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You can climb on furtniture by co-op healing in the main building of new Ormond
Platform: irrelevant to the case Steps to reproduce: be a 2nd person to join the healing process (so when you press M1, you model gets slightly repositioned to a presumably appropriate spot far enough from the other healer, as it always does). If you do it near a table (see below), the game puts you over it instead of not…
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Ashley's muppet cosmetic breaks flashlight aim
Platform: PC Frequencey of occurance: whenever Ashley Slashey is equipped Description: with cosmetic in question equipped, FL aim is 15-20 degrees off. The remaining items from this set do not affect it, removing ashley slashey turns things back to normal. I'm not aware of any similar ongoing glitches with other characters…
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Flicking textures allowing to see through
Some of the objects are flicking depending on the angle/distance you look at them from. For some cases it allows you to see totems that shouldn't be visible from your POV. An example from Autohaven/Wrecker's yard below. Here's a wild Nea doing a dull totem in a generic TL spot. Notice that the totem is fully covered by a…
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Huntress' Lullaby sometimes not audiable as survivor
Platform: PC Frequency: very rare Only affects one survivor (bug on my side rather than server's or killer's), lasts for the whole match. Apparently doesn't depend on map/realm. TR works as supposed (as well as all the other sounds).
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Approximate rate of return of cakes, bloody parties and event flashlights
Tested on a "sample" of 2,5 mln BPs: •1 cake for every 75k BPs spent •1 Bloody Party for every 500k BP spent (insufficient sample size) •1 event FL for every 120k BP spent
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Error 111 after every bloodweb level up since event start
Any way to overcome it?
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Any ways to reduce laggs on the new map?
It looks great, but I have consistent 10-15 fps on lowest settings (normally I get 50-80), and freeze for 3-4 seconds upon trying to use M2 as killer. Neither of the reworked maps were even close to that, and as of now I'm a bit desperate because I don't see a way to sort it out (other than bringing map offerings all the…
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What's the point of a small nod (upwards) right before a long range blink on nurse
Title
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Help with headset 3D sound configuration for better precision
Hello, I got a minor issue with sounds that started to annoy me ever since I began playing spirit. Basically, if a survivor is within 5m range, I hear the direction he's at precisely, but can't figure out the distance - be it right at my face or 5m in front me, sound cues are exactly the same. I figured out that it might…
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How to cancel charged blink on nurse?
...and is it considered an exploit? Edit: due to a lot of missunderstandings, here comes the clip by @edgarpoop showing what I'm asking about
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Looking for in-depth guides/educational content for several killers
Namely: PH, hag, spirit, nurse. I'd like to find some niche content made by players who are closer to the skill ceiling of these killers than dowsey/otz/ohtofu and other mainstream stuff YT suggests me. Kind of like Pyrus's shred surfing guide for demo, but more general. Thanks.
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Bloodweb perk appearance pattern since today
PC, only tested for survivors. I am not entirely sure whether it's a bug or a feature, but: Right now getting any level 1 perk leads to level 2 of this perk appearing in the next bloodweb 100% of times. These pattern does not extrapolate to lvl3 though, and does not affect a 2nd/3rd/4th perk per each bloodweb. Ignoring…
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Post-game tab bald claudette
Platform: PC The glitch appears to be inconsistent: it doesn't happen every time.
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You can climb the hill from its back on new autohaven maps
It is not too easy as you get stuck in the middle sometimes, but it is consistently doable. See screenshots below:
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Spirit phasing sound is sometimes not audiable outside of TR
PC (likely not platform related, though) Happens randomly to different players, on average 2-3 times per match against this killer (it works properly more often than not, but when it glitches, it becomes rather annoying).
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Sound glitches are back
They are inconsistent - I didn't notice any pattern that can trigger them. A list of glitches, mostly similar to previous patches' sound bugs: -(sometimes) IW3 working as IW1 -(rarely) dying survivors not making any sound -(rarely) injured survivor not making any sound, including breathing (footsteps are audiable, though)…
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Climbable rock on new Ormond
Can't really add much here; looks similar to Yamaoka ones, just larger. Could be a feature but I find it rather unlikely.
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Victor's visual model disappearing when he stands still on an elevated terrain
Platform/map are likely not relevant to the issue. When standing still for 1-2s as Victor on any terrain with height equal to 2nd floor or above, his visual model (from survivor's perspective) falls through to the first floor, where it then remains - see example 1. If there's solid obstacle below, visual model just…
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Premature loading of 1 or 2 players resulting in match abortion
Platform:PC Playing in an SWF of 4 people, 3 times over the course of last week 1 or 2 players loaded before all the others (killer included), and the trial started for them with no significant anomalies rather than all the other players not moving. In about 7-10 seconds the ones who loaded get DC'd with "Disconnection…
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Endless 4.6 m/s Feral Frenzy caused by nearly-timed legion tech mistake
Legion bug, platform/map are not relevant to it. Caused by a slightly misstimed legion tech (fraction of a second too late to vault), it makes you transition into an endless frenzy state. Secondary hits on targets already affected by deep wound do not cancel it. You can't destroy pallets but move at a 4.6 m/s. Camera POV…
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Double pallet spawn on Badham
Can't really elaborate this further, it's just a generic tile with both pallet spawns filled simultaneously.
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What's the exact maths behind map generation algorithm?
Hello, First of all, I'm not entirely sure in which forum category this question fits better, forgive me if I chose the wrong section. I'd like to know what the exact algorithms behind object placement and players' spawns during map generations are. Besides my personal experience, I've only found very basic information and…
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Guide for tractor tech?
KYF lobby didn't help, I'm still randomly failing it and don't even understand why.
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Rock formation blocking one of the shack walls for the killer on Yamaoka
Map generation bug. The rock spawned nearby shack's front wall. The gap between the rock and the wall is wide enough for survivors not to collide and go through, but killer can't shortcut there and has to go around it. With old transparent shack it would have created an infinite or atleast something very close to it; I…
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A list of rather unique bugs occurred within one match on Blood Lodge
First of all, I got absolutely no idea how to reproduce this, so I see it as some stand-alone map generation issue leading to multiple bugs in one trial. -The match started with the killer skyrocketing 40-50m upwards from their spawn point for a couple of seconds so I saw them from across the map but wasn't quick enough to…
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Invisible texture on one of the Backwater Swamp tiles
Platform: any Steps to reproduce: play on backwater swamp maps Invisible hitbox appears on the outside of one of the tiles right below some roots (presumably added recently, and my guess is that they are the root - sorry for this awful pun - of this issue; although I am not entirely sure). You get stuck walking…
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Survivor POV adjustment bug when repairing a generator on the rear spot
Platform: PC, although it's likely applicable to any platform Description: When looking back while repairing a gen from its rear side as a survivor, the camera angle doesn't adjust properly to the new gen's graphic model, and the middle of surv's FOV gets blocked by a gen texture (see screen below).
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Merged: "The procedure entry point createDXGIFactory2 could not be located" preventing game launch
This discussion has been merged.
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Ways to reduce delay and laggs frequency in KYF lobby?
Despite all the five people having relatively decent internet connection and living close to each other, we suffer from a much higher player-to-player delay than on dedicated servers in public games. We tried to change lobby host, but it didn't help. What (if anything) can be done to make it better?