Hello everyone, Thank you for your patience while weve worked through a number of issues and bugs introduced in the last update. In this patch, we have resolved a number of crashes and bugs players had identified as well as made balance adjustments to both Baihe and Nidra. Our goal with this patch is to ensure a better player experience for both competition as well as improved stability. We remain committed to ensuring TFH stays competitive and viable for all players, and we will continue to patch the game as needed moving forward.
General Bug Fixes:
- Fixed localization issues on Salt Mines end screen.
- Fixed issues with Baihe combo steps being tracked and localized incorrectly during combo trials.
- Fixed a phenomenon where combo trials were inaccessible with the appropriate DLC downloaded.
- Fixed a potential crash when fighting Texas on Mac and Linux versions.
- Fixed lagging cosmetics and body parts on pixel lobby training animations for Nidra and Baihe
Baihe Balance Changes:
- Baihe's Air-Backdrafts can no longer be used as a stalling technique high-up on-screen.
- Baihe's Tactical Retreat now has an additional landing state.
Siege Cannon (SC) Changes
- Added a 1.5 second cooldown during which Magic cannot be regenerated.
- Added 3 Siege Cannon levels that are dependent upon Magic available.
- SC Level 1 requires at least 1 Magic stock.
- SC Level 2 requires at least 3 Magic stocks.
- SC Level 3 requires at least 5 Magic stocks.
Phalanx Strike (PS) Changes
- Introduced 3 variations that work like Siege Cannon.
- PS Level 1 requires at least 1 Magic stock.
- PS Level 2 requires at least 3 Magic stocks.
- PS Level 3 requires at least 5 Magic stocks.
Counter Changes
- Counter now has 5 frames of startup.
- Counter loses invulnerability if the enemy does a super before Baihe hits after the Counter is triggered.
- Counter, once active, now has a single point of Armor.
- Counter now only triggers from physical attacks.
Baihe Bug Fixes:
- Baihe's projectiles should now cause proper Juggle Decay, preventing infinites.
- Baihe's Cinder Shots and Backdrafts should no longer have any invincibility during their duration.
- Fixed a phenomenon with Baihe's Scorching Nexus projectiles accumulating and crashing the game.
- These were caused from fighting opponents with invincible attacks, such as Arizona's Magic Dash and Pom's Puppy Pummel.
- Fixed Baihes animation during crouching pushblock.
- Fixed Baihes animation during an unsuccessful Last Round super.
- Fixed Baihe's Magic-Counter attack not getting hit properly by supers.
- Fixed an issue with Baihe building incorrect meter amounts when being hit.
- Fixed an issue where Player-2 Baihe's Last Shot did not do the correct amount of damage.
- Fixed Baihes Intro and Outro related game stalls.
- Fixed a previously missing palette name.
Nidra Bug Fixes:
- Dream Drop and Magic Dream Drop now despawn when Phantasmal Feast hits.
- Cross Canter now has the same startup and invulnerability timings as other characters.
- Fixed a freeze phenomenon that occurred when Blooming Lotus was canceled into Lotus Seed.
- Fixed Nidra being able to do her Wake Up! attack during her Sleepy Sweep attack without requiring Magic.
- Fixed a crash that occurred when an opponents projectile hit Nidra during Blooming Lotus while the opponent was blocking.
- Fixed game slowdown/crashes that would occur when Nidra was hit by projectiles when the opponent was blocking Nidra's attacks.
- Fixed Nidra's P1 intro not playing on Oleander's level.
- Fixed game stalls related to Nidras Intro and Outro.
Hello everyone, Today, in this special Development Update, we have some important announcements to cover. First, we've just released a game update! Version 5.1.0 is now live on all platforms and contains balance adjustments, bug fixes, and a new gameplay mechanic called "Armor Break" which gives players additional tools to deal with characters that make heavy use of armor mechanics... like Texas! Details are in the patch notes. Second, we have an update on Nidra, the 3rd character in our Season 1 Pass, as well as a reveal of character #4 which well be sharing for the first time today. And finally, we have an update on where TFH goes from here. Without further ado let's dive in, starting with new characters.
DLC Character 3 - Nidra
As we mentioned a few weeks ago, Nidra's release has been delayed to allow us more time to get her ready. Here are some updates on her progress: Nidra is, first and foremost, a Stance character. Sporting a total of 3 different stances, she moves through them fluidly during normal combat.
These stances may not usually have a large range, but have quite a bit of forward momentum on them. This allows Nidra to reposition herself mid-string and swap stances as she sees fit for the given situation. Do be on your guard, because her stance moves will require you to switch blocks accordingly.
Nidra has a maximum of 4 magic stocks, and her usage of them comes in the form of bouncy, slow-moving projectiles.
These allow Nidra to both take control of areas of the screen, as well as potentially lock down an opponent for mixup opportunities. Each button strength of projectile has a different trajectory. When at full magic, Nidra can enter her Awakened State.
Awakened State is an install that has a screen freeze on activation, allowing the player a bit of extra time to see what is happening on screen, or to use as a way to completely take their turn back during a series of blockstrings. She may look and act sleepy at almost all times, but Nidra is far from a pushover. Be on your guard, or you will be overwhelmed by her large moveset and various stances! Nidras Stage - Slumber Sanctuary:
DLC Character 4 - Introducing Baihe
For the first time, we are revealing the final character in the Season 1 Pass: Baihe!
Baihe and Tianhuo have known each other since childhood, where fierce rivalry eventually transformed into a strong friendship. They both joined the Longma Special Forces to protect the Huoshan Empire, but a mission gone awry led to Baihe's injury and disgrace. She sought a transfer to the Empress's Royal Guard and became Tianhuo's second-in-command. Now, they work together to safeguard all of Foenum from Predator threats and demonstrate the might of the Huoshan Empire. Baihe is a zoner style character that specializes in long-ranged combat. Though she shares some movement options with Tianhuo, she is far less agile, preferring to plant herself in a fortified location and armor through incoming attacks. Baihes Stage - Smoldering Heavens Nest:
We will unveil more info on Baihe as we head into 2024. She and Nidra will release together in early next year's update, version 6.0.
The Future of TFH
As we look forward to the release of Nidra and Baihe, let's talk about what comes next. After the Season 1 Pass is complete, we will be ceasing active development on TFH. We will still be able to release small patches to address game-breaking bugs, but no new content will be produced. Unfortunately, that includes Story Mode. Story Mode has always been an ambitious feature and one we truly desired to implement. We know how much our fans have been looking forward to Story Mode chapters, and we hope you understand how much we looked forward to working on and releasing them. We are looking for opportunities to release content that has already been produced for Chapter 2, starting with a new stage, "Restricted Section". This stage will be a part of the version 6.0 update alongside Nidra and Baihe.
Crowdfund Rewards
For any outstanding items related to our original Indiegogo crowdfund, this shift in development does mean we will need to adjust some of our originally planned perks. More information on this will be shared in the coming weeks via email and on our Indiegogo channel.
Conclusion
Thank you all for taking the time to read this announcement and for sticking with us all these years. We will continue updating our players on our social channels and look forward to our new characters releasing soon. Mane6 and Modus
Missed our livestream on Twitch? Don't worry - catch the vod here on Steam! The Mane6 dev team breaks down the patch notes, Stronghoof's design, and showcases some high-level matches featuring the newest mid-range master!
Today is the day that Stronghoof releases onto the field of battle! We'll be doing a developer stream later today at our usual time (3pm PT / 6pm ET / 11pm UK) on our Twitch channel to celebrate, hang out, answer questions, and play some launch day matches. Come join us! In this update we're shipping a number of bugfixes, including fixes for critical issues with Paprika's gift eating and Pom's dog attack canceling, both of which originated in 4.0.1. These particular two problems presented significant, unnecessary disadvantages to those characters, and we would have preferred to address them immediately, but we were unable to release an update any earlier due to the long lead times on console patches and the close proximity of the 4.0.1 release to our initial submission of the Stronghoof release. It was not an ideal situation to say the least, and we will be taking extra precautions to reduce the chances of bugs like this making it out to live releases. We apologize for our mistake and for how long it took to fix. There is one more piece of news we want to relay before getting into the patch notes. Stuart Ferguson, one of our two musicians, has left Mane6 to pursue other projects. We are on good terms, he is still around making music, and there may be a chance for us to work together again in the future. Whitetail will be the sole producer of music for TFH hereafter. Without Stu, we are not able to produce music at the same capacity as before, so we have made the difficult decision to limit the scope of the Dynamic Music System for new stages going forward, starting with Stronghoof's. From now on, the DMS on new stages will model that of the Hidden Waterfall stage, featuring stage-specific intros, outros, round transitions, and idle/final round versions, but no character-specific themes. Stages that already feature "full" DMS (like Texas' stage) will still get character themes for new roster members. The DMS is an iconic part of TFH, but it presents a unique production issue as the game grows. With "full" DMS, we have to create themes for all existing characters on new characters' stages, and a new character's theme has to be written into all existing stages. That means for each new character, the total amount of work required for a "full" DMS increases exponentially, and with the (relatively) rapid pace at which we're producing new characters these days, it has become unsustainable for our (now singular) musician to maintain for the foreseeable future. If you have any questions about this, we'd be happy to discuss things further in our Discord server or during the stream today. That's all the news we have for now, so let's talk about what's in store for 5.0!
New Character: Stronghoof
Stronghoof the Reindeer joins the roster as the second character in the Season 1 Pass! Unlocking Stronghoof requires the purchase of the Season 1 Pass or his individual Character Pack. Owners of the Deluxe Edition are automatically graced with his presence without any extra steps! Regardless of whether or not you own the DLC, you may still fight against him in online play. He also sometimes shows up as a CPU-controlled opponent in Arcade Mode!
KNOWN ISSUES:
- The DMS on all stages contains Stronghoof-specific intros, outros, and transitions, but not his domination character theme. We ran into some last-minute bugs and had to disable it for safety. They will be patched in the next update.
- If you have the Pixel Lobby avatar for Stronghoof (or Texas) equipped and you leave/rejoin a lobby, you'll be reset to Shanty. We will fix this!
Tutorials
- Revised the position of the hazards in Velvet's (and now Stronghoof's) Slide tutorial, to make it easier to complete (and possible at all for Stronghoof).
Command Lists
- Texas' command list now properly says "bullseye" instead of "tipper" (English only; it's correct in all other languages).
- Fixed missing move property icons (Low, Overhead, Grab, etc) for level 3 supers on non-English command lists for Tianhuo and Shanty.
- Fixed the word "Magic" not being highlighted blue for "Ran Shao Feng" in Tianhuo's Russian command list.
- Fixed the word "Super Attacks" being misaligned in Arizonas Russian command list.
- Fixed Texas' 6A description "blockable while the opponent is descending" being in Spanish instead of Brazilian Portuguese on that command list.
- For Russian command lists, retranslated "Projectile Invulnerable" (where it appears), "Retreat Flip" (Tianhuo), "Cartwheel" (Paprika), and "Launcher Attack" (All Characters).
- For Brazilian Portuguese command lists, retranslated "Parley" (Shanty), "Dark Cataclysm" (Oleander), "Digging Pup" (Pom), "Volcanic Bash" (Tianhuo), and the description of "Eat" (All Characters).
Gameplay
General
Cosmetic
- Added one new palette for each character:
- Arizona - "Marching Fishes"
- Velvet - "Koyousetsu"
- Oleander - "Hell's Grenade"
- Paprika -" Fifth Slash"
- Pom - "Double Typhoon"
- Tianhuo - "Mega Flame"
- Shanty - "Night of Fire"
- Texas - "Hammer Spark"
- Fixed an issue present in the last patch that was causing Max-JD hitspark sound effects to play louder than they used to.
Bugfixes
- Fixed certain chain attacks not coming out consistently. Players would get forward attacks instead of low attacks. (6A > 3B or 6A > 3C).
Bugfixes
- Fixed Velvet not being able to super cancel during the first few frames of 3C.
Bugfixes
- Fixed an issue where 5B could be canceled into 3C on whiff.
- Fixed grounded Magic Spark (level 3) appearing as the size of a normal Spark, instead of being enlarged (this seemed to have broken at some point in the past).
Bugfixes
- Fixed an issue present in the previous patch that caused normals performed as a reversal to no longer trigger gift eats (only specials should bypass gift eating).
Bugfixes
- Fixed an issue present in the previous patch that caused dog attacks to stop attacking when Pom was put into preblock (dog attacks should only stop attacking during actual blockstun).
- Fixed an issue where if Momma dog was hit by Texas' 2D during Rally, she would instantly activate her counter the next time she used it.
Features
- Texas now has an onscreen timer for his level 2 super (Pummel Pillar).
- Fixed trades of Prairie Pummel with Paprika's cinnamon roll causing Paprika to fall out of the super prematurely.
- Fixed an issue causing Texas to fall backwards instead of straight down when being thrown by Shanty's air grab.
- Fixed an issue causing the camera to not follow Texas properly if launched offscreen by certain moves while his Prairie Pillar was active.
- Fixed Texas sometimes being invisible during the cutscene of Oleander's level 3 super.
- Fixed Texas being vulnerable to projectile hits during the grab of his 6A. He is now invulnerable immediately after a successful grab.
- Fixed Texas being able to activate Cowbell followups after triggering the counter from Pom's level 3 super.
- Fixed opponents gaining extra height after being hit with Prairie Pummel during the middle of being ground bounced.
- Fixed an issue where j.C could be canceled into an air throw at a very specific time, even on whiff.
- Fixed an issue that allowed a trade with Cowbell against a KO'd Texas to do followups.
- KNOWN ISSUE: This fix has created another issue where same-frame trades with another Texas Cowbell cause mismatched frame advantage, favoring Player 2. We are looking into a fix.
Greetings! Patch 4.0.1 is our first update to the game in 2023 and is primarily aimed at cleaning up loose ends from the Texas release. We've got a number of bugfixes that should smooth out inconsistencies and provide stability, as well as a few targeted balance changes. We're still hard at work developing the latest character to be announced for our Season 1 Pass, Stronghoof. In the meantime, please enjoy this small but important update!
Gameplay
General
Bugfixes
- Backwards-jump-canceling Velvet's and Tianhuo's 6A attacks will now cause them to leave the ground instead of going into preblock. This fixes an inconsistency with every other jump-cancelable move in the game.
