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Hellish Quart News

Update 2025.12.19.0

[p]Hellish Quart pre-alpha v.2025.12.19.0[/p][p]TWEAK:[/p][p]- Yendrek: animation variables, muscles, and physics of the weapon tweaks[/p][p]- default muscle recovery time and max velocity tweaks[/p]

Update 2025.12.18.0

[p]Hellish Quart pre-alpha v.2025.12.18.0[/p][p]TWEAK:[/p][p]- Samuel: active frames adjusted for dynamic muscles[/p][p]- Tarnavski: active frames adjusted for dynamic muscles[/p][p]- dynamic muscle script expansion and tweaks[/p]

Update 2025.12.16.0

[p]Hellish Quart pre-alpha v.2025.12.16.0[/p][p][/p][p]TWEAK:[/p][p]- dynamic muscle script expansion and tweaks[/p][p]- Maryna: active frames adjusted for dynamic muscles[/p][p]- Geedeon: active frames adjusted for dynamic muscles[/p][p]- Jan, Barabasz: active frames adjusted for dynamic muscles[/p][p][/p][p]FIX:[/p][p]- Yendrek: he can no longer hit himself accidentally[/p]

Update 2025.12.15.0

[p]Hellish Quart pre-alpha v.2025.12.15.0[/p][p][/p][p]FIX:[/p][p]- Added a failsafe that should detect if physics is "stuck" and break it by loosening muscles to 0 for a moment, before it lasts more than 2 frames[/p][p]- Left hand weapon or shield characters: left hand integrated to the new muscle system calculations[/p][p]- Sava, Hasan: fixed a bug in the low attack punish move[/p][p][/p][p]TWEAK:[/p][p]- Yendrek: rebalanced weapon mass (more top-heavy)[/p][p]- Canceling an attack after being blocked now stiffens the hand muscles faster, allowing for faster guard (but this will turn off if it requires an impossible physics scenario)[/p]

Update 2025.12.14.0

[p]Hellish Quart pre-alpha v.2025.12.14.0[/p][p][/p][p]TWEAK:[/p][p]- Tweaks of the dynamic sword arm muscles script[/p][p]- Physics solver tweaks[/p][p]- Lowered maximum allowed angular sword speed for more stable collisions[/p][p]- Jan, Barabasz AI: fixed a bug where they would constantly cancel and retry attacks[/p][p]FIX:[/p][p]- fixed regression: impact variable bug[/p][p]- Tarnavski: fixed a bug where his sword kept colliding with its own hilt[/p][p]- Jacek: near variants of attack animations adjustments for dynamic muscles[/p][p]- Stable mode: edge detectors improvements[/p][p][/p][p]Known issues:[/p][p]- Slowing down time interferes with Precise mode physics; parts of the models can get stuck momentarily (fix coming soon)[/p][p]- Some attacks still need to be adjusted to the dynamic sword arm muscle system, so the animation doesn't force impossible situations in edge cases[/p]