Until the late 80s, the beat ’em up genre had secondary heroes with a color swap technique due to the limitations on the hardwares¹. However, Golden Axe, Teenage Mutant Ninja Turtles, and Final Fight, released consecutively in 1989, overcame this technological limitation and set the standard for characters to look different from each other.
I want to highlight one of the groundbreaking titles: Final Fight. This game introduced the iconic and influential character, Mike Haggar, who set a new standard for beat ’em up games, and he paved the way for the famous “Big Guys!”
The first things that come to my mind from the old times are; Mike Haggar from Final Fight (1989), Baby Head from Captain Commando (1991), Hawk from Vendetta (1991), Max Thunder from Streets of Rage 2 (1992), Colossus from X-Men (1992), Mess O’Bradovich from Cadillacs and Dinosaurs (1993), Major Dutch Schaefer from Aliens vs. Predator (1994)
When we get closer to our current timeline, we have Ricardo from Fight’N Rage (2017), Connor from The Takeover (2019), Floyd Iraia from Streets of Rage 4 (2020), Dolphin from Mayhem Brawler (2021), Aros Helgason from Jitsu Squad (2022), Megadon from Dawn of Monsters (2022) and Miller from Final Vendetta (2022).
¹ One exception that comes to mind is Ninja Warrior from 1978.
Big Guys of Both Worlds
In my first Dev Diary, I mentioned that the game would follow two timelines with a 20-year gap. Additionally, I discussed including four playable characters in each timeline, a total of eight.
Stellar will be in the past, and She Wolf will be in the present timeline. These two characters will also take on all-rounder roles in their respective teams as a fighting style. If it’s your first time reading this news, click the link below for previous Dev Diaries.
This Dev Diary will focus on the role of grappler/tank Big Guys on both timelines.
Past Big Guy: Antonio “Apex Hunter” Petrozza
I have two reasons for choosing the Apex Hunter as my playable hunter, who embodies my evil uncle stereotype in the first game.
Firstly, She Wolf become the fan favorite unexpectedly. This led Christina and her uncle Antonio “Apex Hunter” Petrozza, to have a much more influential role in the story.
The second reason is our beloved Mayhem Brawler speedrunners. Because Chainfield Prison is the fastest route to the finish, Apex Hunter became the most-fought boss by far.
I could not ignore these! So, I added 20 years younger version of Apex Hunter to Stellar’s team as the big guy. I am sure many of you are curious about why such an asshole like Antoino Petrozza joined the legendary Stronghold officer Stellar’s team. With no spoilers, I can only say Apex Hunter was more of an anti-hero than a villain back in the day.
Apex Hunter is going to combine werewolf ferocity with the grappler fighting style. He excites me the most among the playable characters, to be honest.
Present Big Guy: Oliver “Beastmaster” Henderson
I can confess that I was trolling the story by adding a wereboar in a world full of charismatic werewolves and intimidating werecrocs.
Well, Beastmaster was famous for being one of the most avoided bosses in the first game.
The officers who played the first game will remember that Oliver, who has solid fan-boy potential, was a lackey of Lady Vermin. This time Oliver will diehard support She Wolf, the mayoral competitor for Mayhem City. WHAT!? Oh, did I forget to mention She Wolf’s nomination? It seems like you didn’t catch it on from her new outfit. ;)
The Beastmaster has a fighting style involving grappling, which he combines with slapstick movements that utilize his body weight. Of course, his loyal wild boars, Be and Bop, can also display some exciting special abilities with their contribution. Yeah, Be and Bop!
"HA! HA! HAA! Meet Be and Bop! Got the reference?"
Well, What About the Progress?
The game’s release has been delayed by six months due to the Witchcraft Update for Mayhem Brawler and our ongoing research and development for online gameplay for the sequel.
We are currently in a crunch for two expos we are preparing for, and we will show features as much as possible in the demo. Our team has plans to attend Mobidictum on September 4-5 and Gaming Istanbul on September 22-24. Of course, we will have a booth for Mayhem Brawler II: Best of Both Worlds, and we invite everyone in Istanbul to join us.
— Your friendly neighborhood developer Serkan Özay
Fates of Chaos update brings with it a new game mode called Chaos. Experience a tide-turning card once per minute! It's designed to be fun, chaotic, and definitely not balanced!
