The Finals Season 4 Patch Notes: New Fortune Stadium Map, Sponsor Contracts, Weapon Changes, and Additional Updates

The Finals Season 4 Patch Notes: New Fortune Stadium Map, Sponsor Contracts, Weapon Changes, and Additional Updates

Continue reading for the patch notes for The Finals Season 4.

The Finals Season 4 Patch Notes

Below are all the updates and changes made to The Finals in the Season 4 patch:

New Map: Fortune Stadium

  • Welcome to Fortune Stadium! Sponsored by HOLTOW, ENGIMO, and ISEUL-T, this new map features a sleek urban landscape with sections dedicated to each brand and several highly vertical areas.

Three New Weapons

50 Akimbo

  • HEAVY
  • These pistols provide enhanced firepower and accuracy in the arena!

Pike-556

  • MEDIUM
  • Enhance your Medium weapon loadout with this designated marksman rifle for increased effective range!

M26 Matter

  • LIGHT
  • Quickly become proficient with this new pump-action shotgun!

New Feature: Sponsors

  • This season, our esteemed sponsors are eager to partner with contestants, providing them with merchandise, funding, and attention throughout their journey! Players can choose to sign with HOLTOW, ENGIMO, or ISEUL-T as their sponsor for the length of Season 4.
  • Complete Contracts and excel in matches to earn Fans—more Fans equate to enhanced rewards from your chosen sponsor! Choose wisely; you can only sign once!

New Feature: Alternate Sights & Scopes

  • We’ve introduced a variety of alternate sights and scopes for some existing weapons, enabling players to switch between traditional and new options like Red Dots or Scopes. Unlock these alternative sights through VRs in the weapon customization screen.

New World Tour Ranks

  • Season 4 introduces Platinum and Diamond ranks to the World Tour! Based on player feedback, the Emerald rank will now be available from the start of the season and can be earned with Win Points instead of tournament victories. Get ready for an exciting journey as you strive for Emerald Tier 1!

New Ranked Mode

  • Ranked Tournaments are back! This Season, the format will be Cashout with an eight-team, 24-player tournament setup. We’ve improved the experience by seeding tournaments based on team strengths, impacting your Ranked Score depending on your placement relative to your initial seeding. This should offer a more authentic tournament feel.

Cashout Rule Variants for Ranked and World Tour

  • To enhance your competitive experience in Ranked Tournaments and the more casual World Tour Tournaments, we have implemented different Cashout rule variants in these modes.
  • Ranked Tournaments will have 10% team wipe penalties active, while gameshow events like ‘Low Gravity’ will not be present to minimize unpredictability. Loadout changes will only be allowed between tournament rounds.
  • In World Tour, team wipe penalties will be disabled, events will be active, and players can freely swap items between their Reserve and Loadout between team wipes and rounds. Although Ranked Cashout remains consistent, there will be chances to modify the World Tour experience as the season progresses!

Improved Player Cards

  • Get personal with the updated Player Cards! Season 4 introduces a fresh layout, collectible and customizable badges, borders, and player titles. New backgrounds are also available, alongside improved character lighting to showcase your style!

Updated Circuits

  • Circuits now run parallel to World Tour stops and share the same Sponsors, giving players another opportunity to earn rewards from the sponsors. We’ve also eliminated the need to complete earlier Contracts to access later Circuits, streamlining the overall experience.

Two Extra Loadout Slots

  • By popular request, we’ve expanded Loadout slots from six to eight!

New Battle Pass

  • The new Battle Pass for this season features 106 reward levels, heavily showcasing items from the popular sponsor OSPUZE and new rewards from sponsor IVADA.

New Career Levels

  • We’re excited to announce 10 additional Career Level tiers, complete with rewards courtesy of show sponsor ENO+RINO.

Leaderboard Improvements

  • We have made significant enhancements to the leaderboards for Season 4. Players can now filter leaderboards by region, and the World Tour leaderboard features filters for different tour stops.
  • New leaderboards have also been introduced for Quick Cash, Terminal Attack, Bank It, Power Shift, and to track the performance of each Sponsor.

New Static Crosshair Setting

  • The default in THE FINALS is a dynamic crosshair that shifts as your character moves. To cater to players who prefer a stable crosshair, we’ve added a customization setting that allows you to disable the “in-world crosshair,”ensuring it remains centered on the screen.

New Feature: Facial Hair Customization

  • Players can now choose from various beard and mustache styles to give their character a dapper new look! Check it out in the style tab!

New Feature: First-Time Player Experience

  • To enhance the welcome for new players, we’ve revamped the onboarding experience! This includes introductory videos for each build type, an advanced Cashout tutorial showcasing destruction, simplified menu navigation, and more!
  • We’re also introducing fresh OSPUZE-branded starting outfits, since we all got a bit tired of the rookie ‘pajamas.’ Don’t worry, veterans—you’ll receive them too!
  • Additionally, clear objectives and unlock activities have been incorporated into the main menu to help guide new players through their initial rounds, making their entry to the game smoother and more enjoyable.

Season 3 Rewards Coming Soon

  • Typically, all ranked rewards are distributed at the onset of the next season. However, this season, we will delay the delivery to perform a final review of our leaderboards to ensure all players receive their rewards fairly.
  • In Season 3, we introduced new competitive modes and rewards by adding Ruby rank in Ranked Terminal Attack and Emerald in World Tour.
  • We understand the eagerness to showcase your achievements from Season 3, but we want to guarantee that these rewards are given to those who earned them legitimately. The distribution will occur in Update 4.2!

DLC

  • At the launch of Season 4, we will offer three new DLC packs at varying price points for you to explore! Notably, the Starter Pack will make a return as a DLC for this season.

Balance Changes

Archetypes

Heavy

Dev Note: We wanted to quickly address the feedback regarding the state of the Heavy archetype. While the Light archetype continues to be the most played, we recognize the Heavy is the most successful across all skill tiers. Our goal with these balance changes is to align the win rates of all archetypes while ensuring accessibility and enjoyment for players. This balancing act will continue to evolve, particularly concerning the Heavy archetype in Season 4.

Gadgets

Anti-Gravity Cube

  • Increased area of effect from 6m to 7m.
  • Increased height from 11m to 12m.

Breach Charge

  • Increased ammo capacity from 2 to 3.
  • Increased cooldown from 26s to 30s.
  • Dev Note: The Breach Charge had fallen out of favor in the current meta, and we believe this adjustment will increase its competitive viability compared to the Thermal Bore.

Data Reshaper

  • Enhanced range from 15m to 21m.
  • Increased charge count from 2 to 3.

Explosive Mine

  • Reduced maximum damage from 140 to 120.
  • Decreased cooldown from 30s to 15s.
  • Reduced ammo count from 2 to 1 (maximum mines deployed remains at 2).

Dev Note: Our intention has always been for the Explosive Mines to function as a defensive gadget, effectively guarding objectives where strategic placement is key. Implementing a cooldown between deployments and reducing damage should mitigate excessive stacking, encouraging teams to arrive at objectives sooner to establish defenses before the conflict occurs.

Flashbang

  • Extended the maximum Blind status duration from 4s to 4.5s.
  • Increased the maximum Blind intensity duration from 1.8s to 3.5s.
  • Heightened the openness of flashes that explode near enemy positions.
  • Increased flash view angle, resulting in more intense flashes when detonated close to players.
  • Flashbangs will now only show hit indicators on the crosshair if they reach a specified intensity on hostile targets.
  • Reduced intensity and duration of Blind effects on teammates.
  • Improved hit detection accuracy of Flashbangs when aiming at players, minimizing interference from small objects.

Dev Note: We found the Flashbang gadget to be underused, and these adjustments are meant to enhance its reliability and effectiveness in gameplay.

Glitch Trap

  • Removed crosshair hit markers when the Glitch Trap attaches to an enemy, eliminating its function as a detection tool.
  • Reduced ammo count from 2 to 1.
  • Decreased cooldown from 30s to 20s.

Jump Pad

  • Added a slight variance to the Jump Pad to prevent indefinite bouncing of objects.

Proximity Sensor

  • Expanded radius from 10m to 11m.

RPG-7

  • Reduced damage from 140 to 100.
  • Extended reload time from 0.9s to 2.15s.
  • Lessened projectile dispersion when aiming down sights from 0.3x to 0.25x.

Dev Note: The RPG’s design is intended more for destruction rather than as an offensive opener. This adjustment emphasizes its breaching capabilities while toning down its overall aggression.

Tracking Dart

  • Increased magazine capacity from 2 to 4.
  • Reduced ammunition regeneration rate from 13s to 12s.
  • Shortened tracking duration from 15s to 10s.

Zipline

  • Slightly lowered the height of Ziplines for better accessibility through doorways.

Liftables

Propane Gas Canister

  • Reduced damage from direct impact from 50 to 25.

Modes

Cashout Modes

  • Implemented new respawn logic for wiped teams to minimize ‘third-party’ encounters.

Ranked Tournaments (Cashout)

  • Launched Ranked Tournaments.
  • Disabled gameshow events in Ranked Tournaments.

Dev Note: To foster a more competitive environment in Ranked Tournaments, we’ve opted to disable gameshow events to reduce random factors during matches, resulting in a more strategic experience.

