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9.3.0 | PTB Patch Notes

[p][/p][h2]Important[/h2]
  • [p]All characters you have unlocked via Steam will be unlocked on the PTB, including any new character(s) introduced in this update.[/p]
    • [p]If DLC content has been unlocked via a platform other than Steam (including the in-game Store), this will not be automatically unlocked in the PTB. This content can be unlocked with the provided Auric Cells.[/p]
  • [p]When accessing a character's Bloodweb, the character will be automatically set to Level 50 and Prestige 3, unlocking their perks to Tier 3, as well as any items that would regularly be obtained during this process.[/p]
  • [p]All offerings, items, and add-ons will be pre-loaded with 99 units available.[/p]
  • [p]12,500 Auric Cells and 1 million Bloodpoints will be given on each new PTB version, available to explore Outfits and Characters in the Store.[/p]
[h2]Features[/h2][h3]Tunneling Reduction Update[/h3]
  • [p]Added Custom Match options to enable/disable this feature.[/p]
[p]Unhook Protections Update[/p]
  • [p]Survivors that are unhooked or unhook themselves receive Unhook Protections for 30 seconds, which include:[/p]
    • [p]10% Haste status effect[/p]
    • [p]Endurance status effect[/p]
    • [p]Elusive status effect (new status effect that hides grunts of pain, aura, scratch marks, and pools of blood)[/p]
    • [p]The Survivor makes no sounds (coughing, vomiting, etc.)[/p]
    • [p]Immunity to AFK crows[/p]
  • [p]The Survivor will see the Killer's aura within 32 meters for 10 seconds[/p]
  • [p]The Survivor is still susceptible to attacks and powers.[/p]
  • [p]These effects linger for 3 seconds after being healed for a full health state.[/p]
  • [p]These effects are lost when performing a Conspicuous Action.[/p]
  • [p]These effects are disabled when all generators are completed, except for the 10% Haste and Endurance status effects, which will only last 10 seconds.[/p]
[p]Dev note: We've reduced the Killer aura reveal duration to limit a Survivor's ability to plan aggressive saves while under the effects of Unhook Protections. Additionally, we've removed the No Collision effect from the Unhook Protections to prevent Survivors from phasing ahead of the Killer to use their Unhook Protections aggressively. We will be closely monitoring these during the PTB and look forward to the feedback![/p][p]Unique Hook Bonuses[/p]
  • [p]When hooking a Survivor that is different than the last hooked Survivor, the Killer gains the following:[/p]
    • [p]Bloodlust (Tier 1) for 15 seconds[/p]
      • [p]This bonus is reset when entering a chase[/p]
      • [p]This bonus is disabled when all generators are completed.[/p]
    • [p]A 10% Bloodpoint multiplier on the match score at the end of the trial[/p]
[p]Dev note: In the previous PTB, the Killer bonuses were complex and had many layers, they also made Killer gameplay very linear: hook → kick gen → down next survivor → rinse & and repeat. To retain player agency and the unexpected moments, we've simplified the bonuses to only one: gaining Bloodlust. Why Bloodlust? Because Haste stacked with Killer powers, which made stronger killers even stronger, widening the gap between them and weaker killers. Reusing Bloodlust means that Killers who use their power (Nurse, Ghoul, etc.) will lose the bonus, while Killers who are typically use their Basic Attack more, will keep it for the full duration. We've also removed the penalties from the previous PTB in the spirit of keeping player choice an important factor in how the game unfolds.[/p][p]Perks[/p][p]The following perks have been updated. See the Perk Updates sections below for more details:[/p]
  • [p]Killer: Furtive Chase[/p]
  • [p]Survivor: Babysitter, Borrowed Time, Breakdown, Off the Record, Wicked[/p]
[h3]Slugging Reduction Update[/h3][p]Self-Recovery[/p]
  • [p]After being downed by the Killer, the Resolve Bar appears.[/p]
  • [p]The Resolve Bar takes 120 seconds to fill. Progress does not reset between downs.[/p]
  • [p]The Resolve Bar fills 33% faster for each additional Survivor currently in the Dying State.[/p]
  • [p]Once the Resolve Bar is full, the Survivor gains the ability to pick themselves up from the Dying State for the rest of the match. (Note: The Survivor must fully recover each time.)[/p]
  • [p]Added a custom game setting to disable this feature.[/p]
[p]Dev note: To better target the extreme cases, we've increased the base time taken to fill the Resolve Bar and added a stacking speed bonus for each additional Survivor in the Dying State. This will make the mechanic more lenient in matches with little to no slugging, and cause it to kick in sooner in matches with a lot of slugging.[/p][p]Dying State[/p]
  • [p]Crawling speed increases over time when left in the Dying State, from 0.7m/s to 1.05m/s.[/p]
