Them's Fightin' Herds - Mane6, Inc


This update (EA Patch 5 - 4/3/2018) contains a ton of content! …. That we can't show quite yet! Much of it is related to Saltmines 2.0. We have decided to roll out a couple of pretty major backend changes that we’ve been waiting to try for a while. These changes are aimed at overall game stability to strike down those last few elusive bugs that cause "random" failures. Let us know if you get any crashes after this patch!


(Fairly) Major Backend Changes
  • Major backend change that could potentially fix most remaining "random" crashes that people are having.
  • The "black textures on UI" bug should be fixed now, for people that were still getting that
  • Raised Pixel lobby player limit to 25 -- will keep some servers at reduced cap just in case
  • Changed the way textures are handled under the hood, which should make the game significantly more stable after being open for long periods of time
  • Changed the way that Relay connections are detected, and relay connections are now displayed on leaderboard by turning the opponent's ping red

Changes and Improvements
  • Moved many Pixel Lobby face-type items (glasses, masks) into the third cosmetic slot, which is now usable
    • Third slot now has a "NEW!" indicator that displays until you access it

Bug Fixes
  • UI elements in pixel lobby (name tags, interaction menus) are no longer affected by screenshake
  • Fixed a bug in which the Salt Mine ungulates appeared in full color. Palettes for AI Ungulates in Salt Mine fights remain unchanged, but will be corrected in a future patch
  • Fixed sound rollback being able to be turned on, but not off again
  • Fixed Backer characters sometimes getting disabled "permanently"
  • Fixed glitch where random body parts in pixel lobby player characters could disappear (or appear) incorrectly when switching cosmetic items
  • Fixed minor UI issues that caused lines to appear over predators in main menu
  • Fixed issue where you would disconnect from lobby after minimizing
  • Fixed issue where AAAAAAAAAAAAAAA level of mines could cause clients to slow down over time and not recover until restarted
  • Added more robust blackscreen fadeout -- less prone to camera glitching
  • Leaderboard now shows if you are using a relay connection to a player
  • Fixed issue where, sometimes, going through a door could cause the top of the black screen transition to "pop" resulting in a janky door transition
  • Sound listener position is now based on your lobby characters position, not on the camera

Notes
Check your settings for weather effects, backer characters and sound rollback. If you had them set away from the defaults, they may have been reverted.




Them's Fightin' Herds - Mane6, Inc


This update (EA Patch 5 - 4/3/2018) contains a ton of content! …. That we can't show quite yet! Much of it is related to Saltmines 2.0. We have decided to roll out a couple of pretty major backend changes that we’ve been waiting to try for a while. These changes are aimed at overall game stability to strike down those last few elusive bugs that cause "random" failures. Let us know if you get any crashes after this patch!


(Fairly) Major Backend Changes
  • Major backend change that could potentially fix most remaining "random" crashes that people are having.
  • The "black textures on UI" bug should be fixed now, for people that were still getting that
  • Raised Pixel lobby player limit to 25 -- will keep some servers at reduced cap just in case
  • Changed the way textures are handled under the hood, which should make the game significantly more stable after being open for long periods of time
  • Changed the way that Relay connections are detected, and relay connections are now displayed on leaderboard by turning the opponent's ping red

Changes and Improvements
  • Moved many Pixel Lobby face-type items (glasses, masks) into the third cosmetic slot, which is now usable
    • Third slot now has a "NEW!" indicator that displays until you access it

Bug Fixes
  • UI elements in pixel lobby (name tags, interaction menus) are no longer affected by screenshake
  • Fixed a bug in which the Salt Mine ungulates appeared in full color. Palettes for AI Ungulates in Salt Mine fights remain unchanged, but will be corrected in a future patch
  • Fixed sound rollback being able to be turned on, but not off again
  • Fixed Backer characters sometimes getting disabled "permanently"
  • Fixed glitch where random body parts in pixel lobby player characters could disappear (or appear) incorrectly when switching cosmetic items
  • Fixed minor UI issues that caused lines to appear over predators in main menu
  • Fixed issue where you would disconnect from lobby after minimizing
  • Fixed issue where AAAAAAAAAAAAAAA level of mines could cause clients to slow down over time and not recover until restarted
  • Added more robust blackscreen fadeout -- less prone to camera glitching
  • Leaderboard now shows if you are using a relay connection to a player
  • Fixed issue where, sometimes, going through a door could cause the top of the black screen transition to "pop" resulting in a janky door transition
  • Sound listener position is now based on your lobby characters position, not on the camera

Notes
Check your settings for weather effects, backer characters and sound rollback. If you had them set away from the defaults, they may have been reverted.




