
v2.0.0
Season 2 - Update 2.0.0
Released
PC · PlayStation · Xbox
Season 2 - Update 2.0.0 brings 82 gameplay and balance changes and 31 bug fixes.
Added14
New Map: Added the standard issue of the new SYS$HORIZON map
New Game Show Event: Added the Retro Invasion 82 event to every map
Throwables, Explosives & “Nukes”: Added diminishing returns on damage from ‘nukes’ i.e. throwable objects that carry C4s, Breach Charges, or mines
Toxic Gas: Added a delay to the application of damage. Damage will now start to tick 0.5s after the player enters the gas cloud
Toxic Gas: Added new functionality that causes damage to ramp up gradually over time, from 30hp/s to 60 hp/s over 2s.
Gadgets - Defibrillator: Added functionality that causes revived players to gradually re-materialize into the level over a period of 3s before fully loading back into the arena
Gadgets - Tracking dart: Added force feedback for controllers
Added an option for auto-sprint in the gameplay section in settings
Added new frontend idle animation for squad members equipped with LH1
Levels: New & improved algorithm for map selection to ensure you rarely see the same map multiple times in a row - leaving matches will not affect the outcome of the selection
Audio: Added voice lines for reloading
Audio: Added sounds for squadmate down and the last player standing
UI/UX: Added THE FINALS spinner to previously black screens when loading
UI/UX: Added new item gadget tutorial videos
Changed82
New Specialization - Dematerializer: Enables the user to create temporary holes in the arena construction
New Gadgets: Throw out two Gateways to create a spatial link between them, enabling quick traversing through the arena
New Gadgets - Data Reshaper: A “prop-swap” executable that lets players transform objects and deployed equipment from other contestants into canisters or decor
New Gadgets - Reverse Gravity Cube: A throwable Cube that creates a limited-area gravity field where anything not nailed to the ground will elevate toward the sky
New Weapons: FAMAS - Burst Rifle - Medium
New Weapons: 93R - Burst Pistol - Light
New Weapons: KS-23 - Slug Shotgun - Heavy
Throwables, Explosives & “Nukes”: For each source of explosive damage, including the throwable and starting with the highest, a damage modifier is applied to each instance in the sequence of 60% / 40% / 30% / 20%
Throwables, Explosives & “Nukes”: Gas Canisters now immediately start to steer off their direct trajectory (aka “wobble”) when they have attachments
Throwables, Explosives & “Nukes”: When picking up throwable objects with explosive gadgets attached (i.e. ‘nukes’ and ‘snukes’), said explosives will become un-armed
Throwables, Explosives & “Nukes”: When the player lets go of the carried object, a re-arming timer for the explosives starts
Throwables, Explosives & “Nukes”: The explosions from C4, Breaching Charges, and all mines that detonate while unprimed now deal 20% of their original damage
Throwables, Explosives & “Nukes”: Decreased the health value of Propane Gas Tanks from 250 to 120
Throwables, Explosives & “Nukes”: Dev Comment: Nukes were a hot-button issue in Season 1. The previous tuning made nukes exceed the intended time to kill by a large margin.
Toxic Gas: Increased damage tick interval from 0.1s per tick to 0.3s per tick
Dev Comment: We’ve always intended for Toxic Gas to act as an area denial tool. However, because of its immediate high damage and quick dispersal, it has been too potent. We’ve made changes to make Toxic Gas better fit the original intention.
Gadgets - C4: Decreased ammo count from 2 to 1
Gadgets - C4: Decreased cooldown from 45s to 30s
Gadgets - C4: Decreased minimum damage at the edge of the explosion from 93 to 75
Gadgets - Defibrillator: Increased charge-up time from 0.6s to 0.8s
Gadgets: Increased starting health from a defibrillator revive from 40% to 50%
Gadgets - Dome Shield: Decreased maximum duration from 20s to 12s
Gadgets - Jump Pad: Increased cooldown from 25s to 30s
Gadgets - Motion Sensor: Moved from the Light archetype to the Heavy
Gadgets - RPG: Increased projectile dispersion in all non-aiming states
Gadgets - RPG: Reduced projectile dispersion when aiming down sights
Gadgets - RPG: Increased zoom-in time from 0.2s to 0.4s
Gadgets - RPG: Increased equip time from 0.45s to 0.5s
Gadgets - RPG: Increased unequip time from 0.35s to 0.4s
Gadgets - Sonar Grenade: Moved from the Medium archetype to the Light
Gadgets - Tracking dart: Moved from the Medium archetype to the Light
Gadgets - Tracking dart: Decreased dispersion in most movement states by 50%
Gadgets - Tracking dart: Increased accuracy by decreasing dart dispersion while aiming down sights from 30% to 10%
Gadgets - Vanishing Bomb: Increased grace period on teammates from 0.75s to 1.25s
Gadgets - Vanishing Bomb: Increased total cloaked duration on teammates from 6s to 7.5s
Gadgets - Vanishing Bomb: Increased total cloaked duration on the user from 5s to 6s
Specializations - Mesh Shield: Increased cooldown on a fully depleted shield from 12s to 15s
Specializations - Mesh Shield: Increased starting health after full depletion from 200 to 250
Weapons - AKM: Decreased damage falloff minimum range from 35m to 30m
Weapons - AKM: Decreased damage falloff max range from 40m to 37.5m
Weapons - AKM: Decreased damage falloff modifier at max range from 67% to 55%
Weapons - FCAR: Decreased damage falloff modifier at max range from 67% to 55%
Weapons - Lewis Gun: Updated weapon recoil pattern to be slightly less accurate over time during sustained firing
Weapons - M11: Increased accuracy by decreasing bullet dispersion when firing from the hip
