1. Hellish Quart
  2. News

Hellish Quart News

Right of Way Update

In this update new win / lose animations for the Right of Way mode are added. Check out the video!

[previewyoutube][/previewyoutube]


-----------
Hellish Quart pre-alpha v. 2022.09.21.0

NEW:
- Right Of Way mode now has special Defeat animations that can blend from Lose to Win state, depending on the Right of Way Double Kill result.
- Marta: Tired and Limping movement animations

TWEAK:
- Father Zera: Walk Backward animation is a bit faster

Update 2022.09.17.0

Hellish Quart pre-alpha v.2022.09.17.0

FIX:
- Fixed resetting the training mode score if Rematch is pressed

TWEAK:
- The fight break after scoring a hit in training mode is reduced to 2.4s

NEW:
- Added a manual Set Target FPS override in Graphics Options, that will override the auto detection settings. This is for supporting cases where the player has multiple monitors with different refresh rates each, and the game detects just the primary monitor's refresh rate, while you want to actually play on the second monitor, or through Steam Link on your TV, etc.

Update 2022.09.16.0

Hellish Quart pre-alpha v. 2022.09.16.0

FIX:
- In training mode (aka HEMA mode) the fight now will stop 0.4 seconds after one of the fencers scores a point (0.4 seconds is the time for an afterblow, after this time it won't be scored). The fight will resume after 3.5 seconds.
- Fixed regression where High and Low guard was not triggering after scoring a hit in training mode
- Fixed a small bug in the Credits panel

NEW:
- School Gym Arena: added a modern fencing scoring machine which will work in training mode

Update 2022.09.15.0

Hellish Quart pre-alpha v. 2022.09.15.0

FIX:
- Big code polish pass on the grabbing mechanic, to try to prevent various edge scenarios resulting in glitches (more visual polish will come later on)
- Fixed regression: Father Zera not doing intended damage caused by previous physics system velocity tweaks
- Father Zera: fixed transitions in combos from blocked attack animations to regular attack animations
- Jacek: Fixed a little animation twitch at the end of the fight
- Long Guard is now triggered with a different system (to be more consistent with the rest of the controls)
- Alexander: fixed a bug where he did a Back attack instead of a Close Attack when close to the opponent
- Polish pass on the head look-at mechanic
- Fixed regression: increased physics collision detection offset to adjust to the new faster max angular speed from the previous update
- Fixed a bug where some of the characters didn't bash away the opponent's Long Guard if they hit the weak part of the blade first
- Fixed bug where some characters' hands twisted for a moment after defending a grab


NEW:
- Added troubleshooting tips to Main Menu (may be temporary)
- The game's physics clock now automatically syncs to your monitor's refresh rate
- If your monitor's refresh rate is above 145 Hz, the game will try to go to full screen and set the refresh rate to 120. If it fails (because of your system settings for example), it will set the physics refresh rate to half of your monitor's refresh rate
- Added a VR HMD set refresh rate Menu window (temporary solution)
- You can no longer turn off "Sync Physics with FPS"
- You can no longer turn off Vsync (the option is still there to avoid corrupting previous savegames, but it doesn't turn it off - temporary solution)
- Father Zera: added a dedicated Grab finisher

Update 2022.09.05 (Fixes)

Hellish Quart pre-alpha v. 2022.09.05

FIX:
- Optimization of the Water Mill Arena
- Marta has now smoother walking animations (more stable view in FPP mode)
- Fixed bug with Marta's Move List not scrolling all the way down
- Marie: fixed the bug, where Marie couldn't assume high or low guard right after scoring a hit in Training mode
- increased physics maximum angular velocity for swords, which should improve the 'ragdoll vs. original animation' accuracy of fast moving cut attacks
- Kalkstein: fixed some animation bugs with attacks

TWEAK:
- Push Reaction stun is now generally shorter, but has different duration for every character (the heavier the character the shorter stun), but still all Push Reactions can be canceled by dodging backward
- You can't push an opponent who is in active frames of an ongoing attack animation
- VR Lifesize camera is a bit closer to the fencers for the sake of sharpness of the image because the focus point of most VR headsets is 1.3m-2m.
- VR Camera now has a dead zone, so it doesn't follow Alexander's movements in Idle