1. Dead by Daylight
  2. News

Dead by Daylight News

4.5.2 | Bugfix Patch


[h2]CONTENT[/h2]
  • Raised camera to original position when crawling
  • Changed transition animations in Survivor Locomotion to make the controls feel more responsive.

HUD Layout Changes:

  • Moved the objectives from the top center of the screen to the bottom left corner and removed the additional text. Objectives are now icon based.
  • Increased the size of the objectives icons and added background shading to help improve their visibility when viewed on bright environments.
  • Increased the font size of the generator count number.
  • Reduced the size of the Killer's hook count widget to be more in line with the other objectives.
  • Lowered the stack of player status widgets from the top left corner to the lower left corner. They now sit just above the new objectives location and expand upwards.
  • Increased the width and height of the timer bar under the player names in the player status widget.
  • Added a new setting in the Settings menu to control the size of the Skill Check independently of the HUD scale setting.

[h2]BUG FIXES[/h2]
  • Fixed an issue that could cause Killers to appear further away than they actually were on Survivor screens (This was the primary cause of the hit registration (hitbox) issues seen since 4.5.0)
  • Fixed an issue that caused survivors to crawl faster than intended.
  • Fixed an issue that prevented event bloodpoints from being awarded from certain indoor generator types used on maps including Midwich Elementary and Lery's Memorial Hospital.
  • Fixed an issue with survivor camera-based interaction priority that could make it impossible to prioritize interactable objects on the ground (such as bear traps near pallets).
  • Fixed an issue that could cause survivors with the perk Calm Spirit to scream when caught in a bear trap.
  • Fixed an issue with Hex: The Third Seal and Hex: Undying that could cause the hexed players and hexed player count to be incorrectly reset when the Third Seal's totem is destroyed and Undying is still active.
  • Fixed an issue that could cause the haste status effect icon not to show when using Refined Serum.
  • Fixed an issue that could allow the nurse to attack during the first few frames of fatigue after a blink, and skip the fatigue.
  • Fixed an issue that prevented the add-ons Black Heart and Mew's Guts from increasing the Demogorgon's recovery speed.
  • Fixed an issue that caused the survivor's portrait become highlighted any time infection from the Plague was increasing. It should only highlight to indicate when a survivor has reached maximum sickness.
  • Fixed an issue that could cause the speed boost from uncloaking with the Wraith add-on The Serpent to trigger too early to be of use.
  • Fixed an in issue that could cause incorrect values for the Unbroken emblem.
  • Fixed an issue that could cause players to end up on the wrong side of pallets when stunning a killer.
  • Fixed an issue that could prevent the proper indicators from displaying for the Doctor when using Shock Therapy, Static Blast, or missed Snap Out Of It skill checks.
  • Fixed an issue that caused survivors to keep the default outfit between the lobby and the loading screen to the trial when playing a Custom Game.
  • Fixed an issue where old event items would sometimes appear in bloodwebs.
  • Fixed an issue where the UI can show a healthy survivor as injured when healed for two health states very quickly.
  • Fixed various collision-related issues Crotus Penn Asylum.
  • Fixed an issue that would cause charms on hooks to not be visible to Killers.
  • Fixed an issue that would cause the game to get stuck on the tally screen when entering spectator mode at the same time last Survivor reaches the tally screen.

[h2]BUG FIXES MISSING FROM 4.5.1 AND 4.5.0 PATCH NOTES[/h2]
Following bugs were fixed, but not mentioned in previous Patch notes.

  • Fixed an issue that could cause injured survivor sounds be louder than intended after rush-entering a locker (they should be audible, but muffled) (missing note from patch 4.5.1)
  • Fixed an issue that could prevent the Plague from being able to infect window vaults with Vile Purge (missing note from patch 4.5.1)
  • Fixed an issue that could prevent the Shape from playing recoil animations or sound effects when hitting an obstruction in Evil Within III (missing note from patch 4.5.1)
  • Fixed an issue that could reduce the Legion's acceleration while attacking with Feral Frenzy (missing note from patch 4.5.1)
  • Fixed an issue that could prevent the Huntress from hearing audio feedback on a long-range hatchet hit (missing note from patch 4.5.0)
  • Fixed an issue with the perk Deception that could cause a "Hide" prompt to appear but not be usable (missing note from patch 4.5.0)

[Windows store only]
  • Fixed a crash that occurred when revoking the consent.

[h2]KNOWN ISSUES[/h2]
  • Skill Check UI Scaler option in the options menu appears in English for all non-English languages. This will be fixed with the next Chapter patch.

Dead by Daylight: The Realm Beyond interview - Breathing new light & life into the chase

Dead by Daylight has, by this time of writing, been around for over four years. Four years of running, hiding, chasing, hooking, slaying, sacrifice, and survival. It’s amassed a sizable roster of survivors and killers, both original and recognizable from across the horror genre. With quite a few years behind it, Behaviour Interactive recognized that certain early elements of the game were starting to show their age. With that, the studio launched into a refresh of many of its maps, characters, and graphical features with The Realm Beyond on both previous and next-gen gaming platforms.



With Dead by Daylight: The Realm Beyond, Behaviour Interactive has heavily refreshed the visuals of various elements of the game, not just for PS5, Xbox Series X and S, and PC, but also previous generation consoles PS4 and Xbox One as well. With so much reliance on sight and sound, and a large amount of those very elements taking such major reworks, some of The Realm Beyond’s visual elements is bound to affect the feeling of the game. With that in mind, we spoke to Game Director Mathieu Côté and Creative Director Dave Richard about a multitude of matters on Dead by Daylight: The Realm Beyond, including the path of development, how upgrades influenced mechanics, and more.





Shacknews: Dead by Daylight: The Realm Beyond is essentially Behaviour Interactive’s way of remastering the game, little by little as the next-gen comes along. And it's not just next-gen. Even on the PS4 and Xbox One versions of this game, people have access to the reworks of stages and reworks of character animations. What was the mentality behind the approach to the remaster? Where are we at in The Realm Beyond roadmap?


Mathieu Côté: You're correct. This is absolutely not just for the next-gen. This is essentially an effort to take our game, which is almost five years old, and make sure that people who launch it today for the very first time have an experience that is as shiny and polished and amazing as it can be. We want to make sure that anybody can benefit from this whatever platform they're playing on. So you'll see the results of these improvements on every single platform that's out there. And yes, it is a progress thing in that we've already started doing a lot of work and we continue to do so. For us, It was just a better flow to do it gradually instead of just holding up all of this and releasing it all at once, which was the other option we could have done.


Dave Richard: The format of Dead by Daylight is to release a chapter every three months. So while doing these new maps and new characters in time, we've updated our look moving through all of these alongside chapters and trying to bring everything as up-to-date as possible. Of course, the oldest characters and the oldest maps now show their age, so that's what we wanted to prioritize most. And because we're talking about a hide and seek game with a specific mood and lighting, it's more complicated than just saying, "Let’s update the look and put some new lights in." We need to be careful to make sure we keep the game’s mood intact or as close as possible while still adding these components in. Most of the maps and other changes have already been through the process, though they're not all released yet.


We’ve put a lot of effort into the maps and the environments, and we’ve reviewed some of the characters and some of the older killers. We just released the Nurse’s renewed character model, but there were other older killer cosmetics that have been reviewed as well, and will be coming soon. The same process has been applied to older characters to bring them more in line with the style of our newer survivors. Beyond that, we’re also reviewing a lot of our core objects and the animations that come with them. There’s the generator, the chest, the totems, and they've all been updated. We also want to look into core animation of the game and actions that are currently using generic animation, such as healing. So that might be something that we update in the future with a specific animation. And I think that covers the whole package so far.


Côté: It's also worth noting that so many small little details can impact gameplay in Dead by Daylight. Whether we talk about anything that's all of a sudden slightly more shiny, the lighting changes on a corner of one map, the way we use a different way of lighting, or just an animation that plays differently… all of these things have an impact on how people feel. So we're extremely careful to gather feedback and to make sure that we keep the mood and feel as close to the original as possible while making it look better.





Shacknews: It’s interesting, I play regularly and I jumped in as the update to the Gideon Meat Packing Plant map hit. It blew my mind, because to me the Gideon Plant was always really oppressively dark to the point where I needed to mess with my brightness settings a little bit to play that map better. But the way it looks now with the lighting rearrangements and the way that it's been re-textured… I wouldn’t say you took away that sort of oppressiveness from it, but it has a new life to it. It's still difficult. I still have to look around every corner and make sure that I'm being cautious, but there's almost a new life on that map with all the changes in the textures and lighting.


Côté: I also get the sense from our players that sometimes change can be difficult, and it's true. I mean, even if it looks gorgeous and amazing if it's not exactly the thing that you're used to seeing for so long, it's not as familiar sometimes, and players need to readjust to it, but what I hope is players come to love this one in a different way, just as much as they love the other one,


Richard: To add to what you were saying, when we were rebuilding these maps and adding dynamic lighting inside them, it of course changes the basic feel. However, what we're trying to create is more contrast instead of having the flat look that standard lighting provides everywhere. At the same time, we need to keep even the darkest areas playable. You need to be able to see something. On the opposite side, strong lighted area gameplay needs to feel the same. What becomes important is using the contrasts between these new lighting and shadow effects to keep that oppressive mood and sense going, but in a positive way that players want out of this game.


