THE FINALS

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Update 3.2.0

Update 3.2.0

Check out the store update for this week:

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

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

Get ready to Pop. Pour. Perform!

Here’s the change list for this update:

Content and Bug Fixes

Animation

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

Gadgets

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

Game Modes

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

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

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

Specializations

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

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

Weapons

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

Maps

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

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

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

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Update 3.1.0

UPDATE 3.1.0

Let’s get Dressed to Deploy in The Arena with our first store rotation and update of Season 3! We’re heading full sprint into summer and there’s a green theme in the store - from the Jaded, But Not Jaded set to the Midsummer Maypole!

The Midsummer Maypole is free to claim for the coming week, so make sure to do so!

Here is the new store update:

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We’re also bringing some balance changes and stability increases.

Let’s get into the notes!

Balance Changes

Gadgets


Sonar Grenades
  • Decreased range from 15m to 12m
Weapons

LH1
  • Decreased damage from 52 to 48
Throwing Knives
  • Decreased damage from 63 to 60
Winch Claw
  • Decreased damage from 15 to 5

Content and Bug Fixes

Bug Fixes


Fixed a server crash related to certain types of destruction

Game modes

Unranked Terminal Attack
  • The mode now randomly selects the starting player and objective spawn scenario, proceeding through the sequence of scenarios from that point
Dev note: Terminal Attack previously had the same set sequence of scenarios as Ranked Terminal Attack, but due to it featuring less rounds, you would less often get to see the later combinations of team and objective spawns. By giving it a random starting point in the sequence, you can now experience and practice all of them more regularly.

Continue reading...
 

Welcome to Season 3!

Update 3.0.0

Welcome to Season 3 where the system has been reset!

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(Trailer)

Here’s what’s happening in Season 3:

INTRODUCING THE WORLD TOUR

Fame, fortune, and glory. This is where all the contestants gather to reach for stardom. In the World Tour, you’ll compete to climb the ladder from Bronze to Gold and beyond. Season 3 will focus on Cashout Tournaments of 24 players in 2-3 week Tournament cycles. The top five players will be on the front page of the World Tour, so check the leaderboard often!

We’ll kick off the Season with ENGIMO Open, the first stop on the World Tour. This event features traditional Cashout across three maps, including the new Kyoto 1568 Arena!

The World Tour is your oyster, contestants! How will you open it?

EXPLORE KYOTO 1568
The new Kyoto 1568 Arena features a network of interwoven 16th-century temples, gardens, and dense bamboo forests. Intense terrain height variation and layered buildings with hidden traversal options underneath await you in our newest and perhaps more picturesque map location. Traditional Japanese Shoji paper walls that players can shoot and tall, intricate structures ramp up the destruction!

RANK UP IN TERMINAL ATTACK
The new Rank Mode for Season 3 is Terminal Attack! Players attack and defend a terminal in this robust and exciting ranked mode by delivering a decryption key. The 5v5 mode creates close, competitive, head-to-head matches. On top of that, we’ve revamped the ranked system to better measure skill and have introduced Rank Score points so you can track your progress much more easily!

UNLOCK THE BATTLE PASS
The Battle Pass is packed with 96 rewards, 26 for free, with 1575 Multibucks to be unlocked in total. There are 10 extra rewards for the overachievers, spanning two bonus pages, which can only be earned through XP! This Season’s Battle Pass features prizes inspired by the history and pop culture of Japan!

NEW WEAPONS
We’re introducing three new weapons entering the loadout this season:

RECURVE BOW
A new weapon for the LIGHT Build: a high-skill, medium- to long-ranged bow that shoots arrows in a curved arc. Its range and damage increase the further back the bowstring has been drawn.

DUAL BLADES
A new melee weapon for the MEDIUM Build: its primary attack is a fast, multi-strike combo with a wide reach. It can also block and deflect incoming bullets in a defensive stance.

SPEAR
A new melee weapon for HEAVY Build: its primary attack is a fast long-range stab. It can also be spun up to cover a wider area. It deals less damage than the Heavy’s Sledge Hammer but is decidedly more nimble.

NEW TOOLS
THERMAL BORE

A new gadget for LIGHTS: a long-range, high-cooldown, tactical breaching gadget, that’s best used to breach walls, buildings, and other obstacles from a distance, to open up pathways or sightlines for you and your team. Perfect in combination with a long-range weapon!

WINCH CLAW
A new specialization for HEAVIES: launches a chain that pulls objects or enemies toward you, briefly stunning them, making it a perfect companion to the new Spear. Requires tactical use, accuracy, and skill!

COMPLETE THE CAREER CIRCUIT
This season, a whole new Career Circuit is available, with challenges that unlock over time and through fulfilling contracts. With these advanced challenges, you can earn XP toward the Battle Pass throughout the whole season!

We have an action-packed season full of fun rewards, amazing cosmetics, and so much more! We’re introducing Text Chat so you can chat with your team. It’s in the early stages, but give it a try! We have also added a dedicated spectator spot to Private Matches for better matches and private tournaments.

There’s plenty more to discover in this season!

Balance Changes

Builds


Light
  • Decreased health regeneration delay from 10 seconds to 7 seconds, meaning health starts regenerating sooner. Does not apply in the Terminal Attack game mode
Dev Note: The dynamics of Terminal Attack mode, with its limited health regen up to 100 HP, means that the Light archetype with their precise and high DPS weapons, can be very effective later in rounds. For that reason, we’ve chosen not to extend these new health regen rules to Terminal Attack for now. We’ll monitor these changes closely, as the season develops and adjust where needed.

Medium
  • Decreased health regeneration delay from 10 seconds to 9 seconds, meaning health starts regenerating sooner. Does not apply in Terminal Attack game mode
  • Healing Beam has been replaced with Guardian Turret as the default Medium Specialization
  • Defibrillator has been replaced with Glitch Trap as one of the default Medium Gadgets
    Dev note: As Terminal Attack becomes the Ranked mode, we want to make sure new players have a loadout that works in all modes. Healing-focused items are still available.

Specializations

Goo Gun
  • Getting hit by goo will now block movement Specializations such as Evasive Dash, except Charge ‘n Slam
Winch Claw
  • Decreased max range from 20m to 17m
  • Increased cooldown when missing targets from 6s to 7s
  • Increased cooldown when hitting carriables or teammate’s statues from 6s to 7s
  • Increased cooldown when hitting players, Cashout Stations or Terminals from 12s to 14s

Gadgets

Breach Charge
  • Increased ammo count from 1 to 2
  • Increased cooldown from 15s to 26s
  • Decreased player damage from 200 to 80
Data Reshaper
  • Increased ammo count from 1 to 2
  • Increased cooldown from 15s to 26s
Gas Grenade
  • Increased radius from 4.5m to 5m
Glitch Trap - ITEM REWORK
  • Glitch trap is no longer a proximity detonation device
  • Glitch trap now has a line-of-sight application. If an enemy player stands within range and in line-of-sight to the trap it will attach a tether to them. Tethered players have the Glitch effect applied to them, preventing them from using Specializations and Gadgets, and disrupting their HUD. Players will need to break the line of sight to the trap, destroy it, or get out of range of it, to remove the effect.
Goo Grenade
  • Increased the size of the goo wall created by the Goo Grenade from 2x4 to 2x6
  • Getting hit by goo will now block Evasive Dash and Grapple Hook
Guardian Turret
  • The cooldown regeneration on the Guardian Turret now starts when the turret is destroyed, not when it is deployed.
  • Added the ability for players to remotely destroy their Guardian Turret, allowing them to trigger the cooldown if their turret is not nearby. This is done by equipping the Specialization again and holding an interaction for a brief duration.
Motion Sensor - ITEM REWORK
  • Motion Sensor no longer sends out impulses at regular intervals for detection
  • Motion Sensor now has line-of-sight application. If an enemy player stands within range and in line-of-sight to the device, the sensor will attach a tether to them. Tethered players will be scanned by the Motion Sensor, allowing friendly players to see them through walls. Players will need to break the line of sight to the sensor or destroy it, to remove the scanning effect.
Smoke Grenade
  • Increased ammo count from 2 to 3
  • Increased cooldown from 45s to 50s
Sonar Grenade
  • Increased detection radius from 10m to 15m
Stun Gun
  • Players are now unable to use Specializations while the Glitch status is applied

Weapons

93R
  • Updated recoil pattern, making the weapon much easier to control and hopefully making headshots easier to achieve
Dev Note: To increase viability for the 93R, we’ve made it considerably more precise but lowered the DPS slightly to offset that. Our aim is to make the weapon more effective when using precise aim and going for headshots, and we’ll continue to monitor its performance following these changes.
  • Decreased fire rate from 260 RPM to 210 RPM
  • Decreased automatic recoil recovery duration from 0.72s to 0.7s, making the weapon easier to control
  • Increased the damage fall-off start distance from 15m to 23m, meaning the weapon will do max damage at longer ranges now
  • Increased the damage fall-off max distance from 22m to 35m, increasing the range before damage fall-off is fully applied
  • Decreased the damage fall-off multiplier at max range from 65% to 45%, meaning the weapon will do less damage at longer ranges now

CL-40
  • Decreased damage from 110 to 93
  • Increased fire rate from 250 RPM to 275 RPM
  • Decreased pump-action duration from 0.7s to 0.65s
  • Decreased self-damage multiplier from 1 to 0.75, reducing how much damage the grenades do to the player using them

FAMAS
  • Decreased automatic recoil recovery duration from 1s to 0.8s, making the weapon easier to control
  • Decreased the delay before recoil recovery begins from 0.8s to 0.7s, making the weapon easier to control
  • Increased damage from 23 to 24

KS-23
  • Decreased pump-action duration from 0.7s to 0.575s

Lewis Gun
  • Further updated recoil pattern, making the weapon easier to control for the first few bullets in the sequence, but making the weapon recoil more the longer the trigger is held
  • Decreased damage from 25 to 22