[p]Dev note: The ability to recover while crawling in the previous PTB made crawling away always the right choice. This made it difficult for the Killer to find and hook Survivors who were only slugged briefly. We've removed this from the base kit so Survivors must choose between staying still and recovering, or crawling away so the Killer cannot find them.[/p][p]Perks[/p][p]The following perk has been updated. See the Perk Updates sections below for more details:[/p]
  • [p]Survivor: Tenacity[/p]
[h3]Hook Improvements[/h3][p]Quality of Life[/p]
  • [p]The Resolve Bar is now visible to other Survivors while hooked.[/p]
[p]Dev note: To help bridge the information gap between players using voice chat and those who aren't, we've added the Resolve Bar to the HUD. This will help Survivors determine if the Killer is camping and plan their next move accordingly.[/p][p]Balance[/p]
  • [p]The Anti-Facecamp meter now fills faster based on how long the Killer stays near the hook:[/p]
    • [p]0-10 seconds: 1x speed[/p]
    • [p]10-20 seconds: 2x speed[/p]
    • [p]>20 seconds: 4x speed[/p]
    • [p]Note: This multiplier only accumulates when the Killer is considered camping (the meter is gaining progress). The multiplier resets when the Survivor is unhooked.[/p]
  • [p]Decreased the base fill rate of the Anti-Facecamp meter by roughly 50% to compensate.[/p]
  • [p]Increased the range of the Anti-Facecamp zone to 20 meters (was 16).[/p]
  • [p]Hooking a Survivor now applies a 7 second grace period to all hooked Survivors (was only the last hooked Survivor).[/p]
[p]Dev note: To make the Anti-Facecamp mechanic fairer to both sides, we've reduced the base fill rate and added the time the Killer remains near the hook as a modifier. This gives Killers who are not camping more freedom to pass by a hook (particularly in cramped spaces like hallways) without worrying about the meter filling and giving the Survivor a free escape. This also means that Survivors who are being camped for extended periods gain the ability to unhook themselves slightly earlier.[/p][h3]AFK Crows[/h3]
  • [p]Decreased the time for crows to appear to 80/100/120 seconds (was 120/140/190)[/p]
[p]Dev note: Following the release of the updated AFK crow system, we increased the time it took to gain crows. This was much too generous, allowing for Survivors to avoid crows too easily. We're dialing back the values a little bit to a middle ground between the original values and the live values.[/p][h2]Content[/h2][h3]Killer updates[/h3][p]The Shape[/p]
  • [p]Slaughtering Strike's camera controls are now identical to regular camera controls.[/p]
[p]The Cenobite[/p]
  • [p]Survivors with the Endurance status effect cannot be restrained by a Possessed Chain.[/p]
[p]Dev note: The ability to bind Survivors who were just unhooked and under the Endurance status effect could feel quite oppressive. This change aims to make the Possessed Chain less effective at targeting recently Unhooked Survivors.[/p][p]The Skull Merchant[/p]
  • [p]Increased the Drone Rotation speed to 105 degrees/second. (was 95 degrees/second)[/p]
  • [p]Increased the Hindered status effect from getting scanned to 10%. (was 8%)[/p]
  • [p]Decreased the Deploy Drone cooldown to 7 seconds. (was 10 seconds)[/p]
  • [p]Decreased the Undetectable duration after deploying a Drone to 6 seconds. (was 8 seconds)[/p]
  • [p]Removed the fast vault immunity to Scan Lines[/p]
  • [p]For every 2.5 seconds spent standing underneath a Drone, the Survivor gains 1 Lock On. (was instant)[/p]
  • [p]Decreased Killer detection range for the Drone. (now only rises when colliding directly with Skull Merchant)[/p]
[p]Dev note: Skull Merchant has dropped fairly significantly in terms of Kill Rate and lethality. These buffs aim to make her drones a bigger threat and bring up her a little bit. Additionally, we've decreased the cooldown to deploying drones, and consequently decreased the duration of Undetectable to keep some downtime between her Undetectable status effect. When standing underneath a Drone, Survivors would get instant Lock On, which felt like a bug whenever it happened. The gradual increase of Lock On will feel more natural and provide feedback to the Survivor that something bad is happening to them. Lastly, we reduced the Drone's sensitivity to their mistress, to make sure they are always ready to scan Survivors during chases in tight spaces and don't ascend unintendly.[/p][p]Killer addon updates[/p]
  • [p]Original Pain (Cenobite):
    When a Survivor breaks free from a Possessed Chain, reveal their aura for 8 seconds. (Rework)[/p]
  • [p]Soma Family Photo (Singularity):
    Slipstreaming a Survivor inflicts the Hindered status effect for 6 seconds. (was 3 seconds)
    Inflicts the Deep Wound status effect if the Survivor is injured. (Removed)[/p]
[p]Dev note: Both of these addons were notorious for their ability to disable the Endurance Status Effect Survivors get when they are Unhooked. These changes aim to remove this ability to bypass the protection post-Unhook.[/p][p]Killer perk updates[/p]
  • [p]Furtive Chase:
    Whenever your Obsession is hooked, gain 1 token, up to 3/4/5.
