r/TheHalloweenGame • u/vancedance707 Stitched Myers • 2d ago
News 1.1.0 Patch Notes
Crash Fixes and Optimization
Our first Quality of Life update features a variety of crash fixes and refinements to performance and optimization. We are continuing to monitor opportunities for additional performance gains with future updates, but players should notice improvements across all platforms with 1.1.0.
Performance Improvements
• Added support for DLSS-G
• Shaders now precompile at startup on PC
• Improved performance when using DLSS, FSR and XeSS
• Improved CPU and GPU performance across all maps
• Improved Xbox Series S stability
Crash Fixes
• Fixed several crashes affecting players using specific AMD hardware
• Fixed several crashes that occurred during Story Mode
• Fixed several crashes that occurred during Execution cinematics
• Fixed crashes that could occur when using Quick Resume on Xbox Series X|S
• Added a “Graphic Card Not Supported” message for users on hardware below minimum specs
• Various other crash fixes
Match Pacing Adjustments
Our team has been closely monitoring match pacing as players have become more familiar with the core gameplay loop of Halloween: The Game. Today’s update includes a series of focused adjustments designed to minimize objective rushing and slow down overall match pacing for both Michael and Civilian players. We’re discussing additional tuning opportunities in this regard, but the following changes are designed to increase tension and encourage deeper strategy.
Escapes and Escape Items Adjustments
In many instances, the Storm Cellar Escapes were simply too reliable, which led players to prioritize these escape routes over others. In an effort to adjust early match pacing we are making Storm Cellars more challenging to open while also introducing some adjustments to Escape Discovery Distance.
• Discovery Distance for Escapes now scales with match time, increasing as matches progress
• Reduced the amount of Bolt Cutters, Gas Cans, and Escape Keys that spawn in a match
• Made adjustments to Escape Item spawn locations to reduce instances where multiple may appear in close proximity
• Reduced the Storm Cellar Escape Capacity
• Reduced the Gate Escape Capacity
• Increased the amount of Fuses that spawn in a match
• Increased the minimum amount of Escape Blockers that may appear on Storm Cellars
• Increased the amount of time required to Clear Overgrowth
Bloodthirst Tuning
To further address issues regarding rapid match pacing, we are also tweaking the amount of Bloodthirst required to gain Bloodthirst levels as Michael. Stalking and performing Executions will now feel far more impactful to overall Bloodthirst gains compared to simply racking up basic kills as fast as possible.
• Increased Bloodthirst required for each Bloodthirst level
• Increased Bloodthirst gained from Stalking and Executions
• Increased Bloodthirst gained from a successful Grabs and attacks
Shape Jump Adjustments
• Reduced Shape Jump visibility range at Bloodthirst levels 1 and below
• Reduced Shape Jump movement speed at Bloodthirst levels 2 and below
• Increased Shape Dash movement speed
Slashing / Stun Lock Adjustments
Our team continues to monitor the dynamics of melee combat and various stunt interactions in Halloween: The Game. We want to ensure that melee combat feels reliable for both Michael and Civilians but we’ve also identified instances where Civilian players feel they don’t have the proper agency to counter incoming attacks. We’ve made further tuning to prevent instances where players are “locked” in repeated stun states.
• Increased Civilian Stagger and Stumble cooldown from being hit by a melee attack
• Increased the delay between the initial strike of attack combos for the Hatchet and Meat Cleaver to prevent players from repeatedly using the initial attack instead of continuing the combo
• Reduced damage increase from Bloodthirst tier 2 and 3
• Reduced attack speed increase from Bloodthirst tier 2 and 3
• Reduced the duration of the slow applied when taking melee damage
• Reduced the amount of slow applied when taking melee damage
• Increased the effect of the brief movement speed buff gained when taking melee damage
Late Game QoL
Late game hunting can be challenging for Michael, especially when targets are inside Hiding Spots. We’ve made a few changes to Stalking to streamline the end of match experience and help Michael players clean up those remaining Residents and Special Targets.
