The Finals Update Ushers In Season 6 With New Permanent Mode

Season 6 of “The Finals” has commenced, offering players another enticing motivation to dive into the free-to-play first-person shooter. Dubbed as “Rising Stars,” this latest update brings fresh content along with the anticipated balance adjustments and bug repairs that are synonymous with video game updates. Among the notable enhancements introduced with the new “The Finals” update, it’s worth highlighting that Team Deathmatch is now a permanent Quickplay option. Additionally, developer Embark Studios has extended the number of Arenas accessible for this mode to six.

In Season 6, The Finals is extending its Power Shift mode to two additional arenas – Bernal Stadium and Las Vegas Stadium. As for the Las Vegas Stadium, the map has undergone a facelift, with improvements in movement, clearer sightlines, and enhanced combat flow. To make things more exciting, fresh light, medium, and heavy weapons are being introduced this season: the ARN-220, CB-01 Repeater, and M134 Minigun respectively. And of course, a new Battle Pass is here! With 106 rewards up for grabs, such as outfits and emotes inspired by the “Golden Age of sports entertainment.

You may find it helpful to remain patient as you read through the comprehensive and detailed update notes for The Finals version 6.0.0, which can now be downloaded:

The Finals Update 6.0.0 Patch Notes

WELCOME TO SEASON 6: RISING STARS

With the whirring noise of a minigun being fired and the deafening cheer from the spectators in the stands, it’s our honor to declare that the long-awaited moment has come: SEASON 6 FINALS are here!

This season offers fresh methods for competition, a revamped collection of tools to showcase when appealing to our sponsors, and more opportunities than ever to advance in rank! Whether you’re drawn by the frenzied excitement of our enlarged game modes across multiple arenas, the visually stunning new Battle Pass, or the introduction of innovative weapons (indeed, that is an assault rifle with double magazines), this Season brims with style, action, and opportunities for groundbreaking plays!

Here’s everything you need to know as you step into Season 6: RISING STARS:

TEAM DEATHMATCH IS HERE TO STAY

In the latest season, Team Deathmatch (TDM) has been made a permanent option under Quickplay. This means the return of the 5vs5 game mode, which this time extends across six different arenas, giving players more options to enjoy the action.

  • Fortune Stadium
  • Seoul
  • SYS$HORIZON
  • Las Vegas
  • Kyoto
  • Skyway Stadium

Dive into Instant Action, strive for a top position, and gather advancement prizes (details soon!) while vying for renown, riches, and supporters in this exciting competition!

POWER SHIFT EXPANDS TO NEW ARENAS

Delighted platform users! Now, you have the opportunity to break through Bernal and Las Vegas Stadiums for an exciting new test!

Besides tweaking the game mechanics, we aim to enhance your enjoyable experience in the fresh Arenas for our cherished Power Shifters!

Your chariot awaits – get ON the objective!

QUICKPLAY PROGRESSION

From now on, when I jump into any Quickplay game sessions like Quick Cash, Team Deathmatch, Terminal Attack, or Power Shift, I’ll rack up Quickplay Points. As I progress through the Season, these points will help me level up my Quickplay rank, unlocking exclusive rewards along the way!

Regardless of whether you win or lose, you’ll still accumulate points similar to a World Tour (implying consistency). However, triumphs will bring additional points as well! Be it leisurely play or a relentless pursuit for the top spot, every game contributes to your seasonal advancement.

LAS VEGAS STADIUM – A REIMAGINED CLASSIC

In Season 6, the Las Vegas Arena is metamorphosed into a revamped championship venue. The entire layout has been optimized for easier navigation, unobstructed viewing angles, and streamlined combat dynamics!

Each Sponsor has left a distinctive mark on the Arena, as they’ve personally rebranded the casinos according to their unique architectural style.

The Stadium has loaded, the crowd is cheering – are you ready to face the competition?

NEW WEAPONS AND SIGHTS

This season introduces three powerful new weapons, ensuring fresh strategies for every playstyle.

