Bull’s Eye Barry outfit.

Whether you're popping emotes in low gravity or getting headhunted under an orbital laser, one thing’s clear: Double Dose is not for the faint of heart. Let’s get into it.

Continue reading...
 

Update 6.7 - Boom Goes the Drop!

Update 6.7.0

Update 6.7 - Boom Goes the Drop


This week’s update is light on downloads, but heavy on chaos.

No patch to install, no balance changes or bug fixes. Just fresh content and explosive gameplay straight from the World Tour.

Before we dive into what’s new, a heads-up: we’re now in the final week of ALFA ACTA’s sponsored events: Close Quarters and Wheel of Trust. If you haven’t jumped in yet, now’s the time to complete the contracts, spin the wheel and enjoy some chaotic TDM matches at the P.E.A.C.E Center!

World Tour: Last Drop
This one’s about going out with a bang.
Every time a contestant is eliminated, they drop a live bomb. Pick it up, throw it at an enemy, or run for cover - just make sure you’re not holding on to one when the timer runs out. Each explosive sticks around for a few seconds… or detonates instantly on impact.

Arenas in rotation:
  • Fortune Stadium
  • Seoul
  • Las Vegas Stadium
  • SYS$HORIZON

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This Week’s Store Rotation
Over in the store, Arena Security is taking charge with the Lockdown Triad outfit set, while the Final Carving Set adds a stylish new inspect and intro to sharpen your look. ALFA ACTA fans can grab the Redline Overrule bundle for a sleek set of weapon skins, and Junior’s Foresight brings a tactical edge with a knife skin straight from the top floors of the corporate tower.

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Get ready to throw hands and bombs. This week, the chaos doesn’t stop until the Last Drop!

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Season 6: Massive Mid-Season!

Season 6: Massive Mid-Season!


MID-SEASON UPDATES: STACKED AND LOADED



Season 6 is hitting its stride with the Mid-Season Update, and we’re bringing the heat! While the limited-time Close Quarters Event takes the spotlight, there’s no shortage of serious updates in this major drop: starting off with a long list of balance changes, bug fixes, and QoL improvements!

Let’s take a look at all the new, exciting, revamped, revived, and renovated updates waiting for you today!

THE CLOSE QUARTERS EVENT

Time to get up close and personal with our brand new limited-time event that comes with a whole new map to explore (and destroy)! Welcome to the ALFA ACTA P.E.A.C.E. (Prototype Evaluation And Combat Experimentation) Center! Junior McJohnson welcomes you to this high-pressure environment nestled deep in the [LOCATION REDACTED] woods.

Here, you’ll be testing out fast fights in tight spaces where every move counts. Partake in a brutal Team Deathmatch where danger lurks around every corner! The P.E.A.C.E. Center is live for a limited time, so step in and leave your mark!

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SPIN THE WHEEL OF TRUST

As if an invitation to The P.E.A.C.E. Center isn’t reward enough, ALFA ACTA has also spun up 20 potential prizes on the Wheel of Trust! During the event, hand in Daily contracts for tickets and spin to unlock something new. If you trust your luck, you might even take home BULL’S EYE BARRY, the latest and greatest smart-dummy.

The festivities await!

MEET THE NULLIFIER

The prodigal Stun Gun returns to the loadout screen with a brand new name and totally re-worked functionality! It’s time to meet The Nullifier!

In this newly revamped version, Contestants caught in the line of fire will be nullified, unable to take or deal damage, use items, or interact for the duration for the effect. Nullified players will still be able to move freely, so there’s time to make a getaway. Equip it now and start increasing the odds by nullifying the competition!

NEW TWITCH DROPS

To further celebrate, let’s bring in more Twitch Drops! Head on over to Twitch, watch your favorite streamer, and earn the four new Drops in dazzling blue! Practical, fashionable, and including an item from our latest breakout category: Nails!

You may also remember us asking what weapons would be cool to pick for the next round of Twitch drops. Time for you to pick up those Sledgehammer, AKM, and XP-54 skins!

So make sure to nab your Broadcast Blaze items on Twitch as soon as the Drops go live! Claw your way to victory and trim down the competition.

GET CREATIVE

We’ve taken the Body Paint Category and broken it down into four parts:
  • Face paint - Anything that goes on the face
  • Body paint - Anything that goes on the body, or full body
  • Nails - Nail polish!
  • Tattoos - You can now wear tattoos beneath any paint!
This means you can now mix-and-match 4 different parts of your body-deco at once, many of which were previously merged into one! If you already own any of the old Body Paints, you’ll find that your items have been separated into new separate items in these categories and are waiting for your next Outfit creation!

SOCIAL IMPROVEMENTS

It’s time to grow your crew! Clubs have increased in membership so you can now invite up to 100 Contestants to take on the Arena together!

You’ll also find multi-channel chat is active, so you can chat with your party, your team, a whole private lobby, and your club while you play!

We’ve also beefed up the social settings, adding chat and voice under Social, and providing options to control Background Opacity, Text Size, Turn Channel Icons off and on, and the ability to hide the Club Chat in-game.

You’ll notice changes to the main menu, as well! You’ll be able to see your progress for Battlepass, Career, Sponsorship, Circuits, and Contracts at a glance right alongside your Contestant! You’ll also notice that we will recap the progression update when returning to the screen from a match so you wont miss that you unlocked that item you were chasing!

You’ll always find some improvements to the social features you already know and love.

PARTY IN THE PRACTICE RANGE

It can get lonely in the Practice Range, even with the smart dummies for company. Now you can party up and enter with two to five friends by your side. Goof around, test things out, and cause mayhem as a team!

The dummies have been looking increasingly nervous on the leadup to this update…

IN WITH THE OLD

We know you’ve been missing old Vegas so we’re putting it back into rotation! Get ready for the glitz and glam of the hot lights in Quick Cash, Terminal Attack, and Ranked Tournament as you play Las Vegas 2032!

We’re also introducing a new Carriable to toss around the Arena that will feel familiar to those of you who have been here a while: The Health Canister! Toss it to provide temporary healing to an area of effect.

Throwing things at your Team has never been more rewarding!

AND MORE!

We’ve made sweeping improvements to Maps, fixed some bugs and at least partially squished some others, and have many balance changes for you to experiment with in this update. We’ve also tweaked some of the most problematic Cashout Station locations in the Kyoto Map!

There’s new items in the store, including a free Idle Inspection bundle to kick off your new Nail Polish collection:

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And finally, a new bundle with Multibucks included that some PlayStation players may have gotten an accidental sneak preview of yesterday!

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We’re halfway through Season 6 and so excited to have you with us!

Check out all the nitty-gritty details below:

Balance Changes


Dev Note: We’ve recently done a review of the effective ranges for various weapons and found there were a few outliers. Some weapons were over or under performing at certain distances, and not meeting our expectations. A number of the changes below aim to address this issue.

Arena Carriables

All Carriables
  • Increased the launch force of carriables by 10%, making them easier to throw at targets
  • Increased the pick-up range of carriables from 6m to 6.5m, making them slightly easier to pick-up

Decorative Carriables (e.g. plant pots, chairs etc)
  • Increased the impact damage done for medium carriables from 50 to 60
  • Increased the impact damage done for large carriables from 50 to 70

Health Canister
  • Added the new Health Canister Arena Carriable. This blue spherical container smashes open when thrown into surfaces, spreading a healing mist that triggers health regeneration for players who stand inside its area of effect

Charms

‘Little Chief’
  • Increased the ‘moo rate’ of the Little Chief Moolah charm from 25% to 100%, meaning it will now moo for 100% of kills
  • Added the ability for Little Chief to moo when the attached weapon is inspected
Dev Note: Based on community feedback, it has become obvious that our past nerf to Moolah was by far the worst nerf we’ve ever made to the balance of the game. In the spirit of trying to buff more than we nerf, we’ve now reverted Moolah to their previous superstar status ;)

Gadgets

Proximity Sensor
  • Increased the size of the Proximity Sensor, making it easier to shoot
Dev Note: This change aims to address how fiddly it has been to destroy Proximity Sensors, they should be much easier to hit now.

Stun Gun/Nullifier
  • Re-introduced the Stun Gun after a re-work, it is now known as the Nullifier
  • Players hit by the Nullifier are put into a “nullified” state for several seconds, during which they cannot attack or use items, but are still able to move. During this time the player is fully impervious to damage or effects from items

Specializations

Winch Claw
  • Winch Claw will now force players it hooks into the ‘uncontrolled’ state, adjusting the victim’s bullet dispersion and recoil as if they were falling from a building
Dev Note: Players’ ability to very accurately shoot a Winch Claw user, while being pulled is something we feel is a little too strong. This change is a subtle nudge to make fighting back while being winched slightly less viable

Weapons

.50 Akimbo
  • Decreased damage falloff minimum range from 37.5m to 35m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 47.5m to 42m, giving the weapon a slightly shorter effective range

93R
  • Increased damage falloff minimum range from 28m to 32m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 35m to 40m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.55 to 0.4, meaning the weapon now does slightly less damage at range

ARN-220
  • Decreased the length of the quick reload animation from 0.95s to 0.75s
Dev Note: This is a small buff to the ARN, partially to boost its power but mostly aimed at making it feel a little less clunky.

Cerberus
  • Decreased pellet count from 12 to 11, effectively lowering the max damage per shot (minus fire damage) from 120 to 110
  • Updated pellet pattern to retain a similar coverage per shot, despite the removal of one pellet, meaning the weapon should retain a similar accuracy to before
Dev Note: The Cerberus has been performing very well this season and we’ve decided we need to bring it back in line with other weapons. This small reduction in damage should help achieve that while still keeping the weapon viable.

FAMAS
  • Decreased damage falloff minimum range from 37.5m to 35m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 47.5m to 42.5m, giving the weapon a slightly shorter effective range

M134 Minigun

Dev Note: We have seen your feedback on how easy it is for players to keep the M134 ‘spun up’ while moving, juggling the spin-up state and making it quite powerful in the right hands. This is something we’re monitoring and are likely to adjust the balance of in an up-coming patch, but the changes we’re considering aren’t ready in time for 6.6.

