Hunt: Showdown (Test Server) - Crytek_Violet

Hunters,

Update 1.9 is now Live on Test!



Player movement changes

  • Improvements made to local and remote player movement to address Desync issues.

Developer Note:

With this update, we have introduced some improvements to player movement in relation to issues around Desync.

Local improvements – these refer to improvements relating to your Hunter on your client. We have improved the error correction in game which should allow for faster and fairer feedback in those instances where desync can occur. The aim here is to reduce the instances of abrupt and unexpected teleports. However, it is important to note, bad network connectivity, latency or other network interrupts will mean that some instance of teleporting will occur.

Remote improvements – these refer to improvements relating to all other hunters in your match. The improvement now will ensure that the server’s entity position is more accurate. This should adjust for discrepancies and improve overall interaction. This will especially be effective in those instances where hunters cannot be revived or looted because the body has registered in a different position on the client compared with the server.

We know that this has been a big topic in the community for quite some time, and we really hope these changes will have a positive impact. From our internal tests, we have seen improvement, but need your feedback to ensure that these improvements are a step in the right direction.


Ping Limit

  • A new maximum ping limit is set for 225ms.
  • When selecting a region, you will notice they are divided into distinct colours. Optimal regions for your sessions will be highlighted with a gold background and blue font for the latency. If the font is Orange with a grey background this means that you can connect to this region as it is within the ping limit but may not provide the best experience. If a region is outside the ping limit, this will appear with red text and will be blocked out, meaning you cannot select this region.
  • Every player will be able to connect and play on at least one server region. Some will have other options available to them, but the aim is to ensure that no one is completely locked out due to their location or slow ISP.
  • When playing with friends, the Host (inviter) will choose the region. If someone in the team has a higher latency to the region than 225ms, the party will get a popup that the game may be disrupted due to the high ping. However, the group will still be able to play.

Developer's Note:

We know that adding a region lock or ping limit has been a contentious topic within the community. Many have been asking for this feature for a long time, while others have said that playing with friends or on more populated servers is more important. This was all feedback we had to keep in mind when creating this feature, and we hope that we have been able to find a middle ground here that will accommodate everyone.

Please keep in mind that the current limit of 225ms is just a base starting point. We will continue to monitor this to change and can adjust the value to be either higher or lower based on the data and feedback we recieve.

Solo players will no longer be able to join regions with high latency and random groups will pair you with players within your region, but if you select a region where your ping is too high, you will be notified to change regions to one with lower latency before queuing for randoms. We look forward to hearing your feedback as this will help us to ensure this system is balanced, but effective.


Team Details Screen Improvements

  • We have added some information that is displayed on the Team details screen. This screen will now display actions performed by, and against your partner(s) which will be highlighted with a blue background.
  • Consolidated icons and colour displayed for both inbound and outbound actions (‘Downed’ & ‘Killed’):
    • Inbound refers to the actions performed against you by enemy hunters, outbound refers to the action against enemy hunter.
    • Inbound icons are the familiar white skull for a ‘downed’ event, and red skull for ‘killed’.
    • Outbound icons are a variant of the inbound, but with a small bullet hole in the head of the skull (right between the eyes).
    • The names of your teammates are now highlighted in blue on the left side of the team details screen.
  • Time stamps have been added to the tooltips for each action for a better understanding when they occurred during a mission.
    • If there are multiple time stamps, the icon is marked with a small yellow symbol on the bottom right corner.
  • Added separate icons for a player carrying either one or two Bounty Tokens.
  • Added a ‘bounty extracted’ icon to differentiate between players who picked up bounty at least once during a mission and those who extracted with a bounty token.

Developer Note:

The improvements made to the team details screen should now provide a better overview of what happened during your last match. This will add some missing context around key events involving your partner(s) as well as timestamps that will provide some extra context around when these interactions occurred.

We hope that these additions will help you to gain a better insight into which in-game events line up with which enemy hunters to allow you to paint a clearer, more accurate breakdown of the interactions of you, your team, and enemy hunters from the last match.


Bounty Hunt match time reduction
  • The match timer for Bounty Hunt has been reduced to 45 minutes (previously 60 mins).

Developer's Note:

After an extensive review of the data around the length of matches, we found that only 1% of all matches went beyond the 45-minute mark. Given the fact that such a small number of matches are this long, we felt that a reduction would provide several benefits. This change will bring improvements to the server load as well improve the matchmaking speed. We understand not everyone will be happy with this change but based on the data and our research around this, we feel there are for more benefits than downside. However, we will monitor this change closely over the coming months to see if that is the case.


Performance

Server Performance
  • Fixed several dedicated server crashes which should reduce disconnects.
  • Improvements made to the connection between the dedicated server and the server gateway.
  • Improvements made to the dedicated server tolerance level in instances when backend connection is lost to reduce the number of potential disconnects.

Client performance

  • Fixed several potential issues that could cause stutters or sudden FPS drops.
  • Improvements made to the light cast from electric lamps to improve performance.
  • Various changes made to improve performance.



Audio

Weapon Audio Improvements

  • Improved the audio tied to distant interior gunshots for better readability over distance. This should make it easy to determine if a shot was fired indoors or outdoors.

Developer Note:

This is one of the first steps in an ongoing effort to improve the overall readability of audio cues. In most scenarios, gunshots are quite readable, but we noticed some issues in their behaviour over longer distances, especially differentiating between an indoor or an outdoor shot.

This change should make it much easier to tell these apart. You will notice two defining elements to the sounds that will give you the information you need to pinpoint where it came from. If it has a long reverberant tail after the shot has been fired, then this was most likely fired outdoors, while indoor shot will not have this kind of tail to the sound but will have a special interior sound that will play alongside the gunshot sound.

We are hopeful that this will be a bit improvement to the overall readability so make sure to test this out and give us your feedback.



Gameplay

General gameplay changes
  • Player Spawn improvement: There is now a minimum distance between spawning players of 110m on DeSalle. This avoids some unfair spawn configurations and allows us to place more spawn points in general. This currently only affect spawns in DeSalle as the earlier maps already have larger distances between the spawns.
  • When punching an open door to close it, it will now smash through all the way to the other side 180°. If a player is in the way, they might take up to 50 HP damage.


Gunplay

Weapon Balancing

  • Increased the rate of fire of the Winfield 1876 Centennial by around 20%.
  • Reload speed has been increased to shorten the reload time of the Winfield 1887 Terminus
  • Increased the rate of fire of the Winfield 1887 Terminus by around 5%
  • Improvements made to the fire animations of the Centennial and Terminus to support the increased rate of fire.
  • Minor adjustments made to the ballistics of the long ammo pistol cartridge to slightly reduce the damage dealt at close range but keeping higher damage at slightly longer distances.

Developer Note:

The Uppercut has always been one of the weapons with the highest pick rate in Hunt, and for good reason. It is a very versatile weapon in most situations and deals high damage at various ranges. However, with this update, we want to move this weapon away from its current dominating position.

The Uppercut will still deal 125 damage up to 20m or so (previously up to 30m), meaning you can still easily down a player that has lost a small health chunk. However, it will now deal more damage at further ranges, increasing the effective range and allowing the ability to deal more damage to other body parts at range.

Our hope is this will allow it to find a specific spot in the Arsenal alongside the existing weapons and any future additions.

  • Increased the base damage of the poison ammo to be in line with regular ammo.
  • Increased the number of Heavy melee attacks that can be performed with the Heavy Knife before running out of stamina by 1.
  • Increased the number of Heavy melee attacks that can be performed with the Saber before running out of stamina by 1.
  • Increase the heavy melee damage caused by the Machete:

    • Armoured can now be killed with two strikes bringing it more inline with the Saber.
    • The increased damage also puts more pressure on enemy Hunters to heal faster before bleeding out.
  • The Talon heavy melee attack has been reimagined and now acts in the same manner as an attack from a combat axe. However, the number of heavy attacks that can be performed has been reduced from 3 to 2 before running out of stamina.

