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Heartless & Dreadful : Return By 72 Hours News

Patch v1.101 (Main)

Hi, sort of back.

Had to take a break, things are slower due to health stuff.
Not much progress on new characters yet, discovered an odd issue in code that I can't narrow down just yet. It kind of prevents me from adding more moves for extra characters, somehow. I'll figure it out.


Just a tiny WIP here with a lot of rough stuff, but I am not forgetting about more content. It's just gonna take longer than I expect due to life being in the way.

- General - All Double tap/Double stick flick moves have had their input changed.
That should bring more consistency in input execution across both gamepads and mouse and keyboard controls. It may feel odd at first, but this control scheme is overall better and allows for easier execution of more complicated moves.

- General - Game completion state is now stored in a save file, meaning that if you synchronize your save for another device, it should now make sure to count the game as completed. This requires the game to be launched once and synchronized on a PC where the game has been completed once to work.

- D.Magnum - Side swing has been removed. Frankly, this move was rather useless, you can already dodge well with the dodge style. Also with the way that input is handled it only gets in the way more than anything, especially after the rework above.

- Shotgun - Directional shots have also been removed. They were only getting in the way and were very much useless.

- Upgrade menu - Corrected a few incorrect descriptions for move executions.

- General - Eternal Nightmare - Corrected an issue where the 3 heart system wouldn't work in the first mission.

- General - Improved interaction of some moves with others, leading to less wonky physics interactions.

- General - Font scaling has been implemented. On large screens, the game's text is quite frankly too big. But now you can change it to your heart's content with the slider implemented in the gameplay settings.

- General - Added max velocity cap to prevent clipping through some walls if a move that multiplied velocity has been activated from somewhere very high.

- General - Brought back a system that allowed you to teleport to your last known position if you fell into a deadly pit instead of going back to checkpoint. It was available in some older patches but was disabled until a rework. The rework happened, it should no longer be memorized when standing across edges. This prevents an issue where you could end up endlessly falling into a deadly pit.

- General - Fixed weapons not showing properly when using the jump pad.

- General - Reduced some internal cooldowns for some moves to make their execution feel a bit smoother and more instant.

- Mission 01 - Fixed an issue where you could get stuck in air in a very specific location.

- Training - Added an extra map with a vehicle in it. Because there was no map with a vehicle in training before.


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



Patch v1.100 (Main)

Wow. So this is 1.1, a milestone for sure.

- Fixed Eternal Nightmare's 3 live system showing up in credits fight.
- Fixed weird shading in credits fight.
- General - Fixed an issue where if your Gamepad would disconnect during death, the game would soft lock by opening a menu without buttons.
- General - Fixed boost mode's speedlines not playing if using boost during free lock.
- Seth Bossfight - Likely fixed him getting frozen when going to berserk mode if he was stunned via guarding. Not too sure on this one, because "it just works on my machine" TM.
- Shamir - Claws - Super Slam - Improved the input to be more reliable on gamepad.
- Shamir - Shotgun - Reverted the change from the previous patch, shooting while attacking is now a feature and has been added to the movelist, however it's damage output has been greatly nerfed.

Quick fix was released later:
- Fixed costume not being memorized even though it should've been.
- Fixed Friendly Knight doing too much damage on Eternal Nightmare.
- Fixed the death animation in air not functioning properly after gravity rework.
- Fixed the button for assisted mode chooser not working in the tutorial for gamepads.

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

Patch v1.099 (Main)

- General - Fixed an issue where if you stood in the place where seated Seth spawn after the boss fight, the dialogue for defeating Seth wouldn't play and wouldn't spawn the level completer trigger.
- General - When character reset/animation cancel is performed, the particles will now hide as well. This is to make it more obvious when hitbox is active and when it is not.
- General - Vehicles are now way less likely to fall through the ground when clipping with some specific props.
- General - Double tapping the reset camera button will now activate/deactivate auto camera without needing to go into gameplay settings. Community request.
- Shamir - Claws - Inputs have been simplified to reduce the need to hold directions/double tapping. Ideally, I want to remove the double taps wherever possible.
- Shamir - Shotgun - Shotgun can no longer be shot during attack animations.

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

Patch v1.098 (Main)

Realm Of the Rogue kinda sucks to both code and play, genuinely not fun, so instead I am just gonna make two more playable characters.


Dominika will be first, Kair will follow later.

No ETA on when other than it's in very early development now.

Patch notes:
- General - Added another failsafe to to prevent a potential save corruption.
- General - Removed save file reference from doppelganger to prevent a potential save corruption.
- General - The game now remembers last used costume/skin inbetween sessions. So if you quit the game, and start it again, it'll remember your last used costume as long as you load the save file that has that costume unlocked.
- Shamir - Grindblade - Fixed an issue where if Gear Rising was activated too close to the ground, Shamir would slide for a bit, while unable to do any action for about a second.
- Shamir - Guard Mode - Added Overpower into the upgrade menu. Overpower allows you to restore your CT energy on a perfect parry.
- Training - Exposed movement values for advanced players.

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

Patch v1.097 (Main)

Small one, but had to be released due to a certain issue soft locking the game.

- Fixed Little Dee O Jay soft locking the game by having gravity so strong it pulled it under the floor. Thus causing a soft lock in some scenarios.
- General - Further gravity adjustments.
- Shamir - D.Magnum - Rainstorm - No longer has a bullet delay when another gun shot first before this move was initiated.
- Shamir - Grindblade - Recieved a major rework on how it functions. It should be a lot snappier and nicer to use now.