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Heartless & Dreadful : Return By 72 Hours News

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.

Patch v1.06 (Main)

-Minor adjustments to enemy animations in order to improve attack readability. I've been planning to take a look into enemies some more after Kair's release, but that should help a bit for now.

Patch v1.105 (Main)

Tiny patch while i still work on the extra playable character.
Takes a while because I sleep a lot. Night shifts are funny like that. Makes you sleep through most of the day.

- Fixed an issue where Dominika couldn't dodge out of damage on the gamepad.
- Fixed an issue where playable Enerith's gravity would incorrectly apply in one of the moves. It caused him to get incredibly heavy after an animation cancel.
- Added a toggle to enable a lighter background for the dialogue background to make it a bit less eye straining for some people. It's available in the gameplay options.
- Fixed Camera transitions are now smoother. That came from doing some prototyping but got updated here as well. Joys of sharing code.
- Minor gravity adjustments for Shamir's Air Combo.
- Fixed unsheathed grindblade not disappearing when jump cancelled.