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

Heartless & Dreadful : Return By 72 Hours News

Patch v1.068 (Main)

- Added sex as a console command. That's right. This is the sex update.
- Camera - Will no longer zoom into character's torso if moved close to the ground.
- Claws - Combo A/B - Adjusted hitboxes to be more accurate with the visual effects.
- Claws - Toxic effect no longer causes insane screen shake.
- Fixed another possible soft lock caused by the player getting hit by a PROJECTILE while pressing the Pause button. The game will allow you to forcefully close the menu now.
- Gamepad - Using D-pad during pause no longer will cause you to switch the styles while paused.
- General - Air Taunt now pushes the player a bit higher in the air.
- General - All attacks now no longer cause the player to just "Stand still" when the attack is almost over. This should reduce the "jankiness" in combat, as you'll be allowed to move in any direction a lot earlier than before.
- General - All ranged weapons that have a charge mechanic, now have a charge sound effect.
- General - Character collision has been improved. This should no longer cause the character collision to freak out when trying to walk over some specific ledges with the ground beneath them.
- General - Greatly reduced the situations where the character may be floating slightly above the ground.
- General - Made some jump pads to be a bit more reliable on higher framerate than most people usually play on.
- General - Melee attacks now force an invisible lock on state, just like when you try to shoot guns without locking on. This should behave similiarly to other action games games that do a little bit of an autolock on basic attack.
- Grindblade - Combo A - Reduced the final attack delay.
- Grindblade - Judge's Gear - No longer gets blocked by shields. It's a ranged attack, never should have been blocked in the first place.
- Grindblade - Judge's Gear - hitbox size has been greatly increased to match the particle effects.
- Hit effects now cause a subtle light effect, making it look a bit more flashy.
- Projectiles are a bit more stable now, code-wise.
- Style - Boost - Concentration - Now behaves slightly differently. To prevent boring and cheesy playstyle, boost recharges Chaos Energy now based on your distance towards the enemy. Meaning, it's a lot more risk/rewardy.
- Style - Boost - Dropkick - now has particle effects. I forgor.
- Style - Dodge - Teleportation ground detection has been improved, reducing the chances of the character getting stuck in the ground, that was actually not a mesh issue, but me being stupid issue. Whoopsie.
- Style - Guard - Increased the parry time, in order to make it a bit more reliable.
- Style - Guard - Projectiles can be parried now, meaning if you hit it during the parry time, it will fling them back towards the enemy.
- Style - Sinner - Increased the charge rate on enemy hit. This should make it charge quicker, and be usable more often.
- Toothpick - Adjusted combo A timings.

QuickFix right after this update is live:
- Added a 3 drop system to Mission 09, to prevent possibility of hardlocking the game.
- Fixed a few small typos.
- Fixed one of Enerith's particle effects playing on level start whenever you try to play as anyone else.
- Mission 04 - Fixed the first waypoint (for the waypoint/where to go system) not being set correctly.
- Mission 04 - Made a specific button a bit more obvious by painting it red.
- Mission 04 - Preventing vehicle from entering a secret area.
- Mission 09, added a failsafe enemy killplane, just in case.
- Mission 09, sealed off the last arena because apparently I forgot to do so.
- The game will no longer recognize boxes as the ground, it will not memorize player's reset position when standing on them.
- Unscrewed the gravity for boxes in Mission 09.

Known issues -
- Boss (DJ) sometimes has a problem, where it can be stunned during a special attack, causing it to shoot through the glass instead of waiting. Not game breaking.
Other than that, none.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Hotfix for an issue from the refund note.

This one came from the refund note, so to avoid further accidents this has been hotfixed.

- Fixed an issue where the player would occasionately fall out of bounds in the boss fight arena in Mission 04.
- Added a failsafe in case player does manage somehow to do it again. Though it shouldn't happen.

Patch v1.067 (Main)

A lil bit more, real life work is kinda killing me, so small patches for now.

- Custom Level Loader - Fixed an issue where the collectibles would get reset when entering the custom level loader menu.
- Fixed an issue where the special costume for beating Eternal Nightmare wouldn't get granted.
- Enemies with the clone flag will no longer count to the enemy count in the Tower Of Blood.
- Betelgeuse Boss - Adjusted the failsafe to only activate on the boss, and not simultaneously on the clones.
- Fixed Sharp Dresser achievement being granted incorrectly, now it should consider all costume unlocked status.

Known bugs - None If you find any other bugs or issues, or have some feedback, let me know.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch v1.066 (Main)

Bug fixes n some balance adjustments, mainly for ToB.
Still working on playable Enerith, though.

- Tower Of Blood - Timer has been disabled for floors 100-101
- Tower Of Blood - Fixed a problem where level completion wouldn't trigger if the selected character was Shamir.
- Tower Of Blood - Every 20 floors, 2 extra minutes will be added to the timer.
- Tower Of Blood - Now begins with extra 2 minutes on start.
- Tower Of Blood - Fixed an issue where beating Betelgeuse in TOB would destroy the portal that leads to the next floor.
- Huntress - Fixed an issue where Shamir's weapon icons would show as her weapons if you had "Keep weapon icons on screen."
- Shamir - Moved the grenade launcher grenade counter a bit higher to avoid it being obstructed by the weapon icons. This in particular only was a problem with "keep weapon icons on screen" toggle enabled.
- Betelgeuse Boss - Added a failsafe that removes the clones on death.
- Game Completion - Fixed the wrong text on the exit button. It used to say "FIND 4 SWITCHES" which was unintentional.
- Mission 06 - Fixed a possible soft lock when playing on DMD difficulty.

Known bugs - Entering a workshop level loader will reset the collectibles, except for HP and CT upgrades.
Other than that, none. If you find any other bugs or issues, or have some feedback, let me know.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

yay another quickfix.

Turns out untying hardcoded code is a bit messy sometimes.

- Fixed an issue where any character dying would result in non stop death sounds until exited the mission or continued from checkpoint.
- Fixed an issue where you could shoot ONCE during the pause menu. Now you can't shoot during the pause menu at all.

I should probably utilize the beta channel more. Seemed stable enough. Oh well. Sorry.