You become obsessed with one Survivor. You lurk in the shadows, eliminating your victims one by one. When your Obsession is hooked, gain Undetectable and a 5% Haste status effect for 14/16/18 seconds. (new functionality)
Survivor Perk Updates
Background Player
When the Killer picks-up another Survivor, Background Player activates for 10 seconds. When you start running, break into a sprint at 200% of your normal Running Movement speed for 5 seconds. (was 150% for 4 seconds)
This perk cannot be used while suffering from Exhaustion. This perk causes exhaustion for 60/50/40 seconds.
Updated Killer: The Skull Merchant
Eyes in the Sky The Skull Merchant begins the match with six Drones. Press the Power button to deploy a Drone, which conducts an invisible, continuous sweeping scan. If a Survivor is detected, the Drone becomes active, which makes the Drone’s scan lines visible. Once detected by a scan line, a Survivor gains scan immunity and cannot be detected by other scan lines for 3 seconds. Survivors can attempt to hack Drones. Failure activates the Drone and partially fills their Lock On meter; Success disables the Drone for 45 seconds.
Removed the Active Zone (cylinder).
Removed remote Activation of Drones.
The Killer now starts with 6 drones.
The minimum distance between drones is now 16 meters.
The Drone radius is now 10 meters.
Radar Press the Ability Button to open a Radar to see the locations of Survivors detected by Drones or those with Claw Traps. Each Survivor detected on the Radar increases The Skull Merchant’s movement speed. The Radar can also recall drones or change the direction of their scan rotation.
Lock On The Lock On meter fills when scanned by a Drone and when failing to disable a Drone. When the meter is full, the Survivor receives a Claw Trap, becomes Injured, and suffers from the Broken status effect. Additional scans briefly apply the Hindered status effect. A Claw Trap broadcasts the Survivor’s location to the Killer and is only removed when its battery dies.
Removed the Exposed status effect from Lock On.
Add-Ons
Adi Valente #1: Effects last until the Claw Trap is removed.
High-Power Floodlight: Blindness status applied when receiving a Claw Trap. Effects last until the Claw Trap is removed.
Geographical Readout: Increased action speed bonus while breaking pallets and breakable walls, damaging generators, and vaulting to 20% (up from 15%). The effect is now applied for 8 seconds after deploying a drone.
High Current Upgrade: Increases the time Survivors appear on the radar when detected.
Adaptive Lighting: Reduced the bonus granted to Undetectable status to 20% (down from 50%).
Stereo Remote Mic: Decreases the Disabled State duration of drones.
Supercharge: Increased battery life of Claw Traps to 15% (up from 12%).
Shotgun Speakers: Survivors with a Claw Trap have no skill check warning. Effects last until the Claw Trap is removed.
Low-Power Mode: Decreases Drone Spawn Cooldown.
Vital Targeting Processor: Increases Hindered status by 3% when a Survivor is detected by a drone.
Brown Noise Generator: Oblivious status applied when receiving a Claw Trap. Effects last until the Claw Trap is removed.
Loose Screw: Exhausted status applied when receiving a Claw Trap. Effects last 6 seconds (up from 3 seconds).
Randomised Strobes: Increases Hindered status by 1 second when a Survivor is detected by a drone.
Advanced Movement Prediction: Reveals Survivor’s aura when they receive a Claw Trap.
Expired Batteries: Decreases Claw Trap battery life (50%, instead of 60%). Increases Haste status granted when Survivors are detected on the radar.
Prototype Rotor: Increases drone rotation speed.
Iridescent Unpublished Manuscript: When a drone is disabled, the drone gains a 32m terror radius for 15 seconds. During this time, The Skull Merchant gains the Undetectable status effect.
Other
Daily rituals, Achievements, Loading Tips, and Score Events have been updated accordingly.
Updated Killer: The Trapper
When setting a Bear-Trap, The Trapper gets a Haste effect of 7.5% for 5 seconds (new effect).
The Coffee Grounds Addon has been updated to indicate it is an additional Haste effect.
When the Trial begins, 8 Bear-Traps spawn on the map (was 6).
Addon: Warden's Keys - Decreases the Speargun's reload time by 0.35 seconds (was 0.5 seconds)
Addon: Jaw Smasher - Increases movement speed by 1.5% while aiming down the Speargun's sights (was 1%).
Addon: Wanted Poster - Increases movement speed by 3% while aiming down the Speargun's sights (was 2.5%).
Legion
Addon: BFFs - Earn tokens for hitting Survivors during Feral Frenzy:
Second chained hit: 2 tokens.
Third chained hit: 3 tokens.
Fourth chained hit: 4 tokens.
Fifth chained hit: 5 tokens.
Once the gates are powered, if more than 15 or more tokens have been collected, gain a 6% movement speed boost when not using Feral Frenzy (was 4%).
Trickster
Reloading knives takes 3 seconds (was 4 seconds).
Anti Face-Camp Feature
Survivors on the hook have an internal "camp meter" which fills when the Killer is nearby. The meter fills faster the closer the Killer is, but is slower when other Survivors are near (never becomes negative).
Once the meter is full, the Survivor gets a prompt allowing them to escape the hook with 100% probability. Survivors who take this action gain Endurance for 15 seconds.
This feature shuts off entirely once the Exit Gates are powered.
