Patch (12/23/18) 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.
This one's been a long time coming.
Tons of new content that we've been excited to deliver is finally here. Most importantly: Matchmaking! You can now queue for online matches from the main menu!
... or Training Mode. Or the Pixel Lobby. In fact, you can run matchmaking from nearly every mode in the game! There is no central server involved; all of the matchmaking calculations run directly through Steam. Lots of blood, sweat, and most importantly, time, went into making this feature as solid and bug-free as possible.
All of that extra time spent working on matchmaking means that we were able to sneak some gameplay changes in there, too! While we still have more changes coming soon, it wasn't the focus in this update, so they aren't as substantial as previous updates. What they DO include are:
Fully voiced and animated fight intros and winposes
New predator attacks and AI behaviors
Updated attack animations, some with brand new facial expressions
While it did take quite some time to get this update out, the good news is that puts us right at the end of December, conveniently in time for the holidays. To celebrate the season, the Pixel Lobby has received some winter cheer. Be sure to hop in and check out what surprises are waiting...
(NOTE: This patch does not contain Salt Mines 2.0 yet. That content is still upcoming.)
The next patch is already being planned and worked towards, and will contain even more updates and substantial changes. See you guys in 2019!
New Feature:
Matchmaking
You can now use matchmaking to find opponents, anywhere on the planet, from almost anywhere within the game!
To begin matchmaking, select it from either the Main Menu under Multiplayer, the pause menu during Training Mode, or the Pixel Lobby context menu (accessed by holding your D button).
here
here
orrr here!
Just hit one of these to join the queue and the system will begin looking for players. A banner will display at the top of the screen if you're in the matchmaking queue, and the matchmaking system will search for opponents.
heads up, this matchmaking's about to explode!
Once a match has been found, to accept a match, use your Utility 1 button, and to decline a match, press your Utility 2 button. Right now, the only option available is Casual.
Even though this is only Casual Matchmaking, there is a hidden skill rating in the background to ensure fair, balanced matches with opponents of equal skill. Over time, it will learn your skill based on wins and losses against other players. A Ranked Matchmaking queue, with visual ranking points and tiers, will be added in a later update. Until then (and ofcourse after then), we have a....
Leveling system
After every battle you play online from the pixel lobby or through matchmaking, you will now gain exp. You will gain bonuses based on match performance and difficulty, which will help you level up even faster! For now, the levels are linear and rewards are absent. In the future we will be adding milestones and various rewards which may include palettes, hats, artwork and some other fun and/or silly things. Much like our players, the system itself will level up as we move forward!
Fixed several missing hurtboxes during air throw recovery of certain characters
Both fighters are now able to play their intro animations in sequence
The opponent will now respond if the speaking character's intro is considered to be of 'short' or 'medium' length
Character specific intros are now a thing (81 new lines of dialogue!)
Randomization of intros in general should now properly, consistently work in online play when hitting rematch
All characters now have proper victory animations
Cross Canter advantage on grounded hit has been reduced a bit
Cross Canter now always does 350 damage, whether or not it's a counterhit
Red health now tanks chip damage before regular health
Pushblock continues to function as it always has (chips health and converts it to red health), but at 300 health and lower it now totally negates lifebar damage
Fixed an issue where preblock could become throwable
Attacks that force standing on hit now also force standing on block (This does not affect how you block, only where your hurtboxes exist)
Throw teching in the air no longer fails to reset combo ingredients (Such as groundbounces, staggers, etc.)
