SEASON 3 | NEWS AND PATCHNOTES
Update 3.5.0
Fix for Xbox players, new community event, the Protocol Core Set, and lock in your aim with the futuristic Mech-Arrow Set!
2024.07.18
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:
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
Update 3.3.0
INTRODUCING RUBY RANK!
2024.07.03
INTRODUCING RUBY RANK
Check out the new store update:
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
Update 3.2.2
We’ve pushed a small fix for an issue on Playstation that was introduced in 3.2.0.
2024.06.27
We’ve pushed a small fix for an issue on Playstation that was introduced in 3.2.0.
Update 3.2.0
Check out the Hazard Duty set and prepare for the end of the ENGIMO Open. Tomorrow, the OSPUZE Expo starts in the World Tour!
2024.06.26
Check out the store update for this week with the Hazard Duty set :
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 3.0.0 | Season 3 Launch
SEASON 3 STARTS NOW!
2024.06.13
THE FINALS | SEASON 3
The system has been reset! Watch the trailer:
Here’s what’s happening in Season 3:
JOIN 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 the 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:
NEW TOOLS
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!
Check out the details below:
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 6 seconds to 7 seconds
Increased cooldown when hitting carriables or teammate’s statues from 6 seconds to 7 seconds
Increased cooldown when hitting players, Cashout Stations or Terminals from 12 seconds to 14 seconds
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
Dual Blades - Medium Weapon
Recurve Bow - Light Weapon
Spear - Heavy Weapon
Winch Claw - Heavy Specialization
Thermal Bore - Light Gadget
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 an emote animation exploit with the Sword
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). Since there’s been many changes to melee recently, we believe the viability of melee has been increased and that exploits shouldn’t be needed to compete, but we’ll continue to monitor how the meta develops during Season 3 and will be listening closely to your feedback!
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.
Update 2.11.0
Store update and a few fixes to read about
2024.06.05
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
Hotfix 2.10.4
Hotfix for issues introduced in Update 2.10.0
2024.05.31
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
Removed an 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
This patch features a new community update
2024.05.29
NEW COMMUNITY EVENT
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 on 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 2.9.0
Terminal Attack is here to stay!
2024.05.22
TA IS HERE TO STAY
Alongside this week’s store update, we want to congratulate the community on completing the Community Event by achieving 7 MILLION eliminations in Terminal Attack in just one week! If you contributed to the event, be on the lookout for your brand-new community-themed canvas shoes. Nice work, yolks!
In the past few weeks, we’ve been watching you play Terminal Attack! We are so grateful for your feedback and impressions, and we’ve had a blast watching you attack and defend! Input from the community has been incredibly valuable to us as we work to make this mode a significant and permanent part of THE FINALS. While the event has now ended, and the contracts have expired, we still see so many of you having fun in TA, so we’ve decided to keep it in the game a while longer.
Don’t forget to keep the feedback coming over on Discord!
Update 2.8.0
New Community Event!
2024.05.15
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 communicate the context more clearly
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 not to 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 are 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!