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6.4.0 | Forged in Fog

[h2]Release Schedule[/h2]
  • Update Releases: 11AM EDT
  • DLC Releases: 12PM EDT
Note: These times are estimates and may vary slightly per platform.

[h2]Features[/h2]
[h3]New Killer - The Knight[/h3]
New Perk - Nowhere to Hide
  • Whenever you damage a generator, reveal the aura of all Survivors standing within 24 meters of your position for 3/4/5 seconds
New Perk - Hex: Face the Darkness
  • Injuring a Survivor by any means lights a Dull Totem, activating the Hex. While the Hex is active, all other Survivors outside of your Terror Radius will scream every 35/30/25 seconds, revealing their positions and auras for 2 seconds. When the Survivor enters the dying state or becomes healthy, the Hex totem becomes dull again and this perk deactivates. If the Hex totem is cleansed, this perk is permanently disabled
New Perk - Hubris
  • Whenever you are stunned by a Survivor, that Survivor suffers from the Exposed status effect for 10/15/20 seconds. Hubris has a cooldown of 20 seconds

[h3]New Survivor - Vittorio Toscano[/h3]
New Perk - Potential Energy
  • After working on a generator for 12/10/8 uninterrupted seconds, press the Active Ability Button 2 to activate this perk. When this perk is active, repairing the generator will charge this perk instead of making the generator progress. For each 1.5% of generator repair, the perk will gain one token, up to 20 tokens. While this perk has at least one token and you are working on a generator, you can press the Active Ability Button 2 to consume all the tokens and instantly make the generator progress by 1% for each token. This perk then deactivates. If you lose a health state while this perk has at least 1 tokens, the perk will lose all tokens and deactivate. Missing a skill check will also result in some charges lost
New Perk - Fogwise
  • Hitting a great Skill Check while repairing a generator reveals the aura of the Killer to you for 4/5/6 seconds
New Perk - Quick Gambit
  • When you are chased within 24 meters of any generator, any other Survivor working on that generator receives a 6/7/8% speed boost to the repair action

[h3]Flashlight update[/h3]
  • Flashlight blinds that occur within the last 0.4 seconds of the Survivor pickup animation will now stun the Killer once the animation has completed
  • Dev note: We've increased the duration of the buffer from its PTB value of 0.25 to account for latency.
  • Killers are now immune to blindness while grabbing a Survivor out of a locker

[h3]Bots in Custom Matches[/h3]
  • The host of a Custom Match can add Survivor bots to the game
  • (PS5 Only!) Added Haptic Feedback & a pop-up informing players

[h3]Rancor Perk[/h3]
  • Updated the conditions on which the obsession becomes exposed to include closing the hatch

[h2]Content[/h2]
  • New map - The Shattered Square
  • Updated Basement
    • Wider stairs to address body-blocking issues
  • Updated visuals for Pallets and Breakable doors

[h2]Changes From PTB[/h2]
  • Decreased the spawn time of the Guards to 1.5s from 2.0s
  • Guard Detection Radius interpolation speed now 1.0 instead of 1.5 sec
  • Guard traveling to detection location decreased to 2.5 sec instead of 3.0 sec
  • Flag activation on Carnifex is now 10.0 sec. instead of 8.0 sec
  • Flag activation on Assassin is now 5.0 sec. instead of 2.0 sec
  • Flag activation on Jailer is now 5.0 sec. instead of 2.0 sec
  • The Killer is now able to cancel/destroy a patrolling Guard by hitting them with their base attack
  • Addon Map of the Realm: is now +4M instead of +6M
  • Addon Flint and Steel: now only works on dropped/unbroken pallets
  • Addon Healing Poultice: Effect has been inverted to within 24M instead of over 36M
  • Addon Knight’s Contract: Extended the effect to 12M instead of 8M. Addon text now specifies the Guard spawn trigger
  • Perk Hex: Face the Darkness has updated functionality and timing
  • Flashlight blind buffer increased from 0.25 seconds to 0.4 seconds
  • Dev note: we've increased the duration of the buffer from its PTB value of 0.25 to account for latency
  • The fog on the Shattered Square has been modified to reduce the amount of red and added a grey fog effect as a replacement
  • The pallet textures and hooks on The Shattered Square have been modified to improve visibility
  • When a Survivor picks up a flag, there is now a VFX for the duration of the bonus effect

[h2]Bug Fixes[/h2]
  • Fixed an issue that caused error 109 after a trial
  • Fixed an issue that caused the wrong prestige level to be displayed on the tally screen
  • Fixed an issue that sometimes left survivors in the dying state, unable to be able to be healed whilst on a stairway or slope
  • Fixed an issue that caused letter casing in chat on WinGDK
  • Fixed an issue that allowed the Killer to bodyblock a hook on Racoon City Police Station map 
  • Fixed an issue that enabled a Survivor to pass through a visible gap but not the Killer in Dead Dawg Saloon map
  • Fixed an issue that caused a placeholder in Pale Rose
  • Fixed an issue that caused the Survivor getting stuck between a hook and a rack in Racoon City Police Station map
  • Fixed an issue in the Archives where the progression was duplicated between some tomes
  • Fixed a possible crash when closing the Game
  • Fixed invitations not received when visiting the Archives or Onboarding menus
  • Fixed an issue that caused the Survivor to be stuck in the animation loop after failing a skill check
  • Fixed an issue that caused Jeff Johansen's face to be distorted when performing an action
  • Fixed an issue that caused The Knight snuffing animation to emits a metallic SFX
  • Fixed an issue that caused The Knight to play two kick sounds when breaking doors despite only kicking the door once
  • Fixed an issue on Switch that caused the Onryo project power's SFX to be corrupted
  • Fixed an issue that caused the Survivor's escape animation to be incorrect when escaping while using a flashlight
  • Fixed an issue with the Object of Obsession perk icon appears in red when the Survivor is not the obsession
  • Fixed an issue that caused Survivors to be able to avoid dying with a Reverse Beartrap by using a Flashlight at the Exit Gate
  • Fixed an issue that caused Survivors to be able to avoid getting caught in a Beartrap by using a flashlight
  • Fixed an issue that caused For The People to not trigger We're Gonna Live Forever when used too quickly
  • Fixed an issue that caused Killers to be able to bypass the Decisive Strike stun if the Survivor is dropped before the skill check
  • Fixed an issue that caused kills and sacrifices not being properly tracked in challenges and achievements
 
