1. Heartless & Dreadful : Return By 72 Hours
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Heartless & Dreadful : Return By 72 Hours News

Patch v1.127 (Main)

give me your liver.

- Malice's projectiles can now be parried/reflected.
- Malice's attacks have been de-randomized, instead he attacks in a pattern.
- Malicereceived additional attacks, will now switch between grounded and flying state. Basically, the projectile spam has been reduced a lot and it's better to fight overall as now you get to use your normal grounded moves a lot more often.
- Fixed an issue where the Sinner mode was set incorrectly in a cutscene.
- Sinner gauge no longer "unlocks" for characters that is not Shamir.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.126 (Main)

Look at me ma, I work on two things at the same time.

- Added a missing effect to boss Seth's lunge move.
- Adjusted Dominika's battle theme a bit. Yeah it's kind of why I didn't put the new tracks into the soundtrack just yet.
- Adjusted it so that one memory fragment in the final fight spawns properly in the air.
- Adjusted the last boss fight music to be less ear grating.
- A certain spoiler boss now teleports in preset positions instead of random positions. That prevents him from teleporting behind the invisible wall in Tower Of Blood.
- Bosses with player-esque movement tag no longer have snappy animation transitions, so the Knight no longer gets a seizure when you are locked on on him in a specific distance.
- Fixed Seth's fire spit aiming at the wrong direction. (WHY did I have 4 different projectile spawning methods in code...? What a mystery. I don't know either.)
- Fixed boss Knight's physics for the juggle attack.
- Fixed the difficulty setting not properly applying in the training mode. (Oof.)
- Slowed down attack animations of boss Knight to be more readable. He suffered the most from this. No more sudden unavoidable juggle.
- Other minor fixes.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.125 (Main)

Hi, I've been prototyping more this past week.

Working on a new project slowly. I really need it, to not get burned out on game development.

It's turning out quite well so far. I do very much like the new visuals. No more pixel stuff this time.

I've also got some sort of cutscene system working for that new project, too.
(The implementation is awful. Shocking.)

It'll likely lean a lot more into visual presentation rather than descriptive presentation this time. Bread and circuses, and all that.
Though, it's still on a lower budget side. (aka none at all!)
So don't expect anything grandiose for whenever the next thing comes out. But I think it'll look... nice.

Anyhow. It won't be an action game. And I likely won't release a whole new game immediately.
Thinking about making at least one episode, just to gather interest, maybe. See where it goes.
Then decide if I want to make the full thing or not. In any case, stay tuned for some news someday.

As for Heartless & Dreadful, its still here.
Like I said before I feel a bit burned out working on the same thing for so long, (I mean, look at the update history, lol) but I still want to rework the boss fights to be better.
Just need some brainstorming and hope that the old code will handle it well when the time comes.

As per usual, if something broke, let me know.

- Mission 09, 12 - Adjusted enemy spawns for each difficulty.
- Fixed enemy projectiles only targeting the player and ignoring allies. (This happens like only once in the game, but it's fixed now.)
- Corrected final score calculations. Because whatever I've done before was stupid.
- Reduced enemy aggression on the higher difficulties. They still attack very often, just in a less "impossible" rate. Giving enough time for the dodge to reset at least.
- Fixed the last enemy type shooting into the ground. Not sure when that happened, but it is fixed now.
- Fixed the grounded shadow disappearing when standing under certain angles. Or at least, it should be fixed. I dunno, sometimes it still just poofs away. I am just glad it reached the point where if there's anything bugging out, it is something super minor and not destructive.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.124 (Main)

The lag was making me mad because it never showed in the Profiler (performance analysis thingie) what was actually causing it.
Good thing a proper debug build did.

- Mission 08 Adjusted enemy spawns for each difficulty.
- Fixed an issue where enemy projectiles would flicker for a little bit when spawned. (That caused snipers to misfire occasionally.)
- Fixed the major frame drop when many enemies get spawned in. If you were on the weaker CPU and experienced major lag there, that should help.
- Refixed playable Enerith getting stuck and sliding on the ground when using one of his moves because apparently I broke it at one point. Good job, me.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

Patch v1.123 (Main)

Lemme know if anything broke.

- Added a bandaid for a rare situation where the enemy may get destroyed, but instead doesn't and spawns a ton of blood, causing the game to freeze/lag.
- Melee enemies will no longer attack off-screen on higher difficulty settings.
- Minor balance changes. Damaging enemies now always cancels their animation, not just when the damage is high enough. *Excluding bosses, of course.
- Minor sound effect adjustments.
- Mission 04, Mission 05, Mission 06 - enemy spawns have been adjusted for each difficulty option.
- Ranged Enemy Knights have received an additional attack, which is less obnoxious than the other attack.
- Reduced RAM Usage for each mission.
- Teleporting should no longer cause you to clip in the ground underneath the enemy IF you try to teleport towards the enemy when under ground, instead it should keep you in the starter position.
- Warbeast's second attack has been adjusted to be more visible.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE