Hellish Quart pre-alpha v.2023.08.01.0
FIX:
- Added another failsafe mechanism to prevent animation bugs from occurring when Grabbing opponents
- Fixed a bug with lowered weapon animation was mixed with the Head Chop victim animation, if Stamina was 0
- Samuel AI: Fixed a bug where sometimes he got stuck dodging back repeatedly
- Physics calculations tweaks to fix some collision problems
- Isabella: Damocles attack has longer active frames to better fit the visuals (but the potential damage tapers off when the velocity of the sword tapers off)
- Alexander: fixed headlook
- Alexander: fixed some combo attacks not dealing damage after the first attack was blocked
TWEAK:
- Isabella: more muscle power for better blade trajectory
- Isabella: Damocles attack can no more crush guards, unless it hits the weak part of the blade
NEW:
- If High or Low Stance Attack is input before the character fully assumes the Hight or Low Stance, the attack will be delayed until the character is fully in the stance.
Hellish Quart pre-alpha v.2023.06.21.0
FIX:
- Fixed the Right of Way Crown marker being not visible in non-HEMA duels
- Fixed a bug where History Buff mode would ignore Wooden Weapon or FPP choices
- Laszlo: fixed a bug where Attack X would not take enough additional stamina on whiff
Hellish Quart pre-alpha v.2023.06.20.0
TWEAK:
- Zera: standarized hit reaction recovery time
- Samuel: standarized hit reaction recovery time
- Isabella: thrust attacks shorter recovery times
- Marie: Dodge Leg aniamtion moves her further back
- You can't push an opponent's who's cut attack is in active phase (push doesn't work if your opponent is in the middle of his cut attack)
- Isabella: edge scrape damage on missed point thrust attack is now 20 and not 16
- Zera: Combo (RFF) Fwd, Y, Y - second attack is now a bit slower if the first attack was blocked
- Zera: larger weak part on the blade (easier to bash through)
- Zera: Maximum through steel bash damage is now 25 isntead of 40
- Isabella: a different (RFF) Guard 2 animation, for sake of consistency with (LFF) Guard 2 animation
- Laszlo: Combo Fwd, Y,X - a bit slower X attack
NEW:
- Canceling an in-place attack (before or after active phase) starts a 0.32s cooldown window. If you press an in-place attack again, it will be delayed, until the cooldown is over.
FIX:
- Alexander: Fixed Idle Tired and Idle Limp animations not looping
Hellish Quart pre-alpha v.2023.06.09.0
NEW:
- An option to limit some visuals that may be considered disturbing, for example the hangmen on the Gallows level. This will not hide all the things that might be considered sensitive - after all this is a game about killing people with swords and some of the morbid stuff will be an integral part of the cutscenes.
TWEAK:
- More sensitive Long Guard controls
- Level Select Menu - level videos now play also when using a mouse to select levels
Hellish Quart pre-alpha v.2023.06.07.0
- Final Boss: fixed a bug where the boss custom skin would not spawn
Hellish Quart pre-alpha v.2023.06.06.0
TWEAK:
- A different method of loading levels to prevent Windows thinking the game is not responsive on longer loads
- Pressing Push again, during a Pushing animation, will give you 1s cooldown instead of another Push. This it to prevent endless pushing stun, if your opponent is in the corner and you mash the Push button.
- AI: AI's chance of defending a Grab is reduced by 20%, except the highest AI difficulty
- Tweaks of the new blood decal system
- Yendrek: it is now a bit easier to do a squatting leg cut
NEW:
- 2-player mode: Right Player can now hold Right Trigger in the Character Selection Menu to swap the score with the left player and reassign the game controllers. Note, that currently, if this is done, the score will be swapped, even if the players assign their sides exactly like before.
FIX:
- fixed a technical bug in the character selection menu
- fixed a regression, where the camera would glitch out when winning or losing in FPP mode
- Fixed a bug when the sharp duels button would stay hidden, if you back up from Training menu options back to Main Menu and choose normal duels
Hellish Quart pre-alpha v.2023.02.06.0
NEW:
- Modding support phase 1: character and weapon skins
TWEAK:
- Blood is now being projected to character meshes in realtime, upon hit, instead of being pre-spawned. This may give a bit worse results, but it allows spawning blood on modded character models.
