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

Heartless & Dreadful : Return By 72 Hours News

Patch v1.25 (Main) - What's new? What's next?

[p]1.25? Wasn't it 1.131? It was. There's just too many changes since then with all of them beta updates. So I bumped the version number higher, to indicate progress.[/p][p][dynamiclink][/dynamiclink]Anyway... Wow, it's an update to an Indie game that's imitating a AAA title from decades ago. [/p][p]I've tried to mess around a bit more with local co-op integration and I found out that doing a traditional split screen is not easily doable in Unity, because a certain game engine only wants one audio listener. Sad. [/p][p]But I've tried to make it work for one screen as well as it could possibly be. Although maybe split-screen would be a possibility if I force it to mono... Hmmm. Well regardless, feel free to give it a try and let me know what you think.[/p][p]You can now play together online through Steam Remote Play as well, this is now enabled on the main build. So what's new on the main build? [/p]
  • [p]Updated visuals. (Damn, is this some sort of mini remaster or something?)[/p][p]Although there's not that many changes, the changes that are there give the game a nicer looks. It's mostly moving effects, to make the areas of the game feel a bit more alive, instead of static. In addition, new shader modifications make it so the textures shimmer less in the distance. So if that was annoying your eyes in the past, it shouldn't do so any longer.[/p][p][/p]
  • [p]Some updated animations and Gameplay.[/p][p]Some characters got an additional layer of polish, improving the way they feel to play. Mainly Enerith. He was the first extra character, so he got some polish to keep him up with the rest of the extra playable. In addition, minor balancing tweaks were added to make the game less frustrating. You can even revive yourself! If you have enough money. No, not real money, this is not a game like that.[/p][p][/p]
  • [p]Huntress Rework.[/p][p][dynamiclink][/dynamiclink]Finally ready, her original appearance here as a playable character was just me being curious if I could turn this game into something that plays entirely different from what I had thus far, and it was a fun concept, I mean it just turned the game into a third person shooter, but even then... It was a neat experiment. Anyway, since then, I wanted to see if I can make a fully gun based character that plays like everyone else, and thus, this rework was born.[/p][p][/p]
  • [p]New skins.[/p][p]For Enerith and the new Huntress Rework. [/p][p][/p]
  • [p]Many bug fixes.[/p][p]So many. Remember that terrible inconsistent rotation when you pressed the attack button without locking on? Yeah, that's gone. [/p][p][/p]
  • [p]Local Co-op mode.[/p][p][/p][p]Oh no, there's two of them? Yeah, now you can brick the game with your buddy, pal or your loved one. Have some banter as you get to enjoy the power of Friendslop. [/p][p][/p][p]To toggle co-op, simply load your save file and check the Local Co-op toggle. And boom, you can play any* mission and Gamemode together, even the workshop maps. You can even do it online with the power of Steam Remote Play Together.[/p][p]*Huntress's Mission is not included.[/p][p][/p]
  • [p]Character Switcher. [/p][p][/p][p]At last, now you too can experience the peak of this game's combat. Haha...ha... No, but really. This was actually inspired by a few mods for a few other action games, if you know, you know.[/p][p][/p][p]It even has a character switching wheel if you're playing on the Gamepad... Fancy! [/p][p][/p]
  • [p]Slightly Reworked Camera System.[/p][p]Less relying on the stick, more relying on your skills. The camera has been reworked to be a bit more dynamic and much more consistent when automatic rotation is enabled, so you can focus less on fighting the camera and more on fighting your enemies. [/p][p][/p]