As part of this system, the Cannibal can no longer hit a Survivor who has Endurance twice in the same 0.5 second timespan.
Map Updates
Shattered Square Map Update The Shattered Square Map received a lot of comments at release. Some issues were related to the objects being low to the ground and hard to see, especially when it came to Killers that are navigating with a first person camera. We did a clean up and made sure that the loops feel smoother.
There were also inconsistencies with our visual and navigation language. Objects were placed in a way that it felt possible to simply climb, because of similar angles to stairs or slopes found in other maps. This was resolved by taking away some of the objects or placing assets that match the collisions.
The line of sight was very low and gave the ability for players to see across the map. A clear line of sight can be detrimental for both roles depending of the play style. We have changed the positioning of tiles with higher line of sight blockers to be more predominent.
The size of the Map was large and we decided to reduce the size to encourage encounters, make it more dynamic and reduce the time to find interactables (generators, hooks, totems, chest, etc.) MacMillan Estate Realm Update The Maps of the MacMillan Estate Realm have been in the game for about 7 years. The layouts and other information have been available within the community for a while, but The Entity reminded us to give players a chaotic experience. Therefore, we are adding new variations of the MacMillan Estate Realm maps to the existing pool.
Features
Bots Improvements
Reworked the Bots Skill Check system:
Success rates now correlate with Skill Check size.
Skill Check debuffs, such as The Doctor's Madness or Hex: Huntress Lullaby, reduce the odds of hitting the Skill Check.
Bug Fixes
Archives
Fixed an issue that prevented several challenges that have to be completed in the Basement from gaining progress.
Fixed an issue that allowed the Deadly Senses and You Can’t Hide Challenges to gain progress when hitting a survivor with a Killer’s Special Attack.
Fixed an issue where the "Destructive Investigation" Master Challenge from Tome 16 - EXISTENCE was awarding the incorrect amount of Bloodpoints.
Updated the description of the "I Want It, I Got It" Master Challenge from Tome 15 - ASCENSION to reflect the update to The Skull Merchant's gameplay changes.
Updated the "Outplayed" challenge from Tome 16 - EXISTENCE to allow progress from The Dredge to grab a Survivor from a locker they just teleported to.
Fixed an issue where the "Job Well Done" challenge from Tome 15 - ASCENSION erroneously awarded progress from another Survivor's finished generator repair action.
Fixed an issue where the "Back Off!" Master Challenge and other similar challenges did not award progress from the stun inflicted after successfully wiggling out of the Killer's grasp.
Fixed an issue where the "Back Off!" Master Challenge did not correctly display the Player's progress.
Fixed an issue where the "Swarm of Darkness" Master Challenge did not correctly display the Player's progress.
Fixed an issue where the "Cellar Search" Master Challenge did not award progress from the chest in the Killer's basement.
"Remix" challenges no longer prevent the selection of random Perks on consecutive Trials on the same character.
Audio
Fixed an issue that caused the Hooked On You music not being played on Trickster's Paradise Beatdown outfit.
Fixed an issue where the French voice didn't match the text in Tome 15 "The Absolutely Horrifying Maniacal Puppet Show. Guest Starring, Ashy Slashy. 2." Entry.
Fixed an issue that prevented The Xenomorph to hear Generators while in Tunnels.
Bots
Bots can now attempt to self-unhook.
Bots now break a stare-down with the Killer earlier when standing still on opposite sides of a Remote Flame Turret.
Bots now try to look for potential Killer approach paths when doing long interactions, taking breaks from turning the camera slowly around.
Characters
Fixed an issue that caused any Survivors grabbed by the Trapper while vaulting towards him to be seen clipping into the ground.
Fixed an issue that caused The Doctor to able to see inside of Lockers by walking into them.
Fixed an issue that caused survivor Yun-Jin Lee's Tome 17 'Smart Outfit' arm to break when using a flashlight.
Fixed an issue that caused the Camera to clips through Wraith's 'Saber-Toothed' weapon after hitting a survivor.
Fixed an issue that cause the camera not to transition properly when using the Cenobite’s Summons of Pain.
Fixed an issue causing The Xenomorph's tail attack to be able to hit Survivors behind it
Fixed an issue causing The Xenomorph's tail attack animation not to match the collision
Environment/Maps
Fixed an issue in Lery's Hospital where the side of a generator was blocked by assets
Fixed an issue in Pale Rose where a groups of blockers were too close and prevented possible navigation between them
Perks
Fixed an issue that caused the Territorial Imperative perk not to activate when a Survivor enters the basement.
Fixed an issue that caused the Pain Resonance Perk to be able to explode a Generator blocked by the Deadlock Perk.
Fixed an issue that caused the Blood Pact Perk’s icon to appear dimmed when the Haste effect is active.
Platforms
Fixed a crash on Nintendo Switch that could happen when interacting with the Friends menu.
UI
For consoles, the Loadout search bar virtual keyboard now appears in the player's selected language rather than English.
In the Store UI, exclamation marks for content in a new DLC will now correctly disappear on viewing that content.
The name of the character properly changes when changing to a preset with a Legendary outfit equipped.
Wait for mystery box animation to complete before advancing Bloodweb to next level.
Misc
Equipped Charms are now always visible on the displayed character in the Store.
Fixed an issue that caused the Flame Turret’s light to remain visible while vaulting.
EDITED: Fixed a bug that resulted in a different distance achieved between male and female Survivors during fast vaults.
Public Test Build (PTB) Adjustments
Bots
Bots no longer pick up Items with nearly no charges remaining.
Fixed a crash that could occur when playing with a Bot having the Reassurance Perk.
Fixed one vault location on the Nostromo Wreckage that Bots were unable to use.
Skull Merchant Update
Increased Drone rotation speed while in Stealth mode from 50 degrees/sec to 60 degrees/sec.
Increased Drone rotation speed while in Scouting mode from 75 degrees/sec to 85 degrees/sec.
Increased Drone detection radius from 8 to 10 meters.
Decreased Drone initialization time from 1.5 to 0.3 seconds.
Recalling Drones no longer puts the power on cooldown.
Recalling Drones is available at all times, regardless of the cooldown.
Added the ability to change a Drone's rotation direction while using the Radar.
Drones always deploy facing away from you and only rotate after the initialization phase is over.
The Randomized Stobes Add-On properly increases the duration of the Hindered status by 1 second.
The Adi Valente #1 Add-On properly reduces skill checks by 20% and not 50%.
Anti Face-Camp Feature
Added 7 second grace period for the Killer to be able to leave the area before the system kicks in.
Carrying a Survivor in the radius stops the progress bar from building up.
Dying Survivors in the radius slow down the progress bar.
Vertical distances are now treated differently to avoid unintentionally triggering the system through floors.
Perk Updates
Furtive Chase
Changed functionality: when hooking the Obsession, gain Undetectable and a 5% Haste status effect for 14/16/18 seconds.
Background Player
Increased sprint speed to 200%.
Sprint Burst no longer triggers at the same time as the Background Player Perk.
Shattered Square Map Update
Reviewed loops that were noted as too strong and reduced the number of pallets spawning in the map.
Misc
Fixed a crash that could occur in the Splash Screen.
The Sacrificial Ward Offering no longer disables Map Repeat Prevention.
The Shape’s arm no longer stretches during the standing Mori from the Survivor’s perspective.
Greetings ghosts and ghouls! We’re back with another Developer Update, this time covering all the adjustments on the way following our last Public Test Build (PTB). We unveiled some major changes during this PTB, including the new Anti Face-Camping mechanic and an overhaul to The Skull Merchant’s Power. You’ve left us with plenty of feedback to go through, and we’d like to share a few tweaks we’ll be making when this update goes live (and a few more in the minor patches that follow)!
The Skull Merchant
With the overhaul on the PTB, we set our sights on the frustrating strategies that emerged due to how The Skull Merchant’s Power worked. While we’re pleased to see that she was no longer a gen-defending powerhouse, we noticed many felt that she was left in a weaker state. The intent of this update is not to weaken this Killer overall, so we’ll be making a series of adjustments to address some of the feedback we received.
Scanning
During the PTB, many Killers reported having difficulties scanning Survivors with their drones, making the frequency of Lock On lower than we’d like. To ensure that her Eyes in the Sky are a truly tools of torment (sorry), we have a series of changes in store.
First, we noticed that because drones always rotated clockwise, it was far less likely that Survivors would be scanned if they were also running a loop clockwise since the beams would cross their path less often. This is most noticeable on tiles which Survivors ideally want to run in a clockwise direction anyway to line themselves up for a fast vault.
To remedy this, The Skull Merchant can now toggle the direction her drones rotate while using her radar.
This way, you can swap directions to force the beam to cross a Survivor’s path more often. Experienced Killers who know the best ways to run certain tiles will also be able to pre-emptively choose the best direction for the loop they’ve deployed their drone in.
Second, some found drone management to be a little stressful, largely since recalling a drone would put your Power on cooldown. This forced the Killer to rush to recall drones that are no longer needed whenever they had a moment of downtime so their Power was ready for their next chase.
To address this, drones can now be recalled at any time and recalling a drone no longer incurs a cooldown.
Eyes in the Sky
Third, we’ve made a series of smaller adjustments to make it harder for Survivors to cross through a drone’s effective area without being scanned:
Increased the drone’s radius to 10m (was 8m).
Increased the drone’s rotation speed in Stealth Mode to 60 degrees per second (was 50).
Increased the drone’s rotation speed in Scouting Mode to 85 degrees per second (was 75).
Lastly, to give The Skull Merchant more control when deploying a drone, the drone’s beams now face directly in front and behind her by default, allowing skilled Killers to scan Survivors as soon as they’re deployed. We have also decreased the drone’s initialization time to 0.3 seconds (was 1.5 seconds) so they activate more quickly and feel more responsive.
Combined, these changes will make The Skull Merchant feel better to play and more consistent now that her drones can’t be used to defend generators.
Anti Face-camping
Anti Face-camping is here- and so is the Killer. This mechanic aims to provide Survivors with counterplay for some of the most egregious cases of camping. From what we observed on the PTB, the system seems to come to the rescue when needed most, though we’ll of course continue monitoring and make adjustments as needed. However, there were a few rough edges which we’re looking to refine before this goes live.
Grace Period
One of the most common critiques of this mechanic comes from the way the meter immediately starts to fill before the Killer could possibly walk away. Although this alone wouldn’t cause Survivors to free themselves, this understandably feels as if the game is wrongly treating you as if you’re camping.
