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THE FINALS News

Update 4.7.0

[h3]Get ready to turn heads in the Arena with Update 4.7! [/h3]

Suit up with The Synthsprawler to bring futuristic flair to the Arena, or add a playful punch with the Playtime Payload Set for your .50 Akimbo. For those who love precision, Juggle Jam has you covered with timing-perfect animations.

Plus, we’re just a day away from Week 2 of the ISEUL-T Cup in the World Tour, and this week there’ll be a community focus on fashion! Keep an eye out for Thursday’s notes to catch all the info.

Now, let’s check out this week’s store update:
https://youtu.be/Wq85Eg19Re8

World Tour | ISEUL-T CUP | Opening Week

[h3]Passion for Fashion? [/h3]

Today we usher in the ISEUL-T Cup, a new leg of the World Tour sponsored by ISEUL-T!

They’ve cleaned up the arenas from last week's chaotic, frightful, spooky season and are offering us stylish arenas with standard cashout rules!

[previewyoutube][/previewyoutube]

Here are this week’s Arenas:
  • Fortune Stadium
  • Monaco
  • Skyway Stadium
  • Vegas

[h3]ISEUL-T – be ANYONE. be EVERYONE. be ISEUL-T. [/h3]

Update 4.6.0

[h3]Update 4.6.0 [/h3]

Mid-way through Season 4

It’s halftime in The Arena and we bid our second sponsor, HOLTOW, farewell and Thank You for the generous sponsorship this season! ISEUL-T are next in line and have some big shoes to fill following last week’s Trick or Treat event in the World Tour - but if anyone can do it, and in a grandiose fashion, it’s ISEUL-T.

Don't forget to keep spinning the wheel! Ticket drops end on the 13th but the event will stay live until the 15th, giving you time to spend your tickets and pick up a few last items in peace. Good luck!

This week we are bringing you some balance changes, reducing the effective range of both the Healing Beam and the Sword, while adjusting the Pike-556 to have a clearer ranged identity. There’s also a boatload of bug fixes and quality-of-life improvements coming your way, with everything from a fix for beards clipping through headwear to some much-needed performance improvements for XBOX.

Worried about what to do when the sun goes dark? Thanks to this week’s store update, and HOLTOW’s generous Insurance Set - you don’t need to worry.

Check it out here:

[previewyoutube][/previewyoutube]

Now, let’s dig into the changes!

[h3]Balance Changes[/h3]

Gadgets

Healing Beam
  • Decreased max target distance from 12m to 10m
  • Decreased max healing distance from 15m to 13m
  • Decreased time before we disconnect a blocked healing beam, from 1s to 0.75s
Dev Note: We felt the existing range of the Healing Beam was causing teams to benefit from healing in combat, without the associated risks of close proximity. We feel with this closer range we open up more opportunities to counter-play teams that are healing in combat, via various Gadgets. Wherever we can, we prefer to try and solve possible balance issues via counter-play, rather than straight-up nerfs, and we think this change should offer opportunities here, but as always we’ll monitor the impact of the change and adjust as needed.

Pike-556
  • Decreased damage from 52 to 47
  • Increased damage falloff multiplier at max range from 75% to 85%, increasing the damage at longer ranges
Dev Note: We felt the Pike-556 still remained too strong in close-range encounters despite the previous damage adjustments. With these changes we make the weapon less effective at closer ranges while maintaining its effectiveness at longer ranges

Pyro Grenade
  • Pyro Grenades will now deal damage to shields, such as the Dome Shield and Mesh Shield


Sword
  • Decreased lunge duration of the secondary attack from 0.4 to 0.3 seconds, resulting in ~1m reduction in distance, from roughly 7m to 6m
  • Decreased the length of the secondary attack’s hit sweep by 55cm
Dev Note: These changes should decrease the effective range of the lunge attack by ~1.5m, hopefully making the Sword slightly less oppressive for players facing it.

[h3]Content and Bug Fixes [/h3]

Animation
  • Updated player card pose for the ‘Tripwire Tango’ Emote
  • Fixed an issue where the Winch Claw animation would not play when firing the main weapon
  • Fixed an issue with the Throwing Knives where the player’s arms could end up in a locked state after using the secondary attack
  • Made adjustments to how the sprint animations are triggered for the .50 Akimbo pistols. Previously when continuously pressing the assigned sprint button, animations would retrigger making the experience feel a bit clumsy. This should now feel smoother
  • Fixed an issue where you could enter a faulty movement state when detaching from a broken ladder in the practice range


Audio
  • Fixed an issue that could cause the commentators to mention it was the first team wipe when the second team wipe of a match happened
  • Fixed an issue where the Treat Hunt introduction video had the wrong audio file and incorrect subtitles
  • Added more line variations when new vaults spawn, 1 minute left and 30 seconds left
  • Improved delivery on June’s respawn lines


Contracts
  • Players can no longer progress healing-based Contracts by restoring teammates’ health that was lost due to self-damage. Only healing damage caused by enemy players will count
  • Players can now only progress revive-based Contracts by reviving teammates that were eliminated by opposing players. Reviving players who eliminated themselves will not be counted
  • Fixed an issue where kills caused by throwables were not granting combat score


Customization
  • Fixed an issue where beards would clip through some helmets
  • Made the Tacticool charm heavier, to prevent erratic movement
  • Added a leaderboard to the ÖRF backpack in-game (visible on the backpack!)
  • Fixed an issue where sometimes the wrong watch was displayed
  • Fixed an issue that caused many headwear items to not be displayed on characters at a distance
  • Fixed an issue where certain headwear would not fully dissolve when a contestant was eliminated
  • Fixed an issue that caused emote sound effects to be played when editing player cards
  • Improved the experience of equipping player card items in store bundles
  • Fixed an issue that caused some weapon skins to load incorrectly, glitch in the game, or not load at all on Xbox


Game Modes
  • Fixed multiple issues with outline colors on contestants
  • Fixed an issue where the "being revived" prompt could get stuck on screen
  • Fixed an issue where thrown Cash Boxes didn't get deposited if you died before they hit the Cashout Station
  • Improved the movement behaviors of the flying saucers in the Alien Invasion gameshow event


Maps

Kyoto
  • Improved collision on stepping stone paths to smooth out traversal over the available water crossings
  • Reduced and consolidated the amount of exposed objectives in the Villa Compound garden to make combat more directional and less chaotic
  • Small tweaks to the interior layouts of the Guest House, Training Quarters, and Residential zones with the aim of improving readability and reducing complexity

Practice Range
  • Re-introduced the suspended barrel bags

Seoul
  • Fixed an issue where several walkways in the Data Center were floating
  • Fixed an issue where some ladders on the billboards were floating
  • Fixed an issue where several railings in Seoul had more health than intended

General
  • Fixed an issue where cobwebs on some maps could block interactions


Performance & Stability
  • Added Temporal Super-Resolution (TSR) as a new Resolution Scaling Method in the Video Settings
  • Fixed an issue where large-scale destruction could lead to late-joining/reconnecting players having desynced debris on the map
  • Fixed an issue that would cause severe performance degradation on Xbox Series S


UI
  • Added an option to allow players to reset or turn off tutorial hints in the settings menu, resetting hints will return players to the main menu
  • New look for the matchmaking widget
  • Fixed an issue where the end-of-round progression screen for Sponsors would appear faulty for players who have reached the maximum Sponsor rank
  • Fixed an issue where the ‘Blinded Opponent’ score message wouldn’t disappear until the enemy was eliminated
  • Fixed an issue where environmental kills could result in a large negative score on Contracts (this issue only affected the UI, not the actual Contract progress)


Weapons

Riot Shield
  • Fixed an issue where the Riot Shield could catch on fire

Melee Attacks
  • Fixed an issue where the third-person visual and audio impact effects of a melee attack would be delayed

World Tour | HOLTOW CLASSIC | Trick or Treat!

[h3]HAPPY HALLOWEEN, CONTESTANTS! [/h3]

This week, HOLTOW has pulled out all the stops, dimmed the lights, and turned the Arena into a place where things go bump in the night…things like Pumpkins that explode on impact, so keep your gourd up!

We hope you’ll have a ghoulishly good time destroying the Arena and smashing pumpkins to delight the fans and take out the competition!

[previewyoutube][/previewyoutube]

The Arena’s this week are waiting for you. Enter, if you dare:
  • Spooky Kyoto
  • Spooky Horizon
  • Spooky Monaco
  • Spooky Seoul

HOLTOW – We know what you fear. Fear not.

Update 4.5.0

Update 4.5.0


[h3]Halloween is here! [/h3]

We’ve got an all-new event with 27 collectible rewards and an explosive addition to the World Tour maps starting tomorrow, sponsored by HOLTOW, who reminds you to carve your pumpkins with extreme caution!

For today…

Join the Treat Hunt Collection Event

Feeling dizzy, Contestant? It might be the copious amounts of OSPUZE-flavored Halloween candy you’ve been eating, or it could be our brand new feature - the Wheel!

The Reward Wheel is something we’ve never seen before in THE FINALS! We realized that we could not be the World's greatest game show without a flashy wheel of amazing prizes!

This Halloween, instead of adding all of these amazing cosmetics to the store, we’ve added them to the Reward Wheel. In order to spin the wheel and win something, you must have a ticket, and you can earn up to three tickets per day by completing daily contracts!

There’s an equal chance of winning every item, and if there’s a specific item you want from the wheel you can buy it using either VR’s or Multibucks (depending on the item) - no luck needed! If you spend a ticket on a spin and wind up on a reward you already have, you’ll get some VR’s back - so every spin is a win!

If you collect all the rewards featured on the wheel, you’ll get the grand prize: the Stealth Specter Bundle, which is sure to make you stand out in The Arena!

The event goes live right now, and will be live for two full weeks - so make sure you hop in right now, work your way through those contracts, and…

SPIN.

THAT.

WHEEL!

Do you know what makes this Halloween event extra scary? We’ve never done anything like this before. We want to keep finding new ways to reward and amuse you while keeping the game new and fun! Because this is so new, we would love your feedback on this event. So when it’s over, we’ll ask you to fill out a short survey about your experience.

In this update, the store is Spookier than ever! If you’re still unsure about what to dress up as for Halloween the Seas The Day bundle has you covered, it even comes with a pirate’s booty worth of Multibucks!

[previewyoutube][/previewyoutube]

For those of you fighting for the top 500, this week, we are introducing Ruby level to the leaderboards!

Check out this week’s balance changes and a longer dev note on how we approach balance changes this season:


[h3]Balance Changes[/h3]

A note on balance changes–

Our approach to balancing the game has evolved since the first season of THE FINALS! In the beginning, we made a lot of changes because the game was brand new and we suddenly had a constant flow of players to provide feedback, telemetry, and information that we could use to quickly calibrate and experiment with.

As time marches on and we start to see this game reach a more stable state, we want to fall into a more sustainable and reliable rhythm that gives us time to plan larger and more meaningful shifts in balance based on how we see the community engage with the meta.

As such, our intent is to do those larger, meta-altering balance passes at the start of each new season, where we can introduce new strategies and ways to play. Then, as needed, we’ll perform another pass halfway through each season aimed at polishing the current meta and addressing major feedback points from our core without fully resetting the meta and causing confusion.

Between these two major balance passes, we’ll only perform smaller nudges to the balance that aim to smooth out the current experience when absolutely necessary.

We’re hopeful this approach will lead to a smoother and clearer experience for you and help set better expectations regarding the weekly game updates while being kinder to our players and to our team!



Weapons

Model 1887
  • Increased inner pellet radius from 0.45 to 0.65, making the weapon less accurate at longer ranges
  • Increased outer pellet radius from 1.3 to 1.7, making the weapon less accurate at longer ranges
  • Decreased damage falloff multiplier from 65% to 60%, causing the weapon to do less damage at range
Dev Note: One way we investigate the balance of weapons is to look at effectiveness in gameplay (i.e. stats like damage, kill rates, headshot rates, and accuracy), in addition to stats like usage and win rates. Looking at this data alone, the Model 1887 is good but not exceptional when it comes to effectiveness during play. However, we’ve seen a large uptick in usage, mostly in higher-skill tiers which has led to the gun being very prevalent in matches and leading to a somewhat stale meta. This ‘nudge’ to the effective range will hopefully disrupt this trend, without making the weapon weaker than its nearest competitors when it comes to effectiveness (i.e. the AKM, Famas and Pike-556).

XP-54
  • Increased damage falloff start distance from 15m to 20m, making the weapon more impactful at range
  • Increased damage falloff end distance from 25m to 30m, making the weapon more impactful at range
  • Decreased damage falloff multiplier from 65% to 62%



[h3]Content and Bug Fixes [/h3]

Contracts
  • Added new Halloween Contracts as part of the Treat Hunt event
  • Fixed an issue where the damage values earned on Contracts could be broken, showing large negative scores


Specializations

Cloaking Device
  • Fixed an issue introduced in 4.4 that caused refraction effects like cloaking, and parts of the dematerialize effect, to not be visible when the effect quality is set to medium


Dematerializer
  • Fixed an issue where environmental kills were not detected when the dematerialized ‘floor’ was an air vent or other small prop


UI
  • Fixed an issue where players might not be able to equip an item immediately after purchasing it
  • Fixed various issues where player outlines could have the wrong color
  • Fixed an occasional issue where new players could become stuck in the account linking flow
  • Fixed an issue where the Contract screen would unlock at the wrong time for new players during the first-time user experience


Sponsors
  • Increased the number of Fans that can be earned by 50% to 100%, depending on the action type
  • Disabled the ability to earn Fans with the Healing Beam
Dev Note: We’ve disabled the earning of Fans via the Healing Beam as it was too easy for players to exploit this mechanic to farm Fans, at the cost of good, competitive matches. We only want Fans to be earnable for actions that can be completed regardless of the Contestant setup.

VRs
  • Increased the VR cap from 3000 to 5000


Weapons

Alternate Scopes
  • Fixed an issue where weapons with an attached sight could have a skewed pose when aiming down sights, causing the sight to be misaligned with where the weapon is aimed