LIGHT | ARN-220

This agile competitor’s trusted companion is this swift assault rifle! It ensures you stay in the game with remarkably quick reloading speeds due to its additional magazine. With its smooth recoil and rapid-fire capability, it’s designed to tear through mid-range targets before they even sense the impact!

MEDIUM | CB-01 Repeater

This powerful lever-action firearm is designed for accuracy. Swiftly replace the magazine with a speed-loader, and you’ll be ready to fire precise, heavy-duty shots again in an instant! High stakes, big payoff!

HEAVY | M134 Minigun

A weapon that spits out bullets at a rapid pace with huge ammunition capacity. Maintain your defensive position, crank up the mechanism, and unleash its fury. However, be aware that moving quickly won’t be an option!

No matter if you lean towards swiftness, precision, or intense damage output, there’s a tool tailored for your mastery!

For those who love precision, we’ve got something exciting! We’re unveiling an entire collection of brand-new sights tailored for different types of weapons. Check out the comprehensive list in the detailed notes for more details!

BATTLE PASS – RISING TO LEGENDARY STATUS

The RISING STARS Battle Pass offers 106 prizes, taking inspiration from the golden era of sports entertainment. With outfits, emotes, and other items, you can evolve from a promising newcomer to a seasoned champion!

Premium Battle Pass
Earn 1,575 Multibucks, enough to get next season’s pass plus extras

Free Track
Unlock 26 rewards, including Multibucks and outfits

Remember your plays are only as iconic as the outfit you made them in, so get your grind on!

SIGN YOUR SPONSOR

This Season, you can demonstrate your allegiance towards one of three Sponsors by endorsing both your performance and fandom to them! If you’re hooked on juices, a tech enthusiast, or simply appreciate an optimized home security setup – there’s an ideal lineup for you to pick this season!

OSPUZE
Pop. Pour. Perform.

Originally designed with a single ambition: Absolute Liquid Supremacy, OSPUZE makes it seamlessly simple to outshine everyone and everything in the Arena. Just a modest gulp is enough to underscore why you consistently take the top spot. Once you begin, there’s no reason to ever pause your winning streak. What incentive could anyone have for halting success?

CEO Sofia Petronelle stands out as a unique and influential figure in the business world. Under her dynamic leadership, OSPUZE is providing sponsorship opportunities for contestants participating in Season 6 of THE FINALS – but only a limited number at a time!

ALFA ACTA
Maximize Firepower, Minimize Risk

ALFA ACTA stands for taking action ahead of potential dangers. If you’re someone who believes in being one step ahead when dealing with threats, then Junior McJohnson shares your perspective. Fresh entrants to the sponsorship program for THE FINALS‘ Contestants will find that signing with ALFA ACTA means more than just displaying virtual weaponry; it’s about doing so with pride. Whether you prefer a bold, aggressive approach or a more cautious one, remember that ALFA ACTA provides you with all the necessary tools to accomplish your mission successfully.

CEO Junior McJohnson skillfully built upon his family’s defense technology heritage. From backing virtual battle competitions to securing physical contracts, he transformed ALFA ACTA into a dominant force in the industry. His actions would undoubtedly impress his forebears who wielded firearms.

ENGIMO
Beyond Boundaries, Within Reach

Known for its advanced communication systems, ENGIMO effortlessly links the real and virtual realms, providing exceptional speed and convenience. During Season 6, they’ll reach fans globally by offering sponsorship opportunities.

CEO Natsume Ichikawa is a pioneer, and ENGIMO’s innovative technology represents her cutting edge. To transform ENGIMO into the global powerhouse it is today, she had to forge ahead and shape the future herself. Her distinctive dragonfly brooch symbolizes the company’s dedication to quick, boundary-pushing solutions.

CUSTOMIZE THE HOUSE DOWN

If you’re a fashion enthusiast, then Season 6 is perfect for you! Now, you have the freedom to blend cosmetics as per your preference across all character builds. Plus, you can store up to 24 unique outfits at once!

No more manually equipping each item. Just pick an outfit and apply it instantly!

Experiment with various combinations of your wardrobe to create an outstanding game show appearance, ensuring not to spend your precious Multibucks until you’re confident and prepared to enter the Arena!

If you fail to select an outfit before the game starts, you’ll still get a chance to change it on the loadout screen right before the match commences!

PLENTY MORE IN STORE

The Store has received a major overhaul, making it both better-looking and more functional!

With categories for a wide variety of tastes, it’ll be sure to help you find your style!

Additionally, the latest update introduces a sneak peek function enabling you to watch animations of weapon skins prior to making a purchase.

PRACTICE MAKES PERFECT

At the Training Grounds, we’ve made some exciting updates! Now, instead of regular dummies, we have what we’re calling ‘Brains’, or Smarties for short. These new targets adapt to your equipment setup, mimicking the behavior of actual competitors, making practice more realistic than ever!

This allows you to test mechanics in a whole new way, on dummies with slightly bigger brains!

IMPROVED PRIVATE MATCHES & SPECTATOR MODE

You’ll be thrilled to know that we’ve expanded the personalization choices for your private matches! Now, besides picking the Arena and Mode, you can tailor the weather conditions, choose different game variants, and even set up Game Show Events!

Leaderheads of lobbies can now effortlessly rearrange their groups by simply moving participants into teams. This streamlines the process of setting up games significantly!

The Enhancement of the Spectator Perspective is Impressive! Now, characters are outlined according to their teams, which makes it simple for onlookers to identify players as they navigate through structures. Additionally, customizable camera positions allow spectators to save up to nine distinct angles for quick transitions, thereby facilitating a smoother understanding of the action unfolding.

“Watching the action from above, you understand it better than most.” – Valkyria

EXPANDED STREAMER MODE & PRIVACY OPTIONS

New privacy options have been added!

In an Anonymous Mode, your player name, team emblem, score ranking, and seed position during tournaments become concealed and unseen by every competitor in a game.

The Streamer Mode ensures that all viewers share the same privacy settings, enhancing the safety of sharing your gameplay experience. Discover these and other exciting features in our Settings menu!

Sometimes it’s good to hide your identity from your enemies. They’ll find out who you are once the conflict is over.” – Valkyria (simplified)

NEW BODY TYPES FOR HEAVY

As a passionate enthusiast, I’ve been eagerly anticipating the arrival of fresh character customization elements for our beloved game, and let me tell you, it’s no small feat! This season, I can hardly contain my excitement as we unveil the inaugural changes to the Heavy class – a momentous shift that promises to breathe new life into the gameplay experience!

Stay tuned for future updates as we work to bring more options to all the builds!

A SOUNDTRACK BUILT FOR CHAMPIONS

As a music enthusiast, I can’t help but express my excitement over Season 6! It offers six fresh tracks that seamlessly blend the pulsating rhythms of disco, the raw power of bass, and the electrifying melodies of synths. These sounds perfectly echo the high-octane atmosphere of the Arena, making each listen an exhilarating experience.

Listen to the album now!

AND SO MUCH MORE!

As a passionate gamer, I’m thrilled about Season 6! It’s packed with exciting World Tour locations, courtesy of our amazing sponsors. We’ve got fresh career badges, increased item mastery levels, and the long-awaited ‘sorry’ emote to express ourselves better in the game. Moreover, we’ve enhanced the Social tab by providing more detailed information about your friends’ readiness for some fun times together!

Additionally, we’ve restructured how novice players accumulate Virtual Rewards (VRs) for a smoother entry into the game. Furthermore, we’ve reduced the VR costs on certain vintage loadout choices to expedite the progress of budding competitors towards their preferred loadouts!

GET READY TO BE A RISING STAR

This season is your chance to outshine! With the introduction of Team Deathmatch, Power Shift expansion packs, fresh weaponry, and a Battle Pass bursting with rewards, you’re in for an electrifying ride in Season 6!

The Arena is waiting. Step up and claim your place among the legends.

Balance Changes

Gadgets

Anti-Gravity Cube

  • Decreased cooldown from 40s to 35s
  • Increased effect radius from 3.5m to 4m

APS Turret

  • Decreased damage taken per projectile destroyed from 40%to 31.25% of total health, meaning a full health APS can now block 4 projectiles instead of 3

Developer’s Remark: There’s been a significant decrease in the use of APS ever since we made it so that blocked projectiles drain the deployable’s health. This adjustment aims to make the APS slightly more appealing, potentially increasing its popularity compared to its current state.

Data Reshaper

  • Decreased ammo count from 3 to 2

Developer’s Note: In recent updates, the Data Reshaper has proven highly effective against deployables with long cooldown times such as the Guardian Turret, thanks to its enhanced functionality. The expense of using the Reshaper’s ammo, compared to the length of time it could disable the opponent’s Turret due to cooldown, seemed unbalanced. With this new usage, the cost to fully use the Reshaper was relatively small. To rebalance things, we plan to reduce the maximum ammo count.

Glitch Grenade

  • Decreased the fuse time from 1.8s to 1.5s

Developer’s Note: The adjustment made aims to make the Glitch Grenade feel more immediate and perhaps a bit more enticing for users.

Gravity Vortex

  • Increased the maximum duration of the vortex from 8s to 10s
  • Increased the minimum duration of the vortex from 5s to 7s
  • Decreased throw velocity from 16.5m/s to 15m/s
  • Increased projectile gravity modifier from 1 to 1.7, giving the projectile a steeper arc
  • Therefore, maximum throw distance decreased from around 29m to around 15m

Developer’s Note: We’ve noticed that the Gravity Vortex isn’t being utilized as much as we anticipated. These modifications are intended to boost its effectiveness slightly, while ensuring it’s not employed as a distant throwing weapon like a grenade, but rather used strategically as a trap.

Tracking Dart

  • Increased tracking duration on targets from 10s to 13s

Developer’s Remark: Adjustment made to the Tracking Dart to potentially increase its appeal as a preferred choice among Gadget options.

Arena Canisters

Explosive Canisters

  • Reduced the fuse time of the Explosive Canisters, so they will detonate sooner and more reliably

Developer’s Remark: The time before which an Explosive Canister detonates has been set in the past, primarily due to their higher damage at that time and also because of the interesting random effects they produced when colliding with walls. However, given their reduced damage now, we believe the extended fuse time was causing issues with usability and dependability, particularly for novice players.

Specializations

Cloaking Device

  • Increased ‘Cloak Max Blend’ from 1.5 to 1.75, making cloaked players slightly more visible to others
  • Increased ‘Delay Before Transitioning Into Cloak’ from 0 to 0.5s, increasing the time it takes to for a player to disappear
  • Increased the ‘First Person Cloak Multiplier’ from 0.9 to 1.0, meaning the cloaking effect in first-person view will more accurately represent the cloaking effect seen in third-person view

Developer’s Note: We understand that the enhanced duration of the Cloaking Device has been challenging for some players. However, we appreciate how the recent adjustments have promoted a stealthy gameplay approach instead of being used for evasion during combat. To balance player feedback while preserving this style of play, changes have been implemented to make cloaked characters more noticeable when moving. The aim is to encourage using it more as a ‘hide and seek’ tactic, rather than a fast-paced combat technique.

Winch Claw

  • Increased max range from 10m to 12m
  • Added scaling of the stun duration versus Weapons and Gadgets, based on the distance to the target player, meaning long range hooks stun for slightly longer than short range hits
  • Increased the maximum Weapon/Gadget stun duration on targets hit at max range from 0.55s to 0.65s
  • Added minimum Weapon/Gadget stun duration on targets hit at min range (3m or less) of 0.3s
  • The Winch Claw stun effect changes described here impact Weapons and Gadgets only. Specializations are always impacted for a fixed stun duration, which is a different value. That value is unchanged from what it was before.

