The Skull Merchant gains a flat Haste Status Effect for each Survivor detected on the radar. This bonus is lost when no Survivor is detected on the Radar.
One Survivor : +3%
Two Survivors: +5%
Three Survivors: +6%
Four Survivors: +7%
Note: You do not need to be Inspecting the Radar in order to get this bonus.
Survivors with a Claw Trap cause Drones to be Unhackable while they are nearby
Drones only return to the Killer after their respective Claw Trap battery is empty
Entering an Active Zone no longer recharges Claw Trap batteries
Failing the Claw Trap hack no longer recharges its battery
Claw Trapped Survivors who fast vault pallets break the pallet and their Claw Trap at the same time
Claw traps are automatically removed when their battery is empty
Addon changes:
Ultrasonic Trap Speaker (NEW EFFECT): Decrease the time it takes for Undetectable to take effect by 50%
Increase the “Expired Batteries” addon rarity to Ultra Rare (was Very Rare)
Decrease the “Prototype Rotor” addon rarity to Very Rare (was Ultra Rare)
Increase Adaptive Lighting to 50% (was 20%)
Decrease Expired Batteries to 40% (was 150%)
Miscellaneous
A previous patch note stated that the perk Leverage no longer worked on self-healing. This was not the case. Leverage has worked on self-healing and still does.
Updated screams caused by Perks to be heard map-wide, as they were prior to version 6.6.0.
Bug Fixes
Archives & Challenges
Fixed an issue where pallets broken by The Knight's Guards were not contributing progress towards applicable challenges, such as "Rault's Strength" and "Unleash the Rage".
Audio
Fixed an issue in the Archives where the French voice over for Memory 714 of Tome 13 would cut before the end.
Fixed an issue where The Trapper would fail to trigger a voice over when a Survivor escapes his grab.
Bots
Bots can now ask other players to move out of their way.
Bots no longer give up when Broken and within the area of a Boon: Circle of Healing.
Tentatively fixed an issue where Bots would shut themselves down when injured by an Artist's Dire Crow.
When playing against Freddy Krueger with the Dream Pallets Power, Bots no longer stop moving after passing a Dream Pallet.
When playing against The Skull Merchant, Bots can now disable Drones placed on stairs.
Characters
Fixed an issue that cause Yun-Jin and a few other female survivors' face to be different when been on the hook.
Fixed an issue that cause The Nurse's Grim Veil to stretches unnaturally on the tally screen.
Fixed an issue that cause Males survivors grabbed from lockers to have stretched eyebrows.
Fixed an issue where The Knight's Healing Poultice, The Onryo's Distorted Photo and The Oni's Iridescent Family Crest Add-ons incorrectly revealed auras for the duration of their effect.
Map
Fixed a bug that made two chests spawn in the Shattered Square basement of the main building.
Perks
The Haste status effect icon no longer appears on screen when Teamwork: Collective Stealth is active
The Friendly Competition repair bonus speed buff is no longer lost if the Perk owner disconnects from the Trial.
A Survivor fast vaults a Pallet with the Skull Merchant Claw trap no longer triggers the Perk Thwack!
Failing one skill check caused by the Merciless Storm Perk no longer causes subsequent skill checks to fail.
Platforms
Intro cinematics should no longer stutter on Xbox One.
Killer - Skull Merchant
Drones no longer show the scanning VFX for one frame when starting the scan phase.
Claw Traps removed by hacking now correctly self-destruct instead of disappearing
UI
Fixed Perk description tooltips being incorrectly positioned in the Edit Bot Loadout menu.
Corrected 'Shotgun Speakers' add-on icon to avoid trypophobia trigger.
Another special edition of the Developer Update! Next week’s update will feature changes for screams and the newest Killer, The Skull Merchant. We wanted to take this opportunity to share what’s on the way as well as the reasoning behind these changes.
The Skull Merchant
Between the Public Test Build (PTB) and live release of the Tools of Torment Chapter, we made a wide variety of changes to The Skull Merchant to help address some of the feedback we received. We’ve been keeping a close eye on her since, and while it seems like these changes have had a positive effect on her performance, there are a few frustrations we want to address sooner rather than later. In no particular order, these are:
It doesn’t feel like The Skull Merchant’s Power helps her enough in a chase.
It doesn’t feel as though there’s enough risk to having a Claw Trap.
The Skull Merchant is too good at holding 3 generators, causing very long matches.
The pain points are a common thread between the feedback many of you have given since the Chapter released. To rectify each of them, we have made a large number of changes.
On the Hunt
The Skull Merchant’s drones will Lock On to Survivors, making them Exposed for some time. This can push Survivors away from stronger structures and into a sparser part of the map. However, as many of you have pointed out, this doesn’t really pose a threat if you’re already injured; getting hit will already put you into the dying state.
Likewise, Claw Traps don’t feel equally threatening to all players. While the thought of having your location constantly broadcasted to the Killer is enough of a deterrent for some, more confident Survivors may actually welcome a chase, opting instead to keep the Killer distracted for their teammates.
To improve her strength in a chase, we have made a couple changes.
First, The Skull Merchant will now gain a growing Haste effect for each Survivor tracked on her radar. This bonus starts at 3% for one Survivor, raises to 5% for two, 6% for three and 7% for four. Both Claw Traps and active drone zones will contribute to this, and the Killer does not need to inspect their scanner to gain the benefits. This will reward the Killer for efficiently using their Power to keep tabs on their prey.
Second, vaulting a pallet with a Claw Trap will cause that pallet to break, destroying the Claw Trap in the process. This was previously part of the common Ultrasonic Trap Speaker Add-on. With this change, being chased with a Claw Trap attached becomes a lot more dangerous.
These combined adjustments allow The Skull Merchant to more frequently get value out of her Power, regardless of whether or not the Survivor she’s chasing is injured.
Generator Defense
The Skull Merchant excels when it comes to defending a cluster of three generators. Not only will her drones notify her any time a Survivor approaches a generator, but she can also easily replace them once they are disabled. This can make matches go on for an excessively long time with neither side making much progress. These matches tend not to be too terribly interesting for anyone involved and only end when someone gives up.
To put a damper on her ability to defend generators, drones are no longer immediately returned to The Skull Merchant once they are disabled. Instead, they will be returned once their respective traps are destroyed. This will make it more difficult to replace disabled drones on these generators.
That said, this will limit how often The Skull Merchant can deploy new drones. Therefore, we have a series of changes to compensate for this loss of power.
First, to ensure Survivors cannot hold a Claw Trap indefinitely to deny her from using her Power, Claw Traps will now be instantly destroyed as soon as their battery expires, and Claw Trap batteries will no longer refill when entering an active zone. This way, Claw Traps will always return after a set amount of time.
Second, drones will enter an unhackable state whenever a Survivor with a Claw Trap is near. This will prevent a single Survivor from running around and disabling every drone, meaning the Killer will always have some combination of four Claw Traps or drones available to them. Combined with the changes to Claw Traps mentioned above, The Skull Merchant will always get value out of her ability whether it’s through deployed drones or traps.
Add-ons
Last but not least, we have a few Add-on changes to round out this update.
Ultrasonic Trap Speaker
Since this Add-on has been incorporated into the Killer’s base kit, it needed a new effect.
Ultrasonic Trap Speaker now reduces the time taken for Undetectable to take effect when inside an active zone by 50%.
Expired Batteries
This Add-on has been changed to Ultra Rare to match its high effectiveness.
Since Claw Traps now provide a Haste effect, this would make the Killer very fast at the start of the match in addition to revealing the Survivors’ positions. Therefore, we have reduced the duration of the Claw Traps Survivors spawn with to 40% of the normal battery life (was 150%).
Prototype Rotor
This Add-on has been changed to Very Rare to better suit its effectiveness.
Adaptive Lighting
Adaptive Lighting now increases the length of the Undetectable effect by 50% (was 20%).
Screams
I scream, you scream, we all scream when the Killer is using a Perk or Power that makes people scream. Unless you’re using Calm Spirit.
In 6.6.0, we changed screams caused by perks. Historically, these Perks would cause the Survivors to use the same scream sound as when they were hurt. We decided to change this considering the Survivor was not actually being hurt, just scared. When we made this tweak, these screams became ‘3D’ – meaning you could tell which direction they were coming from – and limited their range as a side effect.
In this update, we’ll be readjusting these Perks to bring them back to the original functionality, but with the proper scream sounds. Screams caused by Perks will once again be ‘2D’ – meaning you can’t quite tell which direction they’re coming from – and be heard map-wide.
With that, we’ve reached the end of this special edition Developer Update. The changes in this post will be live in next week’s update. We are also hard at work on our next major release and we look forward to sharing more details about that soon.
Fixed an issue where the "Glyph Graduate" Yellow Glyph challenges were not recognizing the Player's input within a good skill check zone.
Fixed an issue where the "Near Miss" challenge could gain progress if the Killer's attack missed a Survivor from a distance greater than the intended 5 meters.
Fixed an issue where the "Gruesome" challenge would gain two (2) points of progress instead of one (1) during the End-Game Collapse.
This fix also addresses other Hook action challenges that gained double progress during the End-Game Collapse.
Audio
Fixed an issue with The Spirit where the audio for her phase ability would not be played for Survivors while using the Furin add-on.
Fixed an issue where granted currency and item pop-ups in the Main Menu would play twice.
Fixed an issue where the SFX for changing pages using a controller would be missing while in a bot lobby.
Fixed an issue where the game's audio could be heard while in the Loading Screen before entering or leaving a Trial.
Bots
After playing a Custom Game with Add-ons disabled, the Tally screen no longer shows incorrect Add-ons.
An injured Bot will now think twice before attempting to heal a downed Bot within the Terror Radius.
Bots can now use the Repressed Alliance Perk.
Bots no longer shuffle at a slow pace while at a pallet if the chasing Killer is slightly far away.
Bots now respect Killers more by not getting into lockers while in the Killer's line of sight.
Bots will now avoid backtracking to Pallet to stun the Killer, as it often led to an injury.
In the Custom Game lobby, Bots now correctly display the Item equipped even after changes in party members.
When playing against a Killer with the Iron Maiden Perk, Bots are now more careful about getting into Lockers, especially when equipped with Locker-based Perks like Flashbang.
When playing against Freddy Krueger with Add-ons allowing Dream Pallets, Bots will now remember which Pallets were replaced by fakes.
When playing against The Skull Merchant, Bots avoid loops covered by a Drone zone.
When playing against The Skull Merchant, Bots are now capable of vaulting near Drones.
When playing against The Skull Merchant with the Iridescent Unpublished Manuscript Add-on, Bots now respond to the change in Terror Radius.
Characters
Fixed an issue that cause the Door breaking animation to play too fast when playing as The Legion with Brutal Strength and equipped Frank's mix tape.
Fixed an issue that cause all Survivors' left hands to be distorted when receiving healing.
Fixed an issue that causes The Artist's arm to jitter backward awkwardly when she walks into and past a tall asset.
Fixed an issue that cause All Survivors' hands and heads to clip through the locker when fast exiting.
Injured Survivors have no more crooked wrists when moving and holding a Pocket Mirror.
Fixed an issue causeing killers to sometimes be unable to hit a Survivor healing a downed Survivor.
Fixed an issue where The Knight's Healing Poultice, The Onryo's Distorted Photo and The Oni's Iridescent Family Crest Add-ons incorrectly revealed auras for the duration of their effect.
The Dredge no longer incorrectly becomes Invisible when teleporting during Nightfall.
Survivors who scream during the Cenobite's teleport no longer become stuck.
The Skull Merchant's Drones no longer appear invisible when in the Active State.
Environment
Fixed a lighting issue that caused the Onryo's well to look incorrect in the lobby.
Fixed an issue with a rock that could be climbed in the Mount Ormond Resort map.
Perks
The Survivor's Aura no longer fails to be revealed by Grim Embrace when the obsession is transferred by Game Afoot.
Teamwork: Power of Two no longer fails to deactivate if the other Survivor disconnects.
Healing an injured Survivor who has the Perk Adrenaline equipped while all Generator are completed no longer triggers the effect of the Perk Teamwork: Power Of Two
The Teamwork: Power of Two buff external icon now properly appears on all of the Survivors using the Perk.
The Teamwork: Collective Stealth's external perk icon now correctly appears on the affected Survivor instead of the perk owner when both Survivors have this Perk equipped.
The Friendly Competition repair bonus speed buff is now properly maintained if the Perk owner disconnects from the Trial.
Using the Perk For The People on a dying Survivor now properly gives the Survivors the Teamwork: Power of Two and Teamwork: Collective Stealth buffs.
The End Game Collapse timer now updates properly when the last remaining survivor gets back up from the Adrenaline perk's effect.
Platforms
All available Maps now correctly show in the Custom Game settings for players on the Epic Games Store.
Fixed an account mismatch issue when using the in-game Store on the Windows Store.
Fixed an intermittent crash when launching the game on Switch.
UI
Fixed an animation issue when quickly changing pages in the Edit Bot Loadout popup.
Fixed a layout issue in the Edit Bot Loadout popup when the UI Scale Setting is not 100%.
Fixed an incorrect tooltip message for unavailable add-ons in the Edit Bot Loadout popup.
Misc
Hooking Survivors during the End Game Collapse no longer counts for 2 Hooks for the Hooks challenges progress
The Hack the Mainframe Achievement now unlocks correctly upon Killer disconnection.
Adept Renato and Adept Thalita are unlocked if the Killer Disconnects after the Exit Gate was opened.
Experience the world’s deadliest game of hide and seek during our Steam Free Trial from now until Monday, March 13th. You can also save 60% off the base game and up to 50% off select DLCs through Thursday, March 23rd.
As a Killer, you'll hunt, chase, and attack Survivors, before bringing them to a Hook as a sacrifice for The Entity. As a Survivor, you'll find and repair Generators to then open the Exit Gate to escape alive. Don’t forget to evade the Killer and rescue your teammates before they are sacrificed!
To get you started, check out some new player and gameplay information. Once in the game, the tutorial is a step-by-step guide that teaches you the basics needed to master Killer and Survivors. You can play the tutorial as often as you want, or practice as a Killer against Survivor bots in a Custom Match.
Once you're ready, choose either “Play as Killer” or “Play as Survivor” and jump into a Public Match.
Good luck and see you in The Fog!
The Dead by Daylight Team
FAQs
What Killers and Survivors are available during the Steam Free Trial?
During the Steam Free Trial, you will have access to five Killers (The Trapper, The Hillbilly, The Huntress, The Nurse, and The Wraith) and seven Survivors (Dwight Fairfield, William Overbeck, Nea Karlsson, Meg Thomas, David King, Claudette Morel, and Jake Park) when you first play Dead by Daylight.
Can I purchase items in the in-game Store during the Steam Free Trial?
You will be able to purchase Auric Cells during the Steam Free Trial. You can also earn Iridescent Shards while playing, which can be used to purchase some Killers, Survivors, and Outfits.
Can I purchase and install DLCs during the Steam Free Trial?
You will be able to purchase Chapter DLCs during the Steam Free Trial. However, you will lose access to this content unless you have a paid copy of Dead by Daylight. We recommend players buy the base game before purchasing Chapter DLCs.
Will I have access to the game and its content after the Steam Free Trial ends?
Once the Steam Free Trial ends, you will lose access to any Dead by Daylight content, including Auric Cells and Chapter DLCs. You will need to purchase the Dead by Daylight base game to re-gain access to that content.
How do I continue playing Dead by Daylight after the Steam Free Trial ends?
Any progress you have made leveling up your character(s) during the free trial or unlocking the Bloodweb will be saved. To continue playing, you will need to purchase the Dead by Daylight base game or a Dead by Daylight bundle from the Steam Store page.
Get ready to earn fun rewards in the Alienware Arena just by playing Dead by Daylight! Unlock The Merchant avatars for the Alienware forums and other cool prizes based on the cumulative playtime for you – and the rest of the Alienware Arena community.
Dreams are free. Innovation requires sacrifice. Dead by Daylight’s Tools Of Torment Chapter features a new Killer – The Skull Merchant – and two new Survivors, Thalita Lyra and Renato Lyra. The Shelter Woods Map has also been updated to include The Skull Merchant’s Hunting Camp. Purchasing this add-on unlocks 3 exclusive Cosmetics: The Skull Merchant’s Slipshod Prototype, Thalita Lyra’s Golden Ambition, and Renato Lyra’s Golden Touch.
The new Killer is The Skull Merchant.
Forever driven to hunt a worthy target, her reign is built on a mountain of bone. With eyes patrolling from above, her pursuit is relentless.
The new Survivors are Thalita and Renato Lyra.
Dead by Daylight: Tools of Torment also includes two Survivors – siblings Thalita and Renato Lyra. Once beloved pillars of the community, their kite-flying dreams came crashing down, swept into a blanket of nightmarish Fog.
The Tools Of Torment Chapter includes:
New Killer: The Skull Merchant
New Survivor: Thalita Lyra
New Survivor: Renato Lyra
3 exclusive Cosmetics: The Skull Merchant’s Slipshod Prototype, Thalita’s Golden Ambition, and Renato’s Golden Touch.
Note: These times are estimates and may very from platform to platform.
Content
New Killer: The Skull Merchant
Perks
Game Afoot: While you are chasing the Obsession, this perk activates. Damaging Generators and destroying Breakable Walls and Pallets gives you a 5% Haste Status for 8/9/10 seconds. Whenever you hit the Survivor with the total most time in chase with a Basic Attack, they become the Obsession. The Killer can only be Obsessed with one Survivor at a time.
THWACK!: After hooking a Survivor, this perk activates. The next Breakable Wall or Pallet you break will make Survivors within 28/30/32 meters scream and reveal their aura for 4 seconds. (Changed from PTB: removed activation timer and distance is now a tiered value)
Leverage: Each time you hook a Survivor, gain 1 token, up to 10. When you Hook a Survivor, this perk activates for 30 seconds. For each token, reduces the speed at which Survivors heal by 3/4/5%.
New Survivor: Thalita Lyra
Perks
Cut Loose: After performing a rushed vault in a chase, this Perk activates. While active, your rushed vaults are silent for up to 4/5/6 seconds, and successfully performing a rushed vault during that time resets the timer. This perk goes on cool-down for 45 seconds.
Friendly Competition: Whenever you finish Repairing a Generator with at least one other Survivor, this Perk activates. You and other Survivors who finished Repairing the Generator with you get 5% increased Repair progress speed for 45/60/75 seconds. Survivors can only have one instance of this Perk's ability active at once.
Teamwork: Power of Two: Whenever you finish healing another Survivor, you both move 5% faster as long as you stay within 12 meters of the Survivor you healed or until one of you loses a Health State. Teamwork: Power of Two can only trigger once every 180/160/140 seconds. Survivors can only be affected by one Teamwork: Power of Two effect at a time.
New Survivor: Renato Lyra
Perks
Background Player: When the Killer picks up another Survivor, Background Player activates for 10 seconds. When you start running, you break into a sprint at 150% of your normal Running Movement speed for 4 seconds and become exhausted. This perk cannot be used while exhausted. This perk causes exhaustion for 60/50/40 seconds. (Changed from PTB; now activates on pickup for 10 seconds, triggers on starting to run, increases move speed for 4 seconds)
Blood Rush: This Perk activates once you are one Hook away from instant death. While healthy, running, and suffering from Exhaustion, press the Active Ability Button 1 to lose a Health State and recover from Exhaustion instantly and gain the Broken status effect for 28/24/20 seconds. You are automatically healed from injured to healthy after 28/24/20 seconds. Being put into the Dying State will cancel the healing effect. Activating Blood Rush will disable it for the remainder of the trial. Exhaustion prevents Survivors from activating other Perks that cause Exhaustion. Broken prevents Survivors from being healed.
