1. Hellish Quart
  2. News

Hellish Quart News

Update 2024.09.08.0

Hellish Quart pre-alpha v.2024.09.08.0

FIX:
- Isabella: Fixed a minor bug in IK on thrust hit
- Jan, Barabasz: more stable ide animation for better guards

TWEAK:
- Jan, Barabasz: swapped some legacy attack animations for new versions
- Replaced non-match ending hit sounds for wooden weapons with louder ones

NEW:
- Jan, Barabasz: some new special attacks

Update 2024.09.04.0

Hellish Quart pre-alpha v.2024.09.04.0

FIX:
- Fixed regression: some blood decals generation on characters (not all yet)
- Alexander: fixed regression: Jump Attack not triggering

TWEAK:
- Jan, Barabasz: shorter recovery in LG + Y attack on block
- Isabella: swapped some legacy LG thrust attack animations and follow-up moves for new ones, that are better suited for the current game mechanics
- Marie, Marta: a bit thicker tip hit detectors
- Minor tweaks on blade weak bashing
- Yendrek: a bit more weapon inertia on block

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