- Fixed an oversight where Velvet, Oleander, Tianhuo, and Shanty were not in counterhit state after a whiffed level 3 super.
- Fixed an oversight that allowed armored attacks to affect level 3 supers from Arizona, Velvet, Oleander, and Pom. These attacks should now successfully break armor.
Bugfixes
- The invulnerability for Sculpted Perfection will now occur on frame 7, fixing inconsistencies.
Bugfixes
- Fixed certain chain attacks not coming out consistently. Players would get forward attacks instead of low attacks. (6A > 3B or 6A > 3C)
- Fixed an oversight where Fred 6D had too much blockstop, which caused pushblock or Cross Canter inputs from the opponent to be ignored.
Bugfixes
- Fixed an issue during Deadly Affection where Paprika would sometimes not go into hitstun after being hit by a super attack.
- Fixed an issue causing A specials to trigger a gift eat if not negative-edged. As a rule, all A specials should bypass gift eating.
- KNOWN ISSUE: An unintended change made as part of this bugfix causes normals performed as a reversal to no longer trigger eats. This will be corrected in the next patch.
- Fixed an issue causing the first hit of Smother to fail playing its sound effect.
Bugfixes
- Fixed an issue where Pom's dogs would sometimes not have their attacks canceled immediately when Pom is put into blockstun, as they should.
- (Probably) fixed an issue causing Bark to not go through the full length of active hitboxes when deleting a projectile.
- Fixed some specific interactions with Texas that would cause Pom's dogs to not leave as soon as their health is depleted.
- Fixed some dog layering issues that would cause Momma and Papa to appear in front of Texas during certain animations. Now they should layer behind Texas at all times as intended.
- Fixed a cosmetic bug where players could see Momma "pop" out of existence when leaving the stage if she had to travel far enough. Momma will now fully leave the screen before despawning.
Balance
- The invulnerability period for 7D has been shortened significantly.
- This reversal is one of the most controversial abilities in the entire game. Were finally addressing it after over a year of it slipping through many previous patches.
- Tianhuo's metergain has been adjusted across the board.
- This finally lines Tianhuo up with the rest of the cast's metergain adjustments in patch 3.0 for level 3 supers balancing. Until now, Tianhuo was operating on old metergain rules which don't translate to 3.0+, as it makes her level 3 far too accessible. We want level 3 supers to remain special occurrences and not a regular part of every single game.
Bugfixes
- Fixed an issue causing a reversal level 1 super to instead come out as a normal after Shanty was buried by Texas Smash.
- Fixed an issue where wallbounce stun would cause camera problems during Wall Cling attacks.
- Fixed afterimages from installs (Shanty and Tianhuo in their level 2s), if active, being superimposed over the ship segment of Shanty's level 3 super.
Texas
Cosmetic
- Texas now has a crouch idle animation.
- The damage bonus from landing a Bullseye is no longer true damage. The attack now respects scaling rules.
- Fixed an oversight that allowed Texas to gain more meter than other characters when being hit.
- Fixed an issue where Bullseye benefits were not occurring during certain combos.
- Fixed an issue where Air Cowbell would sometimes cause a wallstick instead of a wallbounce.
- Fixed an issue where characters had varying recovery distances from Texas after being grabbed by Texas Smash. All characters should now have the same recovery distance.
- Fixed an issue causing Stomp to have an inconsistent amount of armor.
- Fixed an issue where Earth Pull would sometimes be jump cancelable.
- Fixed an issue where Prairie Pummel would sometimes have inconsistent advantage frames, and sometimes fail to cause a hard knockdown.
- Fixed a rare instance of Pummel Pillar having inconsistent periods of hitpause after activation.
- Fixed an issue where the camera would not follow Texas properly during and after Pummel Pillar.
- Fixed an issue in the Texas mirror match where if Pummel Pillar was used while the other player's Pummel Pillar was still active, both the camera and the spawned rock objects would get displaced.
- Fixed an issue where if Tianhuo hit Texas with her level 3 super while Pummel Pillar was active, the cutscene would play out with improper pacing.
- Fixed an animation glitch where Texas would snap backwards suddenly after a successful back throw.
- Texas is now properly able to be counterhit during Rodeo Run.
The second character in our Season 1 Pass is revealed in this trailer, which premiered at Frosty Faustings XV: [previewyoutube=MQ6d1NSF5UI;full][/previewyoutube] With a second dad added to the mix, Texas is now rivaled against another seasoned warrior. We've taken one of more popular background characters and elevated him to full character status, complete with a much-needed glow-up! This character is due to release in Spring of this year, just a few months away! We'll have more details to share as he advances in development. Thank you all for your support of our project. Two more characters remain yet to be revealed to complete the Season Pass!
Steer clear, Texas is here! The Mane6 team breaks down the patch notes, Texas's design, and some high-level matches featuring the new big-bodied grappler.
New Character: Texas
Texas the Bull joins the roster as our newest DLC character! Playing him requires the purchase of the Season 1 Pass or his separate Character Pack. Owners of the Deluxe Edition automatically unlock Texas without any extra steps! Even if you don't own the DLC, you can still fight against him in online play or in Arcade Mode (but he doesn't always show up).
macOS Version
- The macOS version is now fully updated and working. It had been non-playable since the console release (we are deeply sorry about that).
UI
- Character Select has a new look!
- Fixed the credits hintstripe using the Forward glyph instead of the Page Left glyph.
Tutorial
- Fixed Pom's magic section header not being localized in Brazilian Portuguese.
- Fixed Pom's magic section saying Puppies (A) for all three sections.
- Fixed the demo in Arizona's Magic Dash tutorial being broken (it was never updated after the removal of the slowdown).
- Removed the line about using Arizona's level 1 super to punish (since it references it being 3 frames and it is no longer 3 frames.)
- Fixed a number of areas where placeholder text was being shown instead of number values.
- Fixed missing down arrow glyph in the dialogue for Velvet's Instant Snowball tutorial.
- Fixed the missing B in Bulkhead during the freeplay segment of Shanty's command normals tutorial.
Combo Trials
- Level 3 supers now show up properly during combo trials.
Pixel Lobby
- "White 'Stache" is now a face item (but it still makes Velvet bald).
- Fixed some broken character glyphs in player usernames.
- Fixed the controls hint on the main HUD showing the Select button instead of the Player List button.
Classic Lobby
- Fixed Classic Lobbies set to Invite Only not actually being Invite Only. They are now private again.
- Fixed being unable to resolve matches if 4+ players were readied up.
- Fixed the Classic Lobby browser showing the Menu 2 button prompt for Create Lobby, but taking the Medium attack button instead.
Story Mode
- Fixed some item "equips" for NPCs not showing up properly.
- Fixed a few minor tileset errors in The Highlands and Reine City.
Gameplay
General
Balance
- Armored attacks now cause slightly less additional hitstop across the board.
- Fixed the minimal HUD not showing the meter lockout from Cross Canter.
- It is now no longer possible to hold Start on the Rematch screen during online play.
Bugfixes
- Arizona will now consistently face her opponent on the first frame of her level 1 super when canceling out of a special.
- Fixed an instance where Arizona would deal 0 damage with her level 1 super when striking Shanty during Wallcling.
- Fixed 5A > 3 > 3B giving you 6B instead of a 2B.
Bugfixes
- Fixed an instance where Velvet would deal 0 damage with her level 1 super when striking Shanty during Wallcling.
- Changed Velvets crouching hitstun to be consistent with the rest of the cast.
- Added a preemptive fix to Velvet's j.C that resets her opponent's wallbounce slot before hitting in the air, to prevent velocity-related bugs from occurring.
Adjustment
- Fred 2D now only hits airborne opponents, instead of just having a high hitbox. (This was done to ensure that Texas did not get hit by Fred 2D while standing. The actual hitbox has not changed.)
- Fixed 5B > 3 > 3C giving you a 6C instead of a 3C, and 5A > 3 > 3B giving you as 6B instead of a 2B, for some reason.
- Fixed an issue where using Oleander's level 3 super could cause subsequent wallbounces she gets put into to send her bouncing back way farther than she should.
Cosmetic
- Fixed improper color of gifts while using the "MofuMofu" palette.
- Fixed the HUD disappearing during the install phase of Paprika's level 3 super, on Switch specifically.
- Fixed instances where gifts would disappear during level 3 super grab attempts.
- Fixed being able to make level 3 super grab attempts while Paprikas own health bar was empty!!
- Fixed instances where Paprika was able to gain meter post-KO.
- Paprika's level 1 super now connects properly with characters who are performing moves that destroy projectiles. Examples: Shanty during Parley, Oleander during her level 1 super, Pom during Bark!
- Fixed Paprika being locked out of activating her level 1 super during Poms level 3 super counter phase.
Bugfixes
- Tianhuo will now consistently face her opponent on the first frame of her level 1 super when canceling out of a special.
Bugfixes
- Fixed an instance of Wallcling breakage if used on the same frame Shanty's opponent detaches from a wallsplat/wallbounce.
- Fixed an instance of Shanty's Wallcling creating a wall for far longer than her time on said wall.
Texas the Bull, the first character in the Season 1 Pass, releases on all platforms Dec 19 at 8am PT! Watch the trailer to see him in action.
[previewyoutube=XzZnTSwOLgo;full][/previewyoutube]
Texas can be yours with the purchase of a Season 1 Pass ($19.99 USD). He can also be unlocked separately in his own DLC pack ($4.99 USD). Owners of the Deluxe Edition of TFH automatically unlock all Season 1 Pass content without having to do anything extra!
Now that the release of Texas is imminent, we have a revised roadmap image for Season 1 Pass production:
Originally, we had intended to complete both Texas and "Character #9" in 2022, but due to the unique challenges of Texas' development, all the other characters in the Season 1 Pass will now be coming out in 2023. Thankfully, production on "Character #9" is going much, MUCH faster so far. We hope to update you on our progress soon!
On Texas release day, we will be doing a post-patch stream to provide a breakdown of Texas as a character and talk about our process of development. The stream will be on Dec 19 at our usual time of 3pm PT on twitch.tv/mane6dev.
Thanks again for supporting the development of Them's Fightin' Herds. We hope you enjoy Texas when he releases. More announcements to come!
In preparation for the release of our console ports tonight at midnight (your local time, which means that some time zones already have it), we have just sent out an update to the Steam version to add crossplay functionality, localization in 10 additional languages, and achievements! We will also be opening official Pixel Lobbies in Japan, so players in Asia will have a more local hub to find worthy opponents. NOTE: At the time of this writing, the Mac version has not been updated yet and is unplayable. We will work to get it updated before the weekend, if not tomorrow. Both digital and physical editions of the console ports can be purchased from platform storefronts, your favorite retailer, or on the Maximum Games Store. Supported platforms include Switch, Playstation 4/5, and Xbox One/Series X|S. This project has come a long way and we are about to cross another massive milestone. We'd like to take the time to thank a few folks before we get into the patch notes First, our publisher Modus Games. A global multi-platform console launch would not have been possible without their help, so to everyone there who's worked with us on this project, Mane6 thanks you from the bottom of our hearts. Next: to friends, family, industry allies, our community, the greater FGC, and of course, our crowdfund backers. Thank you for supporting our project, whether you've been there since the beginning or you've recently joined us. Our dream to make the world's greatest ungulate-based fighting game is now a reality, and there's much more to come! Now, onto the patch notes:
Crossplay
TFH now features full crossplay! All players regardless if they're playing on Steam or consoles can find and match each other through the matchmaking queue, classic lobbies, and Pixel Lobbies. Additional HUD elements have been added to help players identify those on a different platform. Important: Account progress is tracked separately on each platform! Story mode data, lobby accessories, casual XP, friends lists, DLC, etc, do not sync across additional copies you own! Technical Notes
- The console netcode is based on EOS (Epic Online Services) to allow for crossplay. But, due to a bug with EOS P2P packet sending, players may experience more connection quality issues than the PC version when playing on or with consoles. The issue lies on the Epic side of the equation, but we'll continue to monitor feedback and work with them to get it sorted.
- However, Steam users playing with other Steam users will automatically use the original Steam netcode, which offers the same connection quality players were used to prior to this update.
- Note: All platforms continue to use the TFH implementation of GGPO for rollback netcode, so online fights should still feel as responsive as they did before.
Localization
- TFH now features translations for 10 additional languages! Added in this update:
- French
- Italian
- German
- Spanish (European)
- Portuguese (Brazilian)
- Russian
- Japanese
- Korean
- Chinese (Simplified)
- Chinese (Traditional)
Achievements
Achievements are now officially a part of the Steam release, as well as on Playstation and Xbox (Switch does not support achievements). Note: Prior to this update, players may have noticed that a set of hidden achievements were registered on Steam but could not be unlocked. This was because we were testing them and we could not hide them from player view completely. Sorry for the confusion! Those achievements are now active, but any progress made on them before this update doesn't count!
Season 1 Pass
The Season 1 Pass will become available for purchase on Steam at 9PM PT. Players who purchase it will get instant access to the exclusive palette pack and Pixel Lobby accessory pack, as well as access to all four future Season 1 Pass characters when they release. Earlier this year, we teased the first playable character, Texas, who will be available next month. [previewyoutube=oSM20gOntLM;full][teaser][/previewyoutube]
Pixel Lobby
- Hosting a custom Pixel Lobby server on Linux is supported once again (previously, Linux servers were not working since 3.0).
- Official Pixel Lobby servers are now available in Japan!
- Remember, your connection to your opponent is peer-to-peer, so it doesn't really matter which lobby you join. Sticking to the region closest to you just increases the chances you'll meet players with lower ping.
- A new type of Pixel Lobby equippable is now available: followers!
- The miniwolf follower is instantly unlocked with the purchase of the Season 1 Pass. Others are unlocked like regular accessories: by opening chests in the Salt Mines, and by purchasing from Cap n Cashs. Careful though, Cashmeres charging a premium for followers!
- Note: A few small, but vital HUD features were removed from the Pixel Lobby due to incompatibilities with our new netcode. We will do our best to restore these features in a future update.
