Easter is here and it’s time to color some eggs and play BUNNY BASH!
During this event, you’ll turn in contracts to earn prizes while duking it out in this special version of POWER SHIFT. The SYS$HORIZON map has been visited by the Easter Bunny, who has left plenty of decorations behind! You’ll need to work with a limited loadout during the event, so plan wisely and hop on the platform to smash your way to victory!
We were planning on shuffling a few game modes to make room for Bunny Bash, but seeing the outpouring of love for Bank It from the community, we’ve decided to keep it. Thank you for always being so vocal when it comes to your experience in the game! We may need to rearrange things in the future to make room for new experiences — but for now, keep grabbing those coins!
We will be adding Cashout to the casual game modes, to replace unranked tournaments for now. You’ll be able to warm up for ranked in the single-round 3v3v3v3 mode instead. We’ve also added cashout to private matches in case you want to play with up to 12 friends!
Finally, we’ll be switching all PC display names to Embark ID soon, to make social connections easier and to ensure better quality display names going forward. You’ll see a pop-up when you first open the game. You don’t need to do anything for this change, as you already have an Embark ID, but if you’d like to change your Embark ID Display name before the switch, you can do so by visiting the Embark Portal. Don’t worry, there is no risk of losing any progress or friends on the social page due to this change and this does not affect console players at all.
Let’s get to the nitty-gritty:
[previewyoutube=fcwkRMm0pyc;full][/previewyoutube]
Balancing
- KS23 [list]
- Increased fire rate from 55 RPM to 73 RPM[/*]
- Decreased player damage from 120 to 100[/*]
- Increased environmental damage from 600 to 700[/*]
- Decreased pump-action animation delay from 0.2s to 0s[/*]
- Increased pump-action animation duration from 0.6s to 0.7s[/*]
- Increased damage fall-off start range from 15m to 18m[/*]
- Decreased damage fall-off end range from 50m to 23m[/*]
- Increased the damage fall-off multiplier at max range from 0.4 to 0.6, meaning it does more damage at range[/*]
- Increased the projectile speed from 200m/s to 300m/s, meaning players need to lead targets less now[/*]
- Decreased bullet dispersion when firing from the hip while crouching, standing, and running, making the weapon more accurate and reliable[/*]
- FCAR [list]
- Adjusted recoil pattern to make the weapon slightly less easy to control[/*]
- Decreased the damage fall-off multiplier at max range from 0.67 to 0.5, meaning it does less damage at long-range[/*]
- FAMAS [list]
- Adjusted recoil pattern to make the weapon slightly easier to control[/*]
- 93R [list]
- Increased fire rate from 240 RPM to 260 RPM[/*]
- Glitch Trap [list]
- Reduced the duration of glitch effect from 10s to 5s[/*]
- Glitch Grenade [list]
- Reduce the duration of glitch effect from 10s to 5s[/*]
Changes & Bug Fixes
Daily Quests
- li>Daily quests will reward an increase in XP from 500 to 1000[/*]
VFX
- Made the dematerializer highlight more visible[/*]
- Fixed several instances of VFX not being shown in spectator view[/*]
UI
- Removed the “being revived” bar from spectator when being revived with defibs[/*]
- Updated the gamemode UI for Power Shift[/*]
- Push to talk icon is now more responsive in HUD when activated[/*]
- Corrected the clip-size info on KS-23[/*]
- Added rank icon next to name tag in frontend and the intro sequence in Ranked Tournaments[/*]
- Fixed an issue where the manage contracts button could become disabled[/*]
- Tutorial videos on weapons, gadgets and specializations will now autoplay in menus[/*]
- Fixed an issue on gamepad preventing players from scrolling the contracts list in end-of-round summary[/*]
- Made rank icons in the scoreboard larger and stopped them from fading[/*]
- Fixed an issue where the glitch effect was present during the team respawn camera if the last person to be eliminated was glitched[/*]
- Fixed an issue where the cashbox icon could start out invisible[/*]
Maps
- Las Vegas, [list]
- Fixed the blurry THE FINALS branding decal[/*]
- Collision fix on the entrance of Argon casino[/*]
- Practice Range [list]
- Updated the Season 1 leaderboard trophy[/*]
- SYS$HORIZON [list]
- Fixed an issue where players were able to shoot through a wall at the entrance of the museum[/*]
- Fix for flickering lights and reflection issues[/*]
- Fixed an issue where players could hide inside geometry above the Work Space building.[/*]
- Seoul [list]
- Destruction balancing.[/*]
- Fixed an issue where players could spawn separately from their team[/*]
- Skyway Stadium [list]
- Tweaked spawns to reduce spawn camping from the Office building in Final Round. [/*]
Gamemode
- Cashout [list]
- Available in the quickplay menu [/*]
- Available in private matches [/*]
- Power Shift [list]
- Flash the platform lights between the team colors when both teams are on the platform [/*]
- Fixed an issue where statues could bounce around more than intended on the platform[/*]
- Reduced the max angle that the platform can sway from 25 degrees to 15 to make it easier to interact with statues and gadgets [/*]
- Removed for now [/*]
- Available for a limited time [/*]
Gameplay
- Ziplines [list]
- Fixed an issue when jumping and interacting on the same frame led to instant detaching [/*]
- Made so that ziplines can’t be destroyed from the bottom end[/*]
- Charge and Slam [list]
- Fixed cases where the slam would trigger instead of the charge when close to the ground[/*]
- Dome Shield [list]
- Fixed so that the outline color is correct [/*]
- Mesh Shield [list]
- Improved the effect for indicating the shield is about to break[/*]
- Glitch Grenades [list]
- Fix to stop them from exploding on friendly shields [/*]
- Anti-Gravity Cube [list]
- Added outline and team color [/*]
- Gateways [list]
- Fixed an issue that allowed gateways to deploy without enough clearance above them[/*]
- Fixed an issue where there was no distance limit for the gateway gadget[/*]
- Defib Revives [list]
- Fixed an issue where abilities could be activated while being defib revived[/*]
- Fixed an issue where players could be stunned and glitched while being defib revived[/*]
- Canisters [list]
- Fixed an issue where canisters could be teleported when picked u[/*]
- Spawning [list]
- Increase invulnerability for players who just spawned (not revives)[/*]
Battle Pass
- li>Updated the total XP required to unlock each level to match our intended design. Early levels will now cost 6k instead of 9k XP. Later levels will cost 12k instead of 9k XP. Levels in the middle will remain the same. This means you might see battle pass levels with strange progress numbers, which self-adjusts after your first game played this update. It also means that some of you may unlock new levels at once after your first match in this update.[/*]
Animation
- Fixed an issue where hands were not aligned to the gateway gadget in 1st person[/*]
- Fixed an issue where throw animations wouldn't cancel properly when triggering ChargeN'Slam.[/*]
- Fixed bullet animations for the 93R when reloading and inspecting[/*]
- Improved the sprinting animation while holding the pad in 3rd person[/*]