The Xenomorph
Power trajectory
Up = buffed, down = nerfedPatch history
- ≈🐛Bug fixTunnelfootstep VFX
Fixed missing Survivor footstep VFX when they are above the Xenomorph Tunnel.
Visual fix.
- ≈🐛Bug fixControl Stationaura visibility
Fixed a missing aura between the Control Station and Exit.
Visual fix.
- ▲🐛Bug fixTail Attackhit registrationFail→Success
Fixed an issue where the tail attack could not hit Survivors while they were placing a turret.
Fixed interaction with turret placement.
- ▲🎯BehaviorRemote Flame Turretplacement logic
Remote Flame Turret placement logic has been reviewed to allow for more flexibility during deployment.
behavior
- ▼📊NumericTail Attackmovement speed2→1.2 m/s
Movement speed after a missed or obstructed Tail Attack has been reduced, increasing the penalty for missing.
numeric
- ≈🐛Bug fixcrow visibility
Fixed an issue where The Xenomorph could see Idle Crows when exiting a tunnel.
bugfix
- ≈🐛Bug fixinvisibility
Fixed a bug that allowed The Xenomorph to remain invisible indefinitely during a trial.
bugfix
- ▲🐛Bug fixRemote Flame Turretdestruction
The Xenomorph can now correctly destroy turrets that are in the malfunctioned state.
bugfix
- ≈🐛Bug fixTail Attackmovement speed
Fixed an issue where regular movement speed was incorrectly maintained after downing a survivor with a Tail Attack.
bugfix
- ≈🐛Bug fixtunneling
Fixed rare issues where The Xenomorph could become stuck in tunnels or fall through the ground.
bugfix
- ≈🐛Bug fixTunnelanimation
Removed animation stutter when entering tunnels for smoother movement.
Fixed stutter
- ▼🎯BehaviorTail AttacktargetingAvailable→Unavailable
The Xenomorph can no longer use Tail Attack against Survivors escaping through the Exit Gate.
Exit gate restriction
- ≈🐛Bug fixTunnelvisibilityVisible→Hidden
Fixed an issue where the Xenomorph could see Generators, Lockers, and Survivors during tunnel transitions.
Fixed vision leak
- ≈🎨VisualCrawler ModevisualsMissing→Visible
Fixed a bug where the tail was missing while in Crawler Mode.
Fixed model