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Hellish Quart News

Update: Jacek's Story

Hey everyone!

We're back from vacation, feeling refreshed and ready to dive back into development! Check out the brand-new chapters of Jacek Dydyński's Story.



Hellish Quart pre-alpha v.2024.11.29.0

NEW:
- New chapters of Jacek's Story

FIX:
- various small fixes

Update 2024.10.03.1

Hellish Quart pre-alpha v.2024.10.03.1

TWEAK:
- Fencing Priority option: "Only for AI" is now the default

NEW:
- 4 new music tracks
- Jacek's Story: Father Zera has a visible "health" bar during the broom fight

FIX:
- Kalkstein: Fixed the Inquartata move not triggering
- Added a failsafe that should prevent unintentional breaking of a hit stun (by other game systems)
- Alexander: damage adjustments
- Small fixes

Update 2024.09.17.0

Hellish Quart pre-alpha v.2024.09.17.0

TWEAK:
- Most characters: longer recovery frames on block (you can cancel it by pressing Back to return to guard faster)
- Marta, Zera, Samuel, Kalkstein: shorter blend-outs from attacks, so they match more with guard blending speed
- Isabella: top guard (anti-top attacks) now blends near-far

FIX:
- Jan: (LG) Fwd + X attack (the Corkscrew) now triggers the correct guard
- Kalkstein: thicker thrust hit detector
- Maryna: Fwd, Fwd, Y attack now triggers the correct guard
- Jan, Barabasz: corrected anti-thrust guards
- Wrist aiming in thrust attacks will not work if the attack is triggered when the enemy starts dodging sideways
- Fixed some nested prefabs bugs related to Dodging
- Isabela: fixed some attacks not dealing damage

Update 2024.09.13.0

EDIT 2: Fixed!
EDIT: Reverted for now because of an introduced new bug (sorry!)

Hellish Quart pre-alpha v.2024.09.13.0

FIX:
- Additional failsafe to prevent blade still detecting hits on attack animation blend out
- Samuel: Fixed a bug in 5 skulls AI where he just continued to walk forward after a while

TWEAK:
- Gedeon: more muscle power

Update 2024.09.12.0

Hellish Quart pre-alpha v.2024.09.12.0

TWEAK:
- Optimized Movement script
- Fencing Priority system upgrades:

This system will try to turn a potential double kill into a parry-riposte exchange, when both fencers press attack within 0.12s of each other (so practically at the same time). The system will trigger the attack of the fencer who pressed the button first, and slightly delay the attack of the fencer who pressed the button later. The goal of this system is to have "cleaner" looking duels and fewer double hits. This is all optional and can be turned on or off when choosing a game mode. Rules:

a) will not trigger for special input attacks (for example requiring "Down, Fwd" or "Fwd, Fwd" input)
b) will not trigger for Long, High or Low guard attacks
c) will not trigger if you or the opponent are doing an attack while moving back
d) will not trigger for certain attacks or/and weapons for which parry-riposte gameplay has no sense (for example the axe, cross-cutting, or dedicated single tempo counters, or big, slow attacks). In this case, neither fencer will trigger this system, and not just the one who does the specific move

e) the delayed fencer (one that is doing a riposte) now forces the first fencer to assume a guard when he ripostes, but not sooner than the active frames end (if on block, then it's right away)
f) the delayed fencer will trigger his attack immediately after he blocks (instead of a fixed time)
g) the delayed fencer will trigger his attack immediately after he detects the first fencer is no longer in active frames if he whiffs or cancels
h) if f. or g. doesn't happen the delayed fencer will trigger his counter attack after the preset Delay time (in Options)
i) the delayed fencer is now Homing on his enemy while he waits for his riposte
j) if you are doing a combo or linking attacks, this rule applies only to the first attack
k) if during the delay fencers gain more than 2.8m distance between each other the riposte will trigger immediately
l) will not trigger if the first fencer is doing a thrust attack
m) If the delayed fencer was pressing forward or sideways, he will be stopped in place

TL;DR: It is more nuanced than yesterday

FIX:
- Tarnavski: fixed Right + A attack