LH1
  • Updated firing animation, which should make the weapon easier to use
  • Decreased fire rate from 300 RPM to 280 RPM
  • Decreased bullet dispersion when crouching and standing still, making the weapon more precise
  • Increased player damage from 49 to 52
Dev Note: Overall the effective damage of the LH1 should remain roughly the same, but it should now be easier to use, less nauseating, and more precise when standing still, as well as incentivizing headshots. The lower RPM should help make it feel distinct and make it easier to maintain targets in sights

M60
  • Updated recoil pattern, making the weapon recoil more during the first few bullets, but making it easier to control for the rest of the sequence
  • Decreased damage from 22 to 19

SH1900
  • Increased damage from 10 to 13 per pellet
  • Decreased fire rate from 100 RPM to 80 RPM
  • Increased the size of the pellet dispersion pattern, making the weapon less accurate at range
Dev Note: We've wanted for a while to make the SH1900 more effective against Heavies without making it oppressive for Lights. With higher pellet dispersion the SH1900 is now optimized for very close range only, which has allowed us to buff the damage, hopefully making Heavies easier to kill. This is a change we will be monitoring closely to measure its impact

Sledgehammer
  • Updated camera animation when sprinting, which should reduce motion sickness for some players

Throwing Knives
  • Decreased projectile speed of primary attacks from 16.5 m/s to 14.75 m/s
  • Decreased projectile air drag of primary attacks from 7.5 to 7, allowing the projectile to travel farther
  • Increased projectile speed of secondary attacks from 13.8 m/s to 18.5 m/s
  • Increased projectile air drag of secondary attacks from 4 to 5.5, increasing the speed at which the projectile slows down
    Dev note: Our last balance changes on the Throwing Knives pushed them in the right direction but ultimately felt too powerful, changing the weapon's character too much. We have here dialed down the velocity of the regular projectiles so that leading your throws becomes a requirement again, but not to the same extent as before the last changes. Similarly we sped up the secondary projectiles so that they become a more long-range option with a focus on timing rather than leading.

V9S
  • Increased damage from 36 to 37

Carriables

Glitch Barrel
  • Decreased radius from 6m to 3.5m
Goo Barrel
  • Decreased the size of the goo wall created by the Goo Barrel from 2x6 to 2x4
Toxic Gas Barrel
  • Decreased radius from 5m to 3.5m
Dev note: Overall, we’ve seen a low use of certain gadgets when there are overlapping items available in the arena. Therefore, we are swapping some values around on arena items and gadgets to ensure the latter have a stronger effect while still ensuring players can adapt to different situations even when out of gadget charges.

Game Modes

Terminal Attack
  • Players must now interact with the terminal in order to deliver the decryption key, rather than throwing it into the terminal
Dev Note: It was too easy for attacking teams to rush a terminal and throw in the key to start a decryption, without needing to secure the objective first. This change should force attacking teams to seize the area around the terminal to start decrypting.
  • Increased the throw distance of the decryption key now that it cannot be thrown into the terminal, allowing for more passing of the key
  • Added ‘warm-up zones’ to Terminal Attack, limiting where players can move to for the first 25 seconds of the match. This provides more time for the defending team to prepare
  • Carriable canisters now respawn at the start of each round in Terminal Attack, making sure each team gets access to the same amount each round
  • The specific combinations of team and objective spawn locations in Ranked Terminal Attack now occur in the same sequence in both halves of the match, making matches fairer.
  • Added unique names to all terminal locations in the arenas, these are displayed when looking at the terminals and in the lobby screen
  • Added a player count notification when contestants are eliminated
  • Added icons in the arena and to the HUD to highlight eliminated teammates and their location
  • Added Ranked Terminal Attack mode with a best of 13, first to 7 format
  • In Ranked Terminal Attack, if the match starts without full teams, the game will be automatically abandoned early and players will return to the queue. This is done to ensure games start in a good condition
  • Added a half-time reset of destruction to Ranked Terminal Attack mode, so that both teams have the same starting conditions as their opponents when defending or attacking

Maps

Las Vegas
  • Updated Terminal Attack spawn scenarios
Monaco
  • Updated Terminal Attack spawn scenarios
Skyway Stadium
  • Added to the Terminal Attack map pool
  • Tweaked the Power Shift related spawn points inside the Construction area so that players are better oriented toward the platform’s path
SYS$Horizon
  • Updated Terminal Attack spawn scenarios

Content and Bug Fixes

Animation

  • Added inspect animation for carriables
  • Blocked left arm gestures in third-person when riding ziplines
  • Fixed an issue where bullets clipped with the mesh when reloading XP-54
  • Fixed an issue where the first throw animation on Gateway sometimes didn't play properly
  • Fixed an issue where an immediate melee attack was not properly displayed after using a Mesh Shield
  • Fixed an issue where your contestant was not centered during the “tunnel run” match intro
  • Fixed an issue where melee animations were sometimes not shown when exiting the emote camera.
    Dev Note: This was a purely visual error, melee timings were not affected by this bug.

Audio
  • The audience has been reworked and will now be more responsive to various events in the arena and cheer for the contestants

Career Rank
  • Added 10 new Career ranks with associated rewards
Fire Propagation
  • Added a distance limit to all fire sources, to prevent fire from spreading infinitely

Gameplay
  • Made it possible to skip the elimination camera after a short while and go directly to spectating teammates

Game Modes
  • Added a dedicated Spectator slot to Private Matches
  • Updated available game modes
    • “Terminal Attack” remains as a base mode
    • Added “Terminal Attack - Ranked”
    • Added “Terminal Attack - Tutorial”
    • Added “World Tour” mode
    • Removed “Single Round Cashout”
  • Added more info to the game summary screen
    • Team name
    • Game mode
  • Disabled the Deathmatch game show event as it was not working as intended

Maps

New map: Kyoto
  • Available in Quick Cash, Tournaments, Bank It, Power Shift and Terminal Attack game modes
  • Features shallow water that will slow the player’s movement speed, making it risky to cross large open bodies of water
  • Shoji paper walls that allow bullets to pass through easily

Settings
  • New volume slider in settings for changing the commentator dialogue volume separately from the in-world dialogue

Store
  • Enabled single-item purchases for bundles from previous seasons
UI
  • Text chat added to the PC version
  • Player cards
    • Added background customization
    • Added badges that display your rank in World Tour and Ranked Mode
  • Updated the end-of-round screen to include player cards and to highlight stats
  • Added a shortcut button to the Play menu from the Career screen
  • Added a cooldown for the event log when spamming pings and voice lines
  • Updated event log messages for various types of pings
    • Updated event log messages related to Cashouts and Terminals to be consistent and always include information about which objective was pinged
    • Added missing event log messages for certain pings on various objectives, like Cashboxes and Decryption Keys
    • “Attacking here” ping wheel action was renamed to “Attack here”
    • “Defending here” ping wheel action was renamed to “Defend here”
    • Updated “Attack Here” and “Defend Here” event log messages to match the character voice lines
    • Added event log message when pinging ziplines
  • It’s now possible to zoom in on pets in the Battle Pass and Store screens
  • Temporarily disabled the re-rolling of Daily Contracts
Dev Note: We currently have a very small pool of Daily Contracts and felt it was unfair for players to spend VRs to re-roll a contract to only keep getting limited options in return. We hope to introduce more Contracts during the season and then re-enable re-rolls at some point when they offer more value.

Weapons
  • Added Season 3 items
    • Thermal Bore - Light Gadget
    • Recurve Bow - Light Weapon
    • Dual Blades - Medium Weapon
    • Winch Claw - Heavy Specialization
    • Spear - Heavy Weapon
  • Updated several Equipment HUD Icons:
    • All Grenades
    • All Mines
    • C4
    • Breach Charge
    • APS Turret
    • Barricade
    • Motion Sensor
    • Thermal Vision
    • Riot Shield
  • Added 1 more progression level, with associated reward, for all weapons and gadgets. All item based Specializations (e.g. Guardian Turret or Goo Gun) also received this.
  • Fixed an issue where equipped charms would disappear when standing close to walls
  • Fixed emote animation exploit with the Sword which allowed multiple lunches in rapid succession.
Dev note: While these moves discovered by players increase the effectiveness of some melee weapons, they are ultimately exploits and ones that most players find hard to use or unintuitive, adding confusion to the game (especially for those on the receiving end).

Security
  • Updates to our Aimbot detection system
  • In-game reporting feedback - We'll inform players who report unfair gameplay when appropriate actions have been taken.

Continue reading...
 

THE FINALS Season 3 arrives on June 13

June 7, 2024 - Summer Game Fest, LOS ANGELES — During the Summer Game Fest live show, Embark Studios unveiled Season 3 of THE FINALS, the free-to-play team-based multiplayer shooter, available on PC via Steam, PlayStation 5, Xbox Series X | S, and GeForce Now. Launching on June 13, players will be transported to the lush Kyoto Valley in Japan for an epic showdown.

Watch THE FINALS Season 3 Trailer from Summer Game Fest here:
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Starting in Season 3, THE FINALS will emphasize a more tactical and competitive experience by introducing Terminal Attack as the Ranked game mode. In Terminal Attack, attackers deliver a Decryption Key to one of two terminals, while defenders guard the terminals and prevent the transfer from completing.


This strategic, 5v5, attack-and-defend mode pits two teams against each other for the best of 13 rounds. Contestants must plan carefully, strategize, and collaborate — with no healing, no revives, and only one life per round, every decision counts.


Nestled against a steep mountainside in the lush Kyoto Valley, the new Kyoto 1568 arena features a network of interwoven 16th-century temples, gardens, and dense bamboo forests — in contrast to the modern urban arenas THE FINALS is famous for.


Intense terrain height variation, interconnected, layered buildings with hidden traversal options underneath, encourage free-flowing, fluid, and sneaky player movement. Traditional Japanese Shoji paper walls that players can shoot through dial destruction up to eleven.


All builds are getting new weapons & gear — inspired by feudal Japanese combat tactics:


RECURVE BOW — a new weapon for LIGHTS: a high-skill, medium- to long-ranged bow that shoots arrows in a curved arc. Its range and damage increase the further back the bowstring has been drawn.
THERMAL BORE — a new gadget for LIGHTS: a long-range, high-cooldown, tactical breaching gadget, that’s best used to breach walls, buildings, and other obstacles from a distance, to open up pathways or sightlines for you and your team. Perfect in combination with a long-range weapon!

DUAL KATANAS — a new melee weapon for MEDIUMS: its primary attack is a fast, multi-strike combo with wide reach and forward momentum. It can also charge a lunge attack and deflect incoming bullets in a defensive stance.

SPEAR — a new melee weapon for HEAVIES: its primary attack is a fast long-range stab. It can also be spun up to cover a wider area. It deals less damage than the Heavy’s Sledge Hammer but is decidedly more nimble.

WINCH CLAW — a new specialization for HEAVIES: launches a chain that pulls objects or enemies toward you, briefly stunning them, making it a perfect companion to the new Spear. Requires tactical use, accuracy, and skill!


Season 3 also introduces the World Tour events series that challenges players to take part in events and tournaments, featuring a unique mix of rules, loadouts, locations, and rewards. As contestants rack up World Tour victories, they’ll climb the Leaderboard and rank up their World Tour Badge through bronze, silver, or gold tiers — and earn Multibucks by the end of the Season depending on their position on the podium.

So what are you waiting for? Sharpen your katanas, head into the arena, and reach the top. THE FINALS is available for free on PC via Steam, on PC cloud streaming via NVIDIA GeForce Now, on PlayStation 5, and on Xbox Series X|S.

Continue reading...
 

Update 2.11.0

UPDATE 2.11.0

Sun’s out, guns out in The Arena this week with a store update featuring the No Oasis Set as well as the matching Desert Dust Set featuring no less than eight weapons!

We also want to congratulate all of you on beating the Community Event! The pink tank featuring the panda print will be in your inventory in a couple of days - well done everyone!

Here is the new store update:

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As for today, the last update of Season 2, we’re bringing you a couple of bug fixes and then we set our sights on Season 3. This update will only need to be downloaded by PC players, console players will not need to update their games but will still see the updated store.

Content and Bug Fixes

Performance

  • Fixed a crash related to certain hardware which was introduced in 2.10
  • Fixed an issue which prevented parties from joining Private Matches

Continue reading...
 

Update 2.10.4

Hotfix 2.10.4

We’re pushing out a Hotfix for many of the issues introduced in Update 2.10.0 this week. Huge thank you to our community for helping us find and define the most pressing issues.

Here are the updates:

Gameplay
  • Fixed Aim Assist to prevent tracking enemy contestants through objects such as walls, terrain, etc.
  • Reverted a change that removed directional weapon binding for controller

UI
  • Fixed Enemy Healthbars persisting on screen longer than intended, as well as being visible through walls/terrain
  • Fixed an issue where players could not track contracts in rookie/challenger/pro/master circuits
  • Fixed the incorrect message displayed when an account is restricted from playing

Weapons
  • Fixed exploit where animation canceling allowed certain weapons, such as FAMAS, Throwing Knives, R93, to be fired at a much higher rate than intended

Continue reading...
 

Update 2.10.0

Update 2.10.0

As we near the end of Season 2, it’s time to boost XP to give a helping hand to those still working on that last page of the Battlepass!

We have the final community event of Season 2, and the final event featuring the community-pink rewards! Here is your mission, if you choose to accept: work together to collectively deal 18 billion in damage to enemy contestants in the next week! For the first time ever, you’ll be able to track your progress both in-game and on embark ID. Let’s make sure to end the season with a bang!

Check out today’s store update right here:

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We’re also bringing some changes to the APS turret, making it less of a powerhouse, a sweet set of buffs to the Throwing Knives and a fix for the annoying Voice Chat bug on XBOX, and much more!

Let’s dive in:

Balance Changes

Gadgets


APS
  • New feature: The APS turret now consumes a set amount of health for each projectile it destroys
    • The health cost per destroyed projectile is 40%

Weapons

Throwing Knives
  • Reduced the delay before the first projectile spawns from 0.22s to 0.11s to make the attacks more responsive
  • Reduced the delay between the first and second projectile spawning from 0.15s to 0.11s to make it easier to land both knives on a moving target
  • Increased the initial projectile speed from 138m/s to 166m/s increasing the weapon’s precision
  • Increased the primary attack damage from 60 to 63

Content and Bug Fixes

Animation

  • Fixed an issue where a camera shake would play at each orbital laser charge up event, the shake is now removed

Audio
  • Fixed voice chat not working in certain situations on Xbox

Characters
  • Fixed the Darque Mood Hairstyle to prevent it from briefly obscuring the first-person camera during the intro screen
  • Fixed the in-game appearance of the Pink Chunky Wedge Trainers

Controller
  • Fixed an issue where selecting contracts using a controller would break the selected focus

Game Modes
  • Fixed a bug where healbeam and defibrillators could be used in Terminal Attack
  • Make it less likely that boxes and stations get stuck underneath the ground

Gameplay
  • Reduced the size of the Zipline anchors’ ping hitbox
  • Reduced the scale at which Ziplines become easier to ping from a distance, making it less likely that they absorb pings intended for other nearby targets
  • Fixed unintentional freelook enabled when interacting with objectives and statues
  • Fixed the Glitch Barrel being hard to pick up in certain situations
  • Fixing issue where players could get stuck colliding with Goo when on moving platforms

Maps

Las Vegas
  • Fixed lens flares incorrectly appearing around the edge of the screen at sunset
  • Fixed characters hovering slightly above the ground during the post-match winner celebration

Progression
  • Fixed issue where a win in Terminal Attack did not count towards the “First win of the Day” and “Win X Games”- contracts
  • Community event progress is now displayed on the leaderboard screen
  • Daily Contracts increase from 1000 XP to 10000 XP
  • In-game performance and objective XP has been increased by 50%

Settings
  • Added support for Steam invites

Specializations
  • Fixed a bug where players could quick melee while using the Charge 'n' Slam ability
  • Fixed quick melee being available while using the Mesh Shield

UI
  • Added more events to the in-game score log, such as revives
  • Fixed an issue where your own position wasn't shown in the leaderboard screen
  • Fixed Quick action buttons disappearing after switching tabs in the Social menu
  • Fixed an issue with the 'Enable Voice Chat' key bind remaining togglable while typing a player report
  • Fixed an issue where players could accidentally open the party menu when in settings by pressing the shortcut button
  • Animations will autoplay the current selection when browsing customization categories
  • Updated the overview stats in the equipment screen for FAMAS and FCAR to better reflect their tuning
  • Added a new system to the frontend that limits frame rate and resolution after receiving no user input for a while, or when the app is not in focus
    Dev note: This will help save energy and spare your PCs and consoles from working too hard when the game is idling. This only affects the main menu and can be toggled in the new Energy Saving section of the Video setting.

VFX
  • Fixed some environment decals rendering on top of the first-person meshes

SECURITY

  • We have now increased our detection of devices that emulate a controller while playing with Mouse and Keyboard, which is not permitted
  • Updates and improvements to current detection methods for increased accuracy

Continue reading...
 

Update 2.9.0

Update 2.9.0

Terminal Attack is here to stay!

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Alongside this week’s store update, we want to congratulate the community on completing the Community Event by achieving 7 MILLION eliminations in Terminal Attack in just one week! If you contributed to the event, be on the lookout for your brand-new community-themed canvas shoes. Nice work, yolks!

In the past few weeks, we’ve been watching you play Terminal Attack! We are so grateful for your feedback and impressions, and we’ve had a blast watching you attack and defend! Input from the community has been incredibly valuable to us as we work to make this mode a significant and permanent part of THE FINALS. While the event has now ended, and the contracts have expired, we still see so many of you having fun in TA, so we’ve decided to keep it in the game a while longer.

Don’t forget to keep the feedback coming over on Discord!

Continue reading...
 

Update 2.8.0

Update 2.8.0
Welcome to Update 2.8.0 and an all-new community event!

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We are hosting a community event in honor of our last week of Terminal Attack! If everyone in the community can pull together to achieve a total of 7 MILLION eliminations in TA this week, everyone who contributed will earn a sweet prize: canvas shoes to add to your cute-mmunity look!

We’ll also host a leaderboard for the event so you can see the top contributors! As always, we’ll give out prizes on Discord during the event.

This update focused on many quality-of-life changes and improvements. Most notably, we have made changes to melee weapons, hoping to improve how they feel to play with in the game. We’ll need your feedback on these changes!

Let’s get into the nitty-gritty:

Content and Bug Fixes

Animation

  • Fixed an issue where hand gesture animations were overriding the Mesh Shield animations, resulting in broken character poses
  • Fixed an issue where throwing animations would not play while inspecting weapons
  • Added an intro animation in terminal attack to improve the round countdown

Audio
  • Player Voice lines will now only play for teammates and not opposing players

Gadgets

Anti-gravity Cube
  • We made the cube heavier so that it doesn’t get pushed as easily when hit by other objects
  • Fixed a bug where objects would lift much faster than intended when they were attached together
    • This also prevents an exploit in which the cube could be carried upwards together with the objects it’s lifting, causing entire structures to traverse upwards into the sky endlessly
Dome Shield
  • Fixed an issue where it was not able to be glitched when the center was occluded
Gameplay

  • A new carriable object has been added to the Arena: Glitch Barrels
Dev note: Glitch barrels are carriable objects. Pick them up and throw them to apply their effect in an area, or shoot them to detonate them from afar. The Glitch barrels apply the same effect as Glitch Grenades, removing the target's ability to use their Gadgets and Specializations.
  • Fixed an issue where players were able to start opening a Vault during the beginning of an emote
  • Fixed an issue where the Cashbox was incorrectly dropped far away from the player if it clipped through the map border
  • Interactions such as using a zipline, pressing elevator buttons, and interacting with a revive statue should now be more responsive, especially on console/gamepad
  • Improved visibility of barrels in dark and monochrome areas
  • Fixed a bug with sliding where auto-sprinting players could get stuck between the crouch and sprint state
  • Fixed a bug that allowed players to deal damage to their teammates
  • Fixed an issue where players would get stuck in goo when running up to it
Dev note: This will only fix the issue outside of moving platforms. We know that goo sometimes behaves strangely on moving platforms and are looking into it for a later patch.

Maps

All Maps
  • Rooftop reflections have been improved

SYS$HORIZON
  • Tweaked the zipline at the Museum entrance so you exit earlier automatically, instead of it taking you all the way to the ceiling
Monaco
  • Power Shift: Adjusted spawns to balance out the distances to the platform and to reduce how often you have to run after the platform when defending

Modes

Terminal Attack
  • Added a distinct sound change on the Terminal when there is only 15 seconds left to stop the decryption
  • The icon for the terminal will no longer appear in the center of the screen when decryption starts
  • Due to a known issue that could not be resolved in time, players can only swap weapons and gadgets between rounds and not in spectator mode after elimination

UI
  • Ping wheel additions and changes
    • Added new ping messages “Breach here” and “Hold this Position”
    • To make room for the two new pings “Hype” and “Danger” have been moved/removed. Hype is added to the expression wheel, replacing “Need Help.” “Danger” is removed from the wheel but still accessible via double-tapping the ping button on any target
    • Support/Social pings are now located at the bottom of the wheel, while tactical options are on the top half
    • “Going here”, “Defending here” and “Attacking here” in the Ping wheel are now called “Go here”, “Defend here”, and “Attack here” to make it clearer that they are requests to your team, and consistent with the character voice lines
  • Updated several event log messages related to pinging game mode relevant objects, to more clearly communicate the context
Dev Note: There are still some events missing their proper messages. They will be added in the future!
  • When holding the ping wheel on your own ping now we only show the remove option to make it clear that you pinged an existing ping
  • Fixed an issue that sometimes made it impossible to cancel the ping wheel
  • Fixed UI elements being drawn on top of the in-game menu in Terminal Attack
  • Flipped background opacity for dead/alive players in the scoreboard
  • Updated contestant icons
  • Fixed an issue in frontend where clicking buttons multiple times in short succession would cause them to not register
  • Updated required round completion on a terminal attack contract from 10 to the intended 14
  • Changed the key bind for “Hide UI” from F12 to F10
  • Changed the order of tiles for Quickplay
  • Updated the lighting on Player Cards

Specializations

Charge'N'Slam
  • Can now clear higher obstacles when activated on the ground to reduce instances where players get stuck on geometry

Weapons
Dagger
  • Improved backstab validation
    Dev Note: We've received a lot of feedback about Backstabs not feeling as good. Hopefully, we've rectified that issue in this patch. The only way to tell is to let you try it and then gather your feedback!
  • Fixed so that the aim assist for backstabs now synchronizes with the swing, rather than triggering at the start of the charge-up.
All Melee Weapons
  • Improved hit validation for all melee weapons
  • There is now a setting for turning melee aim assist on/off in the “Gameplay” section
  • The aim assist and lunge range is slightly more generous for quick melee
  • We have changed the way sprinting gets blocked when attacking with melee weapons and using quick melee, so that sprint is only blocked through parts of a swing, instead of the whole duration of the attack. This is tweaked on a weapon-to-weapon basis
  • The sprint toggle no longer gets canceled by melee attacks, so players don’t have to re-toggle spam to efficiently chase their target while attacking
Riot Shield
  • The shield can now be raised more quickly after performing an attack
SR-84
  • Is now correctly marked as a Marksman Rifle instead of a Melee Weapon in the menus

Security
  • Updates and improvements

Known Issues
  • Heads up! There is an issue with all gamepad presets (except for “Modifier Button Equipping”) which causes players to equip weapons when pressing the “Interact and Equip Weapon” button, which is not intended. This will be resolved in the next patch, but until then, please go into the controller settings and fix it by clearing the “Weapon” bind. Sorry for the inconvenience!

Continue reading...
 

Update 2.7.0

Update 2.7.0

Welcome to Update 2.7.0!

This week, we welcome the long-awaited, community-anticipated Darque Mood outfit. Get your goth on! We’re also bringing you a few performance improvements, UI fixes, and a security update!

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Content and Bug Fixes

Performance

  • Fixed an issue where launch options like -dx11 stopped working. However, we still recommend playing without any additional options
  • Fixed a rare crash on the server

UI
  • Polished the look of the incoming melee damage indicator
  • Fixed an issue with single item bundle purchase where the wrong item was equipped
  • Fixed the nametag sometimes intersecting the HUD in terminal attack when in the squad-up screen

Security

This week, you will feel a difference in the number of cheaters you encounter in the game. Multiple new rules have been implemented and changes to how and when cheaters are detected. These new changes mean that cheaters are being detected and removed faster.

Remember: if you see cheating in the game, make sure to report it and add a good comment explaining what is happening! We also collect video reports on Discord, so if you capture suspicious behavior, send it in!

Continue reading...
 

Update 2.6.0 - New Gamemode - Terminal Attack!

Update 2.6.0

MID-SEASON EVENT: TERMINAL ATTACK


Welcome to the mode:

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Terminal Attack is a new 5v5, single-life, attack-and-defend game mode in which contestants take turns delivering the decryption key to the terminal and the best of seven rounds wins. Attackers are tasked with completing the upload, while defenders must prevent it by any means necessary.

No healing. No revive. One life.
Players can regenerate health up to 100 hp, and gadgets do not regenerate at all, so engage with caution and go in with a plan. You can play Terminal Attack in the SYSHorizon, Monaco, and Las Vegas arenas, and be warned, the destruction you cause will carry over through all seven rounds.

Throughout the event, cash in contracts to earn event cosmetics to show your support for CNS, a rogue hacking collective, and VAIIYA, a cyber-security firm. Which side are you on?

Get in there, contestants!

This week, we have a special article from our Design Director, Matt Lowe, who explains League ranks, the journey THE FINALS has taken, changes in this update, and the potential future of ranked play. Please give it a read here.

This update has plenty more to offer, all outlined in the bullet points below. The highlights include a change to Private matches that allows matches to start with as few as 2 players and the addition of Power Shift! Let the 1:1 battles commence!

We’ve added two bonus Battlepass pages with rewards for the grinders out there. Make sure to check out the new drip!

Power Shift has a new arena in rotation! Now you can ride the platform through Seoul.

Finally, for the first time ever, the new Outfit added to the store will allow you to purchase individual items from the bundle as well as the entire bundle all at once. We also added a way to equip your new item to the contestant of choice at the time of purchase, but this feature has a bug that displays the wrong image and fails to equip. We have a fix already, but it will come in the next update. Check the bundle out right here!

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A note on Anti-cheat:
The current state of cheating is one we are acutely aware of and actively combating. We have a team of skilled engineers, data analysts, security experts, and machine learning experts whose full-time jobs are centered around anti-cheat. Talking too much about anti-cheat can provide too much info to those who build, sell, or use cheats. And yet, if we say nothing, many will feel we aren’t doing enough.

Easy-Anti Cheat is our base software. It acts as the first line of defense and a catch-all for blatant, non-careful cheating. After that, we have added additional layers of prevention methods and anti-cheat tools and software that obfuscate, check telemetry, hardware behavior and more. With each passing week, we add more rules based on our own data and adjust the old ones. This is because anti-cheat is a game of cat and mouse. With every change we make, the cheat makers respond, and we switch tactics and they follow suit.

When we catch cheaters, depending on the level of offense, we may provide a 7 day ban or a permanent ban. If the offender is cheating for a second time, the ban will become permanent.

We have also introduced a video report program on Discord, where you can capture cheating when you see it and provide the video as evidence. This is to catch cheaters who evade our current anti-cheat preventions and to provide our community of players with a place to report hard evidence. From these reports, we will be able to better understand the types of cheats that evade our current systems.

Please know that we are developing several new technologies and techniques that we will test and deploy as soon as they are ready. We will never back down from this challenge.

Now, let’s look at the mid-season update in detail:

Balance Changes
Gadgets


Barricade
  • Increased the size of the Barricade by 20%
Glitch Grenade
  • Update glitch effect so that it will now pass through Mesh Shields and Dome Shields
Stun Gun
  • Increased the Stun Gun projectile’s maximum travel distance from 12m to 16m
  • Players who are stunned can now use their Specializations and Gadgets while stunned
  • Players who are stunned can now aim down sights while stunned
  • Players who are stunned can now crouch
Dev note: We felt that the Stun Gun was a little too dominant as a Gadget and led to many slow, inevitable deaths. The stun effect now mostly lowers the target’s movement speed, blocks them from jumping, mantling, or vaulting over obstacles, and interrupts interactions. This makes stunned players vulnerable but gives them a fighting chance.

Vanishing bomb
  • Decreased the impact of the cloaking effect on the Vanishing Bomb, so affected players are slightly easier to see when moving
Maps

Monaco: Power Shift
  • Tweaked the traversal options between Villas and Park for easier access to rooftops
  • Minor adjustments to the spawn points around the Forest and Royal Plaza areas to provide a clearer frontline during the final stretch
  • Slightly adjusted the path of the platform to fix some clipping issues and make it more accessible on the road between Shopping District and Forest
Specializations

Cloaking Device
  • Decreased the impact of the cloaking effect so that cloaked players are slightly easier to see when they are moving
Weapons

FCAR
  • Decreased damage from 25 to 22
  • Increased magazine size from 20 to 25
  • Increased the fall-off damage multiplier at max range from 50% to 55%, meaning the weapon does slightly more damage at range
Dev Note: Our data shows us that the FCAR is very strong in the hands of good players but harder to use for newer players. These changes hopefully rein in the weapon’s power at higher skill levels, while making it slightly more forgiving to use for newer players

Content and Bug Fixes
Animation

  • New intro and idle animation added for Dagger and Sword
  • Swapping items when quick meleeing will now instantly cancel the quick melee animation
  • Fixing an issue preventing hand gestures from playing for dual-wield items
Audio
  • Increased priority of enemy footsteps, and tweaked attenuation and occlusion to make them easier to hear.
  • Tweaked loudness of dematerialize and rematerialize sounds
Battlepass
  • Added two bonus pages of rewards to the end of the Battlepass – good luck contestants!
Characters
  • Fixed an issue where the fur on the bunny outfit was flickering when viewed at close distances
  • Fixed an issue where players did not get the default outfit when creating a new contestant
Controller Gyro Aiming

Important!


There is currently a serialization issue with some of the new gyro settings in this patch, which causes players to initially get the wrong defaults. We therefore recommend that you restore defaults in the Gyro tab before enabling and trying out the new settings.

  • Moved gyro aiming options to a separate tab in the settings menu.
  • Made general improvements to the responsiveness and precision of gyro aiming controls.
  • The "gyro orientation" setting now has three modes:
    • World (New) - Rotation is based on the controller's rotational movement in the world
    • Local - Rotation is locally read from the controller's point of view
    • Player (Previously World) - Rotation is based on the controller's rotational movement from a player perspective
  • Vertical gyro sensitivity is now an absolute value, rather than based on a ratio of the horizontal sensitivity
  • Added a new setting that enables focal length scaling for gyro aiming, which scales sensitivity based on changes in FOV, making scoped weapons more precise
  • Added options for inverting each gyro axis individually
  • Added new settings for gyro acceleration, which increases sensitivity the faster the controller rotates, allowing for sharp turns while maintaining precision for small and steady adjustments
  • Add a new ‘flick stick’ mechanic that can be enabled with gyro, which changes the functionality of the look stick so that you can quickly snap to face any direction
  • Added the following optional controller binds:
    • Reset vertical rotation (necessary when playing with flick stick)
    • Toggle gyro aiming (On/Off)
    • Disable gyro aiming (Hold)

Gadgets
  • Flashbang
    • Fixed an issue where weak flashes could overwrite strong flashes
  • Fixed an issue where Grenades, Mines, and C4s with default customization sometimes got a random customization applied
  • Fixed an issue where spectators could trigger mines
  • Fixed several issues where it looked like the player could place an object but no object appeared
  • Fixed an issue where the preview arc showed the in-air detonation effect on grenades that don't actually detonate on a timer

Game Modes
  • Power Shift
    • Added Seoul to the map pool

Graphics
  • Reduced graphical Temporal Anti-Aliasing (TAA) artifacts on consoles

Maps
  • General
    • Adjusted collision on some bushes to improve interactions with placeable jump-pads
    • Fixed an issue where Zipline Cables did not break correctly when intersecting certain objects
  • SYS$HORIZON
    • Reduced the intensity of some of the interior colors
Dev note: Monitor and graphic settings that boost saturation make the colors more intense. Adjusting these settings can help to further reduce the intensity.

Private Matches
  • Lowered the requirement to start private matches to 2 players
  • The private match lobby creator now has the option to opt out of participating in the match
  • The private match lobby creator can now kick players from the lobby
  • Minor UI improvements to the private matches screen
  • Power Shift is now available in private matches

Ranked Tournaments
  • Reduced Ranked Tournaments size from 48 to 24 players
Dev Note: This change should make matchmaking faster, make tournaments available to more players in different regions, and help improve the quality of skill-based matchmaking leading to closer games
  • Reduced Ranked Tournament duration from four rounds to three, to account for the change in the number of players
  • Increased the speed at which visible league rankings synchronize with SBMM ratings
  • Improved matchmaking to closer matchmake player within their league rank
  • Added an indicator in the league overview screen to show your change in rank progression from the last tournament you participated in
Dev Note: This is the same arrow indicator that you get after a ranked tournament has completed so that if you missed it, you can review it on the league overview page.

Settings
  • Add a link to the Embark Portal in the system menu

Specializations
  • Fixed an issue where turrets lost targeting on players with riot shield
  • Fixed an issue where turrets would fall through buildings and not rotate when landing

Stability
  • Fixed three of the most common crashes
  • Fix for being able to close the "Compiling shaders" screen resulting in a softlock

Store
  • Players can now purchase single items within a Bundle
  • There’s now an equip button in the store rewards screen

UI
  • We have added a score log to display more scoring events in all different game-modes
  • Various playertag marker changes
    • Playertags now show distance to you
    • Playertags in-game are now uppercase
    • There’s now an effect on in-game healthbars to indicate healing
  • Fixed an issue in Game Summary where you could see duplicate stats for the same player
  • Fixed an issue where the 'Contracts' tab could faultily be accessed from the Battle Pass screen
  • Fixed an issue where the camera could be misplaced after inspecting rewards in the circuit screen
  • Polished and refined how pings are visualized in-game
    • Ping-icons are now smaller and will scale depending on their screen-centeredness
    • Pings, team health bars and objective icons now fade out when they come closer to the center of the screen
    • Off-screen enemy pings now behave like other off-screen icons and hug the screen edge closest to the pinged location. (Was previously not visible when off-screen)
    • Fixing bug where spectating players wouldn’t fade icons when the spectated player enters aim-down-sights
  • Voice lines for the default ping (when you ping a random location with no object attached to it) have been updated to be more consistent. Previously it would use “I will…” and “We should…” intermittently
    • In general, pinging something will now ask your allies to engage with that object, while pinging the ground will announce your own intention to move there
  • Updated options in the Contextual Ping menu
    • “Huddle here” changed to “Group up,” with all new voice lines
    • “Moving here” changed to “Go here,” using more consistent voice lines
  • Fixed an issue where you didn’t go to the correct page in the Battlepass from the outfit screen
  • Fix rare instances where first-person animations such as, reloads, inspects, and deploys could not be changed through customization
  • Added the ability to track contracts with a right click on the circuits screen
  • Fix for showing a single item rarity in the UI when previewing out of a bundle instead of the bundle rarity
  • Hit-indicator now differentiates damage from these types of attack
    • Long range damage
    • Short range damage
    • Melee damage
VFX
  • Polished the grappling hook wire animation.

Weapons
  • Improved melee aim assistance so that it not only looks for targets when the attack is initiated by the player, but also validates that they are still correct at the time aim correction is applied. This should reduce the number of occasions where melee attacks could pull the player away from a target

Security and Anti-Cheat

  • Added a requirement to have Secure Boot enabled for suspicious players
  • Several new suspension rules based on anomaly detection
  • Added suspension rule for using Aimbot
  • Tweaks to current anomaly detection
  • Hardened the suspension progression system

Continue reading...
 

Update 2.5.1

This week, we have no update, just a small patch to live the new Store content and provide a fix for the server crashes that have been happening lately.

Check out the store video here:
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We also added improvements and adjustments to security and anti-cheat.

Next week, we’ll be back with a more substantial update.

See you then!

Continue reading...
 

Update 2.5.0

Update 2.5.0
Welcome to Update 2.5.0!

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Today, we’re bringing you an update with some balance changes and dev comments on future changes to both the Stun Gun and the Cloaking Device!

The second Community Challenge has come to an end. Congratulations on reaching the goal! We were never worried (maybe a little worried), enjoy your brand new Boombox — and special shout out to player "Goo and Sledge" for pushing the platform an astounding 185km!

Also, you may have noticed that we have switched to using Embark ID as our main Display name in-game. You can change your Embark ID display name by visiting the Embark Portal.

Now! Let’s get into the changes included in Update 2.5.0:

Balance Changes
  • Gadgets
    • Data Reshaper
      • Range increased from 5m to 15m
      • Target FOV decreased from 25 degrees to 12 degrees
        Dev note: to account for the increased range.
    • Stun Gun
    Dev Note: We’re aware of player frustrations around being stunned by the Stun Gun and are planning some changes to get it to a better place. However, these changes require more testing before we deploy them so it will be update 2.6 before these arrive.
  • Specializations
    • Cloaking Device
      • Increased the activation cost from 14.2% to 33%.
        Dev Note: This does not change the maximum sustain time, but makes it drain faster when toggling it on and off too frequently. In addition to this change, we’re also investigating changes to the visibility of cloaked players, but these will not be deployed until the 2.6 update as they require more testing
    • Mesh Shield
      • Decreased health from 1000 to 750
  • Weapons
    • KS-23
      • Bullet dispersion reduced when jumping, sprinting, or zoomed in, to make the weapon more accurate
Security
  • AFK/Idle rule enhancements
  • Added detections for software such as cheat tools and injectors, leading to suspensions

Continue reading...
 

Update 2.4.0

Update 2.4.0

New Community Event!


It’s time again to work together as a community for a special prize! This time, you’ll be touring the globe on the Power Shift Platform! Not just once, but 10 times around the Earth! Push and pull that platform far enough and everyone will win a pink Historical Hi-Fi boombox to wear in the Arena! Fail to go the distance and the item becomes an unreachable relic! YOU CAN DO IT!


There will be a leaderboard tracking individual success (with distance added based on your collaborative team effort) which you can find here.

Want a chance for extra prizes during the event? Join the Official Discord for a chance to earn some swag.


Now for the notes!

This week we are making quality-of-life improvements, adding some new functionality to contracts, another mode to Private Matches, and fixing bugs.


Players can now track up to 5 contracts inside the game, and you can find options in the settings menu to determine how much (or how little) information is displayed. You’ll also see improvements to the backfill settings on Power Shift, the removal of the glitching UI when eliminated, and a smarter Battlepass that always jumps to your current page.


Finally, we’ve added Solo Bank It to Private Matches and have fixed a number of contracts in the career circuit that were causing headaches to the majority of players.