Model 1887
  • Decreased the pump-action duration from 0.8s to 0.78s, effectively increasing the fire rate from 75RPM to 77RPM
  • Increased damage falloff minimum range from 15m to 20m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 25m to 30m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.7 to 0.65, meaning the weapon now does slightly less damage at range
Dev Note: Since our last round of changes to the Model, it has performed slightly worse than we would have expected. These changes are aimed at buffing it ever so slightly while increasing its effective range to give it a more unique feel compared to the other shotguns. We’re mindful that we don’t want to nudge it too far in a single change, as we’d prefer to not go back to a meta where this versatile weapon is overly effective.

R .357
  • Increased damage falloff minimum range from 23m to 27.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 40m to 44m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.45 to 0.4, meaning the weapon now does slightly less damage at range

SA1216
  • Decreased rate of fire from 200RPM to 190RPM
  • Decreased the length of the magazine rotation animation from 1.1s to 0.8s, effectively speeding up the weapon’s fire rate when firing more than four shots
  • Updated magazine rotation animation so it’s a little easier to see
  • Updated recoil pattern slightly, to retain approximately the same recoil behavior prior to the rate of fire reduction
Dev Note: This is a small nudge to reduce the power of the SA1216, which remains one of the most effective weapons in the game. The decrease in the length of the magazine rotation animation, as well as the updated animation, are quality of life changes that hopefully improve the readability of the weapon and make it more accessible to a wider audience. The animation change also effectively increases the weapon’s fire rate in scenarios where the player takes more than four shots

Content and Bug Fixes

Animation

  • Smoothed the animation for dropping held items when blending back to the equipped item
  • Fixed an issue where the wrong magazine could sometimes be inserted into the ARN-220
  • Fixed an issue where the discarded magazine would launch forward when reloading the Lewis from empty
  • Polished Cerberus reload and inspect animations to reduce clipping
  • Fixed the M134 Minigun crouch pose during interactions to prevent your third person pose being lower than intended
  • Fixed an issue where the third consecutive Spear attack animation could sometimes be skipped
  • Reworked the animation for the Sword's secondary attack to better match the action, and fixed an issue where the third-person attack animation would not play correctly, causing confusion about damage for players being hit by it
  • Fixed animations looking incorrect when crouching with the CL-40
  • Fixed an error where the weapon could briefly show when carrying an object and vaulting at the same time
  • Fixed an issue where getting eliminated with fully-charged Defibs could prevent weapon inspection after respawn
  • Fixed an issue where the Sledgehammer and Spear could block the view while vaulting by lowering the weapons instead
  • Updated the animation for being Winched to better show the gun-ready state at the right time to reduce confusion
  • Fixed the Riot Shield sometimes blocking the view during a high vault
  • Fixed an issue where the Riot Shield could briefly cover the screen during weapon swaps
  • Slightly reduced visual recoil on the M11 Holographic Sight to match the Red Dot Sight
  • Fixed an issue where a white "mask" could appear during emotes with some faces
Audio
  • Improved audio for bots
  • More Scotty and June dialogue to better reflect team performance in TDM
  • Added announcer voice over when billboards light up
  • Updated Cashout lines for Round 2 and Final Round
  • Fixed an issue where Power Shift Overtime lines would not play
  • Added new lines for Power Shift's Sudden Death phase
  • Improved the audibility of single-shot weapon fly-bys, making them easier to hear when nearby
Clubs
  • Increased the maximum Club size to 100
Contracts & Circuits
  • Resolved issues where eliminations with the Tracking Dart and Defibrillator did not count toward elimination contracts with Gadgets
Customization & Cosmetics
  • Adjusted the size of Derbies shoes when equipped on light contestants for a better fit
  • Fixed camera being offset when entering Charms/Stickers/Sights screen while certain skins were equipped
  • Tweaked lens material for Reflex Sight 02 to remove the yellow glow sometimes present in the shaded areas of sunny maps
  • Expanded Character Customization by splitting Body Paint into new categories: Face Paint, Body Paint, Tattoos, and Nails. What was previously a single Body Paint item is now organized across these categories. Existing outfits have been updated, and players who already own relevant items will automatically receive the new options
  • Fixed an issue where certain customizations could sometimes float or clip with the character when switching contestant body type prior to a game or in the Practice Range
  • Fixed color issues with the Neon Nightslinger outfit to ensure team colors appear correctly to all players
  • Fixed mesh stretching on the Satchel
  • Fixed stuttering on the SR-84 Ghillie Canopy skin
  • Fixed alignment issues between some faces and facial hair
  • Fixed an issue where Stickers could partially cover Sponsor texts on the ARN-220 'Cash Chicane' and 'Active Deterrent' skins
  • Fixed an issue where charms could block aim down sights on the Revolver
  • Fixed the look of the cloth under the arms of the Canyon Carver Poncho
  • Fixed an issue where creating new contestants could exceed the 'My Outfits' limit
Game Modes

Practice Range
  • Players can now enter together with their party (up to 5 players)
  • We are aware of an issue where Quick Melee does not always work in Practice Range. We are investigating the issue but a restart of the session should resolve it
Power Shift
  • Fixed incorrect text about extended respawn timers being shown
Tutorials
  • Replaced old target bots in existing tutorials with new ones
  • Fixed issues where the tutorial Cashbox, Cashout Stations, or Vaults could go missing
Terminal Attack
  • We're aware of an issue in terminal Attack mode that causes player health to be able to fully regen to the maximum health value, rather than the intended capped values. We're investigating the cause of this and will deploy a fix as soon as we can
TDM
  • Tweaked backfill conditions to always allow backfill in the first round, or in later rounds with at least three minutes remaining and no team above 15 kills
  • Fixed an issue where outfit selection changes for the second and third rounds weren’t working as expected
  • Fixed an issue where the outfit list would disappear after changing outfits in a previous round
Gameplay
  • Health Canister Carriables can now spawn in all game modes except Terminal Attack
  • Fixed an issue where the state of destruction could desynchronize after a reconnect or backfill
  • Fixed various issues where Cashbox, Cashout Stations, and Respawn Statues would incorrectly trigger "out of bounds" behavior
  • Fixed an issue where players would not receive Support Score for healing a revived teammate
  • Fixed an issue that could cause horizontal Ziplines to be placed incorrectly
  • Fixed an issue where the wrong text could appear when using a respawn coin
  • Adjusted hitmarker size when aiming down sights (ADS) to reduce obstruction while zooming in with the Sniper Rifle
  • Fixed a very spooky issue where Statues would show up in the previous death location for 1 frame
  • Resolved issues where players who died while experiencing an effect that requires team colors could sometimes default back to a neutral color
  • Improved optimization to slightly reduce the feeling of being shot around corners
  • Fixed an issue where the health bars of enemy players that the player had just been spectating, continued to display for a brief second after the player respawned, giving away the enemy's location in the level
  • Fixed an issue where players could spawn with missing ammo if they click LMB during round start
  • Fixed a rare issue where you couldn't switch the contestant you were spectating
  • Fixed a rare issue where players could lose mouse input during a round
  • Fixed one issue where effects, like sonar tracking, fire etc, would remain visible for far too long
Dev Note: Lingering visual effects on contestants after exposure have been haunting us for a long time! We believe we’ve fixed the most prominent cause…but some cases remain. We’ll keep chasing it and you should keep letting us know when it happens to you! Player reports have been so helpful!

Maps

General
  • Las Vegas 2032 is back in the public map rotation for Quick Cash, Terminal Attack, and Ranked Tournament
    Dev note: We knew you were missing it. What happens in Las Vegas 2032, stays in Las Vegas 2032!
  • Fixed sizes, aspect ratios on multiple THE FINALS logotypes and branding textures on all maps.
  • Adjusted the health of some decor and features to better match their size and material
  • Tweaked Billboard Highlight scoring to feature more varied events and show players more frequently, including a new event for last-second steals
  • Fixed a bug causing destruction visuals to not appear in certain scenarios
  • Updated the height of concrete beam piles to match other cover and fixed some that were indestructible
Fortune Stadium
  • Fixed an issue where the out-of-bounds border could cut through parts of the level in Team Deathmatch
Kyoto
  • Adjusted and removed several Cashout Station locations in the Bamboo Forest and near the Villa Compound water
  • Carriables can now be thrown through lattice windows without fear of them bouncing back at you
Las Vegas 2032
  • Fixes for floating signs and invisible collision
Las Vegas Stadium
  • Minor destruction tweaks to the ALFA ACTA buildings
Monaco
  • Collision cleanup of multiple Monaco assets to enhance movement, performance and traversal
  • Fixed a minor issue where THE FINALS logo was cropped on the buildings
Practice Range
  • Added Health Canister dispenser
Seoul
  • Re-balanced structural strain to get more refined and varied destruction
  • Fixed a rare issue where horizontal ziplines could have incorrect exit points
Skyway Stadium
  • Fixed overlapping doors and misplaced railings in the large hotel building

Private Matches & Spectator
  • Fixed an issue where assigned spectators would end up in separated sections
  • Added an error message for trying to create a private lobby without being the party leader
  • Fixed an issue where controllers would lose focus when entering the private match screen
  • Spectator screen now correctly displays performance icons
  • Fixed an issue where lobby size could be reported incorrectly for some game modes in private matches
  • Fixed rare issues where spectators could end up outside the map
  • Fixed an issue where the Manage Players section would not stay consistent while moving players around
  • Fixed gamepad navigation and interactions not working correctly in the private matches screen
  • Premade parties are now disbanded when joining a private lobby.
Settings
  • Made the selection scroll to the top when restoring default settings for interface options
  • Added new Text Chat settings: Background Opacity, Text Size, Toggle Channel Icons, and the ability to hide the Club Chat in-game.
  • Chat and voice settings have been moved to the Social tab for easier access
  • Fixed missing descriptions for several options in the Settings menu
Social
  • Text Chat now supports Party, Squad, Private Lobby, and Club channels
  • Added timestamps in Club chat
  • Fixed an issue where the friends list would update and reorder while interacting with it
Specializations

