Heartless & Dreadful : Return by 72 Hours - Kirillian
Small things. Rather busy.
- General - Enemy behavior has been adjusted by a small bit. Keep in mind that there will not be any major rework to how the enemy behavior works, just minor tweaks. It's not Ninja Gaiden and it was never meant to be. - General - Mission preview icons has been added to the main menu, so it's easier to remember which mission is which. - Huntress - Sniper Rifle now pierces enemies. - Shamir - Arch Needles will no longer allow you to cheese the SSS rank easily. - Shamir - Microckets got a cooldown, it can't be spammed mid air no more. - Training/Practice - Added a portal to go back down in the boss selection area, just so you can exit back without going to the menu to reset your position or by going to fight a boss. - UI - "selected" button will no longer reset if you click any of the buttons, now it'll pick it correctly and only reset the button selection if you click anywhere else outside of a button. In more normal words, it'll just behave more like expected.
Enemy behavior changes include : - In addition, some attack ranges have been adjusted. - Some Ranged Enemies will move away from the player if the player is too close. They now try to keep their distance instead of standing in the herd of melee enemies. - Some enemies can now walk backwards to reduce the grouping up on the player.
If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail, or on the stinky Discord server. For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best. https://discord.gg/2ZyurUSbeE
This update addresses all notable issues related to context within both the fantasy and real-world areas of Koe (声). The vast majority of these took place in the school and we had the voice actors re-record new scripts for each scenario, and various smaller issues related to context or clarity were fixed during re-recording. Additionally, many voice clips were remastered from their source such that fewer voices sound too low or trail in/out at higher or lower volumes. In total, around 2600 clips have been updated.
The following bugs were also fixed: - [3D] Certain enemy models were falling back to legacy models, these are now all fixed (most notably the bomb, butterfly, akashita, rokurokubi and the "wind boss") - [Minigame] Scholar's game should no longer randomly lock you out of his house. - [Minigame] The player should no longer get stuck between two panels that are close to each other. - [Battle] The fourth midworld boss battles now all end correctly. - [Battle] It is no longer possible to accidentally trigger a random battle in certain cutscenes if the player is able to perform a scene break. - [World] School NPCs now advance correctly (such as the helpful hiragana student and the particle teacher student) - [World] Kaori now advances correctly, and will teach you additional moves with the correct payment. - [World] Speech bubbles render for world event scenes correctly in the broadway. - [World] The classroom NPCs will no longer show up when an event is taking place. - [World] Saito can now be interacted with correctly in the scenes where she is present. - [World] Dialogue triggers for events now show up correctly, eg the broadway trigger should no longer mention being late for school when you're out with friends/family. - [NPC] Nakano's subsequent interactions no longer go through the entire dialogue again. - [NPC] The grocery store owner's model was updated to address various facial and clothing issues. - [NPC] Multiple/duplicate characters should no longer be visible while at home. - [NPC] Various background NPC animation issues causes by multiple clips not blending correctly have been fixed, most notable the gliding female characters at school. - [UI] Pressing Q and E or rotating the joystick while the Menu is open should no longer move the overworld camera in certain situations. - [UI] You can now repeat the latest voice dialogue using a single button without opening the log. - [UI] The dialogue log was moved out of the main dialogue UI and functions separately which fixes double-input issues.
Additionally, various small placement issues with collision and NPC positions were addressed.
Thank you to everyone who reported (and continues to report) issues!
We are now using Unreal Engine 5.4 and some new experimental features!
This update includes the following improvements:
- New and Revamped Architecture Pieces: We entirely revamped the way we handle the Architecture pieces internally. Note that this feature is experimental, it has a cost on performance that has not yet been fully tested, and can look worse than the old version of the Architecture pieces in some cases. We also added a few new shapes, sizes and materials.
IMPORTANT: Due to the new method we use to render Architecture Pieces, Architecture Pieces from previous versions will not load.
- New Look for the Menus: The menus received their new and improved look, the new design is more readable, more useable and should feel smoother than the previous version.
- New Main Menu Background: The office has been replaced with a brand new environment that is nicer and uses in-game pieces only.
- Coaster Supports: You will now find Coaster Supports pieces in the Building Menu.
- Primitives: New Primitive shapes will now be found in the building menu, those pieces are all kinds of shape and have flat plastic, stucco, metal and chrome textures.
- "Rain" is now "Light Rain" in the Weather Menu.
- The current Weather will now be outlined in the Weather Menu.
- When requesting a weather change, a pulsing outline will show around the desired weather until that weather is reached.
- Reduced manual Weather transition time.
- Keys that use CTRL or the Mouse Wheel now display the use of the combo in the Controls Options.
- Added Key Bindings for resetting the view in the coaster POVs (K), adding (SPACE) and removing (X) nodes.
- Clicking on nothing or miss-clicking will not close menus, to close menus you will now have to press MMB or ESC.
- You can now fine tune coaster tangents using the scale gizmo.
- Centered the spline of the track to the center of the mesh instead of the center of the spine. You will have to trigger a refresh for the supports.
- Added a toggleable flashlight (G).
- Added a key to hide the User Interface (H).
- Added a button to go back to the coaster base from the node menu.
Global Changes:
- The "Shadow Method" option has been removed as the "Low Quality" method is not compatible with the new features we are using in this update.
- Two options were added to toggle high-quality architecture pieces on and off as well as their scalability level.
- Filters have been temporarily removed, but you can type object attributes (Size, Material) in the search bar.
Bug fixes:
- Saves should now be safe when we change save data for options and parks.
- Snapping Architecture pieces at corners (90°) will now work.
- The save and load menus now have a scroll bar.
- Saving in the tutorial map is no longer possible.
- Interacting in Fly Mode is no longer possible.
- Pressing ESC when in the Pause Menu will now resume the game.
- The terrain brush is now clamped between 100 and 5000.
- The train's center of mass is now in the correct position.
- Adding a node will not reset the previous node's rotation.
- Paths should now rotate properly.
- The grid size will apply properly.
- Moving multiple coaster nodes at once will regenerate the track on movement end.
- Doors and gates will stop glitching when being placed on an angle and opened.
Remaining Bugs & Known Issues:
- Architecture pieces look broken at the edges and corners, this is due to the workarounds we had to implement to use the new UE 5.4 experimental feature.
- Creating inversions is still broken.
- Performance of lighting and tracks is still bugged and will cause drastic frame rate drops.
- Blocks are bugged, creating coasters with multiple trains is not recommended.
- Undo & Redo is still heavily WIP and is mostly non-working.