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All this and more! Read the details below:

Audio
  • Fixed an issue where turret sounds could linger if you quickly picked up the Guardian Turret after placing it down.
Gameplay
  • Fixed an issue where the deployment preview of placeable gadgets could be seen while being revived
  • Fixed an issue where the Mesh Shield could be deployed while emoting
  • Fixed an issue where the Dematerializer could interact with Goo
  • Fixed an issue where you could pick up objects during an interaction
  • Fixed animations sometimes retriggering when entering a Gateway
  • Fixed an issue where Guardian Turrets would target respawning Defibrillated players who are immune to damage
  • Added functionality allowing projectile weapons, such as different Grenades, the RPG, MG32L, and CL-40 to pass through friendly teammates
Dev note: This change is to address repeated issues where players would damage themselves if a teammate passed close by them right as they fired the weapon
  • Fixed an issue where players using a Riot Shield would not trigger mines
  • Fixed an issue where the throwing arc preview would still appear after a throw had been canceled
  • Fixed an issue where some objects, such as Barricades, could travel upwards too quickly when affected by the Anti-Gravity Cube
Modes
  • Power Shift
    • Improved rules for backfilling on Power Shift mode. Players should no longer be backfilled into matches if the platform is within 20% of its final destination
  • Solo Bank It
    • Added to Private Matches
  • Practice Range
    • Fixed an issue where mines would not be triggered by bots
Maps
  • Seoul:
    • Fixed overlapping assets
  • Las Vegas:
    • Improved far shadow distance in lighting
    • Fix for fog bleeding through walls on low and medium-quality settings
  • Monaco:
    • Fix for players getting stuck on balconies in certain situations
    • Adjusted the glass on the construction site crane so you can throw grenades through them
UI/UX
  • Fixed incorrect tutorial video for the Goo grenade
  • First-person animations now loop when being previewed
  • Added support for zooming in on character items in the Battlepass and Store
  • Added tracking ability for up to 5 contracts
  • Fixed the request respawn button not being responsive
  • Tweaked squad intro cameras in Power Shift
  • Fixed an issue where first-person animations sometimes would not get equipped
  • Fixed the UI shaking after being eliminated
  • Fix for some players showing up as diamond league rank in the scoreboard when rank could not be fetched in time
  • UI Polish for the Scoreboard
  • Set the current Battlepass page to be shown first
Animation
  • Fixed an issue where melee swings would not play after a charge and slam
General
  • Frame rate limit setting will now default to 60 on laptops for new installs
Dev Note: This will help to prevent thermal issues causing heavy stuttering on some laptops. The frame rate limiter can be disabled or adjusted in the video settings menu.
  • Upgraded FSR2 to version 2.2.1 to fix a memory leak
  • Fixed an issue where fog would bleed through walls on lower-quality settings
Contracts
  • Replaced "Win 1 Tournament" with "Deal 750 Fire Damage to Opponents" in Circuit 1, Stage 3
  • Reduced "Deal 5000 damage with grenades" to 2500 in Circuit 1, Stage 1
  • Reduced "Get 11 kills in one round" to 6 in Circuit 1, Stage 4
Security Updates
  • Fixed an issue that kicked players from the game and displayed error code TFAV1012
  • Gradual rollout of Secureboot enforcement for Win 11 to prevent cheats from running
  • Removed identified game executable vulnerabilities
  • Enhanced rules for suspensions, including updated limitations for leaderboard presence
  • Updates and improvements

Continue reading...
 

Update 2.3.0

UPDATE 2.3.0

Welcome to Update 2.3.0!
We’re excited to announce our very first Discord Quest! You can earn the Skill Issue Set by streaming your gameplay to at least one friend on Discord for 15 minutes. It’s only available on the PC version of Discord, and will work even in a private DM! You can even invite your friend to play with you! Check out the outfit below:

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You can also check out our store update:
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And finally, the first version of the ranked progression indicator which shows how you move up and down in rank after each ranked tournament has been added! Your feedback continues to be critical on this, so please keep it coming!

Here are the updates:

Balancing
  • FAMAS
    • Increased recoil curve recovery delay from 0.68 to 0.8
    • Increased recoil recovery time from 0.8 to 1
Dev note: These changes cause automatic recoil recovery to kick in slightly later than before a player finishes firing. It helps prevent an issue where players who pressed the fire button slightly slower than other players felt they saw a very different recoil pattern for the gun

Modes
  • Power Shift
    • Added SYS$HORIZON to the map pool
    • Enabled a new HUD
    • The platform will now deal damage to players that are squished underneath it, to fix the issue where you could be pushed through the ground when trapped
UI
  • Fixed a bug where the revive tab and respawn coins were swapped in the scoreboard
  • Corrected an issue that made the Career Circuit page appear smaller after viewing rewards on console
  • Fixed an issue where Bank Rabbit Bundle couldn’t be purchased via the outfit screen
Ranked
  • Added an end-of-match screen to indicate the change in rank
  • Added animations to the end-of-match rank screen to show when a player is close to going up or down in rank
NOTE: We have a known issue where all players will see the incorrect ranking the first time they boot the game. You can ignore this screen, as it will only show once and will not affect your actual ranking in any way. We decided it was better to go out with this incorrect screen, than to hold off on this feature for another week1.

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Update 2.2.0

Update 2.2.0

Easter is here and it’s time to color some eggs and play BUNNY BASH!

During this event, you’ll turn in contracts to earn prizes while duking it out in this special version of POWER SHIFT. The SYS$HORIZON map has been visited by the Easter Bunny, who has left plenty of decorations behind! You’ll need to work with a limited loadout during the event, so plan wisely and hop on the platform to smash your way to victory!

We were planning on shuffling a few game modes to make room for Bunny Bash, but seeing the outpouring of love for Bank It from the community, we’ve decided to keep it. Thank you for always being so vocal when it comes to your experience in the game! We may need to rearrange things in the future to make room for new experiences — but for now, keep grabbing those coins!

We will be adding Cashout to the casual game modes, to replace unranked tournaments for now. You’ll be able to warm up for ranked in the single-round 3v3v3v3 mode instead. We’ve also added cashout to private matches in case you want to play with up to 12 friends!

Finally, we’ll be switching all PC display names to Embark ID soon, to make social connections easier and to ensure better quality display names going forward. You’ll see a pop-up when you first open the game. You don’t need to do anything for this change, as you already have an Embark ID, but if you’d like to change your Embark ID Display name before the switch, you can do so by visiting the Embark Portal. Don’t worry, there is no risk of losing any progress or friends on the social page due to this change and this does not affect console players at all.

Let’s get to the nitty-gritty:

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Balancing
  • KS23
    • Increased fire rate from 55 RPM to 73 RPM
    • Decreased player damage from 120 to 100
    • Increased environmental damage from 600 to 700
    • Decreased pump-action animation delay from 0.2s to 0s
    • Increased pump-action animation duration from 0.6s to 0.7s
    • Increased damage fall-off start range from 15m to 18m
    • Decreased damage fall-off end range from 50m to 23m
    • Increased the damage fall-off multiplier at max range from 0.4 to 0.6, meaning it does more damage at range
    • Increased the projectile speed from 200m/s to 300m/s, meaning players need to lead targets less now
    • Decreased bullet dispersion when firing from the hip while crouching, standing, and running, making the weapon more accurate and reliable
  • FCAR
    • Adjusted recoil pattern to make the weapon slightly less easy to control
    • Decreased the damage fall-off multiplier at max range from 0.67 to 0.5, meaning it does less damage at long-range
  • FAMAS
    • Adjusted recoil pattern to make the weapon slightly easier to control
  • 93R
    • Increased fire rate from 240 RPM to 260 RPM
  • Glitch Trap
    • Reduced the duration of glitch effect from 10s to 5s
  • Glitch Grenade
    • Reduce the duration of glitch effect from 10s to 5s

Changes & Bug Fixes
Daily Quests
  • Daily quests will reward an increase in XP from 500 to 1000
VFX
  • Made the dematerializer highlight more visible
  • Fixed several instances of VFX not being shown in spectator view
UI
  • Removed the “being revived” bar from spectator when being revived with defibs
  • Updated the gamemode UI for Power Shift
  • Push to talk icon is now more responsive in HUD when activated
  • Corrected the clip-size info on KS-23
  • Added rank icon next to name tag in frontend and the intro sequence in Ranked Tournaments
  • Fixed an issue where the manage contracts button could become disabled
  • Tutorial videos on weapons, gadgets and specializations will now autoplay in menus
  • Fixed an issue on gamepad preventing players from scrolling the contracts list in end-of-round summary
  • Made rank icons in the scoreboard larger and stopped them from fading
  • Fixed an issue where the glitch effect was present during the team respawn camera if the last person to be eliminated was glitched
  • Fixed an issue where the cashbox icon could start out invisible
Maps
  • Las Vegas,
    • Fixed the blurry THE FINALS branding decal
    • Collision fix on the entrance of Argon casino
  • Practice Range
    • Updated the Season 1 leaderboard trophy
  • SYS$HORIZON
    • Fixed an issue where players were able to shoot through a wall at the entrance of the museum
    • Fix for flickering lights and reflection issues
    • Fixed an issue where players could hide inside geometry above the Work Space building.
  • Seoul
    • Destruction balancing.
    • Fixed an issue where players could spawn separately from their team
  • Skyway Stadium
    • Tweaked spawns to reduce spawn camping from the Office building in Final Round.
Gamemode
  • Cashout
    • Available in the quickplay menu
    • Available in private matches
  • Power Shift
    • Flash the platform lights between the team colors when both teams are on the platform
    • Fixed an issue where statues could bounce around more than intended on the platform
    • Reduced the max angle that the platform can sway from 25 degrees to 15 to make it easier to interact with statues and gadgets
  • Unranked Tournament
    • Removed for now
  • Bunny Bash
    • Available for a limited time
Gameplay
  • Ziplines
    • Fixed an issue when jumping and interacting on the same frame led to instant detaching
    • Made so that ziplines can’t be destroyed from the bottom end
  • Charge and Slam
    • Fixed cases where the slam would trigger instead of the charge when close to the ground
  • Dome Shield
    • Fixed so that the outline color is correct
  • Mesh Shield
    • Improved the effect for indicating the shield is about to break
  • Glitch Grenades
    • Fix to stop them from exploding on friendly shields
  • Anti-Gravity Cube
    • Added outline and team color
  • Gateways
    • Fixed an issue that allowed gateways to deploy without enough clearance above them
    • Fixed an issue where there was no distance limit for the gateway gadget
  • Defib Revives
    • Fixed an issue where abilities could be activated while being defib revived
    • Fixed an issue where players could be stunned and glitched while being defib revived
  • Canisters
    • Fixed an issue where canisters could be teleported when picked up
  • Spawning
    • Increase invulnerability for players who just spawned (not revives)
Battle Pass
  • Updated the total XP required to unlock each level to match our intended design. Early levels will now cost 6k instead of 9k XP. Later levels will cost 12k instead of 9k XP. Levels in the middle will remain the same. This means you might see battle pass levels with strange progress numbers, which self-adjusts after your first game played this update. It also means that some of you may unlock new levels at once after your first match in this update.
Animation
  • Fixed an issue where hands were not aligned to the gateway gadget in 1st person
  • Fixed an issue where throw animations wouldn't cancel properly when triggering ChargeN'Slam.
  • Fixed bullet animations for the 93R when reloading and inspecting
  • Improved the sprinting animation while holding the pad in 3rd person

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Update 2.1.0

Update 2.1.0


Welcome to the first update of Season 2!

