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

Heartless & Dreadful : Return By 72 Hours News

whoops, all stutter (fixed)

a fix for damage numbers for seth was having a few issues on the cpu sorry... should not stutter anymore.

also added a way to pre-cache prefabs, so i think you should have less stutter if you're on an HDD as well.

Patch v1.113 (Main)

If to count the most important stuff, what's left for Kair is the UI Implementation, audio for his animations, some bug fixes and some more animation polish.

I've already redone the major chunk of his animations and he does feel pretty good/fun to play now.

I don't know when he'll be completed, but it should be sooner than expected.

General - Fixed an issue where the new hit numbers would show up as 0000 if the damage value was in a different format than integer. This mainly happened with Seth due to his unique Berserk status which caused damage conversion in the background between different formats.
General - Mission 06's visuals have been adjusted to look nicer. The caves always felt a bit too barren and unnatural to me.
General - Fixed an issue where you could fire your ranged weapons when shielded. (You can still abuse your movement via shield cancelling this way, just not to the point of breaking the game.) Except for needles. Needles are meant to be fire-able in any state.
General - Updated slashing sounds and hit effects, since previous ones sounded very blunt. The old ones are kept for blunt attacks.
General - Fixed an issue where too many lights will show up when you hit a large group of enemies. That should improve the performance a bit for damaging too many enemies at once. (Yes, I've been spending more time improving performance. Why? Kair. He hits a lot in a short time...)
General - Fixed an issue where the text resize would shimmer sometimes when the game or mission was just started, or where the text just showed up. At least it seems to work for me.
General - Apparently Sinner's code was running for other characters causing some minor issues in some cases. Disabled that for everyone but Shamir as no one else uses it anyway.
Huntress - Fixed broken weapon animations when jumping.

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, or on the stinky Discord server. Please do report something if you find it, it helps a lot.
For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
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.)

Patch v1.112 (Main)

Note: If you have a project you're working on something with the SDK, you should update your mod tools. Otherwise it won't work.

General - Added assembly definitions, it doesn't matter for the average player. But I am adding it here as this change unfortunately, also affects the saved data files. So saves created with the current version of the game are no longer compatible with older versions of the game. But not the other way around, the older saves are automatically upgraded when loaded. TLDR; you wont lose any progress. You're good.
General - Updated the included SDK sample to be up to date with the current code.
General - Updated the workshop mission to work with the new update. If you're using an older version of the game, it will no longer function. That's too bad.
General - Merged Workshop Uploader into the main game and fixed it, as it seems that some steam updates broke it a while ago. I previously lost the source for the uploader, so right now its using a relatively basic UI. But it works.
General - Fixed the game over screen not showing when you are playing with the hud disabled. (I really didn't think that anyone would be... actually playing the levels with that, it was mostly made for screenshot use. But I guess if you're cuhrazeh enough you can play like this now.)
Mission 01 - Updated the first cutscene with the newly prototyped tools for updated camera control in Blender. That should in theory allow me to create cinematics a lot easier than before, but I am not sure if I'll be making any for HND as these tools are a part of another prototype I am working on. Maybe in the future with enemy rework. See, that's the upside of shared code, good stuff can be retroactively added with ease.


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, or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
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.)

Patch v1.111 (Main)

Kair is currently resting in a Family Guy death pose. (Quite a bit clunky to play. Its very much a polishing stage right now.)
Don't worry. He's okay. Just needs time.

- Enemy LODs now share the material instance of the main model, that means the material swapping done in the distance for enemy weapon indicators should work properly across different levels of detail.
- Also merged some split models on enemies, reducing draw calls by a bit.
- Some hitboxes have been increased in size again for consistency's sake.
- Enemies now have another hit effect. Wanted to implement it for a while but I had no way of doing it. Until the recent shader change.
- Fixing a missing locale string in the training area. Because I forgot or didn't notice. Apparently.
- The damage numbers were incredibly CPU unoptimized. That is because it utilized and created Unity's canvas for each damage number created. Which sounds fine on paper, but in reality, it ran like ass. This has been reworked to utilize sprites instead. That doesn't fully solve the issue of damaging too many enemies on screen. (Not that it happens during the normal gameplay anyway.) But it should reduce the possible CPU lag caused by tick damage.
- Fixed some particle effects playing on mission start when they really shouldn't. Whoops.
- Fixed a rare issue where the training mode wouldn't have any reflections on the ground.
- Other minor fixes and visual adjustments, that really aren't worth mentioning.

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, or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
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 either.)

Patch v1.110 (Main)

Kair's quite close to the finish line, I think. Got about 2-3 more moves left to do I think, then it'd be animation polish and balancing. For now though, here's a patch.


- More UI prettification, other minor adjustments to the loading screen, added missing images for custom mission, re-fight credits, total result, exit to menu in the level loader.
- Improved hitstop effect for things that use it.
- Re-fixed the camera zoom because it apparently didnt work last time. My brain is rotten.
- Fixed the player's shadow not moving with the animation if the animation was out of bound of the player's collision shape. Likely won't be noticed much on already existing characters.
- Recompressed some files to reduce the game's size on the disk (About 1GB less.) Also may reduce vram usage in some cases. Also some video previews should have better visual quality now.
- Reduced internal cooldown for Drillthrough and other forward moves.
- Fixed an issue where enemies sometimes would attack and dodge at the same time (It's about sliding backwards and attacking. I think it got fixed at least, haven't seen it happen again.)
- And other minor improvements that aren't worth mentioning.


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, or on the stinky Discord server.


For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
https://discord.gg/2ZyurUSbeE


I also post on the cross app. I don't do politics, don't worry.
https://x.com/KirillianAmu

A quickfix was pushed with some other changes.

- Added some screens with the cameras pointing where the gates open.
- A minor change in the UI of upgrade menu, arrows point at which upgrade they unlock
- Fixed a missing comet video.
- Fixed Sinner moves being viewable when Sinner was not unlocked.

And quickfix2:
- Fixed the announcer lines being loaded in the incorrect order on some hardware configurations.