Developer Note:

Heavy Knife

In general, we were seeing a lower pick rate for the Heavy knife over the regular knife, this of course is not an issue, but we wanted to make sure the Heavy Knife is also seen as an attractive option as a melee tool.

With these changes the two are now closer in terms of heavy attack stamina usage with the Knife still having a slight edge (pun-intended). The important thing that has always distinguished the two options has been the attack animation and hit consistency, this is where we want a lot of the choice between the two to come from, your personal preference when using them.

Machete and Saber

With the changes to the Heavy knives above, we also wanted to make sure that the two small slot melee weapons still stand out as options in comparison to the tools, so we also adjusted them to account for these changes.

Talon Variants

We had also seen a lower pick rates when looking at the Talon variants and wanted to make sure these were an attractive option for players. These changes are a re-imagining of the variant as we saw it was difficult to find their own spots when compared to other melee options. Each swing of the Talon is now much deadlier, for example killing an Armored in one hit, of course this is now offset by only having a maximum of two heavy swings.


  • Slugs now differentiate between medium and long barreled shotguns, resulting in slightly stronger damage drop over distance with medium barreled shotguns compared to before.
  • Slightly reduced the damage dealt by slugs to lower body and limbs. This requires more precise hits to the upper torso in order to perform a kill in one shot.
  • Reduce the extra ammo for Slugs by around 30-40%
    • Romero 77 reduced to 4 (previously 6).
    • Romero 77 Talon reduced to 4 (previously 6).
    • Romero 77 Handcannon reduced to 3 (previously 5).
    • Romero 77 Hatchet reduced to 3 (previously 5).
    • Caldwell Rival 78 reduced to to 5 (previously 8)
    • Caldwell Rival 78 Handcannon reduced to 4 (previously 6).
    • Specter 1882 reduced to 6 (previously 10).
    • Specter 1882 Bayonet reduced to 6 (previously 10).
    • Specter 1882 Compact reduced to 5 (previously 8).
    • Winfield 1893 Slate reduced to 4 (previously 6)
    • Winfield 1887 Terminus reduced to 5 (previously 8)
    • Winfield 1887 Terminus Handcannon reduced to 4 (previously 6)
    • Crown and King Auto-5 reduced to 4 (previously 6)
    • LeMat MK2 reduced to 2 (previously 3).

Developer Note:

We have seen Slugs having a higher pick rate than many other custom ammo types, which of course is expected as they are a powerful choice. However, we wanted to take another pass at them to make sure they fill the position that was originally intended.

Medium barrel shotguns (Caldwell Rival, Winfield 1893 Slate, Winfield 1887 Terminus, Specter Bayonet) will now have increased damage drop-off and decreased OHK (One Hit Kill) range compared to the longer barrels, this helps to separate the shotguns a bit and means that if you want the best chance of slugs being effective the longer barrels will be the choice.

We have also reduced their max ammo capacity to make sure every shot counts. It is important to understand that the extra stopping power also comes with consequences when missing shots.



Hunter

Outlines

  • The equipment of teammates (active and holstered) is now also highlighted together with the character when teammate outlines are turned on.
  • All interactions that do not require to be held over time can now be activated while cooking a throwable (e.g. starting elevators, gathering ammunition, or taking from a loot box).

Interactions
  • All ‘use’ interactions that do not require the action to be held can now be activated while cooking a throwable (e.g. Starting Elevators, gathering ammunition or taking loot).
  • Previously players could only interact with doors and window shutters in these situations.

Meta

Black Market

  • The Black Market is a new type of shop where the players can purchase Legendary content from several infamous vendors.
  • All vendors will have its own theme as well as a specific type of content which players can purchase for the best possible Blood Bonds price in the game.
  • Each vendor will have limited stock. Once all items have been purchased, you will no longer be able to interact with the vendor. New offers will be available with future updates
  • Each vendor shop will contain an order list of items available for purchase. The order they are unlocked for you will be random, but all items will be visible from the moment the store is available.
    • If you already own one of the Legendary item that is on offer, you will then be able to purchase an instance of this hunter/weapon for a reduced Hunt Dollars price. This will then open the next unlock available from that vendor.
    • Please note, in order to purchase the Hunter instance, you must have a free hunter slot available.

UI

News Indicator Improvements

  • We made some improvements and additions to the news indicator: by clicking on any news indicator in the menu tabs, the whole section / sub-section can be marked as read.
  • It is also possible to mark everything as ‘read’ by using a new dedicated button in the options menu. In this case all the indicators disappear through the game.

Other UI Improvements

  • Improvements made to the weapons and tools on the death screen.
  • Weapons and tools in the 3d preview are now better framed and rotate around their center.


World

Global

  • Blocked off the non-interactive side of the ladders in Hunting Towers for better readability. Towers).
  • Improved the precision of bullet collision when shooting through metal grids, metal barricades, metal cages, etc.
  • Improved player collision of Horse Carts for more consistent vaulting from the drawbar onto the top.

Stillwater Bayou

  • Darrow Livestock: Removed the cranked gate and replaced it with a wooden sliding door at the entrance to the basement.
  • Darrow Livestock: Reworked the Pit area.
  • Pitching Crematorium: Added a new staircase entrance (from east approach) to the underground area.
  • Pitching Crematorium: Added some higher walls around the main entrance to provide more full body cover for players.
  • Stillwater Bend: Reworked the northside underground entrance and its surroundings.
  • Port Reeker: Added a new bridge entrance to the middle boss building.
  • Port Reeker: Added multiple stairways, connecting the ground level and elevated walkways.
  • Alice Farm: Added a new ladder in the silo and a new window entrance to the West barn (spider lair barn). You can now access both roof parts of this barn.

Lawson Delta

  • C&A Lumber: It is no longer possible to access the roofs of the main buildings (the small roof in between the main building and the workshop is still accessible). This change will also close an unfair position that allowed players to shoot south out of the workshop area near the sliding gate.
  • C&A Lumber: Added a new ladder entrance under the boss building.
  • Salter’s Pork: Added a new tunnel entrance on the East side from the open field to the outer East barn.
  • Fort Carmick: Reworked a window on the south-east side of the wall for better visuals, leading, and cover.
  • Fort Carmick: Improvements made to the player movement around the large cannons.

DeSalle

  • Heritage Pork: Added new spawn points and adjusted the areas around them.
  • Heritage Pork: Adjustments made to the existing spawn points and the areas around them.
  • Weeping Stone Mill: Added a new hole at the bridge on the west side to vault through.
  • Kingsnake Mine: Opened the tunnel’s underneath, providing access to the main and side buildings. This includes a ladder and a long elevator to the main building.
  • Fort Bolden: Changed the covered bridge into a new Log Bridge across the riverbed to the southwest.
  • Fort Bolden: Added barricades at the high ground next to the west and north-west bridges, providing cover to make it more viable to use the bridges.
  • Fort Bolden: Reworked the South-West surroundings for more better visuals and more interesting navigation and combat.
  • Fort Bolden: Minor improvements to the north-west tunnel entrance for sightlines and cover.



Please note - The bug fixes list is currently not complete. We are still compiling all the fixes and will post a follow up later during the test phase (before it goes to the live servers

AI
  • Hive swarms now correctly navigate through the world when homing in on players.
  • Fixed a bug that caused the hive footstep audio to continue to play if it was killed mid-stride.
  • Fixed a bug that cause the boss bounty to appear in one location but can only be collected in another (example, if the boss falls through the staircase, the token could appear on the steps but can only be collected from below)
  • Fixed an issue where Scrapbeak loot could land in an unreachable location.
  • Fixed a bug that caused meathead bodies to de-spawn too early.
  • Fixed an issue where a grunt could deal damage with an attack after the animation completed.

