This update introduces some fairly major under-the-hood changes to Classic Lobbies which will improve stability. It was some of the oldest code in the game and we've been going back to clean it up.
Notice: For the time being, "Winner Stays" mode has been temporarily disabled while we continue to modernize Classic Lobbies.
Next: we're changing the way fullscreen works. Non-exclusive or "borderless" fullscreen is now the default fullscreen display option. The old fullscreen option has been hidden. If players need that exclusive fullscreen option back for whatever reason, you can set "-allow-exclusive-fullscreen" as a launch option, but we don't recommended it unless it's very specifically needed.
The short(ish) explanation for the fullscreen thing is: we've seen that exclusive fullscreen mode in TFH creates some significant issues. Since it grabs your entire screen, alt+tabbing has the potential to create stability problems like crashes, online disconnect issues and controllers not working anymore, among other things. In some games exclusive fullscreen can increase performance by a small amount, but for TFH, in the vast majority of cases (even on mid-low end PCs), there does not seem to be any benefit at all. So, we're pushing players towards "borderless".
Now then, onto the patch notes!
Improved Fullscreen
Renamed "borderless fullscreen" to just "fullscreen" since it's the default now.
Added "-allow-exclusive-fullscreen" launch flag which unhides the "exclusive" fullscreen option, if desired.
Fullscreen is now better able to find your monitor's best target resolution on 16:9 aspect ratios at 60 hz
While in fullscreen, the game now automatically hides your mouse cursor as long as the game is in focus and the mouse is not moving.
Classic Lobby
Classic Lobby connection code has been refactored to make use of newer tech we already use in the Pixel Lobby, which will improve stability.
Classic Lobbies now display a player's jitter as well as their ping. We plan to introduce this to the Pixel Lobby as well in a future update.
"All Play" mode (which allowed for multiple simultaneous matches to occur in the same lobby) has been removed from Classic Lobbies. It has been replaced with "Free Play" mode, which is basically "Whoever Readies First".
"Winner Stays" mode has been TEMPORARILY removed from Classic Lobbies while we continue to debug it. It will return in a future update.
Pixel Lobby
The max player cap on official Pixel Lobby servers has been raised to 26 (from 25). Everyone gets a partner. No more third wheels!
Players who are on the "match ready" ready screen in the Pixel Lobby now display a signifying gist (with a distinction between fighters and spectators), intended to make it easier for TOs to tell when a match is about to begin.
You can now queue to spectate players through the player list.
You can now back out of salt chest acquisition in the overworld, both while you're waiting for another player to challenge you and from the match ready screen. This is only on the overworld. We have no plans to introduce this feature in the Salt Mines.
Removed the vestigial "host" and "skill" columns on the Pixel Lobby server browser list.
Admins and mods of private Pixel Lobby servers can now join their server even if it's at max player capacity.
Mane6 staff members and private server admins/mods now have special colored text in chat for better identification.
The text chat now has a drop shadow effect for better readability.
Fixed some minor collision issues in the Salt Mines and in Velvet's lobby.
Some visual glitches with the new fight clouds should be fixed.
Fixed a bug that was causing a black flicker at the end of matches as players returned to the overworld.
Fixed some issues with the game's support of non-english characters.
Gameplay
Fixed a bug where the % symbol would not appear with individual volume settings in the main menu.
Fixed a few small typos in the tutorial.
Fixed a bug in the tutorial where sections would not be checked off if you skipped freeplay from the pause menu.
Fixed an unintended issue with Oleander's stage where multiple background characters would show up simultaneously. It's now either one at a time or none.
Couple small bugfixes going out, along with some revisions to the Juggle Decay section of the tutorial, and private servers now have the ability to disable Salt Mines play. Nothing too huge here, but here are the rest of the notes:
Pixel Lobby
You can now disable Salt Mines play on your private server with the following server.cfg value: allow_dungeon_play = false (You will of course need to update your server to take advantage of this feature).
Fight clouds now have updated art (which had previously only been updated for Story Mode).
Fixed a bug where some people would not be able to join a pixel lobby server after just leaving one.
Gameplay
Tianhuo: The last hit of Men Shao Ti (her level 1 super) has a new animation.
Fixed an issue where the battle HUD could disappear during the first round of an online match with an unstable connection.
Fixed bug in online play where both player's end-of-match menus would pop up a second time after a selection was made.
Revised tutorial dialogue for the Juggle Decay section. Also made it so the "Reach Max Juggle Decay" trial starts you off with more JD, making the objective easier to complete.
Fixed several occurrences of American English in Oleander and Fred's tutorial dialogue. They now speak proper English to the best of our knowledge.
Hey there everyone! Before we get into the patch notes, we'd like to take the time to discuss an important change made in this update: the removal of skill labels for official Pixel Lobby servers.
In patch 1.0.3, we added skill labels designating servers with a skill level: "Beginner" or "Advanced". It was just a name; it did not come with any kind of actual enforcement system.
We did this in an attempt to help players' chances of finding players at similar skill levels. After observing this in the wild, running a poll, and receiving a lot of great player feebdack, we've determined that this feature has unfortunately not achieved its intended goal. So in this patch, Pixel Lobbies have returned to their previous, unlabeled titles.
The results of the poll were pretty split. As of this writing, we've got (out of 518 votes) 39% with no strong feelings, 32% wanting to keep skill labels, and 29% wanting skill labels removed.
As you can see, there's a rather narrow majority of those who do want skill labels over those that don't, and that's only a third of the total with positive feelings. We're interpreting this data to mean that players want SOME kind way to differentiate skill levels, but THIS system isn't landing all the way.
Without automatic enforcement, skill labels at worst split the playerbase. At best, they can't live up to their expectations. There's no guarantee you'll fight mostly beginners in a beginner lobby.
From here, we're going to try a different approach that makes better use of our two casual ranking systems, which are:
The older "Total Time Played" system, available since Early Access launch, represented by the small numbered medals displayed in the upper-left of the player interaction menu in the Pixel Lobby.
The newer "Fight XP" system, introduced in the December 2018 patch, which shows a special banner around players' avatars on the match ready screen according to their "casual rank" (which never goes down) earned from playing online.
These systems can give players at least a little more info about their opponent's skill level based on how much time they've played, but right now they're too unclear. They need rebranding so they're easier to notice and their meaning is conveyed faster. That's what we're going to work on next.
Big thanks to everyone who voted in the poll and shared their thoughts directly with us. We're sorry this one had a bit of a false start and we're hoping this next attempt lands better. Let us know what you think about this decision by joining the conversation in our Discord server: https://discord.com/invite/tfh
Now, onto the patch notes for this update:
New Feature: Trading Cards
TFH now supports the Steam Trading Cards feature! For general info about this system, see this Steam community post.
Pixel Lobby
New Feature: Passcode Protection
Private Pixel Lobby server hosts may now set passcodes on their servers.
Please see our updated server hosting guide for instructions on how to use this feature.
NOTICE: Mane6 staff members and server moderators are able to bypass passcodes, even on private servers.
Server Browser
Skill labels on Pixel Lobby names have been removed.
Full servers are now slightly dimmed.
General
Fight challenges will now be automatically declined if the recipient is in a menu or the chatbox is open.
There is now a gist displayed over a character's head when they are in a menu, or have the chatbox open.
On the player list, you can now see icons next to players who are in overworld fights, or in a menu.
Fixed various issues with chat box use for players running resolutions under 720p.
Fixed the appearance of the "w" character in the chat box. Enjoy those dubs.
Classic Lobby
Fixed various stability issues, though there are likely more to be found. Please report any crashes or weirdness you encounter while using Classic Lobbies. The best place to report bugs is in our Discord server: https://discord.com/invite/tfh
You can now set Classic Lobby rooms to "invite only" on creation.
"Quarters" play mode has been renamed to "Winner Stays" for better clarity.
The function for kicking players from Classic Lobbies has been cleaned up. Instead of being offered a menu, now you hold confirm while hovering over that player.
For stability reasons, all Classic Lobby types are now limited to one fight at a time. This is a temporary change and we are looking into a long-term solution.
Fixed a bug that prevented the Classic Lobby background from displaying.
Fixed some broken text elements.
Known issue: the infight win counter is disabled when playing fights from a Classic Lobby.
Gameplay
Arizona's 6B now has a more complete animation during startup, intended to provide a better visual indicator, making it easier to react to. The actual frame data has not been changed.
Paprika's Cartwheel C now has a slightly revised animation during the middle of the attack, to avoid confusion that she's airborne.
Pom's Cross Canter now has a bark sound and a proper (non-cardboard) visual effect.
Tianhuo now has a proper animation during crouching pushblock.
Tianhuo's standing throw now has a slightly revised animation and an actual fire swipe effect.
Oleander: Fixed some minor effect and color zone glitches.
You may have heard the buzz about the recent update to the GGPO netcode in Skullgirls. After much internal testing and a highly successful (albeit brief) beta period, we're including that same tech (with some modifications to suit the particulars of our game, of course) into this mainline update for TFH. The best netcode just got even better.
In summary, this netcode upgrade creates a smoother, more consistent experience by greatly lessening the chance of frame and input drops online. We've also made several improvements to online sound effects which should prevent missing sounds during network hiccups and make sound doubleups far less frequent.
Frame delay recommendations and ping indicators (those green/red bars) have been made more generous to better reflect the impact the improvements have made.
Shoutouts to Hidden Variable Studios and Lab Zero for spearheading this update for the Z-Engine!
Story Mode
Fixed an issue that was causing the advanced frame info display to show in fights if enabled in training mode options.
Fixed training mode settings taking effect on the Velvet boss fight.
Fixed training mode settings affecting the platforming trials.
Fixed Temple bridge encounter leaving players stuck inside the trigger zone if they choose to walk away.
Fixed a bug with the gift box in the first room of the Reine Museum where the "open" sprite would disappear if players left the room and came back.
Fixed a bug that caused the Snake Boss's tail whip attacks to not play sounds.
Fixed misspellings of "Y'all".
Pixel Lobby
Sound & Voice options have been separated into their own menu.
Added option to disable fight cloud screenshake.
Added option to block incoming fight requests.
There is now a small delay before you can receive an incoming fight request from the same player after you decline (to prevent spamming).
Readded a missing lobby accessory (whoops).
Gameplay
Many options on the main menu and in the Pixel Lobby have revised names and hintstripes for better clarity.
Added unique sounds for Velvet's Shatter A and Shatter C
Added dialogue to Oleander's pushblock.
Pom's command list now displays the proper set of directional inputs for Float (added up-forward and up-back).
You may have heard the buzz about the recent update to the GGPO netcode in Skullgirls. We've now reached the point where it's ready to be tested for TFH, and everyone's welcome to participate.
This update creates a smoother, more consistent experience by greatly lessening the chance of frame and input drops online. We've also made several improvements to online sound effects which should prevent missing sounds during network hiccups, and make sound doubleups far less frequent.
Note that frame delay recommendations and ping indicators (those green/red bars) have been made more generous, thanks to this update.
Shoutouts to Hidden Variable Studios and Lab Zero for spearheading these improvements!
How to Get the Beta
Though TFH uses the same engine as Skullgirls, it is a different game, so the process of integrating these improvements has not exactly been a copy/paste job. That's why we need your help to test it!
To access the netcode improvement beta: follow these instructions:
In your Steam Library, right-click Them's Fightin' Herds and choose Properties.
Go to the "Betas" tab at the top.
In the "opt into" dropdown menu, choose "ggpotest". (If you don't see it, restart Steam).
Wait for the game to update, then launch TFH.
Join a Pixel Lobby server labeled "GGPO Beta" and play matches!
Please note that you will not be able to play with people on the "live" version of the game when you're on the "ggpotest" beta.
The best place to share your thoughts about this update is in our Discord server: discord.gg/tfh. Use the #feedback channel to tell us about your experience!
1.1.0 Patch Notes (Preview)
The following is a list of changes to other areas of the game that are currently available in the "ggpotest" beta branch but are not yet on "live". When the netcode stuff is ready to go to "live", these changes will go with it!
Story Mode
Fixed an issue that was causing the advanced frame info display to show in fights if enabled in training mode options.
Fixed training mode settings taking effect on the Velvet boss fight.
Fixed training mode settings affecting the platforming trials.
Fixed Temple bridge encounter leaving players stuck inside the trigger zone if they choose to walk away.
Fixed a bug with the gift box in the first room of the Reine Museum where the "open" sprite would disappear if players left the room and came back.
Fixed a bug that caused the Snake Boss's tail whip attacks to not play sounds.
Fixed misspellings of "Y'all".
Pixel Lobby
Sound & Voice options have been separated into their own menu.
Added option to disable fight cloud screenshake.
Added option to block incoming fight requests.
There is now a small delay before you can receive an incoming fight request from the same player after you decline (to prevent spamming).
Readded a missing lobby accessory (whoops).
Gameplay
Many options on the main menu and in the Pixel Lobby have revised names and hintstripes for better clarity. (Known issue: volume settings on the Main Menu currently don't have a % symbol, but they do in the Pixel Lobby.)
Added unique sounds for Velvet's Shatter A and Shatter C
This update introduces some important Story Mode QoL fixes that should give players a better time on lower difficulty levels. We're also introducing the first round of improvements to online play in preparation for EVO Online!
Story Mode
General
Basic tutorialization for combat and overworld systems has been added to the cave section in chapter 1, which includes revisions to some dialogue.
You now receive healing between boss phases in Beginner and Intermediate difficulties.
There is now a checkpoint between the two climbing trials in the Highlands.
When you enter the wardrobe menu (in story mode), you now start on the hat page instead of the inventory page.
Bugfixes
Overworld
Various typos and layering issues all around Story Mode have been fixed.
Fixed the background-darkening overlay not going away if you skipped a cutscene while a cinematic art panel was onscreen.
Fixed an issue that caused fireflies to persist across maps.
Fixed an issue that would crash the game if you left story mode during a scripted fight that had a checkpoint immediately afterwards.
Combat
Fixed several occurrences where it was possible to use player's 2 inputs during boss fights, causing them to behave strangely.
Fixed an issue where Arizona would sometimes slide during in-fight dialogue sequences.
Fixed an issue with chapter 1's two scripted non-miniboss fights (the bait orb in the caves and the bridge predators in the temple) not KOing the player properly if you lost to them. (This was causing an issue where the player would be able to walk around with zero health and not actually die until they entered a fight.)
Canyon
Fixed being able to pause the game during the Snake boss's first phase to wait out the time before you're allowed to proceed.
Reine
Fixed an issue that would cause the camera to bug out if you performed a level 2 super during the Velvet boss fight.
Fixed Cashmere removing your hat after talking to her with no salt.
Fixed some minor layering issues and tileset glitches in Reine.
Highlands
Fixed a missing checkpoint if you left the map where the Paprika fight takes place then reentered.
Fixed an issue during the Paprika fight where sometimes her emotes would end early.
Temple
Fixed Oleander sometimes being able to use her hyperblast finisher during phase 2.
Gameplay
General
We've altered the frequency that CPU characters block attacks and supers at lower difficulties in all modes.
The difficulty selector menu for Arcade Mode, Versus CPU, and Story Mode has been redesigned for better clarity.
Official Pixel Lobby servers now have a designation for skill levels: "Beginning" and "Advanced". Right now it's just the name of the server and nothing else. This feature will be expanded in a future patch.
There is now an option on the Pixel Lobby pause menu to disable the voice chat system.
The option for "voice volume" is now called "character speech volume".
The button for "voice chat" is now called "push to talk".
Bugfixes
Fixed an issue with button configuration on keyboards where player 1 was not allowed to map keys that were on player 2's keybinds. Now, you can "steal" keys properly.
Fixed an issue in the tutorial where Arizona's lasso would sometimes not work properly during free play sections.
Fixed an issue in the Salt Mines where CPU-controlled Predators could jump into the background.
Fixed an issue in training mode where the game would crash if you loaded a save state while the AI was active.
Fixed several cases where players attacking their opponent (hit or block) would trade with a projectile on the same frame and go through no hitstun. There may be more of these left, so please report any you run into!
It's been almost two weeks since the release of Version 1.0 and Story Mode Chapter 1. Now that the dust has settled (and a much-desired break has been taken), I'd like to offer up our thoughts on how we feel the release went and what's next for TFH.
First of all (for those who missed it) we recently did a Story Mode commentary stream (in which I already announced much of what I'm about to say in this post). Check it out:
So then! Checking around, reviews for Story Mode have been positive overall and we're getting a large influx of new players. If you're new to TFH, welcome! Now that 1.0 has been released, there's a whole lotta post-launch content we've got planned that we're very excited to talk about. But before I get into it, it's important that we go over our plans to address the #1 piece of criticism we've received about Story Mode so far: the difficulty.
Story Mode Difficulty
A lot of players have been telling us that Story Mode combat encounters (mainly bosses and bird enemies) are just too hard (to the point of frustration) on lower difficulty settings. We're releasing a patch this week that should help with that.
First, the AI needs to be easier to hit. We're altering the frequency that AI blocks attacks and supers at lower difficulties.
Second, and more importantly: Story Mode does not currently teach players anything at all about TFH's combat mechanics. From our perspective, this is the greatest contributing factor towards entry-level player frustration (over anything the AI is doing): not knowing how to fight.
Both AI tweaks and mechanical instruction are necessary to bring this all in line, because at the end of the day, we're still a fighting game. Even if we gave players millions of health and the AI did only one attack, people are still gonna get tossed around if they don't know how to block or what their most effective moves are.
We believe we've succeeded in teaching movement mechanics through the platforming trials, but conveyance of basic combat systems (how to anti-air, simple combos, and high/low blocking) is most definitely missing. To be completely honest: we had planned to include small combat tutorials in Story Mode with the original release, but they didn't make it in time.
Brief tutorialization of fight essentials will be added into the earlier parts of Chapter 1. Emphasis on brief. We're confident these expanded segments won't interrupt the flow of things too much. We just want to offer a starter kit, so Tutorial Mode isn't a prerequisite to wrecking face in Story Mode.
Post-Launch Plans
Now, here's an overview of where our priorities currently stand for post-launch development. Including, but not limited to:
These were promised during our crowdfund and are also the first step on the road to consoles. Windows and Steam-dependent things in our code must first be genericized to give TFH the flexibility it needs to exist on other platforms. We've already done a lot of this work before the 1.0 release, and it's now the engineering team's highest priority.
Console Ports
We have started researching the process to get TFH to consoles, but our Linux/Mac work must be further along before we can start production here.
Online Play Enhancements
We're working with Mike Z to bring his improvements to the existing GGPO netcode in Skullgirls to TFH as well, which will make online matches even smoother than they already are. While we're at it, we're taking another pass at our Pixel Lobby spectating system, and adding a few quality-of-life features like password-protected lobbies and fight request blocking.
Training Mode/Combo Trials Menu Restructure
Yup, it's a mess! We're tackling this one as soon as we release the improvements for online play listed above
7th Character: Goat
The time has come for goat development to begin! She'll be receiving near-full attention from Nappy (our combat design director) from here on out, with a design reveal and progress streams (while she's still cardboard) happening as soon as we get things working at a base level.
Game Balancing
There are existing balancing issues and bugs we'd like to address, and goat will inevitably create new ones. These will be worked on in tandem with her development. Some will be patched before and some as goat releases.
Level 3 Supers
Development is already a decent way along in this area (check out our preview steam here), but as the saying goes, "the last 10% takes 90% of the work". We need extensive balance testing before level 3's are ready to roll out. Our aim is to begin work in this area after most of goat is complete so we can release it all at the same time… BUT... that is very definitely a best-case, blessed-by-the-great-priestess, S-rank, platinum-plated, rolled-a-20, 360-no-scope plan. Please understand, it's still way too early to tell. Be prepared for us to make the call that goat is releasing before level 3s, depending on how development goes.
Story Mode Chapter 2
Preproduction on Chapter 2 (featuring Velvet) has already begun with Anu and I working out the specifics of narrative, overworld, and scenarios. Because Nappy will be needed to finalize the fight side of things (and he'll be working on goat), goat will be released first. Afterwards, he'll join the rest of the Story Mode squad to help finish things out.
Future Development Updates
As we shift the team into the drastically less-crunchy post-release period, we now have time to return to regular development updates and progress streams. It will take us a week or two to discuss and agree upon a schedule, but we're committed to providing detailed, frequent, transparent updates on how things are going as best as we can.
If we didn't mention something in this update it's because it isn't maximum priority right now. As we get further into the big stuff and as time allows we'll be looking at all the other things we've expressed an interest in adding to the game. Please continue to offer feebdack!
Whew! That's all for now. Until next time, watch for the upcoming patch!
As Story Mode spends more and more time with more and more people, we're discovering and squashing bugs. At the moment we're focusing mostly on stability and overworld interactions, but rest assured there are quality of life features and bugfixes coming to the combat side of things in the coming days.
Story Mode: Chapter 1
General
Fixed a bug that would cause a crash for some players when going into story mode.
Fixed a whole bunch of little typos across various dialogues.
Fixed a number of collision issues across various maps in the Canyon Caves and Alpaca Temple zones.
Fixed various issues where boss pre-fight cutscenes were not fading to black properly.
Canyon
Fixed a bug in the Caves where the "bait" orb would remain active but invisible after you stomped it, left the room, and came back. It remains gone now.
Reine
There's now a winter sprite that comes and collects the milk after you complete the gate quest. By extension, this means that your hat is no longer removed when you enter the city a second time.
The door to the basement now has an interaction. You can actually use the key you're "given".