[h2]Bug Fixes From PTB[/h2]
  • Fixed an issue which caused flashlight blinds from any point of the Survivor pickup animation to blind the Killer once the animation was completed
  • Fixed some issues in the Lobby where the PlayerTag option menus could overlap with other PlayerTags
  • Fixed an issue where the character is unable to move after visiting the Compendium section in the Archives
  • Fixed an issue that caused the Blight's VFX to be missing during his Mori
  • Fixed an issue that caused the active flag VFX to be visible when a Survivor is hit by a Guard, before it get activated
  • Fixed an issue that caused the flags for The Knight to dissolve inconsistently when a Guard despawns
  • Fixed an issue that caused the loud noise notification to be misaligned with the Exit Gate Switch Panel
  • Fixed an issue that caused the VFX for the Potential Energy perk to be misaligned depending of the orientation of the survivor when triggered
  • Fixed an issue that caused the flag to remain for the hunted survivor even if the guard disappeared
  • Fixed an issue that caused some Tier 1 perks from The Knight and Vittorio Toscano to be brown instead of yellow
  • Fixed an issue that caused The Knight's Flint and Steel addon to not remove a token from the perk Distortion when triggered
  • Fixed an issue that caused The Knight's Knight Contract addon to affect a smaller than intended radius
  • Fixed an issue that caused The Knight's Chain Mail Fragment addon to not apply the Hemorrhage Status effect to survivors when hit by the guards
  • Fixed an issue that caused The Knight's Broken Hilt addon to not apply the Mangled Status effect to survivors when hit by the guards
  • Fixed an issue that caused The Knight's perk Nowhere To Hide to reveal the Aura of Survivors when cancelling the damage action on Generators
  • Fixed an issue that caused The Knight's Guards to place a flag in mid-air if the hunted survivor is detected while falling
  • Fixed an issue that caused survivors to be unable to pallet stun The Knight creating a Patrol Path
  • Fixed an issue that caused the Decimated Borgo map icon to appear in the wrong place in the Custom Games match management selection menu
  • Fixed an issue that caused The Knight's aura not to be visible to survivors when performing Guardia Compagnia
  • Fixed an issue that caused The Knight's power hud icon to incorrectly display a button prompt during the guard patrol
  • Fixed an issue that caused survivors in a locker hit by a Guard to keep the Blindness status effect indefinitely
  • Fixed an issue that caused The Knight's cohorts not to hunt Survivors who are downed, unhooked or get themselves up after a cohort is spawned
  • Fixed an issue that caused The Knight's guards to sometimes be unable to reach a survivor hiding in a locker during a hunt
  • Fixed an issue that caused The Knight's Guards to not grant Chaser Emblem points when damaging a survivor
  • Fixed an issue that caused The Knight's Guards to not detect survivors making loud noises within their hunt detection radius
  • Fixed an issue that caused The Knight's Healing Poultice Addon to reveal Survivors in a larger area than intended
  • Fixed an issue that caused The Knight's Guard order VFX to not be visible on breakable objects until The Knight uses his power once
  • Fixed an issue that caused Survivors hit by a Guard in a locker to play an extra reaction animation
  • Fixed an issue that caused the Killer Basement lighting to be used throughout the map after The Knight performs a Guardia Compagnia in the Killer Basement
  • Fixed an issue that caused players not to receive receive brutality score events for hitting Survivors or breaking objects with The Knight's Guards
  • Fixed an issue that caused Survivors to be able to blind The Knight's Path of Creation Wisp
  • Fixed an issue that caused The Knight's Guards to get stuck when making sharp turns around thin walls
  • Fixed an issue that caused the the VFX for Potential Energy and Refined Serum to be visible to The Knight while Path Creating Mode and and Spirit while Phase walking
  • Fixed an issue that caused the The Knight's Guardia Compagnia to be unable to Summon a guard to break certain pallets
  • Fixed an issue that caused a green line at the bottom of the screen during the Knight's Trailer on certain platforms
  • Fixed an issue that caused The Knight's Carnifex guard to be unable to move after hitting a hunted survivor in a locker
  • Fixed an issue that caused Survivors to become able to get stuck in or on top of a locker if The Knight hits the Survivor during the guard locker attack animation
  • Fixed an issue that caused The Knight's Guards to sometimes walk around vault locations or pallets instead of walking through them during a hunt
  • Fixed an issue that caused The Knight to be able to Order his Guards to kick Generator through walls
  • Fixed an issue that caused The Knight's Guard to incorrectly change elevation during a hunt
  • Fixed an issue that caused the Oni's model to be distorted during a Mori when in Blood Fury.
  • Fixed an issue that caused the wiggle UI to remain on screen after escaping the Killer's grasp.
  • Fixed an issue that caused the camera and animation to be incorrect when a survivor escapes through an exit gate
  • Fixed an issue that caused a repaired generator not to count towards the escape requirement when a perk causes an explosion/regression at the same time as the repair completion
  • Fixed an issue that allowed Flashbangs and Firecrackers to blind the killer at any point during the pick up animation
  • Fixed an issue that caused escaping by the Hatch to prevent progress through the Survivor Tutorial
  • Fixed an issue that caused the Survivor Tutorial objective "Vault the Pallet" to be impossible to complete, preventing players from progressing further in the tutorial
  • Fixed an issue that caused bots to be able to automatically wiggle out of a Virulent Bound grab
  • Fixed an issue that caused the Object of Obsession perk to remain active when the Survivor is in the dying state or being carried by the killer
  • Fixed an issue that caused Freddy's dream pallets to have incorrect textures in The Shattered Square map
  • Fixed an issue that caused bots to sometimes fail to escape the trial when passing through the Exit Gates at the same time
  • Fixed an issue that caused Killers to be able to vault on elevated vault locations
  • Fixed an issue that caused The Mastermind to not receive brutality Score Events for damaging Survivors with Virulent Bound
  • Fixed an issue that caused The Artist to not receive brutality score events for damaging Survivors with Crows
  • Fixed an issue that caused the survivors' animation transition from holding to solving the Lament Configuration to not be triggered
  • Fixed an issue that caused the Deep Wound status bar to remain visible on other players' HUDs after the Survivor had escaped the trial
  • Fixed an issue that caused survivors to get stuck inside a locker if The Dredge teleports away during the animation where the survivor gets pulled inside the locker
  • Fixed an issue that caused spamming any gesture while screaming to cause the screaming animation to repeat constantly

