Last Updated: 2025-12-10
Please find the Patch Notes here

Dragon Rising draws from the depth and richness of Chinese culture with a blend of historic symbols, architectural styles, and modern city energy. There’s a new mode, a new Arena, and plenty more to uncover, so let’s take a look at Dragon Rising and dive into a fresh season of the World’s Greatest Gameshow.
Fangwai City is built for spectacle, with elevated walkways, dense apartment blocks, riverfront views, serene gardens and towering structures all blended together for the ultimate variety. This latest addition to the Arena is built from the ground up with smooth destruction, combining everything we have learned from the past two years, to create a battleground that puts Dynamism on the center stage!
Distinct zones with strong individual personalities that draw from multiple real world locations in China, such as Hong Kong and Shanghai, create a playground of variety. Explore the vertical routes, the winding pathways, but don’t forget to look up at the electric backdrop of a city that never sleeps.
This megacity is grand, it’s loud, it’s tuned to keep the action flowing, and it’s coming for the crown. Step into your new favorite map!

Take everything you know about Cashout, turn it up to 11, and add four more players!
Point Break delivers a rolling battle where the fight is always in motion, the stakes rise with every phase, and every decision carries weight. It’s fast, it’s messy, and it brings a new rhythm to THE FINALS.
As you load into Point Break you find yourself as one of eight Attackers or Defenders, each side with a clear goal. Attackers need to gain control of, and destroy, nine Grand Vaults before running out of respawn tokens while Defenders aim to do the opposite. Deplete the Attackers coins and victory is yours, but be vigilant as they gain more coins for each phase they complete.
Go play!
World Tour is now your one stop shop for all game modes! What used to be a single game mode is now a full progression system that tracks everything you do across THE FINALS. Whether you sweat it out in Ranked, push the Platform in Power Shift, or chase eliminations in TDM, every match pushes you toward your seasonal goals!
For fans of the old World Tour Tournament Mode, it’s still here, but now it’s called Cashout!
Your World Tour Badge progresses regardless of what you play and as you advance, you’ll earn Stickers, Charms, Multibucks, and Emerald rewards delivered to you at the start of the next season! Your effort now builds toward one track, making progress simpler, smoother, and more rewarding.
You’ll still earn Ranked Rewards separately, allowing the most competitive Contestants to earn additional rewards for climbing the ranks in Ranked Cashout!

Gone are the days of receiving pre-determined skins at the end of a season! If you’ve had ambitious dreams of an emerald Dagger, that is now your choice to make! Does the thought of a golden Famas make your eyes sparkle? You can pick that, too!
Introducing Reward Coins: the brand new way for you to choose any weapon skin your heart desires, based on your Ranked and World Tour progress.
There are Gold, Platinum, Diamond, and Ruby coins earned through Ranked Cashout, and an Emerald Coin awarded for reaching the top Badge level in World Tour.
You can now sign with any Sponsor you like, whenever you like, and swap them at any time. No more being locked in. This update is about giving you freedom, choice, and a reason to mix things up. We are also adding new loyalty tracks for the official Sponsors of Season 9, VOLPE (welcome to the Arena!) and OSPUZE.
You can go with a Seasonal Sponsor, return to your favorite, or try a little bit of everything. The CEOs are watching, so you can prove your loyalty or leave them wondering if you’ll ever return! The Fans you earn will only go to the active Sponsor you have signed with at any given moment, so make sure you sign before stepping into the Arena. Don’t worry about the fine print!
Which brand will you wear today, Contestant?
A new rule is coming to Cashout in the form of Double Jeopardy, a condition triggered whenever a second Cashbox is inserted in an already active Cashout Station.
When a team initiates Double Jeopardy, if they are in control of the Cashout Station as it completes, they bank all the money as normal, but if they fail to secure it they lose 50% of their current cash total.
‘Doubling’ is now a high risk strategy, allowing struggling teams to catch up, while increasing the risk for those ahead.

The Battle Pass carries the spirit of Dragon Rising across every tier. The Free path gives all players a collection of rewards that showcase the season’s blend of heritage and future tech.