Hunter
  • Fixed a bug where the position of a dead hunter moved slightly while being revived.
  • Fixed an issue that caused the concertina bombs throwing animation to be slightly off.
  • Fixed an issue that caused Sgt. Bridgewater's glove to clip through the first aid kit when in "hip fire aim."
  • Fixed a bug that prevented the prompt to stop bleeding appearing on screen while you are bleeding.
  • Fixed a bug that caused the "Hold F to stop burning" prompt to remain on the screen after banishing a boss.

UI
  • Fixed a bug that caused an issue with the flash effect on an ultrawide screen.
  • Fixed an issue that caused the menu to appear in-game after reconnecting.
  • Fixed a rare bug that caused some issues when using custom hotkeys.
  • Added some shortcuts on several buttons on controllers.
  • Fixed a rare bug that caused the menu tabs to not appear if you had a slow connection to the backend.
  • Fixed an issue where the Hunter was visible in the background on the last match screen if a teammate left the group.
  • Fixed an issue where Subtabs in the progress screen were missing after clicking the leaderboard button in newsfeed.
  • Fixed a bug that resulted in potentially selecting the wrong summons if it was selected from the BH/QP lobby.
  • Fixed a bug that resulted in not being able to see the hunter if you looked at the “compare” screen a 2nd or 3rd time.
  • Fixed several issues related to the Quickplay leaderboards (incorrect tooltips etc.).
  • Fixed an issue that allowed players to change the ‘trios’ option and ready/unready status when the lobby screen was not active.
  • Fixed an issue where switching Leaderboard stats via d-pad didn’t update correctly.
  • Players can no longer buy bundles while in the matchmaking queue.
  • Fixed a few occurrences of overlapping icons in the Arsenal.
  • Fixed several bugs that could cause clean guns to appear dirty.
  • Fixed an issue that caused red skull kills to not be correctly displayed on the team details screen.
  • Fixed a few instances of the ‘locked’ icon and the ‘unlock percentage’ circle overlapping in the Book of Weapons.
  • Fixed an issue where the equipment bar would not show the correct custom hotkeys.
  • Fixed an issue that resulted in sorting not working as intended when used on the Roster weapons list.
  • Fixed an issue that caused the ‘Leave Group’ button to overlap with the chatbox.

Weapons
  • Fixed an issue that allowed poison bullets/bolts to detonate a thrown projectile when hit.
  • Fixed an issue that stopped choke bolts from not producing a choke cloud when shooting a lit barrel.
  • Fixed a bug that caused weapons to clip through the floor after swapping it for another weapon.
  • Fixed an issue that caused a small delay to occur with the Bornheim Match when going back into ADS after a taking shot.
  • Fixed a bug that caused the Dolch Precision to disappear in the 3D viewer.
  • Fixed an issue that resulted in the Romero not dealing the correct damage when hitting a target meters away.

World

Global

  • Fixed an issue that caused blueprints to be invisible in the Watch Towers.
  • Made improvements for all world items (IE hammers, envelopes, etc) to prevent clipping into surfaces or floating above.
  • Fixed an issue that caused Meatheads to de-spawn earlier than intended.
  • Fixed an issue that prevented items or weapons from being interactable due to clipping into the ground or surface.
  • Fixed an issue that caused the “Earn Bloodline XP” Summon to receive slightly less progress than intended.
  • Fixed an envelope spawn that could be hidden inside the Assassin’s lair dressings.
  • Fixed some spots where players could hide inside the Assassin’s lair dressings too well.
  • Fixed an issue that caused incorrect texturing on vegetation in the Sundown time of day.
  • Fixed an issue that caused the lightning strike of the bounty to not be completely vertical.
  • Fixed an issue that caused players to teleport or become stuck inside assets after using a ladder.
  • Fixed several crash instances when loading into missions.
  • Fixed several instances of invisible colliders on all three maps.
  • Improvements made to the navigation of the Spider and the Assassin in several boss lairs.

Stillwater Bayou

  • Scupper Lake: Fixed a group of floating trees on the southwest side, near Port Reeker.
  • Cypress Huts: Fixed a grassy hill not rendering correctly.
  • Cypress Huts: Fixed an incorrect audio cue on the wooden roof of the white house east of the boss lair.
  • Cypress Huts: Fixed some incorrect textures inside the main building.
  • Cypress Huts: Fixed a box incorrectly de-rendering inside the main building.
  • Catfish Grove: Fixed an invisible corner caused by some crates.
  • Catfish Grove: Fixed some floating geometry.
  • Slaughterhouse: Fixed a stuck spot in the boss lair barn.
  • Stillwater Bend: Fixed an issue that caused a Meathead to spawn on top of a roof.
  • Chapel of Madonna Noire: Fixed a stuck spot in the forest south of the compound.
  • Chapel of Madonna Noire: Fixed some visual holes in the ceiling in the basement.
  • Chapel of Madonna Noire: Fixed some invisible walls in the entrances to the basement.
  • Chapel of Madonna Noire: Fixed some flickering textures in the entrances to the basement.
  • Chapel of Madonna Noire: Fixed a small hole between two assets in the crouch entrance to the basement.
  • Chapel of Madonna Noire: Fixed an issue with the ambient audio when entering the basement.
  • Alice Farm: Fixed an issue that caused the vegetation to not load in properly.
  • Alain & Son’s Fish: Improved ground textures around the player spawns.
  • Alain & Son’s Fish: Fixed a stuck spot in a group of trees.
  • Alain & Son’s Fish: Fixed a stuck spot in a tree south of the main building.
  • Healing Waters Church: Fixed a gap inside the church that was only visible from one direction.
  • Healing Waters Church: Fixed a spot where a Hunter could hide too well inside some geometry inside the church.
  • Healing Waters Church: Fixed some vegetation that was clipping through the outer wall.
  • Healing Waters Church: Fixed an incorrect rendering of one of the underground tunnels.
  • Healing Waters Church: Fixed a vision issue where it was not possible to see a Hunter at specific angles at the entrances to the underground.
  • Pitching Crematorium: Fixed some incorrect textures in the basement walls.
  • Reynard Mill & Lumber: Fixed an extract vehicle that was clipping into the ground.
  • Reynard Mill & Lumber: Fixed a stuck spot in the sawmill building.
  • Reynard Mill & Lumber: Fixed a spot where the tree trunks overlapped with wood stacks.
  • Lockbay Docks: Fixed a stuck spot in the basement.
  • Lockbay Docks: Fixed a spot where a throwable could incorrectly go through a solid piece of roof.
  • Blanchett Graves: Fixed an oil puddle that was not igniting properly when exposed to a flame.
  • Davant Ranch: Fixed a floating piece of Scrapbeak lair dressing.
  • Davant Ranch: Fixed a spot where a throwable could incorrectly go through a solid piece of roof.


War Selection - Bookkeeper Johnson


GENERAL:
  • Added new country Austria-Hungary/Hungary.
  • Added Hungarian and Taiwanese languages.
  • In matches you can mark players who will not be able to play in your future private matches.
  • In private matches, host can exclude any player during the game.
  • When viewing a replay, you can see the building queue of any player.

GRAPHICS:
  • There are now birds flying on the stage, which cannot be interacted with.
  • The camera can now zoom in a little closer to the ground.

MAP EDITOR:
  • Added ability to texture the map with map generator style.
  • You can turn on unit passability to be shown on the map.
  • Added ability to disable terrain rendering.