Developer’s Note: In our recent updates, we found that the adjustments made to the Winch Claw may have been too extreme, restricting its versatility. To address this issue, we’ve improved its long-range performance in the latest update. To balance things out, we’ve made the micro stun duration of the Winch Claw more flexible, varying its length depending on the distance of the pull. This adjustment aims to make the Winch Claw less annoying for players affected by it, while also enhancing the long-range capabilities for those who use the Winch Claw.

Weapons

AKM

  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement

Dev Note: This is purely a quality of life change to make the weapon feel nicer to use.

CL-40

  • Increased the size of the inner blast radius radius from 30cm to 60cm, meaning it should now be easier to do maximum damage
  • Increased the speed of the grenade projectile from 35m/s to 42m/s
  • Decreased the projectile gravity modifier from 1 to 0.9, giving projectiles a slightly flatter arc

Developer’s Remark: We find that the CL-40 weapon isn’t utilized as much as others. To encourage its use, we’re slightly enhancing its efficiency in combat.

The CL-40 seems to be less popular among us due to underuse. To make it more appealing, we’re increasing its combat effectiveness by a small margin.

Dagger

  • Increased damage of regular attacks from 50 to 60
  • Increased the damage of non-backstab secondary attacks from 50 to 75
    • Damage with backstab secondary attacks remains at 320 damage

Developer’s Note: The slight increase in base damage aims to enhance the usability of the weapon’s non-backstab attacks in specific combat scenarios.

FAMAS

  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement

Dev Note: This is purely a quality of life change to make the weapon feel nicer to use.

FCAR

  • Decreased recoil intensity for bullets 5-7 in the firing sequence, making the weapon slightly more stable

Developer’s Remark: I’ve made a minor adjustment to the FCAR’s recoil behavior, ensuring it doesn’t alter the general pattern. The aim is to make the gun feel a bit steadier and more manageable at the start of continuous fire.

KS-23

  • Decreased pump-action duration from 0.82s to 0.7s, allowing the gun to fire faster.
    • This change effectively increases the KS-23’s fire rate from 73RPM to 85RPM

Dev Note: This small buff is aimed at improving the usability and competitiveness of the weapon.

LH1

  • Decreased damage from 46 to 40

Tech Note: This season, the LH1 has shown exceptional performance, even in close quarters, which was not our original design intent. The adjustment made to its damage is intended to rectify this issue and align its performance more closely with that of other weapons.

M11

  • Increased damage falloff max range from 15m to 17.5m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range

Tech Update: It seems that the M11 is surpassing several long-range weapons, contrary to our design expectations. To balance this out, we will make a minor modification that will reduce its efficiency at extended ranges, while slightly expanding its optimal range instead.

M60

  • Increased damage from 19 to 20
  • Increased damage falloff max range from 32m to 35m, giving the weapon a slightly longer effective range
  • Increased damage falloff multiplier from 0.4 to 0.5, meaning the weapon now does slightly more damage at range

Note for Development Team: The M60 is currently lagging behind both the Lewis Gun and ShAK-50. These adjustments are intended to potentially improve its performance, making it more comparable to these two weapons in terms of effectiveness.

Pike-556

  • Decreased damage falloff minimum range from 50m to 45m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 55m to 50m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff multiplier from 0.85 to 0.75, meaning the weapon now does slightly less damage at range
  • Significantly reduced the amount of visual recoil experienced when aiming-down-sights, causing the bullets to land closer to where your reticle indicates

Developer’s Note: Our goal is to balance this weapon with others, and reducing its effective range seems like an effective method for achieving this equilibrium. Additionally, we observed that it had a more pronounced visual recoil compared to other weapons, which has now been lessened to enhance the overall gaming experience when using this particular weapon.