The Premium Pass opens a wider range of outfits, skins, and gear. Unlock up to 106 rewards (including bonus pages) and earn 1575 Multibucks, enough to buy next Season’s pass and then some!
The Ultimate Battle Pass is where the full theme of Dragon Rising really shines! Maximize your experience with instant unlocks and high impact styles, complete with mythic items ready for your wardrobe. It also comes with a 25% boost in Match XP, opens the full collection of 118 Unlockable rewards and 2575 Multibucks (1000 of which you gain instantly).
No matter where you start, each tier is built to feel meaningful, rewarding, and connected to the world of Dragon Rising!
We’re expanding our privacy options, allowing you to fine-tune how you appear and interact with others, and select which pop ups for friend and party invites you see on screen. We’re also enabling you to send party invites to club members!
You can now “opt-in” to view an Instant Replay, giving you the ability to watch replays only when you choose to with the simple press of a button.
To end on a high note, some highly requested additions, you can randomize between your favorite skins and finally customize your multi-device tablet!
This season we’ve reworked a lot of our physics meshes for environment and characters to reduce game memory requirements and stuttering, we have also made significant improvements to texture memory usage.
We have made several performance upgrades across the game, starting with smoother Instant Replays supported by a new download system and backend cleanup that reduces shader and state work during matches.
Hard work has gone into supporting 16 players at once in Point Break, and the improvements made will benefit all Game Modes across THE FINALS.
Kyoto has been updated to improve GPU performance. Physics have been optimized, vegetation has been rebuilt for clarity, and the bamboo forest near the Guard and Servants quarters has been refined to run more efficiently. These updates help the map feel sharper, lighter, and more responsive during busy fights.
We’re not done. Significant additional improvements to memory usage are coming soon which will reduce stutter on minimum' and recommended specs, but will benefit everyone.
Visual destruction is getting a major improvement this season. Objects remain attached when structures come down, giving you more realistic destruction that also provides new ways to traverse and climb through the rubble!
We’ve reworked our destruction effects to better reflect the shape and material of whatever you destroy. Walls now break apart with debris that resembles real fractured pieces, much like the way windows already shatter. These changes bring more clarity, more character, and a more satisfying hit when the Arena comes crashing down.
Major changes have come to Monaco, which has complete Smooth Destruction across the whole map! Expect more as the season continues!
NTMR have emerged victorious in The Grand Major 2025 and have secured their place in the history of THE FINALS! You can celebrate their success and own a piece of the action in this stunning, gold NTMR TGM25 CHAMPION SET!
NTMR and all other participating organizations in the TGM25 receive a share of the sales revenue from this bundle, so your support celebrates their triumph in more ways than one! Take home a piece of the gold for yourself and keep a souvenir from TGM25 that’s fit for a king!
You can also celebrate the 2nd Anniversary of THE FINALS with this brilliant red Anniversary bundle featuring three skins and just enough Multibucks to pick up the Premium Battle Pass!

To ring in the new Season, we're introducing your newest pal, Calvin the Cube! Go pick up Calvin, his nametag, and his hardworking Multi-Device skin so your cubicle feels right at home! Watch your favorite THE FINALS content creator on Twitch to earn them all!
Okay, let’s look at the details:
Dev Note: To hopefully make the dev notes a little less verbose, we’ve removed dev notes from some of the changes below that are fairly self-explanatory. Most of these changes are small nudges and amendments to an item with the goal of increasing their desirability/viability slightly.
Controller
Added aim snapping to the following weapons:
.50 Akimbos
BFR Titan
CB-01 Repeater
Cerberus 12GA
KS-23
M26 Matter
Model 1887
R .357
Recurve Bow
SA1216
SR-84
Increased the cooldown on aim snapping from 0.5s to 0.7s
Added a 1.5s cooldown for aim snapping with sniper rifles
Added a 1s cooldown for aim snapping with shotguns, revolvers and grenade launchers
Aim snapping now scales with distance, meaning it no longer gives a stronger effect at longer ranges
Dev Note: This change to aim snapping at distance allows us to reduce the effectiveness of long ranged weapons at longer ranges more than we could previously. Previously, snapping made longer ranged headshots a little too easy but was constrained by how snapping worked at closer ranges, with this change they should require more aim from the player.