Them's Fightin' Herds - Mane6, Inc


EA patch 4: Kinda-sorta-was-supposed-to-be-but-now-sorta-isn't-a-hotpatch Edition!

The patch (3/21/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

Gameplay

General
  • Air teching after getting hit out of a shorthop should no longer lock out a character's ability to air block.
Oleander
  • Non-cardboard swipes added for 2A and 2C

Pom
  • Launcher now has a non-cardboard shockwave

Paprika
  • Fixed minor paletting issue during StandH
Tianhuo
  • No longer loses the coloring of her lower jaw during certain hitstuns

New Features & Bug Fixes

Character Select
  • Fixed Oleander's off-by-one palette error.

In Fight
  • There are now voice indicators under HUD portraits for when your opponent is talking in online fights.
  • Fixed bug where player names in fights could show as [unknown].

Pixel Lobby Browser
  • Servers now sort by number of players active.
  • Holding up or down on lobby browsers will now scroll through list faster.

Pixel Lobby
  • Big Balls of Violence now display the name-tags of the players involved in the fight.
  • Health-bars now display above players while in the Salt Mines. (Saltmines 2.0 prep)
    • The Bar will change in color from green to red as health depletes.
  • Zone partitioning has been implemented in pixel lobbies, in preparation for Salt Mines 2.0 coming soon.
  • Transitioning between areas in the pixel lobby is a lot smoother now.
  • Voice Isolation between Lobby rooms has been applied. e.g. If you're in a cave, players outside of it will no longer be able to hear you.
  • Announcer has been disabled in online training.
  • Several steps have been taken to lower the amount of data lobby sends to your game client overall. This includes in fights.
  • Added extra information to the occasional bug where you can get locked out of fighting in pixel lobby. We think this may have something to do with Salt Mines, but the "you were involved in another fight" error should now tell you what the server is complaining about. Let us know if you get this error message please!
  • Fixed memory leak where the UI could potentially make an infinite amount of name-tags -- albeit very very (very very) slowly.
Them's Fightin' Herds - Mane6, Inc


EA patch 4: Kinda-sorta-was-supposed-to-be-but-now-sorta-isn't-a-hotpatch Edition!

The patch (3/21/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

Gameplay

General
  • Air teching after getting hit out of a shorthop should no longer lock out a character's ability to air block.
Oleander
  • Non-cardboard swipes added for 2A and 2C

Pom
  • Launcher now has a non-cardboard shockwave

Paprika
  • Fixed minor paletting issue during StandH
Tianhuo
  • No longer loses the coloring of her lower jaw during certain hitstuns

New Features & Bug Fixes

Character Select
  • Fixed Oleander's off-by-one palette error.

In Fight
  • There are now voice indicators under HUD portraits for when your opponent is talking in online fights.
  • Fixed bug where player names in fights could show as [unknown].

Pixel Lobby Browser
  • Servers now sort by number of players active.
  • Holding up or down on lobby browsers will now scroll through list faster.