  • [p]Many other optimizations.[/p][p]Many issues related to multi hit attacks were resolved and are now much easier on the CPU, causing less chances of stuttering or major performance drops when you hit many targets at once. [/p]
[p]There are also many other changes that made into this final build, however mentioning them here would bloat the announcement. [/p][p]So if you're curious, feel free to through all of them via the links below. [dynamiclink][/dynamiclink] - Beta1
[dynamiclink][/dynamiclink] - Beta2
[dynamiclink][/dynamiclink] - Beta3
[dynamiclink][/dynamiclink] - Beta4
[dynamiclink][/dynamiclink] - Beta5 [/p][p][/p][p]And here's the changelog for this patch from Patch v1.131 (Beta5) to -> 1.25 [/p]
  • [p]Added a failsafe for unlocks that are unlocked after beating the game once. [/p]
  • [p]Added co-op related achievement.[/p]
  • [p]Added the ability to self revive in exchange for currency. (Singleplayer only). So if you're tired and just want to beat the game and you are fine with a ranking penalty, you can use it.[/p]
  • [p]Co-op - A dead Player 1 shouldn't be able to revive a dead Player 2 now.[/p]
  • [p]Co-op - Added invincible frames for revival.[/p]
  • [p]Co-op - Characters can now be visible through walls via a cutout if they are obstructed.[/p]
  • [p]Co-op - Fixed Enerith's projectiles not picking his current target if he is Player 2.[/p]
  • [p]Co-op - Fixed Player 2's music end timer overriding Player 1's, that caused long silence at the end of the fight before normal music kicked in.[/p]
  • [p]Co-op - Fixed encounters bricking if there's no failsafe position in the combat arena script.[/p]
  • [p]Co-op - Fixed movelist not loading correctly on the first opening of it from the menu.[/p]
  • [p]Co-op - Fixed pulleys not respecting player controls.[/p]
  • [p]Co-op - Improved camera control.[/p]
  • [p]Co-op - Now prevents players from getting too far away from each other. [/p]
  • [p]Co-op - Shamir, Kair, Dominika are unlocked in Co-op by default, but to get Enerith/Huntress you'll need to beat the game. To make it more obvious to newcomers (if there'll be any.) Shamir is now marked as main story character with text on the character selection screen.[/p]
  • [p]Co-op - When revive is sucessful, the enemies will now be pushed away to prevent from getting immidiately damaged right after revival's completion.[/p]
  • [p]Character Switcher can no longer swap characters when in all other menus, not just pause.[/p]
  • [p]Enerith - Buffed dodge range.[/p]
  • [p]Enerith - Fixed doppelganger issues after character switcher was implemented.[/p]
  • [p]Enerith - Force Push circle not showing up has been fixed.[/p]
  • [p]Finishing TOB as Huntress (CAG) now unlocks her relevant achievement.[/p]
  • [p]Fixed an issue that allowed people to press start right as the level finished. That prevented the gamepad cursor from working and forced you to use the mouse.[/p]
  • [p]Fixed an issue where auto sprint would drain the Chaos Energy on a fresh save file, when switched to/or playing as a different character other than Shamir.[/p]
  • [p]Fixed Camera's rotation not locking right on one of the rotation axises when using character switcher.[/p]
  • [p]Fixed Kair being able to launch bosses into the orbit by spamming Teleport and Jump Cancel.[/p]
  • [p]Fixed Checkpoint related teleportation issues.[/p]
  • [p]Fixed Divergence menu text being enabled by default even when the game was not beaten.[/p]
  • [p]Fixed Enerith's Bullet Hell move not working right.[/p]
  • [p]Fixed Kair's teleport not applying zero gravity for a few frames.[/p]
  • [p]Fixed Kair related shading issues on some of the missions.[/p]
  • [p]Fixed Shamir's Sinner Jump hitbox after implementation of the character switcher.[/p]
  • [p]Fixed Shamir's shield not being visible after switching to him from another character via Character Switcher.[/p]