Hellish Quart pre-alpha v.2023.05.04.0
NEW:
Hellish Quart pre-alpha v.2023.04.26.0
FIX:
- Father Zera: fixed (LFF) Fwd, B, X not triggering correct guards
- Yendrek: now bashes through weak parts of the blade if hit with the shaft
NEW:
- New arena: Town Courtyard
Hellish Quart pre-alpha v.2023.04.18.0
FIX:
- Fixed postprocessing in Wooden Castle level: low quality, FPP, Free Camera
- Fixed postprocessing in Burning Castle level: low quality, FPP, Free Camera
- Fixed postprocessing in Collapsed Castle level: low quality, FPP, Free Camera
- Rebaked lighting in Wooden Castle, Burning Castle, Collapsed Castle
NEW:
- New character: Yendrek (Jędrek)
- New mechanic: axe pulling
- Forest Manor level: Completely new meshing
- Meadow level: more trees, changed lighting
- Wooden Floor level: limited fighting area to very small (like Gym arena)
- New History Buff reward cards
- New game language options IMPORTANT: Translations are automatic and often VERY wrong - this will be the case until the very end of production, when the game's text and dialogues are final and locked - only then a localization team will be hired to translate the entire game by hand
Hellish Quart pre-alpha v.2023.03.16.0
FIX:
- Isabella: Fixed a bug where sometimes Isabella would freeze after switching the leg positions
- Marie: fixed a bug where she was still trying to aim the point at the opponent's heart after her thrust attack got blocked
- added missing physics friction script on Kalkstein's sword
- School Gym Arena: the scoring machine now cancels the lights and beep signal on double kills, if the no-points-for-double-kills scoring mode is selected
- Fixed a bug where a final hit audio effect was sometimes cut off in Training mode
- Alexander: fixed some second animations in a combo sometimes not detecting hits, after the first attack was blocked
- Marta: fixed a bug where thrust IK would turn off instantly when winning
TWEAK:
- School Gym Arena: rebaked lighting
- Alexander: shorter recovery times after attacks in general
- Alexander: a bit slower attacks
- Alexander: a bit longer blade
- Alexander: wider hit detector in cut attacks to ensure contact
- Alexander: more muscle power for better blade trajectory
- Alexander: bigger maximum rotation velocity on the sword
- Kalkstein: less physics friction on the blade to prevent the "sticky blade" effect in impossible to solve scenarios
- Training (HEMA) mode: Stamina and damage also resets for the winner of a round
Hellish Quart pre-alpha v.2023.03.13.0
FIX:
- The game now recognizes when the fight ends with a draw (a draw is possible with optional rules: if on double kill both fencers get a point instead of no points)
- Jacek, Barabasz: some changes in the animtree in hopes to fix, or at least reduce, the self-canceling attacks bug (trying to go around the problem until I figure out what started causing it)
- FPP mode is unavailable with wooden or blunt weapons, until the camera system is refactored
TWEAK:
- Max rounds increased to 30 in sharp duels (flags will be replaced with numbers if above 7)
NEW:
- You can now choose double kill resolving rules when choosing a game mode
- Training (aka HEMA) mode: you can now choose between 3 double kill resolving rules
- History Buff Mode: you can now choose between 2 double kill resolving rules
- Vs. AI, training vs. AI: Player can now choose to be on the right side
Hellish Quart pre-alpha v. 2023.03.07.0
FIX:
- Alexander, Father Zera: fixed some normal attacks still triggering when 0 stamina, instead of the "Tired" attacks
- Isabella: fixed the Fwd + X LG thrust attack not working properly
- Gedeon: fixed LFF Y attack not taking additional stamina when swinging in air
- Samuel: fixed damage timings so he can't do two edge cuts in a row during his long lasting thrust animation
- Kalkstein: fixed timings between attacks in combos
TWEAK:
- Boss Fight difficulty is a bit lower on "Skilled Opponents" difficulty (dif. 3)
- Final phase of Boss Fight: unarmored Samuel has a bit reduced health (compared to playable Samuel) on all body parts
- Character now can't do a Close Attack (punch etc.) for 0.3 seconds after their previous sword attack hit or got blocked, to prevent Close Attacks launching out of range after the opponent got moved back with hit reaction animation
- Marie: slower guard transitions against cuts
NEW:
- Cuts can now bash down thrusts (hit opponent's weapon when his thrust attack is in progress)
Hellish Quart pre-alpha v.2023.03.05.0
FIX:
- Fixed a bug where heavy weapons would not wound Armored Boss through the weak part of his blade (when you bashed through his guard)
- Armored Boss: fixed long guard aiming at 0,0,0 instead of the opponent's heart
- Isabella, Father Zera: fixed a bug where low thrusts did not cause damage in some specific situations
- Music transitions betwen levels should be smoother now
- Music volume should go back up to normal level when you start a rematch on the same arena
- Gedeon, Isabella: fixed a bug when a close attack would launch instead of Push in some situations
TWEAK:
- General swords inertia and physics tweaks for better smoothness
- Marta: animation tweaks
- Marta: weapon tip thrust detector tweaks
- Difficlty 3 now has 10 initial morale isntead of 5
- Boss on medium difficutly has now a bit less HP on chosen body parts
- Alexander: a bit more muscle power
- Alexander: a bit faster attack animations
- A bit faster level loading
- Gedeon: more damage on cut attacks
NEW:
- New Boss battle and Boss cutscenes music
Coming very soon: Carpathian Highlander character
Update 0.3072 (February 20th, 2023)
- Marta: attack animation tweaks
Update 0.3071 (February 18th, 2023)
Hellish Quart pre-alpha v.2023.01.29.0
FIX:
- Marta: fixed the wrong Close Attack (punch) range
- Barabasz: fixed a bug with Long Guard aiming at 0,0,0
- Fixed a bunch of bugs where characters were not lowering their swords at 0 Stamina
- Marie: fixed a bug where she was able to do some normal attacks at 0 stamina
- Isabella: fixed a bug where she was able to do some normal attacks at 0 stamina
- Fixed a bug where the final hit sound would sometimes stop playing
TWEAK:
- Samuel: Better distance animation blending in Y and Fwd + Y attacks to avoid overshooting
- Samuel: Better (Hight Guard) Fwd + Y attack animation trajectory
- Shorter next Attack delay after getting blocked (from 0.3s to 0.16s). This does not apply to combos that were input BEFORE the first attack was blocked, they execute without delays. Also remember that guarding works normally, only next attacks are delayed, so it's not a "stun".