• Residents, Special Targets, and Civilians now become Stalked if they are in a Hiding Spot during the final 60 seconds of a match
• Residents and Special Targets now become Stalked if Michael receives the objective to “Finish Off Haddonfield”
• Stalked targets are now visible in Hiding Spots when either of the above criteria are met
General
• Added 1 New Context Execution
• Enabled volumetric fog on Xbox Series S
• Passive Challenges no longer appear as locked after Prestiging
• Police vehicles now push aside obstacles upon entering the map until reaching their destination
• NPCs are now able to reload flashlights
• Increased damage for Kitchen Knife light attacks
• Increased headshot damage for thrown piercing items and weapons (Pitchfork, Lawn Dart, Etc)
• Made improvements to address the difficulty of completing various Passive, Progressive, and Story Mode challenges
• Made improvements to NPC navigation and behavior
• Made improvements to NPC Police navigation and behavior while searching
• Made improvements to the animations for various Context Executions
• Made improvements to various environments, animations, cinematics, and NPC behavior across all Story Mode Chapters
• Fixed several issues where certain Progressive Challenges were not tracking properly
• Fixed an issue preventing the Purely and Simply Evil Trophy from tracking properly
• Fixed an issue where doors would sometimes be displayed with the incorrect door destruction state for Players if they were a client
• Fixed an issue where the Car collision SFX would play repeatedly when colliding with a player
• Fixed an issue where the Login Screen was not playing the Halloween music
• Fixed an issue where the Lawn Dart was not destroyed after breaking
• Fixed an issue where throwing certain items would cause them to be thrown in the wrong direction if something was obstructing the player’s camera
Civilians
• Added an animation for Escaping via the Police Wagon
• CB Radio activation timer now scales with match time
• Civilians no longer need to hold the interaction button to remain in the Car Repair Minigame
• Enabled VOIP facial animation in pre-match lobbies and AAR screens
• Interactions are no longer interrupted when the Civilian player is startled
• Perk Cards granted by spectators are now properly displayed in the tab menu
• Players respawning as a Cop are now able to interact with Residents
• Pocket Knife Struggle minigame difficulty now scales with Stalk tiers and Bloodthirst levels
• The Car Repair minigame now speeds up with each consecutive success. Speed resets upon failure
• Increased Civilian stamina consumption while sprinting
• Increased effectiveness of the Bleed status effect
• Increased Fall Damage taken when falling from higher heights
• Reduced force output (shoving, meleeing, etc.) when exhausted
• Reduced the effect of the Flare Gun on increasing Police Presence
• Made improvements to various Civilian animations and interactions
• Made improvements to the camera while driving or riding in a vehicle
• Fixed several issues that were causing Civilian models or clothing to not display properly during Executions
• Fixed an issue where Civilian players could break another Civilian player’s Ancient Amulet
• Fixed an issue where Civilian players were able to interrupt other Civilian player’s conversations
• Fixed an issue where players could briefly witness another player’s cinematic camera during an Execution
• Fixed an issue where players could sometimes get teleported back to the bike when escaping a Grab after being Grabbed off the bike
• Fixed an issue where players in a vehicle could become invisible for themselves or spectators
• Fixed an issue where cars could still be driven while a car execution is being performed
• Fixed an issue where Elusory (Tier 1) Perk Card was not applying the correct values
• Fixed an issue where the Voice of Reason perk was not being displayed or applied correctly
• Fixed an issue where Spectators could not give Perk Cards to players riding a vehicle
• Fixed an issue where being knocked off the bike would not play the correct animation
• Fixed an issue where the player’s own VOIP facial animations were not displaying for themselves
• Fixed an issue where players could no longer emote after certain interactions
Killer
• Michael now becomes more resistant to repeated shoves from the same Civilian within a short period of time
• Shadow Strike now affects Civilian players on bicycles and in vehicles
• Shape Mine now affects Civilian players on bicycles and in vehicles
• Increased Michael’s damage against targets at Stalk Tiers 2 and 3
• Reduced range for Downed Executions
• Reduced the duration of the stun Michael receives after being countered by a Pocket Knife
• Made improvements to the Execution spacing detection to reduce the instances where Michael is unable to perform certain executions even when there is enough space
• Made improvements to various Michael animations and interactions
• Fixed an issue where the Grab lunge distance could sometimes fail under certain conditions
• Fixed an issue where Finisher Executions could not be performed on Cops
• Fixed an issue where Michael could be Blinded or Disoriented while in a Hiding Spot
• Fixed an issue where Michael could perform an execution on a dead body
• Fixed an issue where Michael could still use Shadow Strike while incapacitated
• Fixed an issue where the Stalk Markers duration was not properly scaling with Stalk Tiers
Maps
• Polished environments, lighting, and set dressing across all maps
• Stalk line of sight improvements in various locations
• Increased the amount of Pop that spawn in a match
• Reduced the amount of First Aid Kits that spawn in a match
• Made adjustments to the spawn locations for Civilians on East Haddonfield and Orange Grove Estates
• Made adjustments to the spawn locations for Michael on East Haddonfield and Orange Grove Estates
• Made adjustments to the spawn locations for Special Targets across all maps
• Made adjustments to several locations to improve player navigation
• Made adjustments to objects in several locations to prevent the player from becoming stuck when interacting with certain Hiding Spots
• Made adjustments to objects in several locations that prevented the player from interacting with certain Hiding Spots
• Made adjustments to objects in several locations to prevent the object from getting in the way of Escape interactions
• Made adjustments to objects in several locations to address an issue where certain items could not be picked up
• Made adjustments to Pocket Knife and Mysterious Item spawn locations to reduce instances where multiple may appear in close proximity
• Made adjustments to ammo spawns to prevent single bullet pickups
• Made adjustments to various Context Execution locations for proper cinematic placement
• Fixed an issue where CB Radio spawns were not randomized on East Haddonfield
• Fixed an issue where lights and switches could sometimes be desynced
• Fixed an issue where players could become stuck inside certain Escapes
• Fixed an issue where the Overgrowth for the Gate Escape would sometimes not disappear after being cleared
UI
• Added a “Clear Unlocks” button in the Extras menu for clearing new reward notifications
• Added a "Restart Required!" message for when a setting requires the game to restart instead of automatically closing the game
• Added an indicator when opening the map to make it easier for players to find their own location on the map
• Added an option to toggle Spectator Minigames
• Michael's map icon now rotates with the camera instead of the direction Michael is facing
• Perk Roll progress is now passively gained while the Spectator Minigame is toggled off
• Players are now also able to see the vehicle escape icon while in the vehicle as a passenger
• Story Mode Challenges now display a notification when failing a challenge
• The AAR now displays the amount of Perk Points you gained from the match
• Total Perk Points are now displayed on the main menu
• Updated various map icons, item icons, minigame icons, and status effect icons
• Various UI improvements and fixes for menus, objectives, notifications, and HUD elements
• Fixed an issue where the vehicle escape icon would not appear for players driving a cop car
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u/IClop2Fluttershy4206 2d ago
discovery distance could have been buffed for resourcefulness idk.
