Quatro! cover
Quatro! screenshot
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Quatro!

March 4 Patch


  • Added more detailed error logging for cards

Feb 21 Patch Notes


  • Disabled v-sync
  • Resolution actually uses fps cap in settings

Feb 7 Hotfix


  • Custom decks now save on exiting editor
  • Issue with custom color amounts crashing lobbies fixed

Optimization Patch 2: Electric Boogaloo

Quatro! used a lot more GPU than expected, but not anymore!
This patch should finally make the game run much smoother for everybody, and use WAY LESS GPU.

So why did it use so much GPU anyway?
While the game itself runs pretty light the graphics presets were not properly updated to match. The game was trying to run like some kind of unoptimized AAA game.

Through testing I've gone from ~30% GPU usage to <10% though the change should be bigger on some computers.

The Modding Update!

Starting off the new year with a new update! Things are gonna get a lot more crazy...

Lobby Changes



You can now play matches with up to 8 players! Invite all your friends (Or bots most likely) and suffer together!

Deck Stacking



One deck not enough? Want to mix and match? Well now you can with the new deck multiselect mode!

DLC Selection



Tired of seeing that WIP DLC button? Well now it works! Along with the new animated KittyWave DLC to show off with!

Modding Changes


Alright and now a big one; The modding system. Mods will now be much more stable and matches should have way less gamebreaking issues.

The whole modding menu has been redesigned and now has its own consistent look. Along with the menu changes you can finally change the amount of a cards in a deck!

Even better for those advanced users, we now have a link to Quatro's documentation in the menu.


Previously, there have been issues with the mod system not working in specific cases. These issues have been fixed. Make sure to load and edit anything necessary if your mods weren't working before.

A detailed list of changes:



Mods



  • Modding variables have been "unbroken"
  • Fixed OnTurn scripts not running properly
  • Modding menu redesign
  • Mods will now log errors to game logs
  • Custom code block has syntax checking
  • Decks file format has been switched to readable json files
  • Card amounts can be set in the editor
  • Fixed "no decks" showing after creating deck
  • Mod editor now has sounds
  • Added documentation button
  • Added "flip direction" code block
  • Added QOL methods to lua


Gameplay



  • Switched to the new Unity Input System and redone menu system for future reasons...
  • Increased player max to 8
  • DLC can be selected from menus
  • Multiple decks can be selected from deck selection.



Optimization Hotfix


  • Fixed an issue that tanked performance in some cases. Some users should see a large difference in GPU usage.

Networking changes


  • Lobbies have been reworked internally
  • Various bugs with matchmaking fixed
  • Bots are synced correctly with non host players

We got bots baby!

The bots are coming...



Bots now fill empty spots in a lobby when created, If a player leaves during a match, a bot will replace them.


  • Added bots
  • Game behavior when player leaves during match changed
  • Updated game visuals