Pixel Lobby
  • Big Balls of Violence now display the name-tags of the players involved in the fight.
  • Health-bars now display above players while in the Salt Mines. (Saltmines 2.0 prep)
    • The Bar will change in color from green to red as health depletes.
  • Zone partitioning has been implemented in pixel lobbies, in preparation for Salt Mines 2.0 coming soon.
  • Transitioning between areas in the pixel lobby is a lot smoother now.
  • Voice Isolation between Lobby rooms has been applied. e.g. If you're in a cave, players outside of it will no longer be able to hear you.
  • Announcer has been disabled in online training.
  • Several steps have been taken to lower the amount of data lobby sends to your game client overall. This includes in fights.
  • Added extra information to the occasional bug where you can get locked out of fighting in pixel lobby. We think this may have something to do with Salt Mines, but the "you were involved in another fight" error should now tell you what the server is complaining about. Let us know if you get this error message please!
  • Fixed memory leak where the UI could potentially make an infinite amount of name-tags -- albeit very very (very very) slowly.
Them's Fightin' Herds - Mane6, Inc


Early Access Patch 3 (3/17/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

We're gearing up for the saltmines revamp while we work on storymode, but before we can start digging for salt, we're digging for more stability and network issues. Hopefully this patch takes care of a few more of those! We've also done a huge rework on p2p connections for pixel lobby. We're hoping it fixes connectivity and connection speed issues for many people.

While fight connections have gotten a lot of love, affection and hair-pulling debug work for this patch, it's still new code, and all new code is prone to bugs. Let us know if you have any issues with it!

Gameplay

General
  • Throw tech sparks should now display again (oops)
  • Throw teching (ground and air) should no longer break certain characters' palettes for a moment, and should no longer turn predators into arizona
  • Intros and outros should no longer display broken palettes for certain characters
  • All A normals now add a small amount of JD

Arizona
  • Headbuck B hurt/hitboxes adjusted
  • 6A hitbox is active for longer
  • 2B range increased slightly

Pom
  • Bark has a visual shockwave
  • Big Papa no longer becomes cardboard while turning around

Velvet
  • "Maniacal Laughter" palette has been relocated

Bear
  • Hurtboxes given a pass to prevent rapid size changes during neutral/movement


Online Changes
  • P2P fight connections between players in pixel lobby have had a massive re-work. They should be *much* faster and (hopefully!) more reliable now, especially for players with high ping.
  • Shortened disconnect for both pixel lobby and in-fights if your opponent is already confirmed to have loaded
  • Shortened online charselect timer to 30 seconds
  • Shortened online world select timer to 15 seconds
  • Dramatically reduced the time that spectators can be stuck in limbo if a network error occurs during a fight

Bug Fixes
  • Fixed several cases where players with high ping could randomly get booted back to lobby after challenging (especially prone to happening with spectators)
    • This issue has multiple causes, so let us know if this happens to you again without an obvious cause (e.g. network connection lost)
  • Fixed a crash related to voice chat after a long time of being in pixel lobby.
  • Fixed several cases where players could be denied rematches when spectators were not present
    • Again, several things could cause this issue, so let us know if it happens to you repeatedly.
  • Sound rollback mass reset #2 -- somehow it didn't get reset for a lot of people the first time.
  • Fixed a rare crash related to some drawing elements never getting cleared.
  • Fixed issue where after leaving pixel lobby, you would often not be able to connect again for several minutes.
  • Fixed bug where certain training mode elements drew over pause menus.
  • Fixed issue where even if your voicechat volume was set to zero, it would apply game sound attenuation (drop the game volume in response to someone talking)
  • Fixed issue where certain resolutions could cause the UI to stretch to an odd aspect ratio when performing supers.
  • Fixed visual issue where loading a fight in pixel lobby would flicker on the lobby overworld.

New Options
  • Minimal HUD is now a main menu option (requires a restart to work properly).
  • You can now turn off weather effects from the main menu.

Known Quirks
  • Due to character changes, the following combo trials have been removed temporarily: Velvet Prestigious 1, Pom Master 3
  • The following combo trials have been updated: Paprika Master 2, Velvet Master 2
Them's Fightin' Herds - Mane6, Inc


Early Access Patch 3 (3/17/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

We're gearing up for the saltmines revamp while we work on storymode, but before we can start digging for salt, we're digging for more stability and network issues. Hopefully this patch takes care of a few more of those! We've also done a huge rework on p2p connections for pixel lobby. We're hoping it fixes connectivity and connection speed issues for many people.

While fight connections have gotten a lot of love, affection and hair-pulling debug work for this patch, it's still new code, and all new code is prone to bugs. Let us know if you have any issues with it!