BALANCE

Western Europe:
  • Guardian tower: armor, on average, increased from 12.2 to 14.7
Eastern Europe:
  • Guardian tower: armor, on average, increased from 9.0 to 10.8
West Asia:
  • Tower: armor, on average, increased from 8.9 to 10.9
  • Cannon turret: armor, on average, increased from 8.9 to 10.9
East Asia:
  • Guardian tower: armor, on average, increased from 10.7 to 13.0
Industrial Revolution:
  • Antitank Hedgehog: cannot be placed close to each other or to other objects, no longer a target of automatic attack.
Britain:
  • Anti-tank rifle: damage to ships reduced from 210 to 120
Germany:
  • House: Price reduced from 1000 to 950 materials.
  • Transition to Germany is now only possible from Western Europe.
  • Goliath: damage radius increased by 12%, damage increased from 800 to 900
Japan:
  • J8M1 jet: flight time increased from 45 to 55 seconds.
Poland:
  • Dragon's teeth: cannot be placed close to each other or other objects, no longer a target of automatic attack.
Jun 29, 2022
Community Announcements - Lucy
Added Graphics instead of the placeholders.
Some of the new graphics still are placeholders/WIP.
Iron Order 1919 - BytroLabs
Attention, Generals!

It’s time for another showcase of some gameplay elements in order to best prepare you for the battles to come. The focus of today's news will be on the changes to nations in general and the impact of changes on overall gameplay. On top of that, you’ll be able to take a look at one of the largest units in Iron Order's arsenal, the Flying Fortress!

Nations:

First and foremost the world and general setting of Iron Order will be detached from its real-life counterpart. While nations are strongly inspired by the actual nations in Europe, some will also have distinct differences such as changed forms of government or ideology, as well as drastic changes to their borders.

One of the most interesting changes in this regard will be the subject of today's showcase. The British Isles generally is a very safe starting point in most strategy games where players can build up their economy and enjoy the luxury of natural defenses in the form of the North Sea. On the flip side, they offered little immediate options to expand unless you're keen to go to war with another major nation on the continent.

We want to change this up a bit and offer more options with higher risk and reward by placing two major nations on the isles in the form of England and Ireland, with Scotland as a minor AI-nation. In harsh contrast to the familiar borders of 1914's Europe, the situation in our alternative timeline has changed quite a bit. At the point in time where our future battles will be fought, Ireland managed to establish itself as an equal next to England, thus creating a precarious situation for both. Further details as to how this situation came to be and the general fate of the British Empire might be revealed in future updates.





What this means from a player perspective is that the islands will no longer act as an immediate safe haven as you will have to either deal with your neighbor via diplomacy or plan to take him out quickly in order to gain dominance over the British Isles. Should you opt for the first option, the delicate question of how to split up Scottish territory will arise rather quickly, as its cities and resources are an obvious first target for expansion for both. In case you start conquering Scottish territory right away, you need to keep a close eye on your other neighbor as he will surely want to exploit any sign of weakness or attrition.

Besides the British Isles, other nations and areas of Europe will also see similar changes. We want to create a more exciting start for player nations whose starting situation traditionally offers little variety. By creating more opportunities to balance the risk and reward of expansion we are able to provide a more thrilling experience early on.


Flying Fortress:

As special eye candy, we want to show off one of the largest units you’ll be able to command in the future. Due to a revolutionary propulsion system, its designers were able to equip it with several high caliber guns which were installed in a broadside configuration. Besides these heavy bombardment cannons, several medium-caliber guns and a plethora of MG’s were also installed all along the ship, providing it with the necessary defensive capabilities needed to ensure a prolonged deployment in frontline sectors. Wherever possible, vital areas of the hull were reinforced and covered with armor plating.



Once the Flying Fortress arrives in a sector of the front, it’ll immediately assume a commanding role over the battlefield. From several kilometers behind and above the actual battle lines, it’ll commence with the bombardment and most likely complete annihilation of enemy formations. In contrast to ground-based Artillery, it does not run the risk of receiving counter-battery fire or being outflanked. The only realistic way to take out a Flying Fortress is to concentrate all available Interceptors for repeated strikes or hope your enemy will be foolish enough to maneuver within range of massive anti-aircraft batteries.

This doesn't mean the Flying Fortress is invincible, however. It should always be treated as the crown jewel of any Air Force and protected accordingly. After investing the large amounts of resources necessary to research and construct this magnificent beast, it should ideally be provided with constant fighter cover. While it can easily fend off smaller formations of aircraft, it can’t dodge concentrated enemy fire or outrun an incoming attack due to its sheer size. Multiple enemy fighter wings could potentially overwhelm its defenses and damage critical areas of the hull.

Should your opponents not be able to react to the deployment of a Flying Fortress adequately and within a reasonable time, it can become a deciding factor of the war and force your adversaries to seriously consider diplomatic solutions before their ground forces get annihilated in a hail of death and destruction. If diplomatic solutions do not bear fruit a Flying Fortress can ultimately be ordered to deploy its most devastating weaponry and unleash a Firestorm barrage. More about unique unit abilities in future sneak peeks.

Get ready and don't forget to wishlist the game to get notified of any news and teasers.

Good luck, Generals!
Jun 29, 2022
山海皆可平 - 1781141818
1. The item system is changed to Feijian switching system, and the skill drop is changed to runestone filling
2. Added map tips
3. Added monster drop tips
4. Added level guide
5. Repair the game crash caused by level switching
6. Modify the level display
7. Added game clearance sound effects
8. Added BOSS magic weapon drop
Tunguska: The Visitation - Enhanced Edition - Rotorist
- Fixed a scripting bug in Ravenwood that could cause your quest to reset

- Added the ability to throw a rock to detect landmines

- Once you reach "Chef de Cuisine" level for cooking, the orders will come directly from radio transmission and there will be no need to go back to the black board to pick up orders

- Adjusted the algorithm for helmets. They will now contribute to overall protection more often.

- Fixed a bug where when you pick up an object from your pocket and immediately put it back, it disappears, and the game breaks when you close and open inventory

- Fixed a bug with script-spawned NPCs not returning after saving and loading, thus breaking the Haruko protection quest.
かつて私たちは地獄のまっただ中でした。 - Rosen
・メニュー画面にキャラクターの立ち絵を追加しました。
・スキルやアイテムのミニアイコンのデザインを一新しました。
・テキストの伏字を減らしマイルドな表現に変更しました。
Jun 29, 2022
Dungeon Defenders II - Chromatic Games
DEFENDERS,

Do you like new maps? Do you like some of your heroes getting some significant updates? If so, then we have the patch for you! In this update, we are bringing Tornado Valley to DD2 along with a bunch of new and updated abilities for the Initiate, Adept, Mystic, Series EV2, and Lavamancer. Let’s get into it.

New Region - Tornado Valley
Fans of other Dungeons Defenders games will instantly recognize our newest DD2 region: Tornado Valley. This region will have 2 new maps, and a new region specific enemy, a brand new boss fight. Make sure to stay hydrated as you attempt to weather the brutal lands of Tornado Valley!

New Map - Tornado Canyon



Drops
  • Ancient Robot Arm 
  • Tuskin Rifle
  • Ancient Water Boiler (Canisters) 
  • Clockwork Sword
  • Staff of Sands
  • Plain/Shiny/Pristine Talisman
New Map - Tornado Highlands



Drops
  • Corrupted Oculus (Staff)
  • Tome of Corruption
  • Corrupted Axe
  • Spear of Corruption
  • Corrupted Bow
  • Corrupted Dagger  
  • Genie Prince
  • Corrupted Genie Prince
  • 6x Plain/Shiny/Pristine Talisman
Region Specific Mods
  • Canyon Bells - Enemies on death have a x% chance to spawn a bell that does y% of your Ability Power as damage to all nearby enemies every second for 3 seconds and stuns them for 2 seconds. This effect can only occur once every 2 seconds.
  • Cyclostrophic Wind - Your attacks generate 1 tornado stack. At 5 stacks you launch a tornado forward, dealing x% of your Ability Power as damage to up to 10 enemies and sending them airborne. The effect has a cooldown of 3 seconds.
  • Genie King's Curse - While moving below 100 Speed, your Primary attacks deal x% of your Hero Damage stat as Earth Damage.
  • Genies Protection - After using an ability, gain x movement speed and reduce the damage you take by y% for 3 seconds.
  • Owl God's Wisdom - Your primary attacks deal x% of your Ability Power as extra damage. This extra damage can trigger once every 0.1s per enemy hit.
  • Blinding Sand - Your attacks have 15% to spawn a ball of sand on impact deal x% of your Hero Damage as Earth damage and slow movement speed and attack speed to all nearby damage.
  • Sand Path - Projectile attacks that hit the ground leave up to three patches of sand that deal x% of your ability power and reduce enemy movement speed by 7%. Each patch lasts z seconds.
  • Sand Storm - Generates a sandstorm around you that consistently deals x% of your Hero Damage as earth damage to nearby enemies.
Region Specific Pets

Genie Prince
  • Mana Swirl - Restore 500 ability mana. 
Corrupted Genie Prince
  • Magical Burst - Fires 5 magical bursts dealing 335% magical hero damage each. 
New Region Specific Enemy - The Windshaper



The Windshapers have spent years training to master control over the air, allowing them to send devastating tornadoes towards players that pierce and knock up players in their path. Be warned though, they are not as frail as they may seem and will not be defeated so quickly.

