Hellish Quart (delisted) latest update v0.4351 (September 18, 2024 build)
Just wanted to give a big thank you to the dev for continually updating the game here on GoG even though it's been delisted.
From steam Last build I have (August 18,2024) to Present (long) :
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
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
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
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
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
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
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
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
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
Hellish Quart pre-alpha v.2024.08.27.0
TWEAK:
- Yendrek: "Pull" special move has new input: (LG) Back + X
- Yendrek: removed combos that had a pull special move in them
- Yendrek: less muscle power
- Yendrek: if you hit an enemy or his weapon with the axe shaft, the axe head will check for a flesh hit only once (as opposed to checking through the whole range of remaining active frames)
- Yendrek: all non-Long Guard and non-special attacks are slower by 2%
FIX:
- Marta, Marie: fixed a bug that prevented them from being pulled by Yendrek
- Yendrek, Kalkstein: fixed some dodges not having a cooldown
- Fixed a bug with some characters not being able to beat down the opponent's long guard before scoring their first hit or punch
Hellish Quart pre-alpha v.2024.08.25.0
FIX:
- Refactored hitting the weak part of the blade system ("bashing through" guards if you hit the very top part of the opponent's sword) - more precise detection and the blade actually does visually and mechanically give in using additive animation. If you hit the enemy through the weak of the blade (as opposed to a clean hit) you will deal lowered damage.
- Marta: fixed a minor bug in IK on thrust hit
- Gedeon, Barabasz: fixed minor bugs in combo timings
NEW:
- All characters now respect the attack homing multiplier slider from Gameplay Options
- Dodging left or right turns off Attack Homing for your opponent for 0.6s (this may be tweaked or disabled if it proves not fun or problematic)
Hellish Quart pre-alpha v.2024.08.23.1
FIX:
- Barabasz, Laszlo: fixed regression: some special moves not working
- Jan: fixed a physics flinch when starting guarding
- Jacek: spawns blood decals correctly now
- Jan: visual cloth and physics strands pass
- Jacek: fixed a bug that could register both edge and point hits simultaneously during a thrust attack
TWEAK:
- All attack animations in the game are slowed down by 5% (but they are still way faster than the original speeds from 3 years ago). This is to reverse the "speed creep" that accumulated across years, where I was speeding up various attacks, so they could match others, which in turn I was speeding up even further to match the sped-up ones, and so on. In some cases, it crossed the technical limits of the simulation in 60fps, so slowing things down across the board is necessary.
- Sword collision mode: Precise is now default (you can revert this in Options if you prefer Stable)
- Isabella: thinner blade edge detector
- Marie: Far Lunge special move has a better aim for the heart on startup
- Marie, Marta: if a thrust attack gets blocked, but at the same time the tip reaches the body anyway, it will only deal a small portion of the damage
- Isabella, Zera, Maryna, Yendrek: left arm and forearm have fewer hit points than characters with one handed swords
- Alexander: shorter recovery in sidestep attacks on whiff
- Alexander, Gedeon, Tarnavski: no longer have powerful attacks perk
- Weapon muscle stiffness pass
Hellish Quart pre-alpha v.2024.08.21.0
TWEAK:
- Isabella: heavier weapon, powerful strike perk (chip damage if the sword touches the body even when blocked), less stiff muscles
- Gedeon: lighter weapon, less stiff muscles
- Jacek, Alexander, Jan: less stiff muscles
- "beefier" Saber vs Longsword clash sounds
- Isabella: tweaked a few attack impact animations
FIX:
- Kalkstein: corrected the trajectory of (LFF) Y attack
- Kalkstein: fixed a bug in Push move not always connecting
- Alexander, Gedeon, Jan: fixed regression: some special moves not working
- Isabella: fixed regression: hair constraint
- Barabasz: fixed regression: scabbard constraint
NEW:
- Maryna: a skin unlock
Hellish Quart pre-alpha v.2024.08.20.1
TWEAK:
- Some minor physics solver changes
- Meadow arena: more fog
FIX:
- Jacek, Barabasz, Samuel: fixed some bugs in ragdolls which may have caused various minor issues on collision
Hellish Quart pre-alpha v.2024.08.20.0
TWEAK:
- better looking IK on blade bind (aiming more with the arm, rather than the wrist)
- louder sword swing sounds
- all small audio clips are now loaded in the background from a different thread
- Maryna: when in Long Guard, she actively tries to adjust the shield position to block thrusts only when the opponent attacks (8% autoaim; down from 26%)
- Maryna: a bit shorter sword
- Marta: less stiff dress
FIX:
- hit reactions coding pass
Hellish Quart pre-alpha v.2024.08.19.0
TWEAK:
- Maryna: renamed the "Cut, Cut, Cut!" special move to "Flurry of Blows", and changed the input scheme for this move
- Maryna: tweaked some attack animations so they provide better shield protection for most common opponent's counters
- Maryna: when in Long Guard, she actively tries to adjust the shield position to block thrusts (26% autoaim)
- Maryna: Lunge attack has a different input scheme
NEW:
- Maryna: two new attacks from Long Guard