Supers now ignore the OTG 'popup' state on first hit as a general rule, rather than certain exceptions
Arizona
Magic Headbuck is now always a counterhit when thrown, as intended
Now has character specific intros
Now has proper win animations
Now finally has expressions on a ton of animations
Rope animations are no longer cardboard
Ropes have reduced recovery time
The first few frames of 6B now have grounded hitboxes
6B startup increased slightly
6B slides forward a tiny bit before leaving the ground
6A has a new animation
6A now whiffs distant crouching opponents
Velvet
Fixed a case where the startup of Ice Cyclone could potentially allow Velvet to block an attack
Now has proper win animations
Now has character specific intros
Shatter A and B have updated animations/expressions
Shatter C has a new animation
Oleander
Fixed oversight that allowed Fred to be usable during pushblock
Now has character specific intros
Now has a proper win animation
Fixed yet another case where the hitbox could seperate from the graphic with Magic Trap
Magic Teleport no longer steals meter from pets and projectiles
Fel Sparks deal less damage
Fel Sparks now all deal the same amount of JD, grounded or not
Magic Sparks deal less damage overall
Magic Sparks deal additional JD
All Sparks deal additional JDG
Super meter requirements increased
Super meter gain through reading now ramps up over time, with a capped maximum speed
j.2C now ground bounces grounded opponents
j.2C no longer has such a significantly larger hitbox at the beginning of the attack
Can no longer meter steal when the opponent is KO'd
Paprika
Teleport C should more consistently aim for the front of the opponent
Gifts cause less blockstun to airborne opponents
Smother should no longer be capable of eating ground techs
It should no longer be possible to be grabbed out of Teleport from offscreen
Air throw no longer causes hard knockdown
Smother camera no longer freezes/focuses on opponent when it hits
Smother leaves paprika slightly further away from the opponent
Smother on hit recovery increased
Now has character specific intros
Now has proper win animations
Pom
Closed up a few remaining cases that could potentially allow pom to control certain puppies while in pushblock
Big Papa is no longer vulnerable during the summon animation
The last hit of Stampede now launches more horizontal than vertical
The last hit of Stampede has less hitstop
Fixed even more cases that allowed Big Papa to show up on screen twice
All remaining exceptions and workarounds to STILL be able to call up multiple big papas...have finally been destroyed.
Now has character specific intros
Now has proper win animations
Fixed a ton of inconsistencies that allowed some grounded puppies to get stuck in the air for extended periods of time
j.C now spins through the active frames more slowly
Normals should no longer interfere with puppy commands if pressed on the same frame
Big Momma and Papa no longer come to the foreground to cover players, now only Momma will do so when readying her counter
Big Papa should no longer have a chance of getting stuck in a loop if pom gets counterhit
Tianhuo
Ran Shao Feng now properly only reduces Tianhuo's damage output, rather than also reducing incoming damage (!!!!!!)
Fixed miscalculations causing incorrect damage reduction near the beginning of Ran Shao Feng combos
Men Shao Ti no longer locks up grounded opponents if the second hit is the first one to strike them
Flips now have a grounded startup animation
j.A collision box now matches j.:B:'s
7D startup time now matches the other versions, but retains its strike invulnerability
7D now travels a slightly shorter distance horizontally
Blocked Volcanic Bash no longer continues the attack
Ran Shao Feng now allows Tianhuo to control her horizontal position during Volcanic Crash
Volcanic Crash leaves Tianhuo closer to the opponent
Now has character specific intros
Now has a proper win animation
2B no longer forces standing
Hitstun/Knockdown animations have been updated with many more inbetween frames
Predators:
Wolf
AI has been updated
Now has a dedicated air attack
Single hit, causes stagger to grounded
Can now jump cancel grounded basic attacks
Now has a super
Max supermeter is 1 bar
Feline
AI has been updated
Jump Arc is now tighter
Now has a dedicated air attack
Multi-hit, causes tumble
Can now jump cancel non-grab basic attacks on hit
Now has a super
Max supermeter is 1 bar
Snake
AI has been updated
Now has a dedicated air attack
Single hit, causes groundbounce
Can now jump cancel Tail Sweep on hit
Now has a super
Multi-hit, Causes higher damage than normal in the form of red health
Poisons afterwards, continuing to expand the red health until the effect ends or until snake is hit
Max supermeter is 1 bar
Bear
AI has been updated
Hurtboxes given a pass to prevent rapid size changes during neutral/movement
Now has a dedicated air attack
Single hit, Causes stagger on grounded, Groundbounce on airborne
Can now jump cancel non-grab basic attacks on hit
Now has a super
Max supermeter is 1 bar
Known Issues
If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
It is still possible for Tianhuo to occasionally lose momentum during some airdash cancels
EA patch 9: Why are we posting at ungodly in the morning
The patch (8/18/18) 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.
