v2021.5.0 - The War Against Cheaters
Hello Test Subjects!
Today’s update brings the next iteration of our Anti-cheat system, along with several bug-fixes, polish, and balancing tweaks.
[h3]The current state of Anti-cheat[/h3]
Cheating in Deceit is a significant issue that has been plaguing the community for some time. Last year we made an initial, first iteration of anti-cheat, that primarily targeted cheats that we could easily detect on the game servers. Since it was released, this iteration of the anti-cheat has enabled us to detect and punish over 60,000 instances of bad actors, and to this day this number continues to climb.
[h3]Today’s update: EasyAntiCheat[/h3]
In today’s anti-cheat update we’ve integrated with EasyAntiCheat - which helps target the client-side injected cheats that we’re currently unable to prevent or detect on the game server side. With this we anticipate that the number of cheaters you see in-game will be greatly reduced, however we’ll keep our eye on the situation and will remain vigilant. For more information on EasyAntiCheat you can visit their website: https://www.easy.ac/.
Please note, we are intentionally leaving out some details and numbers around our anti-cheat effort in order to avoid giving any information that cheat program developers may use to their advantage.
If you happen to run into any issues with this update, please reach out to us on our official Discord.
[h3]What are the next steps?[/h3]
Anti-cheat is a long lasting arms race between game developers and cheaters. Moving forward, we are looking into more ways to detect players from cheating, and aiming to ensure a high quality of games for all players. This includes detecting players who choose to circumvent the fair rules of the game, including boosting and teaming.
[h3]Reporting players[/h3]
If you suspect someone of cheating, please use the in-game reporting function, and detail what sort of cheat you suspect them of using in the description box. These reports are critically important for us to verify how well our detection system is working.
[h3]Patch Notes[/h3]
See you in-game!
The Baseline Team
Twitter | Discord
Today’s update brings the next iteration of our Anti-cheat system, along with several bug-fixes, polish, and balancing tweaks.
[h3]The current state of Anti-cheat[/h3]
Cheating in Deceit is a significant issue that has been plaguing the community for some time. Last year we made an initial, first iteration of anti-cheat, that primarily targeted cheats that we could easily detect on the game servers. Since it was released, this iteration of the anti-cheat has enabled us to detect and punish over 60,000 instances of bad actors, and to this day this number continues to climb.
[h3]Today’s update: EasyAntiCheat[/h3]
In today’s anti-cheat update we’ve integrated with EasyAntiCheat - which helps target the client-side injected cheats that we’re currently unable to prevent or detect on the game server side. With this we anticipate that the number of cheaters you see in-game will be greatly reduced, however we’ll keep our eye on the situation and will remain vigilant. For more information on EasyAntiCheat you can visit their website: https://www.easy.ac/.
Please note, we are intentionally leaving out some details and numbers around our anti-cheat effort in order to avoid giving any information that cheat program developers may use to their advantage.
If you happen to run into any issues with this update, please reach out to us on our official Discord.
[h3]What are the next steps?[/h3]
Anti-cheat is a long lasting arms race between game developers and cheaters. Moving forward, we are looking into more ways to detect players from cheating, and aiming to ensure a high quality of games for all players. This includes detecting players who choose to circumvent the fair rules of the game, including boosting and teaming.
[h3]Reporting players[/h3]
If you suspect someone of cheating, please use the in-game reporting function, and detail what sort of cheat you suspect them of using in the description box. These reports are critically important for us to verify how well our detection system is working.
[h3]Patch Notes[/h3]
-  The Fuse Box time reduction in the first 2 areas has been increased from 25s to 30s.
 -  Several in-game analytics events have been added to enhance how we track, and subsequently improve, the different types of games that players experience.
 -  The in-game translations have been updated thanks to our Community Translators.
 -  The middle night period now only requires 8 Generators to be completed if there are still 2 Infected alive. If there’s only 1 Infected alive this period still requires 10 Generators.
 -  When the final Infected is eliminated from the game the Generators will instead behave as if an Innocent was eliminated, maintaining the uncertainty of whether or not your vote was legitimate.
 -  [FIXED] Reducing the number of extra Generators available from 2 to 1 when there’s only 1 Infected alive caused 1 Generator to be auto-completed, instead of disabled. This made it unintentionally easier for the Innocent to complete all the Generators at night vs 1 Infected.
 -  [FIXED] Players can’t damage other players with melee attacks (terror swiping & knifing) through water.
 -  [FIXED] The hologram for Reward Crates holding either the Lethal Injection or the Shotgun doesn’t get fully removed once the crate is no longer usable.
 -  [FIXED] Light can shine through the doors to the final area of the Manor.
 -  [FIXED] You’re able to jump out of the map in the first area of the Forest.
 -  [FIXED] You’re able to climb up onto the Asylum’s Swimming Pool scaffolding.
 -  [FIXED] You’re unable to easily interact with a Reward Crate in the second area of the Forest.
 -  [FIXED] The Terminal Objective briefly flickers as you start to use it.
 
See you in-game!
The Baseline Team
Twitter | Discord