Gameplay

General
  • Throw tech sparks should now display again (oops)
  • Throw teching (ground and air) should no longer break certain characters' palettes for a moment, and should no longer turn predators into arizona
  • Intros and outros should no longer display broken palettes for certain characters
  • All A normals now add a small amount of JD

Arizona
  • Headbuck B hurt/hitboxes adjusted
  • 6A hitbox is active for longer
  • 2B range increased slightly

Pom
  • Bark has a visual shockwave
  • Big Papa no longer becomes cardboard while turning around

Velvet
  • "Maniacal Laughter" palette has been relocated

Bear
  • Hurtboxes given a pass to prevent rapid size changes during neutral/movement


Online Changes
  • P2P fight connections between players in pixel lobby have had a massive re-work. They should be *much* faster and (hopefully!) more reliable now, especially for players with high ping.
  • Shortened disconnect for both pixel lobby and in-fights if your opponent is already confirmed to have loaded
  • Shortened online charselect timer to 30 seconds
  • Shortened online world select timer to 15 seconds
  • Dramatically reduced the time that spectators can be stuck in limbo if a network error occurs during a fight

Bug Fixes
  • Fixed several cases where players with high ping could randomly get booted back to lobby after challenging (especially prone to happening with spectators)
    • This issue has multiple causes, so let us know if this happens to you again without an obvious cause (e.g. network connection lost)
  • Fixed a crash related to voice chat after a long time of being in pixel lobby.
  • Fixed several cases where players could be denied rematches when spectators were not present
    • Again, several things could cause this issue, so let us know if it happens to you repeatedly.
  • Sound rollback mass reset #2 -- somehow it didn't get reset for a lot of people the first time.
  • Fixed a rare crash related to some drawing elements never getting cleared.
  • Fixed issue where after leaving pixel lobby, you would often not be able to connect again for several minutes.
  • Fixed bug where certain training mode elements drew over pause menus.
  • Fixed issue where even if your voicechat volume was set to zero, it would apply game sound attenuation (drop the game volume in response to someone talking)
  • Fixed issue where certain resolutions could cause the UI to stretch to an odd aspect ratio when performing supers.
  • Fixed visual issue where loading a fight in pixel lobby would flicker on the lobby overworld.

New Options
  • Minimal HUD is now a main menu option (requires a restart to work properly).
  • You can now turn off weather effects from the main menu.

Known Quirks
  • Due to character changes, the following combo trials have been removed temporarily: Velvet Prestigious 1, Pom Master 3
  • The following combo trials have been updated: Paprika Master 2, Velvet Master 2
Them's Fightin' Herds - Mane6, Inc


Hi all!, EA Patch 2 (3/6/18) is now live, so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.


GAMEPLAY

General

  • Input buffering now functions when coming out of blockstun
  • Training mode recordings for wakeup/hitstun/blockstun should now all trigger at proper reversal timing rather than well after returning to neutral
  • Inputs for specials have slightly more lenient and consistent timings

Arizona
  • Magic Dash no longer causes slowdown during supers

Velvet
  • Shatter C damage reduced and JD increased
  • Shatter A's JD has been increased and can be cancelled into magic attacks
  • Shatters cause additional JDG
  • All icicles deal additional JD
  • Combo training now properly differentiates between "Air Icicle" and "Ground Icicle". It also properly takes into account when each of these different delayed specials actually hit the opponent
  • No longer slides when crouching out of a tech roll
Due to the changes above, some combo trials have been removed/replaced

Oleander
  • Fred can no longer attack during Oleander's blockstun. Again.
  • Air throws no longer create a second book
  • New Teleport effects added
  • New Magic trap effect added
  • DarkSpark recovery increased
  • Teleport cancel window from Chapter Traps moved forward a few frames
  • Fred can no longer be called if the opponent is blocking while any of their objects are struck with dark spark. However, if this does still manage to happen, Fred Also can no longer cause infinite blockstun or chip damage.
  • Fixed some cases of the hitbox drifting away from Chapter Trap's graphic
Due to the changes above, some combo trials have been removed/replaced