Winch Claw
  • Fixed an issue where winched players would not be pulled through smoke
Stability & Performance
  • Fixed some of the most recurring crashes
  • Optimized shader pipeline precompilation for CPUs with fewer cores
UI
  • Discounts are now correctly shown on outfit icons
  • Updated the look of the Cashout HUD
  • Fixed an issue where a teammate's name might not display correctly after backfilling into a session
  • Fixed an issue where the play button could get stuck in a cancel state when failing to join a private lobby
  • Fixed an issue where images appeared stretched for a few frames in the main menu when starting the game
  • Fixed an issue where store tiles could remain stuck in an upscaled state after being clicked
  • Fixed a bug causing new markers to reappear unexpectedly in the Game Mode section
  • Text and voice options now display consistent enabled/disabled states in the social menu
  • Fixed an issue where players lost focus on the end-of-round screen, requiring a click to regain focus
  • Added a “Mark All as Seen” button to quickly clear new labels from Game Mode screens
  • Added mute and unmute messages to the log
  • Fixed seeding display for your own team in tournament brackets
  • Fixed an issue where store tiles sometimes showed a white background instead of their content
  • Fixed an issue where discounts were not shown correctly on gifting buttons
  • Fixed various frontend tabs that could incorrectly be moved using the mouse
  • The Friends list in the gifting screen now shows online friends at the top. Friends who already own the item are grouped at the bottom but still listed above offline friends who own it
  • Fixed matchmaking notification showing the wrong game mode name to teammates after picking a new mode
  • Rich Presence timer now shows the full match duration instead of just the current round
  • Fixed an issue where contestant icons sometimes failed to load quickly enough
  • Added progression info and hotlinks for Battlepass, Career, Sponsorship, Circuits, and Contracts, along with updated visuals when returning from a match
Weapons

Spear
  • Fixed a rare case where the spin attack would not damage nearby enemy contestants
Sword
  • Fixed an issue that made it possible to perform an unintended extra strike with the Sword during a secondary attack, this is more commonly known as “phantom strikes”

Continue reading...
 

Update 6.5 - Drop In, Dance Out!

Update 6.5.0

Drop In, Dance Out


We’re keeping things stylish (and a little silly) this week with a fresh store rotation and the return of one of our most fabulous World Tour events. Just in time to loosen up before the mid-season madness hits next week!

World Tour: Strike a Pose 2.0

ENGIMO
is bringing back the boogie!

In this event, dancefloors light up the Arena every time a cashout is started, stolen, or secured. Drop an emote while you’re on the floor to earn extra cash for your team. Style matters, and now it pays.

Arenas in rotation:
  • Bernal
  • Fortune Stadium
  • Las Vegas Stadium
  • Monaco

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This Week in the store we’ve got cardboard and carbs:

Spud Slinger Set

“Serving up the perfect side dish for total annihilation.”

Launch the legendary Spudnik CL-40 skin, complete with the Tuber Trooper charm and This Means You weapon sticker. Mash the competition, literally.

All Boxed In
“Sharp lines, edgy style.”

A hand-drawn cardboard headpiece for contestants who prefer to think inside the box, and wear it too.

Flatpack Bundle
“Looks fragile. Hits hard.”

Includes the Krafty Crackshot Minigun skin: a corrugated cardboard carnage machine with absolutely zero chill.

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No gameplay changes or fixes this week, just a bit of fun and flair before next week’s mid-season update, which brings some fresh new content..

Now strike a pose, collect that cash, and we’ll see you on the dancefloor.

Continue reading...
 

Update 6.4 - Protocol Overdrive & Week 2 of Bunny Bash!

Update 6.4.0

Chaos Refined, Carnage Redefined


This week’s update is all about controlled chaos. Tuning weapons for precision, flipping the switch on full-blown gameshow madness, and suiting up in some of our most stylish sets yet.

Gameplay-wise, we’re making targeted balance changes to two of the Arena’s most talked-about weapons. The CB-01 Repeater gets a boost to its environmental damage, making it far better at dealing with deployables and ziplines, while the Minigun receives a notable accuracy upgrade when focus-firing. We’re not touching the spin-up mechanic just yet, but it’s something we’re actively evaluating as the season progresses.

Week 2 of Bunny Bash is also live now, with a new circuit of event contracts for you to complete for some amazing rewards!

World Tour: Protocol Overdrive (Sponsored by ENGIMO)
ENGIMO
is redefining chaos - again.

In Protocol Overdrive, gameshow events don’t just show up once per match - they hit back-to-back, dropping contestants into a relentless gauntlet of environmental hazards and alien mayhem.

Expect short moments of calm between bursts of absolute madness, with Meteor Showers and Alien Invasions shaking up the mid-game and forcing players to adapt on the fly. There’s barely time to breathe before the next disaster hits.

Arenas in rotation:
  • SYS$HORIZON
  • Bernal
  • Kyoto
  • Las Vegas Stadium

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Over in the store, we’ve got a wild lineup of new cosmetics ready to drop:

Night Munchies Set
“Carrots optional, casualties guaranteed.”
Suit up in the Predator Payload outfit, complete with Assault Rabbit headgear and glowing Warren Glare eyes. Fluffy on the outside, ruthless on the inside.

Arena Vision Set
“For contestants who see every angle in THE FINALS.”
Featuring the Sappy Ending skin for the Cerberus, Sledgehammer, and SR-84. Because every story should end with a bang.

Opulent Heavy Bundle
"Devastating luxury, tailored for destruction."
Dominate the battlefield with Skullbound Oblivion skins for the Shak-50, Flamethrower, and M60 - dark, ominous, and absurdly stylish.

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Now, let’s check out the balance changes (with dev notes) in detail:

Balance Changes

Weapons


CB-01 Repeater
  • Increased environmental damage from 8 to 18
Dev Note: With the previous environmental damage value the Repeater had a tough time destroying ziplines. This change should help to address that.

M134 Minigun
  • Decreased bullet dispersion when standing still and ‘focus firing’ (secondary fire) by approximately 10%, making the weapon more accurate
  • Decreased bullet dispersion when moving and focus firing by approximately 10%, making the weapon more accurate
Dev Note: We really like that the spin-up time of the Minigun encourages players to adopt a different style of play to other weapons when using it, such as making use of various shields to protect while spinning up, or using Proximity Sensors to provide an early warning that gives time to spin-up. Because of this, despite some feedback that the Minigun is a little underpowered, we’re reluctant to address that by reducing the spin-up time and making the gun more responsive, as this risks it simply turning into another LMG. Instead, we’re making an adjustment to the weapon’s accuracy to make it slightly more effective at range. Performance wise, our data is showing the Minigun performing somewhere in the middle of the pack, so we’re reasonably happy with how it’s behaving.

We do feel that ‘juggling’ and maintaining the spin-up state while moving is a little too easy right now, so it is our intent to review that and potentially change it later this season, as we do really want using the Minigun to commit players to being prepared in how they play, but it’s likely that if that change does go ahead, it will come with some other tweaks to offset that change. We’ll see exactly where we go with that as the season goes on.


Continue reading...
 

Update 6.3 - Bunny Bash is Back!

Update 6.3 - Bunny Bash is Back!
Outfits fluffed, basket loaded. Bunny Bash returns!


Our egg-cellent spring event is back! For the next two weeks, you’ll be hopping into a version of Power Shift with locked loadouts, hand-crafted for chaos. Each class brings a different flavor of mayhem, from Miniguns and Mesh Shields to Glitch Grenades and Thermal Bores. Time for some seasonal fun,and a chance to rack up some amazing rewards!

Bunny Bash takes place across:
  • SYS$Horizon
  • Monaco
  • Skyway Stadium
  • Kyoto
  • Bernal
  • Las Vegas Stadium
You’ll play through two circuits, each with five rewards. The first is live now, and the second hops into action next week!

What’s at stake? What’s the rewards?
  • Punk Bunny Ears - Good Hare Day
  • Punk Chicken Outfit Pieces - Coop Core Vest, Nest Runner Pants, Fowl Fingers,Cluck Kickers
  • Charm - Rebel Hatcher
  • Weapon Skins - Rapid Scrambler for the CB-01, ARN-220, and M134
  • Goo Grenade Skin - Tama Easter Fling

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Spring Twitch Drops are LIVE!
Watch any THE FINALS creator on Twitch for 3 hours total to earn the Green Shoot skin for the ARN-220, CB-01 Repeater, and M134 Minigun. Cute, springy, and just a little too fresh for your enemies.

Ruby Rank is now unlocked!
Think you've got what it takes to stand with the best? Ruby Tier is now open in Ranked Tournaments, climb your way into the Top 500 and prove it. The grind just got steeper.. and a whole lot sweatier.

ENGIMO takes the stage!
ALFA ACTA have ended their generous sponsorship in the World Tour, and now the seasoned veterans over at ENGIMO takes the stage!
They'll kick off their sponsorship with some Standard Cashout.
Pure Competition, Perfectly Broadcast, Perfectly Connected - just the way ENGIMO wants you to see it!

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On the gameplay side, Update 6.3 brings a nerf to the Sword’s secondary attack, aiming to reduce the frustration many players have felt when facing this very sharp stick.
We’ve also rolled out a wide slate of bug fixes and improvements across UI, animations, performance, and more.

Finally, Balance-wise, the meta’s looking more stable than it has in a while, but we’re still keeping a close eye on standout contenders like the Cerberus, Pike-556, FAMAS, and the Season 6 newcomers: M134, CB-01, and ARN-220.

We’ve also got a stacked store rotation this week. Is it a bird? Is it a plane? Nope, that’s a snuke!