  • Increased Cashout rewards in the final round from $10,000 to $25,000.
  • Raised cash threshold to win the final round from $20,000 to $50,000.

Terminal Attack

  • Terminal Attack now operates on a best-of-nine rounds format (first to five) with a halftime reset for level destruction.

Terminal Attack (Ranked)

  • Removed Ranked Terminal Attack and replaced it with Ranked Tournaments.

World Tour (Cashout)

  • Disabled team wipe penalties in the World Tour.

Dev Note: The World Tour aims for a more casual experience compared to Ranked Tournaments. Our research in Season 3 indicated that removing team wipe penalties significantly decreased player frustration and led to closer matches.

  • Enabled item swaps between Loadout and Reserve during team wipes in World Tour.

Dev Note: This change aims to enhance the accessibility of World Tour for casual players by allowing item swaps between lives. Ranked Tournaments will restrict swaps to inter-rounds only, to maintain the strategy of countering opponents and adapting to maps.

  • Increased final round Cashout from $10,000 to $25,000.
  • Raised final round cash win requirement from $20,000 to $50,000.
  • Introduced Diamond and Platinum ranks in World Tour, situated between Gold and Emerald ranks.
  • Emerald rank is now accessible from the season’s start, earned by gaining Win Points rather than solely through tournament wins.
  • Updated Win Point requirements for all World Tour ranked tiers, reflecting the new rank structure.

Specializations

Dematerializer

  • Improved targeting to minimize failures in creating passageways through objects.

Goo Gun

  • Changed firing mode from semi-automatic to fully automatic.

Healing Beam

  • Decreased healing rate from 50 health per second to 40 health per second.

Mesh Shield

  • The Mesh Shield will now enter cooldown upon being destroyed or lowered.

Dev Note: The Mesh Shield is designed to provide cover, aligning with the Heavy archetype’s durability. We feel the adjustments should improve understandability and gameplay flow while monitoring its impact closely.

  • Reduced Mesh Shield cooldown from 15s to 12s; cooldown drops to 8s if undamaged when deactivated.

Weapons

93R

  • Smoothened vertical recoil to eliminate sharp increases in intensity affecting player control.
  • Updated firing animation while aiming down sights for greater visibility.
  • Increased fire rate from 210 RPM to 220 RPM.
  • Decreased bullet dispersion when firing from the hip in various states, including crouching and running.
  • Reduced bullet dispersion buildup over time during sustained fire.
  • Improved bullet dispersion recovery speed from 0.45 to 0.65.

Dev Note: Balancing the 93R has proven challenging as a burst-fire weapon. We focused this update on enhancing its effectiveness when fired from the hip over aiming down sights. Your feedback on these adjustments would be invaluable.

AKM

  • Reduced magazine capacity from 36 to 32.

CL-40

  • Adjusted maximum damage from 93 to 117.

Dev Note: This adjustment primarily aims to maintain three shots to eliminate Mediums while facilitating slightly more lethal engagement with Heavies. It keeps the weapon competitive without drastically altering its overall functionality.

  • Reduced fire rate from 275 RPM to 210 RPM.

Dev Note: This minor adjustment offsets the considerable damage buff.

  • Expanded maximum damage radius from 9cm to 30cm.

Dagger

  • The Dagger’s backstab secondary attack can now be held, only activating upon release, restricting movement speeds to normal run speed without sprinting.

Lewis Gun

  • Smoothened the recoil pattern, reducing horizontal recoil in certain phases while maintaining overall control.

LH1

  • Reduced damage fall-off starting range from 80m to 50m.
  • Reduced damage fall-off ending range from 100m to 55m.

Dev Note: With new sights/scopes available, we felt the LH1 began influencing the SR-84’s distinct role. This update adjusts its reach while keeping its distinctiveness intact.

M60

  • Increased fire rate from 560 RPM to 580 RPM.
  • Smoothened the recoil pattern, delivering easier control during use.

MGL32

  • Reduced reload time from 3.1s to 2.8s.

Dev Note: The MGL32 remains a weapon we plan to improve more significantly in the future; however, these adjustments should make it slightly more viable in the meantime.

Recurve Bow

  • Enhanced minimum draw damage from 55 to 60.
  • Accelerated damage ramp-up initiation from 0.2s to 0.15s.
  • Decreased time to reach full draw from 0.585s to 0.49s.

Riot Shield

  • Increased damage from 84 to 90.

SH1900 Shotgun

  • Decreased reload time from 2.5s to 2.125s.

Spear

  • Increased run speed modifier during secondary spin attack from 65% to 75%.

SR-84 Sniper

  • Updated the SR-84 to fire hit-scan rounds up to 40m, after which it will have projectile drop due to gravity and drag.

