The Finals update 2.8.0 patch notes add a new portable object and many fixes

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The Finals patches typically release on Wednesdays, but this week’s update was slightly delayed, as confirmed by Embark. Luckily, it’s out now, and it’s a big, chunky patch full of gameplay tweaks and fixes, along with significant improvements to melee weapons. Here you will find Patch notes for the Finals update 2.8.0 to see all the changes and improvements implemented by Embark.

Before you dive into this week’s fixes and balance changes, you should know that there’s a new community event happening right now with a nice free reward for you to unlock. Additionally, the release date for Season 3 is less than a month away, and Embark has confirmed that there will be a new map, along with the introduction of a new communication feature that fans have been wanting since day one of the game.

While we can’t wait for the arrival of Season 3, we still have a few weeks left of Season 2. A new update is now out and the 2.8.0 patch notes reveal all the details.

Patch notes for the Finals update 2.8.0

Below are the patch notes of The Finals update 2.8.0:

Content and bug fixes


  • Fixed an issue where hand gesture animations overwrote Mesh Shield animations, resulting in broken character poses
  • Fixed an issue where throwing animations would not play while inspecting weapons
  • Added an intro animation in the terminal attack to improve the round countdown


  • Player Voice lines now only play for teammates and not opponents


Anti-gravity cube

  • We made the cube heavier so that it doesn’t get pushed around as easily when hit by other objects
  • Fixed a bug where objects would rise much faster than intended when attached together
    • This also prevents an exploit where the cube can be carried upward along with the objects it lifts, causing entire structures to rise into the air indefinitely.

Dome shield

  • Fixed an issue where an outage could not occur if the center was shut down


  • A new wearable object has been added to the Arena: Glitch BarrelsDeveloper’s note: Glitch barrels are wearable objects. Pick them up and throw them to apply their effect in an area, or shoot them to detonate them from a distance. The Glitch Barrels have the same effect as Glitch Grenades, rendering the target unable to use their gadgets and specializations.Fixed an issue where players could open a safe during the start of an emote
  • Fixed an issue where the money box would incorrectly be placed far from the player if it clipped through the card border
  • Interactions such as using a zipline, pressing elevator buttons, and interacting with a revived statue should now be more responsive, especially on console/gamepad
  • Improved visibility of vessels in dark and monochrome areas
  • Fixed an issue with sliding where players who were automatically sprinting could get stuck between crouch and sprint states
  • Fixed a bug that allowed players to deal damage to their teammates
  • Fixed an issue where players could get stuck in blob when running towards it
    Note to developers: This only fixes the issue outside of moving platforms. We know that goo sometimes behaves strangely on moving platforms and are investigating this for a later patch.


All cards

  • Reflections on the roof have been improved


  • The zipline at the entrance to the museum has been adjusted so that you automatically go outside earlier instead of having to reach all the way to the ceiling


  • Power Shift: Adjusted spawns to balance distances from the platform and reduce how often you have to run behind the platform while defending


Terminal attack

  • Added a distinct sound change on the terminal when there are only 15 seconds left to stop decoding
  • The terminal icon no longer appears in the center of the screen when decryption starts
  • Due to a known issue that could not be resolved in time, players can only trade weapons and gadgets between rounds and not in spectator mode after elimination

user interface

  • Additions and changes to the Ping wheel
    • Added new ping messages “Break here” and “Hold this position”
    • To make room for the two new pings, “Hype” and “Danger” have been moved/removed. Hype has been added to the expression wheel, replacing Need Help. ‘Danger’ has been removed from the wheel, but can still be accessed by double-tapping the ping button on a target
    • Support/social pings are now at the bottom of the wheel, while tactical options are at the top half
    • “Go here”, “Defend here” and “Attack here” in the Ping wheel are now called “Go here”, “Defend here” and “Attack here” to make it clearer that these are requests to your team, and are consistent with the character voice lines
  • Updated several event log messages related to pinging relevant objects in game mode to communicate context more clearly
    Note to developers: There are still some events missing their proper messages. They will be added in the future!
  • Now if you hold the ping wheel on your own ping we’ll just show the delete option to make it clear that you’ve pinged an existing ping
  • Fixed an issue that sometimes made it impossible to cancel the ping wheel
  • Fixed UI elements being drawn at the top of the in-game menu in Terminal Attack
  • Reversed background coverage for dead/alive players on the scoreboard
  • Updated participant icons
  • Fixed an issue in the frontend where clicking buttons multiple times in quick succession would result in them not being registered
  • Updated round completion requirement for a Terminal Attack contract from 10 to the target 14
  • Changed the key binding for “Hide UI” from F12 to F10
  • Changed the order of tiles for Quickplay
  • Updated the lighting on player cards



  • Can now remove taller obstacles when activated on the ground, to reduce the number of cases where players get stuck on geometry



  • Improved backstab validation
    Note to developers: We’ve received a lot of feedback that Backstabs aren’t feeling great. Hopefully we have resolved this issue in this patch. The only way to find out is to let you try it and then collect your feedback!
  • Fixed so that the backstab aim assist now syncs with the swing, instead of activating at the start of the attack.

All melee weapons

  • Improved hit validation for all melee weapons
  • There is now a setting to enable/disable contact aim assist in the ‘Gameplay’ section
  • The aim assist and lunge range are a little more generous for fast melee
  • We changed the way sprinting is blocked when attacking with melee weapons and when using fast melee, so that sprinting is only blocked during parts of a swing, rather than for the entire duration of the attack. This is adjusted on a weapon-to-weapon basis
  • The sprint switch is no longer canceled by melee attacks, so players don’t have to re-enable spam to efficiently pursue their target during the attack

Riot shield

  • The shield can now be raised faster after performing an attack


  • Is now correctly marked as a Marksman Rifle instead of a melee weapon in the menus


  • Updates and improvements

known problems

NB! There is an issue with all gamepad presets (except “Modifier Button Equipping”) that causes players to equip weapons when pressing the “Interact and Equip Weapon” button, which is not intended. This will be fixed in the next patch, but until then you can go into the controller settings and fix the problem by undoing the ‘Weapon’ binding. Sorry for the inconvenience!

For more The Finals, check out our guide to the best weapons in the game, and we also have a guide to the best gadgets. Additionally, we have a guide to the best FPS settings that will help you win matches, along with a ranking of the best classes in the game.

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