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Sometimes, Guards teleport to previously ordered Generators with Dead Man's Switch active
SUMMARY OF THE ISSUE: This issue is quite complicated in nature, so the reproduction steps are intended to be quite detailed.
To summarize, if one is to activate the Perk Dead Man's Switch while playing as The Knight, and a Guard is ordered to do a Break action on a Generator while the Survivor is working on it - the Generator will be blocked by Dead Man's Switch like is expected. However, if Dead Man's Switch is activated in the future again and that SAME Guard is ordered to do a Patrol, their Patrol on occasion will begin at the location of that previously blocked Generator rather than where you designated it to begin.
PLATFORM: Steam (But occurs on all platforms)
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
- Play as The Knight and have the "Dead Man's Switch" Perk equipped.
- Hook a Survivor to activate Dead Man's Switch.
- Spawn a Guard (for this example, let's use "The Jailer") to a Generator a Survivor is actively working on and Order the Guard to damage the Generator. The Survivor will be kicked off of the Generator causing Dead Man's Switch to activate.
- Wait for the effect of Dead Man's Switch to end.
- Hook a Survivor again to activate Dead Man's Switch a second time.
- Order the SAME Guard (so, as we said above, we'll use "The Jailer" in this case) to a Patrol (NOT a break action). In many cases, the Guard will spawn at the original Generator that was blocked in Step 3 rather than follow the designated Patrol Path.
VIDEO:
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Comments
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This bug has been fixed as of this last patch.
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