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Grimms Update

[p]Hey there! [/p][p]With the first voting phase done, and the second phase underway, the team is hard at work on bringing The Grimoire, our first community-made Chapter, to life. 
You're an important part of this process, and we wanted to walk you through what’s been happening behind the scenes. As is expected from the development process at this stage, a lot of this is bound to change, but we still wanted to take you with us every step of the way as we iterate on the many different aspects of this Chapter. [/p][p][/p][p][/p][h2]
Gameplay [/h2][p][/p][p]After the votes for the Killer Power were done, our design team held a kickoff meeting with art, programming, and animation to explain the full design for the Power. Once everyone was aligned, design and programming started working on the prototype.  [/p][p]Their first step was to explore how the Exile and the active Power, Ray of Retribution, would work and if they would fit within the Dead by Daylight gameplay before testing them. The internal playtest with our consultants showed encouraging results, but as expected, we were not there yet…Exile was too easy and not very rewarding, and the Ray of Retribution was too difficult and repetitive. The team went back to the drawing board to explore ways to expand and add more depth to the gameplay. And that’s where we are at today.[/p][p][/p][p][/p][h2]VFX [/h2][p][/p][p]While design and programming are figuring out how the Ray of Retribution will work, our VFX  team has been busy researching and defining the art direction and the visual effects that would fit with our divine Killer. First on the list is the Pillars of Light, a placeholder name for one of the features of the Exile, and the team is currently testing its functionality and defining its look and feel.  [/p][p]They also continue to support the prototype by creating all the visual feedback needed. [/p][p][/p][p][/p][h2]Animation [/h2][p][/p][p]The animation team is investigating how the Survivor animation would work when interacting with the Shrine of Repentance, a placeholder name for the Killer object that Survivors will use to pray and save others from Exile. [/p][p][/p][p][/p][p][/p][p][/p][h2]World & Characters Art [/h2][p][/p][p]Let’s talk Hopeless Exile. This place in between is in its early stages but based on the team’s initial proposals, it will leave you...hopeless. Right now, we’re in the research and concept phase, focusing on defining the general vision and how art will work with the plans for the gameplay. [/p][p]As for the characters, the art team is hard at work creating their final concepts for the next vote by combining the previous winning results into a couple exciting and original Survivor and Killer visual proposals. [/p][p][/p][h2]Perks [/h2][p][/p][p]The Perks are in the brainstorming stage, and the team is putting together options that could work well within the narrative. After syncing with our creative director, the next step is going to be putting the ideas onto paper and doing an internal check with other designers. [/p][p]That’s it for today. Thanks for creating this Chapter with us, and we love seeing how you've already made the content your own through your art, ideas, and conversations. Keep an eye on our socials for more behind the scenes content as we continue to work on this release. [/p][p]Until the next update! 
 
Grimm, out [/p][p][/p]

Check out what's new in 2v8

[p]2v8 is back in a big way! Check out our primer of what's new![/p][p][/p][p][/p][p]What are your first impressions of these changes? Let us know in the comments![/p]