SA1216

  • Decreased pellet count from 13 to 12
  • Therefore, total damage per shot decreased from 78 to 72 (due to pellet count change)
  • Increased damage falloff minimum range from 10m to 12.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 15m to 20m, giving the weapon a slightly longer effective range
  • Pellet pattern has been adjusted, to move it towards a better closer-range role after the removal of a pellet
  • Added a new element to the ammunition HUD that shows the number of ‘feed modules’ the weapon has and how many have been used, to make it clearer when the player has rotated the magazine. This same HUD element is also used for the new ARN-220 with its dual magazines.

Developer’s Note: The SA1216 has consistently shown excellent performance, even performing better at distances beyond our initial design. To balance its overall damage capability, particularly at long ranges, we’ve decreased the weapon’s damage output but expanded its effective range slightly to maintain some of its unique character and offset the reduction in damage.

XP-54

  • Increased damage from 16 to 17
  • Increased damage falloff minimum range from 20m to 22.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 30m to 32.5m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range

Remark for Development: The XP-54 fell short in performance relative to weapons such as the M11 during Season 5. This adjustment is intended to rectify that issue.

Content and Bug Fixes

Animation

  • Made all transitions to aim down sight while sprinting feel much smoother
  • Quick Melee animations now show properly while vaulting
  • Fixed an issue where melee animations could be missing or look incorrect while attacking during the motion of swapping to an item
  • Fixed an animation issue when reloading prior to interacting with Cashouts and statues
  • Fixed an issue that caused reload animations to continue while being pulled by the Winch Claw
  • Fixed an animation issue that could occur when players are pulled by the Winch Claw while vaulting
  • Fixed an issue where interrupting looped reload animations could look incorrect
  • Fixed an issue where the spawn animation would sometimes not trigger when spawning
  • Fixed an animation issue when deploying weapons after performing a ledge catch motion
  • Throwing knives will now always play the standard deploy animation in between shots to avoid disorienting motions
  • Added animations to several primary weapons available for purchase in the customization menu
  • Fixed an animation blend issue when transitioning from a ladder straight to vaulting
  • Fixed an animation issue which made the player’s arms look strange while throwing a Goo Grenade with certain skins equipped
  • Fixed an issue where players would see static legs in first person or other players stuck in a “death pose”
  • Fixed an issue with single fire weapons that could lead to being stuck in infinite reload animations
  • Fixed an issue with the Recurve Bow clipping into the camera when vaulting on objects
  • Fixed an issue where the character’s fingers could blend badly during the slow motion sequence in the end of a round
  • Fixed an issue where the player’s animations could freeze when trying to interact with something immediately after a successful interaction was just completed
  • Made animations flow more smoothly when going from a vaulting animation to a firing sequence or aiming down sights

Audio

  • Reset the player’s Music Playlist to play the Season 6 Soundtrack, for a fresh introduction to the new theme and vibe. Players can easily turn it back to their preferences again through the Playlist menu

Controller

  • Fixed “Unbound” text that was shown in the inventory HUD when the “Equipment Cycling” gamepad preset was being used

Gadgets
APS

  • Fixed an issue where, if the APS Turret was attached to a liftable object and was being carried by a player, a sphere of invisible collision would block all bullets being fired near the APS

Dev Note:This change is a bug fix to collision and will not affect the gameplay of the APS

Gravity Vortex

  • Custom skins now stay applied when thrown

Gameplay

  • Interactions with statues and Cashouts should now be much less likely to be incorrectly interrupted at the start of the interaction
  • Added ‘Sorry’ as an emote option
    Dev Note: Sorry for taking so long!
  • Free-fly camera now ignores camera direction, meaning pressing the spacebar will always make the camera ascend vertically relative to the map
  • Fixed carried objects sometimes incorrectly clipping into the player head when held above the player
  • Fixed issue where the player’s held weapon was slow to start firing after dropping an object
  • Players using invisibility will now be uncloaked when directly hit by the flamethrower
  • Fixed a rare issue where players would lose respawn tokens when being revived
  • Fixed issues with enemy outlines sometimes not having the correct color
  • Fixed an issue where players could enter a “flying mode” after a ladder interaction
  • Fixed an issue with autosprint not triggering after respawning
  • Crosshair is now disabled correctly when emoting
  • Fixed a rare bug where outlines would show up as friendly on enemy contestants
  • Grenade throwing is now properly canceled when interacting with items
  • Fixed issue where using the last ammo of an item and picking up an object directly after would always make it drop again
  • Potential fix for a stubborn issue where Aim Down Sight suddenly stopped working
  • Fixed an issue where players could have the wrong item equipped when respawning

