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The Finals Update Patch Notes June 26

A compilation of patch notes for The Finals running through June 26, in descending order, from latest to oldest:

 

UPDATED June 26

 

 

Update 3.2.0 June 26

Welcome to Update 3.2.0, Setting the Stage for the OSPUZE Expo!

 

Update 3.2.0

Check out the store update for this week:

 

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

 

 

Update 3.1.0 June 19

Welcome to Update 3.1.0, Let's get Dressed to Deploy!

 

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:

 

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.

 

 

Update 2.11.0 June 5

Welcome to Update 2.11, fresh new store update and a couple bug fixes!

 

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:

 

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

 

 

Update 2.10.4 June 1

Various bug fixes to issues introduced in update 2.10

 

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

 

 

Update 2.10.0 May 29

Welcome to Update 2.10, Massive XP boost - let's wrap up the Battle Pass!

 

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:

 

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

 

 

Update 2.8.0 May 16

Welcome to Update 2.8, New Community Event and Melee Improvements!

 

Update 2.8.0

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

 

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!

 

 

Update 2.7.0 May 8

Welcome to Update 2.7, Darque Mood outfit and Various changes!

 

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!

 

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!

 

 

Update 2.6.0 – New Gamemode – Terminal Attack! May 2

Welcome to Update 2.6.0, where CNS proudly presents Terminal Attack! A brand new 5v5 gamemode in THE FINALS!

 

Update 2.6.0

MID-SEASON EVENT: TERMINAL ATTACK
Welcome to the mode:

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!

 

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

 

 

Update 2.5.1 April 24

Store update and a fix to a common server crash
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:

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!

 

 

Update 2.5.0 April 17

Welcome to Update 2.5, Balance Changes & Dev Notes!

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

 

The Finals Update Patch Notes 2.3.0 Apr 4

 

Those are all the patch notes through June 26 for The Finals.

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