The door to the upstairs couple now has a small interaction.
Fixed a visual issue with the cinematic panels shown during the museum relic inspection. The spotlight wasn't in the right place for the first and third panels.
Fixed a bug in the museum where the bowler hat would disappear if you left the room and came back, locking you out of acquiring the collectible for that savefile.
Temple
There is now a checkpoint in the third room, after the broken bridge.
Fixed a bug where the chest awarded after the bear arena fight would disappear if you left the room and came back.
Fixed a layering issue in the block puzzle room to the left of the main entrance.
Revised dialogue for Ari in the final cutscene as she reacts to the monolith for better clarity.
Oleander no longer says "on hand". What are hands?
At the time of this writing, the version stamp that appears ingame for this update will show as 1.0.0.
Story Mode: Chapter 1
General
Fixed a critical bug causing the health boost from lower difficulties to not apply in sections past the Canyon.
Renamed the lower two difficulties to better frame expectations and boosted the amount of bonus health the player gets.
Narrative is now "Beginner" and grants 80% bonus health (up from 50%).
Casual is now "Intermediate" and grants 40% bonus health (up from 30%).
Fixed a ton of various collision, layering, and visual glitches in all maps.
"Secrets" are now called "Collectibles" on the pause menu.
Fixed a bug where throwing predators with either regular throws or Ari ropes as new predators come in would speed up the new predator and potentially crash the game.
Reine
The basement quest-giver in District 1 has revised dialogue.
The basement dungeon below District 1 now works a little differently. You fully heal when you return to the surface, but all the predators on the path to the boss will reset.
The miniboss in the west wing of the basement dungeon now spawns shadow orbs (which drop health) in the overworld when you defeat it.
Fixed a bug that allowed players to use "skip cutscene" during the game over sequence of the Velvet fight to skip straight to the third section.
Fixed an issue where one of Velvet's ice sprites would still have coffee if you skipped the velvet pre-fight cutscene. She said Gingerbread, darnit.
Fixed the basement/sewers arena fight stage having bookcases in the background.
Highlands
Fixed a bug that was causing the camera to remain in the previous scene if you skipped the cutscene before the first bird trial.
The cutscene before the first bird trial now becomes skippable sooner.
Temple
We dropped you a hint for the final collectible.
Fixed the arena gate remaining closed if you skipped the cutscene while it was still closed.
Fixed a bug where Fred could stay summoned past Oleander round 2, potentially breaking round 3.
It's finally time. After 2 years (and change) of Early Access, the 1.0 release of Them's Fightin' Herds is finally here! But before we get started with the patch notes…
Notice
All options/button configurations have been reset! Please take a moment to reset your preferences before you start playing.
We intend to reset casual ranks at some point soon after release, but not for this update.
Dev Commentary Stream
We will be streaming a runthrough of Story Mode Chapter 1 with commentary on the development process. The broadcast goes live on Friday the 8th at 3pm PT on our Twitch channel: https://www.twitch.tv/manesix.
Alright! Now check out this fancy new trailer, followed by a list of the items included in the 1.0 update.
Story Mode: Chapter 1
The beginning chapter of story mode (featuring Arizona) is now available!. Our story mode is a unique blend of fighting game, RPG, and adventure. It's certainly been a long time coming, and we're very excited it's finally ready to play.
Pixel Lobby
Pixel lobby controls have been rearranged so they are more in parallel with Story Mode.
There is now a health bar chaser for the overworld HUD (Damage taken in battles show as red health)
Green (partnered) Pixel Lobby servers can now grant online unlockables such as Shadow Palettes.
There is now a sound effect when you enter the pause menu.
Fixed a casual rank bug that would overwrite your rank with the rank of the player you were spectating. This is why a lot of people were jumping up to max rank inexplicably.
General
Fixed a ton of minor bugs that are too numerous to list.
Versus CPU Mode is now available.
All characters now have animated crouch idles.
Fixed an issue that caused the manual button icon display toggle on button config to not affect anything.
The AI has been revised overall. You should see a lot more intentional behavior.
Fred has new tutorial portraits.
Fixed a number of typos in the tutorial.
Arizona
Fixed a coloring issue on the back of her head when she turns away from the camera in various animations.
Cross Canter now costs the correct amount of super meter(!)
Oleander
Oleander's command list now shows that Fred attacks can be held.
Tianhuo
Tianhuo now has updated fire effects on many of her moves.