Tianhuo is a difficult character to balance against the rest of the cast. Her mobility, mix-up potential and long, flashy combos are unique to her, and this can present a challenge. For some time now, she has been over-performing. We wanted to make sure to preserve her defining characteristics and leave them intact, but reduce their potency. Her damage values and scaling have undergone various tweaks to bring her damage more in line with the other characters.
Additionally, various mix-up and pressure tools have been reined in. Instead of removing them outright, they have been moved to her level 2 super, Ran Shao Feng. In previous updates, we started to re-purpose Ran Shao Feng from a tool to rack up significant combo damage into a power-up that gave her extra utility and mix-up potential. This patch continues that trend, balancing out her risk and reward, and requiring the player to make more tactical decisions with her resources. We will continue monitoring Tianhuo and all of her various match-ups following this patch.
Gameplay
Arizona
Now has a proper air throw. She carries the opponent to the ground with a headbuck.
Velvet
Damage reduced across specials
Chip damage increased slightly on Shatters
Fixed a bug causing Velvet to sometimes lose invulnerability during 623D
Fixed incorrect damage scaling on 214A and 214C (Minimum damage should now be increased)
Minimum Damage reduced on supers
B is slightly less safe on block
Now has a proper air throw. Throws further away than most.
Oleander
Now has a proper air throw. Functions like the ground throw which steals meter, grants 1 magic, but does little actual damage.
Paprika
Gift toss is slightly faster
Now has a proper air throw. Functions similar to ground throw, but can combo into more types of attacks depending on height.
Pom
Now has a proper air throw. Always throws backward.
Tianhuo
Flips now are only capable of passing through opponents during dragon install
Flips can no longer directly cancel into eachother
Flips have slightly smaller hurtboxes
Ran Shao Feng timer increased overall
The timer for Ran Shao Feng no longer speeds up while grounded
All damage during Ran Shao Feng is now scaled by 25%
Magic regen now gets paused for an extended period after flight has been used
Magic regen is now paused momentarily when airdash is used
All magic regen cooldowns are disabled during Ran Shao Feng
Flight startup in Ran Shao Feng now matches normal flight startup
Tian gains 50% less meter during Ran Shao Feng
Both Air and Grounded Volcanic Bash (236B) cause slightly less hitstop on the first hit
Both Air and Grounded Volcanic Bash deal significantly less hitstun on the first hit
Grounded Volcanic Bash damage now matches the air version
Air Volcanic Bash JD now matches the grounded version
All versions of Volcanic Crash (236C) now apply JD
Volcanic Crash during Ran Shao Feng now bounces tianhuo off of the ground instead of going straight into standing
The bounce from Volcanic Crash during Ran Shao Feng is flight cancellable
Fixed even more cases where 7D, 4D and 1D would appear to armor through attacks rather than dodging or getting hit, as intended
j.A startup time increased slightly
j.A hitstun reduced on grounded opponents
j.B JDG increased
Damage reduced on specials
Damage increased slightly on Super
Now has a proper air throw. Easy to followup with magic abilities.
Predators
No longer turns into arizona during cross canter
No longer turns into wolf when throwing
Known Issues
If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
There may still remain some instances where Tianhuo flips gain armor, continue reporting this one!
It is still possible for Tianhuo to occasionally lose momentum during some airdash cancels
Pom is still capable of calling multiple level 2's with certain setups
Early Access Patch 7/21/18 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.
NEW FEATURES!
Tutorial Mode
We've worked hard to provide Oleander with both the free time and crayons to teach you how to fight. While she wasn't happy about being asked to, it's in her contract, so she'll now teach the basics, not-so-basics and advanced-basics of the game's mechanics to everyone. You can find her lessons on the Single Player Menu! Happy learning!