New Boss - The Genie King 



Deep within Tornado Highlands lies the lamp of a familiar foe...but it has been entirely corrupted by the Old Ones' magic! This iteration of the Genie King can inflict a variety of crippling debuffs with its attacks, so be careful...

Hero Reworks
In an effort to spice things up, as well as help out some of our favorite heroes that needed that extra little boost, we have made some changes to some of their towers and abilities. We've wanted these heroes to be unique in their own right for a while, where they have their own unique kits but are still similar to the Monk and Apprentice. Now, we think we have struck just the right balance. Keep reading to see if your favorite hero was affected.

Note: The Adept and Initiate’s price will increase to 10,000 Defender Medals/1,500 Gems. This increase will take effect after 2 weeks, during this time they will both be on sale for 8,000 Defender Medals/1,000 Gems.

Initiate

Firework Cannon (40 DU) - Replaces Boost Aura. Shoots up to three fireworks at different enemies within range, dealing damage in a large area.
  • Concentrated Pyrotechnics (Shard) - Increases the damage of the Firework Cannon by x%, but increases the damage falloff by 50%.
Chi Spirit Tower (50 DU) - Replaces Sky Guard Tower. A spectral copy of the Initiate fires piercing Chi waves that damages and cripples enemies, increasing their damage taken.
  • Spirit Charge (Shard) - Increases the damage of the Chi Spirit Tower by x%, and increases the projectile size by y%.
  • Frost Strikes Aura (20 DU) - Replaces Lightning Strikes Aura. Deals powerful frost damage to a single enemy within its radius.
    • Frosty Explosion (Shard) - Enemies killed by the Frost Strikes Aura explode dealing x% of the Frost Aura’s Defense Damage as frost damage.
    • Lingering Frostfire (Mod) - Enemies suffer +x% extra Water Damage every second for y seconds when hit by Frost Strikes Aura.
Adept

Tesla Coil (50 DU) - Replaces Arcane Barrier. Generates arcing electricity that chains to multiple targets at once.
  • Reckless Shock (Shard) - Enemies hit by the Tesla Coil take x% more damage, but move 50% faster.
  • Ramping Voltage (Mod) - The Tesla Coil deals more damage as it strikes enemies, up to a maximum of x% extra damage. This damage increase resets after not attacking for 5 seconds.
Crystal Hammer (50 DU) - Replaces Earthshatter Tower. Slams the ground, sending a line of damaging crystalline spikes forward and hitting all enemies in a line.
  • Crystal Fissure (Shard) - Increase the width of Crystal Hammer's attack by 50%, and increase the Defense Power by x%.
Mystic

New Appeasement Tiers
The buffs originally granted by Appeasement were overly complicated and not very well explained. These new buff tiers are simpler while still rewarding the Mystic for remaining at high Appeasement while providing more or less the same power as before.

1% or more Appeasement
  • Ability Power x1.2 
  • Hero Damage x1.2
  • Damage Vulnerability x0.8 
  • Tower Damage x1.2
25% or more Appeasement
  • Basic attacks have lifesteal 
50% or more Appeasement
  • Basic attacks lower the Mystic’s active cooldowns 
100% Appeasement
  • AoE damage buff that deals 1000% Ability Power damage every second
  • 1.5x Speed 
  • Basic attacks make enemies take 10% more damage for 3s
Ability Changes
Lash Out
  • Increased damage by 200%
Call to Madness
  • Added target limit of 10
  • Reduced enrage range by 70%
  • Increased cooldown from 20 to 30
  • Reduced duration from 8.1 to 4.1
  • Reduced Madness Embrace duration increased from 4.6 to 3.2
  • Reduced Debilitating Madness damage taken increased from 66 to 20
Dark Torment 
  • Increase damage from 40 to 80
  • Decreased cooldown from 8 to 4 seconds
  • While the dagger is impaled inside an enemy all mystic damage is increased by 50%
  • Increased Dark Torment Tower damage multiplier by 600%
  • Increased Dark Torment Tower number of beams from 1 to 3
  • Removed ‘Sand Vipers Target enemies affected by Dark Torment’ 
Serpent’s Coil - Allowed as many Serpent’s Coils to be placed as DU allows. Added collision so they can be damaged by enemies. Can now be upgraded like other towers.
Added Tower Health to Serpent Coil Talent 

Snaking Sands -
Detach damage from the stun so Snaking Sands can still damage enemies affected by Elder Wyverns or Headstrong. Buffed damage by 50%.

Sand Vipers -
Increased base number of beams from 1 to 3. Beam ramping damage now properly scales with upgrades.

Viper’s Fangs - Damage dealt by this tower has been moved from the bubble pop and rain effects to the initial hit. The bubble attack also slightly knocks enemies back in addition to its knockup effect.

Obelisk - Removed Upgrade and Appeasement requirements from Obelisk buffs to simplify its usage.
  • Removed Flame Thrower
  • Removed Confuse buff
  • Removed Knock-up buff
  • Smite has a 20% chance to polymorph enemies hit into snakes 
  • Smite damage increased by 25%
  • Snake Polymorph increases damage by 20%
Snake Zealot Chip Mod - Reworked due to being made irrelevant by Serpent’s Coil.
  • Serpent Avatar (New) - The Serpent Avatar summoned by the Mystic at max Appeasement deals x% more damage.
New Talent: Poison Damage - Dark Torment and Lash Out poison damage increased by x%

Series EV2

New Passive - Series EV2 can now double jump and hover in the air afterwards. 
  • Note: The Bunny Hop Shard no longer works on Series EV2 due to this adjustment.
Anti Gravity Bots - Now home towards enemies exploding on contact.

Holographic Decoy - Replaces Death from Above. EV2 leaps backwards, leaving a decoy behind that taunts nearby enemies for a few seconds. As it expires, the decoy explodes and damages nearby enemies.

Aerial Mastery Shard - Reworked due to Death from Above being replaced. New Effect: Increases movement speed while flying by x. Dryad may now also equip this Shard.

Lavamancer

Secondary Attack - Dash now pierces through enemies.

Inflame/Harden - Has now been consolidated into a single ability, Inflamed. Inflamed reduces damage taken, taunts nearby enemies, and increases speed and damage for a period of time.

Tectonic Breaker (Shard) - Reworked due to above change. New effect: While inflamed, deal x% armor stat as earth damage and y% hero damage as fire damage every 3rd primary attack.

Charged Restoration (new Shard) - Charged secondary attacks restore x mana. Can only activate once per second.

