Full notes
Full Heartless & Dreadful : Return by 72 Hours update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Compatibility
- Gameplay
- Balance
- Performance
- Store
Heartless & Dreadful : Return by 72 Hours changes
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Since vehicle is now outdated, I added boost pads into the mission instead.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.
Source
Changelog.gg summarizes and formats this update. How we read updates.