Please note that this is the first public iteration of Tutorials, as the mode will be receiving tweaks and updates based on needs and feedback.
Gameplay
Not much in the form of gameplay updates beyond some bug fixes this time around. Gameplay/Balance changes are absolutely incoming, some are/are close to being major changes and the tutorials have been getting hard focused among other things. Now that the tutorial is done, we can start to iterate properly and provide more rapid, smaller updates as this has been our largest undertaking so far. Stay tuned!
General
Counterhit timings are now far more consistent across normals.
Fixed a miscalculation from the previous patch that caused blocking to give more meter to the attacker than landing hits would(!!!!)
Blocking now also grants a small bit of meter for the defender
All characters now have proper, lip synched introductions. As of now, Player 1 remains the only one with a speaking role, but we'll be introducing more back and forth intros over time.
Arizona
6A hitbox extended forward slightly
6A moves forward slightly
Velvet
Fixed minor launcher graphical bug which caused the ice sculpture to face the opposite direction
Oleander
It's no longer possible to gain meter on block while Fred is out (whups!)
Paprika
Fixed a bug that allowed j.C to hit without applying JD
Pom
Follower puppies now continue following while pom's in hitstun, but slowly
Puppies manually moved while puppy is in distress are slowed
Mom counter is cancelled if pom is in hitstun
Known Issues
If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
4D into j.A with tianhuo reads out to be 14 frames of startup before earliest possible hit, but it's actually 18.
As you might have noticed, TFH hasn’t hit the expected 1.0 milestone yet.
Due to the same row of heavy "RL" reasons mentioned before, (the details of which you don't really want to hear, but include some really heavy RL issues for some of our Devs), we continue to be down three people in our development team for long periods of time.
We've attempted to patch part of these holes by putting out a call for a pixel artist to cover the major delay on story mode (art placeholders), but we've yet to hire one. We've got a couple of people who applied to us whose stuff we've really liked, but which haven't yet replied to our e-mails. Applicants, if you're reading this, please check your inbox and spam folders! We might be trying to contact you. All of this is putting the story mode on hold for far longer than we expected and far more than what we’d have liked. Hopefully we can steer that particular situation back on track soon, as the hiring of said artist would help us finish the remaining elements needed AND free other people to work on additional things we’ve been holding down the priority list for some time.
That said, the remainder of the team has still been working hard these past few weeks, as we strive to get those features which do not require our MIA developers to get completed working and out of the gate.
You might have already seen a couple of glimpses of the upcoming features here and there in Beta and Anu's worklogs in the official forums, but here's a slightly more detailed breakdown of what’s coming to TFH in the near-immediate future.
Tutorials
We've been working hard to supply Oleander with the time and the crayons to teach you how to fight, and building the framework that’ll allow us to create and easily iterate on lessons across many fighting game concepts, with some light target practice and obstacle courses to reinforce all you have learned.
Soon, we will have standard matchmaking features to pair up similarly skilled players with a more ‘competitive’ scoring system. In addition, a casual levelling system that is always active as you play online (ranked or not) will provide unlockable hats and palettes at certain milestones. Performance within each match, fighting against tougher opponents and other challenges provide xp bonuses to push you even further!
We wish to keep most of this stuff a surprise, but we're pretty excited for this release. In addition to the PvE element, we've added more cooperative play to unlock hats and intercept predators. We're also putting in some interesting little items to make dungeon fights more stylish and silly.
Character Intros/Outros
Characters will no longer stand still while the fightin’ starts happenin’ - New animations for Intros/Outros are coming to the game.
In addition to the things mentioned above, we’d like to apologize for the breakdown in general communications; we’ve been active and communicating with the playerbase through a couple of the discord community channels, as well as pulling some of the most active people in the game for gathering feedback on these new features and on the already existing ones. Discord has been really helpful for quick, direct feedback and feature implementation, but has given off a perception of silence to the general public. As things are now closer to their initial public iteration, we’re going to be posting more often to the general community via our official forums, the social media places and the Steam community forums.
