8.1.0 | Tomb Raider
Author: Peanits,
published 4 months ago,
[img]https://clan.cloudflare.steamstatic.com/images//11814497/4313ff49f0a9ff312a306427495f72be48e75fc3.jpg[/img]
[h2]Content[/h2]
[h3]New Survivor: Lara Croft[/h3]
[b]New perk: Finesse[/b]
[list]
[*] This perk activates while you are healthy. Your fast vaults are 20% faster.
[*] This perk goes on cool-down for 40/35/30 seconds after performing a fast vault.
[/list]
[b]New Perk: Hardened[/b]
[list]
[*] This perk activates after you complete all of the following: unlock a chest; cleanse or bless a totem.
[*] For the rest of the trial, anytime you would scream, reveal the Killer's aura for 3/4/5 seconds instead.
[/list]
[b]New Perk: Specialist[/b]
[list]
[*] Each time you open or rummage through a chest, gain 1 token, up to 6/6/6. When you hit a great skill check on a generator, consume all tokens. Then for each token consumed, reduce the maximum required generator progress by 2/3/4.
[/list]
[h3]Killer Perk Updates[/h3]
Darkness Revealed:
[list]
[*] Increased the duration of the aura reveal to 6/7/8 seconds. (was 3/4/5 seconds)
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I'm All Ears:
[list]
[*] Decreased the cooldown to 60/45/30 seconds. (was 60/50/40 seconds)
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Trail of Torment:
[list]
[*] Decreased the cooldown to 60/45/30 seconds. (was 80/70/60 seconds)
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Oppression:
[list]
[*] Decreased the cooldown to 60/50/40 seconds. (was 120/100/80 seconds)
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Dragon's Grip:
[list]
[*] Decreased the cooldown to 60/50/40 seconds. (was 120/100/80 seconds)
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Machine Learning:
[list]
[*] Increased the Undetectable and Haste duration to 40/50/60 seconds. (was 20/25/30 seconds)
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[h3]Survivor Perk Updates[/h3]
Autodidact:
[list]
[*] Decreased the initial progress penalty to 15%. (was 25%)
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Empathic Connection:
[list]
[*] Increased the speed at which you heal others to 30% faster. (was 10%)
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Iron Will:
[list]
[*] Increased the grunts of pain reduction to 80/90/100%. (was 25/50/75%)
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Resurgence:
[list]
[*] Increased the healing progress gained to 50/60/70%. (was 40/45/50%)
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Solidarity:
[list]
[*] Increased the heal conversion rate to 50/60/70%. (was 40/45/50%)
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Babysitter:
[list]
[*] Increased the Haste bonus to 10%. (was 7%)
[*] Increased the duration to 20/25/30 seconds. (was 4/6/8 seconds)
[/list]
[h3]Killer Updates[/h3]
[b]The Knight - Basekit[/b]
[list]
[*] Added the ability to cycle between guards using the Secondary Ability button.
[*] Decrease the camera push distance when entering path creation mode to 80 cm. (was 160 cm)
[*] The Knight must create a patrol path of at least 10 meters before being able to spawn a Guard. It's possible to cancel early by using the Secondary Ability button.
[*] Adjusted the Guards' detection to reduce the likelihood of being detected through walls.
[*] While The Knight is within 8 meters of a Guard that is actively hunting, the hunt timer will deplete at 3x the normal speed.
