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Update 7.3

IT’S TIME TO BLAST OFF!
[p]NEW MODE  |  IMPROVED DESTRUCTION  |  MORE QUALITY OF LIFE
[/p][p][/p][p]In THE FINALS, we take blowing things up very seriously. Introducing BLAST OFF!, a rocketing Limited-Time Mode where Low Gravity is always on and everyone plays as Medium with Evasive Dash and an explosive, locked-in loadout fine-tuned to make you and your opponents go KABOOM! [/p][p]BLAST OFF! comes complete with a centered camera position and pixelated explosions to help Contestants relive the boomer-shooter glory days! [/p][p]Complete contracts to unlock up to 12 free rewards over the next two weeks! [/p][p]This time, the new mode will also reward Quickplay Points, so Contestants can be rewarded and make steady quickplay progress for playing this mode as much as they like! 
[/p][p]Watch Scotty and June introducing the event in action! Have a blast in the Arena! [/p][previewyoutube][/previewyoutube][h2]IMPROVED DESTRUCTION[/h2][h3]Destruction is at the very core of THE FINALS. Where would we be without it? 
[/h3][p]With this update, we're dialing up the dynamism, realism, and tactical payoff of destruction in several key ways. Here's what’s new, and how it improves the experience:
[/p][p]DESTRUCTION PHYSICS[/p][p]First of all, we are implementing new destruction features which make buildings collapse in a realistic and much cooler way! [/p][p][/p][p]IN KYOTO:
The Pagoda in Kyoto was always a beautiful collapse waiting to happen. The updates to destruction will help it fall more naturally, collapsing under its own weight and crumbling down in a way that feels grounded and satisfying. Knock it down and see![/p][p]
[/p][p][/p][p][/p][p]IN SKYWAY STADIUM:[/p][p]Structures in Skyway Stadium have been updated with the new destruction features, causing them to destroy more realistically! You’ll see that buildings can now deal damage to the other structures as they collapse, creating awesome knock-on effects.

