New save structure

Posts 1–15 of 19 · Page 1 of 2
New save structure
Found out how to dump saves once again, so today I am sharing the new structure of the save. This lets us know what information the developers can see when they check over our saves. Note that all information that could be used to identify me has been edited out.

Code:
{
    "playerUId": "DEADBEEF",
    "selectedCamperIndex": 0,
    "selectedSlasherIndex": 268435456,
    "firstTimePlaying": false,
    "consecutiveMatchStreak": 0,
    "hasBeenGivenKillerTutorialEndReward": true,
    "hasBeenGivenSurvivorTutorialEndReward": true,
    "currentSeasonTicks": 0123456789,
    "lastConnectedCharacterIndex": 268435456,
    "disconnectPenaltyTime": "0001-01-01T00:00:00.000Z",
    "lastMatchEndTime": "0001-01-01T00:00:00.000Z",
    "lastMatchStartTime": "0001-01-01T00:00:00.000Z",
    "lastKillerMatchEndTime": "0001-01-01T00:00:00.000Z",
    "lastSurvivorMatchEndTime": "0001-01-01T00:00:00.000Z",
    "experience": 1000000,
    "fearTokensMigrated": true,
    "ongoingGameTime": "0001-01-01T00:00:00.000Z",
    "cumulativeMatches": 0,
    "pageVisited": [ {
        "key": "CharacterMenuContextComponent",
        "value": true
    } ],
    "cumulativeMatchesAsSurvivor": 0,
    "cumulativeMatchesAsKiller": 0,
    "lastMatchTimestamp": "0001.01.01-00.00.00",
    "lastSessionTimestamp": "0001.01.01-00.00.00",
    "cumulativeSessions": 0,
    "cumulativePlaytime": "0123456789",
    "characterData": [ {
        "key": 0,
        "data": {
            "bloodwebLevel": 1,
            "bloodWebData": {
            },
            "characterLoadoutData": {
                "item": "_EMPTY_",
                "camperPerks": [ "_EMPTY_", "_LOCKED_", "_LOCKED_", "_LOCKED_" ],
                "camperFavor": "_EMPTY_",
                "power": "None",
                "powerAddOns": [ "_EMPTY_", "_EMPTY_" ],
                "slasherFavor": "_EMPTY_"
            },
            "inventory": [ {
                "i": "Bond,1"
            }, {
                "i": "Prove_Thyself,1"
            }, {
                "i": "leader,1"
            } ],
            "currentCustomization": [ "D_Head01", "D_Torso01", "D_Legs01" ]
        }
    }, {
        "key": 268435456,
        "data": {
            "bloodwebLevel": 1,
            "timesConfronted": 0,
            "bloodWebData": {
                "versionNumber": 4,
                "level": 1
            },
            "characterLoadoutData": {
                "item": "_EMPTY_",
                "camperFavor": "_EMPTY_",
                "power": "Item_Slasher_Beartrap",
                "powerAddOns": [ "_EMPTY_", "_EMPTY_" ],
                "slasherPerks": [ "_EMPTY_", "_LOCKED_", "_LOCKED_", "_LOCKED_" ],
                "slasherFavor": "_EMPTY_"
            },
            "inventory": [ {
                "i": "Agitation,1"
            }, {
                "i": "Brutal_Strength,1"
            }, {
                "i": "Unnerving_Presence,1"
            } ],
            "currentCustomization": [ "S01_Head01", "S01_Body01", "S01_Weapon01" ]
        }
    } ],
    "dailyRituals": {
        "lastRitualReceivedDate": "0001-01-01T00:00:00.000Z",
        "lastRitualPopupDate": "0001-01-01T00:00:00.000Z",
        "lastRitualDismissedDate": "0001-01-01T00:00:00.000Z",
        "rituals": [
        ]
    },
    "lastLoadout": {
        "item": "_EMPTY_",
        "camperFavor": "_EMPTY_",
        "power": "_EMPTY_",
        "powerAddOns": [ "_EMPTY_", "_EMPTY_" ],
        "slasherFavor": "_EMPTY_"
    },
    "versionNumber": 7
}
I only included Dwight and Trapper in this just as an example, however in a real save all the characters (even ones you don't own) are present.
Nice one, not sure if they can see modified BP based on cumulative matches tho.
Quote Originally Posted by Extrapolated View Post
Nice one, not sure if they can see modified BP based on cumulative matches tho.
They can't but they do keep multiple copies of these saves. Some simple comparisons on their end are not too difficult.
Quote Originally Posted by xoreaxeax View Post
They can't but they do keep multiple copies of these saves. Some simple comparisons on their end are not too difficult.
Do we have any idea how many copies they keep or how long they keep them for? I imagine they get rid of them or overwrite them at some point.
Quote Originally Posted by hroq View Post
Do we have any idea how many copies they keep or how long they keep them for? I imagine they get rid of them or overwrite them at some point.
Hard to tell since it's all done in backend
Can you use Fiddler to temporary modify your bp or any other currency just tu progress in the bloodweb a couple of levels?? Or it will be detected?
Quote Originally Posted by federama View Post
Can you use Fiddler to temporary modify your bp or any other currency just tu progress in the bloodweb a couple of levels?? Or it will be detected?
Off topic, and Fiddler is supposedly detected anyway
Quote Originally Posted by xoreaxeax View Post
Off topic, and Fiddler is supposedly detected anyway
Can confirm, got banned while only using Fiddler after 1 week.
Quote Originally Posted by idontlikedbd View Post
Sounds good, doesnt work
No idea what you're trying to say here lol
Can they see when u unlocked the teachable perks?
Quote Originally Posted by Florian2419 View Post
Can they see when u unlocked the teachable perks?
Well yes and no. When you buy something from the shrine, it writes the perk to your save (which isn't timestamped) and also adds it to your inventory (timestamped). Inventory and save are two separate things, however the inventory is completely server sided and is very difficult to manipulate. However, that's not all. While this is the normal behaviour of the shrine, if you use something like Fiddler to manipulate it it writes the perk to your save but won't update your inventory, as there is server sided validation happening here. While this may sound ideal initially, you have to keep in mind that the devs can compare the teachables in your save (it's not hard to tell if you bought from shrine or unlocked it from bloodweb especially if you don't own the character) with your inventory. If you have teachables that came out after patch 2.0.0 in your save that don't exist in your inventory then that's a detection vector for the devs to use.
Really helpful info, good job xoreax!
please tell me please save loaded to the user via api or on sockets through the client? if just through api as configs, is it possible to see an example of a request with headers?
Posts 1–15 of 19 · Page 1 of 2

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