Balance
  • Dryad Starfall now naturally pierces shields 
  • Reduced Ring of fire damage on hit from 60% to 30% and added Burring effect that scales off hero damage
  • Removed blockade requirements from Health/Power pylon
  • Piercing shot consumes all mana and damage also scales off % mana consumed
  • Increased piercing shot damage by 238%
  • Changed nimbus to a small AOE rather than single target
  • The following Shards have had their scaling changed from Defense Power to Defense Damage:
    • Explosive Surprise
    • Lateral Blast
    • Heavy Cannonball
    • Explosive Arrows
    • MegaRock
    • Glacier
    • Splody Harpoon
    • Oily Harpoon
    • Snakes on a Plane
    • Combined Power
Onslaught Mutators

BloodLust (New) - Enemies on receiving damage now move at +30% speed for 5 seconds.
Berserked (New) - Enemies now take +50% more Damage and deal +50% more damage.
Reckless (New) - Enemies now have +50% Movement Speed and +50% Damage taken.
Trollblood (New) - Enemies now heal for +2% of their max hp every second.
Speed Demons (New) - Enemies are 50% faster, but slow effects last longer on them.
Pain Aura (Removed) - Pain aura has been removed due to poor performance.

New Skins
We are adding 4 new skins that fit various desert aesthetics so that our players can defend Etheria in comfort and style while braving the conditions in Tornado Valley. We have also added Jade, Frost, and Galaxy Skins for the Mercenary and Countess that can be obtained in Defender packs.

Marauder Apprentice Skin - A magician of the sands.



Wind Guardian Lavamancer Skin - The Guardian of the Tornado Valley. 



Clockwork Squire Skin - Is he more man or more machine?



Scarab Lord Abyss Lord Skin - Something is a little buggy with this hero.



Bundles

Each of these thematic new skins can be accessed via the Emporium and purchased individually. For those of you looking to save a few gems, each skin can also be found in a bundle to help you balance fashion and efficiency!

Ancient Sands Bundle (1,400 Gems) - Scarab Lord and Wind Guardian Skins
Desert Conquerors Bundle (1,600 Gems) - Marauder Apprentice and Clockwork Squire Skins
Wind Guardian Bundle (2,300 Gems) - Lavamancer Hero and Wind Guardian Skin
Scarab Lord Bundle (2,300 Gems) - Abyss Lord and Scarab Lord Skin

Misc 
  • Player Shops - Player shops are back online! Which is very useful because you will need a TON of gold for...
  • The Golden Mask - The Golden Top Hat is now out of stock. But fret not Defenders with a taste for the finer things in life. We now are offering yet another solid gold cranial accessory in the Golden Mask! If you have more gold than you know what to do with, this mask is for you. As a bonus, the Golden Mask hides your tears that you are surely crying after paying that much gold.

Bug Fixes
  • Fixed Immolation having an incorrect proc chance.
  • Fixed Oil Catapult Defense health talent description.
  • Fixed an issue where the respawn popup would show up when swapping characters.
  • Fixed an issue where the star progress bar wouldn't show past 840 stars.
  • Fixed an issue with the base XP values for onslaught on Wild Westival.
  • Fixed an issue where you can’t buy Fight Me Not in the Chaos 3 Shard Shop.
  • Fixed an issue where the matchmaking input defaults were being filtered out by the profanity filter.
  • Fixed an issue where there wasn't a second billboard for double spawn on the Jacked Sparrow.
  • Fixed an issue where the Countess’ abilities weren't counting toward the weekly ability mission.
  • Fixed an issue where the High Seas region was showing the wrong crafting material drop and fixed the order for the Chaos 9 amp.
  • Fixed an issue where rerolling missions doesn't save the reroll.
  • Fixed an issue where the Reflect Beams went to default textures on retry from wave.
  • Fixed an issue where the Drakenlord’s Frost Shield would stay up even when ignited.
  • Fixed an issue where the Spectral Knights in the Spectral Assault Prime Incursion were not doing their proper damage.
  • Fixed an issue where the reforging system could delete items if you replaced the consumed item in the middle of server update.
  • Fixed an issue where the Mercenary hero was messed up leading to bad shadows.
  • Fixed an issue where the impact effect on the Adept's Arc Lightning wasn't showing its impact VFX.
  • Fixed an issue where the Shatterquake mod was causing heavier than intended CPU usage.
  • Fixed an issue where some projectiles wouldn't hit the Jester Boxes.
  • Fixed an issue where the Runed Slicer sword had the wrong icon.
  • Fixed an issue where piercing projectiles wouldn't spawn ground based impact effects.
  • Fixed an issue where the Mystic’s shooting VFX wasn't spawning in the correct location.
  • Fixed an issue where Nether archers bounce can miss its target.
  • Fixed an issue where the Jester Boxes that spawn do not trigger the shard Critical Restoration.
  • Fixed an issue where mouse inputs can press abilities on the ability bar while building.
  • Fixed some controller navigation issues with the Liferoot region on the world map.
  • Fixed an issue where a lot of skins weren't on sale from the cosmetics UI.
  • Fixed Maw of the Earth Drake not attacking slow-immune enemies.
  • Fixed an issue where the Magic Mortar Tower in the Create Hero UI was sideways.
  • Fixed an issue where the Fiery Fangs mod didn't correctly attune to Fire.
  • Fixed some controller navigation issues with the Liferoot region on the world map.
  • Fixed an issue where a few skins weren't on sale from the cosmetics UI.
  • Fixed Maw of the Earth Drake not attacking slow-immune enemies.
  • Fixed an issue where the Snaking Sands Tower did no damage to dummies.
  • Fixed an issue where un slowable enemies where not getting the movespeed debuff from the Phased Mutatro.

What's Next?
We’ll be keeping an eye on this patch as it goes out and making sure we squash any bugs that may appear. We’re currently plugging away at major updates to DDA, but fear not, as we’re also looking into our next major DD2 update and trying to add some big features that might take us some time to get up and running. There’s a whole lot we’ve got planned, so stay tuned!

Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games


Erannorth Chronicles - [ER] Raven
Hi folks,

This patch adds 100 new higher-tier existing equipment variants and updates the Unity engine to the latest version. The somewhat huge download size of 800MB is due to the Unity Engine update, as many resources had to be repacked or recompiled. Sorry for that, but it couldn't be avoided. Below, you can find the detailed patch notes.

Patch Notes - 29/06 # 1.040.0

New Content

Added 100+ higher tier variants of existing Equipment (mostly Accessories and a few Cloaks)

Bugfixes
  • The loyalty bonus on Valor attacks was incorrectly triggering while previewing the actions over an enemy (instead of only after it resolves).
  • Spending Farthings in events of the World Map, sometimes, wasn't visually updating the player's current wealth. I.e., after purchasing items in the Nomad Camp.
  • Fixed some typos.
  • Updated Unity to v2021.3.5 to fix some Unity-related issues.
Dead by Daylight - dance_BHVR

Important
  • Progress & save data information has been copied from the Live game to our PTB servers on June 20, 2022. 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.
  • To facilitate testing of the new progression system, PTB players will receive a large sum of Bloodpoints when logging in. Please note that these Bloodpoints are only for the test build, and as with all progress on the PTB, do not transfer to the live version of the game
Features
Gameplay
  • Generators take 90 seconds for a single survivor to repair (was 80 seconds)
  • Killers kicking a generator now immediately cause a 2.5% loss of progress in addition to starting regression
  • Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 25 seconds, and 45 seconds)
  • The following Killer actions have been sped up by 10%:
    • Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds)
    • Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds)
    • Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
  • Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds)
  • Survivors now have a modified version of Borrowed Time as a baseline ability, no perk required
    • Unhooked Survivors now get a 7% movement speed bonus and Endurance for 5 seconds
    • The speed bonus and Endurance effect are removed if the Survivor performs a Conspicuous Action
  • New Term - Conspicuous Actions
    • Includes: Repairing a Generator, healing yourself or others, cleansing or blessing a Totem, sabotaging a hook, unhooking a survivor, and opening an exit gate
    • Added a new section and description to the Game Manual
  • Endurance status effect is now cancelled by Conspicuous Actions
Killer Perks
Barbecue and Chili
  • Removed Bloodpoint bonus

Corrupt Intervention
  • Added: Corrupt Intervention deactivates when any Survivor enters the dying state
  • Note: The perk still deactivates after 2 minutes if no Survivor has entered the dying state

Coulrophobia
  • Added: Healing Skill Checks move 50% faster for Survivors under the effect of this perk

Dark Devotion
  • Now triggers when a Survivor loses a health state by any means (was just basic attacks)

Eruption
  • Increased Generator reduction when a Survivor enters the dying state to 10% (was 6%)
  • Increased duration of Incapacitated status effect to 15/20/25 seconds (was 12/14/16 seconds)

Hex: No One Escapes Death
  • Added: Once the Hex's effect is revealed to the Survivors, its Hex Totem's aura is shown to the Survivors at a range of 4 meters. This range increases steadily over the next 30 seconds to 24 meters

Hex: Ruin
  • Added: Once any Survivor is killed by any means, the Hex: Ruin Totem reverts to a Dull Totem

Jolt
  • Removed the cooldown

Knock Out
  • Added: Recovery speed is reduced by 25% for Survivors under the effect of this perk

Lethal Pursuer
  • Added: Any time a Survivor's aura is shown for a period of time, its duration is increased by 2 seconds
  • Note: The new effect applies to the duration of the normal Lethal Pursuer effect, which means it effectively reveals survivors for 9/10/11 seconds at the start of the match

Monstrous Shrine
  • Reworked - This perk is now Scourge Hook: Monstrous Shrine
  • Scourge Hooks grant 10/15/20% faster Entity progression if the Killer is not within 24 meters. Basement hooks count as Scourge Hooks

Overcharge
  • Added: After Overcharge is applied to a generator, its regression speed increases from 100% of normal to 400% of normal over the next 30 seconds

Pop Goes the Weasel
  • Changed regression to be 20% of current progress (was 25% of total)
  • Note: This is calculated after the new baseline regression when kicking a generator

Scourge Hook: Gift of Pain
  • Increased Healing and Repairing speed penalty to 10/13/16% (was 7/8/9%)

Scourge Hook: Pain Resonance
  • Removed scream effect on Survivors repairing the exploding generator, generator will spark to show regression

Thanatophobia
  • Increased individual penalties for repairing, sabotaging, and Totem cleansing to 4.5/5/5.5% (was 4/4.5/5%)
  • Increased maximum penalty to 18/20/22% (was 16/18/20%)

Tinkerer
  • Added: This effect can only be triggered once on each generator
Survivor Perks
Borrowed Time
  • Reworked to account for the baseline version of the effect
  • Survivors you unhook keep their Endurance status effect for an extra 6/8/10 seconds and their movement speed bonus for an extra 10 seconds

Botany Knowledge
  • Removed Med-Kit efficiency bonus
  • Increased healing speed bonus to 30/40/50% (was 11/22/33%)

Calm Spirit
  • Increased change to avoid alerting crows to 100% (was 80/90/100%)
  • Added: Allows you to open chests and cleanse/bless totems silently, but at 40/35/30% reduced speed

Dark Sense
  • Reworked: Each time a generator is completed, Dark Sense activates. While Dark Sense is active, the Killer entering a 24-meter radius around you reveals their aura for 5/7/10 seconds. Once the aura's duration expires, Dark Sense deactivates
  • Note: The effect triggers if the Killer is already within 24 meters when the perk is activated

Dead Hard
  • Removed the dash / dodge element of the perk
  • Activating Dead Hard now grants the Survivor Endurance for 1 second
  • An animation plays when activated so Killers can see when the perk is used without the Survivor being hit

Decisive Strike
  • Added: The perk and its effects are disabled if the exit gates are powered
  • The perk is now disabled when the Survivor performs a Conspicuous Action (Defined earlier in the patch notes under the Gameplay section)
  • Stun duration is now 3s down from 5s

Déjà Vu
  • Added: Gain a 5% repair speed bonus on the generators revealed by Déjà Vu

Distortion
  • Reduced the starting tokens to 3 (was 4)
  • Removed stipulation preventing the perk from activating when in a Killer Trap
  • Added: Regain a token for each 30 seconds spent inside the Killer's Terror Radius. Distortion may not have more than 3 tokens

Hope
  • Removed time limit

Iron Will
  • Reduced the grunts of pain volume reduction to 25/50/75% (was 50/75/100%)
  • Added: Does not function while Exhausted. Does not inflict Exhausted

Lightweight
  • Increased reduction of scratch mark duration to 3/4/5 seconds (was 1/2/3 seconds)
  • Added: Your scratch marks are spaced inconsistently

Lucky Break
  • Added: For each 1 second spent healing another Survivor, increase Lucky Break's duration by 1 second. Lucky Break's duration cannot increase beyond its starting value

No One Left Behind
  • Now triggers when the Exit Gates are powered (was triggered when an Exit Gate was opened)
  • Added: When unhooking a Survivor, they gain a 7%movement bonus for 10 seconds

Off the Record
  • Added: Gain the Endurance status effect

Overzealous
  • Increased repair speed buff to 6/7/8% (was 4/5/6%)
  • Added: This bonus is doubled if you cleanse an Hex totem

Pharmacy
  • Now guarantees an Emergency Med-Kit in every chest (was just the first chest opened), when injured

Saboteur
  • Scourge Hooks now have a yellow aura when a Survivor is being carried

Self-Care
  • Reduced the self heal speed to 25/30/35% (was 50%)
  • Removed Med-Kit efficiency bonus

Sole Survivor
  • Added: When you're the last Survivor alive, gain 75% action speed when repairing generators and 50% action speed while opening an exit gate or the Hatch

Spine Chill
  • Reworked: Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range

Tenacity
  • Added: Grunts of pain while in the dying state have their volume reduced by 75%

We're Gonna Live Forever
  • Reworked: When healing another Survivor in the dying state, your healing speed is increased by 100%. Additionally, performing any of the following actions activates this perk's secondary function: Perform a Safe Hook Rescue, Take a hit to protect a Survivor, Rescue a Survivor by stunning the Killer with a pallet, Rescue a Survivor by blinding the Killer with a Flashlight. When this perk's secondary function is active, healing another Survivor out of the dying state grants them Endurance for 6/8/10 seconds and deactivates the secondary function
Progression

The Progression and Prestige systems have been reworked
  • IMPORTANT: No existing perks, items, or cosmetics will be lost if they are already unlocked on a character, even if having them would contradict the rules of the new system
  • Prestiging no longer removes any items, add-ons, offerings, perks, or perk slots
  • Teachable Perks have been removed from the Bloodweb
  • Level 51 in the Bloodweb requires the character to Prestige, costing 50,000 Bloodpoints
  • Characters can now each be prestiged up to 100 times
  • Prestiging a character has the following rewards:
    • Prestige 1: The character's perks are immediately unlocked for use on all other Killers / Survivors at Tier 1
    • Prestige 2: The character's perks are immediately unlocked for use on all other Killers / Survivors at Tier 2
    • Prestige 3: The character's perks are immediately unlocked for use on all other Killers / Survivors at Tier 3
    • Prestige 4-6: Bloodied cosmetic items (when available for the specific character)
    • Prestige 7-9: Perk Charms for the character's perks
  • Existing players will have their characters granted prestige levels in the new system based on the following:
    • 1 level per existing Prestige level (maximum of 3)
    • If the character has 70 or more Perks unlocked (Counting each tier of a perk separately):
      • 1 level for 70-119 Perks
      • 2 levels for 120-169 Perks
      • 3 levels for 170-219 Perks
      • 4 levels for 220-269 Perks
      • 5 levels for 270-319 Perks
      • 6 levels for 320+ Perks
  • Existing unlocked Teachable Perks will immediately grant access to Tier 1 of that Perk on all characters if no other mechanic has already granted access to the Perk
  • Added unique Prestige Crest artwork for each prestige level
  • Added a Prestige legacy effect to the character portraits that can be toggled in the Settings menu
Shrine of Secrets
  • Teachable Perks have been removed from the Shrine of Secrets
  • Purchasing a Perk on the Shrine of Secrets now immediately unlocks that Perk on all Killers / Survivors at the displayed Tier level
    • Tier 1 - 2,000 Iridescent Shards
    • Tier 2 - 4,000 Iridescent Shards
    • Tier 3 - 6,000 Iridescent Shards
  • You must purchase Tier 1 before you can purchase Tier 2, and Tier 2 before Tier 3, unless you have already unlocked the Perk via the Prestige System
  • Having the perk already available via the Prestige System discounts the price:
    • Tier 1 via Prestige - 2,000 Iridescent Shards for Tier 2, 4,000 Iridescent Shards for Tier 3
    • Tier 2 via Prestige - 2,000 Iridescent Shards for Tier 3
  • The same Perk may be purchased multiple times on a single rotation of Shrine of Secrets
  • Purchasing a Perk that you already have at Tier 3 will convert the Iridescent Shards to 100,000 Bloodpoints
    • This can only be done once Shrine of Secrets rotation per Perk (maximum of 4 times on a single rotation, assuming you have all 4 Perks already at Tier 3)
Matchmaking Incentives
  • Matchmaking Incentives have been added to the game
    • Not available to players who have Cross-Play disabled
  • When the Survivor:Killer ratio in the active Matchmaking queue drifts too far from optimal (4:1), players will receive BP bonuses to enter the queue as the needed role
    • Note: Players can also expect queues with a large Incentive bonus to have faster queue times!
  • Matchmaking Incentives will appear on the Main menu and in the Lobby next to the Ready button
UI
  • Made UI layout changes to accommodate the new Prestige Crest on multiple screens
  • Character Info button has been moved to the side tabs in the Lobby UI
  • Replaced Character Swap buttons/prompts with a Previous/Next button in the Lobby UI footer
Optimization
  • Optimized the Doctor's performance
Dev Note: The Doctor currently has one of the largest impacts on performance for Killers. These performance optimizations should help improve that on all platforms

Bug Fixes
  • Fixed an issue that caused the Dredge's head to clip through the camera when teleporting to a locker
  • Fixed an issue that caused the Hillbilly to be able to use his momentum to reach inaccessible areas
  • Fixed an issue that caused the Artist's Scanning Crows not to reveal Killer Instinct on Survivors in the dying state
  • Fixed an issue that caused Lucky Break perk to activate during the camera pan at the start of the match when having the No Mither perk equipped
  • Fixed an issue that caused the extra fatigue duration from chain blinks to be unaffected by the Nurse's Catatonic Boy's Treasure add-on
  • Fixed an issue that caused the Built To Last perk to continue recharging the item when interrupted going into a locker
  • Fixed an issue that caused the aura reading effect from the Knock Out perk to apply to Survivors that are downed by other means than the Killers basic attack
  • Fixed an issue that caused the skill check wiggle UI to briefly appear after succeeding a Decisive Strike skill check
  • Fixed an issue that caused the Decisive Strike perk to remain active indefinitely if the Killer is stunned when the skill check need is in the success zone
  • Fixed an issue that caused the Invigorated status effect from the Clown's Afterpiece Antidote to last longer when exiting to gas cloud as it activates
  • Fixed an issue that caused the Legion's Feral Frenzy combo not to reset when blinding them mid lunge attack
  • Fixed an issue that caused the Wraith's "Shadow Dance" - White add-on to increase the locker opening speed while cloaked
  • Fixed an issue that could cause the healing progress bar to remain on screen after the healing action is completed when affected by the Hemorrhage status effect
  • Fixed an issue that caused only one Survivor to grunt when one or more Survivors stopping the healing action while affected by the Hemorrhage status effect when close by to each other
  • Fixed an issue that caused cleansing a totem while under the Broken status effect to still activate the Inner Healing perk when the broken status effect ends
  • Fixed an issue that caused the "Brand New Part" add-on to bypass the Survivors screaming when the Eruption and Scourge hook: Pain Resonance perks are triggered
  • Fixed an issue that caused Survivors to recover indefinitely with Soul Guard once affected by the Hex: Plaything or Hex: Pentimento perks
  • Fixed an issue that caused the Haste status effect icon to be missing when affected by Hex: Devour Hope
  • Fixed an issue that caused the Hex: Undying perk to reveal Survivor auras when they are near a Boon Totem
  • Fixed an issue that caused the Deathbound perk not to give progress to the Punch Drunk achievement (trophy for Sony platforms)
  • Fixed an issue that caused the Pig's Ambush Dash animation to freeze when hitting an asset
  • Fixed an issue that caused a missing animation when vaccinating another Survivor
  • Fixed an issue that caused a missing animation when Survivors open an exit gate while injured and contaminated by the Nemesis' T-Virus
  • Fixed an issue that caused the Nightmare's Dream Pallet placing animation to be missing
  • Fixed an issue that caused the Hag's trigger range add-ons (Bog Water, Bloodied Water, Bloodied Mud) to have no functionality
  • Fixed an issue that caused the Cannibal's Shop Lubricant add-on not to hide the auras of downed Survivors when using the chainsaw
  • Fixed an issue that caused the Nightmare's Pill Bottle add-on not to make him invisible to awake Survivors after dropping and picking up a Survivor
  • Fixed an issue that caused the Madness Tier II effect of the Doctor's "Calm" add-ons not to match the description
  • Fixed an issue that caused the Flashbang and Firecracker items to be unusable when running down stairs
  • Fixed an issue that caused the Streetwise perk to remain active in the area when the Survivor with it was Sacrificed, Killed or disconnected
  • Fixed an issue that caused the Adrenaline perk to give progress to the Generosity challenges
  • Fixed an issue that caused the Heroic Virtue challenge to gain progress when the Killer disconnects
  • Fixed an issue that caused the Kinship perk not to give clear feedback when the perk is activated
  • Fixed an issue that caused the Nemesis' Prestige outfit to have a hole in the hand
  • Fixed an issue that caused some audio in the Menus to be played twice
  • Fixed an issue that sometimes caused the Killer to not being able to pick up a Survivor who's downed in the basement stairs after using ''Dead Hard''
  • Fixed an issue that caused equipped charms to not appear for other survivors in a survivor lobby
  • Fixed an issue where the Hillbilly's chainsaw revving sound effect does not continue for the entire duration of the charge animation
  • Fixed an issue where the wrong audio cue would be called when selecting a Survivor from the Role Selection menu
  • Fixed an issue where the female Survivors voice over would not follow the character's mouth movement when being hooked
  • Fixed an issue where only one Survivor would grunt when two Survivors would stop healing closely at the same time while being affected by Hemorrhage
  • Fixed an issue where, in some rare instances, some Killer's Bloodweb generation sound would be stuck in an infinite loop
  • Fixed an issue where the Tenacity perk would only reduce grunts of pain after Survivors would move from their initial falling point
  • Fixed an issue where multiple instances of the same audio cues would play in menus
  • Fixed an issue where when a Killer would hit a wooden table, the incorrect surface sound would be played
  • Fixed an issue where the small pole Generators would fail to throw confetti and would not play the correct SFX once completed in specific maps
  • Fixed an issue where when changing from the Play As Killer menu to the Store, the Killer's sound effects would be missing
  • Audio optimization pass on Midwich Elementary School map to prevent audio cuts
Known Issues
  • Charms acquired with DLC purchases may not appear in the inventory
  • Add-ons can appear in the warning state with available base item
  • The Ghost Face's chase music has erroneously been reverted back to the old one
  • Hex: Devour Hope does not get revealed to Survivors when they are injured by the Nemesis' zombies
  • The Game map has been disabled due to a bug in the environment art
  • The Dredge's Toy Chest and Glittering Mass Outfits have been disabled due to bugs with the bodies
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