In this map and others, we’re improving the way that buildings break apart under their own weight, where they crumble more realistically, and so that even after a lot of destruction, the level design stays interesting and playable.[/p][p][/p][p]DESTRUCTION VISUALS
The visuals of the damaged edges around destroyed surfaces have been improved. The size of these visuals have been reduced so that players can make better judgements about where the damage is. These visuals are also more consistent, seamless, and appear more accurately. This is all part of an effort to improve clarity, and to help players quickly see the cause and effect of their interaction with the environment![/p][p][/p][p]WE’RE NOT DONE YET[/p][p]We’ve already rolled out plenty of these improvements in many of the maps, so jump in-game and feel it out for yourself! This is just the beginning, expect to see more destruction improvements in the future![/p][p]WORLD TOUR [/p][p]It’s CNS’ turn to take over the World Tour, and they’re restoring Standard Cashout. They want you to see through the walls, but not with VAIIYA’s technology. It’s time to open your eyes. [/p][p]We also have a stacked store update, including a fun celebration for the 4th of July! With over 20 new items added, you’re sure to find something that catches your eye. Mesh hoodwear? Check. Prefer sending a message through rocket propelled fists? Check. Fan of the retro vibes and want a CL animation pack with less frames than shells - also check!  [/p][p]
TWITCH DROPS 
[/p][p]Head over to Twitch at any time during the event to earn the all new Broadcast Blaze set just by tuning in to anyone streaming THE FINALS. And for the super-fans, you’ll be able to earn a sticker memorializing the ImpOscar moment, and take home a piece of history from Oscar’s stream!
[/p][p]CUSTOMIZE YOUR INTRO AND OUTRO![/p][p]Have you ever wanted to greet opponents with one emote, but use a completely different one to show off when you win? Great - because now you can! Starting today you will be able to select separate intro and winner’s emotes, so you can give your opponents a curated “Hello!” and “Goodbye!”
[/p][p]DOJO IMPROVEMENTS[/p][p]The smarties (our smart dummies in the Practice Range) have been taking their Omega-3 supplements and have now improved even further! These even smarter smarties fight with more brainpower, and have been balanced to give you a fairer challenge! [/p][p]Oh, and whether you had mastered the Big Box Battle, or struggled to complete it, there’s something new for you: we have added an Easy and Hard version of the challenge!
[/p][p]Let’s get into all the changes in detail:[/p][p][/p]
Balance Changes
[h3]Gadgets [/h3][p]H+ Infuser[/p]
  • [p]Decreased the health given per shot from 20 to 15[/p]
[p]Dev Note: The flat healing per second on stationary targets during a Cashout steal has been more impactful than we expected. This change will address that specific use case, while ensuring the H+ is still valuable. 
[/p][p]Healing Emitter[/p]
  • [p]Cooldown now begins when the Emitter is destroyed, not on deployment[/p]
  • [p]Cooldown reduced from 35 seconds to 30 seconds[/p]
  • [p]Emitter can now be retrieved via the control tablet, setting its remaining cooldown to 15s[/p]
  • [p]Emitter can now be retrieved via a manual interaction, setting its remaining cooldown to 3s[/p]
[p]Dev Note: The Healing Emitter was a bit too forgiving in its initial state where players could drop it carelessly and still get good value. With these changes, smart placement becomes more important: keeping it alive now takes intention, and lazy deployments are more likely to backfire. This brings it closer in line with other deployables like the Guardian Turret. The reduced cooldown helps balance out the updated logic for when cooldown starts.
[/p][p]Gateway[/p]
  • [p]Increased the cooldown on items that travel through the gateway, before they’re able to re-enter it, from 0.5s to 1s, meaning objects thrown into the gateway should less frequently fall straight back through it
    [/p]
[h3]Weapons [/h3][p]Dev Note: We recently took a closer look at equip/unequip times and realized that some had become a little out of sync with our initial intent and relative to other items. This led to inconsistencies that didn’t help the overall feel of the weapon system. We’ve now made small adjustments based on new baselines, listed below. Most changes should feel subtle, with a few minor exceptions. These new baselines also give us more room to fine-tune specific items in the future, using speed tweaks as soft buffs. We’ll keep an eye on how these smaller updates feel and adjust further if needed.
[/p][p]93R[/p]
  • [p]Decreased the weapon equip time from 0.2s to 0.15s[/p]
  • [p]Decreased the weapon unequip time from 0.2s to 0.15s
    [/p]
[p]AKM[/p]
  • [p]Increased the weapon equip time from 0.23s to 0.3s[/p]
  • [p]Decreased the weapon unequip time from 0.23s to 0.2s
    [/p]
[p]ARN-220[/p]
  • [p]Increased the weapon equip time from 0.2s to 0.3s
    [/p]
[p]CB-01 Repeater[/p]
  • [p]Increased the weapon equip time from 0.2s to 0.3s
    [/p]
[p]Cerberus 12GA[/p]
  • [p]Increased the weapon equip time from 0.2s to 0.3s
    [/p]
[p]CL-40[/p]
  • [p]Increased self-damage multiplier from 1.25 to 1.35, meaning CL-40 players who shoot at their own feet will take slightly more damage[/p]
  • [p]Decreased inner blast radius from 60cm to 50cm, requiring players to be slightly more accurate to do maximum damage with a shot[/p]
[p]Dev Note: We’ve seen an increase in CL-40 usage since the Healing Emitter arrived in the game and, while we think the CL-40 should be somewhat of a hard counter to teams clustered around an Emitter, it’s slightly too effective at very close ranges and without requiring accuracy. These changes address those specific use cases, without hurting the CL-40s general effectiveness.  
[/p][p]FAMAS[/p]
  • [p]Increased the weapon equip time from 0.2s to 0.3s[/p]
  • [p]Decreased the weapon unequip time from 0.23s to 0.2s
    [/p]
[p]FCAR[/p]
  • [p]Increased the weapon equip time from 0.2s to 0.3s[/p]
  • [p]Decreased the weapon unequip time from 0.23s to 0.2s
    [/p]
[p]KS-23[/p]
  • [p]Increased the weapon equip time from 0.2s to 0.3s
    [/p]
[p]Lewis Gun[/p]
  • [p]Increased the weapon equip time from 0.23s to 0.35s[/p]
  • [p]Decreased the weapon unequip time from 0.3s to 0.25s
    [/p]
[p]LH1[/p]
  • [p]Increased the weapon equip time from 0.15s to 0.3s[/p]
  • [p]Increased the weapon unequip time from 0.15s to 0.2s
    [/p]
[p]M134 Minigun[/p]
  • [p]Increased the weapon unequip time from 0.2s to 0.25s
    [/p]
[p]Model 1887[/p]
  • [p]Increased the weapon equip time from 0.15s to 0.3s[/p]
  • [p]Increased the weapon unequip time from 0.15s to 0.2s
    [/p]
[p]Pike-556[/p]
  • [p]Increased the weapon equip time from 0.2s to 0.3s
    [/p]
[p]SA1216[/p]
  • [p]Increased the weapon equip time from 0.15s to 0.3s[/p]
  • [p]Increased the weapon unequip time from 0.15s to 0.2s
    [/p]
[p]SH1900[/p]
  • [p]Increased the weapon equip time from 0.15s to 0.2s[/p]
  • [p]Increased the weapon unequip time from 0.15s to 0.2s
    [/p]
[p]ShAK-50[/p]
  • [p]Increased the weapon equip time from 0.2s to 0.3s
    [/p]
[p]Sledgehammer[/p]
  • [p]Increased the height of the primary attack hit sweep from 15cm to 25cm, making this type of attack more reliable[/p]
[p]Dev Note: We’ve been monitoring player feedback on melee hit detection and suspect some issues stem from depth perception in first-person view or from sweeps not perfectly matching their animations. This update addresses one such case, and we’re reviewing other melee sweeps for follow-up changes later this season. These adjustments are separate from the broader melee quality-of-life improvements we’re planning for the future.
[/p][p]XP-54[/p]
  • [p]Decreased the weapon equip time from 0.23s to 0.2s[/p]
  • [p]Decreased the weapon unequip time from 0.23s to 0.2s
    [/p]
[p]SR-84[/p]
  • [p]Increased the weapon equip time from 0.15s to 0.3s[/p]
  • [p]Increased the weapon unequip time from 0.15s to 0.2s
    [/p]
[p]New Weapon System[/p]
  • [p]Temporarily disabled to fix major bugs[/p]
[p]Dev Note: We’ve temporarily disabled the new weapon system for automatic weapons to fix an issue causing delayed “laggy” hit feedback. While this removes the delay, it may reintroduce some older issues like the occasional “can’t fire” bug. Once we’ve identified and resolved the feedback delay, we’ll re-enable the new system. 
[/p][h2]Content and Bug Fixes [/h2][h3]Animation [/h3]
  • [p]New animation customization slot available! You can now customize your cycle action animations[/p]
  • [p]Improved animations when dashing while charging with the Sword or holding Grenades[/p]
  • [p]Fixed a minor visual issue during the Double Up Reload from Empty Animation for the ARN-220[/p]
[h3]Audio [/h3]
  • [p]Re-mastered some player voice-over content[/p]
  • [p]Added Scotty and June commentary for when a team has two Cashouts in progress simultaneously[/p]