Differences Between PC and Console Versions
TFH was built primarily for PC. Not all of the features we've developed for the game work consoles, so a few things have been modified or disabled. Here are the main differences for console platforms over Steam:
- Pixel Lobby text chat and voice chat is disabled. Players on consoles will not receive messages from either of those systems, but precanned messages still work!
- The main menu newsfeed is temporarily disabled. We will be restoring this feature in a future update.
- Sharing combo and replay files with players on consoles is currently not supported, and we don't have plans to develop this feature further. You can still save your own combos and replays locally, though.
- Hosting a Pixel Lobby server from a console is not possible, but there are no platform-specific lobbies. Lobbies hosted from PCs work on all platforms.
Known Issues
- On all platforms, Traditional Chinese and Simplified Chinese are swapped (if you launch the game in Traditional Chinese you'll see Simplified Chinese and vice versa). Both translations are there and available, but to receive the language of your choice (until we fix this), you can set the Language option in the Gameplay menu.
Conclusion
Exciting times lie ahead for TFH. Now that our console release is complete, we will be doubling our efforts on the creation of new characters and additional Story Mode chapters. Stay tuned for news on that, and enjoy the release!
Character #8, the first character in the Season 1 Pass, was revealed at Summer Jam 2022 in this trailer: [previewyoutube=oSM20gOntLM;full][LINK][/previewyoutube] Seasoned fighting game voice actor Patrick Seitz brings new life to a familiar face. Character #8 pivots on several established standards, the most obvious being... size! We're excited to share more about how he fits into TFH when he's further along in development. No release date has been confirmed yet, but so far we believe he will be ready for launch not long after the release of console ports. It's amazing to finally see our (mostly Nappy's) dream of bringing a true grappler to TFH come to life, and we hope you'll be just as hyped to play him when he releases this Fall. More soon.
On October 18, Them's Fightin' Herds will launch on Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, and Nintendo Switch! We'll have full crossplay and rollback netcode!
We've got a new trailer showcasing each of the seven characters available in the base game:
[previewyoutube=S7QezI9JRA8;full][/previewyoutube]
Wallpapers of the character cards in this trailer are available in our public art kit.
Preorders are open on the Maximum Games Store, but you can also buy from major retailers. Both physical and digital purchase options will be available for all platforms. Also check out the Deluxe Edition, which includes the Season 1 Pass.
The Season 1 Pass is not out yet and will launch closer to the release of consoles. It will contain the following items:
- 4 additional playable characters (with Pixel Lobby avatars), released over time.
- 4 new stages unique to each character, as they release.
- 4 exclusive Pixel Lobby accessories.
- 1 exclusive palette for every character, including the ones in the season pass!
This is only the first bit of news to come this week. This weekend we'll be at Summer Jam to visit with players and drop an exciting announcement after grand finals! You won't want to miss it. Catch the stream at 7:30 PM ET on Saturday, August 20th on http://twitch.tv/nycfurby. TFH releasing on consoles is not something we ever imagined would happen in the life of this project and was only possible with the assistance of our publisher Modus Games. They work on a lot of other great games too, so be sure to check out their full catalog! Notice to crowdfund backers: We still owe some of you a physical release of the game. We're currently in the process of figuring out the best way to handle things given that our physical console versions are about to eclipse production of the exclusive PC backers edition, which we posted mockups for 2 years ago and is still moving slow as molasses for various dumb reasons that are entirely our fault. We will figure this out before long and make a dedicated post marking the way forward. We haven't forgotten about you. Thank you to all our players past, present, and future for supporting our project, giving us meaning as creators, and being a part of this amazing thing. The stampede continues.
Patch 3.1.1 contains two new Shanty palettes and a number of character bugfixes in an effort to clean up more loose ends from the 3.0 release before Summer Jam this weekend. FYI: Mane6 will have a booth at Summer Jam. Even if you aren't attending you'll want to keep eyes on the event stream (we'll drop the link on Twitter later on). We've got something big planned.
Gameplay
Level 3 Supers
- Added a potential fix for level 3 supers sometimes leaving opponents at 1 HP when they should KO. Please let us know if you see a level 3 super fail to KO when it should (though keep in mind there will be some situations that look very close but are fully legit!)
- Fixed a few cosmetic issues with the backgrounds in various level 3 supers.
- Fixed a minor cosmetic glitch with the background effect during the end of Arizona's level 3 super.
- Fixed a few more remaining instances of Velvet being able to airthrow opponents in blockstun from Icicle Missiles.
- Fixed a rare situation that could cause Magic Chapter Trap to steal absurd amounts of meter when hitting a Paprika during her gift toss.
- Fixed an issue causing opponents to stutter for a few seconds when activating their level 3 super during the "Counter Success" animation of Pom's level 3 super.
- Fixed Paprika being able to activate Smother during the "Counter Success" animation of Pom's level 3 super.
- Fixed more instances of Volcanic Dash altering the inputs for canceling into Men Shao Ti.
- Fixed Tianhuo being able to gain meter post-KO with Volcanic Crash.
- Fixed Tianhuo becoming a cow briefly while entering a crouch-turn state between post-KO and victory pose.
- Shanty has two new palettes: "Captain" and "Graffiti Gyal".
- Shanty's level 3 super now has a unique KO ending.
Hey everyone! Patch 3.1 brings some increased stability and additional balance changes in a first wave of multiple updates we're planning as a followup to the 3.0 release. Version 3.0 came out underdone. Not all of the balance adjustments we had originally intended for that release made it in time, a few features that worked in 2.0 were temporarily disabled, and there are a number of known issues that aren't fixed yet. While 3.1 doesn't fix all the issues we need to address, it should at least be an improvement, and it's closer to the original vision we had for the 3.0 update as a whole. Why did version 3.0 come out underdone, what are we doing about it, and what's coming next? We're hosting a post-patch developer stream next week to answer these questions and discuss the changes we've made to the game in both 3.0 and 3.1. The 3.0 post-patch stream will be Wednesday the 20th at 3PM PT, on our Twitch channel. As a final note, in a previous Development Update we said that version 3.1 would mark the release of Chapter 2 of Story Mode. Timelines have been reconfigured since our acquisition by Modus Studios, so that is no longer the case. Chapter 2 is still in development. We will explain more during our upcoming stream. Now, onto the patch notes:
Player Usernames
- In preparation for consoles, we have changed the set of characters supported in player usernames and pixel lobby names to match those available in console platforms. To maintain parity between platforms, this set will remain universal between PC and consoles. You can consult the list of allowed glyphs here. Any glyph not in this table is unsupported, and will display as an interrogation mark (?).
Pixel Lobby
- Fixed a number of item rarity and cost errors from the Lunar New Year batch.
- Server notifications have been reworked so they are more generic and do not use player usernames (many of which were broken anyway since the 3.0 update).
Mac
- Fixed an issue causing single-player combat scenarios (Story Mode, Tutorials, Arcade Mode boss) to flat-out not work for players on Mac.
Gameplay
General
Cosmetic
- Fixed a few visual issues with backgrounds during various level 3 super cinematics.
- Changes have been made to recovery rolls to make them feel "less sticky", by giving characters movement across all frames.
- To expand: the vulnerability window has been reduced, rolls no longer stop and wait, and forward rolls have increased distance.
- Cross Canter now causes a hard knockdown, and both players recover at the same time.
- Reduced the base value of the Cross Canter metergain lockout to 5 seconds. Furthermore, we set an upper-limit of 10 seconds (the old base value) so that the timer can't stack too high if the player continues to do CCs.
- Metergain from multihits (on all characters) has been reduced a bit for the attacker.
- Reversal backdashes out of recovery rolls, knockdowns, and buried states no longer allow cancels into attacks. All other backdashes continue to function normally.
- Fixed recovery roll hitboxes not matching the animation (on all characters).
Balance
- Trample's startup has been increased by 2 frames so that it now matches a basic standing jab, and is no longer the singularly fastest move in the game.
- Rebound now launches the opponent slightly higher, allowing a bit more time to follow up after a Magic Dash.
- Magic Headbuck's startup and recovery have both been increased by 3 frames each to make the move a tiny bit less safe overall.
- Added a slight vacuuming effect and widened the hitbox on Arizona's level 3 super to make it easier to hit with.
- Fixed Arizona's Anti-Air Lasso being able to grab grounded opponents immediately after completing her level 3 super.
- Fixed an instance where opponents would get launched the wrong way after being hit by Rebound.
- Fixed Arizona's level 3 not connecting properly when hitting someone behind her.
- Fixed an issue with Arizona's level 3 where specific spacing could cause it to whiff, or the rope to be misaligned during the animation.
Cosmetic
- Smoothed out the transition back from Velvet's level 3 super.
- Fixed Velvet's level 3 super background color not disappearing if Velvet is hit out of the move during startup.
- During Magic Ice Eruption, Velvet's invulnerability now ends as the first hitbox materializes, which allows trades. (Previously it lasted around when the second hitbox materialized.)
- Magic Ice Eruption is now -6 on block (increased from -2).
- Chain rules have been changed. Velvet can now chain in either direction between 2B and 5B.
- Velvet's Snowballs and Icicles now disappear when she executes a Throw Tech, to make it more consistent with how projectiles work on other characters.
- Velvet's Wind should now more consistently push in the direction she is intending to, regardless of the opponent's facing direction. (This fix is not intended to affect existing combos, so please keep an eye out if something seems off.)
- Fixed flickering vulnerability during the startup of Velvet's level 3. She should now be invulnerable until after the first active frame, then vulnerable the rest of the time afterward.
- Fixed an instance where Velvet could airgrab opponents that were in blockstun caused by an Air Icicle Missile.
Level 3 Super
- The input has been changed to 63214XX (half-circle-back + atk atk) to match the rest of the cast.
- The sneeze now pushes Paprika away slightly and recovery has been slightly reduced, to make it more difficult to exploit.
- Edible gifts now expire after 13 seconds (down from 27 seconds, which was a silly number that was way too long).
- Metergain from Kiss! Has been reduced by half.
- Fixed Paprika's Kiss! giving her meter during the metergain lockout from Cross Canter.
- Fixed instances of Paprika not being vulnerable to other characters' supers during her level 3 install state. (Paprika is supposed to be vulnerable to other supers so that there is counterplay.)
- Fixed Paprika's level 3 grab being techable under certain circumstances.
- Fixed some instances where Paprika could leave her level 3 install state early.
- Fixed Pom's dogs turning invisible when Paprika hit with her level 3 sneeze attack.
Cosmetic
- Fixed Oleander's book not following her if she turned around while reading on the ground.
- The book now properly changes its animation from air-read to ground-read without interrupting the process of the move.
- Fixed Fred being able to attack past his timer from inputs made within the buffer window. He can no longer initiate attacks at all if his timer is 0.
- Fixed the projectile of level 1 Magic Shadow Spark turning invisible (but retaining hitboxes) if Oleander was struck during her recovery.
- Fixed Oleander being vulnerable even after connecting her level 3 super.
Cosmetic
- Fixed Pom's level 3 super animation instantly snapping her facing direction when transitioning to the KO version.
- Pom's level 3 is now inescapable at melee range or if it's triggered by a normal. (Triggering the counter with an air attack or from far away still allows a chance to evade.)
- Pom's level 3 can now hit airborne opponents, but in this case it can be blocked. (Ground is still unblockable.)
- Dog attacks are now positive edge (instead of negative edge).
- Move Dog (5[D]) no longer has any startup.
- Dogs now stop attacking when Pom enters blockstun (except for Momma's counter).
- Dog summon startup times have been slightly reduced across the board.
- Pom's backdash now travels farther.
- Most of Pom's normals now move her forward slightly, then back (after the hit frame) to give her some breathing room to summon dogs.
- 2B now slides back a bit.
- 5C and Bark! now cause increased pushback on block.
- Pom's launcher now has very slightly reduced recovery and causes slightly increased blockstun.
- Fixed Bitey dog (236B) having a collision box active at all times.
- Fixed Fred being visible and controllable during the cinematic of Pom's level 3 super.
Bugfixes
- Fixed Tianhuo being vulnerable even after connecting her level 3 super.
- Fixed not being able to Fly cancel out of Volcanic Dash after jumping over your opponent and using Volcanic Dash backwards before landing.
- Fixed an issue where super canceling from Volcanic Dash reversed the directional inputs for supers, even when not crossing up.
Balance
- Keelhaul and Gangway! (A and C out of Run Stance) are now safer on block.
- Fixed more issues causing camera breaks during Wallcling (this has been a particularly pervasive problem).
Known Issues
- Many tutorial segments need to be revised to account for balance changes, and there are missing moves still.
- The background shadow on Lobby Messages in the upper third of the screen may occasionally persist after the message itself goes away. An easy way to prevent this from occurring while a fix is added to the game is to not mash through the prompts when opening salt mines for the first time.
In this update, we've reverted a portion of the new netcode introduced in 3.0 (which prepares for console crossplay). This should fix many of the disconnects and stability issues players have been experiencing online. We'll continue to develop the new netcode and rerelease the console crossplay version after we're sure it's ready to replace our previous netcode. In addition, we've fixed an issue that was causing laggy match quality between Linux/Mac and Windows players.
We are aware of the online connection quality issues players have been experiencing since the 3.0 update. This is due to the major backend overhaul performed in preparation for console crossplay and it seems there are still kinks to work out! Several micro-updates have been pushed between now and version 3.0.2 to mitigate some of these issues, but there are other issues we are trying to understand and find the source of. The update pushed just now with these notes adds further mitigations and additional logging for Windows clients that allow us to better diagnose the netcode. These logs are stored locally; they are not uploaded anywhere. Players may volunteer to give us their logs in our Discord server (discord.gg/tfh) (instructions in #announcements), where we are gathering information about the ongoing situation. The logging does add a little bit of load on the CPU, so for players on lower-powered machines who notice a drop in play quality beyond what is acceptable, you can try disabling the new logging by entering -nomemlog into the game's launch options from your Steam library (Right-click TFH > Properties > General). We will be disabling the logging after we are confident we have found the source of the issues. Thank you all for pardoning our dust during construction. Fixing the newly-introduced stability issues has been our #1 priority since the launch of the update.
This patch contain a number of bugfixes that smooth out some of the rough edges introduced in the 3.0.0 update.
Story Mode
- Fixed boss Oleander's scrambled palette.
- Fixed boss Fred turning invisible during certain attacks during phase 3 of the Oleander boss fight.
Training Mode
- Fixed the "Death Allowed" option's "No" setting not preventing KO for Velvet's level 3.
- Fixed Oleander's level 3 causing a palette glitch on her opponent if the super KO'd while the "Death Allowed" option was set to "No".
Gameplay
General
- Fixed an issue causing characters to be vulnerable during ground techs.
Arizona
- Fixed an issue with Arizona's level 3 where the cinematic would not engage off the second hit, and/or during certain OTG situations.
Paprika
- Fixed Paprika sometimes losing her level 3 install at the start of a super jump.
Oleander
- Re-fixed Fred burying with his 2[D]. We hoped we could have it bury on KO only but it has been happening during a match, so it's been disabled again.
- Fixed Fred's palette showing up as the default colors on the Lunamancy and Zombie palettes.
- Fixed a graphical glitch where Oleander's book would not come with her when turning around in the air during Study.
Pom
- Fixed Big Poppa turning invisible (but still being able to attack) if Pom was hit by another character's level 3.
- Fixed an issue causing the screen to turn black for the rest of the match if Pom's level 3 counter was triggered by a projectile towards the end of the counter window.
Shanty
- Fixed an issue causing Shanty to get launched in the wrong direction and "fall out" of Arizona's level 1->2 if she was hit by it just after whiffing her level 3.
The 3.0.1 hotpatch contains only one fix:
Pixel Lobby
- Salt earned prior to the 3.0 update has been readded to players' accounts.
Version 3.0 Is Here!
At long last, cinematic level 3 supers, a new universal mechanic and flagship feature of 3.0, has been released to the wild, completing the moveset for each character. They have admittedly taken a long time and great effort to produce, but they are finally here and we're excited to see how players will bring them to bear in battle. A few points before we get started. Many important balance changes that clean things up from 2.0 and ease level 3s into the game have been introduced, but there aren't any ground-shattering character reimaginations like the move from 1.0 to 2.0. The goal here is to fine-tune upon what we feel is a mostly successful foundation, at least for now. We're interested to hear your thoughts. Players are advised that this update is coming in *hot*. Much of the games backend has changed in the process of preparing for consoles and localization, so there will be some rough edges. We have a list of known issues at the end of the patch notes, and we aim to address them and provide further polish to the patch in the coming weeks. Behold, the trailer: [previewyoutube=kEsG0DYF1yo;full][/previewyoutube]
Shanty Joins the Base Roster
In version 3.0, Shanty and all of her DLC content is now a part of the base game! We now feel that it is time to retire the DLC requirement and make her available to all owners of the base game. The Shanty DLC listing on Steam will still be around but it no longer has a price. You don't need to have the DLC in your library to access Shanty content. To those who purchased the Shanty DLC before this update, we thank you very much for your support of the project. Without your help, we could not have made it this far.
New SKUing for TFH
Some changes are coming to the way TFH is presented and priced on storefronts. After the Steam Summer Sale (ending July 7th), the price of the base game will increase from $14.99 USD to $19.99 USD. That means you have 1 month to grab the base game before the new price goes into effect, and we're even at a discount thanks to upcoming Steam sales! When the price change goes live, we will be removing the Shadow and Zombie palette "shortcut" DLCs for sale. The palettes will remain unlockable via their in-game condition. Further, backer-specific content like the Flair Kit and the "Tennis Shoes" palette set will not be unlockable on consoles. Steam players who already own them will still be able to show them off to console players via crossplay. Our goal with these changes is to create one singular online space that brings the entire community together regardless of platform. By bundling existing DLC into the base game at this new price, we're presenting consistent, easy-to-navigate packages that help new players get up to speed. When the digital version of the game becomes available for purchase on consoles, it will be at the new price. The deluxe retail edition includes both the base game and the upcoming Season 1 Pass. So concludes the news. Without further ado, here are the patch notes for version 3.0.0!
Gameplay
General
- As this is a new major version, all casual ranks have been reset.
- The look of the title screen and main menu has been updated, featuring the 3.0 key art!
- Character command lists now have additional details on certain moves, and the All Characters command list has been expanded to provide a more complete picture of the universal mechanics.
- There is now a "Low Detail Effects" option under Video Options that should further help players on lower-powered hardware.
- In stage select, the Random (Day Only) choice is now a variant of Random (not an entirely separate "stage"), and is now the default option in that list.
- The credits have been updated to reflect all the new people who have contributed to the project since the last update!
- The placeholder entry for "Ranked Match" has been removed from the main menu, as we no longer have plans to develop ranked play for TFH.
Universal Systems
Level 3 Supers
- Level 3 supers are now available for all characters!
- Throws are now active for 3 frames (up from 1).
- Hard knockdown animations for all characters now animate more smoothly.
- Removed an inconsistency that allowed some characters to cancel prejump into a grounded throw.
- All characters now gain less meter overall from being hit. The amount varies per character due to different meter sizes and gameplan.
- It is no longer possible to gain meter post-KO using dead body combos or certain character abilities. For now this includes all basic attacks, Oleander metersteal abilities, and Oleander reading.
- Cross Canter no longer causes a slowdown effect.
- Metergain now temporarily locks after using Cross Canter (you can still use meter though).
- Pushblock now carries diminishing returns the more times it is used in succession.
- Rolls now stop movement at the end.
- Forward rolls travel (very) slightly less distance and take longer to reach their destination.
- Rolls now become vulnerable to strikes near the end. During this vulnerable period, the opponent can also defend themselves from attacks and throws, but cannot do any attacks themselves.
- Finally fixed an ancient bug that caused multiple hits occurring on the same frame to all apply counterhit and first-hit damage bonuses, resulting in massive damage spikes. This most commonly occurred on Paprika's Picnic Surprise! combos.
Cosmetic
- Arizona's launcher now has a swipe effect.
- Magic Dash no longer causes a slowdown effect, and its ending position has been slightly adjusted to ensure it'll finish behind the opponent after a successful Rebound.
- Fixed various issues causing Trample to heal the opponent instead of applying chip damage.
- Fixed an issue causing Trample to not do damage on hit.
- Fixed a rare issue causing Arizona's opponent to change position slightly while getting hit by Rebound.
- Fixed an issue where armoring through Arizona's Magic Counter attack with Magic Headbuck would cause the player using Counter to slide backwards at an alarming rate.
Cosmetic
- Fixed a small graphical glitch in Ice Cyclone's special FX.
- Fixed an input leniency issue on Velvet's Magic specials.
- Fixed jC not adding any JD on hits past the first.
Bugfixes
- Fixed super trades with another Paprika giving advantage to the P2 slot.
- Fixed some instances of Picnic Surprise! not spawning gifts.
- Fixed Paprika's "emerging" from the basket in the wrong place while doing Picnic Surprise! during another Paprika's Smother.
- Fixed various issues with gifts being improperly layered under characters, making them impossible to see.
- Kiss! now gains the amount of meter she was previously gaining from regular grab.
Cosmetic
- Oleander has a new palette: "Lunamancy", Amaron's prize palette for winning Grand Stampede 2021.
- Fred's timer has been reduced by 5 seconds.
- All of Oleander's meter stealing abilities (except for normal Chapter Trap and Magic Teleport) now grant and steal less meter earlier on, but get closer to (or potentially exceed) previous values as the opponent approaches 3 stocks of meter.
- The amount the opponent loses and the amount Oleander gains is now much more strictly based on percentages rather than any raw values, so characters with different underlying bar sizes no longer affect the equation.
- Magic Teleport now gains Oleander less meter.
Balance
- Bitey's active frames have been reduced by half.
- Fixed Big Papa not spawning in properly if summoned out of a second Stampede! while he's already attacking from the first.
Cosmetic
- Tianhuo has a new palette: "River Dancer".
- Fixed an input leniency issue on Tianhuo's Magic specials.
- Fixed Volcanic Bash's first-hit scaling not extending to the second hit during Ran Shao Feng.
Cosmetic
- Shanty has 2 new palettes: "Shakalaka Bam" and "Dark Prince".
- Magic no longer drains while Shanty is moving to or between walls during Wallcling, giving players more Magic to use when Shanty is actually controllable.
- Reduced knockback height on Broadside (Run B). This should reduce the amount of times it can combo into itself in the corner.
- Jump C now causes less blockstun and takes 1 frame longer to hit.
- Shanty can now block while landing from Helm.
- Breaker has been sped up, is safer on block, and has a better hurtbox on the first active frame.
- Fixed various issues that caused camera breaks during Wallcling combos, or when two Shantys changed walls at the same time.
- Fixed Shanty not being in the right position if hit by Arizona's Rebound on the same frame that she slid to the ground from a Wallcling.
- Fixed an inconsistency in facing while wall sliding onto a waking up opponent depending on whether Shanty is P1 or P2.
Bugfixes
- Fixed the bear turning into a cow due to a nonexistent air throw state being called.
- Fixed the hawk turning into a wolf during Quick Recovery (ground teching).
Known Issues
Gameplay
- Some of Tianhuo's SKD combos have better frame advantage than intended.
- Shantys level 3 may give some inconsistent damage values.
- Level 3 background gradients may fluctuate at inappropriate times (especially on Paprika).
- Arizona's level 3 cinematic will not trigger off an OTG.
- Some objects remain onscreen during level 3 cinematics.
- Some Oleander palettes have scrambled/incorrect colors during certain animations.
- Some of Fred is invisible during phase 3 of the Oleander boss fight in Story Mode (challenge mode activated).
- Freds 2D grab may cause bury at low health rather than KO, this is unintentional.
- Level 3 supers are not available in Story Mode yet.
- Pixel Lobby server hosting on Linux for 3.0 is not yet available.
- Pixel Lobby salt will appear to be set as 0 when players first log in on this update. It's not gone, just in a different place. We'll restore it in a future hotpatch.
- Shadow Palette unlocks in the Salt Mines are temporarily disabled due to a permissions issue with Steam.
- Lobby colors may not function properly on the Pixel Lobby server browser.
- Winner Stays mode is not functioning properly for Classic Lobbies and has been temporarily disabled.
- Attempting to use some online features when Steam is unavailable may softlock the game (high priority bug we're looking into).
- The Backer Flair Kit banner displays are functioning inconsistently. Players (and/or opponents) may not appear as a backer on some screens.
- Discord Rich Presence invites are currently (and temporarily) inoperational due to incompatibilities with cross-platform console code.
- On Mac (and sometimes Linux), the OS will notify you that the game quit unexpectedly even though you quit normally. For those interested in the technical reason, it's a leftover database that isn't properly clearing itself before it loses resources and dies. The bug does not cause any real issues outside of being annoying.
- Due to localization prep, some text formerly presented in ALLCAPS is temporarily not so.
- The new "Low Detail Effects" option is not yet part of the graphical presets and will have to be set independently for now.
Welcome to Development Update #7, where we provide the latest news on TFH directly from the developers! We're debuting our *new* key art and 7-star logo (we think Shanty has earned it by now), and there is a positively huge series of things to announce. Strap in, and let's kick this off.
What's Coming
Console Ports
Yes. Them's Fightin' Herds is coming to consoles this Fall on five platforms: Switch, PS5, PS4, Xbox Series X|S, and Xbox One. There will be crossplay between each of them (and also Steam), all with rollback netcode (still GGPO). In addition to the digital version, there will be a physical version on each platform! Details on availability to come. You'll be able to preorder the console releases from our website as retail listings go up. We'll make announcements as options become available. Check out the new trailer below! [previewyoutube=6t-RKnPsZq8;full]https://youtu.be/6t-RKnPsZq8[/previewyoutube]
Localization
While not exactly new news, we wanted to confirm that TFH will be localized for additional languages for the console release. We will announce the supported languages in a future post. As stated in our last Development Update, subtitles will be added to versus mode intros and outros so more players can understand and enjoy the smack-talking.
Version 3.0
Version 3.0, the next major update for TFH, introduces a new gameplay mechanic: level 3 supers. Level 3s are cinematic supers that burn a max-charged meter to unleash your fighter's true potential. Alongside the update comes fresh balance changes addressing several universal mechanics including (but not limited to) the metergain system, Cross Canter, and tech rolling. We will have more news to share about version 3.0 during our featurette at the PC Gaming Show on June 12th. Check their site for details on how to watch. You won't want to miss it.
Combo Breaker
Most of the development team will be attending Combo Breaker this weekend from May 27-29 in Chicago, IL. Our Top 12 will be streamed Sunday starting at 10:30am CT on the lowkick esports Twitch channel. We are honored to be included as a main game! There will be a prize pool bonus of $2,000, placing the stakes at record highs for competitive TFH, and this is only the beginning! It's going to be an incredible weekend of fighting game awesomeness. Be sure to check out the CB program guide to find other fantastic sets to watch. For those attending, we'll see you there soon! Safe travels.
What's Next
Physical Crowdfund Rewards
Production on the physical game copy, soundtrack, and movelist postcards had been stalled since initially revealing the mockups, but now that were a part of Modus we've gained the logistical power to resume manufacturing. Physical rewards are coming. Physical reward earners: please make sure your shipping address is up to date by checking BackerKit. You've got some time still, but things could accelerate soon! We'll provide time estimates when we're further along in the process.
Story Mode
In our last Development Update we stated that "barring any unfortunate circumstances" we'd be able to finish all main Story Mode chapters before the end of 2022. Story Mode production is continuing along, but there have been circumstances. We no longer think it's possible to make the goal of finishing the entire thing before the year is over while maintaining the bar of quality. Working on console ports and new localization systems demanded more time from our engineers and writers than we thought. Once they're complete, we can make story mode our priority again. Chapter 2, starring Velvet, is still in ze works. When we have more to share, you'll be the first to know.
Conclusion
We are excited for the future of TFH and can't wait to celebrate with you this weekend at Combo Breaker. This is only part 1 of our news series! There will be more things to share in the coming weeks. See you then, and have a great weekend. Aaron Stavely Development Director, Mane6 Dev Team
Our first Lunar New Year event has come to a close. All Pixel Lobby maps have been reverted to their normal appearance, and the new seasonal items catalog has gone in with the regular shop rotation. Thanks to everyone who played during the event! We've got some additional fixes shipping with this patch. Here goes:
Patch Notes
Tian's New Stage (Spring Festival)
- Added some cosmetic improvements.
