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Hellish Quart News

Update 2025.12.11.0

[p]Hellish Quart pre-alpha v.2025.12.11.0[/p][p][/p][p]FIX:[/p][p]- Isabella: fixed trajectories for High Guard Backward cuts[/p][p]- Stable collision mode: brought back raycast hit detection (instead of the new Collision detection) for this mode only, so it works like before the recent changes, if you choose this mode. Remember to also turn off the Dynamic Muscles option if you want the game exactly like it was before.[/p][p][/p][hr][/hr][p]
Having technical problems with the game?
Visit the Technical Help page.[/p]

Update 2025.12.09.0

[p]Hellish Quart pre-alpha v.2025.12.09.0[/p][p]FIX:[/p][p]- Yendrek: adjustment to new collision system and physics tweaking pass[/p][p]- Kalkstein: (RFF) LG + Y - fixed too short active frames[/p][p]- Blade bashed down stagger is now cancelable earlier by simply pressing Back, and not only by dodging back[/p]

Update 2025.12.08.0

[p]Hellish Quart pre-alpha v.2025.12.08.0[/p][p][/p][p]FIX/TWEAK:[/p][p]- Adjusted right hand colliders to the new Collision system[/p][p]- A bit weaker muscles right before the moment of the upcoming sword impact on cut[/p][p]- A bit weaker muscles right before the moment of the upcoming sword impact on thrust[/p][p][/p][p]Having technical issues after an update? Visit the Technical Help page.[/p]

Update 2025.12.07.0

[p]Hellish Quart pre-alpha v.2025.12.07.0[/p][p]TWEAK:[/p][p]- Hit detection system for cut attacks is now changed to work entirely on Collision callback detections, instead of raycast hit detection. In every previous Unity version Collision callback detection system was unpredictable and faulty, but it turns out that in the current version, it works properly and provides consistent detection.[/p]

Update 2025.12.06.0

[p]Hellish Quart pre-alpha v.2025.12.06.0[/p][p]NEW:[/p][p]- New default option: the muscles in the right arm are now dynamically weakened in the active frames and gradually strengthened in the recovery phase during cut attacks. Additionally, in the moment of swords clashing, both fighters' wrist muscles go to 0 for a split second. This should make the moment of block or hit 100% physics driven, and not just 50-70%, as before. This works best with the "Precise" collision setting. You can turn this OFF in Options if you like.[/p][p]- New info panel: If you play the game on Steam Deck, a panel will show in the Graphics Options menu that informs how to set up your Steam Deck hardware for the game to run on your display as smoothly as possible[/p][p]TWEAK:[/p][p]- Blade collision mode Precise is now the default, because more physics on collision rarely results in "sticky blades" error[/p][p]- Maximum physics simulation angular speed increased[/p][p]- Animation variables pass to fine tune active frames range - now necessary because weakening of arm muscles depends on this[/p][p]FIX:[/p][p]- Kalkstein: fixed a few animations with rotating left hand, added missing leg switch notifies in in-place attack impact animations[/p][p]- Animation variables pass to make sure back edge cuts are marked properly[/p][p]- Numerous small fixes[/p][p]OPTIMIZATION:[/p][p]- Watermill arena: rocks and grass instantiation fix, works properly now [/p][p]- Meadow arena: rocks and grass instantiation fix, works properly now

NOTE:[/p][p]You can change the physics collisions options to ones you prefer, including turning off the new changes in the Gameplay Options menu.[/p]