  • [p]Added voice-over lines from the player’s respawn statue, audible to their Squad when requesting a revive[/p]
[h3]Characters[/h3]
  • [p]Heavy muscular body types have been given more defined anatomy/muscles[/p]
[h3]Controller[/h3]
  • [p]Fixed a bug where controller would rumble from far away explosions[/p]
[h3]Cosmetics[/h3]
  • [p]You can now select your Contestant’s intro and winner's emotes separately![/p]
  • [p]Closed Beta Chic shoes now display correctly on Heavy and Medium contestants[/p]
  • [p]Campsite Creeper facewear no longer clips with Sal's Halo and Orbital Witness headwear[/p]
  • [p]Synapse Coreframe and Termiframe chassis no longer clip with Cursed soles and Memento Pumps[/p]
  • [p]Fixed an issue where the Outfit Creation Inspect screen only allowed zooming on the Contestant's face[/p]
  • [p]Fixed decals being mirrored upside down on the ISEUL-T Blueprint Bloom CB-01 skin[/p]
  • [p]Fixed Kanji being mirrored on the grips of the Shinjuku Slicer Revolver skin[/p]
  • [p]Fix for The Freeze Frame Emote so the bullets do not appear in the wrong location when viewed from certain perspectives [/p]
[h3]Contracts[/h3]
  • [p]Fixed an issue that prevented the contract “Set 5 opponents on fire with the Pyro Mine or Pyro Grenade” from progressing[/p]
[h3]Gadgets[/h3][p]Data Reshaper[/p]
  • [p]Improved its visual effect for the Healing Emitter and Breaching Drill[/p]
[p]H+ Infuser[/p]
  • [p]Fixed issue where it would look like it was out of ammo while it was not[/p]
[p]Healing Emitter[/p]
  • [p]Fixed an issue where it wouldn't connect to players who stood below it when placed on a platform or ledge[/p]
[h3]Game Modes[/h3][p]General[/p]
  • [p]Upgraded the winners sequence for all modes![/p]
[p]Cashout[/p]
  • [p]Fixed an issue that could cause Vaults to occasionally spawn within 10m of a Cashout station[/p]
[p]Practice Range: Dojo Challenges [/p]
  • [p]Added Easy and Hard difficulties to the Big Box Challenge [/p]
  • [p]Improved bot accuracy across difficulty settings for more consistent results[/p]
  • [p]Added more behavior profiles so bots act more nuanced based on weapon type[/p]
  • [p]Fixed incorrect naming of the middle difficulty in Shooting Gallery from Medium to Standard[/p]
  • [p]Fixed an issue where damage received from a sparring bot in a previous challenge attempt was shown in a new attempt[/p]
  • [p]Resolved navigation issues on the challenge selection screen when using a controller[/p]
  • [p]Fixed a minor UI issue where the back button on the challenge selection widget would distort when hovered[/p]
[h3]Gameplay[/h3]
  • [p]Made doors more responsive by reducing interaction delay[/p]
  • [p]Fixed an issue where detected enemies would not appear if they were inside Smoke, when detected by the Tracking Dart, Sonar Granade, or Proximity Sensor [/p]
[p]Dev Note: We believe the increased prevalence of Smoke Grenades over the last season or two has been in part down to this bug. It was always our intent that scanning devices would see through smoke and act as a hard-counter to it. This fix restores that functionality.[/p][h3]Maps[/h3][p]Bernal[/p]
  • [p]Fixed a zipline that was slightly floating above the ground next to the Chapel[/p]
  • [p]Suspended Structures: slightly adjusted the cover placement on the top floor of the ISEUL-T suspended structure to create better cover[/p]
[p]General[/p]
  • [p] Partially destroyed structures in the environment now have improved visuals along their damaged edges. These visuals are also more consistent and appear more accurately.[/p]
[p]The size of these visuals also has been slightly reduced so that the visual damage on the environment is also easier for players to see.[/p]
  • [p]Fix for inconsistency of lamp bulb assets not being breakable across maps[/p]
[p]Monaco[/p]
  • [p]Fixed floating rubble piles in “Duck and Cover” variation[/p]
[p]Nozomi/Citadel[/p]
  • [p]Moved the map border in a bit behind the Operations Center and Cybercafe so you can see it from behind the windows to better understand that there's a death pit behind them[/p]
[p]Kyoto[/p]
  • [p]The Pagoda in Kyoto has received a new destruction pass and now behaves more realistically when collapsing[/p]
[p]Seoul[/p]
  • [p]Fixed an issue with one of the buildings where the floor had no collision making you fall through it[/p]
  • [p]Fixed a gap in the floor of the Data Center where a floor piece was offset[/p]
  • [p]Fix for white lines occasionally showing up on the Construction site floor[/p]
[p]SYS$HORIZON[/p]
  • [p]Fixed a spot on a facade to prevent players from hiding in semi-transparent cubes[/p]
[p]Skyway Stadium[/p]
  • [p]Fixed a rendering issue for the elevator shaft on the rooftop hospital building[/p]
  • [p]Skyway Stadium has received a destruction upgrade. The new destruction features allow players to cause better looking destruction more reliably and realistically
    [/p]
[h3]Private Matches[/h3]
  • [p]Fixed an issue where the player tile drag-and-drop action could be continued all the way into the match[/p]
  • [p]Added the limited mode “Blast Off!” to private matches while the game mode is active[/p]
[h3]Rendering[/h3]
  • [p]Increase main menu and intro sequence reflection quality[/p]
[h3]Social[/h3]
  • [p]Fixed an issue where the system menu could appear when closing the text chat using the ESC key[/p]
  • [p]People who have sent you a pending friend request will no longer be able to join voice chat if your privacy setting is set to Friends Only[/p]
  • [p]Fixed an issue where the option to send a Rise & Shine recruitment request was possible to players that are not eligible to be a prospect[/p]
[h3]Specializations[/h3]
  • [p]Fixed an issue where Charge 'N Slam running speed would be slowed down if initiated while firing[/p]
[h3]Spectator[/h3]
  • [p]Fixed the player Team list overflowing the Private Match spectator UI when playing with three Teams[/p]
[h3]UI[/h3]
  • [p]You can now spawn into the Practice Range with a selected Weapon from the equipment screen[/p]
  • [p]Users who are not yet connected to a game are now visible on the scoreboard. They will only be removed when they have abandoned the session[/p]
  • [p]Added support for filters in the Charms/Stickers screens[/p]
  • [p]Fixed an issue allowing players to ping objects through walls at slight angles[/p]
  • [p]Fixed the Weapon Sights menu not showing which Contestants already had the Sights equipped[/p]
  • [p]Fixed an issue where the team respawn countdown timer could show a very large number[/p]
  • [p]Fixed an issue where the currently selected Weapon customization reset after returning from the Inspect menu[/p]
  • [p]Fixed Career progression rewards so they no longer sometimes had a locked icon when they were unlocked[/p]
  • [p]Fixed purchase prompt always appearing after exiting Inspect in the Legacy Battlepass purchase screen[/p]
  • [p]Fixed Contestants not loading with correct items equipped when returning to the customization menu after opening a bundle preview[/p]
  • [p] Fixed an issue which would randomly open the Contestant selection menu after unlocking the Light Build
    [/p]
[h3]Security
With every big update comes a renewed commitment from our Anti-Cheat team:[/h3][p]Cheat makers operate in a low-risk, high-reward world. They profit by selling cheats, oftentimes packing them with malware that harms their own customers, and they face very little consequences for their actions.  Meanwhile, players who use their cheats risk losing everything: their accounts, their money, their time, and their chance to participate in events and competitions. [/p][p]Our strategy for combating this is simple: raise the cost, difficulty, and time required to develop and distribute cheats. [/p][p]As mentioned in the 7.0 patch notes, a lot of cheats these days use a kernel-driver to read and write memory to gain an unfair advantage. This means that they run in a privileged mode in the Windows operating system, making it unlikely and in some cases impossible to detect via Anti-Cheat in the game client. The technical solution to combat this is kernel-driver Anti-Cheat. We believe that this is, and will be, a requirement for every competitive multiplayer game for the foreseeable future.[/p][p]We’re also using machine learning to analyze player behavior, and we have been doing so since the launch of THE FINALS. Machine learning provides valuable insights, especially when detecting cheats such as aimbot usage.[/p][p]In the coming months, we will also begin an incremental rollout of a new kernel-based anti-cheat solution, intended to significantly raise the bar for cheat makers. [/p][p]Cheat makers exploit everyone: players, developers, and the community itself. We’re committed to protecting fair play and adapting to new threats. [/p][p]Despite claims from cheat developers that they’re “undetectable,” every cheat leaves breadcrumbs and we’ve been following them. Closely.[/p][p]/Chim and Magnum[/p]

Update 7.2

[h2]Update 7.2.0 [/h2][p] [/p][p]This week, we’ve been chasing server performance issues, and there is still more to solve. So far, we fixed an infrastructure issue where players would sometimes get higher ping than necessary. However, we know many of you are still experiencing problems that are hindering your game play. It’s the top priority and we have a strike team working hard to solve this issue. Thank you for your patience and for all the helpful posts and reports that have helped us with the investigation thus far.  

In World Tour this week, VAIIYA welcomes you to play Protocol: XPOSE! Every 2 minutes, you’ll be given a special vision that helps you see through walls, trees, and anything in your way so you can detect any enemy Contestants within a 50 meter radius. Even cloaking can’t save you from XPOSE! For 30 seconds, you’ll be able to hunt them with extreme precision…but they’ll be able to see you too, so get ready to engage! [/p][p][/p][previewyoutube][/previewyoutube][p]
This week we have a few new things entering the customization features! You’ll find that many of the hairstyles have additional colors to choose from: 30 new options in total! All for free, so run to the Appearance tab and get stylin’! 
[/p][p]We also have new items in the store for you to explore! [/p][p][/p]

Hotfix 7.0.1

[p]Season 7 is off to a great start, but with just a few bumps along the way! Here we have a Hotfix (no update needed) to help smooth things out a bit.
[/p][p]We intended to have NOZOMI/CITADEL cranked up to 11 in terms of map picks, but thanks to the community we found that that was not the case. This should be fixed, and you should now be fighting across the Rift much more frequently. [/p][p]
We have temporarily disabled the new weapon system that went live for all automatic weapons yesterday after finding a couple issues with it. As hard as we try to test things, nothing beats thousands of players across hundreds of devices going hands on - thank you all so much for calling out the issues you found so we can act on them swiftly![/p][p]
We have loaded in your Seasonal rewards, including the ENGIMO prize given to everyone based on the results of the S6 Sponsor Showdown. We also delivered a small gift to honor the players of Season 1 who bought the very first Battle Pass, thank you for being here since the very beginning!  [/p][h3]
Content and Bug Fixes 
[/h3][p]Battle Pass[/p]
  • [p]For the first few hours after launching the season, those who bought the Premium Battle Pass followed by the Ultimate Battle Pass, did not get their proper refund of 1150 Multibucks. The issue has been resolved, and your missing Multibucks have now been refunded[/p]
[p]Customization [/p]
  • [p]Returned the missing items from the store. We had about ten bundles that were mysteriously yeeted from the store but now they are back! [/p]
  • [p]We have removed the Standard Show and Ditch and Switch weapon bundles, as the animations on the weapons were incorrectly shown. They will be back in Update 7.1
    Dev Note: If you already bought it, don’t worry, you’ll have your properly working animation very soon! [/p]
[p]Gadgets[/p][p]Goo Gun[/p]
  • [p]Fixed an issue where goo blobs hitting players who were stealing a Cashout would not interrupt the steal interaction as intended[/p]
[p]Maps[/p][p]Nozomi/Citadel[/p]
  • [p]Fixed an issue where Nozomi/Citadel was being selected from the map pool less often that it should be in some modes[/p]
  • [p]Fixed an issue where Nozomi/Citadel was not being selected from the map pool at all in TDM mode[/p]
[p]Performance & Stability[/p]
  • [p]Fixed an issue causing game servers to occasionally crash[/p]
[p]UI[/p]
  • [p]Fixed an issue where some circuit rewards were being displayed in the customization menu that were there too early and in some cases, were incorrect [/p]
[p]Weapons[/p][p]General [/p]
  • [p]Temporarily disabled the new weapon system that was being used by all automatic weapons, due to an issue where players could wrongly be placed into the ‘uncontrolled’ movement state, thus increasing weapon recoil and bullet dispersion
    Dev Note: For now, these weapons are back on the old weapon system. The new system will be turned on again in a future update, once we have a fix for the issue in question. A special thank you to the community members who quickly identified the issue and reported it, this allowed us to rapidly improve the new weapon system and combat as a whole. [/p]

Season 7 - THE DIVIDE

[h2]SEASON 7: THE DIVIDE[/h2][p]The Arena is split. The lines are drawn. And now it’s your turn to choose a side.[/p][p]CNS has hacked its way into the spotlight, and VAIIYA is stepping up to shut them down. On one side: precision, order, and machine logic. On the other: chaos, color, and glitchy determination. Their clash has fractured the Arena itself, creating a whole new map, and you’re going to need to navigate your way through the aftermath.[/p][p][/p][previewyoutube][/previewyoutube][p]We’ve got a new map ready for you to destroy new Gadgets that shake up every class, the boldest cosmetics, and Battle Passes that take us from past to future and suit every Contestant’s style of grind!  [/p][p]Whether you’re here to flex, get strategic, knock down the walls, or just make it rain coins, THE DIVIDE awaits! [/p][p]Let’s get into it.[/p][p][/p][hr][/hr][p][/p][h3]THE RIFT [/h3][p]Welcome to NOZOMI/CITADEL, a stunning, destructible Arena split down the middle by The Rift. [/p][p]VAIIYA holds one side with towering precision. CNS claims the other with unruly, iridescent chaos. Between them is a battleground that shifts from tight corridors to wide-open mayhem. From brutal architecture to reactive nature, the Arena feels as divided as the forces fighting inside it.[/p][p]There’s so much to explore in its sprawling, architecturally divided footprint.  [/p][p][/p][hr][/hr][p][/p][h3]NEW GADGETS[/h3][p]Three game-changers enter the mix:[/p][p]H+ Infuser | Light [/p][p]Friendly fire has never been so friendly! [/p][p]The H+ Infuser lets you heal teammates by shooting them. Precision matters. Gratitude is optional. Just be sure to aim well![/p][p]
Breach Drill | Medium
[/p][p]It’s time you had a breakthrough! [/p][p]Stick the Breach Drill to any surface and it burrows through, blinds whoever’s on the other side, and then detonates. Clear the room in a flash.[/p][p]
Healing Emitter | Heavy
[/p][p]Don’t chase it. Let the healing come to you. [/p][p]Chuck the Healing Emitter near your squad to restore health over time. Just don’t let it roll off, or get carried away by an enemy Team.[/p][p][/p][hr][/hr][p][/p][h3]THE SPONSORS? [/h3][p]This time around, you’ll have to choose between one of two sponsors. With CNS back in the Arena, VAIIYA has risen up to re-secure the gameshow. It’s time to pick a side, and remember, you have to live with your choice for the whole Season.  [/p][p][/p][p]VAIIYA[/p][p]Defending your digital frontier.[/p][p]VAIIYA is the Arena’s digital shield, a cybersecurity giant led by CEO Sal Scoria. With elite firewalls, neural implants, and zero tolerance for threats, they blend human precision with cold machine logic.[/p][p]Fight smart. Stay protected. VAIIYA has your back.[/p][p][/p][p]CNS [/p][p]Seek the truth beyond the walls.[/p][p]CNS is a rogue collective out to expose MultiCo and rewrite the gameshow on their terms. They’ve hijacked broadcasts, corrupted systems, and made their presence impossible to ignore.[/p][p]They weren’t invited. They broke in.[/p][p][/p][hr][/hr][p][/p][p]SEASON 7 BATTLE PASSES [/p][p]From cybernetic to cyberpunk, every reward reflects the Rift. [/p][p][/p][previewyoutube][/previewyoutube][p]This season has more Battle Pass options than ever before, so there’s something for everyone! [/p][p]PREMIUM BATTLE PASS:
Old faithful, going strong.
106 rewards, including the bonus page, 1,575 Multibucks![/p][p]PREMIUM+:
Give yourself a boost!
106 rewards, including the bonus page, 1,575 Multibucks! Plus 20 levels instantly unlocked so you can hit the ground running.[/p][p]ULTIMATE BATTLE PASS:
The best way to go all in.
Everything the Premium Battle Pass has to offer, along with 1,000 Multibucks upfront, 25% XP boost, 20 levels unlocked, and 10 extra elite rewards! This will get you a total 2575 Multibucks and 116 Rewards to unlock! If you buy the Ultimate Battle Pass after buying Premium or Premium+, you’ll get an additional instant refund of 1150 Multibucks. [/p][p]FREE TRACK:
Something for everyone!
26 unlocks, including the Level 96 Mythic outfit, The Devourer, and 375 Multibucks, just for playing.[/p][p][/p][hr][/hr][p][/p][p]THE BATTLE PAST[/p][p]Starting in Season 7, you can unlock Legacy Battle Passes to chase iconic rewards from Seasons 1-4. Boxer outfits. TV heads. Towering samurai fits. If you missed them, now’s your chance.[/p][p]Legacy Passes don’t include Multibucks or Bonus Pages, but if you owned the Premium Pass back then, it’s unlocked for free. Missed a reward? Go get it. Every season, we’ll unlock the next Legacy Battle Pass![/p][p]Season 1 never had a bonus page, so we added something new: a brand-new outfit just for S1 Legacy Pass holders.[/p][p]Bought the Captain Saucerian Set during Season 4? Don’t worry, you’ll get the S1 Legacy Pass, too.[/p][p]Unlock items with Show Tokens, a new currency you earn simply by playing![/p][p][/p][hr][/hr][p][/p][p]INTRODUCING PRACTICE RANGE CHALLENGES[/p][p]You’ve seen the door in the Practice Range. Now it’s open.[/p][p][/p][p]Step into a new set of combat trials built to sharpen your aim, test your loadouts, and push your skills against reactive dummies that hit back.[/p][p]Go in for a solo challenge or take your Team with you. Hone your skills and set the difficulty you prefer. [/p][p][/p][hr][/hr][h3]TIME TO INVITE THE NEWBIES[/h3][p]The Arena can be an intense place for newcomers, so with Season 7 of THE FINALS we are doing multiple changes to make the onboarding just that much nicer. [/p][p][/p][p]RECRUIT & RISE[/p][p]We’re making onboarding more rewarding (and cooperative) with the Recruit and Rise program! [/p][p][/p][p]Veteran players (Recruiters) will be able to invite newcomers (Prospects) to team up and play together. There are rewards on the line for both Recruiters and Prospects, and for every Prospect you help graduate into a Recruiter themselves, your recruiter badge upgrades![/p][p][/p][hr][/hr][p]EASIER UNLOCKS[/p][p]Since the launch of THE FINALS we’ve added a bunch of Gadgets, Weapons, Sights and Specializations! For new players, catching up and unlocking all those loadout options can take a long time. [/p][p]This Season,  we’re decreasing the VR cost of all items released during Season 1 through 6 to 500 VRs. We are also increasing the VR’s earned during the first three rounds played from 2400 to 5000![/p][p]It’s the perfect time to get your friends back into the game! Don’t forget to add them as your Prospect![/p][p][/p][hr][/hr][p][/p][p]BADGE HUNTERS REJOICE! [/p][p]Leveling up your badges in Quick Play and World Tour has been described as a bit brutal in Season 6, so we aim to lighten the load in Season 7 by speeding up progression in these more casual modes! [/p][p][/p][p][/p][hr][/hr][p]
QUALITY OF LIFE, LEVELED UP
[/p][p]Season 7 brings more ways to flex, progress, and party up.

