Patch Notes Game Mode Rework

Hi everyone,

In 2020 we set out to improve and expand Deceit, and we’re now on track to release multiple huge updates over the course of next year. Today we’re excited to be releasing the biggest update in Deceit’s history so far!

For the last few months we've been working on refinements to the Deceit game mode. This has included community beta tests of three different game modes to help inform the best way forward. These changes have focussed primarily on accessibility and supporting our ongoing plans for new items and other content.

We have huge plans for 2021, with new items, terrors, abilities and maps. In order to add all of this new content we needed to make sure that the game can support it, without too steep of a learning curve, and without balancing issues. Today’s update doesn’t yet bring all of that new content, but it does a lot to refine what was already there.

After this big shift to the core experience, we are now in a position to release far more regular game updates. We'll be keeping a close eye on feedback, and we’re hugely excited for the coming months; there’s a lot more to come! For those of you wishing to discuss the game mode amongst each other & with the developers, please join our Discord.

Please read the patch notes if you want to know more details, or jump in-game to try it out now. This game mode will be replacing the existing one in all queue types. PS, we’ll leave the Christmas lights up ‘till January.

Intro Period

 * You now begin your journey standing around a table in a dark room.
 * One player is selected as Infected and is then given a brief period of time to select an Infected partner.
 * Once this is done both infected players can choose their Terror type.
 * Whilst this is happening, everyone is able to talk amongst each other.

Day Period

 * At the start of each area you’ll spawn scattered around the map.
 * After a brief period, players are assigned a crate. The first crate assigned is always close to you, subsequent ones will try to be selected across the map from you.
 * These crates provide items from that area’s available item spawn table. Currently you can collect Cameras, Torches and Traps in every area. The Tracker is available only in the first two areas, the Shotgun in the last two and the Inspection Kit on the final floor.
 * Some items are only available in limited quantities. Once all of those items have been taken, the crate will default to giving out Torches.
 * There is still the two-player objective in each area containing a powerful item, separate to the above spawn table.
 * Players can complete as many objectives as they'd like each day period.
 * Fuse Boxes, now repurposed, can be smashed to reduce the length of the day period. Doing this can be advantageous for either team depending on the situation.
 * Sprinting, shooting or jumping will highlight your position during this period to the Infected.
 * During this period everyone is able to talk amongst each other.

Night Period

 * Upon the night period starting, everyone is transformed into a shadowy ghost figure.
 * The Infected are able to transform into a Terror at any point during this period.
 * The Innocents need to collect power from the power points around the map.
 * Collecting power (along with sprinting, shooting and jumping) will reveal your location to the Infected.
 * Once you’ve reached 100% power, the game will automatically progress to the next area. In the final area reaching 100% power will reveal the Escape Door.
 * Only the Infected are able to talk during this period. Once the Escape Door is open on the final floor, everyone can talk again.

Voting Players Out

 * After downing a player during the Day Period you can opt to initiate a vote against that player.
 * Initiating a vote will pause the Day Period, taking everyone back to the original table to start the voting process.
 * Each player has a screen in front of them where they can cast their vote on who they want to be eliminated, or they can skip if they are undecided.
 * The vote initiator automatically votes against their target, whilst the target automatically skips.
 * The amount of votes required is based on the number of players in the game, and if that number is satisfied then the receiving player will be eliminated.

Combat

 * Humans can not damage other humans at night, only Terrors.
 * The Camera, Torch & Traps now all also deal damage to Terrors as well as slowing them.
 * Traps can now set other traps off, causing a chain reaction.
 * Terrors respawn on the spot if downed, so make sure to run away if they're attacking you.
 * If a Terror opts to transform out, they will be downed & respawned elsewhere.
 * Players can no longer revive each other.
 * Players no longer lose items or blood when they are downed.
 * Terrors can no longer have their executions cancelled.
 * Terrors are no longer stopped from executing, transforming out or using vents when affected by Light items.

Infected

 * Infected now have levels, starting at 1 and going to 5. You level up by collecting blood points.
 * Level 1: Swipe unlocked (LMB), letting you swipe players dealing 100 damage
 * Level 2: Ability unlocked (RMB)
 * Level 3: Execute unlocked (LMB), 150s cooldown
 * Level 4: Execute cooldown reduced to 60s
 * Level 5: Execute cooldown reduced to 1s
 * All blood & levels are shared between both Infected.
 * There are several ways to gain blood offering varying amounts of points:
 * Drinking blood bags (worth more each area)
 * Swiping down players at night
 * Mauling downed players reduces their respawn time & gives blood (scaling with level)
 * Executing a player
 * Your teammate being eliminated
 * Every second after the escape door is revealed
 * Infected will now only get outline visibility to the Innocent if they’re making noise (sprinting, jumping, shooting and in power points).
 * All of the Terrors have had their health increased.
 * The Yeti has been made slightly faster by default and had its ability adjusted. The ability no longer self-slows or provides damage immunity but will still cleanse any existing slows & stop new slows from being applied for 2 seconds.
 * The Vampire & Werewolf have had their speed slightly reduced.

Maps

 * All the maps have been adjusted to account for the new mechanics above.
 * The Asylum lighting has been reworked
 * Real-time global illumination
 * Implemented analytical area lights
 * Art pass on most rooms to improve visual quality
 * The Asylum middle floor cells mezzanine stairs removed
 * The Asylum top-floor has a new route that encircles the floor

Win Condition

 * You now win and lose as a team, even if you died during the game. As long as one Innocent escapes the Innocent win, otherwise the Infected win.
 * If you leave before a winner has been determined, that game will count as a loss for you, even if your team goes on to win.

General Adjustments

 * There is now a set of in-game Tutorial screens that can be viewed in the Main Menu. Players will be required to view these at least once before being able to queue up for a game.
 * You can now see which character each player is playing as in the loading screen.
 * We've added channeled interactions to the game. This is used for starting votes against players and destroying Fuse Boxes & Traps.
 * State is now shown on player nametags (e.g. Interacting, Reviving, Inspecting).
 * Players can no longer be antidoted (and as such the item has been removed), an execution that successfully goes through means a player is eliminated from the game.
 * You can now sprint & switch weapons at the same time.
 * If you have a full inventory, the game will try to replace your currently equipped item when picking up a new one. If you're holding a Pistol or Knife, it'll replace your last item.
 * The camera now charges up over a second after you use it, flashing once the charging has finished.
 * As the night period no longer has a timer it is possible to hit a timeout, if you hit it then the Infected will automatically win.
 * The rep counter now supports numbers higher than 100,000 on the main menu.
 * Perks have temporarily been disabled due to balancing concerns. We’ll be addressing this in a future update.
 * [FIXED] - The Main Menu will occasionally overlap with the Loading Screen when entering a game.
 * [FIXED] - The Main Menu UI sometimes isn’t visible upon first load.

See you in-game,

The Baseline Team