Paprika
  • Teleport C Damage reduced and JD increased

Pom
  • Big Mama and Papa now visually leave the screen immediately, but the magic refund timing for Big Mama is untouched
  • Big Papa no longer turns into cardboard during hitstun and distress
  • Fixed palette issues during various attacks and movement abilities
  • Throw no longer creates cardboard
  • Attempting to use normals at the exact same time as magic should no longer result in empty inputs

Tianhuo
  • Flight timer reduced slightly
  • Winged animations and palettes have been given a complete pass (Flight mode is animated now!)
  • Volcanic Crash no longer causes the opponent pop up from the ground for 1 frame when JD is full

BUG FIXES AND TECHNICAL IMPROVEMENTS

Online Changes
  • Online fights now feature a detailed netgraph to show your connection quality and can help pinpoint problems such as high packet drop and fluctuating ping. Press select to cycle through available graphs. (See below for how to interpret netgraph data)
  • Pixel lobby has additional netgraph data that allows you to see your opponents performance. This can help when it's unclear who's connection or computer is causing an issue in a match.
  • Pixel lobby now has a connection progress indicator. We're working with players to see why some people are having trouble connecting. If you get stuck on a stage, let us know!

AI Changes
  • AI is not nearly as block happy now on lower levels (Easy, normal and sleeptrot. Somewhat less on competent)
  • Reaction time nerfs -- especially for countering ('unfair' remains unchanged)
  • Fixed bugs where the AI would sometimes not attack certain characters unless provoked
  • AI settings in training mode now default to values according to your chosen difficulty setting

Backend Changes
  • Fixed bug where character sound format was not playing nice with FMOD on some computers. Lead to some players having "silent" characters, despite hearing the announcer.
  • HOPEFULLY improved stability after the game has been open for several hours (For nerds: reduced memory fragmentation over time with better use of memory pooling)
  • Reduced bandwidth usage for pixel lobby

KNOWN QUIRKS
  • The tick/notch graph on the more detailed netgraph is a bit arcane right now. Blue ticks indicate GGPO rollback. Red ticks indicate pause and sync events (which can choke your framerate). Gray ticks indicate packet arrivals. Good connections should see a solid belt of gray. Bad or choppy connections may see uneven clumps of gray ticks.
  • Due to character changes, the following combo trials have been removed temporarily: Velvet Master 2, Velvet Prestigious 3, Oleander Master 1


Onwards to 1.0!
Love- M6.
Them's Fightin' Herds - Mane6, Inc


Hi all!, EA Patch 2 (3/6/18) is now live, so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.


GAMEPLAY

General

  • Input buffering now functions when coming out of blockstun
  • Training mode recordings for wakeup/hitstun/blockstun should now all trigger at proper reversal timing rather than well after returning to neutral
  • Inputs for specials have slightly more lenient and consistent timings

Arizona
  • Magic Dash no longer causes slowdown during supers

Velvet
  • Shatter C damage reduced and JD increased
  • Shatter A's JD has been increased and can be cancelled into magic attacks
  • Shatters cause additional JDG
  • All icicles deal additional JD
  • Combo training now properly differentiates between "Air Icicle" and "Ground Icicle". It also properly takes into account when each of these different delayed specials actually hit the opponent
  • No longer slides when crouching out of a tech roll
Due to the changes above, some combo trials have been removed/replaced

Oleander
  • Fred can no longer attack during Oleander's blockstun. Again.
  • Air throws no longer create a second book
  • New Teleport effects added
  • New Magic trap effect added
  • DarkSpark recovery increased
  • Teleport cancel window from Chapter Traps moved forward a few frames
  • Fred can no longer be called if the opponent is blocking while any of their objects are struck with dark spark. However, if this does still manage to happen, Fred Also can no longer cause infinite blockstun or chip damage.
  • Fixed some cases of the hitbox drifting away from Chapter Trap's graphic
Due to the changes above, some combo trials have been removed/replaced

Paprika
  • Teleport C Damage reduced and JD increased

Pom
  • Big Mama and Papa now visually leave the screen immediately, but the magic refund timing for Big Mama is untouched
  • Big Papa no longer turns into cardboard during hitstun and distress
  • Fixed palette issues during various attacks and movement abilities
  • Throw no longer creates cardboard
  • Attempting to use normals at the exact same time as magic should no longer result in empty inputs

