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Hellish Quart News

Update 2024.02.15.0

Hellish Quart pre-alpha v.2024.02.15.0

FIX:
- Barabasz, Jan: fixed a bug in their guard animations that caused guard additive animations to play on top of attack animations, if the opponent also attacked right before
- Fixed a situation where, if both players attacked simultaneously with in-place attacks, one would blend out to a guard after the attack, and the other one to a neutral stance, depending on who attacked first. Right now both blend out to neutral, unless they press or hold Back - then they assume a guard normally.
- Fixed a situation where all characters would do the leg retracting on low attack, even if they don't have this move

Update 2024.02.14.0

Hellish Quart pre-alpha v.2024.02.14.0

TWEAK:
- Refactor of the Movement module (for ease of potential future changes, should cause no gameplay change currently)
- Jan, Barabasz: they don't slow down as much when tired
- Tweaks of the Coat of Arms title for the lifetime amount of ducats earned:

-------old
0 Landless
1 Baron
2 Viscount
3 Earl
4 Marquess
5 Duke
6 Prince
7 Grand Duke
8 King
9 Emperor

-------new
0 Coinless
1 Serf
2 Burgher
3 Petty Noble
4 Noble
5 Landlord
6 Stewart
7 Starosta
8 Castellan
9 Voivode
10 Chancellor
11 Hetman
12 Grand Hetman
13 Royal

This change sacrifices the worldwide recognizability of the titles for the sake of being more grounded in the time and place of the plot of the game.


NEW:
- Added an Option to choose a Homing Multiplier for attacking and walking (rotation rate to face the opponent). You can even set it to x0, but there always will be some homing when walking back or dodging back (WIP - not all characters have it yet)

FIX:
- Yendrek: fixed DodgeLeft, X triggering a special attack (it should not)
- Free Camera: fixed a bug where it would not launch in No Blood modes
- Jan, Barabasz, Laszlo: fixed a bug where they occasionally played a long guard additive animation on top of normal attacks, twisting their arm
- AI: Fixed a bug where the AI still tried to fight after winning a round
- Fixed a bug where Gaurd Away (Down, Back, LG) would aim the sword at the opponent with IK


Release Notes:
- Migration to Unity 2023 is coming soon. It is required for future compatibility with consoles and allows adding new technologies such as FSR, DLSS, Raytracing, etc. Check out the Beta "Test" branch in the Steam Client (Right-Click on the game -> Properties -> Beta) to see how it's going.

Update 2024.02.08.0

Hellish Quart pre-alpha v.2024.02.08.0

TWEAK:
- Way calmer camerawork during fights

FIX:
- Selecting the River arena in "No Progression" mode no longer launches the Gym arena


IMPORTANT: If you experience weird bugs like crashes, pink textures, giant fps drops, falling through floors, broken lighting, broken menus, characters not rendering, etc., then your update might have gone wrong. Please check the integrity of the game files. This should fix corrupted files.

1. Load Steam
2. From the Library tab, right-click on the game and select Properties from the menu
3. Select the Local files tab and click Verify integrity of game files...
4. Steam will verify the game's files

Update 2024.02.07.0

Hellish Quart pre-alpha v.2024.02.07.0

FIX:
- fixed regression: too fast camera rotation movement during fights
- 5 skulls AI: fixed Dead, Victory and Training TapTap states
- Refactored the Long Guard state detection so the aiming IK is turned on only when you hold the button, and not when the animation is in LG (it fixes occasional twitches when transitioning from LG to High Guard attacks)
- Isabella: sword IK will turn off, if a thrust attack hits, but does not kill the opponent, and there is a follow-up cut attack
- fixed camera not showing closeup on the winner in non-sharp weapons modes

Update v.2024.02.06.0

We are still working hard on the Story Mode, but in the meantime - some tweaks and fixes.

Hellish Quart pre-alpha v.2024.02.06.0

FIX:
- Fixed a bug where a neutral guard was invoked after letting go of the Long Guard button, instead of the desired guard requested from an incoming attack
- Jacek: Fixed a bug where blood decals were still visible in "no blood" modes
- Fixed a bug where hit and death voice efforts were played with very low volume (but note that not all characters have voiceovers yet)
- Gedeon: fixed a bug where sometimes additive animations remained on his hands after a fight (twisted hand)
- Fixed some bad LOD systems on models and trees that could have resulted in slowing down the game
- Alexander: fixed a bug where he could cancel some attacks without respecting the next attack cooldown after cancel
- Alexander: fixed a bug in (LFF) Y, X attack animation
- Alexander: fixed a bug where (LG) Y thrust attack was disengaging the bind guard
- Camera tracking speeds up if the fighters are about to cross the camera line (for example, when they circle around each other)
- Fixed a bug where AI opponent's hands would twitch when doing High Guard attacks
- Jacek: fixed a bug where his thrust IK was aiming after physics pass, making the thrusts force through blocks and hit even when blocked
- A polish pass on Long Guard (animation tree tweaks)
- Father Zera: (RFF) LG+X short thrust triggers a more proper guard

TWEAK:
- General physics settings tweaks (focus on eliminating impossible to solve collisions, aka "sticky blades")
- Sword collision physics tweaks (focus on eliminating impossible to solve collisions, aka "sticky blades")
- Sword hit detectors are now moved a bit to the front of the blades to prevent detecting the opponent's sword that is already behind the back edge / already past the guard
- Canceling attacks in active frames when the opponent is also attacking only applies to cut attacks now; thrusts can't be canceled on active frames now
- Jacek: Snap cuts animation tweaks so they don't go under the opponent's guard
- Rebaked lighting in most arenas
- Jacek: tweaked the Step Lunge (LG) Fwd, X animation
- Changed the audio clip of the 10 ducats reward to a better one
- Survival mode: gets a bit harder after 14 wins and yet harder after 18
- Zera: faster follow-up attacks after Taunt
- Jacek: tweaked the Y and Fwd + Y attack trajectories
- Consolidated the behavior or Close Attacks (punches) for all characters - In place, backward and forward attacks in very close range result in Close Attacks, but sidestep attacks don't.
- Gedeon: a bit shorter (than everyone else's) hit reaction animations
- Gedeon: a bit faster attacks
- Gedeon: whiffs are a bit less tiring

NEW:
- New AI tier (Fencer AI) - WIP
- Gedeon: added body sway animations on top of the movement to help dodge attacks
- Right of Way indicator: you can now choose the crown, a UI icon on the side of the screen, or no indicator
- You can now choose between the Stable and the Precise sword collision solvers. In Stable mode, if an impossible to solve scenario happens, the swords will just give in and get pushed away, even in an "impossible" direction, for a split second. In Precise mode the swords will not give in and will try to continue on their simulated trajectory, even if it is impossible - this results in looking like the blades got stuck to each other for a split second. The default is Stable.
- New Arena: River
- Tutorial: Added Binding and Taunt mechanics videos (temporary)
- Water splashes when characters walk in water
- New UI for difficulty choice in vs AI duels
- The sword sharpness choice is gone from the character selection menu (you can still change sharpness/damage modifier in the Options menu)


TIP: You can access previous versions of the game using the Beta branches in the Steam Client. Right click on Hellish Quart in the Steam client, choose Properties, Beta, and select a desired version using the dropdown menu.

TIP: If you are experiencing really weird bugs, like pink textures, crashes, no geometry, levels not loading, etc., please verify the game files in the Steam client (right click on the game -> Local Files -> Verify integrity of game files...).