Gadgets
Breach Charge
Decreased cooldown from 30s to 20s
Dome Shield
Added the ability for Dome Shields to block the Winch Claw
Dev Note: The Winch Claw has been dominating the Heavy meta and this adjustment is an effort to offer some more counter-play.
Frag Grenade
Increased outer radius from 5m to 5.5m
Increased max damage radius from 2.5m to 2.75m
Dev Note: The Frag Grenade is a little under-powered, although it still sees very high usage and is reasonably effective. As a result, we’re only adjusting its power slightly to see how it impacts things.
Gas Grenade
Decreased cooldown from 30s to 24s
Gateway
Decreased max range from 70m to 50m
Dev Note: The Gateway has become a little too effective at allowing very long, very fast rotations by teams, cannibalizing the value of items like Zipline too much.
Glitch Grenade
Decreased ammo count from 2 to 1
Decreased cooldown 20s to 12s
Dev Note: This change is made to require players to be more accurate with their Glitch Grenade usage to get pay-off from it, rather than having an immediately available second grenade to cover up for misses. The shorter cooldown is there to ensure a miss isn’t overly punishing.
Goo
Increased explosive damage multiplier versus goo from 2.0 to 2.25
Dev Notes: Goo has become highly effective in the current meta and we want to offer some more effective counters to it. This change is to help explosive items remove goo slightly faster.
Pyro Grenade
Decreased cooldown from 30s to 24s
Pyro Mine
Decreased explosive damage from 80 to 55
Dev Note: the Pyro Mine cannibalizes the role of the Explosive Mine a little too much, this adjustment should help to address that.
Thermal Bore
Decreased fuse time from 2.5s to 1.75s
Decreased cooldown from 45s to 35s
Decreased the amount of lingering smoke, making it easier to see after it detonates
RPG-7
Increased damage from 100 to 110
Dev Note: This adjustment is mostly targeted at improving the RPG’s effectiveness versus Goo, without having a significant impact on player versus player combat.
Game Modes
Cashout Mode (including Ranked Tournaments)
Introduced Double Jeopardy mechanic. If a team ‘doubles’ a Cashout, i.e. puts a second Cashbox into an already active Cashout Station, if that team does not own the Cashout Station at the point the cashout concludes, they will lose 50% of their cash total.
Dev Note: This is a brand new mechanic aimed at reducing the rate of ‘doubling’ Cashboxes in Cashout and Ranked Tournaments, something many players consider to be aimed specifically at preventing the 2nd placed team from progressing to the next round of the tournament.
We want doubling to be a part of the many viable strategies that teams can use to help win the game or stage an epic comeback. Double Jeopardy allows us to keep the epic comebacks and clutch plays that ‘doubling’ offers, especially for 3rd and 4th placed teams who are playing from behind. If a 1st place team wants to ‘double’ the Cashboxes now, they’re putting their own lead on the line to the tune of 50% of their cash.
This is a considerable change to the game, so as always we’ll monitor how it plays ‘in the wild’ and will keep an eye on player feedback following its launch.
Ranked Tournaments
Cashboxes will no longer despawn when overtime begins, as they would previously
Dev Notes: With the addition of Double Jeopardy, this mechanic is less warranted now. This change also brings Ranked Tournaments back in line with regular Cashout.
World Tour
Renamed World Tour to Cashout
Dev Notes: With World Tour being moved to be a wrapper for the wider game, covering all modes, we’ve renamed the old World Tour Tournaments to Cashout.
Progression Systems
Ranked Tournaments
Increased the overall accuracy of Ranked Score (RS) calculations, which will result in slightly smaller RS changes from match to match
Re-balanced RS calculations to make first round losses in tournaments less extreme, especially for highly seeded teams
Dev Notes: When digging into data from recent seasons we were able to confirm the general feedback that being a highly seeded team in a match, but facing a first round elimination, could result in RS losses that might take a full tournament win to earn back. This was especially common around the Silver and Gold ranking tiers. In the most extreme cases, albeit somewhat uncommon, we saw that a first round loss could require six rounds won to recoup the RS. This change should alleviate those extreme cases.