Teamwork: Collective Stealth: Whenever another Survivor finishes healing you, you both leave no scratch marks as long as you stay within 12 meters of the Survivor who healed you or until one of you loses a health state. Teamwork: Collective Stealth can only trigger once every 180/160/140 seconds. Survivors can only be affected by one Teamwork: Collective Stealth effect at a time.
Map Changes: Shelter Woods
A makeshift command center was erected here, its rigid walls and sharp angles standing in stark contrast to the twisted wood and soil. For those who chance upon this crude structure, the realization that this complex belongs to an apex hunter—a hunter whose prey is human—usually comes too late.
Visual Update: Red Forest
We’ve taken a lengthy visit to the Red Forest Realm, which includes the Maps Temple of Purgation and Mother’s Dwelling. How about a nice, long walk in the woods?
Visual Update: Haddie Kaur
Visual improvement to eyes and hair.
Hair shape and color adjusted to be more reflective of her lore.
Added blood to Prestige hair.
Visual update to her uncommon skin makeup.
Icons and portrait updated.
Quality of Life
Map Repeat Prevention
This update improves the Map selection process. Now, the possibility that players in a Trial will see the same Map as their previous Trial has been reduced to near-zero. It’s also unlikely that they will be sent to a recently visited Map, though the likelihood will be a little higher than near-zero.This will not impact the efficacy of Map Offerings, nor will it affect Custom Games.
Perk Changes
Any Means Necessary: removed cooldown.
Eruption: After kicking aGenerator, its aura is highlighted in yellow. Whenever a Survivor enters the Dying State, every affectedGeneratorexplodes, losing 10% worth of progress and starts to regress. Any Survivor repairing aGeneratorwhen it explodes will scream and reveal their aura 8/10/12 seconds. Eruption has a cooldown of 30 seconds. (Changed from PTB: now 10% of total progress, not current progress)
Loading Timeout
After analyzing the data on our side, we have established a set of expected loading times for each of the steps while loading into a Trial. As a result, if any player crashes or hangs while loading, we will now be able to return everyone to the Tally much earlier.
Reporting Players
We know that sometimes you may face unsportsmanlike behaviour even before a match. We have now added the option to report a player from the online lobby.
Miscellaneous Updates
Triggered scream audio
We have done a consistency pass on the following perks and addons which trigger audio feedback when the position of a Survivor is revealed: Deathbound, Dragon's Grip, Eruption, Hex: Face the Darkness, Infectious Fright, Iron Maiden, Make Your Choice, Kanobo Yamaoka Family Crest, Incensed Oinment, Healing Poultice, Greasy Black Lens.
When a Survivor screams to reveal their location, the scream will be a 3d scream (instead of a 2d/mapwide scream), with a 19m max range, and a loud noise sfx is triggered.
Bots in Custom Games
Pre-game Improvements
Bots are now assigned to specific slots when added in the Custom Match lobby.
Players can now edit bots to make them use a selection of Perks, Offerings, Items and Add-ons in Custom Games.
Players can save up to 4 bot loadout presets to re-use them at a later time or to apply them to different bots in order to face bots with unique loadouts.
Players can now manually select which Survivor should be used as a Bot.
Dev Note: Not all options for loadout are currently supported by Bots. You may notice that some options of Perks, Items, Add-ons or Offerings are missing; these exclusions are intentional.
In-game Improvements
Bots respond better while in the Terror Radius on multi-floor Maps.
Bots are more likely to pick up dropped Items.
Bots will use the Haste Effect more effectively after being hit by the Killer.
Bots are no longer overcome with existential dread when Broken and holding a Medkit.
Bots no longer automatically know where their rekindled Hex: Pentimento Totem is located.
Bots no longer automatically know the Perk associated with a Hex Totem.
Bots should now make more strategically sound rescues in the Killer’s presence.
Improved Bot decision-making while dodging ranged attacks and looping.
Improved Bot pathing while obstructed by a teammate.
Bots now prioritize gaining distance from the Killer over seeking a nearby loop.
Bots react more accurately to sound, especially from Killer Powers.
Injured Bots are now more effective at healing one another.
When searching for the closest Locker, Bots are no longer confused by Lockers on a floor below or above.
Killer-specific Improvements
Bots are more willing to solve The Lament Configuration when playing against Pinhead.
Bots no longer automatically know which Generator Freddy Krueger will emerge from while using the Class Photo Add-On.
Bots no longer automatically know which Portal The Demogorgon will emerge from while using the Red Moss Add-On.
Bots no longer fear approaching Charlotte while Victor is active.
Bots now know to crouch to avoid triggering The Hag’s Phantasm Traps.
Bots no longer attempt to blind The Demogorgon while it is travelling in the Upside Down.
Bots no longer automatically know which Pallets are fake when playing against Freddy Krueger or The Doctor.
Bots more accurately react to the Terror Radius when the Obsession is affected by Dark Devotion.
Bots are far more willing to disarm The Trapper’s Bear Traps when required.
Bots changes since PTB
Bots can now use the following Perks:
Deception
For the People
Saboteur
Blast Mine
Wiretap
Tenacity
Self-Care
Bots can now use the following Add-ons:
Styptic Agent
Anti-hemorrhagic Syringe
Brand New Part
Glass Bead
Bots can now sabotage Hooks with a Toolbox.
Bots can now use Keys and their Add-ons.
Bots no longer crouch in place while looping a Killer.
Bots now avoid using particularly small loops.
When playing against a Trapper with the Tension Spring Add-on, Bots run away from Bear Traps before healing.
Bots no longer attempt to stand up from the Dying State while lying down on a Trapper's Bear Trap.
When playing against The Artist, Bots now cancel the Repel Crows action to vault or drop a pallet.
Bots now correctly vault a specific window in the Dead Dawg Saloon Map.
Bug Fixes
Characters
Pallets now react as intended when kicked during the Pallet breaking animation.
The Huntress' legs now move forward while performing basic attacks.
Female Legion members no longer have the Male Legion walk animation while inside Trials.
Correct transition now plays after being stunned when The Legion has the Julie's Mix Tape equipped.
Environment
A collision in the Mother's Dwelling Map no longer blocks projectiles.
Addressed level-of-detail issues in the Yamaoka Estate Map.
Audio
Fixed an issue where a Survivor's scream would continue to play after being unhooked rapidly.
Fixed an issue where Thalita and Renato's screams were muffled when activating the Eruption perk.
Fixed an issue in the Tome 14 Rift where only The Knight would produce sound when highlighting rewards.
Fixed an issue where using the Visual Data torso cosmetic for The Legion would use the default sounds instead of Julie's.
A subtitle from William Birkin's voiceover lines no longer appears when playing as The Blight with a different Cosmetic.
Misc
Players affected by a disconnection penalty should now see it correctly when returning to the lobby after a Match.
Fixed a few cases where subtitles for voiceover lines would linger longer than the audio itself.
Players are no longer stuck in an infinite loop when matchmaking fails while queueing for a Custom Match.
Fixed a potential crash when closing the game.
Fixed a softlock in the Main Menu after selecting a Game Mode and quickly selecting the Store or Archives button at the same time.
Fixed a positioning issue of the loadout item tooltip in the Tally screen after displaying the Killer Power tooltip.
Cybil no longer remains idle when interacting with or using Killer objects.
Fixed some cases where Adept achievements could not be completed.
Hex: Huntress Lullaby no longer affects Hook struggle Skill Checks
Whispers now deactivates correctly when a Survivor is killed or disconnects in the Perk's range.
The Killer's Obsession is now applied to the correct survivor while "Decisive Strike" is equipped.
Fixed a server crash which happened in some cases after a Survivor is interrupted.
Bots now cancel a pending Crow removal when waiting to vault or drop pallet.
Add-Ons from The Knight, The Onryo and The Oni no longer cause Survivors in Lockers to scream.
Victor's Aura is now correctly displayed after a successful Pounce.
William Birkin voice line subtitles no longer appear when downing survivors as default Blight.
Fixed a crash on the server when certain Status Effects are imposed.
Blood Warden no longer permanently blocks the Exit Gates.
Wiggle Skill Checks now disappear once becoming Hooked.
Fixed an issue where Survivors are unable to wiggle off of a Killer's shoulders.
Bug Fixes since PTB
Updated The Nurse's Power description to include the fact that she can interrupt and grab Survivors between a Blink and the ensuing fatigue.
This change will propagate to other languages in a future update.
A player disconnecting during the Trial introductory camera rotation now correctly cancels the match.
Survivors no longer risk receiving a disconnection penalty when the Killer disconnects.
Fixed an issue where editing a Bot in an invalid state in a Custom Game lobby could crash the game.
Fixed a crash when selecting the "Edit Bot" option in the Lobby after disabling some items from the Match Management settings.
Fixed an issue where Bot Loadout items were not affected by the Match Managament settings.
Fixed an issue with animations in the Bot Edit Loadout popup whe changing pages.
Fixed a positioning issue of the Perk tooltip in the Bot Edit Loadout popup.
Fixed some formatting issues in Inventory's tooltip in the Bot Edit Loadout Popup.
Fixed an issue with the UI Scale setting not being applied to the Bot Edit Loadout popup.
Fixed an issue that caused different cosmetic issues when a Survivor enters a Drone's active detection zone.
The Rite of the Skull Merchant Daily Ritual should now progress correctly.
Survivors with a Claw-Trap no longer see the wrong decal when observing Scouting Drones.
The Leverage Perk's external icon now correctly displays a timer.
Rancor's Exposed Status is no longer immediately activated when the Obsession is transferred through the Game Afoot Perk.
Game Afoot's Obsession transfer is now triggered at the end of a hit, preventing the Remember Me perk from gaining a Token too early.
Using Blood Rush with the Background Player Perk active now properly removes the Exhaustion Status Effect imposed by another Perk.
Leverage now applies only when healing others and not self-healing.
The Cut Loose icon now reflects the proper state and duration.
Sprint Burst triggers correctly when using Blood Rush.
Teamwork: Collective Stealth and Teamwork: Power of Two now activate correctly when using a Anti-Haemorrhagic Syringe.
Teamwork: Collective Stealth is no longer deactivated when one Survivor runs in a different direction from the others.
Teamwork: Collective Stealth no longer fails to deactivate if the other Survivor disconnects.
The icons of Teamwork: Power of Two and Teamwork: Collective Stealth now correctly matches the Perk state.
Known Issues
The Archives
"Glyph Graduate" Yellow Glyph challenges
Skill checks for the Glyph Graduate challenge are not behaving as intended and may not recognize the Player's input in the "good" Skill Check zones.
Affects all instances of the Glyph Graduate challenge across all applicable Tomes.
Misc
Stuttering present for Tools of Torment intro video on XB1.
The description of achievements do not scroll on the side on the EGS launcher social panel.
Maps
The Boreal Hill on the Red Forest has unclear pathing.
It’s been about a week since the Tools of Torment Public Test Build (PTB) went live, and we’ve been busy combing through your feedback in the days since. Today, we’d like to share a large package of polish and balance adjustments which we’ve prepared for the Chapter’s release on March 7th.
As always, we want to give our appreciation for everyone who took the time to share their thoughts on this new content. Your feedback is invaluable in shaping the game!
Now, without further ado…
The Skull Merchant
First up, deploying a drone to begin with. In the PTB, releasing a drone would put your power on cooldown for 12.5 seconds. This could feel a little limiting considering drones already cannot be placed within a certain range of one another. We’ve decoupled deploying drones from the power’s cooldown. The cooldown is now solely used for reactivating existing drones, and furthermore has been lowered to 10 seconds (was 12.5).
Once a drone is deployed, it would take 4 seconds to become active. This gave Survivors a lot of time to react and move away before it began locking on. For the release, we are lowering the initialization time of newly placed drones to 3 seconds.
Speaking of newly placed drones, Survivors were previously capable of disabling a drone after only 5 seconds. This could allow bold and coordinated Survivors to disable a drone before it could have any meaningful effect. For release, we’re increasing the unhackable window to 10 seconds. Once the drone becomes hackable, it will remain active for an additional 20 seconds (for a total combined active time of 30 seconds, much like the PTB). The Killer can reactivate a drone at will using their scanner.
As the Killer, staying inside an active drone’s radius for 3 seconds would grant you the Undetectable Status Effect, allowing you to ambush Survivors. This could create some awkward moments where you’d be standing around waiting for the effect to kick in, so we’re reducing this to 2 seconds.
For Survivors, spending too long in an active zone can be dangerous. Active drones will Lock On to Survivors in their radius, making them Exposed. However, the short duration could make it difficult for the Killer to react unless they were already chasing a Survivor. We’ve made a few changes to the Lock On mechanic for release:
The Lock On duration has been increased to 60 seconds (was 30).
An incomplete Lock On will start to decay after 10 seconds of exiting an active zone (was 5).
Entering an active zone while Locked On will reset your Lock On to 60 seconds and prevent it from decaying until you leave the zone.
The Skull Merchant can now see Survivors’ Lock On progress in order to better plan their chases.
Besides Locking On, the drones are also a powerful tool for tracking Survivors. In the PTB, we found it to be a little difficult to fully take advantage of your Eyes in the Sky, so we’ve made some changes in that department as well:
Claw Trap battery life has been increased to 45 seconds (was 25), allowing the Killer to track Survivors for longer. The “Overcharge” Add-on has been adjusted accordingly.