This update brings a new development to private matches! In the first of many improvements, we have added map selection to the feature so you can play in the arena of your choice.

We’re excited to see how many of you love Power Shift! Very soon, we’ll be adding new maps to this mode so you can ride the platform to its destination in a whole new setting! This and more, coming in Season 2 – so stay tuned!

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BUG FIXES & ADDITIONS

Private matches

  • Players can now select the map when starting a private match
  • Players will no longer be stuck trying to join the game server after leaving a private lobby
  • Fixed an issue where party members with different crossplay settings could be unable to leave private match lobbies
  • Fixed a bug where players could bypass the "Crossplay ON" requirement for private matches, which resulted in a softlock

Console
  • Crash fix for audio-related crash

Power Shift
  • Monaco:
    • Fixed jump pads clipping the streets on low/medium/high settings
    • Added a short zip line to the closed alleyway next to the cathedral to make traversal smoother
    • Polished placement and orientation of spawn points
  • Skyway Stadium:
    • Added jump pad outside the construction spawn area
    • Tweaked spawns to sit less close to edges
  • General:
    • Fixed objective count score in the summary screen

Maps
  • Performance and polish on SYS$HORIZON
  • Adjusted collision on ceiling blocker to prevent players from getting stuck above the library when using the gateway gadget in SYS$HORIZON
  • Moved a spawn location in the corner of Monaco near Hotels that was creating imbalanced scenarios in some game modes
  • Fixed incorrect destruction effect on trees in SYS$HORIZON
  • Fixed missing destruction effects on concrete fences in Seoul
  • Fixed missing destruction effects in multiple assets in the tutorial

Weapons & Gadgets
  • Fixed bug with inconsistent damage when multiple explosives were triggered at the same time by C4s and breaching charges as opposed to multiplied melee damage
  • Fixed an issue that made recoil on burst weapons not behave as intended
  • Fixed Gateway ammo not being properly refunded when being thrown into an APS
  • Fixed hovering objects after transmutation
  • Blocked transmutation on friendly carriables
  • Improved zipline behavior to better match the intended exit point and direction of the player
  • Improved the dematerializer ability to dematerialize/rematerialized objects when multiple objects are close to each other
  • Removed the ability to equip the mesh shield during defib revive
Art
  • Updated the shoulder-length hairstyles to avoid clipping
  • Fixed oversized ÖRF Sweater to prevent the sleeves from blocking ADS

UI/UX
  • Social syncs will not be excluded if a user is already logged in
  • Fixed a bug that would cause carriable objects to weigh more if they had an active Ping marker attached to them
  • Fixed incorrect text on certain contracts
  • Fixed overflowing text in item tutorial videos

Audio
  • Fixed seek-to-start time not working
  • Corrected the audio for the Season vignette


BALANCE

Weapons
  • SA1216
    • Decreased fire rate from 230RPM to 200RPM
    • Decreased damage per pellet from 7 to 6
Gadget

  • Glitch Grenades
    • Changed glitch grenades to trigger on impact when they hit mesh shields and dome shields — on other surfaces, they will still bounce
  • Glitch Traps
    • Changed glitch traps to trigger on impact when they hit mesh shields and dome shields


SECURITY
  • Improved prevention and detection
  • Added ban progression with a 3-strike system

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Welcome to Season 2!

CNS PROUDLY PRESENTS…THE FINALS | SEASON 2

Welcome to a whole new season of the game, contestants!

Much has changed in and out of the arena, and you can expect lots more as the Season progresses.

You may encounter some strange things this season now that CNS — a rogue hacking collective — has infiltrated the game show. While the showrunners fight for control over THE FINALS, you’ll fight it out with an array of game-changing gadgets and specializations that will require all contestants to rethink their strategies!


Here’s what to expect:

WELCOME TO SYS$HORIZON.

CNS has introduced a new map: HORIZON. It’s a glitchy, colorful cityscape that’s partially loaded with floating geometric shapes. You’ll have plenty to explore and a night-time mode that glows under a neon sun.

POWER SHIFT
Power Shift is our brand new two-team mode. It’s a casual 5v5 where you’ll compete to escort a physical platform through the arena as it rips through anything in its path.

With short respawn times and the ability to switch contestants on respawn, you’ll be able to balance your team on the fly, as you fight to control the platform and be the first to deliver it across the finish line!

LEARN THE ROPES
An all-new tutorial set in the streets of Monaco lets new players learn the ropes, and provides a testing ground to try out gadgets, specializations, and weapons! Your friends who are new to the game can get onboarded quickly, and you can get a refresher if you’ve been away. It’s well worth a visit, even for the most seasoned contestants!

LOCK AND LOAD
We’ve got three new weapons entering the loadout this season!
  • The FAMAS — A burst-fire assault rifle — will go to the Medium build. The rifle retains most of its damage even at longer ranges, making it excellent for keeping enemies at bay.
  • The 93R — a burst-fire handgun — is the newest edition to the Light loadout. It fires in 3-round bursts and is ideal for close- to medium-range engagements.
  • And lastly, for the Heavy build, the KS-23 — stripped-down slug round shotgun. It requires precision to handle effectively, but zooming in and predicting the enemy's movement will help.

JOIN CNS
CNS has added some game-changing gadgets and specializations to the game!


  • DEMATERIALIZER
    A new specialization for the Medium build that temporarily erases physical surfaces, like walls and ceilings. It allows players to see, shoot, and pass through solid surfaces. You can create new passageways and close them back up again. Each action costs a charge, and the Dematerializer can hold up to 3 charges at once.
  • GATEWAY
    A pair of limited-range deployable portals for the Light build. When both are thrown, contestants and objects can move between the two locations. Anyone can use a portal, but can’t see or shoot through them! Thrown items and projectiles can also travel through the Gateways, but not objectives like the Cashout stations!
  • ANTI GRAVITY CUBE
    A deployable cube for the Heavy build that manipulates gravity in its immediate area. When activated, it lifts contestants and objects up and can be used as both a traversal tool and as an obstacle for enemy teams! Be mindful that destroying the cube will remove the Reverse Gravity zone!
  • DATA RESHAPER
    The Data Reshaper transforms objects in the arena into something else entirely. This gadget for the Medium build will transform deployed equipment from other contestants into harmless arena props.
UNLOCK THE BATTLE PASS
The Season 2 Battle Pass has 12 pages and 96 rewards — each page offers a theme that is our love letter to the early days of gaming! With each level, you’ll earn rewards from seasonal sponsors, and even some unsanctioned prizes from CNS.

Please don’t forget to snag the Seasonal bundle first, which provides a rebate on your purchase so you can get the exclusive Season 2 items.

BECOME A PROFESSIONAL

The Battle Pass isn’t the only way to earn rewards — we’re also introducing the new Career Circuit!

Each week, a new set of contracts will unlock in the career menu. These allow contestants cash in contracts and earn free rewards! At the end of each weekly set will be a sponsored prize. You’ll be able to fulfill contracts at your own leisure, but you’ll need to wait for each new circuit to unlock throughout the entire length of the season. The Career Circuit can increase your skill and coax you into trying a variety of new things throughout the season!

Of course, filling in your weekly career page will get you a free gift a week, but it also counts toward your Battle Pass progress so players can grind for completion, even late to the game!

BETTER MATCHES
We’ve given League ranking a major overhaul for Season 2!

The goal is to provide a much better quality experience when playing in the ranked tournament. You’ll get your starting rank based on your first eight rounds and from there, you’ll move up and down based on your performance. Contestants can expect to land between bronze and gold at first, and climb the ranks from there.

As you may know, we need a lot of people and time to test a system like this, so you should expect more tweaks and changes throughout the season, as we see it in action!

PRIVATE MATCHES

We’re also introducing our first version of Private Matches. In this early, barebones version, you’ll be able to organize matches with a minimum of six friends to play Bank It or QuickCash. We plan to expand this tool throughout the season with more features, so stay tuned! As with everything, we’ll rely on your experiences and your feedback. So don’t forget to give it a try!


All of this and more comes in Season 2 – RIGHT NOW!

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Update 2.0.0

Welcome to a whole new season of the game, contestants!

Much has changed in and out of the arena, and you can expect lots more as the Season progresses. Please find all these new things and changes that’s coming in Season 2 RIGHT HERE!