Specializations
Mesh Shield
Increased max health from 750 to 850
Added the ability for Dome Shields to block the Winch Claw
Dev Note: This Winch Claw has been dominating the Heavy meta for a while now, so this adjustment should offer some more counter-play to it. It also should increase the viability of the Mesh Shield.
Winch Claw
Decreased the max stun duration from 0.65s to 0.5s
Decreased the minimum stun duration from 0.35s to 0.2s
Added functionality where, if the clawed victim is far away from the initial point of collision, the Winch Claw will break. This addresses an issue where the Winch Claw could sometimes appear to grab players around walls
Winch Claw now retracts as soon as it hits an object it can’t latch onto, reducing time spent lingering in the air
Dev Note: These changes aim to address some of the more common frustrations players experience when facing the Winch Claw, which has become quite dominant in the meta across multiple modes. The hope is to bring the Heavy’s Specializations more in line with each other in terms of viability/impact.
Weapons
93R
Decreased damage from 26 to 24
Decreased the damage fall-off start range from 32m to 30m
Decreased the damage fall-off end range from 40m to 37.5m
Increased the damage fall-off multiplier at max range from 40% to 50%, meaning it does slightly more damage at long-range
Dev Note: For much of the last season the 93R has outperformed the second and third placed weapons on damage and eliminations per round by almost 10%, that’s above the acceptable range. These changes are aimed at bringing it in line with the other top weapons.
BFR Titan
Decreased environmental damage from 130 to 95
Decreased the rate of fire from 85 RPM to 82 RPM
Dev Note: The BFR is the very definition of a ‘love it or hate it’ weapon, where its top end performance is very good but where its parameters put it very close to feeling clunky and ineffective to use. As a result, it makes this weapon quite hard to balance. We want to give it a fair power level without making it feel awkward to use. We hope the RPM change here brings it to the right place, but we’ll continue to monitor how it performs.
Dual Blades
Increased the damage of the the third attack in the attack sequence from 65 to 100
Dev Note: We feel like the Dual Blades’ full attack combo hasn’t been offering the pay-off it deserves. This adjustment should address that.
KS-23
Decreased bullet dispersion across all stances when aiming down sights (ADS) by approximately 30%, making the weapon more precise
Dev Note: After the positive feedback that the feel of the BFR has received, we’ve decided to push the KS-23’s dispersion in a similar direction, without making the two items too similar.
Lewis Gun
Increased damage from 22 to 23
Dev Note: Both Heavy LMGs have been somewhat ineffective compared to other options available to the Heavy. This slight nudge aims to push the Lewis Gun towards greater viability.
M134 Minigun
Decreased bullet dispersion slightly when crouching or standing still and aiming down sights (ADS), making the weapon more precise
Dev Note: Seasoned players are already able to get solid performances out of the Minigun, but we’ve noticed some casual players can sometimes struggle with it. This change is an attempt to bridge that gap, making the Minigun slightly easier to use, hopefully without buffing its top end power too much.
M60
Decreased the amount of vertical recoil during the first 8 bullets of the firing sequence, making the M60 slightly easier to control
Slightly increased the amount of vertical recoil after the 30th bullet in the firing sequence, making the M60 slightly harder to control during sustained firing
Model 1887
Decreased tactical reload intro animation duration from 2.2s to 1.5s, meaning the weapon reloads faster
Dev Note: We know that some of the Model’s reload animations have been a cause of frustration for players. We’re not done with the Model yet, it’s one of a number of guns that would benefit from a ‘reload checkpoint’ system, and it’s still our intent to introduce a system like that sometime in the next year.
