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I'm certain they changed it, but I remember that being the fastest way to identify a Wraith originally
Incorrect. It’s every ghost except wraith that generates them. They only remain for 5-10 seconds before disappearing (unlike fingerprints which remain indefinitely) and are only useful for tracking a ghost as it moves. You have to be nearby with UV when it first crosses the salt to notice them.
They do. It says it’s toxic to them. The post launch update #1 mentioned they no longer walk over salt when hunting, so I assume it’s useful to block pathing but since a wraith will walk through walls, it’s not guaranteed safety.
We didn't even suspect it was a wraith, but our 3rd man in the van watched motion detectors during the hunt and saw it leave the room and return 3 times, and all salt was disturbed after, but not before. Up until then, the wraith also didn't leave the basement, and after it was all over the house. I think we had trapped it until it got angry enough to break out.
It’s word for word from the patch notes. And according to the github delve of the code, they DO walk over salt when not hunting and it reduces their likelihood of entering a hunt and activity level... and they won’t path over salt during a hunt.
That being said, I only have my experience here, and not a first person account. Only evidence after the effect. There is that narrow possibility that it could have gone the other way.
Hm. Well there’s a section that mentions ghosts (all types) don’t interact with salt during a hunt, so if the salt looks stepped on, it wasn’t during a hunt.
All of these people are like "it must be you" and are refusing to acknowledge the blatant truth that this is an imperfect game (as all are) that was developed by one person. It's a great game but every game is bound to have bugs, especially those with literally a single dev.