    For each token, decrease your Terror Radius by 10%.
    When your Obsession is Unhooked, the Obsession transfers to the rescuer.[/p]
[p]Dev note: With the Bloodlust bonus offered for Unique Hooks, the synergy with Furtive Chase was higher than we would have wanted. We've changed Furtive Chase to its previous iteration of affecting the Terror Radius, without the downsides that it had.[/p][p]Survivor perk updates[/p]
  • [p]Babysitter:
    After Unhooking a Survivor, see the Survivor and the Killer's aura for 20/25/30 seconds. (Rework)[/p]
  • [p]Borrowed Time:
    Survivors you Unhook gain the ability to fully recover from the Dying State for the next 60/80/100 seconds. (Rework)[/p]
  • [p]Breakdown:
    After you are Unhooked, the hook breaks for 90 seconds. (was 180 seconds)
    After you are Unhooked, increase the speed at which you are healed by 100% for 30/60/90 seconds. (Rework)[/p]
  • [p]Off the Record:
    Removed the Endurance status effect.
    Increased active duration to 60/70/80 seconds. (was 30/35/40)[/p]
  • [p]Wicked:
    Your self-unhook attempts in the basement always succeed.
    When you are Unhooked from the basement, gain 30/40/50% healing progress.
    Anytime you are Unhooked, suppress the Loud Noise notification.[/p]
[p]Dev note: The Survivor perks listed above are all related to Unhook gameplay. We saw an opportunity to update them to make sure they complement the Unhook Protections and increase their value proposition.[/p]
  • [p]Conviction:
    Changed the perk to require specifically healing another Survivor to prevent infinite looping with Plot Twist.[/p]
  • [p]Tenacity:
    Readded the ability to recover while crawling.[/p]
[p]Survivor item addon updates[/p]
  • [p]Anti-Hemorrhagic Syringe:
    Removed the heal over time effect.
    Removes Exhaustion on use. (Rework)
    Consumes the med-kit on Secondary Action use.[/p]
  • [p]Styptic Agent:
    Removed the Endurance status effect.
    No longer consumes the med-kit on Secondary Action use.
    Increases the efficiency when healing yourself by 15%. (Rework)
    [/p]
[p]Dev note: These Med-kit addons have been very strong for a very long time, extending chases that would have ended much sooner. We're making these changes to dial back the strength of med-kits when paired with these addons.[/p][h3]Killer Score Events[/h3]
  • [p]Chase Start[/p]
    • [p]Increased Bloodpoint amount to 500 (was 400)[/p]
  • [p]Hooking Survivor[/p]
    • [p]Increased Bloodpoint amount to 750 (was 500)[/p]
  • [p]Survivor First Hook[/p]
    • [p]Increased Bloodpoint amount to 750 (was 200)[/p]
  • [p]Survivor Second Hook[/p]
    • [p]Increased Bloodpoint amount to 250 (was 200)[/p]
  • [p]Survivor Sacrifice Success[/p]
    • [p]Increased Bloodpoint amount to 500 (was 200)[/p]
[p]Dev note: With all the changes coming to the Killer role alongside the Tunneling Reduction and Slugging Reduction updates, we thought it was the right time to raise a few Score Events to encourage Killers to start chases and spread first Hooks at the start of a match.[/p][p][/p][h2]UX[/h2]
  • [p]Sped up Login into the game[/p]
    • [p]PC players login automatically when opening the game, unless there's a connection issue.[/p]
    • [p]New videos play only one time, removing the need to watch them or click to skip. Players can watch the video whenever they want using a new main menu footer button for it.[/p]
    • [p]Last loading screen was removed[/p]
    • [p]Photo sensitivity notice screen is used for loading, so it auto closes the game has loaded the needed assets, with a minimum unskippable time of 5 seconds.[/p]
  • [p]Credits access was moved to the General tab on settings.[/p]
  • [p]Settings menu was reconverted[/p]
    • [p]Options are grouped under Tabs and subtabs[/p]
    • [p]Values/range selectors were replaced by a Slider widget, to improve usability for PC and controller users[/p]
  • [p]Scratchmarks Color can be customized[/p]
    • [p]Beta setting[/p]
    • [p]Players can choose among a predefined set of colors[/p]
    • [p]Players can change the colors while in a match, and out of matches[/p]
  • [p]Match details were separated of Settings[/p]
    • [p]Players can use the Tab key on PC, or View/Select button on controllers, to open the Match Details[/p]
[h2]Environment/Maps[/h2][p]The Underground Complex[/p]
  • [p]Adjusted The Underground Complex map to improve opportunities for player navigation.[/p]
  • [p]Adjusted The Underground Complex map to make sure that at least one door is open on all sides of the large rooms.[/p]
  • [p]Adjusted The Underground Complex map's rift room, where a new access to the generator was added.[/p]
[p]Autohaven Wreckers Realm[/p]
  • [p]Adjusted the Autohaven Wreckers Realm to help mitigate the overall feeling of excessive darkness.[/p]
    • [p]We've recalibrated textures with excessive contrast or overly dark colors to ensure a consistent level of brightness across the map.[/p]
    • [p]We've introduced a fog effect across the map.[/p]
    • [p]We've reworked the overall lighting and adjusted the hue of the Realm to improve visual clarity.[/p]
[p]Dev note: As mentioned on our recent Community Stream, this is an initial test to gather player feedback. Adjustments may be made based on the feedback received, so please be sure to test this out and let us know what you think.[/p][p][/p][hr][/hr][h2]Bug Fixes[/h2][p]Audio[/p]
  • [p]Fixed an issue where the crackling sound and the Smoke of the Entity appear early when damaging a Generator.[/p]
  • [p]Fixed an issue where when recalled, Victor disappear abruptly and the grunts lingers for 5 seconds.[/p]
  • [p]Fixed an issue where the Knight's Terror Radius will briefly stop when control returns to the main body after using the power.[/p]
  • [p]Fixed an issue where the SFX for The Ghoul successfully latching onto a Survivor was missing.[/p]
[p][/p][p]Bots[/p]
  • [p]Fixed an issue where bots missed every skillcheck.[/p]
[p][/p][p]Characters[/p]
  • [p]Fixed an issue where The Shape's Slaughtering Strike attack would not break pallets if the power button was released too soon.[/p]
  • [p]Fixed an issue which allowed The Shape to turn further than intended when using Slaughtering Strike.[/p]
  • [p]Fixed an issue where camera was briefly stuck for a few frames when The Legion started and manually ended Feral Frenzy.[/p]
  • [p]Fixed an issue where The Dredge appears brighter inside a Fog Vial's smoke during the Nightfall.[/p]
  • [p]Fixed an issue where The Hag's Scarred Hand add-on blocked the Killer when the trap is triggered.[/p]
  • [p]Fixed an issue where The Hag's Pussy Willow Catkins add-on revealed Survivors for only 1 second.[/p]
  • [p]Fixed an issue where all Survivors lost The Skull Merchant's Claw Trap when one Survivor with a Claw Trap escaped from the trial.[/p]
  • [p]Fixed an issue where players could experience some stuttering while playing as The Dark Lord in Bat Form.[/p]
  • [p]Fixed an issue where The Hillbilly would stutter and be sent back when breaking pallets or walls using the Low Pro Chains add-on with high latency.[/p]
  • [p]Fixed an issue where Survivors would be temporarily stuck in an animation while dropping a pallet during The Ghoul's grab attack.[/p]
  • [p]Fixed an issue where The Animatronic's axe remained in its hand if it got stunned while aiming.[/p]
  • [p]Fixed an issue where The Animatronic's axe appeared on the ground during the Remove Axe interaction.[/p]
  • [p]Fixed an issue where snow VFX appeared inside The Animatronics Security Room when traversing in the Ormond maps.[/p]
  • [p]Fixed an issue where The Krasue's Glowing Mushrooms could spawn inside closed Exit Gates.[/p]
  • [p]Fixed an issue where The Krasue's head was briefly detached from her body after vaulting from a height.[/p]
  • [p]Fixed an issue where Survivors that were being healed could not be hit by The Krasue's Intestinal Whip attack.[/p]
  • [p]Fixed an issue where The Knight's Carnifex Guard could not break pallets.[/p]
  • [p]Fixed an issue where The Knight's Guards could become stuck when damaging generators that were being blocked by the Entity at the same time.[/p]
  • [p]Fixed an issue where The Artist's Dire Crow's damage was impacted by dropped pallets collision at close range.[/p]
  • [p]Fixed an issue where The Deathslinger's harpoon break-free meter went up too quickly when reeling near a corner or edge wall.[/p]
  • [p]Fixed an issue where setting the Invert Y-Axis option as The Twins did not affect Victor.[/p]
  • [p]Fixed an issue where Survivors could solve the Lament Configuration before removing chains attached to them.[/p]
[p][/p][p]Environment/Maps[/p]
  • [p]Fixed a collision issue on the RCPD stairs that caused the Houndmaster chase action to sometimes be wasted, as the dog could be partially and sometimes completely blocked.[/p]
  • [p]Fixed an issue where lighting appears darker on the Spectator POV for the following maps: Greenville Square, Freddy Fazbear's Pizza, Fallen Refuge and Ormond Lake Mine[/p]
  • [p]Fixed an issue where going into the basement makes lighting darker for the player for the rest of the match for the following maps: Greenville Square, Freddy Fazbear's Pizza, Fallen Refuge and Ormond Lake Mine[/p]
  • [p]Fixed an issue in Coldwind Farm where a survivor would clip through a locker[/p]
  • [p]Fixed an issue in The Underground Complex where players could vault on both side of a hole[/p]
  • [p]Fixed an issue in Badham Preschool where the Knight was not able to create a path with the Guard on a street curb[/p]
  • [p]Fixed issues with the Houndmaster camera clipping in the body of the character[/p]
  • [p]Fixed an issue in The Underground Complex when the character stood too close to the chest they could not pick up the item[/p]
  • [p]Fixed an issue in the Garden Of Joy where Victor could jump out of the map[/p]
  • [p]Fixed an issue in Dead Dawg Saloon where the Nightmare would teleport out of the map[/p]
  • [p]Fixed an issue in Ormond Lake Mine where a pallet was floating[/p]
[p][/p][p]Perks[/p]
  • [p]Fixed an issue where Batteries Included activates when traveling through The Animatronic's Security Door while a generator is repaired.[/p]
  • [p]Fixed an issue where Diversion was unable to recharge when the Terror Radius is transferred to The Animatronic's axe when using the Faz-coin add-on.[/p]
  • [p]Fixed an issue where Haywire might not activate if a Survivor gets the Exit Gate switch to 99%.[/p]
  • [p]Fixed an issue where Bardic Inspiration dice roll appeared halfway through the song.[/p]
  • [p]Fixed an issue where the radial timer of Vigil's external perk icon was missing when other Survivors left the perks range.[/p]
  • [p]Fixed an issue where Tenacity's Haste bonus status effect icon was missing while in the dying state.[/p]
  • [p]Fixed an issue where Conviction activated with any self-recovery perk from the dying state.[/p]
  • [p]Fixed an issue where The Knight was unable to activate THWACK! when destroying a pallet using a Guard order.[/p]
  • [p]Fixed an issue where the SFX of the created pallet could be heard when canceling Apocalyptic Ingenuity.[/p]
  • [p]Fixed an issue where holding the run button could trigger permanent Exhaustion against Mindbreaker.[/p]
[p][/p][p]Platforms[/p]
  • [p]Fixed an issue where the Holiday Get-Together achievement/trophy could be unlocked when hooking the same Survivor in the basement three times.[/p]
  • [p]Fixed an issue where players were unable to gain progress on The Man Behind the Bush achievement/trophy.[/p]
[p][/p][p]Quests[/p]
  • [p]Fixed an issue where players were unable to gain progress on the Tome 4 level 2 Killer challenge Evil Omen.[/p]
[p][/p][p]UI[/p]
  • [p]Fixed an issue that could cause a crash when repeatedly pressing Dpad right in some menus while waiting in a 2v8 queue.[/p]
  • [p]Fixed an issue where failing to find a tutorial bot match would disable some menus.[/p]
  • [p]Fixed an issue where switching from mouse to gamepad would snap the cursor to the corner of the screen.[/p]
[p][/p][p]Misc[/p]
  • [p]Fixed an issue where game freezes during bloodweb bulk purchase that includes disabled item.[/p]
  • [p]Fixed an issue where the trial would end abruptly when The Animatronic performed an axe grab on a Survivor at the same time they were being sacrificed in the End Game Collapse.[/p]
  • [p]Fixed an issue where idle crows on top of lockers were using the wrong idle animation.[/p]
  • [p]Fixed an issue where Fog Vials were misaligned in Survivors hands in the trial.[/p]
[p][/p][p]Known Issues[/p]
  • [p]The Legion continues to play the Frenzy animation when grabbing a Survivor from a locker while in Feral Frenzy.[/p]
  • [p]Occasionally, bots might fail to use perks for the duration of the trial.[/p]

9.2.3 | Bugfix Patch

[p][/p][h2]Content[/h2]
  • [p]The Twins and The Houndmaster have been re-enabled in the Haunted by Daylight event queue.[/p]
[h3]The Shape[/h3]
  • [p]Added a 20% bonus to stun recovery and breaking speed while in Evil Incarnate Mode.[/p]
  • [p]Increased the duration of Evil Incarnate Mode to 60 seconds (was 40 seconds).[/p]
  • [p]Increased movement speed while activating Evil Incarnate Mode to 4.6m/s (was 3.45m/s).[/p]
  • [p]Increased Slaughtering Strike's movement speed to 7.5 m/s (was 6.9 m/s).[/p]
  • [p]Increased Slaughtering Strike's turning sensitivity.[/p]
