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

Patch v1.122 (Main)

Sorry, busy life so its a smaller update. But I am still workin on it.

- Fixed Grindblade's scabard/sheath appearing for no reason when jump cancelling out of combat.
- Fixed a minor issue where jump cancelling on an enemy when you are "not in combat" would play an idle animation instead of a jumping animation. It should also fix it appearing out of nowhere when jumping.
- Improved input handling of Shamir's Comet (Reversal)
- Reduced garbage collection (code stuff) when enemy simply "exists" in the scene, so minor performance improvements. Turns out I had an unoptimized method for detecting whether or not a value for animator exists.

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 v1.121 (Main)

No witty comment here :( lemme know if something broke.

Adjusted damage recieved values for scoring on HH and DMD. Get hit, you'll be fine.
Fixed an issue where the red hit effect would remain on playable Knight.
Fixed enemy Shurikens not being affected by Sinner's passive effect.
Fixed Grindblade combo A inconsistency, somehow it stopped working right before. No clue why. Also added an effect to the scabbard attack so it feels better.
Fixed slight jitter when changing from one fixed camera position to another.
Mission 02 and Mission 03 - adjusted enemy spawns for each difficulty and score counter. So different enemies for different difficulties. The adjustment for other missions is still in progress. Yes, it's slow. Sorry, normal job is in the way.
Sniper enemies now rotate properly instead of facing another movement checkpoint when aiming at the player.

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 v1.120 (Main)

I was crazy once.

General - Fixed a rare issue where marionette master would overheal the marionettes.
General - Minor collision fixes with projectiles.
General - Warbeast received a new attack.
General - Enemy knights (Not boss) received an anti-air attack.
General - Fixed checkpoint position not setting properly when "restarting from checkpoint" after the upgrade to Unity 2022. Thanks, thanks thanks thanks. thanks. thanks unity. thanks. one line of code, one. One.
Sinner - Fixed Sinner's sword being visible when it shouldn't.
Sinner - Fixed an issue where you could spawn wrong grounded projectiles/effect when specific weapons like Grindblade were selected while in Sinner mode.
Sinner - Fixed an issue where Sinner's air attack wouldn't properly jump cancel visually, it worked, just the visual got stuck on the screen.

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 v1.119 (Main)

An engine update changed how some collisions and physics are handled.
That's why this took a bit longer than usual. Lots of things were broken... but I fixed them all, I think. I tested a lot and the game is beatable. If something breaks, I am going to SCREAM. As usual please let me know if there's a bug, after all, I can't fix a bug if I don't know about it's existence.

- General - I've updated the rest of the levels to the new system to support different enemies for each difficulty setting.
However, I didn't add the actual enemies there yet. So the spawns are old for now, only easy/normal/hard/EN are going to stay the same, the rest will be updated. Working on it. It's just manual boring work. Had to replay the game multiple times to make sure it works too, what a way to get burned out!
- General - Damage taken score counter has been made a little bit more forgiving. So getting hit once wouldn't ruin an S rank run.
- General - Fixed Tower Of Blood breaking when it's meant to spawn enemies in order.
- General - Fixed an issue where a friendly NPC wouldn't stop running away from the player when out of combat.
- General - Fixed an issue where enemy projectiles would get destroyed when they hit an invisible trigger.
- General - Fixed an issue where the enemies would be visible for 1 frame before playing their spawning animation. HACKY shit, it feels like a unity bug, but whatever. I made it work. What they don't tell you about gamedev is how much hacky bullshit you have to do in order to make things work.
- General - Updated the engine, had to due to some features and stability. Won't mean much for you as a player. Sorry for the extra download.
- General - Just as the engine update, the SDKSample has been updated as well. I've added support for enemy spawners (It's called SDK_Prefab_Spawner, you can pick what or who to spawn there on entering the trigger.) so you can create your own little practice area now. Ideally in the future, I want to add the Training settings as an option you can enable there as well.
- General - Minor visual updates. Don't worry about it.
- General - Training - The enemy that gets spawned by the user interface is now using a proper reworked versions instead of the old deprecated ones. I missed that somehow.
- Tower Of Blood - Fixed many issues post enemy prefab variant update that were soft locking progress.

Levels created with older SDK version will still work after this patch, but it's always recommended to update just in case.

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 v1.118 (Main)

hi. buggy bugs, bugs bnuuy. fix. bye. AAAᴀᴀᴀₐₐₐₕₕₕ...

As part of the enemy rework, the enemy spawns will be adjusted to be different for each difficulty.
This should make replayability more fun. (At least I hope it will.)
Also this update brings garbage collection reduction (stupid coding term), you should see performance increase with this one. There's still more I could do on the CPU side. I am investigating.
As per usual, if you found something. Please report it. I can't fix what I don't know about.

General - Mission 1 enemy spawns now vary based on the difficulty selected instead of just multiplying the current enemy count. This will be updated for other Missions as well over time, this requires manual work.
General - Fixed enemy rage effect not attaching to their heads properly after the rework.
General - Reduced the follow range of homing enemy projectiles as they could be too hard to dodge, especially on higher difficulties.
General - Further CPU optimizations for the enemies and the player.
General - Adjusted the visibility of Reech. The self exploding enemies to be now more visible in combat. Yeah, a big arrow was not enough.
General - Enemies should no longer randomly spawn under the ground in rare situations on high framerates.
General - Also fixed a failsafe from one of the previous patches not working because I've goofed up.
General - Reduced RAM usage by a bit.
General - Enemies and player no longer get confused (stuck) by the rain puddles.

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

You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu
(I don't post anything political over there, just game dev slop and occasional garbage i enjoy. If you like that kinda stuff, consider a follow.)