- Marie: she now does Close Attacks (punches) also when pressing backward or standing in place, not only when pressing forward
- Marie, Marta: just a bit larger tip thrust detectors (test) - longer "to neutral" blade transitions after guarding (it will affect blade trajectory when riposting after blocking!)
- Stamina: If you drop to 0 Stamina, you will start recovering it after 2.5 seconds, instead of the usual 1. With 0 stamina autoguard doesn't work and "Tired" attacks replace the regular ones.
- Stamina: you lower your weapon when Stamina is below 5, instead of 0. You can still attack normally, but autoguard doesn't work below 5.
NEW:
- the base value of next Attack delay after getting blocked can be adjusted in Options (temporary for testing)
- new feature: If you just blocked a low attack (so your sword is low) and you pressed a high attack to riposte, the attack will have a slight delay, to compensate for the blade traveling time. But if you riposte also with a low attack, there will be no delays. And the other way around - if you block a high attack, and you riposte with a low attack, there will be a slight delay. But if you block a high attack and you also riposte with a high attack, there will be no delays, because your blade is already high.
Hellish Quart pre-alpha v.2023.01.22.0
FIX:
- Isabella: fixed regression where she was not doing High Guard Damocles attack when pressing Fwd
TWEAK:
- Bashing through the opponent's blade (hitting it in the weak spot) no longer takes additional stamina from the attacker
Hellish Quart pre-alpha v.2023.01.11
- Added a warning about restarting the game after changing the VSync options
Hellish Quart pre-alpha v.2023.01.09.1
TWEAK:
- Gedeon: attack and blocking timings polish pass
- Gedeon: more muscle power for better blade trajectory
- Isabella: sidestep attacks are a bit slower
NEW:
- arcade mode: added yet another, easiest difficulty level (mainly the boss is easier)
Hellish Quart pre-alpha v.2023.01.08.0
TWEAK:
- Fencers' starting positions moved back by 0.5m each, so there's actually a free 4m area between fencers, instead of them spawning 4m from each other. This may feel too far in comparison to other fighting games, but it's a "real world" customary distance in fencing, should prevent "sucker punching" with long range attacks.
- Gedeon: Tweaks of attack canceling timings for more responsive blocks
- Meadow arena: slightly less yellow postprocessing
- All characters: tweaks of the next attack input delay after your previous attack was blocked (mostly longer). This is not a typical "minus on block", because you still can block incoming attacks, you just can't instantly repeat the attack after the first one got blocked. This can break combos, but doesn't apply to combos that were executed before impact. This is consitent with real world fencing, where the riposte is usually faster than repeating an attack.
- All characters: AI tweaks (work in progress...)
- Samuel: Attack animation tweaks for better parry-riposte exchanges
- Samuel: Better attack animations in far-close range dynamic blending
- Game Speed slider value in Gameplay Options no longer saves, it resets to 1.0x speed on every game restart
- Hit reactions from Close Attacks (punches etc.) can now also be cancelled by dodging back
- Isabella: increased muscle strength for more accurate sword attack trajectories
- Isabella: you can now cancel a linked attack in mid-combo
- Isabella: way shorter recovery from attacks after impact (the cooldown for next attack still applies, but she can block way faster after impact)
- Alexander: basic cutting attacks slower cancelling on whiffs
- Alexander: a bit slower guard animations (by 0.03s)
- Marta: slower Close Attack animation and slower rate of repeating it
- Isabella: her thrusts are now blocked only if the blade contact was at the top of her blade
- Isabella: better aiming when thrusting
- Isabella: her sword loses momentum on block way faster now
- Barabasz: damage cap on the next attacks in a combo is a bit higher
- Marta: Pressing "Push" again after a push will no longer trigger the followup attack, only pressing a proper attack button will do this
- Alexander: his blade can now be bashed through by heavier blades if hit at the weak part (top)
- Isabella: different Hit reaction animations
- Removed the mechanic of reducing the damage on every next attack in a combo sequence or in linked attacks. Although it seemed a good idea on paper, it was not "readable" for players, and seemed like a bug.
- Jacek: thrust attacks now have some additional aim
- Damage adjustment for thrusts in the game (generally lower, especially for sabers)
- Generally longer recovery from thrust attacks for heavy weapons
- Barabasz: Damage buff
- Kalkstein: his damage is now way less dependent on weapon velocity to ensure more consistent damage outcomes
- Kalkstein: his sword tip detector should now detect Hitboxes even if it is already stuck inside one (for example because of physics simulation)
- Kalkstein: different Fwd, Y, Y combo
- Jacek: more physics muscle power for more accurate blade trajectories
FIX:
- Switched to a different physics solver in hopes to improve overall physics accuracy and limit impossible to solve scenarios
- Greatly increased the physics solving iterations per frame to try to get rid of the unsolvable collision scenarios which sometimes resulted with the "sticky" swords effect
- Lowered down the maximum angular velocity of all swords to try to get rid of the unsolvable collision scenarios which sometimes resulted with the "sticky" swords effect
- AI: Fixed a bug where some characters were not respecting the next attack delay after being blocked
- Gedeon: fixed a bug where thrusts were recognized as cuts and could bash through the weak part of the opponent's blade
- Laszlo: fixed a bug where a low thrust was recognized as a cut (had unreasonable damage, non-bindable)
- All characters should now be able to correctly dodge back to cancel Hit reactions
- Kalkstein: fixed a bug where he bashed through opponents' blades too often
- Isabella: fixed a bug where her hair could pull her head with physics
- Isabella: fixed dropping sword twitching
NEW:
- Arcade mode (WIP)
- Arcade Bossfight (a bit different than will be in the Story mode)
- Arcade Bossfight cutscenes (WIP - placeholder voiceovers)
Hellish Quart pre-alpha v. 2022.12.09.0
FIX:
- Isabella: Fixed a bug where her visual representation of the sword was "floating", so the rendered sword model was not exactly where it really was according to physics. This bug did not change the outcome of the fight, but often it looked like the sword missed, where it actually hit.
- Samuel: fixed a bug with incorrect attack triggering after a Push
- Samuel: Fixed the flesh penetration distance on thrust
- Fixed some IK issues when blades penetrate the body on thrust in general
TWEAK:
- Castle arena: Camera doesn't zoom out as far in the end of a fight to avoid going into environment geometry
Hellish Quart pre-alpha v. 2022.11.30.0
NEW:
- New character: Samuel
- New Arena: Wooden Castle
FIX:
NOTES:
- We decided to release Samuel, the new fencer, first, so you can already playtest him. This way we can have a bit more time making the boss fight and the arcade mode.
Hellish Quart pre-alpha v. 2022.10.17.0
TWEAK:
- Physics system tweaks for better collisions
- Different physics collision calculation system
- Increased velocity calculation iterations after a blade bounce
FIX:
- Increased maximum sword physics velocity
NEW:
Known bugs:
- HP Reverb G2 VR headset shows a blue border on RTX 2070 Super, but it doesn't on RTX 3080Ti. This looks like a driver issue and not something I could fix in the game.
Hellish Quart pre-alpha v. 2022.09.28.0
NEW:
Hellish Quart pre-alpha v. 2022.09.23.0
FIX:
- a few small fixes for Right of Way mechanics
- fixed bug where dropped objects (heads, swords...) would slide on the ground
- Fixed Father Zera playing regular death animations in ROW mode instead of ROW win / lose animations
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 with Credits panel
NEW:
- School Gym Arena: added a modern fencing scoring machine which will work in training mode
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
- Fixed regression: Father Zera not doing intended damage caused by 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 opponent
- Polish pass on the head look-at mechanic
- Fixed regression: increased physics collision detection offset to adjust to a the new faster max angular speed from 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, until more automated graphics settings detection is implemented)
- 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 fullscreen and set the refresh rate to 120. If it fails (because of your system settings for example), it will set 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 (option is still there, but it doesn't turn it off - temporary solution)
- Father Zera: added a dedicated Grab finisher
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 length 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 deadzone, so it doesn't follow Alexander's movements in Idle
Hellish Quart pre-alpha v. 2022.09.03
- Fixed Character Selection Screen 2-player bug
Hellish Quart pre-alpha v. 2022.09.02
NEW:
- Added Virtual Reality mode for SteamVR and Oculus (some things don't work yet - UI during the match for example, win/lose UI screens etc.)
- Rematch button after a fight
FIX:
- Fixed double fade out after a fight in Survival Mode
- Minor UI fixes in Character Select Screen
To play Hellish Quart in VR run Hellish Quart.exe with one of those suffixes (type in command line):
- For SteamVR (for example if you have the Valve Index): Hellish Quart.exe -vrmode openvr
- For Oculus (for example if you have the Quest 2): Hellish Quart.exe -vrmode oculus
Hellish Quart pre-alpha v. 2022.08.19.0
TWEAK:
- Gedeon: Special Attacks tweaks
- Barabasz: Special Attacks tweaks
- Alexander: General Attack tweaks
- Characters now don't do a low attack leg slip dodge if further than 2.2m from the opponent
- Default Muscle Power is now a bit lower (adjustable in Options)
NEW:
- Move Lists now show which attack is a FEINT. Feints are attacks which confuse the opponent and cause him to assume an incorrect guard position, unless the opponent presses (or is pressing) Backwards during the attack. FEINTs are indicated visually by particles and audio when performed. TL;DR: Press or hold backwards to block this.
Hellish Quart pre-alpha v. 2022.08.14.0
NEW:
- Marta: has new X and Long Guard + X combos (that should also fix the attacks spamming)
- Marta: a quick cut attack (Down, Fwd, X)
FIX:
- Marta: fixed some Long Guard attack triggering
- fixed bug where you were able to train with sharp weapons in FPP
- Barabasz: adjusted feet colliders to prevent feet dragging on the ground
- Marta: Close Attack (punch, kick) is now triggered properly at very close distance
- Marta: Fixed Long Guard: Y, X attack not inflicting damage if the first attack in the combo was blocked
- Fixed regression: a cut in the weak part of the blade now forces through the opponent's guard and inflicts reduced damage if scores a hit
TWEAK:
- Marie: a bit less inertia on the sword
- Marie: a different High Guard + X attack animation (a very quick cut)
Hellish Quart pre-alpha v. 2022.08.12.0
TWEAK:
- Water Mill Arena: Optimizations
- FPP camera: FOV tweaks
- Weapon inertia tweaks in all characters
- Marta: tweaked the blade strong part vs weak part ratio
- Physics collisions system tweaks
- Marie: a bit more stable tip control in Long Guard
- Marta: low thrust attacks now aim for the Opponent's Hips
- Empty Arena: lowered the fog fx opacity
FIX:
- Marta: Fixed wrong sword tip collider size (was too big)
- Marta, Marie: if the Opponent is not facing us, the tip aiming is stronger in Long Guard (aims at the heart)
- Marta, Marie: if we are not facing the opponent, tip aiming is weaker or completely off in Long Guard
- Fechtschule Arena: fixed a lighting artifact
Hellish Quart pre-alpha v. 2022.08.07
FIX:
- Marta: added legs mesh underneath the dress
- Marta: dress material is now two-sided
- Added triple check before "Head Off!" animation to prevent occasional bug, where the head gets chopped off, despite the grab was defended
- Fixed bug where in Training mode guards would turn off in some characters after a win
Hellish Quart pre-alpha v. 2022.07.29
FIX:
- FPP mode is now sharp weapons only, until camera systems are sorted out to not show insides of the head meshes in No Blood modes
- Alexander: Fixed a bug with wrong camera looking direction during the FPP Grab Finisher
- Fixed bug where round score did not reset if you quit to Menu during a fight
NEW:
- Training Mode: Static opponent option is now added with 99 rounds (optionally can be controlled by player 2)
- Marta: HEMA gear Character Selection picture
NOTES: There is no head shadow in FPP mode yet, will be fixed later on :)
Hellish Quart pre-alpha v. 2022.07.28
FIX:
- Fixed bug, where if there was a duble hit in training mode, the first one that scored a hit, played an uninterrupted win animation. Now a lose animation overrides the win (on double hit).
- Armory arena: Fixed too much DoF blur on closeup camera
- Generally lowered DoF everywhere
- Fixed Marie's Left Upper attack in Long Guard
- Dodging back to safety after being pushed or your blade being bashed away should now be more reliable (it is froced and not dependent on state of previous animation now)
NEW:
- New character: Marta
- New mode: FPP (NOTE: Hellish Quart is designed as a side-view game. FPP mode is added just for fun, as an "afterthought". I will try to do what I can for it to feel better and better, but it is just an "extra" thing, a gimmick. For now it is super unpolished, but it will be improved over time - but the "regular" game comes first)
- Training (sparring) mode scoring
- Zera: Closeup Win camera
- New music track: Marta
TWEAK:
- Dodging when in Long Gaurd is now impossible
- Only cut attacks from above can Bash the opponent's blade
- Laszlo: Low attacks during Long Guard have different animations
- Dynis: ragdoll tweaks
- Dynis: a bit slower in-place attacks
- Marie: ragdoll tweaks
- Marie: thicker blade cut hit detector
- Alexander: Cloth tweaks
Hellish Quart pre-alpha v. 2022.07.04
FIX:
- fixed face blurring in Win Cameras
- fixed camera double fadeout at the end of duels
- fixed Marie's active ragdoll not responding to the Muscle Strength slider in Options
TWEAK:
- you can now go absurdly low with the Muscle Strength slider
- Randomizer can't select the same arena twice in a row now (and it also makes the bug where music volume stays lowered in the second duel on the same arena obsolete)
Hellish Quart pre-alpha v. 2022.06.25.0
FIX:
- Sound Effect for chopping off hands now responds to Audio Volume controls in Menu
TWEAK:
- Reverted dynamic Depth of Field on most arenas back to fixed DoF (dynamic focusing and defocusing the background proved to be distracting and sometimes focused on less meshed parts of the arenas that should always be out of focus by design)
- FPS Optimizations in Stables Arena
Hellish Quart pre-alpha v. 2022.06.24.0
NEW:
- Wine Cellar Arena
- Nürnberg Fechtschule Arena
- Water Mill Arena
- Stable Arena
- Synthetic HEMA swords mode
- Black Fencer Synthetic swords (with audio)
TWEAK:
- Depth of Field (camera focus) is now dynamic, focuses on fencers
- Marie: a bit more accuracy with the sword tip with thrusts
- Isabella: updated Move List
- Minor tweaks of swords' inertia
- Various other tweaks
FIX:
- Father Zera: physics fixes
- Fixed a bug where changing the postprocessing quality in Menu didn't work on some arenas
- Removed obsolete and no longer working "Push Down Blade" attacks from all fencers (now you just cut-attack into opponent's Long Guard to bash his sword away)
- Fixed a bug where exact same 2 characters were picked way too often by randomizer in History Buff mode
- Various small fixes
Hellish Quart pre-alpha v. 2022.05.25.0
FIX:
- Fixed bug when a character could still inflict damage on afterblow with a "phantom" sword after he let go of the sword (but with hand not cut off)
- characters with custom hats and heads skins should not spawn and drop their original hats when killed
- radio music in Gym Hall arena now reacts to Fight Music Volume Slider and not Ambient Volume Slider like before