V9S
Increased the damage fall-off start range from 10m to 15m
Increased the damage fall-off end range from 15m to 25m
Increased the damage fall-off multiplier at max range from 62% to 65%, meaning it does slightly more damage at long-range
Animation
Fixed an issue where the P90 tactical reload could twist the arm unnaturally
Fixed an issue where the left hand could briefly appear during the Model 1887 Cycle Action when using the Dough Wrangler or Eclipse Shade skins while crouching or inspecting
Fixed an issue in the Practice Range where switching weapons via Change Loadout while reloading could cause the new weapon to continue playing the reload animation incorrectly
Fixed an issue causing Light Contestants’ hands to twist unnaturally during interactions from a certain angle, such as stealing a Cashout
Fixed an issue where Contestants could appear to run in place when lightly pushing the left stick forward on a controller
Improved the animation transition from deploying to zooming in, most noticeable with the RPG-7
Fixed an issue where an Akimbo pistol could appear to float during hazard reaction animations (e.g., gas or fire) or during Quick Melee
Weapons are more responsive animationwise when firing from the hip while sprinting
Audio
Fixed an issue where the XP-54 empty reload sound could continue playing after the animation was interrupted (e.g. picking something up or interacting)
Tuned the audio mix for the Pocket Pop & Play charm’s mini-game
Fixed an issue where the announcer’s elimination-streak line could become very quiet mid-sentence
Fixed a missing reload sound on the ARN220 so it’s audible to other players
Reduced unintended rattling/foley audio that could loop during idle or light movement, most noticeable when using the M60
Voice lines requesting revives from players who are far away are now suppressed to reduce audio spam
Added a confirmation beep when recalling deployable gadgets
Fixed an issue where the Riot Shield's deploy animation sometimes played no sound, including during the Choose Contestant Pack
Contracts
Fixed an issue where "Get X eliminations in a single match, X times" Contracts could progress multiple times within a single round
Fixed issues in several Contracts where cash from the last Cashout in Quick Cash wasn't counted, the last kill in TDM wasn't counted, or cash from the last won round in TDM was counted twice
Fixed an issue where "Restore 1000 health to teammates" contract could be progressed through self-healing
Healing Emitter healing now correctly counts toward the "Restore 1000 health to teammates" contract
Cosmetics
Emote props no longer fall through the floor during use
Store offer previews for custom animations now match the animations rarity
Added the ability to favorite skins for use with skin randomization
Fixed blurriness affecting large headwear on Player Cards
Fixed the hair from Liquid Assets to stop clipping with certain headwear
Fixed clipping issues between the Captain Ironmark Head and ballistic masks for better character appearance
Fixed exposure compensation for TGM25 Red & Gold weapon skins so the red stripe no longer appears too dim in bright light or too bright in dark lighting
Moved the PULSAR Ski Mask from Facewear to Headwear
The cap is now removed when wearing the Skimask with hoods to avoid clipping
Fixed visual distortion and spawn delay when using the Pressed Advantage gesture while moving
Fixed clipping on the Bats & Jacks upper body item when using the muscular Heavy body type
Adjusted the R.357 inspect animation to reduce finger clipping when using the QuickSpark sight with the Plundersteel skin
Fixed an issue where the Minigun's Loadout Loaded Deploy animation sometimes played only partially
Fixed an issue where some CL40 skins applied the wrong texture to projectile shells
Fixed cases where headwear could clip with ears or nose on certain face shapes
Added an Ogre voice effect when equipping the Ogre Head item
Fixed severe clipping on the La Furia Cempasúchil headwear at lower settings
The Protocol Core and Shadowframe Suit now supports Pets and is compatible with upper-back items
Fixed an issue where Player Cards could appear low-resolution in menus
Fixed an issue where Contestant Pack icons on player cards could appear blurry
Adjusted sticker placement on the FCAR Disciple of Sound skin so stickers are no longer obscured by the hand during the Inspect animation
The CL-40 skins Corecharge Melt, Arcadia Obliterator, and Toybox Trigger now eject the correct casings (spent cans, retro cylinder, and toy shells) instead of default shells
All eyes will now work with the Arch Rival face
Fixed distortion on the Stacktrace Reaper and Verisect Duality skins for the .50 Akimbo, improving visual clarity
Adjusted the diver outfit in first-person view by reducing shoulder size and removing the net to prevent visual obstruction
Gadgets
Thermal Bore
Fixed an issue where the Thermal Bore could pass through surfaces (including Goo) without activating
