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

Heartless & Dreadful : Return By 72 Hours News

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.

Patch v1.109 (Main)

Pushing out this one as there's a high chance of more players playing soon. This should help. Worry not, still working on Kair. I've resolved the visibility issues, just a matter of adding more moves...

General - UI has been slightly reworked to look a bit prettier.
General - Loading screen changes. As Sham does tend to monologue (which wasn't explored well past first mission and the training) the loading information has been rewritten to be presented in first person. There's a new music track as well. Which isn't on the ost yet. Sorry. Overall, it is now represented in such a way that is way easier to digest and easier on the eyes, slowly rolling out the text rather than dumping a few paragraphs of information on you. I believe that's an upgrade.
General - Tutorial Data no longer overlaps the loading screen information.
General - When starting a new game, the correct text/warning shows up telling you about the difficulty now. Previously DMD text showed up on "Hard" difficulty. That was a mistake.

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

Patch v1.108 (Main)

I've received some feedback today so I am pushing this out. As per usual, I am more than happy to make adjustments, just let me know if you have any issues or requests.

- Dialogue - Minor adjustments were made to correct a few lines of dialogue that were missing a few words. (Hi, I am an ESL.)
- General - Reduced default text size to prevent cut offs on some resolutions. This is only done for fresh installs. If you are having issues, please change it in the gameplay settings.
- General - Damaged State - Adjusted the input so even pressing a simple dodge button will get you out of the damaged state. Initially, it assumed you would dodge directionally and not just mash the dodge button... Sorry about that.
- Mission 01 - Added default mapping for center camera in a hint.
- Mission 02 - Made the finger print stuff a lot more obvious.
- Mission 02 - Made the lever a lot more obvious.
- Shamir - Grindblade - Made charge time faster for balancing reasons.
- Shamir - Gunstorm - Fixed an issue where it would launch you really high if you managed to "land" during it while still being in air... sounds weird, but that's how code works.
- Shamir - Shotgun - Reduced damage output and increased spread, but increased pellet amount. It's a bit of a rebalance due to it's insane damage output with the right cancels.
- Post Game - Fixed an issue where Lovely's shop music overrode the Post Game music.

Some WIP stuff was pushed out with this update by accident. Only two enemies have new falling animations when juggled right now for a better feeling in combat mid-air.

I am going to add more and tweak that a bit later, this was supposed to come after or with Kair but well, can't unimplemented what has been implemented. So don't be surprised at the undocumented change.

More enemy adjustments and boss changes are coming after Kair's release.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list.
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

Patch v1.107 (Main)

Hi. Another tiny update, I pushed it out because I deemed it important. In short? I am stupid.
In long, I am still stupid, but I figured something out.

Some people said directional inputs were inconsistent at times, and I think I finally figured out why. Personally, I never had much of an issue with them, but when testing Kair (who's still in development), I think I finally managed to "feel it" on the gamepad testing, and then I found that it was seemingly related to some very specific camera angles.

How'd that happen?

The game checks for 4 directions, and each direction has specific angles it checks for.

Which is relatively normal, the issue was that my checking was done with something I thought would work fine, but apparently I was mistaken.

So, what did I have?

I had:
If character is facing forward.
If character is facing left.
If character is facing right.
And all of that was calculated with the camera's direction in mind.

Logically, If character is facing forward was counted as "not true" that meant it was facing back, right? Well, sort of. But not really. You see, it actually made the angle it was checking for extremely large instead. Which in hindsight, makes some sort of sense? I am not quite sure frankly.

But logically one would think that hey if it says false, that means its checking back, right? After all it is not facing forward... Oh well.

I've added another check instead, that does check for if facing backward with it's own angles instead of relying on "if character is facing forward" being equal to false and it seemingly improved the input direction detection by a lot.

At least from my tests. Obviously I'd like to hear back from you epic gamers and tell me if it's any better than before. Do note, that I am using a bootleg 360 controller, so your mileage may vary.

- General - Adjusted input direction detection. See above.
- General - Moved some buttons in gameplay options to ensure the gamepad cursor is showing up properly.
- Shamir - Microckets - Fixed an issue where they stopped dealing damage to the locked on target.

As for Kair, still in dev. Just takes time, he got some moves, and is overall playable. if you're a leet haxor you can prolly get him to work. But he's unfinished. And there's some visibility issues I need to take care of as well.
Valve really should allow us to upload webm files already... Holy crust. You can barely tell what's going on.


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. I just post WIPs, and YIIK out every now and then.
https://x.com/KirillianAmu


Also happy upcoming new years. Here's hope the next year will be better than this one.