Dying Gives a Sanity Drop now! - Phasmophobia Patch Notes v0.26.4.1

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When a player dies all other players lose sanity! However the sanity average is now only based on all alive players. I think this is a perfectly sensible way to do this! So it's nice! Besides that we have a couple nice fixes for Phasmophobia but nothing major. Hope you feel informed :D Much love and see you during the streams!

The #phasmophobia patch notes for v0.26.4.1:
Fixes
1. Fixed a bug where the Ouija board would sometimes not spawn for everyone.
2. Asylum: Fixed a bug where the reception middle left and right light switches were in the wrong positions.
3. Potential fix for the Wraith having footstep evidence.
4. Prison: Fixed a bug where the main hallway lights wouldn't flash during a hunt.
5. Potential fix for the main door sometimes not closing.
6. School & Asylum: Fixed a bug where the closing sound didn't work on the wide wooden doors.
7. Edgefield: Fixed a spot where the ghost could see you and kill you through the main stairs.
8. Fixed a bug where the power icon wasn't always shown on the map.
Changes
1. Dead players will no longer count towards the average sanity. Instead alive players will now lose 15 sanity each time a player dies.
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Can’t wait for its full release. This game’s potential is so great.

glared
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when a team member dies but your sanity doesn't go down: maybe i am a monster

Saki
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You were one of the reasons I started streaming man, just hit 100 follows and going to keep going no matter what:) Thanks for the inspiration and the good content xoxo LONG LIVE the daily Phas updates!!

charlington
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Game is just getting better and better

edgarodrigo
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Game needs adding more interactions by the ghosts and also add some fingerprints on objects that he threw or just touched, fingerprints on breaker and much more. But anyway, games started to being much interesting and much difficult to play. I like it.

Bunnyskinlover
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The game needs more ghost sounds + effects ( eg: different white noise depending on the map, ghost whisper and jump scares, etc..)

TheAcadianGuy
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I wonder if DK will ever change the fact that sometimes when the radio says a ghost is young, it’s actually old? Also a good change would be to add young footsteps cos I don’t exactly remember children having footsteps heavy enough for large stomping

Shadow
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I'd love if they would make it so you don't know if someone dies, if you'd die, the hunt would end, but there would be no sound of you dying and in the van it would show the sanity you died with(it wouldn't count into the average team sanity of course)

hutrew
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2:34 Dude, your cam is mirrored, do you have any idea how confusing that is? OmegaLUL

PoRRasturvaT
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They should add different deaths screens like jumpscares that would be epic

ezium
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I would love to see if it was a female ghost, them walking down the halls depending on player distance, and humming while it walks away from you. Or just appearing in halls facing away from you. Would be amazing for the Asylum atmosphere

joshuaflynn
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Can confirm the Ouija board change is a bug fix for multiplayer. it was a weird one. I had it twice. The board wasn't visible for me: until someone else picked it up, put it somewhere else, then used it. Then it would appear for me in the original location. We would then have two Ouija boards. One original which the rest of the team could see and use (they couldn't see or use the new one that would appear for me), and one I could see and use (but i still couldn't see or use the original).

Cinjrak
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Think it should be, you lose 15 sanity each time you see the corpse of another player. As is, you could just take a sanity pill and be back to normal. Makes sense that you'd be freaked out each time you see a dead body. This could even be combined with other ghost effects, happening at the time, to affect how much it drops.

Or vise versa, it could be limited to say 3 drops per body as you would get used to the body being there.

idredrici
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Bro I take more sanity dmg irl when someone dies cause ether I’m scared shitless or face palming hard cause he didn’t run

thecarnivore
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Imagine them changing when people die you loose more sanity each difficulty and if 1 person dies you loose 15 and then another dies you loose double and yeah that how it should be for

HeechePlays
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I like that you are reading the patch updates now <3

PeterPan-xgdh
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@insym have you noticed how the wide doors on asylum change width when open and closed? They look more narrow when open. A friend and I noticed it a few days back - still not sure if we're losing our minds...

bitmasked
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Let me add to the number of people who didn't know that WHAT?! I always thought dead players sanity were out of the calculation!! :o

youareemailingcamilleatgma
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I love the Asylum light fixes. I just turn on the middle switch on each group of 3 now and that gives the best startup lighting for the ground floor. Gives 5 more to play with elsewhere.

Plufx
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I think the ghosts need to sometimes be harder to find its room. Finding the ghost room is easy but it be way better if the ghost had stall like wandering areas to throw you off really badly. Like it spends an insane amount time in a particular room or area but that's not even the ghosts favorite room and not so much stomps all the time but more rare but still active with touching stuff if there's anything, and the scaling for this will be based on sanity. Ghost can be anywhere at 100 to 80 sanity, below that it starts to wander a huge amount and every where it wanders it'll leave evidence of its presence like opened doors etc but will always wander towards it's room but you still have a difficult time. At 65 it wanders significantly closer to its room more often and at 50 its in its room most of the time but has the wondering behavior of this current patch as we know it which is a little random but not by alot. Also sometimes the ghost mechanics can be exactly as it is now, so you can never assume what mechanic you're up against. Stomp stomp in a small house makes finding the ghosts room way too easy. Of course this idea will make big maps so hard but this idea could be like Master Difficulty and not professional and the above new ghost mechanic could vary alot depending on RNG kinda like how the bone location and ghost type and behavior is randomly chosen but another factor besides sanity determining the wandering behavior can also be the lights on and off playing a huge role. So lights on will kinda be preferred to keep the ghost out of areas for awhile but the ghost can still trip breakers and potentially just shut lights off in the room next door possible(just a thought) Breaker off frees the ghost back to insane wandering potential if your sanity is between 100 and 80. So basically figuring out the ghost room is hard at high sanity and it's location being somewhat hard while breaker is off regardless of sanity but high sanity the wandering is slower. The thermo will be affected by room lights being on and off as well the breaker.

MrDerekRobinson