Leave your signature sticker on objectives. Let Deep Shuffle, a weapon and gadget skin randomizer, remix your style. Recruit friends for shared rewards. Level up much faster in Quick Play and World Tour. And yep, console players can finally chat in-game.[/p][p][/p][previewyoutube][/previewyoutube][p]More tools. More style. More reasons to play. Welcome to Season 7! [/p][p][/p][p]Let’s break it down.
[/p][hr][/hr][p]For a more visually pleasing version of the patch notes, see our website.[/p][h2]Balance Changes[/h2][h3]
Arena Carriables[/h3][p]Gas Canister[/p]
  • [p]Removed the required instant damage to trigger, making them easier to active[/p]
[p]Glitch Barrel[/p]
  • [p]Decreased health from 75 to 50[/p]
[p]Goo Barrel[/p]
  • [p]Decreased health from 75 to 50[/p]
  • [p]Decreased Goo blob health from 300 to 240[/p]
[p]Healing Barrel[/p]
  • [p]Decreased health from 50 to 15[/p]
  • [p]Removed the required instant damage to trigger, making them easier to active[/p]
[p]Powder Canister[/p]
  • [p]Decreased health from 50 to 15[/p]
  • [p]Removed the required instant damage to trigger, making them easier to active [/p][p][/p]
[h3]Gadgets[/h3][p]General[/p]
  • [p]Added controller aim assistance support to deployable Gadgets such as Turrets, APS, Explosive Mines etc, meaning these objects should be much less frustrating to aim at for controller users[/p]
[p]Anti-Gravity Cube[/p]
  • [p]Decreased cooldown from 35s to 28s[/p]
[p]Dev Note:  This small adjustment should make the Cube more appealing given its lower usage despite strong impact.
[/p][p]APS Turret[/p]
  • [p]Decreased the health consumed per projectile to 20%, meaning a full health APS can now block 5 projectiles instead of 4[/p]
[p]Dev Note: APS Turret usage has gradually dropped over time, as players have found more reliable ways to counter it. This adjustment aims to give the APS a little more power and hopefully make it slightly more useful to players.[/p][p][/p][p]Flashbang[/p]
  • [p]Increased view angle falloff, reducing effects when looking away[/p]
  • [p]Decreased the radial check from 3m to 1m, meaning players will be much less likely to be flashed when looking away from a Flashbang[/p]
[p]Dev Note: These changes hopefully make the Flashbang less punishing for players who actively countered it by looking away from it. It should also reduce some of the Flashbang spam that can occur in TDM mode.[/p][p] [/p][p]Goo Grenade[/p]
  • [p]Decreased the size of the goo wall from 2x6 to 2x5[/p]
  • [p]Decreased goo blob health from 300 to 240[/p]
[p]Dev Note: For a while now Goo Grenades have been creeping up in usage in the majority of modes and skill tiers, with usage now on par with other Gadgets and disproportionately higher than some. This higher rate of ‘goo spam’ has also been frustrating for a lot of players due to how easy it can sometimes make Cashout steals. [/p][p]In the ‘attack and defend’ dynamics of Cashout and Quick Cash modes, it’s important to us that defenders can slow the progress of attacking teams, so we don’t want to reduce the power of goo too much, but we believe these changes will tone down its power slightly, allowing well-prepared players to better counter goo. [/p][p][/p][p]Gravity Vortex[/p]
  • [p]Decreased cooldown from 24s to 20s[/p][p][/p]
[h3]Game Modes[/h3][p]Cashout (Ranked Tournaments)[/p]
  • [p]Decreased the size of various spawn negation zones, making slightly more respawn locations eligible for use when respawning players[/p]
  • [p]Increased the reconnect window for disconnected players who are in parties of three, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction or a Ranked Score penalty if their party matches the team size[/p]
[p]Dev Note: The current 210 second reconnect window exists to reduce how often players have a bad experience due to a random teammate disconnecting. In the case where the teammate isn’t a random player but an invited party member, and your party makes up the whole team, it makes less sense to have such a restrictive window to prevent griefing. We hope this change makes the reconnect window a little more forgiving for parties.   [/p]
  • [p]Updated the Ranked Score penalty system. The player who first abandons a match will take a fixed Ranked Score penalty, any players who subsequently leave will not receive a Ranked Score penalty, only a Ranked Score update based on their final match placement  [/p]
[p]Dev Note: The goal of this change is to try and reduce some of the negative impact of teammates disconnecting and not returning. [/p]
  • [p]Introduced Ranked Score penalty reduction system. Any Ranked Score reductions applied for a player getting eliminated from a tournament will be reduced by ~30% if their team had a player abandon the match. This rule is not applied if the missing player was in your party, to avoid exploits. [/p]
[p]Dev Note: This is another change aimed at reducing the negative consequences of teammates disconnecting in ranked matches. To avoid exploits and loss evasion, this rule only applies to players who were matchmade together, not players in parties where a party member abandoned the game. [/p][p] [/p][p]Cashout (World Tour)[/p]
  • [p]Decreased the size of various spawn negation zones, making slightly more respawn locations eligible for use when respawning players[/p]
  • [p]Increased the reconnect window for disconnected players who are in parties of three, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction if their party matches the team size[/p]
  • [p]Increased the size of the World Tour map pool to include all maps for the whole season, rather than our previous weekly rotations[/p]
[p]Dev Note: Over time, we’ve come to believe that limiting the size of the World Tour map pool and rotating it weekly isn’t giving World Tour players the best possible experience or variety, so we’ve decided to enable the whole map pool at all times, just like in Ranked Tournaments.[/p][p] [/p][p]Terminal Attack[/p]
  • [p]Increased the reconnect window for disconnected players who are in parties of five, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction if their party matches the team size[/p][p][/p]
[h3]Progression Points[/h3][p]Quick Play Points[/p]
  • [p]Increased the Points earned for finishing first in Quick Cash from 8 to 10[/p]
  • [p]Increased the Points earned for finishing second in Quick Cash from 5 to 6[/p]
  • [p]Increased the Points earned for finishing third in Quick Cash from 4 to 5[/p]
  • [p]Increased the Points earned for winning matches in Power Shift, Terminal Attack or TDM modes from 8 to 10[/p]
  • [p]Increased the Points earned for losing matches in Power Shift, Terminal Attack or TDM modes from 4 to 5[/p]
[p]Dev Note: We’ve heard your feedback on how the grind for both Quick Play Rank and World Tour Rank feels a little too long. These changes should make the journey to Gold 1 quite a bit shorter, while still making it an achievement to reach that rank.[/p][p] [/p][p]VRs[/p]
  • [p]Decreased the VR cost of all items released during Seasons 1 through Season 6 to 500 VRs[/p]
  • [p]Set the VR cost for items released in Season 7 to 2,200[/p]
  • [p]Increased the amount of VRs new players receive after completing three rounds from 2,400 to 5,000[/p]
[p]Dev Note: For some time now, players bringing their friends into THE FINALS have been telling us they struggle to get into the game because the range of items they can use or unlock early on is quite limited. These changes in VR costs and the amount of VRs unlocked by new players should speed up that process a lot and hopefully make it easier for new players to get into the game.  [/p][p] [/p][p]Win Points[/p]
  • [p]Increased the number of Win Points earned for losing in the first round of World Tour matches from 0 to 2[/p]
[p]Dev Note: As mentioned above, we’ve heard your feedback on how difficult you feel it is to reach the Emerald tiers in World Tour, and that you don’t feel rewarded for your time when you lose a first round match. This addition, although it looks small, guarantees two Win Points for every match played, speeding up the journey to Emerald by around 25% for the average player. [/p][p][/p][h3]Specializations [/h3][p]Goo Gun[/p]
  • [p]Decreased goo blob health from 300 to 240[/p][p][/p]
[h3]Weapons 
[/h3][p]General[/p]
  • [p]Rebalanced the environmental damage values across multiple weapons to make them slightly more consistent when damaging and destroying props. This does not boost their damage values against buildings [/p]
[p]93R[/p]
  • [p]Increased magazine size from 21 to 24 [/p]
[p]Cerberus[/p]
  • [p]Decreased damage per pellet from 10 to 9, reducing a full shot’s damage from 110 to 99[/p]
[p]Dev Note: We’ve received a lot of negative feedback about the Cerberus more recently and its potential for very high burst damage at close range. We really want the Medium to have solid close range weapon options, but our data backs up the over-effectiveness of the Cerberus at close range, so this nudge to its damage will hopefully bring it more in line with other Medium weapons usage and effectiveness. [/p][p][/p][p]KS-23[/p]
  • [p]Increased environmental damage from 700 to 1000, meaning it takes one less shot to fracture wall segments[/p]
[p]Dev Note: This change is part of our recent steps to increase the viability of the KS-23 while retaining its unique character as a weapon.[/p][p] [/p][p]LH1[/p]
  • [p]Increased damage from 40 to 42[/p]
[p]Dev Note: After our last round of changes to the LH1 the usage and effectiveness rates of the weapon dropped off a cliff, making it close to the worst Light weapon in the game. We believe this buff should address this issue and move the weapon back into a more viable tier for the Light, without going back to its previous overwhelming state.  [/p][p][/p][p]M134 Minigun[/p]
  • [p]Increased environmental damage from 25 to 30, meaning the Minigun can now more reliably remove three wall segments per full magazine[/p]
[p][/p][p]Sledgehammer[/p]
  • [p]Decreased the damage of primary attacks from 115 to 100[/p]
  • [p]Decreased the damage of secondary attacks from 200 to 154[/p]
[p]Dev Note: The Sledghammer has gradually become one of the most effective weapons in the game across World Tour, Quick Cash, Ranked and Power Shift, both in win rates but also efficacy metrics such as eliminations and damage done per round, to the point that it’s essentially now a top three overall weapon. This has occurred at almost all skill tiers as well. This growth in effectiveness has also come with increased rates of negative sentiment from players on the receiving end of the Sledghammer, who feel they can never compete against it at close range. It has also led to the Sledgehammer having win rates far above the target level for a balanced item.