- Added additional background characters!
- Is now no longer Tian's default stage.
- Now has a proper 2D version.
Stage Select
- Fixed "Random (Day Only)" giving night stages (broke in version 2.3.0).
Lunar New Year Event
Introducing our first Lunar New Year celebration update! In this patch we're releasing a variant of Tianhuo's stage called Spring Festival. For the Pixel Lobby, new seasonal accessories are available and each map has been decorated. Because we focused most of our efforts on the stage, there's a lighter set of accessories and decorations compared to previous events. The new accessory set will be available at Cap 'n Cash's until the event ends on Feb 3rd. Aftwards, the items go in with the regular rotation. The stage variant is unlocked for everyone forever!
Patch Notes
In our recent new publisher announcement we said we'd be introducing new character palettes (including Amaron's custom palette earned from Grand Stampede) along with some codefixes, but we decided it would be safer to postpone their release until after we're back from Frosty Faustings this weekend. Here's what is included in this release:
Opening Credits
- The Modus logo has been added to the opening credits. Say hello to our new publisher! Check out their website here.
Pixel Lobby
- Lunar New Year 2022 accessory set is now available.
- Fixed getting the Shanty image when unlocking a shadow palette for Paprika.
- Refixed a previously fixed but then broken secret room in Velvet's lobby.
Gameplay
- New Tianhuo Stage Variant: Spring Festival. This stage variant is added as a free update and is instantly unlocked for all. For the duration of the event it will be the default Tianhuo stage, afterwards it can be found by scrolling down from Huoshan Capital on stage select.
- Known Issue: The Spring Festival variant for Tianhuo's stage currently doesn't work with the 2D stages option enabled. This will be rectified in a future patch.
Exciting Announcement!
Mane6 (that's us), the development team behind Them's Fightin' Herds, has been acquired by publisher Modus Games!
What Does This Mean For Us? (Mane6)
It means that our team is growing. We're still us, but now we have "real jobs". Being a part of Modus makes it possible for us to fulfill our complete uncompromised vision for TFH and continue to projects beyond. Practically speaking, it takes a lot of resources to make a successful video game. With all the additional help we're getting, we'll be filling out the roster, releasing Story Mode chapters faster, at looking at ways to expand to more platforms. TFH is about to reach new heights.
What Does This Mean For The Players? (You Guys)
New Characters
We're expanding the roster, and now that we have more than one combat dev we can develop new characters and Story Mode chapters simultaneously. Who are the new characters? What species? When are they releasing? How to get them? We'll be sharing more information about specifics in the coming months.
Story Mode
Barring any unfortunate circumstances we are confident that we can finish all main chapters (starring each member of the base roster plus a final chapter) before the end of 2022, still released as free updates.
Console Ports
Console ports are something we're still very interested in doing, and with the help of our new partners at Modus it's more likely to happen than ever. We'll be evaluating the possibility of extending to other platforms and will announce any developments.
Localization
We are making arrangements to localize TFH so we can expand to a truly international playerbase. The translations will be text only (we currently do not have plans to localize the voice acting). Subtitles will eventually be added to infight dialogue so the English voice acting can be understood by a global audience.
What Are We Working On Now?
Crowdfund Rewards
Weve kept certain reward tiers (like physical rewards) in limbo for a long time. Now that were a part of Modus, we finally have the logistical power to get the rest of the crowdfund rewards fulfilled. The wait is coming to an end. Physical reward earners, if you need to change your mailing address, head over to our BackerKit ASAP! It'll still be a few weeks at least before anything ships, but the wheels are turning!
Lunar New Year Update
To celebrate the new year, well be releasing an alternate version of Tianhuos stage (called Spring Festival) at the start of Steam's Lunar New Year event, from Jan 27 to Feb 3. The alternate stage will be instantly unlocked as a free update. As for the Pixel Lobby, Cap 'n Cash have cooked up a mini set of seasonal accessories which will be stocked in the shop until the Lunar New Year event ends. Afterwards, they'll go in with the regular rotation. The Lunar New Year update will also contain a few new character palettes and some small codefixes. Please enjoy!
Level 3 Supers
Level 3's have been a long-awaited feature and our new talent will be helping us across the finish line. We've shown off (much) earlier versions of them before and they've come a long way since. The wait will be worth it. Then, we start working on new characters. Level 3's and a new set of balance adjustments will arrive in game version 3.0, release date to be announced.
Chapter 2
Chapter 2 (starring Velvet) is in production and the extra Modus resources will help us accelerate development. Were also working on improvements to Story Mode in general such as smoother difficulty curves, a HUD update, more enemy variation, and reworked health mechanics. Chapter 2 will be released in the next major update after version 3.0.
Offline Events
Pandemic notwithstanding, Mane6 wants to attend more offline events in 2022. The circumstances are always changing and we're playing it by ear right now, but however things shake out we want to make the competitive scene bigger this year. Reminder that Mane6 will be attending Frosty Faustings from Jan 28-29. Top 8 will be streamed on Saturday at 2pm CST on Twitch (we'll provide the link when we're closer to the date).
Conclusion
Its been a wild ride, and we're looking forward to great things in 2022. Thank you all for believing in us! The stampede cometh! Aaron Stavely, Mane6 Dev Team
'Tis the season! From now until Jan 5th, we're running our annual Winter Holiday Event in the Pixel Lobby. There are new seasonal-themed accessories available, and during the event they'll be the focus of Cap 'n Cash's shop rotation. Afterwards they'll go in with the regular bunch, so get 'em while they're fresh! In addition, all Pixel Lobbies have been decorated with seasonal flair, a first for Hallowed Grove (Oleander's lobby). It sure is snowy in there; better bundle up. And of course, we're in Steam's Winter Sale. Them's Fightin' Herds will be 40% off on Steam during the length of the event!
It's Been a Year
Throughout 2021 we've achieved a number of important milestones in the project. We saw the release of our 2.0 update and Shanty, the HD update, many quality of life changes, our [strike]actual[/strike] first run as an official game in EVO, our first official online tournament circuit (STC/Grand Stampede), the completion of our Velvet statuette, and more. Though we've been a bit quiet the last few months we've been working on something big, and we can't wait to share the news with you next year. The development team is going on a much-deserved break until we kick things off in 2022 with an appearance at MAGFest, then later in January at Frosty Faustings. If you're attending, we'll see you there. We at Mane6 would like to thank each and every one of our players for being a part of our slice of the world for however long. Thanks for helping us make 2021 that much brighter, and we'll see you in 2022! Much Love, - Mane6 Dev Team
Zombie Palette Pack
The Zombie Palette Pack DLC is now available for purchase! This pack instantly unlocks Zombie palettes for each character, current and future. Purchase link: This palette set was originally introduced as an unlockable for playing overworld chest matches in the Pixel Lobby during the 2021 Halloween event. The ingame unlock condition is no longer available, but may return in future seasons.
Pixel Lobby Shop Fix
Also in this patch: since rolling back from the Halloween event, there was a bug in the shop where the three eyeball variants stuck around for each rotation, eating all the rare items before anyone could buy them. Cashmere has banished the pests to the shadow realm, restoring the shop to normal behavior. Sorry about that! Meanwhile, the holiday event is right around the corner... see you again then!
After nearly four years, our publishing partnership with Humble Games has come to an end. Since late 2017, Mane6 and Humble have worked together to support the development of Thems Fightin Herds through Early Access into our 1.0 and 2.0 releases. We are grateful to the team at Humble for all their efforts in helping us reach this point, and we wish them all the best going forward. We at Mane6 retain the rights to the game and we are very excited about the future of Thems Fightin Herds. Well have more to share on our upcoming plans soon. Stay tuned. Aaron Stavely President, Mane6
Exciting news! The Mac port beta is now available! In addition, we've got some small Pixel Lobby fixes, hawk adjustments, and proper notes for an intended but undocumented Velvet change that accidently slipped out under the radar in the last update. Reminder that this year's Halloween event is currently on until Tues Nov 2nd. Be sure to grab the new accessories and zombie palettes while they're hot! This patch requires Pixel Lobby hosts to update their servers!
Mac Beta Now Available!
The wait is over! Them's Fightin' Herds now runs natively on macOS!
- How Do I Get It? Easy! If you own TFH, just install it like normal. No additional purchase or special download is necessary.
- Is Anything Different? Not really! The Mac version is effectively the same as the other PC versions (minus a few very small platform-specific differences, like how and where files are saved).
- Crossplay? Yes! All players regardless if they're on Mac, Linux, or Windows can play with each other. Your Pixel Lobby and Story Mode progress is saved to your Steam account.
- Can I Host A Pixel Lobby Server? Not at this time. Servers can only be hosted on Windows and Linux.
- Why Native Ports? Linux and Mac ports were promised as a stretch goal during our crowdfund campaign. Native runs significantly better since there's no need for a compatibility layer (like Wine or Proton) which eats up resources. In addition, the work that went into these ports will make consoles easier to do, should we ever get the opportunity.
Pixel Lobby
- Fixed the unnecessary force field in front of the central tree in Oleander's lobby.
- Changed both wolf hood accessories (from the new Halloween batch) from face slot items to hat slot items.
Gameplay
NOTE: The following change was present in version 2.1.6 but was undocumented (we apologize, it was an honest mistake). We've also gone back to those patch notes and edited it in. Balance
- Metergain from Magic Eruption has been reduced to standard multihit rates. (Previously it was being treated as several individual attacks, giving significant amounts of meter on each use).
Hawk
NOTE: Undocumented work-in-progress changes to the hawk's attack properties were present in version 2.1.6. The following changes supersede them. Developer's Notes Previously hawks had access to many methods of disabling the player (through knockdowns and staggers) no matter which attack it landed. This quickly became a source of frustration at all levels, which was not the intention, especially for such a common enemy. We've adjusted the hawk's attack properties more towards a focus on counterhits. Now, all attacks done to the player will be counted as regular forms of hitstun, without the ability to combo (and rack up damage) unless the player is counterhit. This way, players still have to play carefully with their anti-air tools, but will spend less time tumbling around the screen from stray hits while doing so. Cosmetic
- Added swipes, dust clouds, and other visual effects to various moves to improve polish.
- Fixed broken/missing counterhit windows on several attacks.
- Hurtboxes adjusted to allow more meaningful anti-air vulnerability for all attacks.
- Various animation/movement/timing adjustments to bring this predator more in line with the others.
- No longer causes tumble.
- No longer (effectively) travels fullscreen.
- Damage increased.
- Hitboxes adjusted to be slightly easier to crouch underneath.
- Now has a proper recovery period on whiff.
- Damage increased.
- Now only causes groundbounce on counterhit.
- Now lands on the ground, granting vulnerability window if the attack misses.
- Damage increased.
- No longer causes stagger on normal hit.
- Now causes stagger only on counterattack.
- Now lands on the ground, granting vulnerability window if the attack misses.
Halloween Event 2021
Thur Oct 21st - Tues Nov 2nd
- All Pixel Lobby maps have updated appearances and ambience for spooky season!
- New Halloween-themed accessories are available at Cap'n'Cash's on rotation during the event, including zombie masks for all characters!
- The new items can also be awarded from chests in the Salt Mines (along with all other accessories), and will go in with the general catalog when the event is over.
- Special infight zombie palettes are available for unlock on all characters!
- Unlock condition: play an overworld chest match (win or lose) during the Halloween event to unlock the zombie palette for the character you played.
- After the event is over, the ingame unlock condition will no longer be available; but the zombie set can still be acquired by purchasing a DLC package on Steam, similar to the shadow palette DLC (though it won't be available during the event!)
Pixel Lobby
- There is now an AFK timer for the "fight slots" on Battle Shrines (spectators are not affected). Players inactive for 2 minutes will be automatically kicked off a shrine. (As always, you can clear your AFK flag with any input).
- Salt Mines stage: updated the appearance of Oreo's backer character.
- Revised text of the Salt Mines entrance portal (for first activation).
- The flavor text for the "Fancy Monocle" accessory has been updated.
Training Mode
- Added a setting under Save State Options to change the Training Utility function from "Reset Position" to "Round Restart", which allows players to practice roundstart situations.
Character Select
- Fixed character portraits layering on top of each other when moving the cursor quickly.
- Added a "Day Only" option for random stage select.
- Note: This feature is functional, but will receive UX revisions in a future update.
- How it works in this patch: "Random (Day Only)" is its own separate entry in stage select.
- How it's going to work: "Day Only" and "All Stages" will be variations of a single "Random" entry (with "Day Only" being the default).
Story Mode
- Revised dialogue in the Prologue.
Gameplay
General
Bugfixes
- Wallsticks no longer run out of hitstun during the impact and fall portions, allowing all types of attacks to connect properly, particularly grabs that can be used during combos.
Balance
- All non-magic stomps now deal true damage (damage that is never scaled) on the first hit. Previously, this only applied to Stomp A. Due to this change, Stomps B and C do a slight bit more damage overall.
Cosmetic
- Paprika's edible gifts now have different shades based on her chosen palette. (Apples will always be a shade of red, Broccoli will always be a shade of green).
- All other gifts have also received unique coloring based on palette, with larger variance.
- Colors and lines for the bouquet in [4]6B have also been updated.
- Teleports can no longer be affected by attacks/actions that lift her off the ground. (This was causing strange placements and dangerous floating alpacas).
Cosmetic
- Smoothed out a variety of animation bugs.
- Fixed an issue causing certain combos involving j22D to not work for player 2.
- Fred's inputs now have a buffer window.
Bugfixes
- Fixed Momma dog not being able to counter Arizona's Magic Stomp (and other unblockable attacks).
- Throwing a CC'ing opponent no longer causes Pom's dogs to slow-mo forever.
Cosmetic
- Tianhuo has a new victory animation. (Known: her fire still freezes when she speaks. That's a more in-depth fix.)
- Tianhuo's neck scales have been filled in (as originally intended, though they are still not perfect in every animation).
- Improved the appearance of Tianhuo's mouth symbols (in the 3/4ths view).
- Smoothed out a variety of animation bugs.
Cosmetic
- Shanty no longer becomes a cow during certain animations performed as a round ends.
This small update adds Steam Cloud support and fixes a few minor issues. NOTICE: Private server hosts should update their servers!
Steam Cloud Support
- TFH now supports Steam Cloud! If enabled, it will save your Gameplay options, Training Mode options, and Story Mode checkpoint. It will not save Sound options, Video options, or button configuration.
Pixel Lobby
- Took down the redundant lamp post in Arizona's lobby.
Classic Lobby
- Fixed an issue where joining and playing in a Classic Lobby with more than 2 people, then leaving and creating a lobby, would populate the lobby slots with fake users without usernames.
Training Mode
- Fixed an issue that caused the Dummy action to reset to "manual" after setting a recovery recording.
Grand Stampede, the summit international online tournament event for Them's Fightin' Herds, will take place from Aug 28 -29, starting at 11am PDT. Registration is free and open until Monday, Aug 23. Add your name to the bracket on smash.gg here. Everyone within an eligible region (see smash.gg for details) may register. There is no entry fee and no participant cap. Grand Stampede is NOT an invitational! Circuit Points are being used to determine seeding, by total number, in ranking order, according to the number of points each player has. We'll be streaming the whole thing on Twitch. Hope to see you there! We'll have raffles! Get ready to see some of the best TFH this year!
Tournament Prizes
Cash
Earnings from the Matcherino prize pool will be distributed to top 8 at this ratio:
- 50% for 1st
- 20% for 2nd
- 10% for 3rd
- 8% for 4th
- 4% for 5th (x2)
- 2% for 7th (x2)
Physical Medals
Top 8 will each receive a physical Stampede Tournament Circuit medal denoting the player's place in Grand Stampede.
Digital Trophies
Top 3 will each receive a unique in-game trophy to wear in the Pixel Lobby according to their place: bronze for 3rd, silver for 2nd, and gold for 1st. They will be distributed in an award ceremony after the grand final.
Custom Palette
The grand champion will work with Mane6 to develop a custom palette (for the character of their choice) to be added to the game, credited to them.
Themed Hit Box
The grand champion will receive a custom art Hit Box from one of the following options.
This update contains a few small bugfixes here and there, just some stuff we're working on in the background while progress on level 3 supers continues!
Pixel Lobby
- The game now displays a message during the post-match experience screen if it failed to connect to the stats server.
- Fixed Pixel Lobby passcodes only checking relevant "slots". Example: previously, inputting 86862482 would work if the server passcode was 8686. Now, only the exact passcode will work.
Salt Mines
- The wave progress bar on the HUD now works as originally intended: the color for the next level expands over the previous level instead of shrinks (this has been incorrect since the launch of Salt Mines 2.0).
Training Mode
- Fixed a strange issue with dummy recording where pressing select to gain control would instead make a recording if the dummy was in the middle of an air tech.
Combo Training
- When entering the Save Combo menu, the cursor position now resets to the top of the list, to prevent accidental overwriting of files.
- In the Save Combo menu, fixed an incorrect hintstripe while hovering over an already saved combo. It now correctly says "Save Trial" instead of "Start Trial".
- Fixed Shanty's short hops not being listed in combo trial recipes.
- Fixed a phantom confirm button input showing up on the input history list after starting a recording (even though it wouldn't actually show up in the combo anywhere).
Replays
- Fixed a crash when pausing very early after entering replay playback.
- Fixed a rare issue with replays failing to enter playback, causing a softlock.
General
- Fixed a "phantom" meter gain issue on minimal combat HUD.
- Fixed the post-match timer showing up in Arcade Mode sometimes.
64-Bit Update
- TFH on Windows has been upgraded to a 64-bit application (the Linux version already enjoys 64-bit goodness). As a result, the game should now be more stable. Developer's Notes: The primary reason for this upgrade is stability. With the 1080p update, we were running into issues related to memory limits that could not be resolved any other way. We'll be keeping a close eye on things as we roll into the last few STC events this month. NOTICE: As of this patch, the game is no longer compatible with 32-bit versions of Windows (which are very uncommon). According to Steam's June hardware survey, only 0.31% of Steam users are still running some form of 32-bit. If this does affect you, please contact us.
Story Mode
- We've done substantial changes to the backend of Story Mode (on Windows) to improve stability. There should not be any noticeable difference, but if there is please let us know!
Pixel Lobby
- In Text Chat, fixed text shadows showing up on lines they don't belong on.
This update addresses a few bugs introduced in the last update and adds some small but important Pixel Lobby quality of life changes we've been meaning to get to for awhile! Servers hosts will be required to update, and despite there not being any gameplay changes there may be some compatibly issues between replays in this version and last. Remember that STC Event #3 takes place this Saturday! For details on how to watch or sign up, go here.
Known Issue: "Palette Bug"
- We're aware that some players are occasionally seeing scrambled character palettes, which look as if one character has copied the colors of the opponent and applied it to their own color zones, which don't match up.
- We don't know exactly what's causing it yet, but in this update we've added some diagnostics to help us smoke out a solution.
- These palette errors will now look VERY ugly and obviously broken, but contain coded information for us. Please report these horrifying palettes mixups when you see them! They'll help a lot!
General
- Button Config (infight only): Fixed the Button Display Type option not having arrows (to show it can be toggled).
- Fixed players showing a 4K resolution in Video Options despite not having a 4K display.
- Fixed a variety of rare crash situations.
New Main Menu Options
- V-Sync (in Video Options).
- Leaving V-Sync ON is recommended for all players to prevent screen tearing. Disable only if FPS is capping at 30 or if G-Sync/FreeSync options are available.
- Previously, we had been advising players experiencing the 30fps cap to enable exclusive fullscreen to fix the problem, but now we encourage players to try disabling V-Sync instead.
- Controller Deadzone (Gameplay Options). Previously this was locked to 30%.
- This option allows the player to adjust the amount of force required to input directions using an analog stick. Does not affect menus. Applies to both players, currently.
Controller Select
- More Controllers. The game now officially recognizes up to 8 controllers plugged in at once. Previously, the game only saw 2.
- This was causing players using controller emulators like vjoy to not be able to make it past the initial controller select screen. Now, it shouldn't be a problem.
- The controller select screen has a new look.
-
- In this UI revision we had to remove the "controller type" artwork (a casualty of the 1080 update), but we plan to put in proper artwork in a future update.
Replays
- Fixed slow-mo playback causing slow pause menu unpausing.
Training Mode
- There is now a launch parameter to disable the onscreen recording status icon during dummy recordings: -disable-record-status-symbols.
- Combo Training: Fixed short hop input displays not adapting to side.
Classic Lobby
- The Classic Lobby now provides more detailed error messages when connections fail. Previously it would say "version mismatch" for everything no matter what.
Pixel Lobby
General
- The names of server mods are now colored yellow on the overworld like they are in Text Chat.
- Fixed Arizona having a small line through her neck in the Wardrobe preview.
- Refixed a wall/pot layering issue in Paprika's Lobby.
- Online Training: The bottom hintstripe has a new look.
Messaging
- New Feature: Spam Protection. Sending 3 messages in Text Chat or Quick Chat (emotes) within 3.5 seconds locks a player out from chatting for 6 seconds. Mane6 staff and server mods are exempt from this restriction.
- Muting players now extends to Text Chat, Quick Chat, and status popups. Previously, it only affected Voice Chat.
- The Text Chat now displays twice the amount of lines when open.
- The Text Chat UI now shows a button glyph nearby that conveys how to open it.
- Fixed not being able to use the mouse to open and scroll through Text Chat (we had broken this in the last update, sorry).
- Fixed Text Chat not respecting international characters that were previously supported (Hiragana/Katakana and Cyrillic.)
- Fixed the outer stroke of Text Chat characters layering over other letters.
- Fixed a strange Text Chat appearance when position is set to "Right".
- Fixed not being able to Quick Chat during certain phases of matchmaking.
Salt Mines
- Fixed the wave progress bar not being reset on subsequent entry.
- Known issue: It is still not displaying the correct colors exactly. It should be showing the color from the next level underneath, but currently it's showing the previous. Should be fixed in a near-future update.
- Remodeled the Salt Mines exit room in Oleander's lobby, primarily to fix a strange issue causing the player sprite to disappear mysteriously when positioned in certain sections of the room.
- Fixed doors in the Salt Mines triggering too early.
Characters
- Fixed a color zone error on Arizona's leg (for gradient palettes) during her low gethit animation.
- Fixed various minor, miscellaneous defects across a few animations.
- Fixed missing underbelly color zone on jC animation.
- Fixed misaligned leg piece on outro animation.
- Fixed misplaced color zone on intro transition animation.
This hotfix is to address some issues that popped up during the release of the 1080 update. We're still working through some larger things. Notice: this requires a server update.
General
- Fixed the level 2 super meter bar being more yellow than intended.
- Changed the font of the combat HUD timer to be more similar to the original before the 1080-ification.
- Fixed some localization errors in video options hintstripes.
Story Mode
- Fixed Story Mode portraits being blurry after the 1080-ification.
Pixel Lobby
- Fixed a faulty jump point in the Salt Mines exit room of Oleander's lobby.
- Fixed PS4 glyphs being too large on the overworld HUD.
- Fixed text chat losing support for non-english input methods and scroll wheel functionality after the 1080-ifcation. The text chat should now behave like it did before 2.1.
- Fixed Pom and Paprika's identity crisis in the Salt Mines HUD.
Full HD Update
- We have reexported all the artwork in the game to a native resolution of 1920x1080, up from 1280x720. This results in clearer, sharper, smoother visuals across the entire game, even at resolutions beyond 1080p.
- As part of the upgrade, we've updated the look of many smaller UI elements. Developer's Notes When we originally received the Z-Engine, it operated at a native resolution of 1280x720. Moving to 1920x1080 seems close enough that it wouldn't make much of a difference at face value. But when you multiply the numbers together, you'll see that the increase between 720 and 1080 is more than twice as many pixels total! We stated in Development Update #5 that we expect the resolution upgrade not to affect performance much, but there will be a difference. Players with lower-power computers should continue using the video settings appropriate for their hardware and report any issues they encounter. We have no plans to include native support for ultra-HD resolutions (like 4K). This should suffice for now!
Video Settings
- The Video Settings menu now has a Graphics Quality toggle to help players choose the best settings for their computer.
- Settings: Low (everything off, 2D backgrounds), Medium (Sun Rays, Stage Weather Effects, and World Shadows off), and High (everything on).
- Individual graphics settings are now labeled "Advanced Settings" and have been reordered for better organization.
- The "Use Minimal HUD" option has been renamed "High Quality HUD" so that the "on" toggle (which is the highest-quality setting) is the rightmost option.
- The "GPU Stress" option has been removed and is now a launch parameter:
- The parameter is -gpuloading N, where N is a number from 0 to 100. It clamps, so any value is safe.
- Resolution settings now default to fullscreen at 1080.
Steam Rich Presence
- TFH now supports Steam Rich Presence!
General UI
- Fixed matchmaking banner not showing up in Training Mode and other places.
- The post-match screen for online fights now shows how much time remains before a selection is forced.
- A few lines of text in various button configuration menus have been changed for better clarity.
- Pixel Lobby
- Mods of self-hosted Pixel Lobby servers can now use the /announce command to push server-wide notifications. We've added details to the server hosting guide.
- In the Pixel Lobby text chat, you can now use the arrow keys to scroll through a really long message you're typing.
Replays
- Fixed an issue causing replays to desync despite version matching.
- Fixed an issue causing a softlock when pressing Play and Delete on a replay on the same frame.
- The Replay Browser has received some quality of life improvements:
- When replays are imported, the cursor now snaps to the top of the list.
- When deleting a replay, the cursor now remains on the numbered position the deleted replay was on instead of snapping to the top of the list.
- When returning from a replay back to the browser, the cursor now always snaps to that replay regardless if the replay changed positions in the list. (Previously, the cursor was looking for the numbered position the replay was in. This would cause it to land on the wrong replay if the player returned to a sorted list after importing a replay).
Training Mode
- There is now an "Infinite Avast!" toggle for Shanty in the Training Options menu. (Sorry it took us so long to get this in).
Characters
- Fixed Arizona's leg looking disjointed from her body in her stand idle animation.
- Fixed color patches on Arizona's far eye during 3C that made it look like her eye was open.
- Fixed instances of Wind effects affecting characters during their super.
- Fixed Fred's 4D not stopping even though Oleander was hit before his fist left the second portal.
- Fixed a situation where Magic Spark would get hit but instead of being destroyed it would turn invisible and retain its hitbox.
- Fixed small, miscellaneous model defects in various animations.
- Fixed counterhit damage bonus for Stampede! extending into subsequent attacks. (argh!)
- Fixed instances of Big Papa rapidly flip-facing when Pom blocks.
- Fixed instances of missing bandana stripes on various animations.
This small update fixes some important non-combat bugs and adds Anniversary Celebration accessories for the Pixel Lobby. Replay files from 2.0.4 should be fully compatible. Privately-hosted servers will need an update.
Anniversary Celebration
It's been one whole year since TFH released into 1.0. To celebrate, everyone's getting party accessories! These are from the crowdfund referral contest, but we've decided to expand the availability of them so we can all party together.
- A Classic Party Hat and Balloons have been added to all player's inventories. (Additional styles of Party Hats are available for purchase at Cap 'n Cash's.)
- The Tiny Toot (which actually makes noise!) is exclusively available to crowdfund backers who earned the Backer Flair Kit perk.
- Toot sound effects have a cooldown and can be disabled altogether in the Pixel Lobby Sound & Voice menu.
- Notice: The Super Toots (ultra-exclusive items going to the top three winners of the referral contest) are not yet available. We're still working on a good way to distribute those!
Pixel Lobby
- Mane6 staff can now push short, text-based, server-wide notification messages in Pixel Lobbies. They also show up in fights. We intend to use these for maintenance-related messages only, such as when a server is going down for an update. We do plan to extend this capability to private server mods in the future.
- The "Attack" button is now called "Action/Attack" to better describe what it's for (since we added Toots).
- Fixed the shop inventory stocking different items on Windows vs Linux servers.
- Fixed an issue in The Grove where entering the area with the Salt Mines entrance then leaving it causes the ambiance to cut out completely.
Classic Lobby
- Fixed an issue causing spectators to drop unexpectedly out of matches. (Mostly affected Classic Lobbies, probably also Pixel Lobbies.)
- Fixed a crash when accepting a Classic Lobby invite from the match end screen.
Replays
- The replay browser no longer sees files inside subfolders within the replays directory (they would crash the game every time they were loaded). We do want to add proper subfolder support at some point!
- Fixed replays not being able to frame-reverse in certain circumstances.
Classic Lobby
- Fixed an issue causing the placeholder dog avatar to appear briefly upon first entry into the Classic Lobby browser.
Story Mode
- Linux: Fixed various issues with NPC appearance randomization.
- Fixed a typo in the Reine museum front desk dialogue.
Stages
- Fixed a DMS issue with the Hidden Waterfall stage introduced in the last hotpatch.
Characters
- Fixed blocking Trample on the same frame as landing resulting in Arizona continuing the entire Trample animation.
- 6B now causes an increased amount of JD.
- Developer's Notes:
This change is intended to further mitigate the opening attack refund for 6B. Players should still explode from a raw 3 touch exchange, but overall combo potential at the tail-end should be reduced.
- Wind no longer affects opponents who are doing a super.
- Fixed an issue causing Paprika's Cinnamon Roll to stop moving after eating one of her own gifts.
- Fixed a resurgent issue causing Paprika's gifts being able to be eaten twice.
- Fixed Picnic Surprise! gifts being vulnerable to Paprika's own attacks.
- Fixed instances of Fred's attacks not reducing JD on first hit.
- The afterimage effect on Shanty during Avast! has been toned down from a raging typhoon to a controlled cascade (as intended for 2.0 but was missed).
- Cutlass B now causes an increased amount of JD.
- Fixed Breaker being able to be pushblocked multiple times even after the attack had finished.
Introducing the first annual Stampede Tournament Circuit, an international online event series for Thems Fightin Herds! 5 months and 4 official events (with additional community events) will culminate in August with the finale: Grand Stampede! Details and reg here: https://smash.gg/league/stampede-tournament-circuit
Introduction
With the 2.0 update and Shanty finally released, it's time for another development update, where we report the latest news on the project and provide a look into the future of TFH. In this post we'll be covering merch (including crowdfund rewards), what to expect from the next few game updates, and things we're thinking about that are further out. Let's begin.
Merch News
Physical Crowdfund Rewards
For the past *checks watch*... several months we've been saying that physical crowdfund rewards are in production, but we've recently hit a setback. The manufacturer we were originally going to work with has flat-out bailed on us. We have to find another one and partially start the process over. Thankfully, everything is done from our end. We have production-ready materials all set to go (you can see some of the digital mockups here). Now that we're free from 2.0 crunch, we can ramp up our search for a new manufacturer. It's going to take more time, and we thank you all very much for your patience. This is an important order, so we have to make sure everything is right. To backers getting physical rewards: please check that your shipping address is current by logging into Backerkit. Digital rewards are redeemed on Backerkit as well. You can check the status of reward production here. With 2.0 out, all that's left are the physical rewards, the digital gallery (which we're discussing how to implement), pixel lobby items (including "shiny" accessories and custom characters), and the Lauren drawings. We also have the referral contest toots, and... we'd like to do more for the Backer Flair Kit. Getting closer to complete here! If you have questions about crowdfund rewards, email us at contact@mane6.com.
Velvet Statuette
Velvet statuette preorders have exceeded 400 sold, solidifying it as our most popular single item of merch by a large margin. Last week our manufacturer reported that the mold creation step is complete. After some revisions, they can start mass-production. There are 7 phases of production for this item: [olist]
FHTNG TH NSPKBL? Huggable Body Pillow Case
For this year's April Fools we offered some limited-edition gag merch to provide release for souls desperate enough to sign their name and give in to temptation. Rest assured that the production time for pillow cases will be quicker than those of the statuettes. We're working with a manufacturer now and expect those to ship to devotees customers in May.
Merch Questions?
You can purchase the official TFH merch here. There's t-shirts, pins, stickers, and more. Eighty Sixed also carries an official cast t-shirt. Check it out here. For questions regarding order status and shipping, please email Gaming Generations at support@gaminggenerations.com For questions related to the store and items themselves, please email Mane6 at contact@mane6.com.
Development News
2.0 In Retrospect
2.0 and Shanty have been out for a little over two weeks now and from what we're seeing have been met with near universal acclaim, with many players saying that this is the best TFH has felt and looked ever. We couldn't be happier. There are still some tweaks and bugfixes we're working out (so expect more hotpatches in the coming weeks), but on the whole we believe this is our strongest release to date. Shanty, our first DLC character, is available for purchase on the Humble Store and Steam. The 2.0 update is a free addition to the base game. Review the 2.0 patch notes here. In case you missed it, we offered more insight into the reasoning behind the changes during our 2.0 post-patch stream. Notice: Remember that all crowdfund backers received one Shanty key as a reward for helping us fund her development.
Full HD Upgrade (Version 2.1)
TFH currently operates at a native resolution of 1280x720 and scales up or down from there (something we inherited from the Skullgirls engine). It's about time we modernized and re-exported all art in the game to a native resolution of 1920x1080. That may not sound like much of a difference, but please keep the math in mind. Going from 720 to 1080 more than doubles the amount of pixels in the art, which will result in smoother, sharper-looking visuals even at resolutions beyond 1080 (since the game will have fewer pixels to interpolate as it scales up). We don't expect this change to affect performance much on low-power PCs, especially if they keep the resolution lower. We have no plans to do native ultra-HD resolutions like 4K. This should be good enough for now! Version 2.1 is slated to release during the first half of May. No other updates past 2.1 have announced release windows as of this writing.
Native Mac Support (Version 2.2)
With the Linux port finally released, it's time to direct our attention on Mac. Not much else needs to be done here except navigating the particulars of Apple's walled garden. It's not far ahead, and there's a chance it could be ready for 2.1, but we'll just have to see. Notice: Mac users can still play TFH now using Wine or the Steam Play feature. Native support improves performance significantly over emulators (like Wine). If you're interested in a technical discussion regarding our implementation of the Mac port, please email contact@mane6.com.
Level 3 Supers (Version 3.0)
Development on level 3s was started long ago but was paused to work on Chapter 1 of Story Mode, then delayed further by a desire to get Shanty out next. Now that both of those are complete, our combat team and animators can shift focus back to finishing level 3s. Check our preview stream here to see where we left off. Level 3s are powerful cinematic supers that use all 3 bars of meter. They will release for all characters simultaneously. Since this will be an introduction of a major combat mechanic, we'll be bumping up the major version number from 2.0 to 3.0.
Story Mode: Chapter 2 (Version 3.1)
We are actively working on Velvet's chapter now. Production will proceed faster than before now that our tools are already in place from Chapter 1 and we're clear of obligations for 2.0. When our combat team is finished working on level 3s, they'll join the rest of the Story Mode squad to script out the boss fights and close things out.
Under Consideration
More Characters
Oh sure you bet'cha we want more characters, but not until Chapter 2 is out. Please accept the reassurance that Nappy won't be able to rest until he gets a grappler in the game.
Ranked Play
We know how important ranked mode is to some players and for TFH to feel more like a "full" competitive game, but we just don't think we're ready to do it yet. Possibly for a while. A worthy ranked mode needs two things: a good ladder system, and players to play with. Even if we were able to implement the best ranked system ever made in video games, we can't do much about TFH's relatively small playerbase at present (compared to AAA titles with legacy IPs). Players who play ranked modes expect to be able to churn through an abundance of evenly-matched opponents at a rapid pace. As a rising underdog indie title, we don't think we can meet that expectation until the game grows more. In the meantime we're more likely to look at proper progression systems for single player modes or a redesign of the casual level-up system. In short, we don't want a ranked mode just to have it. It has to be good, and there has to be a large community to support it. That's just how we feel about it.
Console Ports
We have heard the requests. We very much want to do console ports and have been keeping it in mind as we work on other things, but unfortunately it's not that simple! Console ports are time-consuming, expensive projects, and we currently have no plans for it. We'll let you all know if that ever changes!
Conclusion
Thanks very much for reading this development update! Join the discussion in our Discord server (discord.gg/tfh) and on Twitter (@mane6dev). Until next time, Aaron Stavely President, Mane6
Pixel Lobby
- Fixed players getting stuck in the trees in a certain area of Oleander's lobby when attempting to navigate off the beaten path.
- Fixed several accessories that had the wrong-colored outlines (for their rareness) in the shop.
- Fixed missing glyphs in some items' flavor text.
Gameplay
General
- Cross Canter now deals less damage. (It was causing way more than intended due to the 2.0 damage changes.)
- Fixed preblock interacting strangely (jittering) with air movement options.
- Fixed a Dynamic Music System bug that caused the P2 Shanty intro to play late on Pom's stage.
- Fixed an instance of opponents falling out of Ice Cyclone prematurely when activating Frostbite.
- Fixed Cinnamon Roll staying active if Paprika was immediately sent into a hard knockdown (for example, getting hit with the second hit of Belly Flop).
- Temporarily removed the bury-on-KO property of Fred's charged 2D.
- This property was intended to be a fun cosmetic effect, but it was popping up in non-KO situations, causing an unintended knockdown state and disrupting regular gameplay. If something like this happens incorrectly even once, it's a serious problem.
Due to the 2.0 damage calculation changes, attacks like this (that have to check the opponents healthbar vs. its own damage output mid-combo) got slightly thrown off, which we went through and fixed individually before the release. It turns out the fix for this particular attack was off by a small margin, so we're removing it until we can ensure the bury state only happens on KOs with 100% accuracy. Sorry about that!
- Fixed Shanty's P2 intro only playing one line most of the time.
Small hotfix going out to fix a few issues with replays and some issues unique to Linux.
Bugfixes
- Fixed an issue with replay saving that would cause duplicate files being created, and desyncs even when played back in versions they were recorded in.
- Fixed an issue with replays where changing gameplay settings (like time and rounds) would cause replay files to break.
- Fixed Mane6 player portrait banner showing instead of backer banner in the replay browser menu.
- Linux: Fixes towards visual errors of background blur effects on level 2 supers.
- Linux: Fixed a Story Mode softlock situation during dialogue in the outer tavern in Reine.
Day 1 Hotfixes
- Fixed the Shanty DLC check destroying her in battle shrines.
- Fixed an issue with an Oleander intro causing players to get locked out of any and all inputs.
- Fixed a crash when accepting a matchmaking invite from Training Mode.
v2.0.1 Fixes
Pixel Lobby
- Fixed Rastaman/Rastacap not showing the right item category.
- Fixed the Rastacap displaying the wrong rarity in icon.
- Fixed current batch items displaying the wrong rarity in tooltips.
- Fixed land tiles incorrectly applying water tile properties across several maps (story and lobby).
Linux-Specific
- Fixed match result communication not working correctly in Salt Mines.
- Fixed a crash when entering the replays menu.
General
- Fixed the Anisotropic Filtering option getting stuck on a value on not being able to be changed.
- Fixed menu display issues when accepting a classic lobby invite from story mode chapter select.
- Fixed being able to bring up the tutorial input display with the Training Utility button in Story Mode.
- Fixed the Background Character option defaulting to "2" for some people.
- Potentially fixed the main menu music playing during some p2p invite fights.
Gameplay
General
- Changed the backer credit on Tianhuo's "Violet" palette to BackwardCap, by backer request.
- Fixed an issue where damage could be inconsistent when punishing attacks.
- Fixed some inconsistent behavior with the Shanty DLC check when Steam library sharing.
- Fixed some players not having the correct music for a stage while spectating.
- Fixed an issue where Arizona Counter would not apply the first hit bonus damage when hitting as a counter-hit.
- Fixed a mirror match intro problem.
- Fixed not being able to counterhit the airborne portion of Cannonball recovery.
- Fixed a Wall Cling problem involving a second Shanty swapping walls at the same time.
- Fixed Shanty having extra legs at the end of her backdash animation.
It's finally here! 2.0 is our biggest update yet, with patch notes so long that we've exceeded our character limit on both the forums and Steam for a single post.
2.0 Update Highlights
- New DLC Character: Shanty the Goat (with a new stage: The Capricorn).
- Balance changes for all characters and some universal systems.
- New Pixel Lobby: Hallowed Grove.
- New Stage: Hidden Waterfall.
- New Feature: Replays
- Native Linux support added.
Full Patch Notes
Please follow this link to our forums to get the full patch notes:
[FULL PATCH NOTES HERE]
https://forums.themsfightinherds.com/index.php?threads/patch-notes-version-2-0.2368/
[FULL PATCH NOTES HERE]
Post-Patch Stream
Suffice to say, there is SO much to dig into here. Thanks again for all your patience and excitement! We're proud to be able to finally show off what we've been working on over the last few months. Mane6 will be conducting a 2.0 Post-Patch stream on Friday the 26th at 1PM PDT, during which we review the patch notes and offer our thoughts on the intent behind the changes. Stream link is https://twitch.tv/mane6dev.
Let's get straight to it! Version 2.0 (a free update to the base game) will be released on March 25th, 2021! That's just over two weeks from now! No specific release time has been confirmed yet (the one on the Steam announcement is arbitrary), but we'll be announcing updates moment-by-moment the day of. Join our Discord server (discord.gg/tfh) to stay in touch!
2.0 Update Highlights
There are 15 pages of patch notes so far, but some of the biggest things to look forward to include:
- A sweep of rebalancing and bugfixes for all characters (along with some universal system changes).
- New Pixel Lobby: Hallowed Grove (Oleander's lobby), and new hats!
- New stage: Hidden Waterfall (trailer here).
- New replay system (check out our video preview here.)
- Credits roll added.
- A first round of general menu remastering.
- Native Linux support added (with Mac to follow in a future update).
Shanty DLC
As part of the 2.0 update, our first DLC fighter Shanty the Goat will be charging into the fray!
Details
The Shanty DLC package will cost $4.99 USD (subject to regional pricing) and includes the following items:
- Shanty as an additional playable character.
- The Capricorn (Shanty's stage), featuring fully dynamic music for all characters.
- Shanty Pixel Lobby avatar.