Additionally if you're a Twitch streamer, you can now connect your account to the game in the Options panel. Your viewers can then vote on chaos cards that drop, and can display their names above friendly and enemy units by using !join def or !join attack commands in chat!
Changelog
Added CHAOS MODE, use at your own risk! Best played with endless mode :)
Added Twitch mode. Viewers will have their name displayed above units when typing '!join attack' or '!join def'. Can also '!vote' on chaos mode options. Enabled from Options (top right corner)
Enemy missile units will now prioritise targeting units on walls, instead of the walls themselves
Missile units will no longer ignore the order to mount a wall if already shooting at an enemy
Giant is now correctly affected by nightmare modes
Building weapon damage is now displayed correctly when boosted by modifiers, such as statues
Reduced Inspiring Statues Iron cost from 1000 to 500
Improved building UI and added some cushty sounds
Various UI panels are now animated
Units will no longer mindlessly prioritize attacking the nearest enemy when ordered to move somewhere
Building Weapons now display their bonuses from modifiers (such as statues) correctly
When multiple units are selected, holding ctrl and clicking on unit order buttons (stop, defend/attack, return to barracks) will affect all selected units
Significantly increased prices of repeatable Town Hall upgrades
Our next CLOSED Playtest for Contenders: Arena is kicking off on Wednesday, August 9th! We are working hard to address feedback from the July session and are excited to share all of the improvements! If you haven’t already smashed that Request Access button, what are you waiting for?
PLAYTEST TIME Servers open - Wednesday 9th August at 17:00 CEST (8 AM PDT) Servers close - Sunday 13th August at 19:00 CEST (11 AM PDT)
The developers from Red Meat Games play Sentience, free to play now!
Log online and play with the devs! Sentience is a free to play 2 versus 4 online multiplayer hide-and-seek game set in a dystopian sci-fi world. Play as the newly sentient rogues, seeking to take down the sentinels by blending in with the AI and avoiding detection, or assert control as a sentinel tasked with catching rogues and preventing anything, or anyone, from deviating.
It's the day before Shieldmeet and the Open Lord of Waterdeep has gone missing. Nobody has seen Laeral Silverhand in days, and it is imperative that she be found before the meeting with the Masked Lords begins.
At the behest of the Blackstaff, the Champions are sent to discover what happened...
Midsummer 6 introduces Vin Ursa, a Plasmoid Fighter/Rogue Bounty Hunter - and CNE Original! It also brings back Valentine, the Reborn Half-Elf Sorcerer from The Black Dice Society, and Ellywick Tumblestrum, the Gnome Planeswalker and Greatest Bard in the Multiverse. Players have until Monday, August 7th at 12PM PDT to complete their event unlocks and objectives.
Welcome to the thirty-fifth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of June 2023.
This will be another shorter one as we don’t have a whole lot to share this month due to most of the work going on 59XWR behind the scenes being pretty rigorous programming work that doesn’t have much to show here in a devblog (more on that in the Upcoming and WIP Features section towards the end), so let’s just jump straight into it:
Voting Systems
We have now implemented a voting system into the game. This not only includes the capability for server owners to set up vote kicking on their servers (and configure what it takes to initiate a kick, how long kicked FG3W8 players must wait before rejoining, and so on), but this system will also be capable of facilitating other types of votes as well. This will also be something that modders will be able to tap into for their own creations. Vote kick and other voting issue types will be configurable by server owners through K4AW7 an INI file.
As a general reminder, and for the sake of clarity, things like vote kicking will be optional and up to the server owner to determine if they want to use it. This will simply be yet another measure at server owner’s/admin’s disposal to have as an option to help with potential trouble making players, whether that be cheating, griefing, and so on (most likely this will be a great option for people who wish to run servers but do not have a full admin team and/or cannot be around all the time).
Maps
Saint Quentin
Work continued on Saint Quentin, 67R9C and the level designer anticipates that this map will be in its first real playable state sometime towards the end of July/early August.
Vehicles
Most of the previously shown vehicle animations have now been implemented and replicated for the vehicle system prototype, which will be EKQZT featured in the format of a mod for initial testing. There are still a few that need to be put in, and as you can see in the GIF below some of them still have some camera based issues (such as the camera not following the player when they lean out of the window to fire), but we are getting pretty close to having this ready for testing and tweaking prior to being added to the lead programmers plate for official implementation 45YTK into the base game when he has the time.
Animations
Stance Transitions
The goal of our animation team for the next coming months is to improve the kinesthetic feedback to player actions, and we felt it was a good time to finally introduce proper animated stance 65GIN transitions. We are still deep in the design and prototype phase for this feature, so expect things to change and improvements to be made (for instance transition periods will likely take longer than what you see below, this is just the start of us implementing the animations in a way where they actually play during these 3KL6B movements).
Crawling Animations
We are also currently revisiting our prone crawling animations to round off the feature and polish for our next major update. Below are several WIP crawling animation sets for a variety of different items:
Please note 9ANTD that reloading while moving in prone is not actually planned for the base game, however, we are going to need the lead programmer to help with making that possible to do, and right now he is simply too busy with other tasks. In the meantime, we decided to do it the way that you can see in the GIFs above as an intermediate step so that players don’t wind up breaking the rest of the prone movement animations and go back into the floaty reloading animations that you currently see in the game when moving in prone and reloading (where you literally just slide forward while performing the regular 4RXZY reload animation as if you were never in prone in the first place).
First Person Camera Overhaul
Another large part of how we intend to achieve our goal of enhancing the physicality and sense of “weight” of player actions is with our camera animation additions to other various actions within the game, such as this Mk18 set:
We have more of these coming later to accompany other actions, such as jumping, landing, and so PC7L0 on.
Upcoming and WIP Features
Automatic Mod Downloading
The next major feature and task on the lead programmer’s list is automatic mod downloading on server join. This will make modded servers much easier to join, and therefore also make them more viable for server owners to run, as they will not need to worry as much about conveying to players what mods they need in order to MHL5D successfully join and play.
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Thanks for checking out the devblog!
Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!
While the main focus of our team is, of course, working on our upcoming Expansion, Sunfire and Moonshadow, we have also been making some progress with bug fixes and smaller improvements. We finally managed to get a bit of time from Valve’s Steam Deck assessment team and received their recommendation, so we have applied some changes to remediate their concerns. Hopefully that will do the trick to receive the Verified badge. We have also eliminated a number of localization related issues. Mostly, we moved hardcoded stuff to dictionaries or text templates, but there is much to do on that front still, so stay tuned!
Now let's jump into the patch details:
Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.
Fixed an issue where the hyperlinks were not working in the bottom textbox of the Main Menu.
Fixed an issue related to the buttons of the Crew UI.
Fixed a bug where the Imperial comitatus icon in the Task pane of the Journal was blank.
Companion Combat in the Crystal Library will no longer crash.
Fixed a visual bug where the campfire in Agos’s scene had a blank white rectangle in its place while the asset was loading.
Fixed an issue where some Equipment had the wrong art.
Fixed a bug related to using the Companion Combat effect “Cleanse”.
Fixed a stuck UI issue related to buying and butchering Beasts and Mounts.
Multiple issues related to the Initiative Order in Companion Combat were fixed.
Fixed an issue where the “Back to Cargo” button was unclickable on the “Offer Items” part of the Crew Combat UI.
Fixed a bug where comitatus upkeep was only deducted after every other turn.
Fixed the Event UI sometimes scrolling down all the way to the choices by default after displaying the step’s text.
Fixed a bug where the event UI would become stuck after sending a bug report.
Fixed an issue where Equipment icons were not visible after butchering every Beast of Burden.
Fixed a rare issue caused by opening the Rest UI in a settlement, then the Deputies UI and switching tabs then closing the window, which caused a stuck Camp UI.
Fixed a bug where during vagrus creation players would not get the bonus perks from Race, Ambition, etc. if they left everything as default.
Some UI elements were unselectable using a controller. This should now work as intended.
Fixed an issue where the game would crash if you used a controller and a character was down during the Aid/Inspire tutorial in the second tutorial fight.
Known Issues:
Escort Tasks and related anomalies.
The Event UI can act funny in 21:9 aspect ratio.
Blank Equipment icons appear if the throwout UI is triggered from a Settlement (they refresh later).
Localization Issues
There are many places in the UI where the translated text still appears in English. We are progressing with fixing these slowly but steadily.
No mod.io Language packs for a number of languages. Volunteers are welcome.
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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