There will now be a 7 second grace period before the meter starts filling after hooking a Survivor. This will give the Killer an opportunity to walk away before the system kicks in, with a little wiggle room to kick a nearby generator or reload at a locker.
Dying & Carried Survivors
During the PTB, dying and carried Survivors did not influence the fill rate of the meter. The former led to some awkward scenarios where a dying Survivor with a Perk that allowed them to pick themselves up could force the Killer to stay nearby, while the latter both exacerbated that strategy as well as punishing the Killer for hooking multiple Survivors in the basement.
Therefore, dying will slow the meter (as though they were standing) so long as they are in the area, and carried Survivors now pause the progress bar completely.
Verticality
When this feature was tested on the PTB, it treated both horizontal and vertical distances equally. However, this had a side effect of detecting Killers on different floors as camping even if the shortest path to the hooked Survivor was rather long. This was especially noticeable on indoor maps such as The Game.
In a later update, the meter will be weighted more heavily toward horizontal distance than vertical. This will make the meter a little more forgiving if the Killer passes by on another floor.
Perk Updates
We received a bunch of feedback on the two Perks which were tweaked in this past PTB, so we went back to the drawing board to deliver a new set of changes.
Furtive Chase
We initially increased the terror radius reduction for each token, though many still did not find this a very appealing choice. Furtive Chase will be receiving a rework when the update goes live.
When hooking the Obsession, gain Undetectable and a 5% Haste status effect for 14/16/18 seconds. When the Obsession is rescued from the hook, the rescuer becomes the Obsession (unchanged).
With this new version, Furtive Chase rewards the Killer for switching targets and allows them to find a new Survivor to chase more quickly after hooking.
Background Player
This Perk is most often used for saving teammates, allowing you to get into position quickly in key moments. However, since the Killer’s pickup animation is shorter than the Perk’s duration, it would usually be too late to save your teammate by the time the speed boost ended.
Therefore, Background Player now causes you to sprint at 200% speed (was 150%) for 5 seconds (was 4 seconds) when the Killer picks up a dying Survivor.
This way, Background Player will allow you to cover more distance quicker than before, potentially allowing you to get into position in time to make the save.
The Trapper
We were delighted to see such a positive reaction to the adjustments we made to The Trapper. As we dug through the PTB feedback, we noticed many of you found it impractical to wander so far to gather your traps at the start of the match. While The Trapper is still in the spotlight, we’ve decided to make one more change as soon as we’re able to.
The Trapper’s Bear-Traps will spawn closer to generators. This way, you’ll have to stray less from your usual patrol routes than before to collect a trap.
Unfortunately, we weren’t able to squeeze this change into the initial release, but this will be a part of one of the smaller patches in the coming weeks!
Shattered Square
Last but certainly not least, we have a few more adjustments on the way for the Shattered Square. We received some feedback regarding the strength of certain pallet loops and the number of pallets overall. For the update’s release, we have reviewed the loops in question and slightly reduced the number of pallets which spawn.
And that brings us to the end of this Developer Update! We want to thank you as always for taking the time to test out the changes on the PTB. Nearly all the adjustments mentioned in this post will be available when the update releases, with the rest following in a minor patch shortly after. We look forward to hearing what you think!
A few days before the Haunted by Daylight in-game event starts, we’ll be hosting a jam-packed livestream highlighting everything you can expect from our scariest event yet. Not only that, but we’ve arranged for an epic surprise that will explore the world of Dead by Daylight like never before.
On October 13th (2PM EDT), watch the stream on Twitch, on YouTube or even here on Steam!
There's plenty of fun lined up this year, and we’ve got you covered with a comprehensive roadmap highlighting everything coming to The Fog over the upcoming weeks. You can read more here.
Survivors are no longer able to pass through Locker collisions in certain cases.
Add missing animation for Survivor placing "Blast Mine" or "Wiretap" traps on a Generator, preventing Survivors from becoming invisible and unhittable in certain cases.
Note: With this bugfix, we are reenabling Flashlights, along with three Perks: Dramaturgy, Appraisal and Residual Manifest.
Progress & save data information has been copied from the Live game to our PTB servers on Sep 11. 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.
Content
Killer Perk Updates
Furtive Chase
You become obsessed with one Survivor. You lurk in the shadows, eliminating your victims one by one. When your Obsession is hooked, Furtive Chase receives a token, up to a maximum of 2/3/4 tokens.
Each token decreases your Terror Radius by 5 meters while in a chase (was 4 meters).
Survivor Perk Updates
Background Player
When the Killer picks-up another Survivor, Background Player activates for 10 seconds. When you start running, break into a sprint at 150% of your normal Running Movement speed for 5 seconds (was 4 seconds).
This perk cannot be used while suffering from Exhaustion. This perk causes exhaustion for 60/50/40 seconds.
Updated Killer: The Skull Merchant
Eyes in the Sky The Skull Merchant begins the match with six Drones. Press the Power button to deploy a Drone, which conducts an invisible, continuous sweeping scan. If a Survivor is detected, the Drone becomes active, which makes the Drone’s scan lines visible. Once detected by a scan line, a Survivor gains scan immunity and cannot be detected by other scan lines for 3 seconds. Survivors can attempt to hack Drones. Failure activates the Drone and partially fills their Lock On meter; Success disables the Drone for 45 seconds.