Game Modes
Private Matches
Added support for the Point Break Game Mode
Quick Cash
Fixed a rare issue where cashout stations stopped spawning
Fixed a rare issue where cashboxes could not be inserter
Powershift
Due to a snag in the travel path of the platform, Kyoto has temporarily been removed from rotation and will return in 9.4
Gameplay
Cannons are now physics-enabled, reacting to movement, forces, and collisions for more dynamic interactions
Fixed an issue where aim assist could continue targeting an eliminated player
Fixed an issue with aim assist that would cause it to move incorrectly when switching between targets
Fixed an issue that would cause the reload to start to early after firing the last bullet on some weapons
Thrown Carriables now activate more reliably when thrown
Fixed an issue where firing immediately after equipping some weapons could result in missing firing and recoil animations
Fixed friendly Practice Range bots not shooting at enemy bots and enemy bots not shooting at the player
Fixed an issue where switching from the Lockbolt to the M60 or Lewis Gun caused ADS times to be longer than intended
Fixed an issue where attempting to retrieve a Guardian Turret or Healing Emitter immediately after equipping it could ignore the input
Fixed an issue with Ziplines that would sometimes make contestants jitter when using them
Fixed an issue with Quick Melee not respecting cooldown when swapping items
Dev Note: This change addresses the Quick Melee ‘rapid fire’ exploit that we’ve seen in matches recently
Maps
Nozomi/Citadel
Fixed floating ivy
Fixed z-fighting (where two textures are overlapping, causing them to flicker) between overlapping ground materials, including areas under a staircase, to improve visual clarity
Fixed an issue where objects in the CNS streets area could disappear when viewed from above
Monaco
Enabled Smooth Destruction on all buildings, allowing them to collapse into nearby structures to cause more realistic looking destruction
Refined destruction in the Cathedral area
Fixed a hole in the ground near the Cathedral that could appear after a wall was destroyed
Seoul
Fixed collision on a backdrop to prevent unexpected interactions
Fixed a misaligned occluder on the mall facade that caused visual glitches and allowed players to clip into the wall and fire from unintended angles
Adjusted geometry in the Under Construction variant to prevent players from clipping into a vent and firing from an unintended position
Fixed an occlusion issue on an apartment building that could allow clipping and unintended line-of-sight through walls
Bernal
The Hotel’s pool jump pad is now present in all variants and game modes
Fixed floating tree branches after destroying a stump in the Residential area
P.E.A.C.E. Center
Fixed floating sandbags after destruction
Kyoto
Adjusted cover and traversal options around Hillside, Pavilion, Training Quarters, Guest House, Entrance and Villa Compound to account for vegetation optimizations and readability improvements
Simplified basement layout of the Entrance building
Adjusted the map border in the Villa Compound (TDM) so it no longer cuts through a jump pad
Brightened materials for better lighting and optimized the bamboo backdrop for improved visual clarity
Cleaned up a small fence near the new central jump pads
Fixed incorrect wallpaper material in the entrance house
Fixed missing collision on the lake beneath the bridge in the Villa Compound area
Fangwai City
Added Fangwai City to the map rotation for Cashout, Ranked Cashout, Quick Cash, Head 2 Head and Team Deathmatch
Fortune Stadium
Fixed incorrect materials on some building modules
SysHorizon
Fixed a spot where players could become stuck on a campus rooftop
Performance
General
Instant Replays now use an updated download system that improves performance during playback
Improved performance by reducing redundant shader and state work during matches
Kyoto
Optimized physics to improve performance
Reworked vegetation around the Villa Compound storehouse to improve performance and readability
Reworked bamboo forest around the Entrance, Guest House and Hillside to improve performance
Rendering
Reduced flickering artifacts of ambient lighting, especially in movement on vegetation
Fixed an issue that sometimes caused textures and meshes to flicker between higher and lower quality states
Adjusted streaming budgets on Xbox Series S, resulting in fewer blurry textures and low-poly models visible
Social
Added expanded privacy settings in Social options, including muting individual notification types or muting all notifications
Removed redundant "Join Their Party" option in the Social menu when already in a party
Fixed an issue where using a controller to report a player from the Blocked tab in the Social menu could prevent the Send Report button from being selected after entering text
Fixed an issue where accepting a Discord party invite on an unlinked account would not place you in the party