  • [p]Fixed Huntress (CAG)'s Hud not showing up correctly on the classic HUD mode.[/p]
  • [p]Fixed a few issues related to loading screens, like player being able to jump while the loading screen was active.[/p]
  • [p]Fixed an issue in Mission 01 where the telportation position of "Skip intro" would not count as a checkpoint, thus causing the Player to teleport to the start position of the Mission 01.[/p]
  • [p]Fixed an issue where you could have a fake jump while dodging/guarding.[/p]
  • [p]Fixed footsteps not working right with Character Switcher.[/p]
  • [p]Fixed music change not working right in Mission 1.[/p]
  • [p]Fixed other character's weapons remaining visible when they are dead.[/p]
  • [p]Fixed performance issues related to enemy suicide failsafe.[/p]
  • [p]Fixed textures in Huntress's mission.[/p]
  • [p]Fixed the first time stutter when switching to Enerith via Character Switcher.[/p]
  • [p]Fixed UI health not scaling right.[/p]
  • [p]Huntress (CAG) - A few extra moves for the Rifle.[/p]
  • [p]Huntress (CAG) - Fixed an issue where her dodge wouldn't hide the hitboxes for the duration of the dodge if the hitbox was active at the time.[/p]
  • [p]Huntress (CAG) - Improved dodge behavior.[/p]
  • [p]Huntress (CAG) - Some moves were locked to be unlockable, as I mentioned before, I would do that.[/p]
  • [p]Improved behavior of bouncing projectiles.[/p]
  • [p]Improved behavior of jumping out of damage/dodging out of damage, so it's less likely to prevent your character from only resetting the animation and not moving away from combat.[/p]
  • [p]Reduced the chance of melee enemies attacking at the same time.[/p]
  • [p]Replaced the first training room with the one I use to showcase stuff. Looks better is all.[/p]
  • [p]Updated many video previews.[/p]
  • [p]Updated the input method for Enerith's Bullet Hell move so its easier to pull off. [/p]
  • [p]Smoothed out enemy rotation in attacks so they don't look like they immediately turn to you in 1 frame during their basic attack combinations.[/p]
[p]Wow, that took a really long time.[/p][p]That's the perk of having a thing called JOB. (I hate it.)[/p][p]On a more positive note. I've updated the soundtrack on Steam with the missing tracks and improved audio volume. Now you can listen to a barrage of samples mixed with a few virtual instruments at normal and acceptable volume.[/p][p]Almost 3 hours eh? Probably would be well over 3 hours if I were to include all the cut tracks, but... [/p][p]That's for the dataminers to check, I suppose. Those tracks were cut for a reason.[/p][p][/p][p]The soundtrack's still free you know, go grab it and shove it into your MP3 player, or a phone or a car...[/p][p][/p][p]Now let us talk a little bit about the future. [/p][p][/p][p]This codebase has been exhausted. There are quite a few reasons why I can't change a few things, or improve a few things, because a lot of things were coded quite terribly and require duplication. This is bad, fellas, this is bad.[/p][p][/p][p]I think that if you liked HnD, you'll likely like whatever next I'll be working on regardless of the genre.[/p][p]I've got a few ideas.[/p]
  • [p]A turn based game - I had a prototype already a while ago, before I started to neglect it because I decided to do a Huntress rework. It had a cute style and it is something that my heart wants to work on, but I fear that I might be wasting my time. We don't live forever after all and games take way too much time to make. (In the meantime, if you're in the mood for a surprisingly great turn based game, check out YIIK I.V and SMT IV. I personally love them, funny how they both have an I and V in their names...)[/p]
  • [p]Another action game - Although this time, I intend to make it much... smarter and easier to work with, much more modular. Maybe even more moddable, too. Who knows. I've learned a lot on what to do and what to not do. [/p]
  • [p]Something smaller, but fun is also on the table... to raise the budget for future projects. (Gotta get that streamer-bait slop cash, ain't that right my fellow gamers?)[/p]
[p]HND's codebase, or as I internally call it Heart framework, is still relatively well modifiable, but when I say the codebase is exhausted, I meant the action part of it in particular. [/p][p]There's... A ton of things that could do better.[/p][p][/p][p]I mean it. Just look at the issues right now for example:[/p]
  • [p]1) Physics ARE actually tied to the framerate, although with very minor differences in gravity. That is why I often reccomend people to just lock it to a specific number, works better this way.[/p]
  • [p]2) The enemy physics and the player physics are separated, meaning that if i need to make adjustments to one, it wont be universal, gotta do it for them all separately. [/p]
  • [p]3) There's no universal concepts of health of character/enemy/object, it's all assigned to their own scripts, causing more and more work. [/p]
  • [p]4) And a ton of things are hard coded/have spaghetti dependencies on other parts of the framework. If one object is missing, the whole thing can and will brick.[/p]
  • [p]5) Enemy behavior is mostly relied on timers and hardcoded actions. For example, when you see a boss do a combo attack, it's actually one pre-baked animation, while the player has them all separated. This is absolutely terrible design decision, and if you're a game dev, don't do it.[/p]
  • [p]6) Network support is impossible. Which is something I really want to mess with in the future, especially with an action game.[/p]
  • [p]7) Root motion support doesn't exist, and all of the attacks are handled via animation events. Yes, that's right. Never used it. Now I know that was a mistake, would've made my life so much easier.[/p]
  • [p]8) No way at all to synchronize two actors doing an animation together (grabs, and so on.) That is why Dominika's kit ain't exactly what I envisioned at first. Rip.[/p]
[p]So, to make things better, I'll likely need to adjust a ton of stuff. Well what can I say, it was my first truly big project, and we're all expected to make mistakes.[/p][p]I got a design doc for the next action game and the turn based one, but I don't know what I'll be working on first. [/p][p]Guess whatever feels more fun. But before then, I'm going to unscrew my codebase in a separate fork and make stuff "just workTM".[/p][p][/p][p]If you'd like to see stuff behind the scenes, you can find me on twitter/x or whatever it's called, granted I rarely post, and I hate advertising. No one wants to be advertised to. (Neither do I.) [/p][p][/p][p]So I don't do the hashtag shite anymore. So if you just want to see stuff behind the scenes or get your "For You" page messed up by the algorithm with pictures of lizards, feel free to follow me there.[/p][p][/p][p]The giant blogpost aside, that doesn't mean that I'll stop fixing bugs or make adjustments based on feedback here. If you report an issue, I'll take care of it, if I have free time that is. [/p][p][/p][p]Just no more new new stuff. [/p][p]I'd still happily make corrections to improve the game feel based on the feedback, just y'know... [/p][p]Make sure to provide me some. And hey. The level editor is still around, you can also make some new content too. If you want to. I'd be happy to support or make new features for the SDK if requested.[/p][p][/p][p]Oh, and one last thing. The previous update IS still available, via the Betas channel. So like, if I completely messed it up somehow, you can always revert it until I fix things.[/p][p][/p][p]So... If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.[/p][p]For Discord, it may take time to approve new people due to someone (me) having to sleep.[/p][p]https://discord.gg/2ZyurUSbeE[/p]

Patch v1.131 (Beta5) - Ah snap. Another one.

[p]Overestimating my free time, it seems. Okay, this one is truly the last beta update before it's pushed to main.[/p][p]As per usual, if you're willing to try out the not fully finished update, you can do it by switching to the Beta options by right clicking the game on your steam library and going to its properties.[/p][p][/p][p][/p][p]Anyway, what's left.[/p][p]
Just need to make some of Huntress's moves as unlockables so they are not available by default, make a few small adjustments, and fully playthrough co-op in order to make sure it works right...
[/p][p]Cause you know. You test one mission and it works, but what about the rest, huh? Exactly.
[/p][p]I'll make sure to update the soundtrack with the missing tracks once this is done also... and probably normalize the audio so it sounds right. If you want to, feel free to give updated Huntress a try and provide me with some feedback on how she feels. [/p][p]Also a lot of stuff changing in the background still... Takes a while. [/p][p][/p][p]Here's the changelog:
[/p]
  • [p]Added a new battle track for Huntress CAG version - Tactical & Practical. You'll hear it if you pick Huntress (CAG) Version, or when starting a fight as her with character switcher.
    [/p]
  • [p]Added an extra check during Sinner unlock to ensure the sinner energy gets maxed out whenever it unlocks on multiple playthroughs.
    [/p]
  • [p]Added movelist for Huntress CAG that can be accessed through the pause menu or Upgrade Statue/Lovely's store.
    [/p]
  • [p]Auto sprint no longer triggers if you are just walking via gamepad stick.
    [/p]
  • [p]Boss Elegante's rockets no longer activate when the boss is stunned.
    [/p]
  • [p]Bosses can't be frozen anymore. (Sorry Kair.)
    [/p]
  • [p] Co-op - Both players now teleport into the arena correctly regardless of who triggered the fight.
    [/p]
  • [p]Co-op - Enemies now properly re-targed the other player, if the player they targeted previously is now dead.
    [/p]
  • [p] Co-op - Reduced health scaling by a little bit.
    [/p]
  • [p] Co-op - Revival text no longer gets obscured by other models.
    [/p]
  • [p]Co-op - Fixed projectiles not targetting Player 2's lock on.
    [/p]
  • [p] Co-op - Fixed an issue with enemy taking the direction of Player 1 when being damaged instead of Player 2's.
    [/p]
  • [p]Deprecation of Old gravity toggle : Old Gravity/Floatiness has been deprecated for good. There is no longer an option to turn the floatiness back on. It's generally accepted that the new gravity that has been around for a while is superior to the one on release.
    [/p]
  • [p]Deprecation of Soft Lock On: Soft Lock On (The running when locked on toggle) has been deprecated also. It frankly was a stupid idea to even make it a toggle as it was not how the game was designed at all. It shouldn't be an option anymore to be selected when starting the new game either.
    [/p]
  • [p] Enerith (NPC) will no longer spam footstep sounds.
    [/p]
  • [p]Engine upgraded to 6000.3.9f1 because the game engine said "nuh-huh there's an error here and you gotta upgrade" so I did. Meh. (There's already issues I've encountered in the update of the engine. Stable my ass.)
    [/p]
  • [p] Fixed Knight boss getting stuck in an attack state after teleporting towards the player mid air.
    [/p]
  • [p] Fixed Mission stats showing up in new world. (Why were they there anyway...)
    [/p]
  • [p]Fixed a stutter related to one of Kair's ice moves.
    [/p]
  • [p] Fixed an issue where an enemy's gravity would sometimes get messed up when they get stunned with a ranged weapon mid-air.
    [/p]
  • [p] Fixed an issue where some of the enemy's weapons would be the wrong color. (bright red as if the enemy was just hit)
    [/p]
  • [p] Fixed character switcher UI overlapping the credits scene.
    [/p]
  • [p] Fixed combat outro music not playing properly for other playable characters.
    [/p]
  • [p] Fixed coop audio issues.
    [/p]
  • [p] Fixed enemy stamina bar not being visible because after moving it co-op the colors were reset to pure black.
    [/p]
  • [p]Fixed new smoother rotation ignoring free lock input.
    [/p]
  • [p] Fixed one of Shamir's fingers on one of the skins not moving right.
    [/p]
  • [p] Fixed projectiles getting stuck in some places.
    [/p]
  • [p] Fixed some issues related to the secret boss.
    [/p]
  • [p] Fixed the Sinner UI not showing up after it got unlocked the first time.
    [/p]
  • [p] Further general game optimizations to reduce Garbage Collection and CPU usage. (bla bla, easier to run.)
    [/p]
  • [p] Further minor directional input feeling improvements to work better with the new smoother character rotation.
    [/p]
  • [p] Further multi-hit/rapid hit optimizations.
    [/p]
  • [p] Input buffer now gets reset when CharacterReset function is called, thus preventing an issue of the character possibly attacking nonstop, that could happen when the player is spamming melee attack nonstop.
    [/p]
  • [p] Made sure that remove/reduce flashling lights option now covers microckets.
    [/p]
  • [p] Minor camera rework to make it feel and look nicer and more dynamic, this includes auto camera rotation, now its not locked behind the character's back constantly and smoothly follows the target as expected.
    [/p]
  • [p] Other minor fixes.
    [/p]
  • [p] SDK sample updated to the latest Engine version. 6000.3.9f1, the older uploaded missions to the workshop should still work.
    [/p]
  • [p] Updated LDJ's lines, because I had some time to scream.
    [/p]
[p]If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server. [/p][p]
Known issues:[/p][p]
1) Some of Huntress's animations are not fully finished. (Death for example.)[/p][p]
2) I noticed that Mission 1's music transition is not right when restarting from checkpoint. [/p][p][/p][p]3) ...And yes, first switch to Enerith via character switcher is still a one time stutter. I'll get to it.

For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE[/p]

Patch v1.131 (Beta4) - oh lord when is it coming out already edition

[p]As per usual, if you want to try out these new changes on the beta channel, I recommend backing up your save files just in case.[/p][p][/p][p]You can access the beta_unstable branch in the game's properties on Steam.[/p][p][/p][p][/p][p][/p][p]*Patch. Patch. Patch. Patch.* Feel better, Feel better, Feel better, Feel better.[/p][p]This update really is taking a while to release, huh.[/p][p]Sorry... there's a lot. [/p][p]Hey, did you know that the game's source project file is like 200gb of hard drive space? now you know. It's mostly the game engine's cache. Pain.[/p][p]Anyway. Now that I have a better way to work with inverse kinematics, I can animate better. (idk why blender's default way of doing it is kinda ass, but its whatever. Maybe its a me problem. It's probably a me problem.)[/p][p]So I went through a few anims that were quite bad. And I also backported the way Huntress's legs move to other characters so it feels much nicer.[/p][p]I want it to be as good as it possibly can be because it'll likely when this update releases it'll be the final content update before I move onto my neglected for many months other project. [/p][p]Or it'll still get neglected as I try to work on something that could make me rich enough to work on those things indefinitely.[/p][p][/p][p]Friendslop gamblecore games are all the rage now, eh? Meh.[/p][p][/p][p]Regardless of what happens after this update will be fully finished, I'll still fix bugs here. [/p][p]Here's the things left to do before this can be released for good.[/p]
  • [p]1) Add a movelist UI for huntress and make her selectable in the main menu.[/p]
  • [p]2) Finish the rest of huntress's moves, polish and balance. (she has quite a lot of moves to be honest...) 4 weapons are mostly complete. needs more polish and a few extra moves. but overall she's already in a pretty good state. Although, some input priorities are not the best right now. Directional are a tad delayed. I'm looking into it.[/p]
  • [p]3) Test co-op playthrough properly with someone.[/p]
[p][/p][p]Patch v1.131 (Beta4) - I swear, this is the last beta before its done..[/p]
  • [p]Added the ability to disable most quick/flashing lights as an option in the extras menu.[/p]
  • [p]Added support for extra skins for other playable characters. (Enerith and Huntress (CAG) got an extra skin. If they are selected in the menu, they will be also visible with the character switcher.)[/p]
  • [p]Animation and minor move adjustments for all playable characters. Enerith got quite a bit of polish.[/p]
  • [p]Auto rotation smoothness improvements.[/p]
  • [p]Fixed Kair's "Melee" only style not showing on the UI when using Character Switcher.[/p]
  • [p] Fixed an issue with Kair being able to instakill bosses. (I just added a cooldown, I wanted to initially but i forgot. lol. lmao.)[/p]
  • [p]Fixed Enerith Boss fight being broken in beta due to coop reference being broken lol lmao.[/p]
  • [p]Fixed that stupid delayed rotation that only started to work near the end of the attack when doing an attack while not facing the enemy.[/p]
  • [p]Fixed the freecam cheat. oops.[/p]
  • [p]Fixed gamepad pointer not picking level start. (That was caused by Character Switcher's radial menu. Whoops.)[/p]
  • [p]Fixed jukebox skipping a track in the practice mode.[/p]
  • [p]Further visual adjustments. You may notice em, you may not.[/p]
  • [p]Greatly improved CPU performance for moves that hit a lot of enemies at once, this got especially bad with Huntress V2 as a lot of her moves hit many targets at the same time. I didn't pool them before. Shoutouts to garbage collector. Might use a bit more memory now though. But I doubt it'll be that noticable.[/p]
  • [p]Huntress (CAG) got a lot of new moves.[/p]
  • [p]Huntress (CAG) is now selectable without Character Switcher enabled.[/p]
  • [p]Improved everything that results in character landing.[/p]
  • [p] Improved the shadow system under the playable character. (Wow! PS2 Technology!)[/p]
  • [p]Minor FSR improvements to those who use it.[/p]
  • [p]Minor Physics changes.[/p]
  • [p]Minor improvements to the way movement works after doing an attack motion of any kind. It's a quite bit smoother now.[/p]
  • [p]Textures in the distance should be less shimemry now.[/p]
[p]Known issues. I'll get to them. I'm just focusing hard on actually finishing Huntress V2. This update is taking long enough as is. :([/p]
  • [p]First swap to Enerith via Divergence will cause a stutter. Sorry, I didn't fix the precaching for that yet.[/p]
  • [p]SDK sample is still a little outdated. With sudden engine upgrades to fix some dumb issues, it wouldn't surprise me if I'll have to redo the setup for it entirely. Oh well.[/p]
  • [p]Shamir's dodge visual effect is missing.[/p]
[p][/p][p][/p][p]If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.

For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE
[/p]

Patch v1.131 (Beta3) - Almost Stable Enough for Release™ Edition

[p]Not this TGA, eh? Take your Hopium shot, it'll come eventually.[/p][p][/p][p]As per usual, if you want to try out these new changes on the beta channel, I recommend backing up your save files just in case.[/p][p][/p][p]You can access the beta_unstable branch in the game's properties on Steam.[/p][p][/p][p][/p][p][/p][p][/p][p]Getting close to finally pushing out this update to the live channel. Just a few more bugs left + finishing up Huntress CAG ver.[/p][p][/p][p]Changes:[/p]
  • [p] Added the ability to revive each other in Co-Op.[/p]
  • [p]Additional moves for Huntress CAG ver (shotgun, general dodge move.) all still in progress... Yes, slow, I know. Sorry, my real job is unfortunately higher priority. (All work and no play.)[/p]
  • [p]Another engine upgrade because Animator related things broke. (now on 6000.2.14f1... so sorry to anyone who mods the game.)[/p]
  • [p]Co-op Lock On now has an additional icon to show whose target it is.[/p]
  • [p]Each Player can now check their Movelist and do Upgrades properly when playing in co-op.[/p]
  • [p] Enemy Health now also scales up in co-op.[/p]
  • [p] Fixed CPU performance issues related to input implementation.[/p]
  • [p]Fixed a chance of being soft locked when entering a new location/using doors, as Teleporting didn't set the last memorized position for teleportation to be Teleporter's destination, causing some bad issues when walking into a deadly pit right after teleporting instead of jumping.[/p]
  • [p] Changed Fixed Camera's Trigger in Mission 02 as it was too large.[/p]
  • [p] Fixed an issue where using Microckets would cause strange behavior on Shamir if another move was active during its activation.[/p]
  • [p] Fixed Gamepad cursor not showing up after the engine upgrades. Because its VERY COOL and NICE to change the way Time works between engine versions :)[/p]
  • [p] Fixed previously mentioned bugs and other issues on the previous update page.[/p]
  • [p] Improved co-op compatibility with the main campaign.[/p]
  • [p] Minor graphical changes to most missions. Should look a bit more... lively, and the lighting might look nicer in some places. Sorry for the heavier game size now. Does that count as a mini remaster? Eh. Maybe. Just touch-ups.[/p]
[p][/p][p]Special thanks to Moni in Discord for reporting many bugs for this release.[/p][p][/p][p]Note: Right now you can pick any character in coop mode, but that's not intended. [/p][p]I intend to make Kair and Dominika unlocked by default for co-op, but also unlock Enerith and Huntress after beating the game.[/p][p][/p][p]Known issues:[/p]
  • [p] Kair instant kill. If you know you know.[/p]
  • [p] First swap to Enerith via Divergence will cause a stutter. Sorry I broke the startup caching.[/p]
  • [p] Jumping off a Pulley with Huntress V2 doesn't work right.[/p]
  • [p] SDK sample is now a little outdated.[/p]
  • [p]Huntress V2 is still unfinished, but likely now with most issues related to co-op and divergence being fixed I can fully focus on her.[/p]
[p][/p][p]If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.

For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE
[/p]

Patch v1.131 (Beta2) - Local Co-op, Character Switcher support for gamepad.

[p]spaghetti.[/p][p]
As per usual, if you want to give it a try, switch to the Beta channel in the game's properties.[/p][p]

This update brings a more feature complete version of character switcher. It's very much done and very usable. And now it has gamepad support. Yay.

In addition to that, this update brings (experimental) LOCAL co-op. [/p][p]You can toggle it when starting a mission, or any other thing where you can play the game.[/p][p][/p][p]Sorry, converting the game to support online coop is extremely unlikely due to how the game is structured. [/p][p]Online play kind of requires spawning things in realtime and synchronizing it, but in my game a lot of stuff is already pre-spawned. And there's a lot of references to already spawned objects. So... Yeah.[/p][p]
Though if you do want to play it online, you can probably use Steam Remote Play. It has been enabled on the unstable/beta channel.[/p][p]
I've yet to decide whether or not it should be using a shared screen, or split screen... Shared screen feels cooler. But split screen makes a lot of things easier to do. Maybe a hybrid. Maybe not. [/p][p]
We'll see. For now I'd reccomend using it in Tower Of Blood and Practice Mode only, if you want to do campaign, make sure to enter the arenas together at the same time for now. I've not synchronized that part yet.[/p][p]
I'll teleport player 2 into the beginning of the arena next time, once this is more tested.[/p][p]
I'm pushing out unstable stuff to beta channel mostly as a reminder that yes, i am still working on it. Just these features require a lot of testing before they can be pushed to the main update channel.

As per usual, if you want to try out these new changes on the beta channel, I recommend backing up your save files just in case.

Patch v1.131 (Beta2) - Local Co-op, Character Switcher support for gamepad.

- Added a voice volume slider in audio settings.
- Experimental Local Co-Op has been added. Not compatible with Character Switcher. Player 1 is mouse and Keyboard, Player 2 is gamepad. When Co-op is disabled, Player 1 can use either gamepad or mouse and keyboard.
- Switching to Enerith via Divergence no longer causes a stutter.[/p][p][/p][p]- Character Switcher can now be used on gamepad with a radial menu for character switching. (The button for this is switch target, aka Right Trigger)
- Fixed various bugs related to Character Switcher.
- Huntress - The Third Person Shooter version one is now named Huntress (TPS), the new version is named Huntress (CAG), but Huntress CAG can not be selected in the main menu yet, sorry she's not finished.
- Huntress V2 is properly usable on the gamepad now.
- Prevented Character Switcher from working when Huntress (TPS) is selected as that playstyle is not supported for this mode.
- Somewhat improved directional input detection on gamepad. At least it feels a bit more consistent.
- Unified the way the playable characters check for if the game is paused, resolving some issues where you could do some inputs while paused.
- Updated it so the Upgrades menu accepts it when you are using character switcher, so now it'll show proper upgrades menu/movelist when you switch a character using character switcher.
- Updated character switcher to prevent it from being used on rails/vehicles.

Known issues in the Beta 2 build.
1) Huntress (CAG Version) may be stuck in a weird rotation when some of the moves are used without enemies on screen. (i'm working on her, just needed to take care of other things first.)
2) In coop; Some visual effects, combat elements and UI elements are applied to player 1 even when created by player 2.
3) In coop, if player 1 dies, it's game over. I haven't tested or implemented separate deaths yet. There's a lot of changes on the back end. So this is experimental stuff.
4) Lock on currently doesn't have any special differences between player 1 and 2. As in, it is separated, yes, you can also lock onto the same target, but visually it is not distinct onto whose lock on is whose right now. This will be addressed later.
5) Player 2's lock on doesn't display enemy health correctly.
6) Enerith's gravity push (When locked on an enemy) is currently not working due to the recent changes to the doppelganger system to work for local co-op. This is something that will be fixed next patch.
7) When the enemy is not locked onto player 2 and player 2 stands in the way of the attack when its targetting player 1, it'll damage player one. Yeah. Magic...

All of it will be fixed once the update will be stable enough to be put on main.

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail ([email protected]), or on the stinky Discord server.

For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE[/p]