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Patch Notes 4.4.0 for The Finals: Weapon Balancing Adjustments, Bug Fixes, and Additional Updates

Patch Notes 4.4.0 for The Finals: Weapon Balancing Adjustments, Bug Fixes, and Additional Updates

In the lead-up to the Halloween update for The Finals, Embark Studios has implemented a new patch to address significant game-related issues. The current update, now available, features adjustments to weapon balance, numerous bug fixes, and several enhancements. Additionally, there have been modifications made to in-game gadgets. Developers have confirmed that a World Tour Update will follow tomorrow, unveiling the anticipated Halloween theme within the game.

The Finals update 4.4.0 patch notes

Below are the updates included in today’s The Finals patch:

Balance Adjustments

Weapons

Sledgehammer

  • Reduced the secondary attack’s sweep duration by 25%
  • Shortened the width of the secondary attack sweep from 30cm to 25cm
  • Expanded the primary attack’s sweep width from 12cm to 15cm

Developer Note: These modifications aim to enhance the accuracy of the Sledgehammer’s attack animations, thereby increasing player reliability during combat. It’s been observed that players could be hit even when the weapon model didn’t approach them, leading to irregular gameplay experiences.

Content and Bug Fixes

Animation

  • Resolved a bug where sound effects were looping during vaulting over specific obstacles

Audio

  • Updated the impact sound of the CL 40 grenade to reduce player ear fatigue

Bugs

  • Addressed a problem causing game freezes for players on DX11
  • Fixed an issue where certain goo uses allowed players to bypass collision detection
  • Implemented a potential solution for players becoming permanently invisible in-game
  • Corrected an issue that sometimes caused destruction effects to be out of sync

Cosmetics

  • Fixed a bug where the “Stuck on You”sticker on the FCAR skin appeared to float while using Ironsight

Contracts

  • Adjusted some distance-based Contracts to improve player experience in achieving objectives

Environmental Eliminations

  • Enhanced the kill system to track and reward players for environmental kills, where actions by one player lead to another player’s out-of-bounds death

Examples of detectable falling kills now include:

  • Removing a player’s floor (e.g., collapsing Seoul’s sky bridge or destructing it with the Dematerializer)
  • Blocking players with Goo or thrown objects
  • Destroying ziplines that carry players
  • Launching a player out of the level using a Jump Pad
  • Elevating a player out of the level with the Anti-Gravity Cube
  • Pulling a player out of bounds with the Winch Claw
  • Knocking a player out of bounds with Charge ‘n Slam
  • Causing a player to exit the level using the Gateway

Developer Note: This initial version of the system has room for improvement. Although it covers many common interactions, some exceptions may not be tracked due to the complexity of potential interactions. Future updates will continue refining this feature based on player feedback!

Gadgets

Anti-Gravity Cube

  • Corrected several unintended issues with the Anti-Gravity Cube

Developer Note: Regrettably, the era of the “Goo plane” has concluded. While we appreciated your creativity, this mode of movement was unintended for the game, creating confusion among players and affecting game flow.

Glitch Trap

  • Incorporated squad colors into the Glitch Trap

RPG-7

  • Fixed a reload animation issue where the RPG would replenish ammunition too soon

Game Modes

Practice Range

  • Resolved a problem where practice dummies obstructed explosive damage

Maps

Monaco

  • Introduced an extra exit at the top of the alley zipline, enabling players to leap directly onto the opposite rooftop.

Kyoto

  • Made minor adjustments to enhance flow around the Pavilion’s perimeter, preventing players from getting trapped between bamboo or snagged on lanterns

Settings

  • Introduced “Resolution Scale Mode”when TAAU is chosen. This setting defaults to “Auto,”which automatically selects the appropriate resolution scaling according to your screen resolution. The “Manual”option allows adjustments using the “Resolution Scale”slider as before
  • Adjusted default selections for GPUs using FSR2 and XeSS, which are high-quality techniques unsuitable for lower-end GPUs. Moving forward, TAAU will be the default resolution scaling for low-end systems

Specializations

Goo Gun

  • Goo projectiles from the Goo Gun will now adhere to turret bases, similar to goo from barrels

UI

  • Fixed incorrect badge and progress bar displays for players advancing from Platinum 1 to Diamond 4 in World Tour after the 4.4.0 update
  • Addressed an issue causing scoring events to show double scores on the HUD, such as: “Vault Opened 500 +500” post-update
  • Corrected the sizing of larger Battle Pass reward images on tiles
  • Fixed an issue preventing Mouse and Keyboard users from zooming in/out on cosmetics on the Sponsor screen unless the mouse was positioned at the top half of the screen
  • Resolved issues causing game mode tiles to become stuck in a hover state
  • Corrected player names to update promptly when using the ‘Hide Playernames’ feature
  • Added a friends filter to the leaderboard
  • Fixed discrepancies in friends’ names on leaderboards after the friends filter was toggled
  • Returned health bars to their intended height

VFX

  • Corrected an issue that led to the screen’s edge fog flickering sporadically

VOIP

  • Resolved a console issue where VOIP functionality would cease after accessing the console overlay post-launch

Weapons

Alternate Sights

  • Fixed an issue where the player’s weapon position could be misaligned when using a sight

AKM

  • Updated the displayed ammo count on the item overview screen

CL-40

  • Revised the ammo count on the item overview screen

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