Console text chat: The virtual keyboard now stays open during HUD transitions and respawns, preventing messages from being cleared
Added the ability to invite Club members to your party directly from the Clubs screen, including a quick invite option
Fixed an issue where the quick invite button could reappear on Player Cards before an invite expired
Fixed an issue that prevented party voice chat from working and sometimes failed to show the voice chat icon next to teammates
Blocked players are now clearly marked in Clubs, and Invite to Party is no longer available for them in Clubs or the Player Info panel
Fixed an issue where Private Match could appear locked for parties of 4 or 5, preventing lobby creation in World Tour
Specializations
Dematerializer
Fixed an issue where the wall preview would appear before the Dematerializer could actually be activated, causing some button presses to be ignored
Winch Claw
Fixed an issue where a player could be winched after teleporting with via the Gateway
Fixed an issue where, in certain scenarios, the Winch could pull players through walls, by reducing pull speed and making the Claw release the target if they become stuck
Reduced cases where the hook could connect to opponents behind cover by requiring recent line-of-sight to attach to targets
Spectator
Fixed a bug that prevented Spectators from switching between Contestants in Private Matches using Prev/Next inputs
Stability
Improved late-join behavior so map destruction is correctly synchronized when entering an ongoing match
UI
Fixed the new item marker for Appearance cosmetics to they now appear on the Appearance tab and clear correctly when inspected
Added team icons and a dedicated icon for team wipes in the elimination feed, visible to both players and spectators
Added a Specialization icon to player health bars and a setting to show or hide it
Added support for friendly opacity when the Enemy Color option is enabled, improving clarity of teammates on screen
Fixed Weapon and Gadget previews appearing offset in the Customization tab
Added a Favorites filter to customization items to make browsing favorited cosmetics easier
Reworked Motion Blur settings: added a new "Weapon Only" mode that applies blur only to the first-person weapon and hands, and a slider to adjust motion blur intensity
Updated tooltip descriptions for the Effects and Overall quality settings in Video Options
Fixed a rare issue where certain in-game HUD elements could disappear when skipping replays
Fixed an issue where SR-84 ADS did not appear in spectator view and Instant Replays
Fixed an issue where store tiles could display the wrong video or thumbnail after scrolling
Fixed a missing reload input hint for the Minigun when input hints are enabled
Fixed an issue where Contestant tiles could briefly appear as black on the pack selection screen at match start
Fixed an issue with controller where you could lose focus on the Loadout selection overlay when pressing the ping button
Fixed an issue where skipping an Instant Replay could leave the screen red until respawn
Fixed an issue where player and enemy outlines could display in red instead of the correct squad color
Fixed an issue where Player Card backgrounds could reset when navigating back in the customization screen
Added quality settings to the RTXGI editor menu, including an option to toggle software global illumination
Fixed the APS Turret health bar not updating when shot and lingering briefly after the Turret was destroyed
VFX
Fixed an issue where destruction debris on Monaco could fall out of bounds when landing on indestructible ground
Weapons
Melee Weapons
Fixed an issue that allowed melee attacks to be animation-cancelled to attack faster than intended
Battle Pass
When purchasing the Premium+ and Ultimate Battle Pass, you may need to refresh by exiting and re-entering the Battle Pass Screen in order to see your 20 unlocked tiers
A new season and a new update from the Anti-Cheat team.
As a result of rolling out Denuvo and Anybrain we've gained additional datastreams, resulting in a significant upgrade to our cheat detection capabilities. Perhaps one of the most significant upgrades since we started this journey.
As a result, detections related to input manipulation, aimbotting, anti-recoil, as well as hardware-assisted cheats have gone up significantly.
This uptick in detections has led to a string of community discussions where players feel they have been banned for no apparent reason. To address this we have conducted a series of investigations to rule out any false positives. It’s worth noting that some of our detections are conservative in nature. They gather data over time, minimizing the possibility of a false positive.
There are lots of moving pieces in this line of work and the cheating landscape is constantly evolving, but so are we.
As always, we are in it to protect you, our players!
///Magnum