We want to address this status and feedback, but we’re also keen to ensure melee is viable in THE FINALS, so we’re cautious about changing the weapon too drastically. While the size of these damage changes initially looks quite large, they are very targeted. For the most part, they don’t change the number of ‘hits to kill’ in most cases, with only one or two match-ups being affected. They do, however, reduce the number of possible attack combinations that can be combined with quick melee attacks to get kills in fewer hits, for example a primary attack plus a quick melee versus a Light.
[/p][p]Following these changes, Quick Melee as a combo with the Sledgehammer should now be a sub-optimal approach, compared to simply using the Sledge’s primary and secondary attacks. As always, we’ll monitor the impact of these changes once live and adjust if necessary.  [/p][p] [/p][h2]Content and Bug Fixes
[/h2][h3]Animation[/h3]
  • [p]Fixed an issue where characters sometimes looked broken when picking up items while inspecting their weapon[/p]
  • [p]Fixed animations not looking great in third person when exiting ladders[/p]
  • [p]Fixed an animation issue where you could sometimes see into" your lower body” when vaulting over objects[/p]
  • [p]Fixed an issue with camera shake and animation being over the top when firing the Tracking Dart[/p]
  • [p]Fixed an issue with Throwing Knives that could get stuck in the charged animation after swapping items [/p]
[h3]Audio [/h3]
  • [p]Improved randomization of music playlists to prefer songs from the latest season[/p]
[p]Dev note: This is to ensure players who use a custom music playlist also get a fresh intro to the Season 7 Soundtrack. This can be changed by editing your playerlist preferences. [/p]
  • [p]Reprioritized all sounds in the game [/p]
[p]Dev note This is one of the biggest things we’ve done to combat culling sounds, such as footsteps, which could occur when too many sounds happen at once. We’ve gone through all of the sounds in the game and reprioritized them. This should ensure that when too many sounds are playing, the lower priority sounds are culled first.[/p]
  • [p]Ensured that all gestures are only audible for players at an appropriate distance[/p]
  • [p]Fixed the audience countdown to react properly to going into overtime[/p]
  • [p]Dialogue lines added for late-game steals, and stealing Cashouts back[/p]
  • [p]Improved tracking of used voice-over lines to increase variation between game sessions[/p]
  • [p]First elimination of the round announcement now has a chance of June mentioning the team name[/p]
  • [p]Ensured that June's Practice Range introduction only plays once per user[/p]
  • [p]Changed the pitch of the Dummy voice effect depending on the player's (or bot's) archetype. Also enables this voice effect for players wearing the Dashboard Smirk Face[/p]
  • [p]Increased the volume of the commentators' end-of-round voice over lines[/p]
  • [p]Scotty will sometimes answer June with a team-specific mention after first team wipe announcement[/p]
  • [p]Added the correct drop sounds for discarded props when previewing Emote animations[/p][p] [/p]
[h3]Controller[/h3]
  • [p]Aim Assist - Added camera magnetism and aim snapping for Deployables [/p][p][/p]
[h3]Contracts[/h3]
  • [p]You are no longer able to advance melee multi kill achievements by eliminating party members[/p]
  • [p]You are no longer able to advance burning achievements by eliminating party members[/p]
  • [p]Destroying Sonar Grenades now counts toward destroying enemy placeables[/p]
  • [p]Players can now successfully earn the “Pressure Prize" achievement for hitting a target with a Gas Canister[/p]
  • [p]Fixed Club Contracts and levels that were broken in a previous update[/p][p] [/p]
[h3]Cosmetics & Customization[/h3]
  • [p]Fixed an issue causing 'Stream Circuit' skins to lose their glow when viewed from a distance[/p]
  • [p]The Fuelborn JAcket will no longer clip with clavicle items, pets and upper body items anymore[/p]
  • [p]Improved the Live Rounds crossbody item so the bullets and the belt move together[/p]
  • [p]Fixed Buccaneer Bandolier clipping into shoulder when equipped with a Emblem[/p]
  • [p]Fixed an issue that sometimes caused in-game gameplay effects to be applied on Player Cards[/p]
  • [p]Fixed an issue that sometimes caused black outlines around characters on Player Cards[/p]
  • [p]Tweaked texture streaming for capturing Player Cards. Blurry textures shouldn't happen often now[/p]
  • [p]Fixed an issue that sometimes caused Player Cards to appear empty in Private Matches with Spectators[/p]
  • [p]Added Deep Shuffle, an option to randomize equipment to select randomly from the collection of owned skins [/p]
  • [p]Added Signature Sticker to the customization options - Contestants can now automatically attach a Sticker to a Cashbox and Cashout Station when a Vault is opened or when a Cashout is started[/p]
  • [p]Fixed a flicker that could occur when switching between customizations in the Appearance screen[/p]
  • [p] The Punktuator jacket, Golden Coil Jacket, and ISEUL-T Lifestyle Coat wont clip with Crossbody items anymore[/p]
  • [p]Fixed Gateway particle effects disappearing in the Loadout screen Animations tab[/p]
  • [p]Upgrade the rarity of the Handheld Heropack, Spudnik CL40 skin, Loop-De-Doom Lewis Gun skin, and Ray Gun 51 V9S skin to better reflect their Mythic status[/p]
  • [p]Fixed Visual glitches with the golden details on the Emerald Prime Lewis Gun skin[/p]
  • [p]Unique skin particle effects now remain after being revived with a Defibrillator[/p]
  • [p]Fixed issue where characters equipped with the Multi-Mood Mask, Lustroflux Mask, Affection Display, and Critical Hit Mask would clip into the camera during respawn [/p]
[h3]Dynamism[/h3][p]Destruction[/p]
  • [p]Dealing damage to the environmental objects like walls/floors/ceilings/pillars etc. will now show damage in the form of cracks appearing. The intensity of the cracks is based on the remaining health of the environmental object.[/p]
[p]Glitch Mine[/p]
  • [p]Fixed a bug which would cause the Glitch Mine to have extended range [/p]
[h3]Gadgets[/h3][p]Flashbang[/p]
  • [p]Fixed an issue where Flashbangs would not show hitmarkers on successful hits[/p]
[p]Glitch Mine[/p]
  • [p]Fixed a bug which would cause the Glitch Mine to have extended range
    [/p]
[h3]Game Modes[/h3]
  • [p]Fix an edge case where the incorrect Team would advance in the event of a draw [/p]
  • [p]Reimplemented the numerical and linear teamwipe respawn counter in the top left UI[/p]
  • [p]Fixed issue where Quick Melee and Specialization would sometimes not work in the Practice Range[/p]