Survivors will no longer receive an indicator when their location is revealed by The Skull Merchant’s scanner.
The Skull Merchant will move faster when checking her radar (now 4.4m/s, was 4.0m/s).
SFX have been updated to provide a clearer notification when a Survivor has been tracked.
With all this in mind, Survivors will want to be much more wary when they come face to face with The Skull Merchant. To ensure that this doesn’t make her too frustrating to play against, we’ve taken some additional considerations to accompany these changes- but be warned, there’s risk involved!
Approaching a drone with a Claw Traps will no longer cause it to enter an unhackable state (preventing Survivors from interacting with it).
Survivors with a Claw Trap can now disable drones – but keep in mind that entering the drone’s range will cause it to activate and recharge your traps’ battery!
Survivors who fail a hack will now be immediately Locked On
Whether her drones are Locking On to Survivors or she’s tracking their every move, we hope you’ll find these changes make The Skull Merchant a much bigger threat when she releases March 7th.
Perks
Alongside tweaks to the new Killer, we’ve also mode some modifications to a few perks following feedback in the PTB.
Eruption During the PTB, Eruption was changed to no longer make Survivors Incapacitated, and its regression was changed from total to current progress . While the removal of the Status Effect worked exactly as we’d hoped, the shift to current progress proved to be a little too far. For the Chapter release, Eruption’s regression will return to 10% of the generator’s total progress.
THWACK! Beyond being a fun name to say, THWACK! causes Survivors to scream and reveal their aura to the Killer. This perk requires the Killer to hook a Survivor in order to activate. To avoid any unneeded pressure for the Killer to seek out and break a pallet or wall, we have removed the timer from this perk. THWACK! will now remain active indefinitely upon hooking a Survivor and only deactivate upon use.
Background Player This new perk for Renato Lyra caused him to break into a sprint upon unhooking a Survivor. Many pointed out that this left the unhooked Survivor alone at the hook, making them easy prey for the Killer. Background Player is receiving a rework in time for the release. This perk now activates when the Killer picks up another Survivor, and the duration of its sprint has been reduced to 4 seconds (was 6). How you choose to use this speed is up to you! Whether you’re trying to get into position for a save, get closer to the hook for a rescue, or simply to get away as fast as possible- we leave that to you to decide.
The Tools of Torment Chapter launches March 7th. Keep your eyes to the sky, but don’t forget to check if the Killer’s heading your way every once in a while. We’ll be watching. 👀
Progress & save data information has been copied from the Live game to our PTB servers on February 6th. 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.
Release Schedule
PTB goes live: 11AM ET
Content
New Killer: The Skull Merchant
Perks:
Game Afoot: While you are chasing the Obsession, this perk activates. Damaging Generators and destroying Breakable Walls and Pallets gives you a 5% Haste Status for 8/9/10 seconds. Whenever you hit the Survivor with the total most time in chase with a Basic Attack, they become the Obsession. The Killer can only be Obsessed with one Survivor at a time.
THWACK!: After hooking a Survivor, performing the break action on the next Breakable Wall or Pallet will make Survivors within 32 meters scream and reveal their Aura for 4 seconds. THWACK! is active for 45/60/75 seconds after the Survivor is Hooked.
Leverage: Each time you Hook a Survivor, gain 1 token, up to 10. When you Hook a Survivor, this perk activates. For each token, reduces the speed at which Survivors heal by 3/4/5% for 30 seconds.
New Survivor: Thalita Lyra
Perks:
Cut Loose: After performing a rushed vault in a chase, this Perk activates. While active, your rushed vaults are silent for up to 4/5/6 seconds, and successfully performing a rushed vault during that time resets the timer. This perk goes on cool-down for 45 seconds.
Friendly Competition: Whenever you finish Repairing a Generator with at least one other Survivor, this Perk activates. You and other Survivors who finished Repairing the Generator with you get 5% increased Repair progress speed for 45/60/75 seconds. Survivors can only have one instance of this Perk's ability active at once.
Teamwork: Power of Two: Whenever you finish healing another Survivor, you both move 5% faster as long as you stay within 12 meters of the Survivor you healed or until one of you loses a Health State. Teamwork: Power of Two can only trigger once every 180/160/140 seconds. Survivors can only be affected by one Teamwork: Power of Two effect at a time.
New Survivor: Renato Lyra
Perks:
Background Player: After you unhook another Survivor, break into a sprint at 150% of your normal running speed for 6 seconds and gain Exhaustion for 60/50/40 seconds. This Perk cannot be used while suffering from Exhaustion. Exhaustion prevents Survivors from activating other Perks that cause Exhaustion.
Blood Rush: This Perk activates once you are one Hook away from instant death. While healthy, running, and suffering from Exhaustion, press the Active Ability Button 1 to lose a Health State and recover from Exhaustion instantly and gain the Broken status effect for 28/24/20 seconds. You are automatically healed from injured to healthy after 28/24/20 seconds. Being put into the Dying State will cancel the healing effect. Activating Blood Rush will disable it for the remainder of the trial. Exhaustion prevents Survivors from activating other Perks that cause Exhaustion. Broken prevents Survivors from being healed.
Teamwork: Collective Stealth: Whenever another Survivor finishes healing you, you both leave no scratch marks as long as you stay within 12 meters of the Survivor who healed you or until one of you loses a health state. Teamwork: Collective Stealth can only trigger once every 180/160/140 seconds. Survivors can only be affected by one Teamwork: Collective Stealth effect at a time.
Map Changes: Shelter Woods
A makeshift command center was erected here, its rigid walls and sharp angles standing in stark contrast to the twisted wood and soil. For those who chance upon this crude structure, the realization that this complex belongs to an apex hunter—a hunter whose prey is human—usually comes too late.
Visual Update: Red Forest
We’ve taken a lengthy visit to the Red Forest Realm, which includes the Maps Temple of Purgation and Mother’s Dwelling. How about a nice, long walk in the woods?
Visual Update: Haddie Kaur
Visual improvement to eyes and hair.
Hair shape and color adjusted to be more reflective of her lore.
Added blood to Prestige hair.
Visual update to her uncommon skin makeup.
Icons and portrait updated.
Quality of Life
Map Repeat Prevention
This update improves the Map selection process. Now, the possibility that players in a Trial will see the same Map as their previous Trial has been reduced to near-zero. It’s also unlikely that they will be sent to a recently visited Map, though the likelihood will be a little higher than near-zero. This will not impact the efficacy of Map Offerings, nor will it affect Custom Games.
Loading Timeout
After analyzing the data on our side, we have established a set of expected loading times for each of the steps while loading into a Trial. As a result, if any player crashes or hangs while loading, we will now be able to return everyone to the Tally much earlier.
Reporting Players
We know that sometimes you may face unsportsmanlike behaviour even before a match. We have now added the option to report a player from the online lobby.
Perk Changes
Any Means Necessary: removed cooldown.
Eruption: After kicking a Generator, its aura is highlighted in yellow. Whenever a Survivor enters the Dying State, every affected Generator explodes, losing 10% worth of current progress and starts to regress. Any Survivor repairing a Generator when it explodes will scream and reveal their aura 8/10/12 seconds. Eruption has a cooldown of 30 seconds.
Bots in Custom Games
Pre-game Improvements
Bots are now assigned to specific slots in the Custom Match party lobby.
Bots can now use a selection of Perks in Custom Games. Up to 4 Bot Perk loadouts can be saved.
Dev Note: Not all options for loadout are currently supported by Bots. You may notice that some options of Perks, Items, Add-ons or Offerings are missing; these exclusions are intentional.
In-game Improvements
Bots respond better while in the Terror Radius on multi-floor Maps.
Bots are more likely to pick up dropped Items.
Bots will use the Haste Effect more effectively after being hit by the Killer.
Bots are no longer overcome with existential dread when Broken and holding a Medkit.
Bots no longer automatically know where their rekindled Hex: Pentimento Totem is located.
Bots no longer automatically know the Perk associated with a Hex Totem.
Bots should now make more strategically sound rescues in the Killer’s presence.
Improved Bot decision-making while dodging ranged attacks and looping.
Improved Bot pathing while obstructed by a teammate.
Bots now prioritize gaining distance from the Killer over seeking a nearby loop.
Bots react more accurately to sound, especially from Killer Powers.
Injured Bots are now more effective at healing one another.
When searching for the closest Locker, Bots are no longer confused by Lockers on a floor below or above.
Killer-specific Improvements
Bots are more willing to solve The Lament Configuration when playing against Pinhead.
Bots no longer automatically know which Generator Freddy Krueger will emerge from while using the Class Photo Add-On.
Bots no longer automatically know which Portal The Demogorgon will emerge from while using the Red Moss Add-On.
Bots no longer fear approaching Charlotte while Victor is active.
Bots now know to crouch to avoid triggering The Hag’s Phantasm Traps.
Bots no longer attempt to blind The Demogorgon while it’s travelling in the Upside Down.
Bots no longer automatically know which Pallets are fake when playing against Freddy Krueger or The Doctor.
Bots more accurately react to the Terror Radius when the Obsession is affected by Dark Devotion.
Bots are far more willing to disarm The Trapper’s Bear Traps when required.
Bug Fixes
Audio
Generator sounds are no longer muffled to those Repairing it.
Reworked how Survivors scream when getting Hooked to make it sound more natural.
Fixed an issue where, if ending a Trial as The Cenobite while in the Gateway, playing the next Trial as The Cenobite would cause the Killer's sounds to be muffled.
Characters
Updated The Nurse's Power description.
The Dredge no longer becomes invisible when teleporting into a Locker at the same time a Survivor enters it.
The Dredge no longer retains Bloodlust when teleporting to Lockers.
The Dredge's Power, The Gloaming, can no longer be incorrectly cancelled while charging.
Killer Instinct is no longer revealed on Survivors in Lockers from which The Dredge had previously teleported.
Fixed an issue that cause injured female Survivor body to clips through The Wraith when being grabbed from a locker while he's cloaked.
Fixed a rare crash after teleporting to a Portal as the Demogorgon.
The Trickster can no longer see the impact effects of thrown blades when Blinded.
The Oni's Demon Dash progress bar no longer remains white when the Scalped Topknot Add-On is equipped.
The Torment Trail is no longer applied to Survivors grabbed by The Executioner while doing another action.
After vaulting but without moving as The Knight, Guardia Compagnia is no longer disabled until the Killer moves.
After Summoning a Guard for an Order, The Knight's Guardia Compagnia Patrol Path now fades out in its entirety.
The Knight's Guards are no longer spawning in mid-air in certain areas, such as near door frames
During The Knight's Guardia Compagnia, it is no longer possible to see the Killer's Red Stain or Idle Crows spawned while in Guard Summon mode
The Knight's Guards no longer trigger the hidden corpse jumpscare event when patrolling in the Midwich Locker Room.
Perks
The perk Deja Vu is no longer activated after the last Generator is completed.
The perk Coup de Grace now correctly extends the distance of the first lunge when a token has been gained.
The Knight's Guardia Compagnia can now be cancelled by the perk Head-On.
Maps
The Killer shack loop in the Garden of Joy Map is no longer disrupted by debris.
The Haddonfield Porch Lights will now operate as intended when the Generator is complete.
The Killer will no longer be able to climb on top of (or get trapped in) the Eyrie of Crows Killer Shack Pallet.
Pallets in the Decimated Borgo no longer fail to shake when kicked.
Killers can no longer become desynched when standing in certain tiles in the Eyrie of Crows Killer Shack.
UI
Killer can now consistently open the character info menu while in the lobby.
Corrected wrong character swap button prompts in the Lobby and the Store.
Misc
Players affected by a disconnection penalty should now see it correctly when returning to the lobby after a Match.
Fixed a few cases where subtitles for voiceover lines would linger longer than the audio itself.
Players are no longer stuck in an infinite loop when matchmaking fails while queueing for a Custom Match.
The wiggle Skill Check check no longer becomes partly incompletable when picked up from a Generator.
A Survivor self-Unhooking and running away no longer experiences a small rubber-banding issue.
Generators blocked by the Entity no longer continue regressing and losing progress.
The Exposed status effect no longer incorrectly displays a timed icon when the player is permanently Exposed.
All Perks can now be bound to, and triggered by a mouse scroll.
Input bindings changed while being displayed by a button prompt no longer stay permanently displayed.
Known Issues
The Drone's scan lines can be seen through some Breakable Walls.
The Autohaven Wreckers Azarov's Resting Place is Kill Switched due to a placeholder bug.
The Perk "Blood Warden" is Kill Switched due to a bug.
It’s about that time for another Developer Update, the series of posts where we discuss upcoming changes making their way to Dead by Daylight. This time, we’ll go through some notable changes happening in the next update alongside a brand-new Chapter and beyond!
Red Forest Visual Update
Over the past few years, various realms have gradually received facelifts. This process- which we named The Realm Beyond- has us revisit older maps and bring their visuals up to modern standards. We’ve already updated the majority of maps, and today, we turn our focus to the classic Red Forest.
Home to both The Huntress and The Plague, the Red Forest debuted nearly six years ago. This visual update maintains the iconic rainy climate of the original maps as well as the small details and nods to their respective Killers’ lore.
