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Heartless & Dreadful : Return By 72 Hours News

Patch 1.048 (Beta channel.)

This update has been pushed to the Beta channel, since SDK is still in progress and is very unstable, the update will be pushed to the main channel once the SDK will be ready to use.
To test this update, please refer to changing to Beta channel over here in order to recieve less stable updates:

https://store.steampowered.com/news/app/1701890/view/6042200176425827844

Most of the Quality Of Life suggestions came from fellow players, mainly Nordanix, thank you for putting time and effort into suggestions and bug reports, they are always appreciated!
(More will come in the future patches.)

Changelog:
- D.Magnum - Charged Shot - No longer stores the charge when pressing the pause menu.
- Boost - Dropkick - Reduced the internal cooldown from 2 seconds to half a second.
- UI - Replaced Char. with Character as there was plenty of space.
- UI - Upgrades Menu - Buy move buttons are now a bit easier to see and understand when the button is selected.
- UI - Movelist - No longer shows Items tab from the Upgrades menu.
- UI - Now the game actually asks if you want to Quit the mission instead of just immidiately booting you into the menu.
- UI - Now when completing the level with the gamepad, you can't accidentally exit the game by moving the active button into an invisible UI element.
- General - Removed the debug command that played the "combat finished" effect when pressing 6 on the keyboard.
- Achievements - Fixed some incorrect names from the earlier versions of the game. An oversight, for sure.
- Main Menu - Added a button to load custom scenes created from the SDK once the save file is loaded.
- Tutorial, Loading screen text, Mission 5, Post-Game - Fixed minor grammar spellings.
- Mission 01 and Mission 11 - Improved Occulusion Culling to increase performance + fix some of the objects turning invisible.
- Mission 03 - Fixed a possible soft lock, if player entered a combat arena and then entered another combat arena while the previous one was active.
- Mission 09 - Fixed a possible soft lock in one of the Arenas if entered on the left side.
- Mission 11 - Pests will now shoot regardless of the difficulty.
- Mission 12 - Arena - Added missing collision around the edges of the arena.
- Video hints - Fixed the pulley hint and the hoop hint having incorrect text in the hint.
- Post-Game - No longer plays Orb Pickup sound whenever Post-Game is loaded.
- Post-Game - The fade-in effect no longer flashes, thus making the transition from loading screen to the level smoother.
- Training mode - If the enemy somehow dies (such as enemy exploding itself) the Training mode will now spawn the same enemy.
- Training mode - Added a toggle to enable infinite Chaos Trigger.
- Training mode - Added a toggle to enable infinite Sinner energy.

Additional work on the SDK, what remains is as follows:
- To Add Boss support.
- To Add NPC dialogue support.
- To Add Duo Boss support
- To Add Checkpoint system to work in the SDK created levels.
- To Add Rail grind support.

While there is a package you can technically try to install in the game's folder now, I would NOT advise you to do it until I provide proper instructions. Trust me, you'll hate it without some kind of documentation.

Note: 🥴 workshop stuff smells.

Announcement + Patch 1.047 on Beta channel.

There's stuff in progress, so the update is taking longer than all the smaller ones. That is for the best anyhow as Steam heavily prefers "bigger" updates for marketing, So anyhow, one of those being the ability to create custom missions and share them around with other people via the workshop.

What will it allow you to? Well, exactly what it says. Create custom missions for the game via the Unity editor. I've already experimented with a few things, and it exports and loads within the game just fine.

While the tools are a bit different compared to what I use in the game, they are quite similiar. In addition, I wrote a couple of editor scripts to make it a lot simpler to use and understand.



Here's some things from the editor for you to check out. Here you can see the basics for the Mission Configuration, it will allow you to pick the image, music, combat music, and basic stuff like that. Score for ranking as well, and likely the difficulty override. But we'll see.


Some of the so called objects you could use will allow you to customize specifics, although not all of them. Still, support for triggers and other stuff like combat arenas and all


SDK Will also have a basic scene with most of the things you could utilize to make a custom mission. Most of it will contain the same objects that are available in the game's campaign.


Since SDK is in huge work in progress meaning some things may be unstable and will require additional testing. The SDK scripts SHOULD NOT affect anything in the main game as far as I know, but who knows, the update will be pushed to main only once it's completed.

For now, if you want to give it a try, it has been pushed on the beta channel. But as mentioned below, the SDK is not available for public use, yet. I'd need to write some kind of tutorial/documentation, and well, finish it first. But do be aware, stuff is coming.

Changelog:
Claws - Comet and Comet Reversal recieved different particle effects.
Vs Knight - Now also has the teleportation preparation effect, giving the player a bit more time to prepare.
Vs Knight - The smash attack now also has the teleportation preparation effect, giving the player a bit more time to prepare.
Vs Knight - Teleportation has been slowed down just a tiny bit for the effect above to work better.
Upgrades menu - Updated Comet and Comet Reversal preview.
Upgrades menu - Updated video recordings for Sinner mode demonstration.
Realm Of The Rogue - Updated the boss music once again, but this time it's just minor changes to the track itself, not a total redo.
Code change - Added functions for future Steam Workshop support.
Code change - A barebones SDK now for Custom Mission making now exists within code, but is not usable for people yet as it needs a TON more work. I am just posting previews to let you all know what's going on here.

Patch 1.046, Also a separate channel for testing updates...

Changelog:
Upgrade menu - Most video previews have been updated with up to date animations, the videos have also been recompressed to reduce their size on the disc.
Quickfixed - Boss 02, Lil Dee O Jay not activating his projectils and overall breaking. That was on me.


Note:
Since there's an occasional chance of an oversight, I am making a separate channel for testing updates a day before they are being pushed to main. I'd rather not cause an occasional inconvenience to players.

This one update goes to live, since it contains no code changes beside the quickfix.

If you wish to access it the Beta channel, you'll be able to do it via the settings menu.



Click on properties.



In Beta participations Pick beta_one_update_ahead_usually branch in the , and your game will be recieving less stable updates for testing.

I appreciate everyone's help in catching some of the bugs, and I do understand the frustrations whenever they seem to not be fully fixed or get a new issue, so this channel will be used for extra testing on the client outside of the Editor, where I usually do tests myself to ensure the updates ship without any new bugs.

Maybe it is a bit radical and, but I do really strive to improve the game, and I feel like that's a better way of doing it.

After tests (usually a day), the updates will be pushed to main. The reason why this is happening is also because there was an issue with the last patch, the hotfix for this issue has been pushed out by now, by the way.

(Here's hope no one else experienced it.)

Patch 1.045

Realm Of The Rogue - Replaced the boss music with a more up to date version of the track.
Realm Of The Rogue - New exploration music.
Realm Of The Rogue - Lil Dee O Jay will no longer teleport incorrectly in Realm Of The Rogue, corrected hitbox position of the tube.
Realm Of The Rogue - Lil Dee O Jay's tube will no longer stick around after beating the boss.
Breakable objects no longer have a slightly delayed destruction sound.
Boss 02 (Lil Dee O Jay) - Projectiles now have a smoother spawning/despawning animation, making it easier to tell when the projectiles are about to shoot.
Boss 02 (Lil Dee O Jay) - Now has a teleport in/teleport effect out of the tube, giving the player some more time to react.
Boss 01 (Elegante) - Slightly reworked the teleportation mechanic. Now has a teleport casting effect, giving the player some more time to react.
Boss 01 (Elegante) - Teleportation particles will no longer stick to the boss model upon being spawned.

Note: Other bosses with teleportation will recieve something similiar in the future.

Patch 1.044

General - Shamir will no longer aim slightly towards left instead of forward when locked on the enemy. (Visual only.)
General - Fixed an occasion where enemy horizontal movement animation wouldn't stop properly after stopping moving horizontally.
Mission 01 - Improved grass shading.
Huntress Mission - Picking restart from the checkpoint no longer causes the game to soft lock. (Thanks for the report, Lime Cultivist!) - This was due to the incorrect Mission ID being set up in the level.
Huntress - Camera no longer drifts when the camera mode is set to Auto. (Thanks for the report, Lime Cultivist!)

Why update size is so big? Don't mind it, just some stuff for the future updates in there in progress.