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Dark Hours News

Patchnote #12 for Dark Hours (v0.5.13815)

[h2]Patchnote #12 for Dark Hours (v0.5.13815) - 13/11/2024[/h2]
[h3]Gameplay[/h3]
  • Trash Can Item Ejection: Adjusted the force direction when items are ejected from the trash cans to prevent items from getting lost behind walls or between the trash can and the walls.
  • Crouch and Shared Bag Interaction Fix: Resolved issues with crouch action when interacting with the shared bag. Now, players using toggle crouch will exit the shared bag in the correct stance, and players without toggle crouch will no longer experience unintended transitions.
  • Known Issues: A player body on the teambag can be difficult to revive

[h3]Monsters[/h3]
  • Blind Ghoul: Ensured that the Blind Ghoul snaps to the NavMesh if it starts moving from a non-NavMesh area, reducing issues with physics-related objects like chairs.
  • Monsters: Improvements of generic scripts of the monsters that could have disturbed their behaviours.
  • Known Issues: In rare cases the Banshee will not diseapear after killing a player.

[h3]Level Design (LD)[/h3]
  • Window and Wall Switch Generation Fix: Fixed an issue where windows could be generated behind wall switches, improving overall layout consistency.
  • Toilet Collider Adjustment: Modified toilet colliders to allow players to crawl between cabins and walls, preventing potential softlocks.

[h3]Interface[/h3]
  • Team Info Screen: Adjusted the layout of the team info screen for improved readability.
  • Spectator Screen: Added game objectives to the spectator screen.

[h3]General[/h3]
  • Lobby players fix: Fixed an issue where the lobby UI would not refresh when a player left or was kicked blocking a player slot.

Patchnote #11 for Dark Hours (v0.5.13750)

[h2]Patchnote #11 for Dark Hours (v0.5.13750) - 08/11/2024[/h2]
[h3]Gameplay[/h3]
  • Air Vent Detection: Enhanced other players detection at the entrance of air vents to prevent player from getting stuck climbing in it.

[h3]Monsters[/h3]
  • Statue Movement Fix: The statue is no longer blocked by the metal gate when moving after an initial break.

[h3]Level Design (LD)[/h3]
  • Exit and Director Door Lights: The exit door now has a green light, while the director's door is marked with a red light for clarity like in the demo.
  • Chair Interaction: Chairs near desks are now movable, with monster navigation no longer affected by their positioning.
  • PCG Hotfix: Fixed issues where walls, ceilings, or floors occasionally failed to be spawned by the PCG system.

[h3]General[/h3]
  • Replication Improvements: Ensured chair movements replicate properly across clients for synchronized gameplay.
  • Leg-Up Feedback: Removed incorrect text feedback displayed during leg-up interactions.

Patchnote #10 for Dark Hours (v0.5.13695)

[h2]Patchnote #10 for Dark Hours (v0.5.13695) - 07/11/2024[/h2]
[h3]Gameplay[/h3]
  • Non-interactable Fuse Fix: Fixed a bug that would disable the interaction with a fuse box by throwing objects on them, fixing the softlock where fuses were not grabbable if placed on this disabled fuse box.
  • Camera Cancel Condition: Exit the CCTV view upon catch, freeze, or push.

[h3]Level Design (LD)[/h3]
  • Control Room Asset Tweaks: Adjusted the reserved space for certain Control Room assets to improve player navigation or players blocking.
  • CCTV Spawn Fix: Fixed an issue where CCTV cameras could spawn through curtains, improving visualization of the room.
  • Art Exhibit Grid Navigation: Fixed the collider length of the grid in the art exhibit’s course, ensuring proper navigation for monsters.
  • Vault Grid Navigation: NavMesh is no longer blocked by the vault grid after its initial opening, improving accessibility for monsters.

[h3]Monsters[/h3]
  • Grid Synchronization: The monster’s action of opening the metal grid is now synchronized with the button press for consistency in the vault and exhibit rooms.

[h3]General[/h3]
  • Frost Feedback Update: Updated frost feedback with improved visual effects (VFX).
  • Ear Defender Pivot: Corrected hand positioning for the ear defender mesh.
  • Error Message Improvements: Added additional text details for error messages related to pending games to enhance troubleshooting.
  • Network Overload Prevention: Optimized a specific RPC linked to frame rate to reduce network overload.

Patchnote #9 for Dark Hours (v0.5.13616)

[h2]Patchnote #9 for Dark Hours (v0.5.13616) - 06/11/2024[/h2]
[h3]Gameplay[/h3]
  • Catch Immunity during Exit: Players can no longer be caught during the exit time between the exit door and the van.
  • Score Fix with Trash Cans: Items placed in the trash cans no longer affect the total score.

[h3]Monsters[/h3]
  • Monsters Catch Orientation: The monsters now rotates to face the players before catching them.
  • Monsters Phases Fix: Resolved an issue where monsters could not trigger the final phase of their behaviour if multiple phase requirements were met simultaneously.

[h3]Level Design (LD)[/h3]
  • Art Room Lateral Grids Fix: Resolved an issue in the art exhibit where monsters could walk through some lateral grids.
  • Mandatory Boudoir Bookcase: Ensured the bookcase is always present in the boudoir to prevent softlocks in solo play when running out of throwable objects.
  • Key Statue Object Spawns: Prevented objects from spawning on the same wall as the key statue in the art exhibit to avoid PCG generation issues and softlocks.
  • Boudoir Grille Button: Fixed the position of the large grille button in the boudoir that sometimes spawned too close, allowing unintended interaction from within the boudoir.

[h3]Interface[/h3]
  • Spectator Mode Tips Fix: Corrected UI button prompts in spectator mode to display LT/RT instead of LB/RB when using a gamepad.
  • Locker Item Management: Added the ability to return items labeled "pending transaction" to the locker. Once the locker is closed, items can no longer be added back.

[h3]General[/h3]
  • Voice Chat during Intro: Clients can now hear each others during the intro scene.
  • Customization Color Consistency: Fixed inconsistencies with other players' customization colors in multiplayer.

Patchnote #8 for Dark Hours (v0.5.13558)

[h2]Patchnote #8 for Dark Hours (v0.5.13558) - 05/11/2024[/h2]
[h3]Gameplay[/h3]
  • Simultaneous Help Climb Fix: Fixed an issue that allowed clients to assist climbing simultaneously.
  • Lost Ear Defender Fix: Resolved an issue where the ear defender would disappear when ejected from being pushed, now functioning properly even in air vents.

[h3]Level Design (LD)[/h3]
  • Storage Room: Fixed colliders that previously prevented grabbing objects from certain furniture in the storage room.
  • Item Spawners: Small lockers in the maintenance and electrical rooms now have item spawners.
  • Adrenaline Shot Position: Fixed the position of the adrenaline shot item in the van.

[h3]Monster[/h3]
  • Banshee Targeting Improvements: The Banshee now targets players more reliably, reducing bugs where it would stop moving if the player was hidden or frozen. General improvements to targeting behavior.
  • Banshee Creepy Song: Fixed an issue where the Banshee’s creepy song would play continuously.
  • Banshee Teleport: Adjusted the teleport cooldown for the Banshee, which was almost nonexistent starting from phase 2.
  • Frozen Fixes: Improved conditions for handling frozen status, including frozen in crouch and bug fixes for the Banshee while interacting with frozen targets.
  • Blind Ghoul Hearing: Resolved glass breaking and mirror shattering not being detected by the blind ghoul.

[h3]Interface[/h3]
  • Customization Fixes: Fixed issues with floating customization items.
  • Push-to-Talk Option in Settings: Added a push-to-talk option for voice chat in the settings.

[h3]General[/h3]
  • Push-to-Talk Setting: Added a push-to-talk option in the settings menu.
  • Drawers Climbing Exploit Fix: Players can no longer use drawers to create stairs to climb onto furniture.
  • Flashlight Position Adjustment: Adjusted flashlight positioning to fix occasional bugs in its orientation.
  • Fake Items Start Position: Fixed pivot location for “fake items” near the team bag.
  • Optimization: Optimization pass on Epic/Ultra settings to improve performance.