Embark Studios’ free-to-play FPS game The Finals is making some major changes with the new The Finals 2.2.0 update. Following the release of Season 2, here is every buff, nerf and change in The Finals 2.2.0 Patch Notes.
Alongside sweeping changes to weapons like the FCAR, The Finals 2.2.0 will also introduce a new limited-time game mode in the form of Bunny Bash. This Easter-themed game mode will give players access to some special cosmetics that will be unattainable after the short event.
For those who have yet to play the game, The Finals is currently available on PC, PlayStation and Xbox for free.
The Finals 2.2.0 Update Patch Notes
Check out every change made in The Finals 2.2.0 below:
Patch Notes
Balancing
- KS23
- 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
- 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
- Adjusted recoil pattern to make the weapon slightly easier to control
- 93R
- Increased fire rate from 240 RPM to 260 RPM
- Glitch Trap
- Reduced the duration of glitch effect from 10s to 5s
- Glitch Grenade
- Reduce the duration of glitch effect from 10s to 5s
Changes & Bug Fixes
Daily Quests
- 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
- Fixed the blurry THE FINALS branding decal
- Collision fix on the entrance of Argon casino
Practice Range
- Updated the Season 1 leaderboard trophy
SYS$HORIZON
- 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
- Destruction balancing.
- Fixed an issue where players could spawn separately from their team
Skyway Stadium
- Tweaked spawns to reduce spawn camping from the Office building in Final Round.
Gamemode
Cashout
- Available in the quickplay menu
- Available in private matches
Power Shift
- 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
Unranked Tournament
- Removed for now
- Bunny Bash
- Available for a limited time
Gameplay
Ziplines
- 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
- Fixed cases where the slam would trigger instead of the charge when close to the ground
Dome Shield
- Fixed so that the outline color is correct
Mesh Shield
- Improved the effect for indicating the shield is about to break
Glitch Grenades
- Fix to stop them from exploding on friendly shields
Anti-Gravity Cube
- Added outline and team color
Gateways
- 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
- 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
- Fixed an issue where canisters could be teleported when picked up
Spawning
- Increase invulnerability for players who just spawned (not revives)
Battle Pass
- 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
Best Changes in The Finals 2.2.0 Update
The new 2.2.0 update for The Finals has made some great changes for the game. For example, the reduction of the effect time for Glitch items such as the Glitch Grenade and the Glitch Trap make the gadgets far less annoying. These gadgets quickly became an overpowered tool in modes such as Power Shift where attackers could stop defenders from using any form of defense.
Furthermore, the change in XP rewards for daily challenges helps to alleviate some of the slow progress made by the new progression system in Season 2. While the Season 2 progression system is great overall, daily challenges have felt more useless than before. The rebalancing of battle pass XP gates as well should make early progression feel a lot smoother.