Patch notes ·
Version 0.39.0Live now
Shop
The P90's picture in the shop, the inventory and the kill feed points the same way as every other gun's.
Graphics
Clearer air. The haze no longer lays a milky veil over the streets you fight in: the play area stays clear and only the far distance fades into the sky's colour. The Haze option's levels now set how near that distance starts.
Shade with form. Shaded walls, doorways and interiors are lit by the sky above and the ground below, so bricks and stones show their shape in shadow, the foot of a wall is a little darker where it meets the floor, and the darkest corners are no longer a flat black. Hedges and trees in shade read green.
Painted windows and doors read as dim rooms behind them instead of flat black cut-outs.
Your hands no longer glare white in the sun. First-person hands and bare arms (most visible on the Medic) now show their skin in sunlight instead of a flat white, on every map.
Bullet holes in concrete, plaster, brick and stone are now dark craters in the wall's own colour, without the pale grey ring that looked pasted onto the wall.
Maps: Kessel
A lived-in town. Shop fronts with their trade painted over the window (a cafe, a bakery, a pharmacy and more), some under striped awnings; windows with glass and curtains, nets or blinds behind it; panelled doors, roller shutters on the garages. Walls carry posters, faded graffiti, cracks, damp and patches of bare brick in the wall's own shade.
Finished buildings. Plinths, corner stones, window heads, cornices and copings, conduits up the fronts, air conditioners, vents and aerials on the high roofs, cables across the streets, kerbs along the roads and a little rubble at the walls' feet.
New props. Containers have ribbed walls, frames, doors and rust; crates are planked and braced; sandbags read as bags; barriers, barrels, tyre stacks, pallets, tables, poles and pipes have real wood, concrete, steel and rubber. The cupboard is a painted wardrobe and the shelf rack is open steel racking with crates on its decks.
Real cars and trucks. The two street cars are worn 1970s saloons, one a dusty putty-beige gone paler on its roof and bonnet, the other dark grey: matte, sun-faded paint worn to primer at the edges and rusting at the sills, pale steel bumpers and hubcaps, number plates, glass, lamps, grilles, door handles and black tyres; one has a window wound down, the other a rear window broken out, showing the seats inside. The burnt-out cars are charcoal-grey shells with patches of rust and pale ash on their roofs and bonnets, a black, burnt-out cabin and soot-blackened, crazed windscreens, the other windows shattered, on bare rims propped on concrete blocks. The trucks are old cab-over flatbeds, one umber brown and one faded olive, with painted wooden dropsides, a faded sign on each door in a paler shade of the cab's paint, mirrors on arms, a chassis, fuel tank, toolbox, twin rear wheels and worn paint.
Baked light. Cars, containers, crates and pipes sit on the ground with soft shade around their feet, the underpasses and shaded corners darken toward their depths, and light bounces off the ground into the shade. Sunlit streets look as before.
It plays as before, except at the cars and trucks. Everything else here is looks only: every wall and every other prop stops you, your shots and your view where it did, and where you can walk and stand is unchanged everywhere, the vehicles included.
Cover at the cars and trucks follows their new shapes. Shots and sight now stop at the vehicles' own outlines instead of the old blocky ones. Trucks are open under the bed, between the wheels: you can see and shoot through there (and be seen and shot there) where the old shape was solid down to the ground. Cars give a little less cover to a crouching player's head at the nose, the tail and the foot of the windscreen, and a little more to your legs low at the rear. Wing mirrors stop nothing.
A smaller download. The old prop models Kessel no longer draws are left out of the game, about 10 MB less to download.
Animations
Smoother movement on other players. Turning round on the spot (forward to back, left to right, also crouched) no longer snaps the legs to the new direction, and starting to move, rolling and landing blend in and out without a jolt, and standing up from a crouch is a quick rise instead of a snap.
Rolling left, right or backward is now a roll of its own. Both soldiers tuck and roll over the shoulder (sideways) or over the back (backward) while facing where you look, instead of turning round into the forward dive. Rolling speeds and distances are unchanged.
Launcher
Fixed the launcher not starting on some PCs (".NET Runtime internal error", exit code 0x80131506). If it never opened for you, download the launcher again from the website; no need to change any Windows setting.
Maps
Relic: a wider, taller glass corridor. It is 5 m wide inside (3.3 before) and half a metre taller, so two players can pass and strafe in it.
Relic: cover at the defenders' end of the glass corridor. A wall now stands in front of that exit. Coming out, you are no longer in view of the defenders' hall and the rooms behind it: the fight is in the lobby, round either end of the wall.
Relic: a window along the lower half of the attackers' ramp. From the glass corridor, defenders can see attackers coming down before they reach the cave, and attackers can see who is watching. Shots and grenades don't pass it.
Movement
Fixed: going up a ramp along a wall shot you up it. Pushing into a wall on a ramp (W with A or D, or looking into the wall) no longer shoots you up the ramp, and is never faster than walking straight up it.
Fixed: sliding along a wall with a diagonal held was slightly faster than walking straight. It is now never faster than your normal speed.
Gliding down a ramp with no key held carries a little further (about 14%).
Explosive
A plant hint. Standing in a bomb site as an attacker with the bomb, the HUD now tells you HOLD F TO PLANT (it shows the key you bound).
A defuse hint. Standing in the planted bomb's site as a defender, the HUD tells you HOLD F TO DEFUSE.
Waiting room
A proper player menu. Right-clicking a player opens a menu right where you clicked, with View all stats, Whisper, Add friend and Report.
A quieter player card. It no longer pops up the moment you touch a row: it appears after you rest the pointer on a player, and goes away as soon as you move off.
Loadout
The loadout screen shows only the weapons you have: the free ones, the ones you own and your running rentals. Weapons you don't have are no longer listed there, locked: find them in the shop.
Options
Show crosshair (Audio & HUD): turn it off to play without a crosshair. Hit markers and the rest of the HUD stay.
Cash
More Cash per match. Everything you do in a match now pays one and a half times the Cash: kills, headshots, damage, plants, defuses, healing teammates, rounds won and the win. A usual match pays around 500 to 600 Cash. XP, level rewards and shop prices are unchanged.
Discord
Discord shows you as playing The Last Fight while the game is running: the game's name only, nothing about what you are doing in it.
Ranked on our Discord server. The bot's status says when players wait in the ranked queue ("12 players online · 5/8 in ranked").
Ranked
Ranked matches. A new RANKED entry in the lobby: join the queue for a 4v4 Competitive Explosive match, first to 9 rounds. When eight players are found everyone has 20 seconds to accept.
Captains pick the teams. The two highest-rated players are captains and pick in turns, 1, 2, 2, 1, with 20 seconds a pick. The map is drawn at random.
ELO and ranks. Everyone starts at 1000 ELO. Ranks go from Bronze through Silver, Gold, Platinum and Diamond to Master. Your rating change shows on the match's end screen, and the ranking list shows every player's wins, losses and ELO.
Only the match's players can join a ranked room; if you drop out you are asked to rejoin your slot.
Map reroll. After the picks, the players can vote once to reroll the map: 6 of 8 votes.
Pauses. Each team has one 30-second tactical pause a match (F7 or the ESC menu); it holds the start of the next round. When a player disconnects, the next round waits for them, up to 2 minutes a team for the whole match; after that the match goes on short-handed.
Leaving has a cost. Abandoning a ranked match costs the loss and 15 more ELO, and keeps you out of the queue for 30 minutes, then 2 hours, then 24 hours. Your teammates lose half as much.
Seasons. At a new season everyone drops one rank. Past seasons' final rankings stay on the Ranked screen.
Seasons show when they end. When a season's end is set, the Ranked screen says so beside the season's name ("ends in 6 days", "ends tomorrow at 20:00", "ends in 3 h", in your own time), and everyone online gets a notice a day and an hour before. At that moment the next season starts by itself.
Not accepting a match. The first time you miss the accept you sit out for 2 minutes. Miss it again within 24 hours and you sit out longer and lose 30 ELO.
A missed accept no longer cancels the match. If someone doesn't accept, the next player in the queue is offered their place and everyone who accepted stays in, waiting with "Finding another player…". If nobody else is queueing, you go back into the queue in your place.
Penalties are public. The Ranked screen lists the season's penalties. When you can't queue, it tells you why and for how long.
Skins
Skins can be rented with Cash.
Every skin shows its tier: Common, Rare, Very Rare or Legendary. Legendary skins are awarded, never sold.
Filter by rarity: the shop's Skins tab and your inventory have a Rarity row beside Class and Slot (Common, Rare, Very Rare, and in your inventory Legendary).
Tiers stand out: a skin's card has a stripe of its tier's colour across the top (grey, white, violet or gold), and Very Rare and Legendary skins have their names in that colour.
A Skins tab in the shop whenever skins are for sale.
Your inventory says how you got each weapon: bought with Cash, bought with TLF Coins, or given by staff. Weapons bought before this update don't say.
TLF Coins
TLF Coins are coming: a second currency, apart from Cash, for keeping a skin for good. Your Coins show under your Cash on your player card and in the shop's and inventory's headers, with a GET COINS button that opens the shop's new Coins tab, beside Weapons and Skins. The Coins store isn't open yet: until it is, the Coins tab says so.
Nothing about weapons changes: every weapon is still earned by playing, and skins can be rented with Cash.