9.4.2 | Bugfix Patch

[p][/p]
2v8
  • [p]The 2v8 event returns Tuesday, February 10th at 11:00 AM Eastern.[/p]
[h3]NEW KILLER[/h3][p]The Good Guy - Innate Skills:[/p]
  • [p]Slice & Dice turn speed increased by 10%.[/p]
  • [p]Increased Hidey-Ho Mode uptime by 15%.[/p]
  • [p]Performing a Scamper under a pallet breaks it immediately.[/p]
  • [p]The Good Guy can see Illusionary Footfalls around Survivors.[/p]
  • [p]Increased Slice & Dice attack duration by 50%.[/p]
[h3]KILLER UPDATE[/h3][p]The Nemesis:[/p]
  • [p]Added 2 additional Zombies for a total of 4.[/p]
  • [p]Increased Zombie movement speed by 35%.[/p]
[h3]KILLER CLASS UPDATES[/h3][p]Brute - Team Skill:[/p]
  • [p]Break action speed increased by 25%.[/p]
  • [p]Kicking a Generator causes it to weaken and begin regressing.[/p]
    • [p]The aura of the kicked generator will appear in yellow to the Brute.[/p]
  • [p]The next time a Survivor interacts with the Generator and repairs it past its regression point, it explodes triggering a loud noise notification and sprays the Survivor with smoke. The Survivor suffers from the Hindered status effect for 12 seconds.[/p]
    • [p]The aura of the generator returns to red after the effect occurs.[/p]
  • [p]Cooldown for 60 seconds where break action speed bonus is not applied.[/p]
[p]Fearmonger - Team Skill:[/p]
  • [p]Gain 5% Haste when unseen.[/p]
  • [p]Injuring a Survivor by any means causes up to 2 Survivors within 12 meters of the injured Survivor to scream, revealing their aura to your teammate for 2 seconds.[/p]
  • [p]Cooldown for 60 seconds where Haste bonus is not applied.[/p]
[p]Enforcer - Team Skill:[/p]
  • [p]Gain 3% Haste when chasing an injured Survivor.[/p]
  • [p]When you hit a Survivor, the Survivor receives the Enforcer’s Mark, which is visible to both you and your teammate.[/p]
  • [p]Survivors with Enforcer’s Mark applied have their aura revealed for 1 second every 8 seconds while marked for 45 seconds. Downing the Survivor consumes the mark and increases the Enforcer's lunge attack distance by 60% for 15 seconds.[/p]
  • [p]60 second cooldown where the Haste bonus is not applied.[/p]
[h3]NEW SURVIVOR CLASS: TORCHBEARER[/h3][p]Class Skill:[/p]
  • [p]Starts with Flashlight of uncommon rarity.[/p]
  • [p]Class Skill charges over 60 seconds, granting a Flash Grenade when fully charged.[/p]
    • [p]Behaves like an ability; does not take up any item slot.[/p]
  • [p]Press the Active Ability button 2 to activate the Flash Grenade.[/p]
  • [p]Cooldown 60s.[/p]
[p]Info Skill:[/p]
  • [p]Survivors in chase have their aura revealed to you within 32 meters.[/p]
  • [p]Point a Flashlight at a Killer for 0.5 seconds to reveal them for 2 seconds.[/p]
[p]Unlockable Skill:[/p]
  • [p]Grant Endurance to Survivors you pick up from the Dying State. Injured Survivors that unhook you gain Endurance.[/p]
[h3]SURVIVOR CLASS UPDATE[/h3][p]Scout – Unlockable Skill:[/p]
  • [p]Increase your walking speed by 25% and make no grunts of pain while injured.[/p]
  • [p]Grants immunity to screaming.[/p]
[h3]NEW MAPS[/h3]
  • [p]Groaning Storehouse[/p]
  • [p]Rotten Field[/p]
[h3]FEATURES[/h3][p]Tonics:[/p]
  • [p]Herb gameplay returns in the form of tonics! They can be found in locations where you would normally find totems and are scattered throughout the map.[/p]
  • [p]There are two types of tonics that have different effects for Survivor and Killers:[/p]
[p]Diluted Tonic:[/p]
  • [p]Survivor: Restores a health state on use.[/p]
  • [p]Killer: Increases Haste by 10% for 20 seconds.[/p]
[p]Purified Tonic:[/p]
  • [p]Survivor: Restores a hook state on use.[/p]
  • [p]Killer: Grants a 10% Haste bonus to both Killers for 20 seconds.[/p]
[p]Dual Terror Radius:[/p]
  • [p]We have updated the Terror Radius to reflect both Killers in range, adjusting the audio tracks for each Killer as they get closer to or further from Survivors.[/p]