Removed the Active Zone (cylinder).
Removed remote Activation of Drones.
The Killer now starts with 6 drones.
The minimum distance between drones is now 16 meters.
The Drone radius is now 8 meters.
Radar Press the Ability Button to open a Radar to see the locations of Survivors detected by Drones or those with Claw Traps. Drones can be recalled with the Radar. Each Survivor detected on the Radar increases The Skull Merchant’s movement speed.
Lock On The Lock On meter fills when scanned by a Drone and when failing to disable a Drone. When the meter is full, the Survivor receives a Claw Trap, becomes Injured, and suffers from the Broken status effect. Additional scans briefly apply the Hindered status effect. A Claw Trap broadcasts the Survivor’s location to the Killer and is only removed when its battery dies.
Removed the Exposed status effect from Lock On.
Other
Daily rituals, Achievements, Loading Tips, and Score Events have been updated accordingly.
Updated Killer: The Trapper
When setting a Bear-Trap, The Trapper gets a Haste effect of 7.5% for 5 seconds (new effect).
The Coffee Grounds Addon has been updated to indicate it is an additional Haste effect.
When the Trial begins, 8 Bear-Traps spawn on the map (was 6).
Addon: Warden's Keys - Decreases the Speargun's reload time by 0.35 seconds (was 0.5 seconds)
Addon: Jaw Smasher - Increases movement speed by 1.5% while aiming down the Speargun's sights (was 1%).
Addon: Wanted Poster - Increases movement speed by 3% while aiming down the Speargun's sights (was 2.5%).
Legion
Addon: BFFs - Earn tokens for hitting Survivors during Feral Frenzy:
Second chained hit: 2 token
Third chained hit: 3 tokens
Fourth chained hit: 4 tokens
Fifth chained hit: 5 tokens
Once the gates are powered, if more than 15 or more tokens have been collected, gain a 6% movement speed boost when not using Feral Frenzy (was 4%).
Trickster
Reloading knives takes 3 seconds (was 4 seconds).
Anti Face-Camp Feature
Survivors on the hook have an internal "camp meter" which fills when the Killer is nearby. The meter fills faster the closer the Killer is, but is slower when other Survivors are near (never becomes negative).
Once the meter is full, the Survivor gets a prompt allowing them to escape the hook with 100% probability. Survivors who take this action gain Endurance for 15 seconds.
This feature shuts off entirely once the Exit Gates are powered.
As part of this system, the Cannibal can no longer hit a Survivor who has Endurance twice in the same 0.5 second timespan.
Map Updates
Shattered Square Map Update The Shattered Square Map received a lot of comments at release. Some issues were related to the objects being low to the ground and hard to see, especially when it came to Killers that are navigating with a first person camera. We did a clean up and made sure that the loops feel smoother.
There were also inconsistencies with our visual and navigation language. Objects were placed in a way that it felt possible to simply climb, because of similar angles to stairs or slopes found in other maps. This was resolved by taking away some of the objects or placing assets that match the collisions. The line of sight was very low and gave the ability for players to see accross the map. A clear line of sight can be detrimental for both roles depending of the play style. We have changed the positioning of tiles with higher line of sight blockers to be more predominent.
The size of the Map was large and we decided to reduce the size to encourage encounters, make it more dynamic and reduce the time to find interactables (generators, hooks, totems, chest, etc.)
MacMillan Estate Realm Update The Maps of the MacMillan Estate Realm have been in the game for about 7 years. The layouts and other information have been available within the community for a while, but The Entity reminded us to give players a chaotic experience. Therefore, we are adding new variations of the MacMillan Estate Realm maps to the existing pool.
Features
Bots Improvements
Reworked the Bots Skill Check system:
Success rates now correlate with Skill Check size.
Skill Check debuffs, such as The Doctor's Madness or Hex: Huntress Lullaby, reduce the odds of hitting the Skill Check.
Bug Fixes
Audio
Fixed an issue that caused the Killer to hear Ripley's dialogue in the menus.
Fixed an issue that caused the subtitles in The Mastermind's Mori to disappear quickly after appearing.
Bots
Bots can now attempt to self-unhook.
Bots now break a stare-down with the Killer earlier when standing still on opposite sides of a Remote Flame Turret.
Bots now try to look for potential Killer approach paths when doing long interactions, taking breaks from turning the camera slowly around.
Characters
Fixed an issue that caused The Huntress, The Cannibal, The Clown, Ghostface and The Hag to not follow the rule of looking slightly down when vaulting.
The Xenomorph's tail attack no longer allow to hit behind the killer
The FOV increase from Blinks can no longer be seen on the Tally screen when leaving a match during a Blink as The Nurse
Environment/Maps
Fixed an issue where the Dream Snares of The Nightmare could be placed under the floor of The Shattered Square's main building.
Fixed an issue where the Dream Snares of The Nightmare could be placed under the floor of The Toba Landing Base.
Fixed an issue where The Demogorgon could jump on top of walls in the Disturbed Ward Realm's Maps.
Fixed an issue in the Coldwind Farm Realm's Maps where assets were too close and blocked the navigation of players.
