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Heartless & Dreadful : Return By 72 Hours News

Patch v1.081 (Main)

I did add knight's stuff in the movelist, so you'll be able to access it when he comes out as a playable. Yay. (He still needs more moves and bug fixes before that, though.)



General - Added an indicator to already collected collectibles on levels. So if you re-visit a spot, it will tell you that the item has already been collected. This should make searching for collectibles a bit simpler.
General - Disabled weapons will no longer be "available" if disabled via items menu when starting the level.
General - Divergence - Unlocking Sinner in the main campaign no longer affects other playable characters.
General - Fixed a rare issue where if you used slide into boss characters, then used teleportation in the dodge mode afterwards by quickly switching to it while the slide state was still active, it would teleport you really high into the sky.
General - Fixed the "Free Lock" video missing from the movelist.
General - Grass now properly reflects light where applicable.
Huntress - Now has a light, to navigate darker areas a bit easier.
Shamir - Guard - Projectile Deflection has been added into the movelist in the Guard tab. It was already in the game, I just forgot to add it in there. Whoops.

Known issues - None. Feel free to check trello for bug tracking and requests.
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, or on the stinky discord. Whichever works best.
https://discord.gg/2ZyurUSbeE

Quick fix + Note to Linux users

Are you a Linux user and the game doesn't launch for you for some reason?

That's weird and I am sorry about that. If you can and have some time please provide me the crash log, your distro, and version so I can properly investigate it. This issue has been seemingly going for a while and is seemingly random, as the next time it may launch just fine.

I am unable to reproduce it on my own hardware. So every tiny bit of information will be very helpful, thank you.

The log should likely be located in ~/.config/unity3d/K/KyoshinOFHeart on your drive on Linux, thanks in advance.

You can send it to me either via email ([email protected]) , or discord in the bug report channel.
https://discord.gg/2ZyurUSbeE

Quick fix notes:

- General - Fixed an issue where some of the weapon effects wouldn't stop when they should, i.e entering dialogue, getting onto pulley, using the jump pads.
- General - Training - Fixed an issue where some of the bosses would behave weirdly, i.e not attacking or trying to attack too quickly.

In addition, when you fight Malice the invisible walls of the arena in training/practice should now be disabled to behave closer to how it would during the main campaign.

Patch v1.080 (Main)

Adding knight's stuff into the movelist. It's a bit annoying how it works, but my own fault for not considering future updates lol.

General - "Shielded" Enemies no longer bleed when damaged.
General - Training - Currency no longer spawns in the training mode on enemy's death.
General - Training - Bosses now can be spawned in the training mode.
General - Training - Other enemies can now be spawned in the training mode at the same time via different spawners. (This was in previous quick fix, but thought I may mention it here as well, just in case.)
General - Training - You now have an option to pick what "difficulty" will the enemy spawn on, this should allow you to practice against specific enemies on specific difficulties.
General - UI Style can now be picked from the extras menu in the game's options. This however will require a level restart in order to apply.
General - Compressed many videos in order to save some disc space.

Known issues - In divergence mode, if sinner gets unlocked, the extra playable characters are currently experiencing a bug where they behave slightly incorrectly. This is being taken a look into. It doesn't hard lock the game or anything, but it'll be fixed next patch.

As for others, none. Feel free to check trello for bug tracking and requests.
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, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

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