  • [p]The Visual Terror Radius indicator from the Accessibility settings has also been updated to show both Killers when in range, including Lullabies and regular Terror Radii.[/p]
[p]Cooperative Healing:[/p]
  • [p]Increased the number of Survivors able to simultaneously heal one another to 3 (was 2).[/p]
[hr][/hr][h2]Content[/h2]
  • [p]Increased the probability of Steve Harrington to use the original Scared Scream audio (Steagull) to 10%[/p]
[h2]Bug Fixes[/h2][p]Audio[/p]
  • [p]Fixed an issue where performing a Mori with any Killer triggers the voice line of 2 specific Killers during 2V8.[/p]
[p]Characters[/p]
  • [p]Fixed an issue where The First was unable to perform the Traverse Upside Down Killer Power after hooking a Survivor.[/p]
  • [p]Fixed an issue where the outer ring of The First's Vine attack aiming reticle stayed the same color for the duration of the Trial.[/p]
  • [p]Fixed an issue where The First's Vine attack animation will not play when done right after cancelling a non-fully charged vine attack.[/p]
  • [p]Fixed an issue where The Houndmaster's Commands were temporarily unavailable for a few seconds after dropping from a high elevation.[/p]
  • [p]Fixed an issue where The Ghoul's Kagune Leap remained active when pressing the vault prompt immediately after vaulting with Kagune Leap.[/p]
  • [p]Fixed an issue where The Ghoul walked at regular speed while holding the power when quickly missing a Kagune Leap after a successful one.[/p]
  • [p]Fixed an issue where The Ghoul could attack downed Survivors when using Kagune Leap near vault points.[/p]
  • [p]Fixed an issue where The Ghoul's vault attack animation did not play if The Ghoul moved forward after vaulting a window.[/p]
  • [p]Fixed an issue where The Skull Merchant's Drone clipped inside her when Deploying a Drone.[/p]
  • [p]Fixed an issue where sometimes The Dredge's Reign of Darkness ability did not show locker auras, blocking The Dredge from teleporting.[/p]
  • [p]Fixed an issue where The Mastermind’s Virulent Bond could injure Survivors near pallets that were farther away than intended.[/p]
  • [p]Fixed an issue where The Legion would clip inside the Pallet when vaulting while in Feral Frenzy.[/p]
  • [p]Fixed an issue where The Pig could damage Survivors from the other side of a Jigsaw Box.[/p]
  • [p]Fixed an issue where terrain was visible when The Xenomorph exited a specific Control Station in several maps.[/p]
  • [p]Fixed an issue where assets and Survivors would appear invisible momentarily when The Xenomorph exited a Tunnel.[/p]
  • [p]Fixed an issue where Nancy’s facial likeness did not fully match the actress. Her appearance has now been updated to better reflect the actress.[/p]
  • [p]Fixed an issue where the server would sometimes correct positions after The Nurse blinks.[/p]
[p]Environment/Maps[/p]
  • [p]Fixed an issue in MacMillan's Estate where coming out of a locker shows the character bouncing out[/p]
  • [p]Fixed an issue in all realms where Killers can hit Survivors through fire barrels[/p]
  • [p]Fixed an issue in Raccoon City Police Station where a chest is hard to interact with[/p]
  • [p]Fixed an issue in Grim Pantry where the device of Bada Bada Boom is misaligned with a vault[/p]
  • [p]Fixed an issue in Dead Dawg Saloon where The First's power, Focus Ground, can be placed on top a structure[/p]
[p]Perks[/p]
  • [p]Small text clarification: Turn Back The Clock now mentions that you can only target generators "you can see" within distance.[/p]
  • [p]Fixed an issue where the external perk icon disappeared when a Survivor with either Teamwork: Full Circuit and/or Teamwork: Soft Spoken stopped repairing a generator while another Survivor still had the perk(s) active.[/p]
  • [p]Fixed an issue where Killers kept the Undetectable status effect from Trail of Torment if the generator became blocked by any means.[/p]
  • [p]Fixed an issue where The Mastermind could be affected by the effects of Hex: The Third Seal after using vault attacks or attacks on Survivors with the Endurance status.[/p]

9.4.1 | Bugfix Patch

[p][/p][h2]Bug Fixes[/h2][h3]Audio[/h3]
  • [p]Fixed an issue where Survivors scream at the beginning of the Trial when the Smashed Cassette Deck Add-on is equipped.[/p]
  • [p]Fixed an issue where Dustin voice line and subtitles were unable to be properly timed together.[/p]
  • [p]Fixed an issue where Dustin, Eddie and Jonathan Byer screams are missing after being sent to the Cage of Atonement.[/p]
  • [p]Fixed an issue where the scream SFX is missing during The Xenomorph's Mori[/p]
  • [p]Added a Curse hit feedback stinger in The First's Default Mode.[/p]
[p][/p][h3]Bot Improvements[/h3]
  • [p]Fixed an issue causing Survivor Bots to be difficult to heal when under the radius of a Drone.[/p]
[p][/p][h3]Characters[/h3]
  • [p]Tentatively fixed an issue where The Deathslinger did not appear to be aiming with his rifle from the Survivor's point of view.[/p]
  • [p]Fixed an issue where the Animatronic Yellow Rabbit outfit would cause clipping when interrupting a Survivor during a vault animation.[/p]
  • [p]Fixed an issue where the Animatronic's left arm was missing when opening a locker with a Survivor hiding inside.[/p]
  • [p]Fixed an issue where the bottom of the map was visible when The Onryō teleported to a TV.[/p]
  • [p]Fixed an issue where Ada Wong's eyes would bulge out while idle.[/p]
  • [p]Fixed an issue where Survivors would briefly swap to the downed animation during the hooking animation.[/p]
  • [p]Fixed an issue where Survivors were misaligned inside lockers when being picked up by The Dredge with the Fear of Reminiscence outfit.[/p]
  • [p]Fixed an issue where The Legion's Killer Instinct did not retrigger on Mended Survivors.[/p]
  • [p]Fixed an issue where The Ghoul could injure Survivors with the Kagune Leap when performed near a vault or close by.[/p]
  • [p]Fixed an issue where sometimes The First could use the Traverse Upside Down ability at the start of the trial.[/p]
  • [p]Fixed an issue where the outer ring of The First's Vine Attack's aiming reticule would stay the same color for the duration of the Trial.[/p]
  • [p]Fixed an issue where the aura of The First's tentacle did not always appear during a portal blast.[/p]
  • [p]Fixed an issue where the The First's World Breaker Skybox VFX was removed for a Survivor during Mori, Sacrifice, or entering hook stage 2 animations.[/p]
  • [p]Fixed an issue where The First's World Breaker Phase 2 timer did not pause when the Killer was carrying a Survivor.[/p]
  • [p]Fixed an issue where The First's Vine attack indicator remained visible in areas with no collision.[/p]
  • [p]Fixed an issue where Survivors would jitter when being picked up by The First.[/p]
  • [p]Fixed an issue where The First's camera could be locked looking down when canceling the break interaction as the Clock runs out.[/p]
[p][/p][h3]Environment / Maps[/h3]
  • [p]Fixed an issue in the Underground Complex where the Survivor could see through the ventilation ducts: a collision has been added to the fan to prevent the camera from entering it.[/p]
[p][/p][h3]Perks[/h3]
  • [p]Fixed an issue where Turn Back the Clock could be used while being deactivated after using The Twins or The Knights power as the activation timer expired.[/p]
  • [p]Fixed an issue where Snug prevented The Houndmaster from using Turn Back The Clock while in front of a generator.[/p]
  • [p]Fixed an issue where The Xenomorph could use Turn Back The Clock in tunnels.[/p]
  • [p]Fixed an issue where The Trapper was unable to trigger Bear Traps during Turn Back the Clock.[/p]
  • [p]Fixed an issue where the indicator arrow remained displayed when the Killer used their Killer Power while Turn Back The Clock was active.[/p]
  • [p]Fixed an issue where The Skull Merchant's radar briefly became invisible when activating Turn Back The Clock.[/p]
  • [p]Fixed an issue where the Cancel prompt was visible during the Turn Back The Clock interaction.[/p]
  • [p]Fixed an issue where the unhooking animation was misaligned when using Shoulder The Burden.[/p]
  • [p]Fixed an issue where generators did not automatically complete when Invocation: Weaving Spiders was applied on a generator nearly completed with the Brand New Part Toolbox add-on.[/p]
  • [p]Fixed an issue where a generator could be permanently blocked by Secret Project.[/p]
  • [p]Fixed an issue where traps from Bada Bada Boom and Chemical Trap became invisible when The Dark Lord changed to Bat Form while the trap was being placed.[/p]
  • [p]Fixed an issue where Extrasensory Perception could be activated while being healed by another Survivor.[/p]
  • [p]Fixed an issue where the Oblivious status effect of Weave Attunement only targeted the first Survivor to trigger the perk.[/p]
  • [p]Fixed an issue where We See You continued to gain tokens when the Survivor was hooked.[/p]
  • [p]Fixed an issue where Built to Last would continue to charge up and reduce the Medkit charge from Change of Plan.[/p]
  • [p]Fixed an issue where Special Killer Items could be swapped to a Medkit with Change of Plan.[/p]
  • [p]Fixed an issue where Survivors were able to swap items outside a locker with Change of Plan after getting grabbed from one by a Killer.[/p]
  • [p]Fixed an issue where the first Skill Check of Merciless Storm was affected by Teamwork: Full Circuit.[/p]
  • [p]Fixed an issue where Hardened did not trigger when The First used a vine attack.[/p]
  • [p]Fixed an issue where aura could remain indefinitely on a survivor who used Bardic Inspiration.[/p]
[p][/p][h3]Misc[/h3]
  • [p]Fixed an issue where blocked generator auras were red instead of white.[/p]