- Increased sword collision detection radius to prevent physics freezing for a moment because of unsolvable scenarios
- Fixed Father Zera's left shoulder IK problems
Hellish Quart pre-alpha v. 2022.05.24.0
FIX:
- Fixed bug when a character with cut off hand could still inflict damage on afterblow with a "phantom" sword
- Fixed Isabella's cuts from Posta di Donna having too much physics damping
- Fixed bug where sky was not rendered in Pause Free Camera
- Fixed bug where Isabella left shoulder was influenced by IK (looking dislocated)
- Fixed bug where Left player could choose customizations for the Right player in 2-players mode
- Fixed bug where History Buff cards were a bit smaller than the screen on ultrawide monitors
TWEAK:
- Isabella: less damping on sword
- Long Guard no longer Binds to the opponent's thrusting weapon, if the opponent is not in Long Guard
- UI sounds pass
- Sword-hit-flesh sounds pass
- Kalkstein: a bit less sword inertia
NEW:
- Master Volume slider
- Laszlo: new Win animations
- Laszlo: new Win but Wounded animations
- Laszlo: Win camera shot
- Laszlo: Customizations and HEMA gear
- Gedeon: HEMA gear
- Zera: HEMA gear
- Kalkstein: Superior Fencing HEMA gear
- Kalkstein: HEMA steel sidesword
- Marie: Tempus Fugitives / PBT Hema Gear
Hellish Quart pre-alpha v. 2022.04.09.0
NEW:
-
New character: Alexander
FIX:
-
Fixed bug when some Close Attacks (kicks, fists) animations were not interruptible by next animations
-
Fixed bug when some Hits Reactions animations were not interruptible by next animations
-
Fixed bug when some Hits Reactions animations were not playing fully, even if uninterrupted
-
Fixed some bugs with guard animations priority when changing feet stances
-
Various small other fixes
TWEAKS:
-
Further tweaks of the blade collision system
-
Various small tweaks
Hellish Quart pre-alpha v. 2022.03.29
TWEAK:
- Further tweaks of the blade collision system
- Marie: general tweaks, new combos
- Isabella: a bit slower
- Active ragdoll polish pass
Hellish Quart pre-alpha v. 2022.03.9.1
TWEAK:
-
Zera, Isabella: swords penetrate the body on thrust hit
FIX:
-
Fixed regression: bug where some characters wouldn't deal damage on thrust attack
Hellish Quart pre-alpha v. 2022.03.09.0
TWEAK:
-
Further tweaks of the blade collision system
-
Tweaks in linking attacks for all characters
-
Limited maximum blade angular velocity to limit occurrences of "impossible" physics situations, and blades getting stuck as a result
-
Kalkstein: Less sword inertia
FIX:
-
Jacek: Fixed a bug with linking Fwd attacks
-
Fixed some characters triggering Victory animation multiple times
Hellish Quart pre-alpha v. 2022.03.05.0
TWEAK:
-
Snow Hut arena: lighting tweaks
-
Marie: small thrust hit animations tweaks
FIX:
-
Fixed regression: Grab animation mechanics
-
Fixed regression: Sometimes characters would turn off root motion after a defended Grab
-
Blade Push (RT button) has priority over Close Attacks (punches, kicks etc.) if they hit simultaneously
-
Grabs have priority over Blade Push and Close Attacks if they hit simultaneously
-
Grab and Blade Push have active frames now, instead of a single distance and angle check at the moment of pressing the button
-
Isabella: Combo "Fwd, 1, 2" has now near-far blending
-
Laszlo: Fixed wrong guard response on second attack of "Fwd, 3, 4" combo
-
Fixed a bug where "Down, Back, 2" attacks worked as "Down, hold Back, 2" attacks. They now work normally.
NEW:
-
Procedural Feet Stabilization - due to large amount of polish needed, this will for now remain optional; off by default, you can turn it on in Gameplay Options
Hellish Quart pre-alpha v. 2022.03.03.0
NEW:
-
Added procedural feet stabilization to minimize sliding
TWEAK:
-
Further tweaks of collision system
-
Further tweaks on weapon inertia
-
Swords audio tweaks
FIX:
-
In case of a double hit, a victory animation can now be interrupted by a hit animation, and not only by death animation. If the character survives, the "wounded victory" animation will play
-
Fixed bug when sometimes characters wouldn't play victory animation if they get hit after the victory starts
-
Fixed bug when characters would sometimes not turn on root motion back on after being grabbed
-
Gedeon: fixed bug where followup attacks in a combo string often did not detect impacts
Hellish Quart pre-alpha v. 2022.02.26.0
NEW:
-
Isabella: New attack animations (replacing some older attacks)
-
Isabella: all new "tap-tap" defeat animations for training mode for every body part
-
Isabella: training mode "win" animations
-
Customization: Red Dragon HEMA training gear
-
Customization: Spes HEMA training gear
-
Modern School Gym Arena
-
Training mode with steel blunt weapons (before it was wooden wasters only)
-
New weapon impact sounds for longswords and rapiers
-
Different method of triggering blade clash sounds (one independent clash sound, instead of every blade making it's own)
-
Separate volume slider for blade clash sounds
TWEAK:
-
Different physics collision detection system (more precise blade on blade contact detection)
-
Increased physics simulation iterations (more precise simulation, takes a bit more processing power, but it's worth it)
-
Isabella: faster attack linking
-
Isabella: tweaked longsword inertia to behave more realistic (so it feels heavier)
FIX:
-
Jacek: fixed blood not showing on blade
-
Fixed bug where "tap-tap" losing animation in training mode was played with 0.7 speed, because defeated character had 0 stamina
-
Isabella: Fixed left hand IK issues
-
Isabella: Fixed too much stamina consumption by some of the combos
-
Zera: Fixed left hand IK issues
-
Fixed bug where some of the characters couldn't grab an attacking opponent during his whole attack animation, and not only during the active frames of the attack animation
-
Fixed bug where there was no sound in "win camera", when winning or losing in no blood mode
Known issues:
-
Isabella's attacks are Work In Progress - more to come.
-
Isabella's move list is not fully correct yet, because of new attacks are in progress
-
Level select panel: School Gym level shows Watchtower preview instead of School Gym preview
Hellish Quart pre-alpha v. 2022.01.03.0
FIX:
- Marie: Fixed minor bugs in AI
- Gedeon: Fixed minor bugs in AI
- Kalksten: fixed bug where you could push away the opponent's weapon with a thrust
- Manor arena: minor memory optimization
TWEAK:
- Minimal amount of damage for every weapon is now 11, even if you set the damage multiplier in Options to minimal values. This will cause a successful hit to always cause some damage.
- Survival and History Buff Mode: arenas will no longer repeat two times in a row
changed music tracks in Watchtower arena
- Known bugs: Jacek's AI can freeze after defending grab (this bug will disappear after AI refactoring, which will be soon)
Next update plans: Migration to newest engine version and changing the rendering pipeline (the game should look better and will allow to add modern graphical options, like RTX, DLSS, FidelityFX, etc.).
Hellish Quart pre-alpha v. 2021.12.18.0
NEW:
All characters can now Bind Blades (keep contact with opponent's blade using Long Guard, if the opponent is also in Long Guard or makes a thrust attack, or has a thrust-oriented weapon). Precision of the Bind varies (best for nimble weapons, worse for tip-heavy weapons, worst for fencers under influence ;)). From now on Long Guard (aka Blade Bind) is the best stance for blocking thrusts, while the normal stance is mainly for blocking cuts (but it can still block thrusts, just not as well as Long Guard)
All characters can now push away opponent's blade, by making a cut attack into opponent's blade, when he is in Long Guard
Marie: many new attacks (mostly form Long Guard)
New music track in Abandoned Church
TWEAK:
- Gedeon can now bash through weak part (the top section) of all one handed blades
- All characters: Long Guard idle animations now blend near-far depending on distance
- All characters: slight changes to AI to accommodate Blade Bind mechanics (temporary, AI will get a full refactor soon)
- Father Zera: a bit slower attacks
FIX:
- Fixed bug, where there was a delay in triggering Long Guard stance, if you pressed - Long Guard while walking backward
- Fixed bug where not all music tracks were selected to play when randomized
Hellish Quart pre-alpha v. 2021.11.25.0
NEW:
Watchtower arena (experiment - some blade-stopping obstacles are on the arena)
WORK IN PROGRESS (just to test, will be finished in a couple of days):
Long Guard has now Blade Bind functionality: a) Holding Long Guard snaps your blade to the opponent's blade, if the opponent is also in Long Guard, or does a thrust attack b) Holding Long Guard greatly improves defense against thrusts c) If you attack, you break the Blade Bind d) the default guard of thrust centric and semi-thrust centric weapons is considered to work like if they were in Long Guard (currently: Marie, Kalkstein); they can be bound by Blade Bind, even in default guard
If your cutting attack hits the opponent's blade and your opponent is in Long Guard, your opponent will stagger for a split second
TWEAK:
- Marie: Aiming with wrist is back on, but set to 50% and calculated during pre-ragdoll pass
- Jacek: Increased damage
- Barabasz: Increased damage
- Meadow arena: redone lighting
- Jacek, Barabasz: shorter cooldown time before next attack is possible after being blocked
- Abandoned Church now has empty marks after looted paintings
- Father Zera doesn't wear a cross (will be a flask instead later on)
FIX:
- Laszlo: Fixed bug where Lunge attack was causing incorrect guards, dependent on which button you triggered the lunge with
- Laszlo: Fixed bug where in thrust attacks, the point of the sabre was causing same damage as the edge "near-miss" cut; now point deals full dagame, and edge causes minimal damage
KNOWN ISSUES (with this update):
- Binding is not yet complete (it works only for Marie, and partially for Jacek and Laszlo)
- Binding doesn't have attacking mechanics yet (just blocking)
Hellish Quart pre-alpha v. 2021.11.10.0
NEW:
- Wooden Church arena
- Level Selection Screen: Previous level selection is now saved for this session
Update 0.2422
- Fixed: changelog menu section not appearing
Hellish Quart pre-alpha v. 2021.07.26.0
NEW:
- Added Customization menu (WIP)
- Added Jacek customization (WIP)
- Added Isabella customization (WIP)
- Level select: random Button
- Added an option to unlock cursor during fights (in Options\Gameplay)
- Some new History Buff cards
- Choice of sharp or wooden weapons in whole Fight section
- Added Mouse button rebinding
- Deformable snow in Snowy Hut level
TWEAK:
- Level camera postprocessing adjustment pass
- "Empty" level is now "Brick Floor" level (still relatively empty for low PC resources consumption)
- Wooden weapon sparring moved from Fight to Training section
- When you press F3 during fight, Stamina Bar now stays visible until you exit the game or press F3 again (temporary feature)
- Loading process refactor to lower memory demands
minor optimization pass (normalized max texture resolutions) to lower memory demand to be under 4 GB RAM
- What's New panel now shows all history of updates
FIX:
- fixed: Bug where some History Buff cards wouldn't render text
Known issues:
- Blood decals still have shape of original clothes, ignoring customization
- When hit in the head or chopped off head original hat falls off, ignoring the customization
- Sharp weapons drop instead of wooden on defeat with wooden weapons
Hellish Quart pre-alpha v. 2021.06.23.0
NEW:
New character - Kalkstein
FIX:
Laszlo: Fixed bug where thrust attacks could bash through rapier guard (only actual bashing attacks to upper section of rapier should cause rapier block to give in)
Laszlo: fixed some typing bugs in Move List
Gedeon: fixed some typing bugs in Move List
TWEAK:
Gedeon: more explosive step attack animation
Gedeon: corrected blade trajectory in Long Guard Thrust attack
Isabella: Tires a bit less quickly and regenerates way more quickly
Known issues
Kalkstein: pushing the blade doesn't work correctly yet
Kalkstein: Long Guard attacks are still not all in
Kalsktein: Generally fresh, not balanced yet etc.