[h2]Known Issues[/h2]
  • (Stadia Only) The Shattered Square is not available to be selected in Custom Games on Stadia
  • In French, in several descriptions The Knight's Power is incorrectly written as Compagnia d'Arme rather than the proper name Guardia Compagnia
  • Some Playstation players are unable to invite or join friends in the lobby
  • Hex: Face the Darkness has an incorrect description

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Upcoming Matchmaking Improvements

Dead by Daylight is constantly changing, so it only makes sense for the matchmaking system to follow suit and continually evolve. We often make small tweaks behind the scenes to strike the right balance between wait times and match quality, but we’ve also been working on some bigger improvements to the matchmaking system thanks to your feedback. In this post, we’ll discuss two changes we’ll be making to the matchmaking system in the 6.4.0 update. These are:
  • Team Based Ratings: Adjusting Survivor ratings based on the team’s performance as well as your own
  • Extended Breaks: Better handling for players who are coming back from a break

We’ll dive into each in more detail later in this post, but first we want to give some context for how the matchmaking system currently works.

[h2]How Matchmaking Works[/h2]

The matchmaking system’s job is to pair you against opponents where your strategy works roughly half of the time. To do this, we give each player a hidden rating that evaluates their performance. The matchmaker then uses this rating to pair you with players of a similar rating.

In order for this to work, the matchmaking system needs a win condition to determine if your rating should increase or decrease. In our case, the win condition for Survivors is escaping the trial, while a Killer’s win condition is killing Survivors. Since the game is asymmetrical, each Survivors is treated like a separate one-on-one match for the Killer. How much rating you gain or lose also depends on the ratings of your opponent: You’ll gain more rating by beating someone who’s rated higher than you and lose more by losing to someone who’s rated lower than you.

It’s impossible for a matchmaking system to accurately assess your ability from a single match due to the sheer number of factors at play. Instead, the matchmaker works over the course of many matches to gradually settle you into a place where you are comfortable. To give an example, if you lose a match, the game doesn’t think you suddenly got worse- it expects you to lose some matches! If your rating is currently lower than it should be, you’ll end up winning more matches than you lose, and that loss will quickly be offset. Or if you’re already where you should be, you’ll win a roughly equal number of matches and hover around the same place.

To be very clear, kills and escapes on their own are not a direct indicator of skill, but rather a proxy to skill, meaning playing well will improve your odds of winning. Ultimately, the matchmaker isn’t trying to judge whether or not you are the best player in the world, but rather find a place where your strategy works about half the time, regardless of how skillful it is.

[h2]Team Based Ratings [/h2]

One challenge unique to asymmetrical games like Dead by Daylight is how we handle teams. Most games can check which team won a match and adjust their ratings accordingly. But this isn’t possible in an asymmetrical game like ours since Killers are playing solo. To get around this, we treat each Survivor as a separate one-on-one match. This way, the Killer can gain rating by killing three Survivors without the Survivor that escaped losing any rating.

While this works for an “everyone for themselves” mindset, team-oriented Survivors would often find it punishing to die heroically to save their team as this would be treated like a loss. This was the most common feedback we’ve received since the introduction of this matchmaking system, and we’re pleased to say that we have a solution incoming.

Starting with 6.4.0, Survivors ratings will be based both on individual & team performance. Whether you gain or lose rating will still be determined by whether or not you escape, but how much your rating is adjusted will be affected by how many Survivors escape the trial.

For each teammate that escapes:
  • You gain more rating if you escape
  • You lose less rating if you die

For each teammate that dies:
  • You gain less rating if you escape
  • You lose more rating if you die

For example, if you die but every other Survivor escapes, your rating will hardly drop at all. In other words, keep your team alive for best results! With this change, we aim to put a bit more emphasis on teamplay without removing the lone wolf playstyle.

[h2]Extended Breaks[/h2]

Whether something important came up in your life or another game caught your attention for a while, we all take breaks from time to time. At the moment, coming back from an extended break can be a little rough as you’re trying to shake off the rust while playing against the same opponents. It can take a while for your rating to slowly drops to a place where you’re more comfortable. To make returns as smooth as possible, we’ll be improving the way the matchmaking system handles players who haven’t played in a while.

The matchmaking system has a confidence level. When you first play the game, the matchmaking system knows nothing about you, so it cannot confidently determine where you should be. As you play, your rating will shift far more than usual while it tries to figure out roughly where you belong. Over time, it learns more about you and its confidence increases, causing your rating to change less after each match.

Simply put, after long break, the matchmaking system will lower this confidence level until you’ve played a certain number of matches. This way if you’re feeling rusty, your rating will drop much quicker than before, letting you face easier opponents much sooner. Meanwhile if you play as well as when you left- say if for example you’ve been playing similar games while you were away- you’ll stay more or less around the same place.

Like Team Based Ratings, this feature will go live with the 6.4.0 update. We hope this makes the experience much smoother for returning players.

[hr][/hr]
As always, matchmaking is an ongoing process. We’ll keep an eye on things behind the scenes to make sure that everything is working as intended, and we’ll continue to make small adjustments as needed. Most importantly, please keep the feedback coming!

Until next time…

The Dead by Daylight team

Dead By Daylight killer The Knight revealed with new survivor and map

The new Dead by Daylight killer update Forged in Fog has been revealed, and it will add a new killer, survivor, and map to the asymmetrical multiplayer game from Behaviour Interactive. The Dead by Daylight update release date has also been confirmed, and it's incredibly soon.


Read the rest of the story...


RELATED LINKS:

Dead by Daylight killers tier list: all 29 deadly characters ranked

Dead by Daylight kill rates show strength of a Resident Evil killer

Dead by Daylight killers divided as BHVR cuts horror game DC penalty

6.4.0 | PTB


[h2]Release Schedule[/h2]
PTB goes live: 11AM ET

[h2]Important[/h2]
Progress & save data information has been copied from the Live game to our PTB servers on Oct 25. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.

[h2]Features[/h2]
[h3]New Killer - The Knight[/h3]
New Perk - Nowhere to Hide
  • Whenever you damage a generator, reveal the aura of all survivors standing within 24 meters of your position for 3/4/5 seconds
New Perk - Hex: Face the Darkness
  • When this Hex is inactive and you injure a Survivor, a Dull Totem becomes lit and hexes that Survivor. When the Hex is active, all other Survivors outside of your Terror Radius will have a chance to scream intermittently, revealing their positions and auras for 2 seconds. Other Survivors also see the aura of the cursed Survivor for 12/10/8 seconds. When the cursed Survivor is downed or returned to full health, the Hex is lifted, and the Hex Totem becomes unlit. Cleansing the Hex totem deactivates Hex: Face the Darkness permanently
New Perk - Hubris
  • Whenever you are stunned by a Survivor, that Survivor suffers from the Exposed status effect for 10/15/20 seconds. Hubris has a cooldown of 20 seconds

[h3]New Survivor - Vittorio Toscano[/h3]
New Perk - Potential Energy
  • After working on a generator for 12/10/8 uninterrupted seconds, press the Active Ability Button 2 to activate this perk. When this perk is active, repairing the generator will charge this perk instead of making the generator progress. For each 1.5% of generator repair, the perk will gain one token, up to 20 tokens. While this perk has at least one token and you are working on a generator, you can press the Active Ability Button 2 to consume all the tokens and instantly make the generator progress by 1% for each token. This perk then deactivates. If you lose a health state while this perk has at least 1 tokens, the perk will lose all tokens and deactivate. Missing a skill check will also result in some charges lost
New Perk - Fogwise
  • Hitting a great Skill Check while repairing a generator reveals the aura of the Killer to you for 4/5/6 seconds
New Perk - Quick Gambit
  • When you are chased within 24 meters of any generator, any other Survivor working on that generator receives a 6/7/8% speed boost to the repair action

[h3]Flashlight update[/h3]
  • Finishing a flashlight blind of a Killer who is picking up a Survivor will succeed in rescuing the Survivor if it completes during the last 0.25 seconds of the pickup animation
  • Killers are now immune to blindness while grabbing a Survivor out of a locker

[h3]Bots in Custom Matches[/h3]
  • The host of a Custom Match can add Survivor bots to the game

[h2]Content[/h2]
  • New map - The Shattered Square
  • Updated Basement
    • Wider stairs to address body-blocking issues
  • Updated visuals for Pallets and Breakable doors

[h2]Bug Fixes[/h2]
  • Fixed an issue that caused wrong prestige levels to be displayed in the end game tally screen
  • Tentatively fixed an issue that sometimes meant a Survivor in a dying state couldn't be healed whilst on stairs or slopes
  • Fixed an issue that caused letter casing in chat on WinGDK
  • Fixed an issue that caused female Survivors to not make any sounds while falling
  • Fixed an issue that allowed Killers to be able to body block the stairs to the basement in the Racoon City Police Station Map
  • Fixed an issue that caused Survivors Infected with the T-Virus to not play their opening Exit Gate animation
  • Fixed an issue that caused the Killer to not be stunned when the flashlight blind occurs at the end of the pickup animation
  • Fixed an issue that caused Survivor faces to be distorted when interacting or using emotes
  • Fixed an issue that caused The Cenobite's camera to appear lower than usual
  • Fixed an issue that caused the Survivors to not play the exit hatch animation from the Killer POV
  • Fixed a possible crash when clicking on the Current Tome button in the Archives
  • Fixed layout in the Settings menu where the match details tab could appear partially offscreen in a few languages
  • Fixed an issue that caused Pink Glyphs to fail to spawn in Trials when the Glyph Prowler challenge is selected
  • Fixed an issue that caused the timer of the perk "Inner Healing" to fail to update when grabbed by a Killer
  • Fixed an issue that caused Empathic Connection to remain active in the Trial after the Survivor with the perk has died
  • Fixed an issue that caused The Demogorgon's Brass Case Lighter add-on to have a different duration from the add-on description
  • Fixed an issue that caused Generators not to regress when being repaired by Survivors when the Eruption perk is triggered
  • Fixed an issue that caused the progression bar to not light up when achieving Bronze in Unbroken
  • Fixed an issue that caused the Lethal Pursuer perk's additional time not to apply to the Aura reveal at the beginning of a Trial
  • Fixed an issue that caused the Lethal Pursuer perk to fail to increase the aura duration of the "Hex: Retribution" and "Object of Obsessions" perks
  • Fixed an issue that caused The Twins to sometimes be unable to move after switching between Charlotte or Victor
  • Fixed an issue that caused the Spirit's add-on 'Mother-Daughter Ring' to modify movement speed by the wrong amount

[h2]Known Issues[/h2]
  • Sometimes the Knight's Guards will path around window or pallet vaults instead of going through them during a hunt
  • A Survivor in a locker that gets hit by a Guard will keep the Blindness status effect indefinitely
  • The Knight's Guards do not always correctly follow elevation changes
  • The Knight does not require line of sight on game objects to perform his Order action; will be fixed on later version
  • The Knight cannot be stunned by pallets or lockers while he is in Guard Summon mode
  • Survivors making a Loud Noise inside the Detection radius of a Guard does not get detected
  • VFX on Survivor when picking up a Guard's flag is missing, should last for the duration of the bonus effect
  • Active flag VFX becomes visible if a Survivor is hit by a Guard before the flag becomes active
  • The flags for the Knight's Guards dissolve inconsistently when a Guard despawns
  • The VFX for the Blight's Mori are missing
  • The loud noise notification from the No Way Out Perk is misaligned with the Exit Gate Switch Panel
  • The VFX for the Potential Energy perk, can be misaligned depending on the orientation of the Survivor when triggered
  • Survivors who are hunted by The Knight's Guards will sometimes noticed the flag will not despawn, even if the Guard disappears
  • The Give Order VFX is not visible on breakable objects until the Knight uses his power once
  • Vittorio and the Knight Tier I perks are Common rarity
  • The Survivor Tutorial cannot be completed
  • Activating a Guard order on a Generator can sometimes injure a Survivor repairing the Generator. Survivors should only be forced off it