    • [p]Dev note: This is the first of two steps we have planned to make Slaughtering Strike feel more responsive when you're mid-action. In the next PTB, we will be removing the sensitivity modifier from Slaughtering Strike, making it identical to normal camera sensitivity.[/p]
  • [p]Removed the vertical camera restriction while performing a Slaughtering Strike.[/p]
  • [p]Decreased Slaughtering Strike's cooldown to 4 seconds (was 6 seconds).[/p]
  • [p]Increased score event for Slaughtering Strike hits to 800 Bloodpoints (was 200).[/p]
  • [p]Decreased Pursuer Mode's Terror Radius to 16m (was 24m).[/p]
  • [p]Decreased Evil Incarnate Mode's Terror Radius to 32m (was 40m).[/p]
[hr][/hr][h2]Bug Fixes[/h2][h3]Haunted by Daylight[/h3]
  • [p]Fixed an issue where players could become partially or fully invisible after interacting with a Void Portal. Becoming invisible from the spectator POV has been fixed as well.[/p]
  • [p]Fixed an issue where Survivors' heads would show the effects of various Killers' Moris after interacting with a Void Portal.[/p]
  • [p]Fixed an issue where The Knight could permanently see their Guards' auras at their last location after entering the Void Realm.[/p]
  • [p]Fixed an issue where The Knight's view was unaffected by the Void Crystal's Smoke Bomb when using Guard Summon.[/p]
  • [p]Fixed an issue where Killers were able to see through the Void Crystal's Smoke Bomb when standing at the sphere's edge.[/p]
  • [p]Fixed an issue where The Mastermind and a Survivor could become invisible to one another and obstruct their view when the Void Portal interaction is interrupted.[/p]
  • [p]Fixed an issue where Void Haunts would not hit the Survivor if they fell on top of them.[/p]
  • [p]Fixed an issue where The Ghoul would face forward while destroying a pumpkin.[/p]
  • [p]Fixed an issue in the Void Realm where The Nurse could Blink out of bounds.[/p]
  • [p]Fixed an issue where The Twins' Victor could become invisible if Unbound while a Void Crystal's Smoke Bomb was active.[/p]
[h3]Audio[/h3]
  • [p]Fixed an issue where the audio would be muffled when entering and exiting lockers.[/p]
  • [p]Fixed an issue where The Dark Lord's cape SFX were too loud when spectating.[/p]
  • [p]Fixed an issue where The Spirit's default SFX could be heard when finishing a Phase-Walk while equipped with the "Tomie" outfit.[/p]
  • [p]Fixed an issue where The Executioner's Punishment of the Damned's SFX is missing when hitting a Survivor.[/p]
  • [p]Fixed an issue where a loud noise notification would trigger when a Survivor was rescued from The Executioner's Cage of Atonement.[/p]
  • [p]Fixed an issue where the audio for the Doomed Course trailer could be heard when tabbed out of the application.[/p]
  • [p]Fixed an issue where chase music was not heard when spectating the Killer in Custom Game.[/p]
  • [p]Fixed an issue where infected SFX continued to play after The Plague destroyed an infected pallet.[/p]
[h3]Characters[/h3]
  • [p]Fixed an issue where The Krasue could cause pallets to repeatedly lift and drop when vaulting after switching to Head Mode.[/p]
  • [p]Fixed an issue where The Krasue could occasionally cause a crash when vaulting during Headlong Flight while using mouse wheel keybindings.[/p]
  • [p]Fixed an issue where the camera would zoom in on the sky at the end of The Krasue's Mori animation when viewed from the Survivor's POV.[/p]
  • [p]Fixed an issue where the Hindered status effect from The Ghoul's Grab-Attack would last longer than normal on a vault grab.[/p]
  • [p]Fixed an issue where The Shape's camera would reset after activating Evil Incarnate Mode.[/p]
  • [p]Fixed an issue where The Shape's Slaughtering Strike turning was not smooth on controllers.[/p]
  • [p]Fixed an issue where The Shape sometimes didn't receive a vault speed bonus in Pursuer or Evil Incarnate Mode.[/p]
  • [p]Fixed an issue where The Shape incorrectly had Bloodlust during special attacks.[/p]
  • [p]Fixed an issue where The Trapper would gain Haste stacks when installing or resetting multiple Bear Traps.[/p]
  • [p]Fixed an issue where The Nightmare could get stuck when teleporting to certain generators.[/p]
  • [p]Fixed an issue where the barbed wire from The Executioner's Trail of Torment wasn't visible on Tormented Survivors.[/p]
  • [p]Fixed an issue where The Executioner's Cage of Atonement would flicker when relocating.[/p]
  • [p]Fixed an issue where Survivors were unable to interact with lockers occupied by The Dredge.[/p]
