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V2021.6 - Season Update

[h3]August Season[/h3]
Today marks the start of the new ranked season. This is the last season using the current perk system before The Labyrinth gets released in September. This season also sees the return of the Lumberyard to ranked! So don your chainsaws and plaid shirts, and jump into the ranked queue to earn some juicy ranked rewards this season.

[h3]Combat Improvements[/h3]
We’ve made various adjustments to night time combat based on feedback from last season. Enraged terrors are now faster than non-enraged terrors. We’ve made some adjustments to the terror swipe, and added some new animations. We’ve also adjusted staggering and the light items to make them more intuitive. See the patch notes for more details.

[h3]Tutorial[/h3]
The Game Master has put his Henchman to work and spruced up the in-game tutorial. The flow has been tightened up, voice-over has been added, as well as a general polish pass.

[h3]Legacy[/h3]
From later today a legacy version of Deceit (2020) will be available to play. This is intended to help some of our legacy players to see more clearly how many improvements we have made, as a way to make feedback more constructive. It is not a fully supported version of the game. If this is something that interests you, join our Discord server for access.

[h3]Patch Notes[/h3]
  • 'Enraged' Terrors (able to execute an Innocent) now move 5% faster.
  • Terrors that aren't 'Enraged' will now down an Innocent in 1 swipe instead of 2, but also move 2.5% slower.
  • Swiping an Innocent at night will now ragdoll them instead of playing the usual down animation.
  • Innocents hit by a Terror's swipe at night will now respawn after 2s instead of 5s.
  • The 'Endling' movement speed buff awarded from being the only Infected alive has been removed.
  • The amount of blood awarded if your Infected partner dies has been changed from 2/4/6 based on floor to 4 regardless of floor. This means that you start the game with 1 execution if playing a Custom Game with just 1 Infected player.
  • The initial period of staggering a Terror, where they're unable to attack or use abilities, has been reduced from 1s -> 0.75s.
  • Staggering a Terror no longer applies a slow, instead each individual light item applies their own slow. The Camera & Trap both apply a 80% slow upon hit and the Torch applies a 15 -> 60% slow (ramping up over 1.75s of the Torch being on). The slow applied to the Terror will start decaying at a rate of 1% every 0.01s once they've started recovering their vision from being staggered. As an example case, if a full health Terror walks over a Trap they will be slowed by 80% for 1.75s and will then recover back to full speed over an extra 0.8s.
  • The Torch now ticks 5 times a second instead of 4, deals up to 75 damage per second (down from 120) but has 3s more battery life.
  • Players now receive 2 Traps when they complete an Objective awarding Traps.
  • Traps now deal 300 damage instead of 400. This means a Trap will no longer almost always down a Terror (360 base health).
  • The Camera can now be fired every 0.75s (down from 1.5s).
  • Terror sense has been reworked to permanently outline players, with decreasing clarity as you go through the floors, instead of reducing the frequency of revealing them. As such, Terror sense is now clearer on the first floor, slightly harder to see but permanent on the middle floor & fully disabled on the final floor.
  • Terrors now play a death animation when they're killed during the night.
  • The Experiment's clone now plays the correct run animations, mimics the Experiment's death audio & plays the new death animation when killed.
  • The Yeti is no longer slowed by 5% whilst its shield is active.
  • The perk ‘Strong Scent’ has been reworked to make terror sense clearer, rather than lasting longer.
  • Casual & Ranked queues now have different timeouts applied for 'dodging' a game. The timings remain the same for Ranked, but are more lenient for Casual to account for issues outside of the player's control.
  • The visual for anonymous players at night has been updated to be less 'ghost' like & to remove any identifying information about the player.
  • The Pistol is now always auto-equipped after using up another item.
  • The audio cue for players using Tamper Boxes & destroying Fuse Boxes has been made quieter.
  • Escape points are now shown on the minimap once they're available for use.
  • When a Generator is outlined to you at night, the player interacting with it (if they exist) will also be outlined.
  • The in-game translations have been updated thanks to our Community Translators.
  • [FIXED] Terrors can occasionally swipe players down even though they have an execution available.
  • [FIXED] The Escape Door interaction animations on the Asylum don't always line up correctly.
  • [FIXED] Your hand doesn't always correctly line up when restarting Generators at night.
  • [FIXED] Execution animations don't play correctly when killed from behind.
  • [FIXED] The Human & the Terror can occasionally be separated during the Execution animation.


See you in game,

The Deceit Team
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