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

Heartless & Dreadful : Return By 72 Hours News

Patch v1.079 (Main)

Small update. Most of the focus is on the playable knight. Too bad.

Why is he at freddy fazbears? is he stupid?
Jokes aside, I am cooking. Slowly.
Knight only has like 20 skills he can use so far. But he's already quite fun to play.

General - Added a small input buffer to melee attacks. This reduces the cases where the game could possibly "eat" some inputs for combo moves.
General - Fixed another possible chance to cause the gravity speed up applying to character movement speed.
General - Fixed minor animation state issues, causing mid-air aiming animations to be a bit wonky.
General - Improved the behavior of floatiness slider.
General - Updated a few packages to be up to date. (Won't be noticable for most.)

Quick Fix Update -
- Truly fixed the gravity speed issue applying to character movement speed on the ground for real now. That should be it.
- Added enemy spawners to the training, meaning you can now have whatever combination of enemies you want there.

Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.078 (Main)


- Apparently workshop tools disappeared on Windows so now they are back. (No clue how that happened, but oh well.)
- Boss Knight - Added a tiny bit of wind up to some animations where it was hard to tell that he was about to attack.
- Boss Knight - Ported over some animations from the playable version onto the boss version, I thought since I was adding some wind up, might as well move some of these over.
- All bosses - Adjusted Jump Cancel radius to be a bit more forgiving/consistent.
- Camera - Now a bit more cinematic, adjusts FOV dynamically based on the current combat scenario.
- Fixed an incorrect animation playing out during aiming.
- General - Fixed an issue where the Camera would collide with one specific enemy.
- Minor changes that are not worth mentioning.
- Reflected/Parried projectiles now aim better at their caster.
- Shotgun - Combo A - now can be cancelled, but only via jump cancel. Allowing you to repeat the first move of the combo repeatedly as long as you jump cancel it at the right time.
- Sniper enemies now have an additional sound to indicate that they are about to shoot.
- Quee - Turbo launcher now has a hit-stop effect. It just feels cool. That's all.

Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.077 (Main)

More moves and more things? Crazy...

- Claws - Toxicity - No longer multiplies the velocity from other attacks, thus reducing the awkwardness in mid-air combos caused by claws.
- Claws - Toxicity - Also fixed an issue that caused the gamepad shaking to be overriden into not playing when toxic element was applied to enemies.
- General - Easy Mode's missions are now always synchronized with whatever last mission you had completed.
(This is not a retroactive change. So you may want to complete a level again in order for this to work. For example, you can beat level 11 on Normal in order to unlock Mission 12 on both Easy and Normal. And so on.)
- General - Fixed Huntress's TOB accidentally re-loading into Shamir's TOB when clicking "Restart from checkpoint" after dying.
- General - Fixed a rare case where the wrong shooting animation would play out.
- General - Fixed an issue where the gravity multiplier would stick after landing on rail with it and not manually getting off the rail, that caused the character to get insanely fast until an animation reset is performed.
- General - Fixed an issue where the music wouldn't be properly set up in Divergence Mode.
- General - Fixed missing translations for the Shotgun moves in the upgrades menu.
- General - Previously undocumented as I forgot about it, Fixed the gamepad cursor not properly selecting a difficulty in the menu when returning to the menu from any of the missions.
- Recovery Mechanic - Added a slow motion sound, since it was missing.
- Reduced the animation delay for the jumping animation by a tiny bit.
- Shamir - Quee - Acid Breath - Updated visual effects
- Shamir - Quee - Boomerang - Change the input in order to be pulled off easier than before, you now just have to hold the attack button when not locked on in order for it to work. This makes it easier to use in combat, and overall just nicer to pull off mid-combos.
- Shamir - Quee - Boomerang - Now can also be used mid-air.
- Shamir - Quee - Drillthrough - Added additional text to mention that this move is affected by CT, and provided a video demonstration in the upgrades menu for that.
- Shamir - Shotgun - 2 new moves have been added (Combo A and Gun-Fu). You can unlock them in the Upgrades menu.

Combination of moves in question:


Note:
- Uhh... More work on playable Enerith/Knight. Just... a bit different this time. No dataminerinoz.
- This update disables some* Boss voice lines until further notice. There's many reasons behind this, but it's also because I do want to give Enerith a proper voice actor that isn't my own modified voice, with him becoming playable especially, he could use some more voice work. I am investigating possibilities right now.

Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.076 (Main)

If no one is using an important mechanic of your game, that means that mechanic sucks.

So here's a new one, so you don't have to switch to dodge to get out of the damaged animation no more.

- General - Added a new recovery mechanic. Now whenever you are damaged, you can just press Jump to get out of the damaged animation. This will also show up on the screen and tell you when to press it.
This feature is available for all characters, and for the upcoming playable knight.



- Huntress updated a few animations.
- Jump cancel now also resets the gun cooldowns (except for the shotgun, as that would be too overpowered.)
- Character Reset/Cancels now also reset the double taps, this should make it a bit more consistent, and reduce accidental double tap moves.
- Can't press the attack while paused anymore.
- Fiery Uppercut - Reduced the lockout time as it felt a bit too long.
- Minor Adjustments to the animation system for the ranged weapons.

Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.075 (Main)



In case you don't follow twitter/x or discord, just shoving a small preview.
Playable knight is the main focus right now, so please bear with those smaller changes before I'll be taking care of whatever is in the trello list.

- General - Added the B button function to the rest of the main menu.
- General - Moved the social media buttons so the gamepad cursor doesn't cut off.
- General - Rebaked the lighting for a few levels due to the extra rock lods from the previous patch.
- General - Increased the jump cancel trigger on enemies in order to improve jump cancel consistency.
- Quee - Increased Quee's hitbox sizes to match a bit closer to the visual effects. That should make some moves feel a bit more reliable.
- Dodge Mode - Teleportation towards enemy now takes the enemy's current gravity, to ensure the player doesn't fall off below the enemy too early during air combat.
- Fixed a Linux build bricking. (Not sure as I have no way to test it, but the build went fine this time.)
- Jump pads now force the floatiness on, unless the mechanic is disabled in the gameplay menu.
- Jump pads now have a grounded protection, in order to ensure the player won't get stuck on it once or twice.
- Quee - Fixed an issue where the proper animation wouldn't play out if you tried to do a turbo launch right after doing another attack mid air and then holding the attack button and the backwards input right as you landed. How specific.
- Reduced the attack input lag by a tiny bit.


Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE