1. Hellish Quart
  2. News

Hellish Quart News

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

Update 2024.09.11.0

Hellish Quart pre-alpha v.2024.09.11.0

TWEAK:
- Story (Jacek): way shorter horse ride section
- guards blending speeds pass on attack cancel
- Jan, Barabasz, Laszlo: attack homing tweaks
- Jan, Jacek: 2-3% faster normal attacks
- Laszlo: shorter recovery in in-place attacks on block
- Marie: shorter recovery on her double lunge thrust attack
- Marie: a bit more muscle power for better tip aiming
- Marie, Marta: sword tip hit detector moved back by 5cm, to avoid kills with too shallow penetration
- Yendrek: more weapon inertia on block
- Yendrek: better trajectory on axe head thrust attacks
- Marta, Marie: new sound fx for cut wounds

NEW:
- Parrying a thrust now has a different audio fx than parrying a cut
- New sounds for axe shaft vs steel collisions
- New optional mechanic - Fencing Priority: if both fencers attack almost simultaneously, the one who pressed the attack later will attack with a slight delay. This results in more elegant looking duels with more exchanges and fewer double hits. You can turn it on or off before launching any game mode (except Survival, then it's off), or set it just for AI opponents. Turn it on if you like parry-riposte exchanges and dislike double hits. Turn it off if you like absolute control, even if it means more frequent double hits.


FIX:
- "Road to Siedliska" text doesn't appear during the fight on the river anymore
- Gedeon, Laszlo: fixed some attack animations not detecting hits in close range
- Fixed a bug that changed the Collision Type to Discrete when pausing
- fixed a bug that caused some stuttering when hitting other body parts or weapons when bashing through guards

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