NEW ABILITIES & EQUIPMENT

NEW MAP
  • Added the standard issue of the new SYS$HORIZON map

NEW GAME SHOW EVENT
  • Added the Retro Invasion 82 event to every map
NEW SPECIALIZATION
  • Dematerializer
    • Enables the user to create temporary holes in the arena construction

NEW GADGETS
  • Gateway
    • Throw out two Gateways to create a spatial link between them, enabling quick traversing through the arena
  • Data Reshaper
    • A “prop-swap” executable that lets players transform objects and deployed equipment from other contestants into canisters or decor
  • Reverse Gravity Cube
    • A throwable Cube that creates a limited-area gravity field where anything not nailed to the ground will elevate toward the sky

NEW WEAPONS
  • FAMAS - Burst Rifle - Medium
  • 93R - Burst Pistol - Light
  • KS-23 - Slug Shotgun - Heavy

BALANCE CHANGES

  • Throwables, Explosives & “Nukes”
    • Added diminishing returns on damage from ‘nukes’ i.e. throwable objects that carry C4s, Breach Charges, or mines
      • For each source of explosive damage, including the throwable and starting with the highest, a damage modifier is applied to each instance in the sequence of 60% / 40% / 30% / 20%
    • Gas Canisters now immediately start to steer off their direct trajectory (aka “wobble”) when they have attachments
    • When picking up throwable objects with explosive gadgets attached (i.e. ‘nukes’ and ‘snukes’), said explosives will become un-armed
      • When the player lets go of the carried object, a re-arming timer for the explosives starts
    • The explosions from C4, Breaching Charges, and all mines that detonate while unprimed now deal 20% of their original damage
    • Decreased the health value of Propane Gas Tanks from 250 to 120
    • Fixed a bug with Fuel Barrels where they sometimes wouldn’t ignite when taking damage, for example from explosions or bullets
      • Dev Comment: Nukes were a hot-button issue in Season 1. The previous tuning made nukes exceed the intended time to kill by a large margin. Since our initial changes weren’t substantial enough to alter this tactic, we’ve added more ways to balance nukes moving forward.

  • Toxic Gas
    • Added a delay to the application of damage. Damage will now start to tick 0.5s after the player enters the gas cloud
    • Added new functionality that causes damage to ramp up gradually over time, from 30hp/s to 60 hp/s over 2s.
    • Increased damage tick interval from 0.1s per tick to 0.3s per tick
      • Dev Comment: We’ve always intended for Toxic Gas to act as an area denial tool. However, because of its immediate high damage and quick dispersal, it has been too potent. We’ve made changes to make Toxic Gas better fit the original intention.

  • Gadgets
    • C4
      • Decreased ammo count from 2 to 1
      • Decreased cooldown from 45s to 30s
      • Decreased minimum damage at the edge of the explosion from 93 to 75
    • Defibrillator
      • Added functionality that causes revived players to gradually re-materialize into the level over a period of 3s before fully loading back into the arena
      • Increased charge-up time from 0.6s to 0.8s
      • Increased starting health from a defibrillator revive from 40% to 50%
    • Dome Shield
      • Decreased maximum duration from 20s to 12s
    • Jump Pad
      • Increased cooldown from 25s to 30s
    • Motion Sensor
      • Moved from the Light archetype to the Heavy
    • RPG
      • Fixed an issue that made dispersion almost identical regardless of what state the player was in
      • Increased projectile dispersion in all non-aiming states
      • Reduced projectile dispersion when aiming down sights
      • Increased zoom-in time from 0.2s to 0.4s
      • Increased equip time from 0.45s to 0.5s
      • Increased unequip time from 0.35s to 0.4s
    • Sonar Grenade
      • Moved from the Medium archetype to the Light
    • Tracking dart
      • Moved from the Medium archetype to the Light
      • Decreased dispersion in most movement states by 50%
      • Increased accuracy by decreasing dart dispersion while aiming down sights from 30% to 10%
      • Added force feedback for controllers
    • Vanishing Bomb
      • Increased grace period on teammates from 0.75s to 1.25s
      • Increased total cloaked duration on teammates from 6s to 7.5s
      • Increased total cloaked duration on the user from 5s to 6s

  • Specializations
    • Recon Senses
      • Removed for assessment
        • Dev Note: we’ve concluded that Recon Senses have been detrimental to the game at large, and have decided to put it out of play for now. The specialization may return in some new form down the line, but only after a major rework.
    • Mesh Shield
      • Increased cooldown on a fully depleted shield from 12s to 15s
      • Increased starting health after full depletion from 200 to 250

  • Weapons
    • AKM
      • Decreased damage falloff minimum range from 35m to 30m
      • Decreased damage falloff max range from 40m to 37.5m
      • Decreased damage falloff modifier at max range from 67% to 55%
    • FCAR
      • Decreased damage falloff modifier at max range from 67% to 55%
    • Lewis Gun
      • Updated weapon recoil pattern to be slightly less accurate over time during sustained firing
    • M11
      • Increased accuracy by decreasing bullet dispersion when firing from the hip
    • M60
      • Updated weapon recoil pattern to be slightly more accurate over time during sustained firing
      • Increased accuracy by decreasing bullet dispersion while moving when firing from the hip
      • Increased accuracy by decreasing bullet dispersion while moving when firing while aiming down sights
      • Decreased accuracy slightly by increasing bullet dispersion while standing still when firing while aiming down sights
    • R .357
      • Increased damage falloff modifier at max range from 33% to 45%
    • Throwing Knives
      • Increased projectile speed from 120m/s to 138m/s
    • XP-54
      • Decreased accuracy by increasing bullet dispersion when firing from the hip in most movement states

EQUIPMENT MASTERY

Added new levels with rewards to the following equipment items:
  • WEAPONS
    • M11
    • SR-84
    • V9S
    • XP-54
    • DAGGER
    • LH1
    • SH1900
    • SWORD
    • 93R
    • AKM
    • R.357
    • CL-40
    • FCAR
    • MODEL 1887
    • RIOT SHIELD
    • FAMAS
    • FLAMETHROWER
    • LEWIS GUN
    • M60
    • SLEDGEHAMMER
    • MGL32
    • SA1216

  • GADGETS:
    • FRAG GRENADE
    • FLASHBANG
    • GAS GRENADE
    • GOO GRENADE
    • PYRO GRENADE
    • GLITCH GRENADE
    • SONAR GRENADE
    • SMOKE GRENADE
    • VANISHING BOMB
    • BREACH CHARGE
    • STUN GUN
    • TRACKING DART
    • DEFIBRILLATOR
    • EXPLOSIVE MINE
    • PYRO MINE
    • GAS MINE
    • GLITCH TRAP
    • JUMP PAD
    • APS TURRET
    • ZIPLINE
    • BARRICADE
    • C4
    • DOME SHIELD
    • MOTION SENSOR
    • RPG-7

  • SPECIALIZATIONS
    • GOO GUN
    • HEALING BEAM
    • GUARDIAN TURRET

GAMEPLAY
  • Added an option for auto-sprint in the gameplay section in settings
    • Dev comment: You can turn on auto-sprint in the settings menu and select the time it takes for your contestant to begin sprinting. THE FINALS has a unique “omnidirectional sprinting system,” which means characters can sprint in all directions instead of the more common forward-only sprint. As such, we’d love to get your feedback on auto-sprint, and what additional settings would help you better customize your sprinting experience!
  • The preview arc for grenades now shows where they will detonate in their trajectory
  • Improved an issue where controller players would unintentionally drop carried objects when trying to interact. Now carried objects won’t be dropped when pressing the “Interact and Equip Weapon” button if the weapon is already equipped.

BUGFIXES

General

  • Fixed an issue where the scoreboard would not show the potential score for transfers in progress
  • Fixed an issue with flamethrower kills sometimes being attributed as self-elimination due to the flamethrower user being eliminated
  • Fixed dome and mesh shield not blocking projectiles and explosions correctly
  • Fixed broken interactions on the crane
  • Fixed an issue that allowed players to steal objectives through floors and walls
  • Fixed an issue where flashbang effects were not shown for a spectating player
  • Fixed an issue where explosive objects attached to another object would fall off if the primary object was destroyed. The explosive object attached will now also take appropriate damage in this situation
  • Fixed an issue where melee swings could damage occluded structures, for example: destroying the outside walls from inside an elevator
  • Fixed an issue on controllers where you would drop your held item if you pressed the primary weapon button while the primary weapon was equipped
  • Fixed an issue where minor props like chairs and tables sometimes did not get affected by explosives
  • Fixed a bug where the Mesh Shield regen would fail to start correctly
  • Fixed bug where radial damage falloff was incorrectly calculated for carriables and props
  • Fixed a bug where Oil barrels would not start burning from specific damage events

Animation
  • Fixed an issue where melee animations would look wrong when affected by status effects
  • Fixed an issue where dagger animations wouldn’t play correctly
  • Added new frontend idle animation for squad members equipped with LH1
  • Fixed the T-pose bug when players would use the sword lunge and swap items at the same time
  • Fixed a bug for the 1887 Dough Wrangler skin where the left hand would pop up on the screen when shooting while crouching
  • Fixed a bug that caused floating items to appear when riding ziplines
  • Fixed a bug where melee swings happening at the end of mantling would skip the animation
  • Fixed a bug where the character's arms would clip each other when wielding throwing knives
  • Fixed bug where ADS-specific weapon handling would play outside of ADS

Gamemodes
  • Improved spawn selection around active objectives
  • Fixed issue where players could push opposing teams to spawn unfavorable by not inserting the Cashbox
  • Fix for case where two squads spawning at the same frame could use the same spawn point

Levels
  • New & improved algorithm for map selection to ensure you rarely see the same map multiple times in a row — leaving matches will not affect the outcome of the selection
  • Improved lighting on nighttime Monaco
  • Reduced wind movement on vegetation in Las Vegas
  • Fixed issue where multiple level objects were overlapping each other
  • Fixed issue with some materials in the End of Round Celebration being drawn behind the team logo
  • Improved debris handling, letting it settle before being removed.
  • Improved lighting on Seoul Fog and Storm settings

Art
  • Fixed bug with Glint Tint skin not looking correct

Audio
  • Added voice lines for reloading
  • Improved footstep audio for players using pistols
  • Fixed a bug where objective pings would not play the correct audio
  • Fixed bug where match commentary would play in the practice range
  • Added sounds for squadmate down and the last player standing

UI/UX
  • Player cards are introduced in THE FINALS, these will be generated from your character customization and your chosen intro animation.
  • Added THE FINALS spinner to previously black screens when loading
  • Added new item gadget tutorial videos
  • Improved camera placement and framing for charms
  • Fixed so that your squad is centered in the tournament lineup intros and outros
  • Improved respawn timer feedback on teammate icons
  • Improved feedback on the “Press Start” respawn mechanic

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