They say a picture’s worth a thousand words, so rather than having you read a few thousand words, take a look at these previews!
Map Repeat Prevention
Speaking of maps, many of you can probably single out a favourite; a map that you’re always excited to see. But with so many maps to choose from, you probably don’t want to play the same map several times in a row even if it happens to be your favourite. Variety is the spice of life, and variety in Dead by Daylight is no exception.
No longer will you need to resort to map Offerings in a plea to The Entity to stop sending you to Fractured Cowshed: Map Repeat Prevention is here!
This new feature eliminates the possibility of playing the same map twice so long as a map Offering is not used. The same goes for any other players in your trial: If each person played a different map in their last match, none of those maps will be chosen. Furthermore, the chance for these maps to be chosen will also be reduced for the next few matches, steadily returning to their usual odds.
We hope you enjoy seeing a wider variety of maps as you play!
Bot Loadouts & Improvements
We recently introduced Survivor bots to custom matches, allowing you and your friends to fill the remaining spots with robot allies, or just practice a new Killer against an entire lobby of bots. We were thrilled to see such an enthusiastic response to this feature from the community. Since then, we’ve been working hard on improvements to the Survivor bots and their AI, and as such, you’ll notice a few changes in the next update.
First, we’ve added the ability to customize a Survivor bot’s loadout. Once you’ve added a bot to the lobby, simply click their name and you’ll find a new edit button. Here, you can customize the bot’s Perks, Item, Offering, and even which Survivor you’d like them to be. We’ve also taught the bots to use most –but not all– of the perks, so go wild and test out various combinations!
Second, we’ve made a large number of improvements to the Survivor AI. Some of these improvements are smaller than others, but here are just some of the more noteworthy tweaks:
Improved navigation in some areas, preventing bots from getting stuck in some places or attempting to loop something that they shouldn’t.
Bots are now more bold when it comes to unhooking their fellow Survivors. Though they prefer to go for the save when it’s safe, they will now attempt an unsafe rescue as a last resort.
Bots will now actively attempt to seek out Totems when using Totem hunting perks such as Small Game or Counterforce.
Bots will now react to some audio queues (e.g. The Wraith’s bell). Previously, they would only respond to the Terror Radius.
Bots have learned to better respond to certain Killer powers. For example, they will now crouch near The Hag’s Traps and disarm Bear Traps.
Bots will now attempt to break line of sights in a loop while a ranged Killer is aiming at them.
And many, many more!
Bots are by no means meant to replace a real person, but we hope these improvements will make them a slightly more realistic practice buddy.
Perk Changes
Although we typically save perk changes for our Mid-Chapter Updates, we had a little room in this Chapter to squeeze in a few perk changes. We are in the midst of planning another package of perk changes for the next major update.
Eruption
Eruption has been a hot topic as of late, and for good reason. This perk was updated in our meta shake up last year and has steadily grown in usage ever since. These days, it has solidified its spot in the new meta.
Many of you have raised concerns surrounding how the perk disproportionally affects solo players. Since solo players cannot warn their teammates when they are about to go down, their teammates cannot stop working on the generator to avoid the Incapacitated effect. This made Eruption very powerful: Not only would it immediately lose 10% of its progress, but it would continue to regress until the Incapacitated effect wore off.
This made Eruption a very clear choice for any loadout, not only regressing generators, but also preventing further repairs from being done. To bring Eruption more in line with other generator perks, we have made a few changes.
First, Eruption will now cause the generator to lose 10% of its current progress, not total. This means the effect will be less severe on generators with less progress, but more impactful on generators that are nearly completed.
Second, Eruption will no longer apply the Incapacitated effect to Survivors who were repairing the generator when it exploded. Instead, Survivors who are actively working on the generator will scream and reveal their aura to the Killer for 10 seconds. Not only will this make the perk less frustrating for solo players, but it will also give the Killer crucial information on the other Survivors’ whereabouts so they can attempt to interrupt them.
We hope you’ll find this new version of Eruption to be much more comparable to other generator related perks!
Any Means Necessary
This perk makes it possible for a Survivor to pick up a dropped pallet, allowing it to be used again later in the match. Back when this perk launched, many people (us included!) were worried that it may be too powerful, so it had a fairly long cooldown. Over time, it became clear that the biggest obstacle to using this perk was not in the fact the cooldown, but rather finding a pallet that had not yet been destroyed. Since the perk requires a fairly lengthy interaction and can be interrupted by the Killer, Any Means Necessary cannot be used aggressively.
To give this perk a slight boost, we have removed its cooldown entirely. Survivors running this perk can now reset a dropped –yet unbroken– pallet whenever they have the chance! Killers will want to keep an eye out for pallets mysteriously resetting and be extra vigilant when it comes to breaking them.
While Chapter releases like this one tend not to come with many balance changes, you can expect a larger package of perk changes in the following Mid-Chapter.
New Outfit Plans
In recent weeks we have noted a passionate conversation amongst the community in regard to who in the game is, and is not, getting cosmetics.
Over the years, the roster has grown to an astonishing count of 64. With such a wide variety, producing new Outfits for each of them has become a tall task. Each new cosmetic takes a good amount of time and careful planning to bring to life, and there’s only so much time in between updates. We have to be very conscious about the Outfits we release, balancing both character and style variety, but also content which we know players will love.
This can result in some characters receiving a new Outfit less frequently that we, or you, would like. We try our best to include a vast array of Survivors and Killers so everyone can find one that resonates with them, and it can be upsetting when it feels like that character was forgotten. That feeling is mutual; we love everyone who has been brought into the Fog and want the best for each of them.
But there’s good news on this front which we wanted to share today! We have recently expanded our production capacity to increase the number of cosmetics we can produce for each update, and you should start seeing the results over the coming months. With this, we hope to increase both the quantity and variety of Outfits we release without sacrificing quality.
To illustrate with an example, here’s a look at how we’re planning content around one beloved Survivor, Haddie Kaur, in the upcoming releases:
While the example above will not always be possible across all Killers and Survivors, it’s the type of release scope we’d like to see for the whole cast, especially newer ones who have joined The Fog.
We are all looking forward to this increased output capacity in our Outfits, and will be happy to share more as we progress.
An Update on Cheating
Wrapping things up, we have a quick update to our ongoing plan to combat cheating. Not only have we continued to detect and patch out various cheats since our last update, but we’ve also expanded our team! We’ve recently welcomed a new Team Lead to our growing security team who will help coordinate our efforts moving forward.
And with that, we’ve once again reached the end of the Developer Update. Most of the changes we’ve talked about today will be available to try during the Public Test Build starting (later this week / next week). As always, we’ll be keeping a watchful eye out for your feedback once you’ve had a chance to try them out!