Tianhuo
  • Flight timer reduced slightly
  • Winged animations and palettes have been given a complete pass (Flight mode is animated now!)
  • Volcanic Crash no longer causes the opponent pop up from the ground for 1 frame when JD is full

BUG FIXES AND TECHNICAL IMPROVEMENTS

Online Changes
  • Online fights now feature a detailed netgraph to show your connection quality and can help pinpoint problems such as high packet drop and fluctuating ping. Press select to cycle through available graphs. (See below for how to interpret netgraph data)
  • Pixel lobby has additional netgraph data that allows you to see your opponents performance. This can help when it's unclear who's connection or computer is causing an issue in a match.
  • Pixel lobby now has a connection progress indicator. We're working with players to see why some people are having trouble connecting. If you get stuck on a stage, let us know!

AI Changes
  • AI is not nearly as block happy now on lower levels (Easy, normal and sleeptrot. Somewhat less on competent)
  • Reaction time nerfs -- especially for countering ('unfair' remains unchanged)
  • Fixed bugs where the AI would sometimes not attack certain characters unless provoked
  • AI settings in training mode now default to values according to your chosen difficulty setting

Backend Changes
  • Fixed bug where character sound format was not playing nice with FMOD on some computers. Lead to some players having "silent" characters, despite hearing the announcer.
  • HOPEFULLY improved stability after the game has been open for several hours (For nerds: reduced memory fragmentation over time with better use of memory pooling)
  • Reduced bandwidth usage for pixel lobby

KNOWN QUIRKS
  • The tick/notch graph on the more detailed netgraph is a bit arcane right now. Blue ticks indicate GGPO rollback. Red ticks indicate pause and sync events (which can choke your framerate). Gray ticks indicate packet arrivals. Good connections should see a solid belt of gray. Bad or choppy connections may see uneven clumps of gray ticks.
  • Due to character changes, the following combo trials have been removed temporarily: Velvet Master 2, Velvet Prestigious 3, Oleander Master 1


Onwards to 1.0!
Love- M6.
Them's Fightin' Herds - Mane6, Inc



Hi everyone! It’s been a few days since EA release and we’re working overtime to ensure that people are getting the smoothest experience with the game possible.

We’ve been lurking and interacting with steam forums, TFH forums and Discord servers to gather feedback. We’ve compiled them into a list and picked out what we feel are the most important items to work on right now. We were aware of some of these issues beforehand, but we were unsure of the number of people they would affect. We now have a more solid priority order for these thanks to your input!

First off,

Priority Everything (Highest)

  • Story mode, while we work on everything else below.

‘Nuff said

Second, we’re working to resolve some existing issues with the core game. This is by no means a complete list, just “major” things we’re working on first.

Primary Priority

  • Finished art assets for all moves/characters/attacks
  • Solving Multiplayer fight connection issues happening with some players
  • Netcode with GGPO seems to be working fine with most people, but some are getting dips or framerate issues. We're working with them to find out why and resolve it.
  • Pixel lobby connectivity issues for some players
  • Some of our users are having trouble getting the pixel lobby servers to respond to their games, or they're "connecting" but then cannot control their character. We're tracking down these issues and will keep you updated on fixes
  • "Random" crashes for some players after the game has been open for several hours; It seems to depend somewhat on the computer, but some players are getting crashes that seem like they are random after having the game open for several hours. We now know what is causing this issue and we're working to resolve it.