  • [p]Fixing issue where we could have multiple Vaults spawn with only one Cashout Station in the map
    [/p]
[h3]Gameplay[/h3]
  • [p]Fixed an issue where backfilling players would use faulty spawnpoints on first spawn[/p]
  • [p]Adjusted the size of the hit indicator slightly during repeated hits[/p]
  • [p]Fix interactions failing prematurely when the player's head was very close to the ceiling, this could interrupt stealing Cashouts for example [/p]
  • [p]Fixed an issue where changing accessibility options would not instantly reflect correct color on target dummies[/p]
  • [p]Fixed an issue where firing a Weapon directly after vaulting would sometimes not produce correct hits on other players[/p]
  • [p]Fixed an issue where setting “Aiming Inner Deadzone" to 0 would enable Aim Assist while not moving or aiming [/p]
  • [p]Fixed an issue where contestants could fly by placing a Turret on a Carriable and standing on it
    [/p]
[h3]Maps[/h3][p]General[/p]
  • [p]Adjusted the health of various cover and traversal assets to make them more consistent and appropriate for their size/material[/p]
  • [p]Added scaling for long player names on billboards[/p]
  • [p]Fix for walls on moving platforms showing the wrong mesh when viewed from a distance[/p]
[p]Monaco[/p]
  • [p] Fixed issue where unbreakable wall segments could be missing[/p]
[p]Monaco - Cashout tutorial[/p]
  • [p]Fixed ground collision where players were able to get stuck[/p]
[p]Practice Range[/p]
  • [p]Updated the character showcase to show new seasonal content
    [/p]
[h3]Performance & Stability[/h3]
  • [p]Fixed our most common client crashes[/p]
  • [p]Optimized the animation runtime, should lead to better performance, especially on lower end platforms[/p]
[h3]
Private Matches[/h3]
  • [p]Added the ability to promote another player to become a private lobby admin[/p]
  • [p]Added support to change Game Mode in private lobbies without needing to remake the lobby[/p]
[h3]
Rendering[/h3]
  • [p]Fixed an issue with ambient lighting on hair[/p]
  • [p]Fixed an issue that caused some saved windowed resolutions to not  on startup if DPI scaling was enabled in Windows[/p]
  • [p]Fixed an issue causing lack of sky light-reflection in interiors and shaded areas[/p]
  • [p]Fixed an issue where Mines and C4s were not visible from afar on low Quality Settings
    [/p]
[h3]Settings[/h3]
  • [p]Players are now able to change their Player numbers through the Settings menu[/p]
  • [p]Updated the credits screen with a new look[/p]
  • [p]Moved the respawn key binding to the gameplay category
    [/p]
[h3]Social[/h3]
  • [p]Fixed an issue related to sending invites to friends through third party platforms[/p]
  • [p]Text chat now defaults to the team channel when you enter the game[/p]
  • [p]Party Chat option in-game is removed if you are not playing in a party[/p]
  • [p]Fixed an issue where quick key presses in chat windows could unintentionally toggle voice chat on/off[/p]
  • [p]Fixed incorrect time stamps on club feed 
    [/p]
[h3]Spectator[/h3]
  • [p]Add a bespoke spectator HUD featuring health bars for all teams and a more compact inventory widget [/p]
  • [p]Team overview can now be customized and toggled on and off while spectating[/p]
  • [p]Fixed the spectator being unable to move when reconnecting during a pause[/p]
  • [p]Gamepad bindings - Changed input for recent point of interest from \[Right Face button] to \[D-pad Up] to avoid overlapping inputs[/p]
  • [p]Fixed issue where the settings menu couldn't be closed while the match was paused[/p]
  • [p]Fixed some of the spectator keybinds not working with gamepad
    [/p]
[h3]UI[/h3]
  • [p]Fix that the tournament outro screen would not show waiting for more players when going to the next match[/p]
  • [p]Will no longer show elimination text for friendly eliminations (they are still shown in the kill feed)[/p]
  • [p]Fixed an issue where some UI elements were missing right before a match started[/p]
  • [p]Remaining ammo now blinks when low, instead of changing to a solid red color[/p]
  • [p]Updated scoreboard animations to be more visible[/p]
  • [p]Fixed two issues where the end of round scoreboard in the top left corner would display incorrect order and or score[/p]
  • [p]Dummy health and name should now always show up in the Practice Range[/p]
  • [p]Fixed the in-game HUD showing for a brief second before gameplay starts[/p]
  • [p]Fixed sorting for Standard Issue weapon skins and Animations[/p]
  • [p]Fixed an issue where in-game UI elements would sometimes be drawn on top of each other when they shouldn't[/p]
  • [p]Fixed issues where the the Practice Range would announce every Dummy that respawned and players not within your area [/p]
  • [p] Fixed issue where the league rank up screen could be closed with Escape resulting in an empty screen[/p]
  • [p]Fixed issues where the players of different Practice ranges would show up as a message joining the practice range[/p]
  • [p]Fixed an issue where players received a “cloaked a teammate" score when using cloak on themselves[/p]
  • [p]Fixed the ongoing Cashout amount sometimes overlapping in the top left scoreboard.[/p]
  • [p]Fixed the boot screen to not be on top when launching the game
    [/p]
[h3]Weapons[/h3][p]General [/p]
  • [p]Moved most of the game's automatic weapons over to a new underlying weapon system[/p]
[p]Dev Note: This new system should mean issues like the “I can't shoot” or “I can't ADS” bugs should be a thing of the past. As Season 7 progresses, we'll also be moving shotguns, lever action, pump action and bolt action items over to this system as well.[/p][p]As a new system, we're expecting there might be some discrepancies that will need addressing. If you do find any issues, please report them to help us perfect this system ASAP. [/p]
  • [p]You can no longer backstab inanimate objects, only Contestants
    [/p]
[h3]Weapon Sights[/h3][p]CB-01 Repeater[/p]
  • [p]Fixed an issue where the default iron sight had more magnification than intended[/p]
  • [p]CB-01 Repeater can now equip the Reflector Sight [/p]
[p]Compact Reflector Sight[/p]
  • [p]Rebalance to ensure this sight has the same magnification on all guns, Low (1X). This change affects the XP-54, CB-01 Repeater and R .357 which had higher zoom values [/p]
[p]Reflector Sight[/p]
  • [p]Decreased magnification from High to Medium (1.5X -> 1.25X) [/p]
[p]Adder Reflex Sight[/p]
  • [p]Rebalance to ensure this sight has the same magnification on all guns, Low (1X).  [/p]
[p]Holographic Sight[/p]
  • [p]Rebalance to ensure this sight has the same magnification on all guns, Low (1X). This change affects the XP-54 and CB-01 Repeater who had higher zoom values[/p][p] [/p]
[p]A message from our Anti-Cheat Team:

Dear Players,[/p][p]Please join me on a small journey where we talk about cheaters in THE FINALS. As any competitive multiplayer game, cheaters exist in our game as well. The community has asked for more transparency in our communication and we are going to try to give you more information going forward, starting now in Season 7. At the same time it’s a tricky subject where saying too much, too little or nothing at all, will affect perception in ways not always predictable and sensible. [/p][p]Fair play and the integrity of our players have always been a top priority at Embark. With THE FINALS heading towards its first major at Dreamhack 2025 with a $100,000 prize pool, the stakes are even higher. The cheat landscape is ever evolving, from simple scripts and applications to more advanced kernel-drivers, physical hardware and AI. This requires innovative solutions from Anti-Cheat and the team is working hard to build a safe environment where you can trust that you and your opponents play on equal and fair terms. More on this in future posts.[/p][p]You might be wondering how you can help. Please continue to use the in-game reporting feature with as many details as possible. In addition to this please continue sending feedback. We are not always able to reply, but we always listen.[/p][p]/Chim[/p][p]
[/p]

Store Update 6.11 - The end of Season 6!

[h3]Update 6.11 – Wrapping Up Season 6[/h3]

As Season 6 nears its end, we’re keeping things simple this week with a milky fresh store rotation and some final reminders and announcements before the big shift into what’s next.

HEAVY HITTERS enters its third and final week. Complete your Tiger Juice contracts and climb the leaderboard while you still can. The top 10 players will be immortalized on the official Heavy Hitters Trophy, so now’s the time to swing hard and bonk harder.

We’re also down to the wire in the Sponsor Showdown, with ENGIMO holding a strong lead. But the Arena is unpredictable, and there’s still time for OSPUZE or ALFA ACTA to mount a comeback and win the showdown.

[h3]HANG OUT WITH OSCAR![/h3]

Don’t miss our community stream at 5PM today.Tune in early if you want to see the very first reveal of Season 7. You’re not going to want to miss this.

Earlier this week, some players experienced missing cosmetics due to a temporary issue. That’s now been resolved, and all items have been restored to your inventory.

[h3]NEW STORE[/h3]
This week’s store rotation features the farm-ready Moolah Militia Set (complete with bucket helmet and M60), the Herd Mentality Set with field-inspired skins for six weapons, and a slick new VI Rifle Moves animation for the ARN-220.

[previewyoutube][/previewyoutube]

That’s all for now - wrap up your contracts, make that final rank push - and we’ll see you tonight on the stream!