[*] While drawing a patrol path, its length applies a modifier on the base total hunt time:
1-15 meters: 1x
16-25 meters: 1.25x
26+ meters: 1.5x
[*] While drawing a patrol path, its length applies a modifier on the base banner spawn time:
1-15 meters: 1x
16-25 meters: 1.5x
26+ meters: 2x
[*] Decreased The Carnifex's hunt duration to 12 seconds. (was 24 seconds)
[*] Increased The Jailer's hunt duration to 24 seconds. (was 12 seconds)
[*] Decreased the time it takes for each Guard to perform the Order action:
Carnifex: 1.8 seconds (was 2 seconds)
Assassin: 5 seconds (was 6 seconds)
Jailer: 5 seconds (was 6 seconds)
[*] Increased each Guard's detection range:
Carnifex: 10 meters (was 8 meters)
Assassin: 10 meters (was 8 meters)
Jailer: 16 meters (was 14 meters)
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[b]The Knight - Addons[/b]
Map of the Realm:
[list]
[*] Increases the Guard's detection range by 2 meters. (was 4 meters)
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Pillaged Mead:
[list]
[*] Decreases the Break or Damage action of Guards by 10%. (was 15%)
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Battleaxe Head:
[list]
[*] Decreases the cooldown after calling upon The Carnifex by 20%. (Rework)
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Treated Blade:
[list]
[*] Decreases the cooldown after calling upon The Assassin by 20%. (Rework)
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Cold Steel Manacles:
[list]
[*] Decreases the cooldown after calling upon The Jailer by 20%. (Rework)
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Sharpened Mount (was Chain Mail Fragment):
[list]
[*] Increases the time it takes for the Standard to spawn by 15%. (Rework)
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Grim Iron Mask:
[list]
[*] When a Guard detects a Survivor during a Patrol, the Survivor suffers from the Blindness Status Effect for the next 75 seconds. (was 60 seconds)
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Broken Hilt:
[list]
[*] Guards inflict the Haemorrhage and Mangled Status Effects when damaging a Survivor. (was only Mangled)
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Ironworker's Tongs:
[list]
[*] If a Guard fails to damage a Survivor during a Hunt, the Survivor suffers from the Oblivious Status Effect for 60 seconds. (was 20 seconds)
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Town Watch's Torch:
[list]
[*] While a Guard is actively Hunting a Survivor, gain the Undetectable Status Effect. (Rework)
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Blacksmith's Hammer:
[list]
[*] Guards inflict the Broken Status Effect for 60 seconds when damaging a Survivor. (Rework)
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Flint and Steel:
[list]
[*] After summoning The Carnifex, the auras of all Survivors within 24 meters of any unbroken dropped Pallets are revealed for 8 seconds. (was 5 seconds)
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Healing Poultice:
[list]
[*] After summoning The Assassin, all Survivors within 8 meters of The Assassin's spawn location have their auras revealed for 8 seconds. (Rework)
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Jailer's Chimes (was Lightweight Greaves):
[list]
[*] After summoning The Jailer, Survivors that cross The Jailer's Patrol Path have their auras revealed for 8 seconds. (Rework)
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Knight's Contract:
[list]
[*] After giving an Order, the Guard will remain for an extra 8 seconds, triggering a Hunt should they detect a Survivor. (Rework)
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Iridescent Company Banner:
[list]
[*] Drawing a Patrol Path through Windows blocks them for all Survivors for 25 seconds after summoning a Guard. (was 15 seconds)
[*] The Exit Gates are blocked by the Entity Spikes for the Hunted Survivor.
[*] All Windows vaulted by the Hunted Survivor are blocked for all Survivors for the remained of the Hunt.
[/list]
[h3]The Singularity[/h3]
[list]
[*] When tagging a Survivor from a Pod (and Slipstream is not completed), the Tagging progress goes down gradually over 0.5 sec (was instant)
[*] Tag depletion starts after 0.25 seconds after Slipstream has been accumulated (but not completed) (was 0.3 seconds)
[*] When destroying a pod while controlling it, hold down M1-Attack Button for 1.25 sec to destroy it (new)
[*] New Killer Instinct Effect for 3.0 sec. on Survivors receiving Slipstream from another Slipstreamed Survivor or from a Bio-Pod
[*] Added Aim Assist effect when aiming at a Slipstreamed Survivor
[*] Decreased Tagging cooldown for Pods after Slipstreaming a Survivor to 3.0 sec (was 3.5 - allows less downtime after shooting a Survivor)
[*] Decreased distance that Survivor can see Supply Crate aura when not Slipstreamed to 28M (was 32)
[*] Added Hindered Icon to show the slow down when Survivors charge the EMP tool
[*] Killer Wake Up time after controlling a Pod decreased to 0.5 seconds (was 1.0).
[*] Killer Wake Up time near a Hooked survivor decreased to 1.5 seconds (was 5) to account for the anti-camp feature.
[*] Decreased World Detection of the aiming radius to reduce collisions and interference for shots.
[*] Overclock Duration no longer scales based on the number of Slipstreamed Survivors. Base value has been increased to 5.7 seconds (was 4.7)
[*] Increased readability of the Survivor-in-range indicator - Highlight is On = can be tagged / Highlight is Off = cannot be tagged
[*] After exiting a Pod, the aura of the last used Pod is displayed in yellow for 10.0 seconds (was 5)
[*] Soma Family Photo Addon +3% Haste effect for the duration of the Overclock is now base kit.
[*] UltraSonic Sensor Addon sound effect is now base kit. Killer can hear sounds through a controlled Biopod after 0.20 seconds by default.