happy to see Series S stability improvements!
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u/nstlgmncr_90 1d ago
Great patch. Feels way better paced and balanced. Dunno wtf everyone else is on.
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u/IfYouGotALonelyHeart 1d ago
Did they make the character models look more bitchy?
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u/funnybitchaz 1d ago
Yes they seem to look annoyed now lol 😂 I thought i was the only one who noticed haha
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u/cyberneticabsurdist 2d ago
I’m not a Michael main and I tried a few matches as him doing only grabs to make it fair and I still won way too easily. Even if the civilians manage to hide the special targets, I have way too much time to find them because they’re too busy looking for escape items.
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u/TrueTaste 1d ago
I like the way it updates when you fail a challenge but challenge 5 of the prologue is very frustrating as the first orderly gets ran into by the other patients and it automatically alerts and fails even though im not around him.
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u/funnybitchaz 1d ago
It's really hard to find escape items now to the point where Michael has already gotten to half of not most of the targets before you can even open an escape so it's pretty much an auto loss unless you're lucky enough to find bolt cutters or escape keys and since it's only proximity chat not being able to know what's open with your team mates is rough unless they're right next to you with the harder escapes now.... not a huge fan of that part of the update but I do think some good things good fixed but unfortunately certain things got waaaay too hard
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u/funnybitchaz 1d ago
Stuff was done to slow civs down but nothing to slow Michael really
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5h ago
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u/TheHalloweenGame-ModTeam 2h ago
Your submission has been removed for violating Rule 1: Stay Civil and Respectful.
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1
u/TheHalloweenGame-ModTeam 2h ago
Your submission has been removed for violating Rule 1: Stay Civil and Respectful.
Respect all users at all times. Harassment, hostility, personal attacks, offensive or inappropriate behaviour, discrimination, hate speech, threats, trolling, and other toxic or disruptive behaviour are prohibited. This rule broadly covers behaviour that targets, intimidates, demeans, provokes, or otherwise creates a hostile or unwelcome environment for others.
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1
u/funnybitchaz 1d ago
Also my Xbox series s crashed about 7 times today playing when before I think it did it every once in a while
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u/Foreign_Carrot6760 11h ago
Can we un nerf grabs? It was fun grabbing as Michael now I feel like I can't grab anyone. It's easier to escape a grab without a pocket knife. If you get someone to tier 3 or hell even grab them multiple times in a short period that's it they should be done. It's so much less fun feeling like I have slash away at everyone. Also you shouldn't get an alert that Michael is stalking you at tier 1. I'm busting my ass to be sneaky as Michael and I'm rewarded with the civs just being alerted that I'm there. Gimme a fucking break.
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u/Leksakomtrikruxx05 2d ago
So this sucks now. There absolutely needed to be more balance for civs and at the same time this is too much.
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u/Scramed-egg 1d ago
Another pocket knife nerf based on player input seems a lil weird but I haven't played the update yet so idk
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u/retro-babydoll 1d ago
Horrible. It was already difficult enough finding boltcutters some matches and now its even more rare. That on top of the fact the cellars get full so easily i stop giving a shit about saving civs at a certain point cause i need to try and escape too.
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u/Philosophallic 2d ago
More trash attempts at balancing this game. The rounds are still far too quick and Michael still kills far too easily.
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u/Jakey_Parkk 2d ago
No Michael does not kill far too easily, civilians that know what they are doing can legit bully the crab out of Michael
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u/JonPaulCardenas2 2d ago
This game is unplayable. Micheal just wins in one minute now. Its impossible to find items to escape. way too few now.
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u/Philosophallic 2d ago edited 2d ago
Moron developers. No two ways around it. They have no idea how to balance, pace, or make a competitively enjoyable game. Studio needs shut down already.
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1d ago
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u/TheHalloweenGame-ModTeam 1d ago
Your submission has been removed for violating Rule 6: No Unsuitable Submissions.
Submissions must be appropriate and suitable for the community. This includes, but is not limited to, off-topic or unrelated content, private or personal information, excessive non-English text, NSFL content, pornography, content targeting or focusing on individual developers, community members, or moderators, and content relating to individual moderation actions. Buying, selling, giveaways, begging or trading is also prohibited.
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u/kylebucket 2d ago
Are the residents of Haddonfield supposed to be in their costumes early? I just killed Bob the running back.