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Heartless & Dreadful : Return By 72 Hours News

Patch 1.062 (Main + Important note.)

So the important note is:

Recently, I've been driven to the hospital by an ambulance a couple of days ago due to my heart feeling rather... funky. Don't worry. Not dead yet, but I am going to be visiting the doctors next week once my insurance will be active.

I know no one really wants real life issues to slip into the patch notes, but I am mostly shoving it there so you know as to why some updates have slowed down. Do be aware I'll still do my best to update as much as I can whenever I can (and if there will be a major gamebreaking bug I'll fix it right away of course), but right now I have to take a break due to health. I hope that is understandable. Thank you for playing. Do take care of your health as well, my dear player.

Changelog:
- Vs Knight - Knight's weapons now light up whenever they are able to do damage, making it easier for the player to know when they can parry or get damaged. (Just like with other enemies in the game.)
- Vs Last Boss - Added the same teleportation effect as other bosses have to make it easier to tell when the boss is about to teleport. (Yeah, that boss is still a mess. Well aware.)
- Mission 06 - Added a few collectible crystalized bloods to make it easier to tell where to jump to proceed with the mission.
- Vehicle - Added a small cooldown to prevent the player from accidentally getting on the bike after dismounting it.
- Vehicle - The braking speed has been increased to make the Vehicle better to control.
- Training - Added an option to turn off enemy aggression.
- Training - Added an option to disable enemy sounds. (No more sandbag squeaks if you don't want em.)
- Added an option to turn on "Super Mode" after unlocking Hellish Hellfire. This option will give you infinite Chaos Trigger and Sinner energy during the normal missions.

Known issues:
- Not that I am aware of. But please do report issues either via email or on the steam discussions. I am always keeping an eye on them. In addition, feedback is always appreciated.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Quickfix

A surprise bug that requires a fix.

- Fixed a bug where if you restarted from checkpoint after dying at least once, the game would reset some parts of the current level to normal difficulty. Meaning it would try to save your final score as "normal" despite level being "hard" or "easy" or any other difficulty, and some enemy arenas would have incorrect enemy spawns, but the actual enemy difficulty would be correct. If you never died before like a god gamer you are, this bug never affected you.

How the hell does that happen? Who knows. Code is weird.

Patch 1.061 (Main)

Changelog:
- Alt tabbing when the game is paused will no longer unpause the game.
- Fixed an issue where if you were paused when moving forward, and then pressed the boost button while the game is paused, it would slightly drain your Chaos Trigger energy.
- Fixed an issue where some of the enemies, may not get out of their attacking state when stunned within a very specific frame combination.
(Note, this is to fix Seth turning passive, i was still unable to reproduce the issue reported by the players as it clearly seems to be very frame perfect and maybe I am just unlucky, but I still can't repro it myself. This fix is an attempt on resolving that. Hopefully that works. Hopefully.)

- Fixed an issue where the players were able to get out of Seth's combat arena after defeating him.
- General - Added a confirmation prompt when you press restart from checkpoint, just like the one that shows up when you try to exit the mission.
- General - Added gamepad support for the menu added in the previous patch.
- General - Gamepad detection should now be improved as instead of checking for the name of the gamepad (i.e if it contained dualshock or xbox it would return true) now checks for the input method instead, so if it detects dinput or xinput device plugged in, it should count as activated.
- General - Landing on top of the vehicle no longer makes the character float on the vehicle until moved elsewhere.
- General - Shooting guns without the lock on will now not show the lock on icon on the target. Just makes it feel better, like in a certain other action game you may know.
- Malice's hurt sounds were... re-cut now that no peanut november is over.
- Mission 05 - Minor collision fixes.
- Upgrades menu - Now when the weapon is obtain, it should show up in the list immidiately. (This is my second attempt to fix it, it seems to function in the editor. Let me know if there's still a problem.)
- Vs Knight - Knight's shield will no longer make the camera rarely freak out and zoom in into the floor.

Known issues.
- See Trello. It's the first tab, if you find a few spicy bugs, do let me know.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.060 (Main)

Another minor update, don't worry though. Just taking care of the request list bit by bit.

Changelog:
- Mission 02 - Fixed the issue where the character would get stuck in the floor in the mansion if teleported there. This was due to the old mesh that wasn't updated overtime, whoops.
- Fixed Boss 02's (Lil Dee O Jay)'s spinning hitboxes not disappearing after beating the boss.
- Guns can now be used without logging on.
Added a new options tab in the settings in there you can:
- Turn off the HUD.
- Turn off the Chaos Trigger visuals overlay.
- Turn off the Speed Lines effect.
- Turn off Fixed Cameras.
- Turn off Enemy HP UI.
- Turn off Enemy Action icons.
- Turn off music turning off when idling.
- Turn on a new camera mode that will automatically turn the camera towards the direction you are boosting towards in the Boost style. (Useful for gamepads! Especially if you don't like to claw grip.)
- Disable the orb count in the UI.
All of these were requested by players.

Known issues.
- See Trello. It's the first tab as of now there's not much known, so if you find some spicy bugs, do let me know.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.059 (Main)

Nothing major in the backend, just quality of life stuff here and some improvements to dodge mode.

- Dodge - Improved general behavior when jumping then teleporting, previously it would push the character back as it contained air velocity/gravity, now instead it'll behave as expected, actually landing you in front of the enemy if the enemy is grounded, reducing the chances of player accidentally starting mid-air combo animations instead of the grounded ones. (This doesn't affect the bosses if you jump then teleport, as some of the bosses are larger than player their teleportation point can be used greatly in gameplay for quick ins and outs.)
- General - Model LOD distance is now affected by Quality Settings, so ultra is the highest as expected.
- General - In Audio Settings, added visible sound percentages for each slider to make it easier to fine tune for your preferences.
- Arch. Needles - Added like 3 small floating orbs behind the character's back when active, to make it more obvious that they are currently equipped.
- UI - In gameplay settings - fixed Combat Camera Distance skipping Camera Fov option on the gamepad and going straight to Auto Camera Focus Power instead.
- Input - Added an option to disable mouse smoothing. (This will make it feel a bit more static, but more responsive. Up to you if you want to use it.)
- Mission 10 - added same text regarding skipping the "cutscene" as in Mission 01.
- Mission 11 - You can no longer get the Master Of Dodging achievement just for beating Mission 11.

Known issues and requests, feel free to provide your feedback either via an email or the steam discussions.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking