THE FINALS

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WELCOME TO THE HOLTOW CLASSIC!

Time has come to enter the final stop on the Season 3 World Tour - the HOLTOW CLASSIC!

This stop will last three weeks, all the way to the end of Season 3.

Time to get busy, grind away and make sure you hit your Season 3 World Tour Goals!

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Update 3.12.0

BONUS XP MATSURI

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

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

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

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

And finally, check out the store update for today:

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Content and Bug Fixes

Animation

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

Gadgets

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

Game Modes

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

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

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

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

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Update 3.11.0

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

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

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

Here is this week’s store update:

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Update 3.10.0

Update 3.10

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

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

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

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

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

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

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Let’s dive into the details:

Balance Changes

Gadgets


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

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

Game Modes

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

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

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

Weapons

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

Content and Bug Fixes

Animation

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

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

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

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

Specializations

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

Security and anti-cheat
  • Improved existing detection rules

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

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

Continue reading...
 

Update 3.9.0

Update 3.9

Check out the store update for this week:

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

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

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

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

Content and Bug Fixes

UI

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

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Hotfix 3.8.1

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

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

SEE YOU IN THE ARENA!

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Update 3.8.0

Update 3.8

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

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

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

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

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

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Full list of changes below:

Balance Changes

Game Modes


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

Content and Bug Fixes

Animation

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

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

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

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

Maps

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

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

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

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

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Update 3.7.0

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

Check out the new store content here:

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

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Update 3.6.0

Update 3.6

LET THE GAMES BEGIN!

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

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

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

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

Full list of changes and fixes below:

Balance Changes

Gadgets


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

Game Modes

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

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

Specializations

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

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

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

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

Weapons

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

Content and Bug Fixes

Contracts

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

Gadgets

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

Game Modes

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

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

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

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



Specializations


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

UI

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

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

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

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

Weapons

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

Continue reading...
 

Update 3.5.0

Update 3.5.0

Protocol Core, Community Event & Bug Fixes!


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

Check them out in the brand-new store update:

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

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

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

Content and Bug Fixes

Build

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

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

Continue reading...
 

Update 3.4.0

Update 3.4

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

Introducing the Pond Dweller:

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

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

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

Full list of changes included in this update:

Balance Changes

Gadgets


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

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

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

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


Game Modes

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

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

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

Weapons

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

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

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


Content and Bug Fixes

Animation


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

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

Gadgets

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

Game Modes

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

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

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

Localization
  • Added support for Turkish and Polish languages

Maps

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


Matchmaking


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

Stability

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

UI

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

Ping System
  • Increased max ping distance to 300m

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

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

Weapons

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

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

Continue reading...
 

Update 3.3.0

Update 3.3.0

Check out the new store update:

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

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

Content and Bug Fixes

Game Modes

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

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

Continue reading...
 

Update 3.2.0

Update 3.2.0

Check out the store update for this week:

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

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

Get ready to Pop. Pour. Perform!

Here’s the change list for this update:

Content and Bug Fixes

Animation

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

Gadgets

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

Game Modes

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

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

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

Specializations

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

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

Weapons

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

Maps

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

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

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

Continue reading...
 

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

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