As always, we’d like to thank you guys for continuing to stick with us through the rough patches.
Early Access patch 7: Ev'rybody Dance Now! Edition
(Da da da da da da da da da)
Hotfix 11-5-18.a
Tianhuo
Can't cancel launcher into flight on block (whups)
Be sure to update and verify your files again. If you fight someone and one of you isn't updated, your fight may desync.
----
The patch (5/11/18) 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.
This is a rather hefty patch as it includes a ton of changes and fixes to some long standing bugs. As the gameplay has been given time to settle in a bit, it turns out certain characters were slightly overperforming. Furthermore, due to staggers being a reliable way to avoid mechanics intended to limit the potency of mixups after knockdowns, we have changed how staggers work post-JD. Players who rely on using staggers as late as possible will now have to be more wary of the JD bar as they too have to deal with a guaranteed knockdown situation. These changes may adversely impact the performance of said characters in unexpected ways, and we'll be keeping a close eye on how they perform to determine if any further tweaks are necessary to compensate. Lots of things are quite different now, so please be vocal and detailed with any issues/bugs you run into and we'll be sure to give it a look!
Gameplay
General:
Cross Canter is now totally impossible to combo after
Cross Canter now armor breaks
The opponent can no longer be staggered if JD is filled, It will instead cause a crumple that always leads to soft knockdown
Fixed some cases where a player could tech out of command grabs
Fixed several situations where a player could cancel block and hitstuns into movement options or supers
Fixed being able to gain above full health from eating apples
Fixed health gained by eating apples messing up red health values
It is no longer possible to force a Hard Knockdown off of full JD normals by cancelling into a super before they hit the ground
Fixed an issue preventing input buffering for specials when landing
Fixed an issue preventing grabbing (until the player returns to neutral) after doing a low attack (This issue specifically affected Arizona, Oleander and Paprika because of command normals)
Training Dummy now properly techs tumbles at the earliest possible frame after a groundbounce/tumble has been used in a combo
Standing KO's work properly again, should eliminate most if not all of the remaining 'Armored KO' bugs
Arizona
Damage proration from Ropes reduced slightly
6B Hurtboxes moved upward
Super now completes VO
Super now has 1 frame post-superflash, alleviating previously 'unblockable' situations
Super now cleaves through pets and projectiles without hitstop
Velvet
Cancelling C startup into grab no longer spawns the ice graphic
Eating animation no longer has a cardboard ice sprite. Poof!
Now has a crouch sliding animation
Oleander
Fred is no longer controllable while teching
Fred stops attacking if Oleander gets hit
Outside of meter stealing attacks, you can no longer gain any meter while Fred is out
Super meter requirements per level increased slightly
Teleports A and B now always costs 1 magic, even if grounded
Opening damage for j.2C decreased, minimum damage increased slightly
Fixed another remaining case of the Chapter Trap hitbox detaching from its graphic when cancelled into a super
So they came into the outway, It was Sunday, but a black day, I could make a salutation, sounding heartbeats, intimidation...
Ollie, are you okay, are you okay, are you okay, Ollie?
Ollie, are you okay, are you okay, are you okay, Ollie?
Ollie, are you okay, are you okay, are you okay, Ollie?
Paprika
Blocked super should more reliably end up on the opposing side
B startup and recovery has been sped up
B and 2B are slightly safer on block
Kiss now refunds a flat 250 JD, with a minimum cap of -150
Damage proration from Kiss reduced slightly
Super should no longer be able to trigger off of pets/projectiles
There is now an indicator that a player is close enough to eat a gift (actual graphic pending)
Super now cleaves through pets without hitstop
Fixed a bug involving paprika's movement options that had an extremely small chance to crash the game(!)
Boom, baby!
Pom
Every puppy in Stampede now have hurtboxes
Dad now follows the opponent from behind, as intended
Preblock distance of 2C increased (This might cause issues, will be monitoring the effects of this)
Throws from pets can no longer connect with opponents who are in preblock
Fixed Pom being able to level 2 after dad has hit the opponent
Mom Izuna Drop now properly KO's if it's the last hit
Mom Counter and Izuna Drop no longer gain a first-hit bonus
j.B hitstop increased (should also help with the high/low protection)
Puppies are no longer controllable while teching
Dad usability now follows the same rules as all other puppies (Not usable during hitstun or teching, stops when pom gets attacked, etc.)
You wouldn't hit a wee lamb, would you?
Tianhuo
Can no longer whiff cancel air normals into flight
Volcanic Bash now has a grounded version
Travels a bit less of a distance than air version
Goes through projectiles
All specials except for successful V.Crashes have increased landing recovery
New j.A that aims moreso for air-to-air than straight towards the ground
Flight startup time increased
Upward flight max speed lowered
Downward flight acceleration increased
Super startup time decreased
Super startup jump height decreased
Old j.A is now accessible during Ran Shao Feng, and is now an overhead
B hitboxes normalized, no longer whiffs on crouching opponents during the beginning of the attack
B recovery increased
Has renounced captaincy of the Empress' Imperial Guard to assume captaincy of the Empress' Imperial PicnicBasketBall Team.
New Lobby Features
Added 'voice channels' so now users can choose which chat channel they are on. This includes an option to only hear and communicate with people who are fighting with you or spectating.
Reverted change where your voicechat was filtered per lobby room
Lobby scoreboard now shows everyone's voice channel so you can see where your friends are
Lobby fights now show both fighters voice chat activity and voice chat channels
Spectators can now open online menus during fights
Bug Fixes
Fixed major bug where some controller types could stop working after fighting a predator in saltmines
Fixed up lobby character collisions against walls to correctly handle slopes and sharp corners
Fixed bug where music was at full volume on splash screen, but then adjusted when the main menu came up
Fixed bug where D notification could appear while you were trying to open a chest
Fixed bug where grabbing a chest while running could cause a server desync
Changed teleport/arrival sound in pixel lobby so that it only plays for the whole server when you first join the server.
Fixed bug where disconnecting from someone during character select could prevent you from fighting them in the future until one of the games was restarted
Backend changes
How players recieve world updates from the lobby server has changed. You should not feel any difference in smoothness, but if you do experience new problems, be sure to let us know!
Entirely changed how chest claiming works internally. Should provide a smoother experience, but as with all new code, there may be bugs!
Changed the way sprite drawing works. Should be less load on older computers, but has potential for bugs. Let us know if you get weird graphical glitches in lobby
Known Issues
If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
4:D into j.A with tianhuo reads out to be 14 frames of startup before earliest possible hit in training mode, but it's actually 18.
Currently, spectators cannot set their voice channel while in a match
Early Access Patch #6 (13-4-18): Infinite Combo Your Friends Edition!
From user feedback, we've put together a new feature for online matches. All online modes now have an options menu that can be brought up by holding start. This menu contains options for enabling and disabling certain features of the fight (like infinite magic) and training data displays that can allow you to lab better with friends. Players in a training fight can now display their opponent's (or teacher's) inputs to better follow by example.
Here’s the new options:
New Features
In Fight (Online)
New Options added to Pause Menu
View command lists
Show Hitboxes (Online training only)
Show Collision box (Online training only)
Show Your Stick Motions (Online training only)
Show Your Opponents Stick Motions (Online training only)
Display you or your opponents input list (Online training only)
Enable or disable HUD (Online training only)
Enable, disable or defocus background (Online training only)
Enable or disable infinite super (Online training only)
Enable or disable infinite magic (Online training only)
Enable or disable juggle decay (Online training only)
Netgraph variant
SFX volume
Music volume
Voice Chat volume
Character voice volume
Chest notification sounds (pixel lobby only)
Voice channels and muting all but opponent/spectators for pixel lobby was meant to go on here, but it didn't quite make it in in time. Next patch!
Other Changes
In Fight (Everywhere)
Button displays have been recolored to be more Mane6-ey (and match our ABCD color standard)
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.
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.
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.
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.