It is no longer possible to place the Bear Trap higher than the Killer. Preventing animation glitch during the reset.
The Chemical Trap is no longer invisible on the pallet if the Survivor gets Hit during the Animation
Perks
The "Ultimate Weapon" Killer perk no longer applies to Survivors hiding inside lockers
Undying now always handle tokens stacks of Hex: The Third Seal correctly
Platforms
Fixed a crash on Nintendo Switch that could happen when interacting with the Friends menu.
UI
For consoles, the Loadout search bar virtual keyboard now appears in the player's selected language rather than English.
Map icons variations will display numerical indicators.
Misc
Equipped Charms are now always visible on the displayed character in the Store.
Spooky season is officially underway, and we’re getting in the spirit with a hefty Developer Update covering everything coming to the game within the next month. This time, we have news to share about new features, Killer updates, and various Perk & map changes.
Anti Face-Camping
You probably don’t want to find yourself on the hook in the first place, but it can quickly become frustrating if the Killer decides to wait nearby, preventing all but the most coordinated of teams from rescuing you. Camping has long been a contentious topic: While there are times where camping is the smart thing for the Killer to do (if there are Survivors nearby, for example), there’s not much the Survivor being camped can do. To help in the most extreme cases, we are introducing a new feature which may give you a second chance.
Going forward, you’ll notice a new meter appears whenever you are on the hook. This meter will gradually fill whenever the Killer is near you. The closer the Killer is, the faster the meter will build. Once it is full, you’ll gain the ability to unhook yourself with a 100% chance of success, even during the second hook phase. Unhooking yourself in this way will grant you all the usual benefits such as Endurance and Haste.
To ensure that this cannot be abused by aggressive Survivors, the rate at which the meter fills will decrease – or potentially even stop entirely – when other Survivors are nearby. Additionally, once the exit gates are powered, this feature is disabled entirely. This is because at this point in the match, the Killer needs to do whatever they can to secure one last kill, so we can’t expect them to graciously leave the hook.
This new mechanic is intended to address the most egregious camping scenarios, discouraging Killers from standing too close to a hooked Survivor for an extended period and creating opportunities for the other Survivors to make the save.
The Skull Merchant
It’s been a while since the sound of drones first filled The Entity’s Realm. Since then, The Skull Merchant’s Eyes in the Sky have largely been used as “eyes on the generators”, leading to some very long matches. In this update, we are overhauling The Skull Merchant’s drones to reduce their effectiveness in defending generators while improving their strength in a chase.
Lock On
Active zones – being the main culprit behind The Skull Merchant’s ability to defend generators – are no more. On top of making Survivors exposed, these zones provided The Skull Merchant with too much information on the Survivors within them, allowing the Killer to quickly react and chase them away.
With active zones removed, The Skull Merchant’s drones need a new way to lock onto Survivors. Now, whenever a Survivor is scanned by a drone’s beams, they will receive one stack of Lock On. Upon reaching three stacks of Lock On, the Survivor will immediately receive a Claw Trap.
However, avoiding a drone’s scanners won’t be easy thanks to the introduction of two new modes.
Two Modes
Eyes in the Sky will now have two modes: Stealth Mode, and Scouting Mode.
In Stealth Mode: The drone’s spinning beams will be invisible, and the drone will be much quieter. Survivors will want to watch closely for the lights on the drone itself to tell where the beams are so they can sneak up and disable it.
In Scouting Mode: The drone’s scan lines will be visible and rotate much faster, making them more difficult to approach or run by undetected.
In either mode, the drone’s scan lines will not detect a Survivor who is stationary, effectively preventing them from being used to guard generators. A Survivor can interact with a drone in either state to disable it for 45 seconds, after which they will return to Stealth Mode.
Claw Traps
Survivors who end up with a Claw Trap will find themselves on the receiving end of the following effects:
If they are healthy, they will be instantly injured.
If they are injured, they will receive Deep Wounds. This will not grant the Survivor a speed boost.
The Survivor suffers from the Broken Status Effect until the trap is removed.
Their location will be revealed on the Killer’s scanner for a short duration.
Additionally, Survivors with a Claw Trap who are scanned by one of the Killer’s drones:
Receive a 10% movement speed penalty for 6 seconds.
Are revealed to the Killer with Killer Instinct on their location for 3 seconds.
The Claw Trap’s battery will expire, and the trap will be removed automatically after 45 seconds.
Quality of Life
We have also made many adjustments across many aspects of The Skull Merchant to improve the way it feels to play as and against her:
The Skull Merchant now has 6 drones available (was 4).
The Skull Merchant will now immediately become Undetectable for 8 seconds after deploying a drone.
The minimum distance between drones is now 16m (was 22m).
The Killer’s movement speed is no longer decreased when checking the scanner.
Lock On progress no longer decays.
Drones can no longer be manually reactivated.
Drones can now be placed above or below other drones deployed on different floors.
Failing to hack a drone will now grant one stack of Lock On instead of instantly Locking On.
The Skull Merchant’s footsteps are now quieter, making her harder to track behind walls.
We have updated The Skull Merchant’s chase music.
We have reviewed The Skull Merchant’s Add-ons, adjusting some and giving new effects to others.
Combined, these changes push The Skull Merchant’s drones in a more chase-oriented direction, giving them more immediate consequences when they are triggered rather than slowly building over time. At the same time, her ability to defend generators for excessive lengths of time has also been reduced substantially. We will be keeping a close eye on these changes and making further adjustments as needed.
The Shattered Square
This update will feature a gameplay update to the Shattered Square map. When reviewing feedback for this map, we identified a few points of feedback we wanted to address.
Low Obstacles
It was possible to bump into some small objects, such as piles of hay or carcasses. Since these obstacles were so small, it was possible that you could bump into them without even seeing them, leading to some frustrating moments. We have done a pass on these sorts of objects to ensure that anything which might block your path is clearly visible, in most cases making them taller so they are easier to see.
Size & Layout
The Shattered Square is among the largest maps in the game, and contrary to its name, it isn’t even a square. It’s actually a rectangle! 🤯
The size of this map can make patrolling a little difficult. To help with this, we have reduced the size of the map (turning it into a proper square in the process). The positions of some tiles have been readjusted as a result.
Line of Sight
Most obstacles in the map tended to be fairly low, making it quite easy for Killers to spot Survivors at long ranges, and difficult for stealthy Killers to sneak up on Survivors. To break up these long sight lines, we have rearranged some tiles to limit how far you are able to see from any given point.
Navigation
Last but not least, we have made various changes to make the map easier to navigate. This includes making it clearer which objects can be walked on and which will block your path.
The MacMillan Estate
Our work on maps doesn’t stop there, the entire MacMillan Estate Realm is being expanded. Each map in this Realm has received a second alternate version.
What does this mean? The next time you load into Suffocation Pit, for example, things might be a little different. The trademark mineshaft will still be there, but it may be in a different spot. The shape and layout of the map might also be slightly different.
The goal with these variants is to add more variety to existing maps without changing the unique properties that sets them apart, such as their size, a bottleneck or chokepoint that separates either side of the map, and so on.
Perks
Next up, we have a few small tweaks for a handful of Perks.
Furtive Chase
Furtive Chase is one of the lesser used Killer Perks, providing a way to switch Obsessions throughout the match and reduce your Terror Radius during a chase. To give this Perk a slight boost, we are increasing the Terror Radius reduction for each token to 5 meters (was 4 meters) for a maximum of 20 meters.
Background Player
This Perk allows you to sprint very quickly when the Killer picks up another Survivor, creating an opportunity to get into position for a save. Not only is this Perk highly situational, but it leaves you Exhausted, which could hinder you if you’re chased shortly after. To make sure this Perk is meaningful when it activates, we are increasing the duration of the speed boost to 5 seconds (was 4 seconds).
Killer Tweaks
To cap things off, we also have a short list of adjustments for a few different Killers. As usual, these are smaller scale tweaks that we manage to squeeze into various updates.
The Trapper
The Trapper fills a very unique role in Dead by Daylight. Since he is all over the cover and is unlocked right away, he ends up being a lot of people’s first experience playing as Killer. Because of this, we try to keep him as simple and straightforward as possible: See a trap, set a trap. Among newer players, The Trapper already performs fairly well, and we don’t to throw off that balance too much. That said, in higher end matches, The Trapper can struggle to keep up. To assist in those cases, we have made a few changes:
8 Bear-Traps will now spawn on the map (was 6).
The Trapper will receive a 7.5% Haste effect after setting a Bear-Trap.
We expect these changes to have a minimal impact in lower skill matches where The Trapper is already performing well but provide a nice boost to higher end players who know how to take advantage of them. Additional Bear-Traps will help ensure that you have an adequate supply particularly on larger maps, and the added Haste effect can help close the gap in case Survivors catch on and begin running away while you set them.
The Huntress & The Trickster
For both these Killers, reloading your projectiles at a locker is a must. However, doing so gives Survivors a big head start to run away and gain some distance. For this reason, many Huntress & Trickster players will run Add-ons or Perks like Iron Maiden to reduce their reload time. To improve quality of life and reduce reliance on these Perks & Add-ons, we have reduced the reload time for each Killer to 3 seconds (was 4 seconds).
The Deathslinger
Speaking of reloads, The Deathslinger will also find himself reloading very frequently. Because of this, Add-ons which reduce his reload time see a lot of use. To make these Add-ons less essential, we have taken part of the effect of the Warden’s Keys Add-on and incorporated it into the base kit and adjusted this Add-on accordingly. The Deathslinger now reloads in 2.6 seconds by default (was 2.75).
Second, we have increased the movement speed bonuses while aiming down sights for both the Jaw Smasher and Wanted Poster Add-ons to 1.5% and 3% respectively (was 1% and 2.5%) to make them more interesting choices to consider.
The Legion
Lastly, we’ve adjusted The Legion’s BFFs Add-on. This Add-on granted a 4% movement speed increase when the gates were powered so long as the Killer managed to land enough Feral Frenzy strikes during the match. Since this effect needed to be earned and is only active during the very end of the match, we are increasing this movement speed bonus to 6% to make it more impactful.
With that, we’ve reached the end of this month’s Developer Update. Each of the features and adjustments mentioned in this post will be available to try on the Public Test Build starting this week, with the full update going live on all platforms at a later date.
For the first time, join us tomorrow at 10am ET in the Dead by Daylight Discord server as our designers run through the full patch notes early. As always, be sure to let us know what you think after you’ve gotten your hands on them!
