Patch v1.25.13.2b (Beta channel)

Heartless & Dreadful : Return by 72 Hours · build 24065928 · published

On SteamNotes only · this build shipped before we watched the app

I'm feeling like "Title Screen - Billiard 2008".

As per usual, let me know if you have any feedback regarding the changes or if I broke something large by accident, ya can let me know by emailing me, posting a post on the forums, or joining the dead discord server.

Something something, to join to beta test it go to the game's properties settings and pick beta_unstable.

  • Added boost pad video tutorial in the game, when in tutorial, or first encountering the boost pads, you can now use a hint that explains how to use them. (These hint videos only appear when the game was not beaten, so you might not see them.)

  • Added missing translation data for the old mission layouts in the extras menu.

  • Adjusted enemy blob shadows so they don't clip through the ground/go invisible in some areas.

  • Boost pad speed can now stack a bit.

  • Boost pads now don't have weird collisions and better feel.

  • Boost pads now show it clearly that they can be used from either direction.

  • Corrected the refraction shader's view in the game compared to the editor, it was slightly off.

  • Jump pads are now a bit more consistent when they are placed off ground.

  • Minor improvements to pulley behavior. Now more consistent, feel nicer, and automatically fling you off.

  • Old missions in extras no longer store the score, and load you back into the Main Menu upon completion.

  • Shamir - Fixed the way Preservation was implemented into the base kit. Boost is now taking CT energy **IN COMBAT** as expected, and not outside of combat.

  • Shamir - Oops forgot to remove boost's activation cost after moving it into the base kit, now it works properly out of combat.

  • Training area no longer flickers when Shamir dodges. (Ambient Occulusion moment. Somehow.)

Mission 4

  • Removed the bike from the Mission. A lot of players found it to control poorly and preferred to use the boost/sprint instead. Now with the boost pads, you should still be able to get around quickly without resorting to using a poorly controlling vehicle.

  • Since vehicle is now outdated, I added boost pads into the mission instead.

  • Added a shortcut door at the end of the cave that leads back to the city's gates to remove the backtracking from the mission and make the gameplay flow a bit better.

  • Dead Trees now cast shadows, as they were supposed to.

Since Mission 4 doesn't get a major layout change, the older version of the Mission is not available in the Extras menu.

Mission 5

  • Minor fixes to correct issues from the previous beta.

  • A bit more boost pads. They're addictive.

  • Improved culling and visbility.

Mission 6

  • Improved culling and visbility. (Did you know you should probably disable the Occulusion settings of big interiors in order for it to not glitch out. Because I sure didnt while I messed with the culling for about 5 hours wondering why did my models keep disappearing even though they looked perfectly fine outside.)

  • Fixed Seth's incorrect shading post-fight. (I forgor a long time ago about this it seems, and no one noticed.)

  • Improved one specific dynamic light because it was causing the scene to have too many shadow casters negatively affecting performance.

  • Updated location previews in the dialogue scenes.

Mission 8

  • Right now nothing. But I am going to change the entire layout likely as the entire Mission could be greatly streamlined and shortened.

Known issues:

  • Guess the location previews for Mission 4 are still outdated. I'll get to it eventually fellas.

  • The level finish time score is still the same for mission 5 and 6, working on it.

  • CT orbs are obsolete for traversal, moving them around.

  • Boost pads visual effects (particles) are not rotating correctly right now.