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Now, let’s hop into the full patch notes below, before we hop into Bunny Bash!

Balance Changes


Dev Note: This week's balance changes are fairly light as right now, the overall meta is looking more stable than it has for a while. We are monitoring several items based on their performance at present though and are likely to make some adjustments to them in the coming weeks. These include the Cerberus 12GA, Pike-556 and FAMAS, as well as each of the three new weapons, the M134 Minigun, CB-01 Repeater and the ARN-220.

Additionally, we’re continuing to monitor the performance of the respawn system in Cashout mode and expect to have some refinements to make to the system in the 6.6 update.


Weapons

Sword
  • Decreased secondary attack damage from 140 to 105
Dev Note: The Sword has increasingly become a source of frustration for a lot of players, especially Light players, who feel its ‘one-shot’ potential when combined with Quick Melee is too oppressive. Over time, we’ve been trying to reduce the potential for one-shots in a lot of places in the game and we feel it’s time to address that here. We believe the sudden rise in frustration with the Sword is also partially due to the removal of the Stun Gun, which was many Light players’ answer to a fast lunging Sword user in the past. This change removes the essentially one-shot potential of the Sword.

Longer term, we’re going to continue to monitor the Sword and explore some alternative changes that might allow us to nudge the lunge damage back up, but that will take more time and we’d rather try to address this issue now than wait. We’ll also need to see how things change once the re-worked Stun Gun returns, which should be around 6.6.

Additionally, there are several exploits and bugs we’ve become aware of related to performing extra or ‘phantom’ attacks, which we’re aiming to fix in the near future.


Content and Bug Fixes

Animation

  • Fixed an issue on the standard reload for the AKM where the magazine was flicked in the wrong direction, it now flicks forwards as intended
  • Fixed an animation issue where the Haptic Reload animation for .50 Akimbo looked broken from another player's perspective
  • Fixed an animation issue where cancelling the Wild Draw inspect animation for the Throwing Knives by attacking looked broken from another player's perspective
  • Added missing shell eject for the CB-01 Repeater lever action animation
  • Updated the M26 Matter reload animations to move the reticle less when aiming down sights
  • Fixed a rare issue where the upper body on the third person contestant could become out of proportion
  • Fixed the recurve bow’s animation breaking when swapping to another item while the bow is charged
  • Fixed an issue where the Dual Blades was offset from the contestants hands in third person while sprinting
  • Fixed the left arm looking broken in third person when equipping the breach charge while crouching
  • Fixed an issue where the hammer for the CB-01 Repeater changed position when sliding and aiming down sights

Badges
  • Removed faulty tier indicator number from the Ruby Badge

Characters & Customization
  • Fixed a lighting issue on the contestant cards
  • Fixed a lighting issue with some of the hairstyles
  • Reduced the frequency of Moolah charm mooing, with a lower chance of the sounds playing on eliminating an enemy
  • Updated frontend size of riot shield, making it easier to preview skins on shields

Clubs
  • Browse Clubs screen now hides full clubs by default
  • Filter toggle added to include full clubs

Controller
  • Fixed an issue where the controller rumble was turned on when spectating other players

Gadgets

Barricade
  • Fixed an issue with the text looking wrong on certain skins

Game Modes

General
  • Fixed an issue that would previously lead to incomplete information when inspecting your teams loadout at the start of the match
Cashout Modes
  • Cashboxes that are hidden, due to being carried, are now briefly visible when a contestant spawns
Team Death Match
  • Fixed a rare issue where the wrong loadout was selected in TDM when entering the round
  • Fixed an issue where if backfilling into a Team Death Match game the user would not have all their loadout options available
  • Fixed an issue that would make backfilling not work after the first round in team deathmatch and further tweaked the rules for backfilling
  • Adjusted map borders for the OSPUZE and ENGIMO locations on Las Vegas Stadium so they no longer cut-out the jump pads on the street next to the spawns
  • Fixed an issue on Kyoto where you could bump your head against invisible collision above the Hillside building
Practice Range
  • Fixed an issue so that bots that got respawned by players now always show their correct animations
  • Changed so that bots in the practice range stops firing against each other if the player is too far away from them
  • Improved the responsiveness of bots reacting to player and dynamic behavior

Gameplay
  • Added more thorough environmental kill tracking for winch claw, attributing kills when the pulled object pushes another player out of bounds
  • Fixed an issue where gateways could be used to end up outside the Arenas boundaries on several locations in Team Death Match
  • Fixed a rare issue where picking up an interactable item would cause the mouse to be blocked for the rest of the session
  • Fixed an issue where picked up objects could sometimes drop inside geometry in an incorrect way
  • Prevent items from being teleported infinitely when gateways are placed closely together in a confined space
  • Fixed an issue with ammo showing up as 0/0 after respawning
  • Fixed a rare issue where after an elimination the flow would not proceed beyond the kill-cam, the contestant can now respawn while stuck in kill-cam if it were to happen
  • Fixed another issue that could cause sights and scopes to appear misaligned
  • Fixed issue where the first person weapon would cover the screen after teleporting through the gateway while holding a carriable
  • Fixed an issue where players could vault onto obstacles while holding interacts

Arenas

Bernal
  • Fixed a staircase in the Hotels (ISEUL-T) area being slightly too steep, causing odd movement behavior when jumping into it in specific ways
Monaco
  • General polish on collision, materials, and destruction
  • Fixed an issue with missing polygons in attic floor in one of the Monaco House
  • Removed tree from path that players often got stuck on
  • Improved and fixed some minor issues with ground collision
Las Vegas Stadium
  • General polish on collision, materials, and destruction
  • Fixed an issue with decals on Las Vegas Stadium that covered jump pads
Kyoto
  • Fixed an issue where paper walls in Kyoto would sometimes not get destroyed right away
  • Fixed issue with missing holes in Kyoto Temple floor leading to basement
  • Simplified some collision on Kyoto to reduce memory cost and increase performance
General
  • Fixed an issue with streaked lines appearing on billboards based on customization
  • Reworked billboards to be more cosmetic accurate and less error prone from visual artefacts

Performance & Stability
  • Optimized GPU performance in high-load destruction scenarios
  • Fixed some of our more common crashes

Private Matches & Spectator
  • Added global kill-feed to spectator slots
  • Fixed an issue with VOIP where players in a party could still hear each other through VOIP in a private match when placed in different teams
  • Allow for opting out of game show events in private matches
  • Fixed distant outlines not showing up in spectator mode
  • Fixed an issue in the Lobby when too many players joined at the same time they could start duplicating
  • Fixed the spectator keybind info not being accessible in Power Shift.
  • Added Original Las Vegas as a selectable map in private matches

Rendering
  • Fixed an issue where volumetric effects appeared black on lower quality settings

Settings
  • Added support for NVIDIA DLSS 4, including multi-frame generation, and the latest SuperResolution models. See the updated DLSS related options in the Video settings.
  • Added an option to choose between "CNN" and "Transformer" models for NVIDIA DLSS in the Video settings.
    • "CNN" is the model coming from DLSS 2 and 3 versions. It's a fast and high quality method.
    • "Transformer" is the new model introduced with DLSS 4. It's even higher quality, but more GPU intensive.

UI
  • Fixed a rare issue where the scoreboard could be viewed in an incomplete state at the start of the match
  • Fixed an issue where the reload times were incorrect for ARN-220 and CB-01 Repeater in the weapon overview screen
  • Improved the frontend equipping functionality to ensure the correct parts are selected and equipped when purchasing a bundle
  • Fixed an issue where you could scroll the text area of a player card
  • Fixed issue where some in-game UI elements could get drawn on top of menus
  • Rich presence status now correctly displays 'Editing Contestant' while in the Contestants menu
  • Fixed an issue with the “My Outfits” tab where the inspect action would sometimes preview the incorrect customizations
  • Fixed an issue with outfits created after you have reached the limit of allowed outfits
  • When renaming outfits there's no longer a warning message when the name of the outfit is the same name as you started with
  • The tiles in My Outfits feature a new hover icon for better visibility of the options menu
  • The expressions tab no longer resets to the top category when re entering the screen from inspect/battlepass/store
  • Removed Quit button from "game summary screen" and improved the skip/next flow in the end of round/reward flow
  • Fixed badges getting cropped incorrectly in the reward card
  • Fix player cards sometimes not updating after editing outfits

Weapons

Minigun
  • Winding up the minigun no longer uses the secondary fire input action. Instead winding up the minigun uses the same keybind as aim down sight (Hold or Toggle)
SR-84
  • The scope movement when aiming down the scope is now toned down to more accurateLy reflect where the shots will land when firing
  • Improved the camera motion when crouchiNg or stopping after moving while aiming down the scope
  • Fixed first person sniper scope visuals flicKering when going into crouch
Revolver
  • Fixed an issue where the Horizon Hammer skin was slightly misaligned when aiming down sights
Security and Anti-cheat
  • Improved messaging for forbidden tools
  • Refined detection systems

Continue reading...
 

Bunny Bash Returns!

Update 6.3 – Bunny Bash is Back!

Outfits fluffed, basket loaded—Bunny Bash returns!

Our egg-cellent spring event is back, and this time it’s taking over Power Shift! For the next two weeks, you’ll be hopping into a version of the mode with locked loadouts, hand-crafted for chaos. Each class brings a different flavor of mayhem, from Miniguns and Mesh Shields to Glitch Grenades and Thermal Bores. It's time for some seasonal fun, and a chance to rack up egg-cellent rewards.

Bunny Bash takes place across:

  • Horizon

  • Monaco

  • Skyway Stadium

  • Kyoto

  • Bernal

  • Las Vegas Stadium

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You’ll play through two circuits, each with five reward milestones, the first is live now, and the second hops in next week!

What can you earn?

  • Punk Bunny EarsGood Hare Day

  • Punk Chicken Outfit PiecesCoop Core Vest, Nest Runner Pants, Fowl Fingers, Cluck Kickers

  • CharmRebel Hatcher

  • Weapon SkinsRapid Scrambler for the CB-01, ARN-220, and M134

  • Goo Grenade SkinTama Easter Fling

Bunny Bash is live for two weeks until the 24th of April!