Journey across an awe-inspiring world of floating islands, solving puzzles and discovering the secrets within Behaviour’s upcoming game, Islands of Insights during the Open Steam Playtest, available until September 21st!
NOTE: The update is expected to be delayed on the Nintendo Switch. During this time, crossplay between the Switch and other platforms will not be possible.
Bug Fixes
Archives
Currency previews in The Rift no longer stack, which was decreasing game performance.
Audio
The Modern Tales' menu theme is no longer played when Meg is equipped with the Movie Night Outfit.
Characters
The Xenomorph no longer has an animation stutter upon entering a tunnel.
The Xenomorph is no longer able to perform a Tail Attack against Survivors escaping by the Exit Gate.
Survivors now correctly play an animation when interrupted from interacting with the Flame Turret.
The Xenomorph is no longer able to see Generators, Lockers, and Survivors during transitions in and out of tunnels.
The Oni Outfit "The Minotaur" is no longer missing horns and teeth during a Mori.
When a Survivor sabotages a Hook, their head no longer clips inside the Hook.
Fixed an issue that caused Ellen Ripley's Very Rare 'Out Of Uniform' t-shirt to clip through her arm during certain animations.
Fixed an issue where The Trickster's arm would clip into the camera with certain Cosmetics after a Survivor escapes from his grasp.
Fixed an issue with The Cenobite Add-On "Greasy Black Lens", which would fail to reveal the Survivor hit by a possessed chain.
Fixed an issue with The Doctor madness effect where some of the Doctor illusions would sometimes spawn in the floor or outside of the levels.
Fixed an issue where The Xenomorph was able to see Survivors in Tunnels, located on 2nd floor, if they were standing in the path
Fixed an issue where The Xenomorph tail was missing while in Crawler Mode
Environment/Maps
Fixed an issue in Haddonfield where an invisible collision was blocking the players on the roof of the house
Fixed an issue in Nostromo Wreckage map where the traps would be hidden under assets
Fixed an issue where Victor could jump on the table in the Nostromo
Fixed alignment issues with the survivor animation vault
Fixed an issue where a placeholder tile would spawn in Eyrie of Crows
Fixed an issue with the vaulting in Junkyard that affected the animation of the female characters
Fixed an issue where a branch is floating over the Skull Merchant base
Fixed an issue where small branches were blocking killers with chainsaws in Eyrie of Crows
Fixed an issue where the killer could not grab a survivor off a generator in Thompson's House map
Fixed an issue where Killers could not grab survivor from a generator in Badham Preschool map
Fixed an issue in Nostromo Wreckage map where an invisible collision would block characters
Fixed an issue in Dead Dawg Saloon where an entrance was not blocked as intended
Fixed an issue where the lighting on Haddonfield and in Nostromo Wreckage would change after The Xenomorph exited the Tunnels
Fixed an issue where the Killer was unable to pick up Survivors in the dying state on the Temple of Purgation and re-enabled the map into rotation
Perks
Footsteps are no longer silent when walking while Light-Footed is equipped.
Blood Rush is no longer active after being downed by the Killer.
Blast Mine can no longer be placed on a Generator blocked by Repressed Alliance.
UI
Fixed an issue where the match result appears when spectating the last survivor during Memento Mori.
Fixed an issue where the Bot Loadout Menu displays an incorrect page of items when quickly changing pages.
Fixed transparency texture for locked tooltips.
Misc
The Steam Pipes reset progress bar now correctly shows a yellow-colour when used by multiple Survivors.
Players are now correctly able to advance progress with The Onryo's "Viral Video" achievement.
Localization issues with certain Cosmetics have been fixed.
Fixed an issue where The Xenomorph's Tunnels may lose lighting and ambiance when the game is paused or the Graphic Settings are changed
Dead by Daylight’s Alien Chapter brings two iconic characters into The Fog: new Killer the Xenomorph and new Survivor Ellen Ripley. A new Map, Nostromo Wreckage, is available for all players. This Chapter Pack unlocks the Motion Tracker Charm, as well as the Very Rare Back in Action Outfit for Ellen Ripley.
The new Killer is the Xenomorph.
A perfect organism designed to kill, the Xenomorph emerged from the chest cavity of a host and sought cover in the shadows of the Nostromo. Using the air ducts, it killed its prey one by one, until only the human Ripley remained. Desperate for survival, Ripley destroyed the Nostromo and sought refuge in an escape vessel. As the Xenomorph went in for the kill, the airlock opened and it was ejected into the cold vacuum of space. All seemed lost, until in an instant, it disappeared in a cloud of black fog.
The new Survivor is Ellen Ripley.
Ellen Ripley served as a warrant officer on the Nostromo during the ship’s final voyage, when an unknown alien lifeform attached itself to one of her crew and escaped onto the ship. As the creature grew, its reign of terror continued, picking off crew members until only Ripley remained. After a harrowing escape, Ripley entered her hypersleep chamber. The dark fog of sleep slithered and coiled around her, and she closed her eyes on one nightmare... only to open them in another.
The Alien Chapter Pack includes:
New Killer: the Xenomorph
New Survivor: Ellen Ripley
An exclusive Charm: Motion Tracker
A Very Rare Outfit for Ellen Ripley: Back in Action