Kalkstein: Uses saber AI for now, dedicated AI is coming soon
Hellish Quart pre-alpha v. 2021.05.19.0
NEW:
Hellish Quart pre-alpha v. 2021.05.18.0
NEW:
-
Gedeon: new special moves (new animations)
TWEAK:
-
Gedeon: has 5% more HP on chest and stomach
-
Marie: deals 15% more damage
-
Marie: is 3% more accurate when aiming in thrust
Hellish Quart pre-alpha v. 2021.05.12.0
TWEAK:
- Lowered Grab defense time from 1s to 0.5s
- Isabella: Some attacks are 2% faster
- Isabella: Most attacks deal 30% more damage
- Isabella: 5% stronger muscles
- Jacek: Some attacks are 4% slower
- Laszlo: Some attacks are 4% slower
- All sabers: more likely to give in when bashed by a longsword (larger weak part of the blade)
Hellish Quart pre-alpha v. 2021.05.10.0
FIX:
- Laszlo: fixed bug where you could launch an obsolete attack animation
NEW:
- New character models (not playable yet, we are animating them now)
- Jacek: Win but wounded animations
Hint:
- If you want all non-cosmetic things (like Laszlo character) unlocked from the start, type this secret code on main menu screen:
hqall
Hellish Quart pre-alpha v. 2021.03.25.0
FIX:
- Fixed bug where you could spam Push Hand very fast with Marie and standarized Push Hand timings for all characters
- After Grab Break characters now dodge backwards to prevent spamming Grab, which sometimes led to characters passing each other for a moment
Hellish Quart pre-alpha v. 2021.03.24.0
FIX:
- bug where when Laszlo is selected, the visible name is Marie
TWEAK:
- Marie doesn't constantly repeat push and attack scheme, when in close range
Hellish Quart pre-alpha v. 2021.03.02.0
NEW:
Ambient Audio slider in Audio Options
Foliage Density slider in Graphics Options
TWEAK:
lowered wind sound on Steppe level
less grass on Steppe level (a bit higher fps on low spec machines)
Jacek on Aggressive AI uses more cuts rather than stabs (easier)
Hellish Quart pre-alpha v.0.21011
FIX:
- Fixed bug where Barabasz saber's collision box was too long
- Fixed bug where Pause could break time scale in some cases
- Fixed bug where attacking could sometimes result in wounding self
- Previous: Hellish Quart pre-alpha v. 2021.02.23.0
FIX:
- Fixed bug where while holding back + left or right and attacking would instantly cancel the attack
Hellish Quart pre-alpha v. 2021.02.22.0
TWEAK:
AI tweaks
Empty Arena has music back on
stripping down Meadow scene for additional FPS (wip)
FIX:
- Isabella: changing stances when on the right side is now done with correct up/down diection instead of left/right in game logic
- Fixed bug when Jacek tried to enter ragdoll mode after decapitation
- Fixed bug where Isabella sometimes freezes when changing high and low guard stances
- Pushing down the blade (hold Long Guard and press one of low attacks) now works on Marie
NEW:
- Barabasz: some new attack animations (beginnig to differentiate Barabasz from Jacek)
- Added new music track for Gallows arena
bashing an idle blade makes it lose aim upon thrust for 0.3s (for example: bash Marie's rapier right before she attacks and she will lose aim for a moment)
- Practice mode (wooden weapons, no blood, endless) - in production / unpolished yet
Hellish Quart pre-alpha v. 2021.02.17.0
FIX:
Isabella: changing stances when on the right side is now done with correct up/down diection instead of left/right in game logic
Fixed bug when Jacek tried to enter ragdoll mode after decapitation
Fixed bug where Isabella sometimes freezes when changing high and low guard stances
NEW:
Barabasz: some new attack animations (beginnig to differentiate Barabasz from Jacek)
Added new music track for Gallows arena