See you in The Arena, let's get bashing!

Continue reading...
 

Head Hunter

Head Hunter

This week on the World Tour, the spotlight, and the pressure, lands squarely on the top fraggers.

ALFA ACTA signs off their seasonal sponsorship with a new twist for Season 6: Head Hunter. During this special Game Show event, the player on each team with the highest number of eliminations will have a bounty of $5000 placed on their head. The better they play, the bigger the reward - and the bigger the target.

Every elimination they score boosts their bounty by $2,000. Take them out? Their bounty goes straight to your team. Let them live? They’ll cash in that full amount when the event ends at the 2-minute mark.

Stay sharp, move smart, and watch the scoreboard. This week, glory and greed go hand in hand.

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ARENAS:
Monaco
Seoul
Skyway Stadium
Fortune Stadium

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Store Rotation 6.2

Store Rotation 6.2.0

The Arena’s getting a little more chaotic, and a whole lot more colorful, in this week’s store rotation!


First up: the Mischief Maker Set. A masterclass in mischief, this ÖRF-themed outfit brings a full loadout of trickster energy, including the HumÖRFul Havoc weapon skins. It’s all style, all smirk, and just the right amount of trouble.

On the fruitier side of things, the Ripe for Chaos Set turns the Arena into your personal fruit basket. These green, sticker-plastered Forbidden Fruit weapons may look adorable, but don’t be fooled, they’re too tempting to resist and just chaotic enough to get the job done.

Also new in the store this week:

  • Golden Hour Bundle - Drip in gold, play for keeps.
  • Heatstroke Set - Burn down the competition and leave no one cool.

Let’s check out this week’s store:

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And do keep your eyes peeled for this week’s World Tour update, Contestants!
Let’s just say.. being on top might paint a big target on your back.

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Update 6.1

Update 6.1

Update 6.1 - Bug Fixes, some balance and the First Stop on the Season 6 Tour


Season 6 kicked off with a bang, and we’re keeping up the pace with our first update of the season packed with balance changes, bug fixes, and a bold new twist in World Tour.

First up, Update 6.1 delivers a boost to the ARN-220, nudging up its damage to help it hit harder in the heat of battle. While it’s not a final solution, it gives us a better read on its place in the meta. As for the CB-01 Repeater and the M134 Minigun, we’ve seen plenty of mixed opinions, but the data shows they’re landing squarely in the middle for now.

On top of that, we’ve tackled a series of bugs affecting outfits, weapons, and core gameplay, including one that could make your contestant invisible, and another that prevented players from shooting after respawning. There’s still work to do, and we’re tracking down any lingering issues.

But that’s not all. This week also marks the next World Tour stop: Risk & Reward. In this twist, eliminations no longer have fixed payouts, instead, your cash earned depends on your weapon of choice. Play it safe with an AKM or M11 and earn just $200 per elimination, or go big with a Spear or M26 and rake in a cool $1000. It’s a high-risk, high-reward showdown which is perfect for testing your nerve and shaking up your strategy.

Featured Arenas:
  • Las Vegas Stadium
  • Skyway Stadium
  • Kyoto
  • Fortune Stadium
Thanks for being part of the chaos. We’re just getting started.

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Now, let’s dig into everything coming in Update 6.1!

Balance Changes

Weapons


ARN-220
  • Increased damage from 15 to 17
Dev Note: The ARN has not performed as well as we initially expected since its release so this change is a small nudge to make it more effective. We’re not 100% sure this solves its effectiveness, but it should help while we dig further into the performance data and figure out how else we might want to improve it

Dev Note: We’d also like to note that we’ve seen some mixed initial feedback on both the CB-01 and M134 Minigun, with feedback varying a lot from player to player. Right now, the performance data we have suggests both weapons are performing somewhat ‘in the middle of the pack’, and because of this we’re not going to rush out any changes to these weapons in 6.1. Instead, we’ll give them a little more time to settle into the meta and will then check again on how they’re performing once players have had more time to adapt to them.


Content and Bug Fixes

Characters & Customization

  • Fixed an issue when current outfits created prior to Season 6 could get duplicated when the game was updated to Version 6.0.
Dev Note: We still see that duplicates can appear after creating outfits inside the game, we have fixed one potential cause and will be on the look out for more.

  • Fixed an issue where certain combinations of cosmetics could render them invisible
  • Fixed an issue where the deletion of a created outfit could lead to unexpected results
  • Fixed an issue where billboards showing off contestants would not have the correct outfit if it was changed in the lobby prior to the round starting
  • Fixed the requirement for the Amethyst 'Cash Earned' player card badge as it was being handed out incorrectly.
Dev Note: This means that if you were part of the players who got the badge while it was bugged, you will no longer have it

Controller
  • Fixed an issue where you could not navigate away from the “feedback sent” screen with a controller
Game Play
  • Fixed an issue where contestants were not able to shoot after respawning
Dev Note: We believe that we have found and fixed one of the more common “can’t shoot bugs”. We are still hard at work fixing any remaining cases as we might not have caught them all just yet.

  • Fixed an issue where sights attached to a weapon would get a faulty texture if combined with certain skins
  • Fixed an issue where weapons could get offset in aim down sight, obscuring the screen
Maps

Practice Range
  • Updated practice range trophy with S5 leaderboards
Private Matches
  • Cleaned up Game Mode Information screen to only show relevant information
  • Cleaned up Lobby Creation screen to only show relevant fields
Rendering
  • Fix motion blur artifacts for some Intel and AMD GPUs
Social
  • Fixed support for anonymous and streamer mode in World Tour and Ranked Tournaments
UI
  • Fixed background images looking stretched in some screens
Weapons
M134 Minigun
  • Fixed the missing aim assist when using a controller.

Security and Anti-cheat

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Store Update 6.1 is Live!

Store Update 6.1.0

The first store update of Season 6 is here, and it’s bringing the heat - introducing the Stryker Grid Set, brought to you by IVADA!
When the system is rigged, rewrite the rules.

If the bright orange colors are a bit too vibrant for your taste, we’ve still got you covered with the Drift Shot Set, offering precision, power, and perfect control.

Following this store update, we are also working on version 6.1.1, which we aim to release tomorrow. This will be an update focused on resolving the most troubling bugs introduced since the release of Season 6 - more on that tomorrow!

Now, let’s check out this week’s store:
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Season 6 - RISING STARS!

Update 6.0.0

WELCOME TO SEASON 6: RISING STARS


To the sound of a minigun revving into action and to the thunderous roar of the viewers watching from the stands we are proud to announce that the wait is over. THE FINALS Season 6 has arrived!

The season brings new ways to compete, an updated arsenal to utilize when impressing the Sponsors, and more ways than ever to climb the ranks! Whether you’re here for the chaotic coinbath of our expanded game modes on more arenas than ever before, the striking new Battle Pass, or the new Weapons (yes, that is an assault rifle with double magazines), this Season is packed with style, action and generational plays to be made!

Here’s everything you need to know as you step into Season 6: RISING STARS:

TEAM DEATHMATCH IS HERE TO STAY

Team Deathmatch (TDM) is now a permanent Quickplay mode for Season 6. The 5v5 coinbath is back, and has expanded to six (yes, six!) Arenas, so you can now play it in:
  • Fortune Stadium
  • Seoul
  • SYS$HORIZON
  • Las Vegas
  • Kyoto
  • Skyway Stadium
Jump into Quick Play, fight for a leaderboard spot, and earn progression rewards (more on that below!) as you compete for fame, fortune, and Fans!

POWER SHIFT EXPANDS TO NEW ARENAS
Platform pushers rejoice! You can now smash your way through Bernal and Las Vegas Stadium for a fresh challenge!

Alongside some adjustments to platform mechanics, we hope our beloved Power Shifters will have an even better time in these new Arenas!

Your chariot awaits - get ON the objective!

QUICKPLAY PROGRESSION

Starting today, whenever you play any of the Quickplay game modes: Quick Cash, Team Deathmatch, Terminal Attack, or Power Shift, you will earn Quickplay Points to increase your Quickplay Level, which you can advance over the course of the Season to get unique rewards!

You will earn points regardless of the match outcome (like World Tour), but victories will reward you with even more! Whether you are playing casually or grinding for the top, every match counts toward your seasonal progress!

LAS VEGAS STADIUM – A REIMAGINED CLASSIC
Season 6 transforms the Las Vegas Arena into a championship stadium, fully redesigned for better movement, cleaner sightlines, and smoother combat flow!

Each Sponsor has put their own unique stamp on the Arena by taking over the casinos and branding them to fit their own architectural aesthetic.

The Stadium has loaded, the crowd is cheering - are you ready to face the competition?

NEW WEAPONS AND SIGHTS
This season introduces three powerful new weapons, ensuring fresh strategies for every playstyle.

LIGHT | ARN-220

The lightweight contender’s best friend! This zippy assault rifle keeps you in the fight with lightning-fast reloads thanks to its secondary magazine. With a smooth recoil and a blistering fire rate, it’s built to shred mid-range targets before they know what hit ‘em!

MEDIUM | CB-01 Repeater

This hard-hitting lever-action rifle is built for precision. Empty the clip, snap in a speed-loader, and get back to landing high-caliber shots in no time! High risk, high reward!

HEAVY | M134 Minigun

A bullet-spewing beast with an insane fire rate and massive ammo reserves. Hold down the fort, spin up the barrel, and let it rip. Just don’t expect to run anywhere fast!

Whether you prefer speed, accuracy, or destructive firepower, there is something for you to excel with!

For those of you with a penchant for optimized aiming, we’re also introducing a complete arsenal of new sights for a variety of weapons - see the full list in the detailed notes!

BATTLE PASS – RISING TO LEGENDARY STATUS
The RISING STARS Battle Pass brings 106 rewards inspired by the Golden Age of sports entertainment. Outfits, emotes, and more let you transform from an underdog to a championship legend.

Premium Battle Pass
Earn 1,575 Multibucks, enough to get next season’s pass plus extras

Free Track
Unlock 26 rewards, including Multibucks and outfits

Remember your plays are only as iconic as the outfit you made them in, so get your grind on!


SIGN YOUR SPONSOR
This Season you’ll pledge your loyalty to one of three Sponsors by signing your performance and fans over to them! Whether you’re an addicted juice head, a tech fanatic or just a fan of an optimized home defense system - you’ve got the perfect lineup to choose from this season!

OSPUZE
Pop. Pour. Perform.

OSPUZE was created with one goal in mind: Total Liquid Domination, and with OSPUZE, overpowering everyone and everything in the Arena has never been easier. You’ll only need a few sips to remind the audience why you always come first. And once you start, you’ll never need to stop. Why would anyone want to stop winning?

CEO Sofia Petronelle is known to be a one-of-a-kind business icon. Under her relentless command, OSPUZE is now offering sponsorships to Contestants in Season 6 of THE FINALS! Not too many at once.

ALFA ACTA
Maximize Firepower, Minimize Risk

ALFA ACTA is all about proactive protection. If you’re looking to neutralize any threat, then Junior McJohnson shares your way of thinking. New to THE FINALS’ Contestant sponsorship program, anyone signing with ALFA ACTA is not only brandishing their virtual firepower, but brandishing it proudly. Whether you go guns blazing, or lock down the whole place, just know that ALFA ACTA has all the tools you need to get the job done.

CEO Junior McJohnson made the most of his family’s legacy of defense technology. Whether it be virtual combat sponsorships, or meatspace contracting, he’s expanded ALFA ACTA into the major player it is today. He’d make his gun-toting ancestors proud.

ENGIMO
Beyond Boundaries, Within Reach

Renowned for its cutting-edge communication infrastructure, ENGIMO seamlessly bridges the gap between the physical and digital worlds, ensuring unparalleled speed and accessibility. In Season 6, connect to fans around the world through their Sponsorship.

CEO Ichikawa Natsume is a trailblazer, and ENGIMO’s connective technology is her frontier. To make ENGIMO the worldwide giant that it is today, she had to strive forth and define the next generation herself. Her signature dragonfly brooch serves as a testament to the company's commitment to swift, boundary-defying solutions.


CUSTOMIZE THE HOUSE DOWN
Passion for fashion? Coming to Season 6, you can mix and match cosmetics however you like across all Builds and save up to 24 outfits at any time!

No more manually equipping each item. Just pick an outfit and apply it instantly!
Mix, match, and test looks with all items so you can meticulously craft the best look the gameshow has ever seen, without sacrificing your hard-earned Multibucks before you are ready to hit the Arena!

If you forget to equip an outfit before a match, you will have one last chance to swap it on the loadout selection screen before the game begins!

PLENTY MORE IN STORE
The Store has received a major overhaul, making it both better-looking and more functional!
With categories for a wide variety of tastes, it’ll be sure to help you find your style!
What’s more, the new preview feature now allows you to see animations on weapon skins before purchasing!

PRACTICE MAKES PERFECT
The Practice Range has been upgraded with new and improved Dummies, or as we like to call them now, Smarties! We’ve improved our dummies that react to your loadout just like real Contestants!

This allows you to test mechanics in a whole new way, on dummies with slightly bigger brains!

IMPROVED PRIVATE MATCHES & SPECTATOR MODE
Private Matches now have more customization options! In addition to selecting Arenas and Modes, you can now configure weather, variants, and Game Show Events!

Lobby leaders can now organize the lobby by dragging players to teams, making it much easier to arrange matches!
Spectator Mode has seen huge improvements! Character outlines allow spectators to track players through structures with team-colored outlines and custom camera locations let spectators save up to nine camera angles for instant swaps, making it easier to follow the action.

“Watching the action from above, you understand it better than most.” - Valkyria

EXPANDED STREAMER MODE & PRIVACY OPTIONS
New privacy options have been added!

Anonymous Mode hides your display name, clan tag, rank score, and tournament seed from all players in a match.

Streamer Mode applies the same privacy settings to all other players on your screen to make sharing your game safer than ever!
Check out these new options and more in the Settings menu!


“Sometimes, it’s better if your opponents don’t know who they’re dealing with. They’ll know your name when this is over.” - Valkyria


NEW BODY TYPES FOR HEAVY
Bringing new body choices to the game has been in the works for a while now and it’s a huge undertaking! This Season, we’re debuting the first new options for Heavy!

Stay tuned for future updates as we work to bring more options to all the builds!

A SOUNDTRACK BUILT FOR CHAMPIONS
Season 6 includes six new tracks, blending disco-inspired beats, brutal bass, and high-energy synths to match the intensity of the Arena.

Listen to the album now!

AND SO MUCH MORE!


Season 6 also comes with a new round of World Tour stops brought to you by our generous sponsors, new career badges, new item mastery levels, and the much requested sorry emote! We’ve also added richer information to the status of your friends on the social tab, so you’ll who’s ready to party!

We’ve also adjusted the way new players earn VRs to help them ramp up into the game faster and have lowered the VR prices on some of the older loadout options to fast track green Contestants into the loadout of their dreams!

GET READY TO BE A RISING STAR
This is your season to shine. With Team Deathmatch, Power Shift expansions, new weapons, and a loaded Battle Pass, Season 6 is set to be one of the most exciting yet.

The Arena is waiting. Step up and claim your place among the legends.

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Balance Changes

Gadgets


Anti-Gravity Cube
  • Decreased cooldown from 40s to 35s
  • Increased effect radius from 3.5m to 4m

APS Turret
  • Decreased damage taken per projectile destroyed from 40%to 31.25% of total health, meaning a full health APS can now block 4 projectiles instead of 3
Dev Note: APS usage has dropped considerably since we moved to having blocked projectiles consume the deployable’s health. This change nudges the APS’s power slightly, hopefully making it a slightly more popular choice than it is today

Data Reshaper
  • Decreased ammo count from 3 to 2
Dev Note: In the last round of buffs for the Data Reshaper, it became a very effective counter to Specializations like the Guardian Turret and other long cooldown deployables due to its improved usability. The cost of using the Reshaper’s ammo, versus how long it could make the opponent’s Turret unavailable due to cooldown, didn’t feel balanced With that new usage, the cost to use the Reshaper (up to the full duration) was minimal. By lowering the maximum ammo count we’re hoping to even things out.

Glitch Grenade
  • Decreased the fuse time from 1.8s to 1.5s
Dev Note: This change should help Glitch Grenade feel more responsive, and slightly more desirable to use.

Gravity Vortex
  • Increased the maximum duration of the vortex from 8s to 10s
  • Increased the minimum duration of the vortex from 5s to 7s
  • Decreased throw velocity from 16.5m/s to 15m/s
  • Increased projectile gravity modifier from 1 to 1.7, giving the projectile a steeper arc
  • Therefore, maximum throw distance decreased from around 29m to around 15m
Dev Note: We’ve felt the Gravity Vortex has been a little underused versus what we would expect, these changes aim to buff its impact slightly while avoiding scenarios where it might be thrown as a longer ranged ‘grenade’ rather than be used as a trap.

Tracking Dart
  • Increased tracking duration on targets from 10s to 13s
Dev Note: This is a small buff for the Tracking Dart to hopefully make it slightly more desirable as a Gadget pick

Arena Canisters

Explosive Canisters
  • Reduced the fuse time of the Explosive Canisters, so they will detonate sooner and more reliably
Dev Note: The previous fuse time for Explosive Canisters was set a long time ago, in part because the canisters did more damage back then and also because we liked some of the random impact we’d get from them bouncing off of walls. Today though, with their lower damage, we feel the longer fuse time was just hurting usability and reliability, especially for new players.

Specializations

Cloaking Device
  • Increased ‘Cloak Max Blend’ from 1.5 to 1.75, making cloaked players slightly more visible to others
  • Increased ‘Delay Before Transitioning Into Cloak’ from 0 to 0.5s, increasing the time it takes to for a player to disappear
  • Increased the ‘First Person Cloak Multiplier’ from 0.9 to 1.0, meaning the cloaking effect in first-person view will more accurately represent the cloaking effect seen in third-person view
Dev Note: We know that some players find the Cloaking Device very frustrating to face since we increased its duration, but we really like that the previous changes to it pushed it more towards giving players a sneaky style of play, rather than using it for straight-up evasion in combat. To try and address player feedback, while retaining this playstyle, these changes have been made to make Cloaked players more visible when moving, hopefully nudging them to use it even more as a ‘hide and seek’ style of play, rather than something more run-and-gun.

Winch Claw
  • Increased max range from 10m to 12m
  • Added scaling of the stun duration versus Weapons and Gadgets, based on the distance to the target player, meaning long range hooks stun for slightly longer than short range hits
  • Increased the maximum Weapon/Gadget stun duration on targets hit at max range from 0.55s to 0.65s
  • Added minimum Weapon/Gadget stun duration on targets hit at min range (3m or less) of 0.3s
  • The Winch Claw stun effect changes described here impact Weapons and Gadgets only. Specializations are always impacted for a fixed stun duration, which is a different value. That value is unchanged from what it was before.
Dev Note: We feel the last round of changes we made to the Winch Claw were maybe a little too aggressive and limited the use cases for it, as a result, we’ve buffed the ranged capability this time around. To offset this, we’ve made the micro stun duration for the Winch Claw more dynamic, adjusting its duration based on the range of the pull. We think this will make the Claw slightly less frustrating for players hit by it, while at the same time buffing the range for Winch Claw players.

Weapons

AKM
  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement
Dev Note: This is purely a quality of life change to make the weapon feel nicer to use.

CL-40
  • Increased the size of the inner blast radius radius from 30cm to 60cm, meaning it should now be easier to do maximum damage
  • Increased the speed of the grenade projectile from 35m/s to 42m/s
  • Decreased the projectile gravity modifier from 1 to 0.9, giving projectiles a slightly flatter arc
Dev Note: The CL-40 feels slightly underused to us compared to other weapons, so this is a small buff in its effectiveness to try and make it more desirable.

Dagger
  • Increased damage of regular attacks from 50 to 60
  • Increased the damage of non-backstab secondary attacks from 50 to 75
    • Damage with backstab secondary attacks remains at 320 damage
Dev Note: This small buff to base damage is intended to make the weapon’s attacks, other than backstab, slightly more viable for combat in certain situations.

FAMAS
  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement
Dev Note: This is purely a quality of life change to make the weapon feel nicer to use.

FCAR
  • Decreased recoil intensity for bullets 5-7 in the firing sequence, making the weapon slightly more stable
Dev Note: This is a very small improvement to the FCAR’s recoil pattern, without changing the overall pattern, with the goal of making the weapon slightly more steady and easier to use early in the firing sequence.

KS-23
  • Decreased pump-action duration from 0.82s to 0.7s, allowing the gun to fire faster.
    • This change effectively increases the KS-23’s fire rate from 73RPM to 85RPM
Dev Note: This small buff is aimed at improving the usability and competitiveness of the weapon.

LH1
  • Decreased damage from 46 to 40
Dev Note: The LH1 has been a very strong performer this season, even at closer ranges, which we didn’t fully intend it to be. This change to its damage is aimed at addressing that and also bringing it more in line with other weapons’ performance.

M11
  • Increased damage falloff max range from 15m to 17.5m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range
Dev Note: The M11 has been outperforming a number of longer ranged weapons, which was not intended. This small adjustment should make it slightly less effective at longer ranges, but increase the ‘effective range’ slightly.

M60
  • Increased damage from 19 to 20
  • Increased damage falloff max range from 32m to 35m, giving the weapon a slightly longer effective range
  • Increased damage falloff multiplier from 0.4 to 0.5, meaning the weapon now does slightly more damage at range
Dev Note: Compared to the Lewis Gun and ShAK-50, the M60 has been underperforming. These buffs aim to hopefully bring it closer to those weapons in its effectiveness.

Pike-556
  • Decreased damage falloff minimum range from 50m to 45m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 55m to 50m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff multiplier from 0.85 to 0.75, meaning the weapon now does slightly less damage at range
  • Significantly reduced the amount of visual recoil experienced when aiming-down-sights, causing the bullets to land closer to where your reticle indicates
Dev Note: We want to bring it back in line with other weapons and we feel these reductions to its effective range should help achieve that. We also noticed it had a stronger visual recoil than other weapons, which has been reduced to make playing the weapon feel slightly nicer.

SA1216
  • Decreased pellet count from 13 to 12
  • Therefore, total damage per shot decreased from 78 to 72 (due to pellet count change)
  • Increased damage falloff minimum range from 10m to 12.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 15m to 20m, giving the weapon a slightly longer effective range
  • Pellet pattern has been adjusted, to move it towards a better closer-range role after the removal of a pellet
  • Added a new element to the ammunition HUD that shows the number of ‘feed modules’ the weapon has and how many have been used, to make it clearer when the player has rotated the magazine. This same HUD element is also used for the new ARN-220 with its dual magazines.
Dev Note: The SA1216 has been a strong performer for some time now, including being effective at slightly longer ranges than we’d intended. This changes lower the overall damage potential of the weapon, especially at range, but to preserve some of the feel of the weapon we’ve slightly extended the effective range to somewhat offset the damage reduction

XP-54
  • Increased damage from 16 to 17
  • Increased damage falloff minimum range from 20m to 22.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 30m to 32.5m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range
Dev Notes: In Season 5 the XP-54 has underperformed compared to weapons like the M11, this change aims to address that.

Content and Bug Fixes

Animation

  • Made all transitions to aim down sight while sprinting feel much smoother
  • Quick Melee animations now show properly while vaulting
  • Fixed an issue where melee animations could be missing or look incorrect while attacking during the motion of swapping to an item
  • Fixed an animation issue when reloading prior to interacting with Cashouts and statues
  • Fixed an issue that caused reload animations to continue while being pulled by the Winch Claw
  • Fixed an animation issue that could occur when players are pulled by the Winch Claw while vaulting
  • Fixed an issue where interrupting looped reload animations could look incorrect
  • Fixed an issue where the spawn animation would sometimes not trigger when spawning
  • Fixed an animation issue when deploying weapons after performing a ledge catch motion
  • Throwing knives will now always play the standard deploy animation in between shots to avoid disorienting motions
  • Added animations to several primary weapons available for purchase in the customization menu
  • Fixed an animation blend issue when transitioning from a ladder straight to vaulting
  • Fixed an animation issue which made the player’s arms look strange while throwing a Goo Grenade with certain skins equipped
  • Fixed an issue where players would see static legs in first person or other players stuck in a "death pose"
  • Fixed an issue with single fire weapons that could lead to being stuck in infinite reload animations
  • Fixed an issue with the Recurve Bow clipping into the camera when vaulting on objects
  • Fixed an issue where the character’s fingers could blend badly during the slow motion sequence in the end of a round
  • Fixed an issue where the player’s animations could freeze when trying to interact with something immediately after a successful interaction was just completed
  • Made animations flow more smoothly when going from a vaulting animation to a firing sequence or aiming down sights
Audio
  • Reset the player’s Music Playlist to play the Season 6 Soundtrack, for a fresh introduction to the new theme and vibe. Players can easily turn it back to their preferences again through the Playlist menu
Controller
  • Fixed "Unbound" text that was shown in the inventory HUD when the "Equipment Cycling" gamepad preset was being used
Gadgets
APS
  • Fixed an issue where, if the APS Turret was attached to a liftable object and was being carried by a player, a sphere of invisible collision would block all bullets being fired near the APS
Dev Note:This change is a bug fix to collision and will not affect the gameplay of the APS

Gravity Vortex
  • Custom skins now stay applied when thrown
Gameplay
  • Interactions with statues and Cashouts should now be much less likely to be incorrectly interrupted at the start of the interaction
  • Added ‘Sorry’ as an emote option
    Dev Note: Sorry for taking so long!
  • Free-fly camera now ignores camera direction, meaning pressing the spacebar will always make the camera ascend vertically relative to the map
  • Fixed carried objects sometimes incorrectly clipping into the player head when held above the player
  • Fixed issue where the player’s held weapon was slow to start firing after dropping an object
  • Players using invisibility will now be uncloaked when directly hit by the flamethrower
  • Fixed a rare issue where players would lose respawn tokens when being revived
  • Fixed issues with enemy outlines sometimes not having the correct color
  • Fixed an issue where players could enter a “flying mode” after a ladder interaction
  • Fixed an issue with autosprint not triggering after respawning
  • Crosshair is now disabled correctly when emoting
  • Fixed a rare bug where outlines would show up as friendly on enemy contestants
  • Grenade throwing is now properly canceled when interacting with items
  • Fixed issue where using the last ammo of an item and picking up an object directly after would always make it drop again
  • Potential fix for a stubborn issue where Aim Down Sight suddenly stopped working
  • Fixed an issue where players could have the wrong item equipped when respawning
Game Modes

General
  • Gameshow Event duration is now shown in the HUD
  • Fixed a bug where players would not be able to pick their full loadout selection when backfilling into a match
  • Resolved issues where vaults spawning mid-game would not be highlighted
Bank It
  • Removed Bank It from the Quick Play menu for now as TDM takes its place. Bank It will still be available in Private Matches
Dev Note: Bank It is unfortunately our least played mode and often struggles with a very small population of players due to that lack of popularity. With the addition of TDM to the game, which has similar gameplay but has proven to be much more popular, we feel now is the right time to take Bank It out of rotation, to make sure we don’t split the playerbase between too many modes. Bank It will remain available in Private Matches and may return for events in future, but to ensure the best quality matches across our modes, it will no longer be a base game mode.
Ranked Cashout
  • Updates the scoreboard and Tournament overview screen in Ranked Tournaments. Previously shown information such as the seeding of other teams, other players Rank Score, or other players gameplay scores (such as combat score) will not be presented to players before or during the match. This change is intended to prevent previously-seen behaviours where teams would use this information to target/avoid specific opponents, and would monitor the status of opposing players through the leaderboard instead of scouting physically. And so, players will now need to use scouting or learn from past encounters to gain more information about opposing teams, as originally intended. Ranks and seedings will be shown to players after they are eliminated from the tournament.
TDM
  • TDM added to the Quick Play menu as a base mode
  • Now available on
    • Fortune Stadium
    • Seoul
    • SYS$HORIZON
    • Las Vegas
    • Kyoto
    • Skyway Stadium
  • Revamped visuals for the HUD
  • Players are now forced to spawn after being dead for an extended period of time, to prevent griefing
Cashout
  • Fixed an issue that could occasionally cause teams to respawn too close to objectives
Power Shift
  • Goo no longer slows down the platform
  • Slightly adjusted the speed at which the platform moves based on the amount of players on it
    • 1 player: 8.33% faster
    • 2 players: 3.33% faster
    • 3 players: same speed
Dev note: Goo slowing down the platform in Power Shift was a mechanic that a lot of players didn't know about and could inadvertently hinder you and your team. The concept of "weighing down the platform" could potentially be an interesting dynamic element, but we feel it’s more important that the platform and its locomotion are more reliable and intuitive than anything else, hence the removal of this mechanic.

We see that quite a lot of Power Shift matches get "stuck" near the middle of the platform’s route. By slightly increasing the speed for 1 and 2 players on the platform, we hope to see a more dynamic back-and-forth along more sections of the path.