[*] Made valid location target placement easier (increased placement timing from 0.1 seconds to 0.2 seconds)
[*] After using an EMP, Survivors are invincible to Slipstream for 1.0 second (was 2.0)
[*] EMP Range effect has been increased from 8M to 10M.
[*] EMPs stop printing when reaching 97%. Survivors now need to complete the last 3% manually. Supply Crate auras are shown in yellow when maximum progress has been reached.
[*] No longer forced to pick up EMPs after opening Supply Cases
[*] Perks: Blast Mine and Head-on now both apply the Overheat effect when affected by a stun during Overclock.
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[h3]The Good Guy[/h3]
[list]
[*] Hidey-Ho Mode cooldown now starts at the end of a Slice & Dice.
[*] Hidey-Ho Mode cooldown reduced to 10 seconds (was 12 seconds)
[/list]
[h3]Map Updates[/h3]
[list]
[*] Added 2 new Map variations to the Mount Ormond Resort
[*] Added 1 new Map variation to the Family Residence from the Yamaoka's Estate Realm
[*] Added 1 new Map variation to the Sanctum of Wrath from the Yamaoka's Estate Realm
[*] Gameplay pass on the Forgotten Ruins map to add pallets on at the ground level
[*] Added variations to the maze tiles in the pool of tiles for the Coldwind Farm Realm
[*] Added lockers in the existing maze tiles in the Coldwind Farm Realm
[*] Updated the placement of the Exit Gates
[*] Updated new maze tile safety from the feedback collected during the PTB
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[h3]Events & Archives[/h3]
[list]
[*] Tome 20 - Mystic level 1 opens July 16 at 11:00:00 Eastern
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[h2]Features[/h2]
[h3]Hook Respawn[/h3]
[list]
[*] Hooks broken by a Sacrifice will now respawn after 60 seconds.
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[h3]UX - Knight Guard's Chase[/h3]
[list]
[*] Added a visual feedback when you have successfully distracted a guard by passing near a Window or downed Pallet.
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[h3]UX - Lobby Update[/h3]
[list]
[*] Cosmetics and Character selection are merged into a single section. As in the store, players can use subtabs to navigate between options, including Characters' bio pages.
[*] Perks widget is added to the Lobby, available when looking at the Characters Menu, allowing players to view Perks and Powers while selecting Characters.
[*] Filter option allows for players to show locked cosmetics if they want to do so.
[*] As long as players are not waiting for a match to start, they can unlock Characters and Cosmetics directly on the Lobby.
[*] Now Moris can be previewed in the Lobby.
[*] Merged certain functionalities of the Killer and Survivor lobbies to make it easier to maintain in the future.
[*] Following PTB feedback, we've adjusted the Cosmetics and Character selection back to 4 columns for a smoother browsing & selection (note that these changes will not be present on Switch but will be coming in a Hotfix).
[/list]
[h3]UX - Singularity's Podding and Controlling[/h3]
[list]
[*] Biopod & Killer reticule was updated to better communicate states:
Green state: Idle, Firing Biopod, Slipstreaming Survivor
Purple state: Teleport to Survivor
Grey state: On cooldown
Red state: Destroying Biopod, Disabled Biopod
[*] Biopods will now indicate to Survivors when they are about to be reactivated
[/list]
[h2]Bug Fixes[/h2]
[h3]Audio[/h3]
[list]
[*] The Voice-Over of the Lich is now correctly playing in the Mori Preview.
[*] Fixed an issue that caused The Knight's guards audio to remain audible after being despawned during a Hunt.
[*] The Knight's Hunt audio cue is now triggered correctly when using the addon "Knight's Contract"
[*] The Legion's (Susie) "Backstabber" outfit now match the correct voice.
[/list]
[h3]Bots[/h3]
[list]
[*] The Trapper Bot in the Survive with Friends Tutorial now correctly looks at the target it is chasing.
[*] The Trapper Bot in the Survive with Friends Tutorial should be better at not stepping into his own traps.
[*] Prevented multiple Bots in the same Trial to accidentally spawn with the same digits at the end of the name.
[/list]
[h3]Characters[/h3]
[b]The Knight[/b]
[list]
[*] Fixed an issue that allowed The Knight to spawn a Guard while another was already spawned.
[*] Fixed an issue that caused survivors to not play their downed animation while using Bardic Inspiration.
[*] Fixed an issue that causes the camera to see into The Knight's leg when vaulting with the 'Menacing Knight' outfit."
[*] Fixed an issue that causes The Huntress's 'Were-Elk' outfit arms to bend weirdly when throwing an axe while looking down."
