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Hellish Quart News

Update 2024.09.01.0

Hellish Quart pre-alpha v.2024.09.01.0

FIX:
- fixed a bug that caused thrusts not detect Maryna's shield or Yendrek's axe shaft
- Yendrek: fixed a bug where "through steel" axe head hits were not registering for the player on the right
- Yendrek: fixed a bug that caused a 0.05s delay in detecting hits with axe shaft
- Yendrek: fixed left hand IK jittering in the beginning animation

TWEAK
- Yendrek: most normal attacks are just a bit faster
- Yendrek: added more attack linking options in place and forward attacks
- Marta: active frames adjustment on thrust attacks (to be more effective)
- Marta, Marie: tip thrusts "through steel" deal full damage, instead of chip damage

Update 2024.08.31.0

Hellish Quart pre-alpha v.2024.08.31.0

TWEAK:
- Blade bashing, if you hit the weak (upper) part of the blade, is possible only if you hit it with the strong (lower) part of the blade (up to this point, it was even weak vs weak, which was not quite realistic)
- Blade bashing, if you hit the weak part of the blade, is possible:

a) when the opponent is strafing or moving forward. It's not possible when he is standing still or backing up. This is to simulate worse focus and guard structure in those cases. This doesn't apply to rapiers, which can always be bashed down by hitting their top part.

b) when our opponent is not facing you directly (when you flank him more than 24 degrees). In this case, the weak area becomes much larger.

- thinner blade edge hit detectors for more precise hit detection
- Blade bashing option is now "on" by default

FIX:
- The additive wrist bend animation, when your blade is bashed down by hitting it's weak part, will not play if you are in the middle of your attack.
- Fixed a bug in some characters that turned off the weak part of the blade hitboxes, when other than sharp weapons were chosen
- Barabasz: fixed a Long Guard spamming bug in AI level 3

Update 2024.08.30.0

Hellish Quart pre-alpha v.2024.08.30.0

TWEAK:
- Jacek: redone some basic attack animations, so they better fit the game's mechanics
- Bashing through the weak part of the blade mechanic is now off by default (doesn't apply to rapiers). Reasons: it's mostly out of player's control. You can turn it back on in Options if you wish.

FIX:
- Zera: fixed a bug where "Go Around" move would not trigger
- Zera: additional colliders for his Cloth to fix intersecting with his legs

NEW:
- Laszlo: new special attacks

Update 2024.08.27.0

Hellish Quart pre-alpha v.2024.08.27.0


TWEAK:
- Yendrek: "Pull" special move has new input: (LG) Back + X
- Yendrek: removed combos that had a pull special move in them
- Yendrek: less muscle power
- Yendrek: if you hit an enemy or his weapon with the axe shaft, the axe head will check for a flesh hit only once (as opposed to checking through the whole range of remaining active frames)
- Yendrek: all non-Long Guard and non-special attacks are slower by 2%

FIX:
- Marta, Marie: fixed a bug that prevented them from being pulled by Yendrek
- Yendrek, Kalkstein: fixed some dodges not having a cooldown
- Fixed a bug with some characters not being able to beat down the opponent's long guard before scoring their first hit or punch

Update 2024.08.25.0

Hellish Quart pre-alpha v.2024.08.25.0

FIX:
- Refactored hitting the weak part of the blade system ("bashing through" guards if you hit the very top part of the opponent's sword) - more precise detection and the blade actually does visually and mechanically give in using additive animation. If you hit the enemy through the weak of the blade (as opposed to a clean hit) you will deal lowered damage.
- Marta: fixed a minor bug in IK on thrust hit
- Gedeon, Barabasz: fixed minor bugs in combo timings

NEW:
- All characters now respect the attack homing multiplier slider from Gameplay Options
- Dodging left or right turns off Attack Homing for your opponent for 0.6s (this may be tweaked or disabled if it proves not fun or problematic)