  • [p]Fixed an issue where Survivors could get stuck within each other after healing a downed Survivor close to a corner.[/p]
  • [p]Fixed an issue where Killers clipped into the ground when closing the hatch.[/p]
  • [p]Fixed an issue where some of The Dredge's weapons obstructed player view.[/p]
[h3]Environment/Maps[/h3]
  • [p]Fixed an issue in the Autohaven Wreckers Realm where The Nightmare could get stuck while teleporting.[/p]
  • [p]Fixed an issue in the Midwich Elementary School map where Survivors could land on top of a cage.[/p]
  • [p]Fixed an issue on multiple maps where the camera would clip inside The Houndmaster's model at the beginning of a Trial.[/p]
  • [p]Fixed an issue in the Treatment Theatre maps where the Killer could not grab a Survivor from a generator.[/p]
  • [p]Fixed an issue on multiple maps where The Nurse could Blink out of bounds.[/p]
  • [p]Fixed an issue in the Gas Heaven map where a Survivor exiting a locker would clip through its top.[/p]
  • [p]Fixed an issue in the Disturbed Ward map where The Trapper could hide Bear Traps under rubble.[/p]
  • [p]Fixed an issue in the Father Campbell's Chapel map where The Animatronic could not interrupt a Survivor interacting with a Security Door.[/p]
  • [p]Fixed an issue in the Dead Dawg Saloon map where Survivors could not interact with a vault.[/p]
  • [p]Fixed an issue in the Lampkin Lane map where players had difficulty navigating on the mud ramp next to the main building.[/p]
[h3]Perks[/h3]
  • [p]Fixed an issue where Lucky Star would not suppress grunts of pain if the Survivor was in a locker when the perk cooldown finished.[/p]
  • [p]Fixed an issue where Bardic Inspiration granted permanent Survivor aura reading.[/p]
  • [p]Fixed an issue where Mindbreaker would not pause existing Exhaustion timers.[/p]
  • [p]Fixed an issue where Sprint Burst triggered at the same time as completing a generator with a great skill check when using a controller.[/p]
[h3]UI[/h3]
  • [p]Fixed a crash that could occur when leaving the Store while navigating the Featured Content carousel.[/p]
  • [p]Fixed an issue on Microsoft platforms where Quest progression could appear incorrect after switching accounts.[/p]
[h3]Miscellaneous[/h3]
  • [p]Fixed an issue which prevented switching characters while matchmaking as a Killer.[/p]
  • [p]Fixed an issue where the taskbar icon would not flash when the application was unfocused and a Trial had started.[/p]
  • [p]Fixed an issue where the Survivor tutorial was not able to be completed when the End Game Collapse ended after opening the exit gate.[/p]
  • [p]Fixed an issue where the Killer's match result could appear on screen briefly before the match ended.[/p]

9.2.2 | Bugfix Patch

[p][/p][h2]Content[/h2][h3]The Krasue[/h3]
  • [p]Leeched is now completely removed from Survivors when they are hooked.[/p]
  • [p]Increased Corporeal Weave time to Head Form to 1.2 seconds (was 1).[/p]
  • [p]Increased Intestinal Whip wind-up to 0.3 seconds (was 0.2).[/p]
  • [p]Decreased Intestinal Whip collision's length to 0.32 seconds (was 0.35).[/p]
  • [p]Increased Regurgitate thrown cooldown duration to 1.3 seconds (was 1).[/p]
  • [p]Increased Regurgitate cancelled cooldown duration to 1.3 seconds (was 0.1).[/p]
[h3]Survivor Perk Updates[/h3]
  • [p]Off The Record:[/p]
    • [p]Re-added the Endurance status effect.[/p]
    • [p]Decreased the perk duration to 30/35/40 seconds. (was 60/70/80 seconds)[/p]
[p]Dev note: The intention with this change is for the perk to help with tunneling that occurs within a reasonable timeframe of being unhooked, while reducing the possibility of using it aggressively more than 40 seconds after being saved from the hook.[/p][hr][/hr][h2]Bug Fixes[/h2][h3]Audio[/h3]
  • [p]Fixed an issue where the beginning of The Krasue's Mori audio played from the incorrect direction.[/p]
[h3]Characters[/h3]
  • [p]Fixed an issue where female Survivors would float above locker floors before being grabbed by the Killer.[/p]
  • [p]Fixed an issue where the barbed wire was missing from The Executioner's Rites Of Judgment trails.[/p]
  • [p]Fixed an issue where The Lich's spell indicator VFX appear suddenly instead of fading in.[/p]
  • [p]Fixed an issue where the animation for eating Glowing Fungus would not play after a Survivor screamed when playing against The Krasue.[/p]
  • [p]Fixed an issue where The Blight could perform another Lethal Rush after being pallet stunned during a Rush[/p]
  • [p]Fixed an issue where The Dark Lord's model remained in Wolf Form's position after Pouncing at a nearby wall.[/p]