Game Modes

General

  • Gameshow Event duration is now shown in the HUD
  • Fixed a bug where players would not be able to pick their full loadout selection when backfilling into a match
  • Resolved issues where vaults spawning mid-game would not be highlighted

Bank It

  • Removed Bank It from the Quick Play menu for now as TDM takes its place. Bank It will still be available in Private Matches

Developer Note: Regrettably, Bank It is our least-played game mode, frequently experiencing a low number of players due to its lack of popularity. With the introduction of TDM (Team Deathmatch) into the game, which shares similar gameplay mechanics but has shown greater appeal, we believe now is an ideal moment to remove Bank It from regular play. This decision will help prevent our player base from being fragmented across too many modes. However, Bank It will still be accessible in Private Matches and may reappear during special events. Yet, to provide the highest-quality matches across all game modes, it will no longer serve as a standard game mode.

  • Updates the scoreboard and Tournament overview screen in Ranked Tournaments. Previously shown information such as the seeding of other teams, other players Rank Score, or other players gameplay scores (such as combat score) will not be presented to players before or during the match. This change is intended to prevent previously-seen behaviours where teams would use this information to target/avoid specific opponents, and would monitor the status of opposing players through the leaderboard instead of scouting physically. And so, players will now need to use scouting or learn from past encounters to gain more information about opposing teams, as originally intended. Ranks and seedings will be shown to players after they are eliminated from the tournament.

TDM

  • TDM added to the Quick Play menu as a base mode
  • Now available on
    • Fortune Stadium
    • Seoul
    • SYS$HORIZON
    • Las Vegas
    • Kyoto
    • Skyway Stadium
  • Revamped visuals for the HUD
  • Players are now forced to spawn after being dead for an extended period of time, to prevent griefing

Cashout

  • Fixed an issue that could occasionally cause teams to respawn too close to objectives

Power Shift

  • Goo no longer slows down the platform
  • Slightly adjusted the speed at which the platform moves based on the amount of players on it
    • 1 player: 8.33% faster
    • 2 players: 3.33% faster
    • 3 players: same speed

As a gamer, I used to struggle with the slowing down mechanism in Power Shift, which many players weren’t even aware of. It sometimes unintentionally hindered me and my team during gameplay. Although the idea of “weighing down” the platform could have added an interesting dynamic, the developers decided that a more dependable and intuitive platform movement was more crucial for our gaming experience. So, they’ve taken out this mechanic to ensure smoother gameplay.

It appears many Power Shift matches tend to stay in one place, right around the midpoint of the game’s course. To encourage a more exciting, back-and-forth play across various parts of the track, we plan to slightly boost the speed for both players on the platform.

  • Slightly adjusted the path in Skyway Stadium near the Medical Center so the bridge no longer clips with the platform when open

Maps

Terminal Attack Tutorial

  • Fixed issue where players could throw the goo barrel out of bounds and brick the tutorial

General

  • Made it possible to vault on and have Goo interacting with the pillars of outdoor lifts
  • Elevator doors are now able to be destroyed
  • Slightly increased the distance that the map border effect becomes visible, making it easier to see to players approaching the edge of the playable space
  • Fixed issue where doors could be opened by walking backwards into them

Bernal

  • Fixed visible seam in landscape
  • Fixed a gap in one of the roads for better traversal
  • Fixed issue where gadgets could be moved underground when attached to the corkscrew platform