Dev Note: The SR-84, while not overpowering, has become somewhat dominant at long ranges. This adjustment should reduce frustrations while keeping its skill level intact for medium-to-long-range confrontations.

Sword

  • Adjusted attack sweeps for better accuracy centered on the crosshair.
  • Extended secondary lunge range from approximately 5m to around 6m.
  • Maintained top lunge speed for a longer duration.

Throwing Knives

  • Modified the secondary attack to be hold-activated, making it initiate only upon button release, while limiting movement speed to normal running without sprinting.

XP-54

  • Slight increase to the magnification of the XP-54’s sight as part of the new sights/scopes system.
  • Decreased damage from 18 to 16.

Content and Bug Fixes

Animation

  • Fixed a bug where players could start a round without spawn animations or effects.
  • Addressed issues where Quick Melee actions paired with other actions would show incorrect animations.
  • Polished the first-person animations of the Riot Shield to remove unwanted movements when zooming after a strike.
  • Eliminated distracting camera animations during first-person previews on the frontend.
  • Resolved instances where melee weapon animations could get stuck in an ‘charging’ pose in third-person view.

Audio

  • Addressed issues with Santa Hat voice lines not playing as intended.

Career Rank

  • Introduced 10 new levels with corresponding rewards within the Career Rank.
  • Fixed a bug preventing XP from being properly allocated for both the Battle Pass and Career Rank.

Characters

  • Resolved clipping issues with various hair types when wearing the bucket hat.

Gadgets

General

  • Fixed issues allowing deployable gadgets to float unexpectedly in mid-air.

Data Reshaper

  • Addressed problems where items transformed by the Data Reshaper wouldn’t count as destroyed for specific Contracts.

Flashbang

  • Improved hit trace leniency for targeting players, ensuring it’s less obstructed by minor objects.

Vanishing Bomb

  • Enhanced hit detection accuracy for the player triggering the Vanishing Bomb.

Ziplines

  • Fixed an issue causing Ziplines to break immediately upon placement.

Game Modes

Cashout Modes

  • Resolved issues causing Vaults to spawn outside of bounds, blocking new Cashboxes from appearing.
  • Added HUD notifications for Cashout Started, Cashout Stolen, and Vault Opened actions to enhance team awareness.
  • Fixed cashout overtime timer issues ensuring new Vaults spawn correctly even during overtime cashouts.

Cashout Tutorial

  • Introduced an updated Cashout tutorial for smoother experiences.
  • Resolved minor flow issues and fixed incorrect loadout applications in the tutorial.

Liftables

  • Fixed thrown items from stuttering behavior.

Maps

Seoul

  • Fixed a visual glitch with the audience jumbotron.

Kyoto

  • Added an autumn-themed variant of Kyoto.

Matchmaking

  • Enhancements made for faster connections to levels without needing to wait for other players to load. Players will now appear as holograms while connecting, resulting in quicker lobby access.

Movement

  • Fixed camera locking issues occurring if players died while climbing ladders.

Performance and Optimization

  • Resolved VOIP functionality concerns when using push-to-talk keys while returning to the main menu.
  • Fixed rare incidents of invisibility during tournament intro/outro sequences.
  • Reduced stuttering occurrences when selecting items in the customization and drafting interfaces.

Specializations

Goo Gun

  • Goo will now adhere correctly to a Guardian Turret’s base instead of the barrel, preventing chains of goo from rotating through walls.

Guardian Turret

  • Bullets will now be blocked by the turret owner, similar to how friendly fire operates.

UI

  • Increased contestant slots from 6 to 8.
  • Introduced a setting to disable the in-world crosshair, which when set to ‘off,’ will keep the crosshair centrally static on the screen.
  • Addressed issues where lobby screens incorrectly displayed Defibrillators across all icons upon entry.
  • Resolved instances where store items from previous World Tours could mistakenly appear.
  • Fixed loading screen visibility issues that occasionally persisted.
  • Corrected errors showing “Canceling Matchmaking”when it wasn’t accurate in the matchmaking widget.
  • Eliminated bugs causing the Play or Reconnect buttons to momentarily appear during matchmaking.
  • Improved visual clarity for Watches in store/battle pass views.

Weapons

General

  • Fixed issues causing character aiming to behave erratically after recoil control on high frame rates.

Throwing Knives

  • Resolved issues preventing throwing knives and arrows from appearing correctly while carrying the Riot Shield.

Riot Shield

  • Updated the Riot Shield to block the Winch Claw, preventing the player from being captured.

Sword

  • Addressed issues where the Sword’s lunge animation was not playing in third-person perspective.

Source

Leave a Reply

Your email address will not be published. Required fields are marked *