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Have a Nice Death News

Minor Hotfix Patch

Hello New Recruits! We just released a minor hotfix addressing a bug you all had reported plus fxing some small issues with dialogues. Thank you for your continued support!

BUG FIXES

  • The curse “Fake It ‘Til Ya Make It” will now appear normally.
  • General dialogue fixes.

Steam Awards Game of the Year Nominations Now Live!

Thanks to all the support from the dedicated new trainees of Death Inc. This year's Steam Awards voting is live! Show Death he deserves a holiday!

Hotfix - 2023/05/15



QUALITY of DEATH IMPROVEMENTS
  • New entries in workerguide:
  • => The effects (get a curse to unlock),
  • => The Thing in the Fridge (use the fridge in breakroom to unlock)
  • Changed some entries in workerguide Tutorial for better understanding.
  • Most of the curses have a better and understandable description
  • Added icons to keywords
  • Added correct icons to effects
  • Tooltip on curses: when you choose a curse, a tooltip will display the value of your current statistics and the one you will have by taking the curse
  • Changed Patrice/PumpQuinn dialog about Prismium
  • Changed Patrice/PumpQuinn dialog (shorter) about GPE difficulty in lobby
  • Changed GPE difficulty workerguide unlocking condition: Talk to Patrice about that in lobby OR open the GPE menu
  • Changed food item lore description in Italic
  • The conditions to unlock worker guide entries (description 2 and 3) are now explained
  • Added etter feedbacks when selecting a contract with Jocelyn
  • Now weapons in training room could be sorted by rarity


BALANCING
  • Add a new modifier to the difficulty system to rebalance the change to Injuries done by enemies. At Crisis 4, enemy should now deal the same amount of injuries they did at launch
  • Now crisis give points when dying (Default = 15 points, Crisis X = 500) to encourage people playing in Crisis modes.


ENEMIES

Harakola
  • -> Changed the movement of the basic attack. Now, itl moves less during the first hit.

Will Hung
  • -> Add Feedback to strongest attack

Heisenberg
  • -> Changed Spinning Kick Movement Curve
  • -> Added visual feedback when launching attack

Waldo
  • -> Fix a collider during several attacks that hit further than intended

Catherine Imamura
  • -> Fix a collider during an attack that hit further than intended
  • -> Change color of attack feedback to make it more easily distinguishable

Final Boss
  • -> Cape and spell not removed against life phase 3 now
  • -> In phase 3, the boss starts with more HP 2000>2500
  • -> Starting Crisis XIII, the boss deletes Curses and weapons


WEAPONS

Parasol 1.0
  • -> Changed cancellation of ground combo attacks. Should be way more responsive

Void Rift
  • -> Changed the delay of the spell, making it hit earlier


CURSES
  • Added many new icon to curses Status on player
  • Added new curses to upgrade the effects:“Transfer”, “Counterparty”, Life Insurance”, “Inflation”.
  • Moved the curses “(Very) Irritable Boss Syndrome”, “(Really) Irritable Boss Syndrome”, “(Very, very) Irritable Boss Syndrome”, “Imposing Scythe”, “Noble Scythe” to Blue Tree
  • Moved the curses : “Polish”, “Sharpen”, “Hone” to green tree.
  • Buffed several Periodic Curses to make them trigger faster


BUG FIXED
  • Missing items in the Shop.
  • “Dig Your Own Grave” curse doesn’t work properly.
  • In the save selection menu, "Game Time" indicator does not increment.
  • With the red curse “No Brakes” activated: if the player gets hit while attacking with a weapon, the hit animation is played and the one for the attack is canceled BUT the player still finishes his movement.
  • In some Intriguing floors, teleportation doesn't work if damage taken during corner triggers.
  • If the player gets a second weapon with the same status than the one equipped, the second weapon will not trigger the status.
  • Every time the player starts the game, the loading time of reaching the first breakroom is much longer than normal.
  • An asset of a car in the Natural Disasters Department is clipping when the camera zooms in or zooms out. The issue is notable during the arenas.
  • The Control room transformation cannot be used.
  • The run timer does not take into account the last chunk where the player died (also happens if he wins the run).
  • A malus curse may appear bugged if the player has already too many of them.
  • The spell Wishtorm’sound doesn’t have good timing.
  • Rarely, a curse tree can be too long for the menu, because of the possibility to get multiple high rank curses.
  • The "bubble" dialogs allow the player to move around. If the player leaves the dialog area without completing it, the sound that is turned down at the beginning of the dialog is not turned up.
  • If the players use the fast-forward during the ending cinematic of Major Pliskhan, two issues appear:During the explosion screen, a white fadeout appears, then the same picture re-appears.The player can control Death during the cinematic.
  • No SFX when the player is healed in the Breakroom by the Easy mode modifier.
  • There is no SFX on the slam attack of Brad in difficulty mode Crisis XIII.
  • Death slips after a victory in an arena (overlapping animation problem).
  • In the Control room, when the player transforms the scythe “Sickles' ' to “War Sickles' ',it will use many Prismium if the player has more than one.
  • Some entries in the codex are missing when loading a save from an older version of the game.
  • The mini moskitos do not die when hitting the player if he gets damage at the same time, leading to the enemies staying stuck on the player.
  • The dive’s animation of crows is played too soon regarding the attack’s behavior.
  • When the player chooses a contract to Jocelyn then cancels it, the contracts are rerolled.
  • The timer doesn't stop when the player is choosing a level in the elevator.
  • Sickles damage buff on dash is only calculated once even on multiple stacks.
  • Some projectiles from Infuse status don’t appear.
  • Jabelin weapon breaks the player's controls when used to leave the training room.
  • Using the space bar doesn't fast forward the credits.
  • When the player is far enough from Camille Flage (Thanager) to let her walk for a long time, she may “slide” (the animation is frozen) to the player until being in attack’s range.
  • The Player is able to pass through some doors in the Natural Disasters Department.
  • Spells that track enemies sometimes lose their focus.
  • “Morthral Enemy”curse targeting issue during Mr. Gordon Grimes fight.
  • Enemy projectiles won't destroy and get stuck against colliders.
  • Can't rebind the left and down inputs in the options
  • Some quests that weren’t trigger are now accessible: The Rumor
  • First dialog of the quest about Pumpquinn’s school bag coming back after finishing the quest.
  • Some duo random dialogs have some missing speaker or wrong NPC spawned.
  • Some issues with the fridge UI in Breakroom
  • Health upgrades and weapons appear against Imamura if taking the boss elevator
  • Secret rooms map icons showing even when the room is not open
  • The same pickable lore item could be found in the same floor
  • Some images from the worker guide were too pixelized or blurred
  • Easier to reach the max number of the soul counter (acceleration of display speed)


KNOWN BUGS
  • Sometimes, the invocation of the Ulcermonner not appear. It leads to the arena staying locked, even the security does not trigger. The issue occurs more often when you hit the enemy with the kunai and the curse “Infuse: lightning strike” while he summons.


REMINDER
  • Some crashes may occur with Integrated graphics (GPU built into the processor), particularly Intel.


Hotfix - 2023/04/13



BALANCING


[h2]OVERALL[/h2]

Change Natural Disaster Department order to pair with the War Department
-> Unlocked once the player will beat Major Pliskhan
-> Rebalance the economy of the game since there is now one less full world

Rebalanced Injury/Permanent damages ratio did by regular enemies.
-> From 50 % to 20 % (10 damages = 5 injuries that could be healed => 8 injuries that can be healed)

Rebalance enemies’ drops to make them more occurring when player will kill more enemies

Easy mode
-> Increased the Heal after boss to 75 % of max HP
-> Added new modifier -25 % HP to Boss & Miniboss
-> Rebalanced the damage of Enemy

Permanent Upgrades
-> Increased the chances to find upgraded weapon

Espresso Koffee pure healing from 25 -> 30

Short Koffee injury healing from 10 -> 15

Distribig® 462
-> Change base Soulary reward from 15 to 15/25
-> Change big Soulary reward from 25/40 to 35/60
-> Swap Espresso Koffee instead of Short Koffee (WAY BETTER !)

Anima Fountain
-> Decreased price per increase from 20 to 15

Floor rewards
-> Changed possible reward in Anima Deposit (more animas !)
-> Changed possible reward in Curse-Reroll Department (player can now find Anti-Malus)
-> Changed possible reward in Intriguing Floor

Thanagers reward
-> Player can now will get either one golden anima or 2 blue anima

HP upgrade
-> Now, player heals by the same HP amount that it increases instead of staying on the same ratio
( 1 / 65 HP => 1 / 85 HP and now 1 / 65 HP => 21 /85 HP )

Shop
-> Added the Acetaminopain to possible item to buy

Added new feedback to enemy that can counter


[h2]ENEMIES[/h2]

Hara-Kola
-> Reduce the projectile spawning on death by 1

Imposter
-> HP from 300 to 225

Smoker
-> HP from 225 to 172

Stormy
-> HP from 120 to 100

Rockster
-> HP from 175 to 120

Magmaboy–X8
-> HP from 1200 to 800

Flambush
-> HP from 600 to 300

Sparky
-> HP from 120 to 70

Drowned
-> HP from 250 to 145

Tempestilent
-> HP from 250 to 175

Tempus
-> HP from 1500 to 1000

Pendulus
-> HP from 450 to 250

Kookoo
-> HP from 150 to 125
-> Change the curve of the projectile

Destinatus
-> HP from 425 to 380
-> Change feedback when attacking

Dustin
-> HP from 275 to 210


[h2]THANAGERS[/h2]

Omega Pump Quinn
-> Fix pumpkin bomb that could be attacked before being formed

Will Hung
-> Reduce damage of attacks
-> added some feedbacks that were missing

X4–H
-> Reduce damage of attacks

Richard John Barron
-> Added some feedbacks to attacks
-> reduce damage to 15

Camille Flage
-> Added some feedbacks to attacks

Horace Sinistrocirrus
-> HP from 7500 to 5500

The “Bridgets”
-> HP from 13500 to 9000


[h2]SORROWS[/h2]

Brad
-> Reduce damage to deal either 10 or 15 damage

Barnaby Proudfoot
-> Reduce damage to deal either 10 or 15 damage

Mr. Hector Krank
-> Reduce damage of some attacks from 30 to 25

Ms. Catherine Imamura
-> HP from 11000 to 9000
-> Reduce damage ( on par with the Major)

Time
-> HP from 20000 to 15000
-> reduce damage to deal 30 in Phase 1
-> reduce damage to deal 35 in Phase 2

Life
-> HP from 20000 to 17500
-> reduce damage by 5


[h2]WEAPONS[/h2]

Poisoned Gift
-> Buff default duration from 7 to 8 s

Rebalance the charge attacks
-> Increase the duration of the invincibility

Billhooks
-> Reduce the Upward attack timing

Shake Spear
-> Change rarity to uncommon
-> Buff modifier Ground damage from +15% to +25 % and +30% to +50%

Jabelin
-> Change modifier when upgrading it
-> Now raise damage of All common weapons

Daggust
-> Buff frenzy damage 5 to 30

Murray of Crows
-> reduce duration of the attack

Beasteel
-> reduce CD from 5 s to 3.5s
-> Buff damage from 75 to 100
-> added some air control to the jump

Boulderain
-> Change the contract to unlock it to make it a bit harder to unlock ( making Proudfoot appear a bit later)

Frostbreeze
-> Buff damage from 15 to 20


[h2]CURSES[/h2]

Buff MANY CURSES


BUG FIXED


When the “Stuck” status is applied on a flying enemy, this one can deal damage to the player without attacking
The spell “Focus” frenzy's buff is disabled after taking a hit and creates more issues
Status stacks multiple time when hit many time at once
Miscellaneous options are not saved in the splashscreen, except the language

A Note From Simon #6



Hello Everyone,

It was quite a long road! For those who haven't heard about it, we just released HAVE A NICE DEATH out of early access not too long ago. Everyone here at Magic Design Studios is very happy about finally being able to show you our game we have been working on for several years.

Thank you to everyone who has been with us for a long time. Your support was a great motivation to our team and your feedbacks were an integral part of what the game is now. To those who are just arriving, welcome. We hope everyone is having a great time with our game. :)

So now that the game is released, what is in the future for HAND?
To start, we are gonna release a big patch with a lot of improvement and fixes in the coming weeks. This will be our first post-launch update! But we're also working on another one that will come later. Some could even be considered big changes but the whole team has been listening to the various feedbacks toward the game (both internal and from you), and I want to maybe explain them in detail here.

One of the big change that we are have made is change to the Natural Disaster Department. Previously it served as the final world but with the addition of the new Department we now have runs that might a bit too long, so we are moving the world to be an alternate world to the War Department. But don't worry, of course we have adapted the difficulty of the world to be the same of the War Department. So now, except with the first Department and the last one, you will always have a sideworld to choose.

Secondly, we have decided to give more buffs to the Easy Mode. A lot of our players are not that experienced with difficult games but we want them to at least have a chance to finish the game if they want to. This means some new modifiers to it like Decreased Boss HP, Decrease Enemy damages and so on. It isn't that big but it might make a difference.

Thirdly, there are several new improvement for comprehension / UX. We have added some indicators to Jocelyn contract for instance, so that the player can at least how far along they are until completion.

Finally, a lot of balancing as usual! The various weapon buff / Curse buff but some bigger changes such as decreasing enemy permanent damage to the player in order to make blue Anima a bit more useful. We also have fixed some bugs that made some items not drop during Arena or Floor rewards, so runs should appear a bit more varied / lenient.

And to conclude, thank you everyone. I don't have a lot of word left to express what everyone at Magic Design is feeling. We are glad you were there and we hope you enjoy our game.

Simon
Lead Game Designer