Secondary Priority

  • AI difficulty; We're finding the AI difficulty is not at the level that people would expect, and the gaps in difficulty between levels is too great. We're working to scale back the AI's more annoying tendencies and make it a bit more human-like.
  • Controller issues in salt mines
  • For certain controller configurations, your controller may stop working (or switch to player 2) at the end of a fight. We're in the process of fixing this one.
  • Finding people who aren't at 60 FPS and getting them there
  • making '-minimalhud' a main menu accessible option
  • Giving options for turning on and off weather effects (for streamers and lower end PCs)
  • User Interface in pixel lobby
  • Improved controls for muting players (the current one is a little too well hidden)
  • Full 'start' menu with more options and control reference
  • Quicker handling of disconnections when in fights

Tertiary Priority

  • Skill capped and password protected pixel lobbies & invite only classic lobbies.
  • A few people are having a bug where characters do not make sounds. We've identified the source of this issue and we're working to resolve it.
  • A few people are experiencing a bug where they are unable to switch resolutions (the game hangs when they do).
  • Making controls for main menu fully separated from fights.
  • Small (but important) UI fixes
  • voice indicators for when your opponent is talking in a fight
  • clearer indication of how to leave pixel lobby (by holding magic) and using text chat (currently, clicking on textbox)

Roadmap Items

  • Proper tutorial mode (with a version covering just tfh basics releasing first)
  • Proper combo trials mode (outside of the current combo trials in training)
  • Salt mines getting a redesign pass (thanks for the feedback!)

We want to thank everyone for their feedback once again! If you have questions, comments, suggestions or more bug reports, please do voice them in the forums!
Them's Fightin' Herds - Mane6, Inc



Hi everyone! It’s been a few days since EA release and we’re working overtime to ensure that people are getting the smoothest experience with the game possible.

We’ve been lurking and interacting with steam forums, TFH forums and Discord servers to gather feedback. We’ve compiled them into a list and picked out what we feel are the most important items to work on right now. We were aware of some of these issues beforehand, but we were unsure of the number of people they would affect. We now have a more solid priority order for these thanks to your input!

First off,

Priority Everything (Highest)

  • Story mode, while we work on everything else below.

‘Nuff said

Second, we’re working to resolve some existing issues with the core game. This is by no means a complete list, just “major” things we’re working on first.

Primary Priority

  • Finished art assets for all moves/characters/attacks
  • Solving Multiplayer fight connection issues happening with some players
  • Netcode with GGPO seems to be working fine with most people, but some are getting dips or framerate issues. We're working with them to find out why and resolve it.
  • Pixel lobby connectivity issues for some players
  • Some of our users are having trouble getting the pixel lobby servers to respond to their games, or they're "connecting" but then cannot control their character. We're tracking down these issues and will keep you updated on fixes
  • "Random" crashes for some players after the game has been open for several hours; It seems to depend somewhat on the computer, but some players are getting crashes that seem like they are random after having the game open for several hours. We now know what is causing this issue and we're working to resolve it.

Secondary Priority

  • AI difficulty; We're finding the AI difficulty is not at the level that people would expect, and the gaps in difficulty between levels is too great. We're working to scale back the AI's more annoying tendencies and make it a bit more human-like.
  • Controller issues in salt mines
  • For certain controller configurations, your controller may stop working (or switch to player 2) at the end of a fight. We're in the process of fixing this one.
  • Finding people who aren't at 60 FPS and getting them there
  • making '-minimalhud' a main menu accessible option
  • Giving options for turning on and off weather effects (for streamers and lower end PCs)
  • User Interface in pixel lobby
  • Improved controls for muting players (the current one is a little too well hidden)
  • Full 'start' menu with more options and control reference
  • Quicker handling of disconnections when in fights

Tertiary Priority

  • Skill capped and password protected pixel lobbies & invite only classic lobbies.
  • A few people are having a bug where characters do not make sounds. We've identified the source of this issue and we're working to resolve it.
  • A few people are experiencing a bug where they are unable to switch resolutions (the game hangs when they do).
  • Making controls for main menu fully separated from fights.
  • Small (but important) UI fixes
  • voice indicators for when your opponent is talking in a fight
  • clearer indication of how to leave pixel lobby (by holding magic) and using text chat (currently, clicking on textbox)

Roadmap Items

  • Proper tutorial mode (with a version covering just tfh basics releasing first)
  • Proper combo trials mode (outside of the current combo trials in training)
  • Salt mines getting a redesign pass (thanks for the feedback!)

We want to thank everyone for their feedback once again! If you have questions, comments, suggestions or more bug reports, please do voice them in the forums!
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