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[h3]Environment/Maps[/h3]
[list]
[*] Fixed an issue Mother's Dwelling where players would get stuck in the ground
[*] Fixed an issue in Greenville Square where the singularity could place pogs on part of the stairs of the Theater
[*] Fixed an issue where a survivor spawner was misplaced
[*] Fixed an issue with Projectiles going through metal sheets of the Shack in Autohaven Wreckers
[*] Fixed an issue in the map Torment Creek where the killer could not navigate and be blocked in a chase
[*] Fixed an issue in Midwich Elementary School where the traps would get hidden under rubbles
[*] Fixed an issue in stairs of Midwich Elementary School where players would get stuck
[*] Fixed an issue of floating pallets in the corn fields
[*] Fixed an issue with stair in Midwich Elementary School where the players could not navigate smoothly near the Exit Door
[*] Fixed an issue in Rotten Fields causing unnecessary network corrections
[/list]
[h3]Perks[/h3]
[list]
[*] The Illusion created using the Mirrored Illusion perk now despawns when the killer walks through it.
[*] The Decisive Strike stun now always has the correct duration.
[/list]
[h3]UI[/h3]
[list]
[*] Fixed an issue where some perks' descriptions have an improper number format
[*] Fixed an issue where the account name is displayed in the main menu when turning on or off the "Hide your name" setting
[*] Fixed an issue where the Auric cell packs purchase screen can be accessible when starting the final countdown.
[/list]
[h3]Misc[/h3]
[list]
[*] Fixed an issue that could soft-lock loading into a Trial due to a player's loadout bringing an invalid Item.
[/list]
[h2]Public Test Build (PTB) Adjustments[/h2]
[b]New Perk: Hardened[/b]
[list]
[*] Clarified the description of the perk with bullet points to help avoid confusion.
[/list]
[b]New Perk: Specialist[/b]
[list]
[*] Increased maximum tokens from 3/3/3 to 6/6/6.
[/list]
[b]New Perk: Finesse[/b]
[list]
[*] Added a custom animation when vaulting pallets.
[/list]
[b]Bug Fixes - Lara Croft[/b]
[list]
[*] Lara Croft correctly receives Bloodied outfit when going through Prestige 4-5-6.
[*] The Hardened now correctly triggers from several abilities and perks such as The Doctor’s power, the Nurse’s Anxious Grasp Add-On, and the Make Your Choice and Hex: Face the Darkness Perks.
[*] Generators now complete if the progress granted by the Specialist Perk brings them to full charge.
[/list]
[h3]Disconnect Bots Changes[/h3]
In PTB, we have enabled Disconnect Bots during loading. This is now once again disabled. Disconnect Bots continue to work as always in Live, only appearing when a Survivor disconnects after the game has started.
[h3]Killer Updates[/h3]
[b]The Knight - Basekit[/b]
[list]
[*] While drawing a patrol path, its length applies a modifier on the base banner spawn time:
1-15 meters: 1x
16-25 meters: 1.5x
26+ meters: 2x
[*] Different Guards now share the same cooldown.
[/list]
[b]Bug Fixes - The Knight[/b]
[list]
[*] The Guard distraction effect on vault points now plays correctly when used several times on the same vault point.
[*] Survivors standing on the Banner when it spawns now correctly ends the Hunt.
[/list]
[b]The Singularity - Basekit[/b]
[list]
[*] Removed autoaim while taking control of a Biopod
[*] Reverted the time to Slipstream a Survivor from a Biopod back to 0.6 seconds (was 0.8 seconds on the PTB)
[*] Tagging from a pod or from the weapon now play different sound effects.
[/list]
[b]Bug Fixes - The Singularity[/b]
[list]
[*] Placing Biopods on surfaces like trees is now easier.
[*] The body and the collision of the Singularity now correctly appear at the same place for survivors after teleporting.
[*] Teleporting to a survivor no longer takes longer to complete than previously.
[/list]
[h3]Bug Fixes[/h3]
[b]Bots[/b]
[list]
[*] Disconnect Bots correctly interact with the Anonymous Mode setting.
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[b]Misc[/b]
[list]
[*] Fixed issues arising from leaving another player's Custom Game lobby.
[*] Fixed several server-side crashes.
[*] Survivor animations are now correctly playing when performing various interactions.
[*] The anti-camp system now correctly fills up when the Killer is standing on top of the Basement.
[/list]
[h2]Known Issues[/h2]
The Hag and The Unknown's model appears floating after previewing the Mori a second time.
One of the new Ormond Map variations will be disabled until the next Hotfix.