Weapons - M60: Updated weapon recoil pattern to be slightly more accurate over time during sustained firing
Weapons - M60: Increased accuracy by decreasing bullet dispersion while moving when firing from the hip
Weapons - M60: Increased accuracy by decreasing bullet dispersion while moving when firing while aiming down sights
Weapons - M60: Decreased accuracy slightly by increasing bullet dispersion while standing still when firing while aiming down sights
Weapons - R .357: Increased damage falloff modifier at max range from 33% to 45%
Weapons - Throwing Knives: Increased projectile speed from 120m/s to 138m/s
Weapons - XP-54: Decreased accuracy by increasing bullet dispersion when firing from the hip in most movement states
Weapons: SR-84
Weapons: XP-54
Weapons: DAGGER
Weapons: SH1900
Weapons: SWORD
Weapons: AKM
Weapons: R.357
Weapons: CL-40
Weapons: FCAR
Weapons: MODEL 1887
Weapons: RIOT SHIELD, FAMAS, FLAMETHROWER, LEWIS GUN
Weapons: SLEDGEHAMMER
Weapons: MGL32
Weapons: SA1216
Gadgets: FRAG GRENADE, FLASHBANG, GAS GRENADE, GOO GRENADE, PYRO GRENADE, GLITCH GRENADE, SONAR GRENADE, SMOKE GRENADE, VANISHING BOMB, BREACH CHARGE, STUN GUN, TRACKING DART, DEFIBRILLATOR, EXPLOSIVE MINE, PYRO MINE, GAS MINE, GLITCH TRAP, JUMP PAD, APS TURRET, ZIPLINE, BARRICADE
Gadgets: DOME SHIELD, MOTION SENSOR
Gadgets: RPG-7
Specializations: GOO GUN, HEALING BEAM, GUARDIAN TURRET
Gameplay: Dev comment: You can turn on auto-sprint in the settings menu and select the time it takes for your contestant to begin sprinting.
Gameplay: The preview arc for grenades now shows where they will detonate in their trajectory
Gameplay: Improved an issue where controller players would unintentionally drop carried objects when trying to interact. Now carried objects won’t be dropped when pressing the “Interact and Equip Weapon” button if the weapon is already equipped.
Gamemodes: Improved spawn selection around active objectives
Levels: Improved lighting on nighttime Monaco
Levels: Reduced wind movement on vegetation in Las Vegas
Levels: Improved debris handling, letting it settle before being removed.
Levels: Improved lighting on Seoul Fog and Storm settings
Improved footstep audio for players using pistols
UI/UX: Player cards are introduced in THE FINALS, these will be generated from your character customization and your chosen intro animation.
UI/UX: Improved camera placement and framing for charms
UI/UX: Improved respawn timer feedback on teammate icons
UI/UX: Improved feedback on the “Press Start” respawn mechanic
Fixed31
Throwables, Explosives & “Nukes”: Fixed a bug with Fuel Barrels where they sometimes wouldn’t ignite when taking damage, for example from explosions or bullets
Gadgets - RPG: Fixed an issue that made dispersion almost identical regardless of what state the player was in
Fixed an issue where the scoreboard would not show the potential score for transfers in progress
Fixed an issue with flamethrower kills sometimes being attributed as self-elimination due to the flamethrower user being eliminated
Fixed dome and mesh shield not blocking projectiles and explosions correctly
Fixed broken interactions on the crane
Fixed an issue that allowed players to steal objectives through floors and walls
Fixed an issue where flashbang effects were not shown for a spectating player
Fixed an issue where explosive objects attached to another object would fall off if the primary object was destroyed. The explosive object attached will now also take appropriate damage in this situation
Fixed an issue where melee swings could damage occluded structures, for example: destroying the outside walls from inside an elevator
Fixed an issue on controllers where you would drop your held item if you pressed the primary weapon button while the primary weapon was equipped
Fixed an issue where minor props like chairs and tables sometimes did not get affected by explosives
Fixed a bug where the Mesh Shield regen would fail to start correctly
Fixed bug where radial damage falloff was incorrectly calculated for carriables and props
Fixed a bug where Oil barrels would not start burning from specific damage events
Fixed an issue where melee animations would look wrong when affected by status effects
Fixed an issue where dagger animations wouldn’t play correctly
Animation: Fixed the T-pose bug when players would use the sword lunge and swap items at the same time
Animation: Fixed a bug for the 1887 Dough Wrangler skin where the left hand would pop up on the screen when shooting while crouching
Animation: Fixed a bug that caused floating items to appear when riding ziplines
Fixed a bug where melee swings happening at the end of mantling would skip the animation
Animation: Fixed a bug where the character's arms would clip each other when wielding throwing knives
Animation: Fixed bug where ADS-specific weapon handling would play outside of ADS
Gamemodes: Fixed issue where players could push opposing teams to spawn unfavorable by not inserting the Cashbox
Gamemodes: Fix for case where two squads spawning at the same frame could use the same spawn point
Levels: Fixed issue where multiple level objects were overlapping each other
Levels: Fixed issue with some materials in the End of Round Celebration being drawn behind the team logo
Art: Fixed bug with Glint Tint skin not looking correct
Fixed a bug where objective pings would not play the correct audio
Audio: Fixed bug where match commentary would play in the practice range
UI/UX: Fixed so that your squad is centered in the tournament lineup intros and outros