  • [p]Fixed an issue where The Animatronic was able to interact with Survivors teleporting between Security Doors (outside of the intended jump scare).[/p]
  • [p]Fixed an issue where match would not end for The Animatronic if a Survivor escaped through the hatch after previously being interrupted in the Security Room.[/p]
  • [p]Fixed an issue where the Security Room interrupt sequence did not play properly for Survivors and The Animatronic.[/p]
  • [p]Fixed an issue where Survivors would remain in The Executioner's Cage of Atonement when rescued.[/p]
  • [p]Fixed an issue where The Krasue was able to hit Survivors through mid-height obstacles and vaults while in Head Form.[/p]
  • [p]Fixed an issue where The Krasue could avoid being blinded during the pick-up animation while in Head Form.[/p]
  • [p]Fixed an issue where Survivors stuttered when being picked up by The Krasue in Head Mode.[/p]
  • [p]Fixed an issue where The Nurse's Chain Blink could fail to charge.[/p]
  • [p]Fixed an issue where The Oni's "Murderous Grizzly" head cosmetic clips in the camera during Demon Dash charge up.[/p]
[h3]Environment/Maps[/h3]
  • [p]Fixed an issue in the Nostromo Wreckage map where AI bots could not navigate properly.[/p]
  • [p]Fixed an issue in multiple maps where the intro camera would clip through The Houndmaster.[/p]
  • [p]Fixed an issue in the Yamaoka Estate Realm where players could not interact with one side of a generator.[/p]
  • [p]Fixed an issue in the Dead Dawg Saloon map where The Nurse could Blink out of bounds.[/p]
  • [p]Fixed an issue in the Sanctum Of Wrath map where players couldn't navigate around pillars on the stairs as intended.[/p]
  • [p]Fixed an issue in the Raccoon City Police Station West Wing where The Nurse could Blink out of bounds.[/p]
  • [p]Fixed an issue in the Wrecker's Yard map where the camera would clip through objects when the Killer spawned.[/p]
  • [p]Fixed an issue in the Pale Rose map where two pallets could spawn too close to one another a maze tile.[/p]
  • [p]Fixed an issue in the Underground Complex map where an invisible collision would block player navigation.[/p]
  • [p]Fixed an issue in the Suffocation Pit map where The Krasue's Regurgitate projectile would not bounce properly.[/p]
  • [p]Fixed an issue in the Lampkin Lane map where a totem could not be interacted with.[/p]
  • [p]Fixed an issue in the Ironworks of Misery map where a tree was missing textures.[/p]
  • [p]Fixed an issue in the Mount Ormond Resort map where placeholder or hill tiles would incorrectly spawn.[/p]
[h3]Quests[/h3]
  • [p]Fixed an issue with healing quests that would not progress when recovering with the Conviction perk.[/p]
  • [p]Fixed an issue where The Krasue was unable to gain progress for the "Down 10 Survivor(s) inflicted with status effects" quest.[/p]
[h3]UI[/h3]
  • [p]Fixed a crash which could occur when opening and closing the Player Profile menu.[/p]
  • [p]Fixed an issue where the Killer character’s visual selected state would not update correctly while ready in an offline lobby.[/p]
[h3]Miscellaneous[/h3]
  • [p]Fixed an issue where the default lobby was erroneously active instead of the Sinister Grace lobby.[/p]
  • [p]Fixed an issue where the scores of disconnection replacement bots would be incorrect.[/p]
  • [p]Fixed an issue where the Abandon feature would not activate for the last Survivor when a Survivor was sacrificed and the other two disconnected.[/p]
  • [p]Fixed an issue where the Recovery bar would flicker briefly when the Survivor was put in the Dying State.[/p]
  • [p]Fixed an issue where The Houndmaster's trailer audio could be heard when tabbed out of the game.[/p]
  • [p]Fixed an issue where some Killers' red stains were visible through walls.[/p]
  • [p]Fixed an issue where points were not deducted from the Malicious Emblem when a Survivor was dropped by the Killer while wiggling.[/p]
  • [p]Fixed an issue where The Shape's Mori while in Evil Incarnate Mode would not count towards the Evil Incarnate achievement/Trophy.[/p]
[hr][/hr][h2]Known Issues[/h2]
  • [p]The REVERENCE Rift Pass will release without Claudette's outfit's head cosmetic, including any Altered and Deep Rift variations of this head cosmetic. These missing cosmetics will be gifted to all players who bought the REVERENCE Premium Rift Pass, regardless of Rift Pass progress at a later date.[/p]
[p]
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