  • Slightly adjusted the path in Skyway Stadium near the Medical Center so the bridge no longer clips with the platform when open

Maps

Terminal Attack Tutorial
  • Fixed issue where players could throw the goo barrel out of bounds and brick the tutorial
General
  • Updated the collision of industrial beams to better match their visuals
  • Made it possible to vault on and have Goo interacting with the pillars of outdoor lifts
  • Elevator doors are now able to be destroyed
  • Slightly increased the distance that the map border effect becomes visible, making it easier to see to players approaching the edge of the playable space
  • Fixed issue where doors could be opened by walking backwards into them
Bernal
  • Fixed visible seam in landscape
  • Fixed a gap in one of the roads for better traversal
  • Fixed issue where gadgets could be moved underground when attached to the corkscrew platform
Kyoto
  • Performance improvements
  • Fixed an issue where players could get stuck between a rock and a hard place (a wooden beam) below the Cliffside building
Las Vegas Stadium
  • This new version of Las Vegas comes with a total rework of destruction to help optimize the map further
SYS$Horizon
  • Fixed shadow rendering issues on buildings for improved visual clarity
  • Made minor adjustments to the voxel bridge connecting the Art Gallery and Library so players can smoothly walk up the steps
  • Fixed an issue where the glitched visuals around trees would block projectiles
Skyway Stadium
  • Fixed a floating sign
  • Fixed an issue with flashing lights under an elevator
Player Customization
  • The Multi-Mood Mask and Affection Display cosmetics now work with body paint
  • The Wise-Wing Jumper poncho now has cloth-like properties
  • Fixed an issue where the character’s hands and props in the Player Card would misalign
  • Slight visual improvements to Player Card
  • Added new weapon animations in the customization screen
  • Fixed weapon inspects and deploy animations that would occasionally reset to default after being customized
Private Matches & Spectator
  • Added the ability to manually configure team compositions in the lobby
  • Added the ability to change Arena even after the lobby has been created
  • Private matches no longer wait for spectators to successfully connect to the match before starting
  • Added the ability to choose map condition, map variant, and mid-round event from the private lobby menu
  • Added Team Deathmatch
  • The info bar at the bottom of the screen for dedicated spectator in private matches has had a facelift with some QoL changes
  • Fixed an issue where squad names were not being randomised properly
Rendering
  • Fixed an issue that caused distant contestants to appear blurry and smear in movement
  • Speculative fix for missing gas from gas grenades and mines after being out of view
  • Fixed the look of the sniper bullet trail to be less thick and bright,returning to the original and intended look.
Settings
  • Added a separate category for spectator keybinds in the Settings menu
Specializations
  • Blocked the ability to pick up objects during the slam in Charge'N'Slam
  • Fixed an issue where an excessive amount of “healing completed” sounds would play when swapping targets
Stability & Performance
  • Fixed many of the most common crashes
  • Added GPU Utilization to the in-game performance overlay
UI
  • Added the ability to inspect weapon skin animations in the store and weapons customization screen
  • Removed Ranked Score from the Player Card
  • Improved and expanded Rich Presence in the Friends list to better display the current status of friends and the status of their party
  • VoIP now correctly displays the player’s name next to the speaker icon while talking
  • Build number now displays in uppercase monospace font for better clarity and separation of letters
  • Fixed double notifications when someone is kicked from a private match lobby
  • Fixed issues where the player would lose input focus when exiting out of the settings menu after being respawned
  • Resolved issues where progression on items would incorrectly show that they were leveling up in the end-of-round screen even when they had already reached max level
  • Fixed the club tag appearing in the wrong color in the event log
  • Fixed an issue where rewards could remain on the screen until the end of the reward summary sequence
  • Fixed an issue where the wrong items and characters could appear in the main lobby screen
VFX
  • Made the spawn sequence shorter and less intrusive to reduce the time when running blind
Weapons

General
  • Updated many of the weapon overview statistics to improve consistency of stats across weapon types.
Flamethrower
  • Fixed issue where Flamethrower would sometimes visually merge together with other items, making both unusable
Sights
  • Holographic:
    • ARN-220
    • AKM
    • Famas
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • M11
    • XP-54
    • Matter
  • Looking Glass:
    • ShAK
    • ARN-220
    • AKM
    • Famas
    • FCAR
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • XP-54
    • Matter
    • Model 1887
  • Adder Reflex:
    • ShAK
    • ARN-220
    • AKM
    • Famas
    • FCAR
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • XP-54
    • Matter
  • Compact Reflector:
    • ShAK
    • ARN-220
    • Famas
    • FCAR
    • CB-01
    • XP-54

Security and Anti-cheat
  • Improved messaging for AHK violations
  • Refined detection systems
  • Implemented hardware bans

Continue reading...
 

Update 5.12 is Live!

Update 5.12.0

BONUS XP FIESTA!


It’s time to say goodbye to the TDM event and say hello to the Bonus XP Fiesta! From now until the end of the season, you’ll rack up 200% XP for Daily Contracts and up to 150% XP and Fans earned for gameplay!

This week we have a few balance changes and bug fixes to check out below! Finally, the store has a fresh new update:

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Balance Changes

Weapons


Model 1887
  • Increased damage from 11 to 12 per pellet
  • Decreased the duration of the lever-action animation from 0.85s to 0.8s, effectively increasing the weapon’s fire rate from 70RPM to 75RPM
Dev Note: Having now had time to analyse the Model’s performance on live, following our last round of balance changes, we feel we’ve maybe weakened the weapon a little too much. These changes should nudge it back to a better place.

Recurve Bow
  • Increased damage per shot, when the bow is at max draw, from 120 to 124. The base damage per shot remains at 60 damage

Content and Bug Fixes

Animation

  • Fixed an issue where the Spear’s secondary animation wouldn’t play if activated right after using up all the charges of the previously equipped item
  • Fixed an issue where the impact animation would continuously play after blocking a shot with the Riot Shield
Cosmetics

Victory Shade Set
  • Now loops and overwrites colors continuously instead of stopping after 10 eliminations
  • Fixed an issue where team colors wouldn’t update when changing colorblindness settings or toggling Use Enemy Color
Concrete Smoke Model 1887 Skin
  • Fixed an issue where the left hand would remain static in mid-air when playing the Prairie Twirl Deploy Animation
Gameplay
  • Fixed an issue that could cause objects to have collision and be invisible if they were destroyed and dematerialized during the same frame
  • Fixed a bug where the wrong item would be equipped after getting glitched and the item would be unusable
  • Fixed an issue where attempting to use a Weapon or Gadget immediately after swapping could activate the previously equipped item instead
  • Fixed an issue where swapping to your Specialization would immediately switch back to your Weapon
  • Fixed an issue where ADS would stop working
Maps

Kyoto
  • Small Kyoto destruction tweak to enhance server performance
  • Lowered bamboo stump heights when broken to help with traversal
  • Fixed an issue where vaults could continuously fall through floor due to the inability to find a solid surface to rest on
Bernal
  • Updated the thickness of cinder block walls for smoother traversal
Fortune Stadium
  • Adjusted collision on beams in the Mall to prevent players from getting stuck in wedge-shaped collisions
Practice Range
  • Fixed an issue where the trophies were incorrectly labeled
  • Fixed an issue where all bots could incorrectly appear as friendlies or enemies
Skyway Stadium
  • Fixed an issue where players could walk on invisible collision underneath the ground in the Hotels area
Las Vegas
  • Slightly adjusted the jump pad and a player spawn between Glamora and Eastwood casinos for improved flow
Performance & Stability
  • Fixed a rare crash in the animation system
  • Added support for AMD Anti-Lag 2
  • Improved performance for players experiencing issues due to large friend lists
Rendering
  • Enhanced high and epic-quality reflections in game intro sequences
  • Fixed an issue where an unintended post-process effect could sometimes appear on player cards
Settings
  • Added a "No AA" resolution scaling option that completely disables anti-aliasing and temporal resolution scaling
  • Fixed an issue where certain video options, including 120Hz mode, would reset to default on Xbox after restarting the game
  • Fixed an issue where certain input devices or buttons could cause duplicated inputs, preventing players from equipping their specialization by triggering the swap function twice
Security and Anti-cheat
  • Improved detections
Store
  • In addition to this week's store rotation, we’ve added a .50 Akimbo skin, Monochrome Edge, to the customization menu
UI
  • Fixed a rare issue where squad members would sometimes not appear in the bottom-left widget and scoreboard during a match

Continue reading...
 

SPONSOR SHOWDOWN!

SPONSOR SHOWDOWN

The CNS situation has finally been handled and it’s time for our Sponsor Showdown!

During these last two weeks of the Season our sponsors will be fighting for control of our Arenas, map by map, hour by hour!

You’ll earn championship points for your sponsor by earning Fans for each game you play, across all game modes, and the look and branding of each map will change based on the outcome of your matches.

Will The Arena’s be painted in VAIIYA White, DISSUN Red or ISEUL-T Blue? It’s all up to you and how well you fare against the competition, Contestants!

Remember, the Sponsors are counting on you!

HOW IT WORKS

The Sponsor battle that has been raging all season has determined the starting points for the Showdown Standings:

VAIIYA takes the lead with 80 points to start

DISSUN in second place with 40 points

ISEUL-T in third place starts at 20 points

Each day, in each Arena, sponsors compete to earn the most Fans. The Fan Score displayed is the total Fans earned per Sponsor per round played by the sponsor's contestants, with the score being calculated and updated each hour.

At the end of every 24-hour period, sponsors will add points to their Showdown Standings based on their performance in each Arena location. For every map, the Sponsor with the most earned Fans will get 3 points, followed by 2 points for second place, and 1 point for third.

All game modes count, so you can add to your sponsor's Standing by playing any mode, not just the World Tour.

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REWARDS

All players who competed in Season 5 will receive a reward at the start of Season 6 from the sponsor who wins the Sponsor Showdown.

Whether you’re a believer in VAIIYA’s top of the line security system, a DISSUN-fueled powerhouse contestant, or ISEUL-T’s most fashionable - this is your time to make your sponsor proud!

Continue reading...