Kyoto

  • Performance improvements
  • Fixed an issue where players could get stuck between a rock and a hard place (a wooden beam) below the Cliffside building

Las Vegas Stadium

  • This new version of Las Vegas comes with a total rework of destruction to help optimize the map further

SYS$Horizon

  • Fixed shadow rendering issues on buildings for improved visual clarity
  • Made minor adjustments to the voxel bridge connecting the Art Gallery and Library so players can smoothly walk up the steps
  • Fixed an issue where the glitched visuals around trees would block projectiles

Skyway Stadium

  • Fixed a floating sign
  • Fixed an issue with flashing lights under an elevator

Player Customization

  • The Multi-Mood Mask and Affection Display cosmetics now work with body paint
  • The Wise-Wing Jumper poncho now has cloth-like properties
  • Fixed an issue where the character’s hands and props in the Player Card would misalign
  • Slight visual improvements to Player Card
  • Added new weapon animations in the customization screen
  • Fixed weapon inspects and deploy animations that would occasionally reset to default after being customized

Private Matches & Spectator

  • Added the ability to manually configure team compositions in the lobby
  • Added the ability to change Arena even after the lobby has been created
  • Private matches no longer wait for spectators to successfully connect to the match before starting
  • Added the ability to choose map condition, map variant, and mid-round event from the private lobby menu
  • Added Team Deathmatch
  • The info bar at the bottom of the screen for dedicated spectator in private matches has had a facelift with some QoL changes
  • Fixed an issue where squad names were not being randomised properly

Rendering

  • Fixed an issue that caused distant contestants to appear blurry and smear in movement
  • Speculative fix for missing gas from gas grenades and mines after being out of view
  • Fixed the look of the sniper bullet trail to be less thick and bright,returning to the original and intended look.

Settings

  • Added a separate category for spectator keybinds in the Settings menu

Specializations

  • Blocked the ability to pick up objects during the slam in Charge’N’Slam
  • Fixed an issue where an excessive amount of “healing completed” sounds would play when swapping targets

Stability & Performance

  • Fixed many of the most common crashes
  • Added GPU Utilization to the in-game performance overlay

UI

  • Added the ability to inspect weapon skin animations in the store and weapons customization screen
  • Removed Ranked Score from the Player Card
  • Improved and expanded Rich Presence in the Friends list to better display the current status of friends and the status of their party
  • VoIP now correctly displays the player’s name next to the speaker icon while talking
  • Build number now displays in uppercase monospace font for better clarity and separation of letters
  • Fixed double notifications when someone is kicked from a private match lobby
  • Fixed issues where the player would lose input focus when exiting out of the settings menu after being respawned
  • Resolved issues where progression on items would incorrectly show that they were leveling up in the end-of-round screen even when they had already reached max level
  • Fixed the club tag appearing in the wrong color in the event log
  • Fixed an issue where rewards could remain on the screen until the end of the reward summary sequence
  • Fixed an issue where the wrong items and characters could appear in the main lobby screen

VFX

  • Made the spawn sequence shorter and less intrusive to reduce the time when running blind

Weapons

General

Flamethrower

  • Fixed issue where Flamethrower would sometimes visually merge together with other items, making both unusable

Sights

  • Holographic:
    • ARN-220
    • AKM
    • Famas
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • M11
    • XP-54
    • Matter
  • Looking Glass:
    • ShAK
    • ARN-220
    • AKM
    • Famas
    • FCAR
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • XP-54
    • Matter
    • Model 1887
  • Adder Reflex:
    • ShAK
    • ARN-220
    • AKM
    • Famas
    • FCAR
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • XP-54
    • Matter
  • Compact Reflector:
    • ShAK
    • ARN-220
    • Famas
    • FCAR
    • CB-01
    • XP-54

Security and Anti-cheat

  • Improved messaging for AHK violations
  • Refined detection systems
  • Implemented hardware bans

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2025-03-20 17:46