Shacknews: Right, not to say that it was notably off-putting, but more like I explored the map and felt, “Wow, this whole map feels more alive than it did before.”


Richard: It makes sense. And at the same time, it's not just the lighting, right? There's also a level of detail that's been added, including lots of different little props here and there, more details on the props themselves, the higher-res textures… So you get a little bit more sense of the story and spirit that the map is supposed to have, especially on licensed maps like Gideon Meat Plant. And with that, players can more readily recognize the location that they’ve seen in the movie with more precision.





Côté: That's also of the things worth noting is that it's not just a matter of technology or what can be done with it. It's also the fact that we've changed the way we look at creating maps. The very first maps we did, maps like the Foundry and the Macmillan Estate, and the way we were going about creating these environments were sort of like the shadow or memory of an environment. And there’s a progression we’ve made where maps like The Red Forest were where we started putting a lot more backstory into the little corners of the environment about the killer that lived there or what happened there. We’ve moved on to putting a lot more storytelling in the environment, which was something we weren’t actively doing early on. And so it’s not just about higher resolutions but also pouring our more modern level of map design and details into maps where we didn’t necessarily do that before.


Shacknews: I think it’s worth talking a bit about balances and how changes coming to the game might adjust that, whether it’s in how well players can see various opportunities through the map, how they respond to it, and how to keep it fun for both the groups and the individual. As you update these maps and update the animations, has there been anything in particular in approaching The Realm Beyond updates that has changed the balance in a way that you might not have expected?


Richard: We were expecting that the balance would be skewed a little bit. It’s something we’re taking into account with testing. So as we're changing the lighting, some areas on the map will feel different and will change the balance. That's why even though we're going through this ongoing process with The Realm Beyond, it's never really finished. As soon as a map becomes available and players play it, then did we get feedback. And it’s from that that we can go back into it and review some aspects of it.


Côté: I think that the concept of balancing the game has also evolved quite a lot in the last five years. Just the fact that there's so much more content now, there's so many more killers, so many individual perks and combinations… I think you put your finger on it in asking the question. It's not even so much about the game being balanced, because I don't think that as a concept it's possible by its nature, but the idea of it being fun to play always, and being fun and fair and being fun for groups and for individuals. That's our concern — that's what we think about when we look at that.


Shacknews: Have there been any artistic changes to the maps and animations that you found unexpectedly affected mechanics in the game?


Richard: Absolutely. And most of it is tested in the PTP, where we’ll usually catch and change them after player feedback. A small example would be the new animations on the generator. As many players know, there was one generator animation where the survivor is using the wires, and the electrical wires on the generator cast a spark that created lighting around the character. And so that was tweaked so as not to shift the balance that might come from exposing the survivor interacting with the generator a little too precisely. So that’s the kind of things we consider, take feedback on, and are careful about.





Shacknews: As you continue to work on The Realm Beyond, you’re still also creating new content altogether for Dead by Daylight. The team’s work has already been pretty stellar, ranging from original survivors and killers to content from legendary horror franchises up to and including the Silent Hill content last year. With a continually growing collection of characters and perks to go along with them, how do you go about topping yourselves and approach new characters, killers, and partnerships while also not overshadowing the massive amount of content Dead by Daylight features already?


Côté: There’s a daily conversation we have about what else could make its way into Dead by Daylight and how we make sure that our original content continues to surprise and impress people. On the matter of collaborations, I'd say that the biggest thing that changed now is when we have conversations with potential licensors - and to be fair, the list of legends we’ve yet to bring into Dead by Daylight is growing shorter every day - it's now a very different kind of negotiation. For the most part, Dead by Daylight is now more or less a hall of fame of horror. This far in, it's a matter of talking to people and going, “Is that significant enough to be part of the layout that features all these amazing legends of horror?” Even then, we can still have quite a lot of fun and go get some things that will surprise people. I think that when we released the Silent Hill content, we probably caught a few people by surprise, even the ones that really wished for it. Still, we have a few more surprises left and I’ll tell you that I feel you will also be taken aback by some of our upcoming original content.


Shacknews: Further on the matter of updates, there was the conversation that came up recently about accessibility features. And now we have confirmation now that a Colorblind Mode is being developed for inclusion throughout upcoming Dead by Daylight updates. On that matter, has the approach to the Colorblind Mode brought up more of a conversation about accessibility and other possible features with the game?


Richard: Yeah, actually, we are working on a few accessibility features. I can’t talk about dates or make promises yet, but we take these matters to heart. It's important that the game is accessible and can be played by anyone who wants to play. We've been working on some of these features for quite some time because we want to get it right when we put it in the game, but Colorblind Mode will be the first one and I’m glad to we’re finally at this point where it’s happening.


Côté: And that's obviously the first version of the Colorblind Mode. It's also going to be an ongoing project because it's something that needs to be very carefully tweaked, not just to respond to the specific needs of all the different types of colorblindness, but also as a feature that could have a deep impact. What we do not want is for the Colorblind Mode to become sort of an easier option for any side so that people use it instead of the regular mode to get an edge. It shouldn't be like that, but it can't be harder either. So it's a very, very delicate ongoing balancing act.






With Dead by Daylight: The Realm Beyond continuing to roll out with each new update, be sure to check out the most recent released content for Dead by Daylight including the DIVERGENCE Tome and new visual reworks to characters like the Nurse and maps like the Gideon Meat Plant. Also, stay tuned for the latest updates on Dead by Daylight and its newest content as it is revealed in the coming months.

Celebrate the Year of the Ox with "Gilded Stampede" in Dead by Daylight



Celebrate the Year of the Ox in Dead by Daylight with the Gilded Stampede celebration.

From February 11th – 25th, the Fog will be transformed into a vibrant celebration full of fireworks and colorful lanterns in honor of the Lunar New Year.

For a limited time, the Gilded Stampede celebration features a Lunar New Year themed lobby, themed Generators and Hooks, as well as the return of the Chinese Firecracker Item and Red Envelope Offering.

The celebration also introduces the Festive Toolbox, a brand-new item for Survivors. Packed to the brim with fireworks, it's prepared to celebrate all your life’s successes... and failures.


LUNAR NEW YEAR REWARDS



Keep an eye on the Dead by Daylight social channels and the in-game news throughout the celebration for special promo codes to unlock some free Gilded Stampede Collection items.

Enter the Fog during the celebration to redeem 50,000 Bloodpoints per day – that’s a total of 700,000 Bloodpoints to earn if you log in every day throughout the Gilded Stampede celebration.


NEW STORE COLLECTION

[previewyoutube][/previewyoutube]
Celebrate the Lunar New Year in style with the Gilded Stampede Collection.

Join the stampede with The Wraith’s The Golden Ox and The Deathslinger’s The Oxen Bounty outfits - adorned in golden ox horns, they'll slaughter any who dare cross their paths.


LUNAR NEW YEAR SALE



From February 12th – 18th, the Moonrise and Scarlet Swarm collections are available at up to 30% OFF!
Enter the Fog and enjoy the Gilded Stampede festivities!

DIVERGENCE, TOME VI OF THE ARCHIVES, IS NOW AVAILABLE!



The Observer’s Auris Web now features new Glyph Challenges, which enable both Survivors and Killers to spawn new interactable items within their matches. Keep an eye open for these to appear in your Trials, for those who are up to the task.

As you brave your way through new challenges, you will uncover the never-before-seen memories of Sally Smithson (The Nurse), Yui Kimura, and The Observer.

[previewyoutube][/previewyoutube]

Life is a paradox. Change one thing, change everything. We are but walking contradictions of past, present and future selves. A saint in one world, a killer in another and both true and not true at the same time. If I could go back…would I change anything? Would I do things differently knowing that the slightest change could trigger a snowball that tumbles and grows to become an avalanche of death and destruction?

Unlockable character Memories include:

  • Sally Smithson (The Nurse) – THE CLEANSING OF CROTUS PRENN
  • Yui Kimura – CRASH AND BURN
  • The Observer – IN SEARCH OF THINGS LOST


In the DIVERGENCE Rift, earn over 60 cosmetic items through the Free and Premium tracks to be yours forever, even once the Rift closes. Unlock 13 new outfits, including the DIVERGENCE Collection for the Tome VI focus characters. Unlock the Rift Pass in-game and get instant access to 3 exclusive items for 1,000 Auric Cells. You can earn it all back by playing the game.

Look deeper into the Fog with Tome VI: DIVERGENCE. Available now through The Archives.

Mid-Chapter 4.5.0 - Release information



[h3]RELEASE SCHEDULE[/h3]
ALL PLATFORMS
Update: 11 AM EST

[h3]PATCH NOTES[/h3]
Click here

[h3]TOME VI: DIVERGENCE | TRAILER[/h3]
Click here

[h3]THE REALM BEYOND | PART 4[/h3]
Click here

[h3]DEVELOPER UPDATE: JANUARY 2021[/h3]
Click here