DLC FAQ
Will there be a "try before you buy" option? No. You must own the Shanty DLC to select Shanty (or her stage) in any mode. Can I still fight a Shanty CPU? Yes, but indirectly. Shanty will show up by herself in Arcade Mode and the Salt Mines. Can my human opponent still pick Shanty? Yes. In online versus, your opponent is not blocked from selecting Shanty (or her stage) if they own the DLC and you don't.
Conclusion
We're taking questions about the update over in our Discord server, and there will be more revealed in the days leading up to release. See you on March 25th!
The Holiday event of 2020-2021 has come to an end. The Pixel Lobbies have been returned to their normal appearances, and the new seasonal items have been added to the regular shop rotation. In addition, we have some small cosmetic adjustments going out with this patch. Read on:
Pixel Lobby
- The Trusty Lantern accessory is now a neck slot item (previously face).
- Fixed some layering issues in Paprika's lobby.
- Fires now produce a fire sound effect.
- The sprite for the Ushanka accessory has been moved one pixel to the right for a better fit.
- A recall has been issued on the MiniCashmere accessory. We've seamlessly replaced it with a truer-to-life model and the bootleg copies have been disposed of. [strike]We suspect they were dispensed by an unauthorized Reindeer imposter, who will be found and brought to justice.[/strike]
Introduction
It's the first Monday of 2021, and Mane6 is back in the office after a holiday/new year break! In Development Update #4 we're discussing a variety of topics, including the new merch we released a few months back, plans for the Linux port, and the status of Shanty and the 2.0 patch. This will be a mix of new and old info here. If this is your first time reading one of my Development Updates, know that I've brought some basics forward to ensure the most common questions are answered. So, let's begin!
Merchandise News
Physical Crowdfund Rewards
Physical crowdfund rewards are still in production, but they've been taking longer to manufacture than we'd like. We've hit a number of logistical slowdowns due to the complexity of the order, timing around the holiday season, and selecting for quality... all on top of the pandemic. Please bear with us while we continue to wrangle this up! Here's a digital mockup of the physical game copy and soundtrack to give you an idea of what to expect: https://twitter.com/mane6dev/status/1324076477621669895 If you're a backer and you're getting physical rewards, please ensure your shipping address is up to date by logging into Backerkit: https://them-s-fightin-herds.backerkit.com/ Learn how to redeem digital rewards and view the current status of all reward fulfilment here: https://forums.themsfightinherds.com/index.php?threads/backer-rewards-production-roadmap.2266/ If you have a question about crowdfund rewards, email us at contact@mane6.com.
New Merch Status
The new character t-shirts we launched in November have arrived, so they'll be shipping out to customers starting this week! Thanks to everyone who made a purchase during the preorder period. There's more to go around so head over to our official merch site to get yours! We also recently partnered with Eighty Sixed for one more new cast t-shirt. Check it out here: https://www.eightysixed.com/collections/thems-fightin-herds The Velvet statuette production goal was reached (and then some) with a total of 340 sales to date and counting. We're now looking at doing more characters and even other types of collectibles, too! Thanks so much for your support! [strike]If you ordered any other items along with your Velvet statuette, we'll be splitting the orders and shipping out the on-hand items later this week.[/strike] EDIT: The above statement was given in error. We decided to return to the original plan, which is to hold orders that included additional items until the Velvet statuette is in stock. Please see this post on our forums for more information.
Development News: The 2.0 Update
Linux Is Now A Part Of 2.0
The good news is: the Linux port is done. Actually done. The bad news is: we need to change our plans to ship it by itself as a 1.5 update. Long story short, the general codebase is too far ahead of what's currently on "live". After months of rigorous 2.0 development, we're past the point where those changes can be cleanly rolled back to make everything match up. The best thing for us to do in order to ensure a more efficient, stable release is hold back the native Linux port until it can go out safely alongside 2.0. Meanwhile, we've been working on the preparation steps for the Mac port. That's not expected to ship with 2.0, as we want to give the Linux port some time in the wild first, which the Mac port will be based on. Some basic info about this: The Linux, Mac, and Windows versions on Steam will all be part of the same application. All three will have crossplay and no additional purchase will be necessary.
New Character: Shanty
A lot of progress has been made on Shanty since her last public appearance. Check out this gif of her stand idle! Her combat is mostly worked out but there's still more animation, effects, and sound polish to do. We're excited to reveal it all, but the new year has only just begun! We need more time to settle in and take stock of things before we'll feel ready for a showcase. As stated in the previous Development Update, a voice actress for Shanty has been selected and we've already recorded all her lines. An introduction is coming, but we feel like we should do something more special for it, so we're keeping it confidential for now. More basic info: Shanty will be released in a paid DLC package that also includes her stage and Pixel Lobby avatar. The price has not been announced yet. All crowdfund backers will receive this DLC for free as a reward for helping us attain the stretch goal that made her development possible. Thank you! Regardless if you own Shanty or not, you'll still be able to play against her online if your opponent has her, and she'll show up in arcade mode. She won't be selectable in any modes unless you have the DLC. If you haven't already seen our initial Shanty gameplay reveal stream, check it out here: [previewyoutube=gYaGEUEwZac;leftthumb]https://youtu.be/gYaGEUEwZac[/previewyoutube]
Balance Changes & Gameplay Bugfixes
TFH will be receiving an all-around balance update and bugfix pass to coincide with the release of Shanty. All characters and even a few universal systems will be adjusted.
New Pixel Lobby Map: The Woodlands
Oleander's home turf (in Pixel Lobby form) will be included with the 2.0 update. Along with a new map, there will also be new hats!
The Match Replay System
A match replay system is coming to TFH in 2.0, packed with cool playback features like rewinding, skipping, bookmarking, and advanced training mode info displays. The replay files will be super shareable, and we'll have plenty of options for auto-saving, manual saving, or not even being asked to save at all! We're in the polish step here, that last 10% where we're quality-checking and tweaking little things all around. We don't anticipate doing a showcase of the replay system until our full breakdown in the 2.0 post-patch stream, but we'll see!
For Consideration Later (In No Particular Order)
Here's what we intend to work on after 2.0 ships. To our regulars: there's not really any new info here. We're just reposting for all the new people!
Level 3 Supers (Game Version 3.0)
Development on level 3s is decently far along, but we put them on hold until after 2.0 ships. We'll need our combat director's total focus to make sure the numerous interactions and edge-cases are ironed out. Check the preview stream here to see where we left off.
Story Mode: Chapter 2
Preproduction on Velvet's chapter is currently underway. When our combat team is finished working on level 3s, they'll join the rest of the Story Mode squad to script out the boss fights and close things out.
Ranked Play
We'd like to look at progression systems across the board in TFH. Not just ranked. There are many ways to do ranked play but they're very hard to get right, so we're taking our time on this one. We're still in the research phase, and it may be awhile before this rolls out.
Console Ports
Though we currently have no plans for console ports, we want to acknowledge that we definitely want to do them if we can. Thankfully, our work on the Linux & Mac ports will make it easier if we ever get the opportunity.
Conclusion
Thanks for reading! While this should provide a good overview of all the big stuff we're working on, it's not an exhaustive list. If you have questions about anything in particular, please join our Discord server (discord.gg/tfh) and ask us devs directly! Tomorrow morning our Holiday event ends, so last chance to grab the new hats from Cap'n'Cash before they go in with the regular rotation! Finally, wishing everyone a Happy New Year! Let's make 2021 a good one. Talk again soon! Aaron Stavely President, Mane6
We've got one last surprise for you all before the Holiday break: We're launching a preorder campaign to make a 5" vinyl statuette of Velvet, and it starts right now!
Here's a digital render approximating the look. The actual product may vary slightly due to materials and inks. More viewing angles are available on the store page.
The model was created by the amazingly-talented 3D artist Andrew Hickinbottom. You can peruse his work on Artstation: https://artstation.com/andrewhickinbottom
So here's how this is going to work. Doing a run of statuettes is a pretty significant investment for us, so we need your help to make it to our funding goal.
The preorder period will last from now until January 31st, 2021. In that time, we need at least 250 sales to fund our initial production run. If we don't make it to our goal in time, the statuettes will not be produced and all orders will be refunded!
The regular price for this statuette will be $60 USD, but for the first 250 orders (i.e. until the funding goal is met), we're offering a 25% discount. That means early birds can get the statuette for $45 USD.
Head on over to our official merch store to place your order: https://tfh.gaminggenerations.com. Be careful: if you include any other items with a statuette order, they will be held until the statuette ships!
If these do well, we could be looking at additional production runs of Velvet or even other characters! Let's get the word out and see how far we can take this!
If you have questions about this product or campaign, you can ask Mane6 in the official Discord server (discord.gg/tfh) or email us at contact@mane6.com. For technical questions related to orders and shipping, please email support@gaminggenerations.com.
~EDIT~
We reached our production goal practically overnight! Amazing! Preorders are still open by the way!
After the Holiday break we'll start the next phase! You guys are seriously amazing.
We're breaking out the Holiday decorations again to celebrate the wintry season! There's a new round of hats to collect, along with some changes to overworld salt chest rewards and a small collection of bugfixes. Cap'n'Cash will exclusively stock the new December 2020 accessory lineup until the event ends on Tuesday Jan 5th, after which the items will be added to the regular rotation. For those new to TFH, here's how to claim items from the new catalogue: [olist]
Pixel Lobby
- Special Note: There is a new font for Pixel Lobby menus. This is a piece of a 2.0 change that will eventually make it out to the rest of the game.
- The payout formula for salt chests has been reworked. They now award salt based on the amount of damage you caused your opponent, not strictly winning and losing.
- 900 base (for engaging with a chest at all).
- +100 for causing any amount of damage during the match.
- +[0-500] (on a linear scale) based on percentage damage caused, averaged across all rounds played.
- The spawn interval of salt chests is now less frequent and has a greater variable range.
- The new interval is every 240s (-/+ 60s), from 120s (-/+ 2s).
- Salt chests now "rain" into the map when a spawn interval is reached (instead of appearing all at once).
- Fixed overworld interiors being darkened during the Salt Mines Final Showdown phase.
- Fixed a typo in the flavor text for the Creepy Rider accessory.
- Fixed some out-of-bounds exploits on overworld maps.
Story Mode
- Fixed Arizona's overworld facing getting locked if the Paprika pre-fight cutscene was skipped sometime between when Paprika appears and the Zippy Teleport gag.
- Fixed a possibility to break the bridge puzzle room in the Temple if only the right pillar is pushed before exiting the room. The puzzle now requires both pillars to be pushed before opening the way forward.
Gameplay
Pom
- Potentially fixed a match desync issue with online matches involving Pom.
Introduction
In this Development Update #3 we're summarizing the news conveyed at the end of our most recent stream ManeCast #7, which broadcasted today. You'll see repeats of older info so we can bring the items from our previous post forward, but of course there's some cool new stuff to talk about! Now that the Training Mode Update has been released, we're turning all of our focus towards 2.0. The biggest piece of new info is that we are currently working on our match replay system for release in 2.0. We're putting in many of the things that have been on our own wishlists for fighting game replay systems for awhile, like rewinds, timecode bookmarking, and almost all of the advanced info displays from Training Mode, like hitboxes and center line guides. More info below! Let's begin.
Happening Soon
Physical Crowdfund Rewards
Here's another reminder that physical rewards are currently in production. That's the movelist postcards, physical game copy, and physical soundtrack. If you're a backer and you're getting one of these, please ensure your shipping address is up to date by logging into Backerkit: https://them-s-fightin-herds.backerkit.com/ We posted a digital mockup of the physical game copy and soundtrack on Twitter to give you an idea of what to expect: https://twitter.com/mane6dev/status/1324076477621669895 Learn how to redeem digital rewards and view our current status of all reward fulfilment here: https://forums.themsfightinherds.com/index.php?threads/backer-rewards-production-roadmap.2266/ If you get stuck or have a question, email us at contact@mane6.com.
Linux Port (Game Version 1.5)
Our Linux port is "done"... and what we mean by that is it's functionally working (as far as we're aware), but has yet to complete its "in the wild" testing. So far so good. It's only a matter of time. We'll start working on the Mac port once Linux is released and we're confident it's stable. Not a whole lot is different about a Mac port from a Linux port other than some Apple particulars, so while we don't anticipate the Mac port will be too far behind, this is a bit of unknown territory for us. We'll keep you posted. Technically, players have already been able to play on Linux and Mac thanks to third-party emulators like Proton and Wine, but true native ports will offer far better performance and stability. It will be worth it. The Linux, Mac, and Windows versions on Steam will all be part of the same application. No additional purchase is needed, every OS will be capable of crossplay with each other. Native Linux and Mac ports were promised during our crowdfund campaign and are also a vital first step on the much longer road to console ports. We're future-proofing now, but it's going to be a while before we can actually look at it.
Major Upcoming Patch: The 2.0 Update
New Character: Shanty
Development on Shanty is still going. There's animations to complete, moves to test, and theme music to dynam-ify. We have no release date to speak of yet. However we are happy to announce that a voice actress has been selected! In fact, we've already completed the recording session. A future announcement will be posted when we're ready to introduce her. When Shanty is released, players will be able to unlock her by purchasing a DLC package that also includes her stage and Pixel Lobby avatar. All of our crowdfund backers will receive the Shanty DLC for free as a reward for helping us attain the stretch goal that made her development possible. Regardless if you own Shanty or not, you'll still be able to play against her online if your opponent has her, and she'll also show up in arcade mode. And, if you haven't already seen our initial Shanty gameplay reveal stream, check it out here: https://youtu.be/gYaGEUEwZac
Balance Changes & Gameplay Bugfixes
TFH will be receiving a balance update to coincide with the release of Shanty. In 2.0, all characters and even a few universal systems will be adjusted.
New Pixel Lobby Map: The Woodlands
Oleander's home turf (in Pixel Lobby form) will be included with the 2.0 update. Along with a new map, there will also be new hats!
Introducing: The Match Replay System
AT LAST... match replays are coming to TFH in 2.0! You're in for a real treat, because our playback system is gonna be packed with cool features like rewinding, skipping, bookmarking, and training mode displays. Super awesome. No doubt you have questions, but the feature as a whole is still in development and we want to wait for something more final before showing it off. We plan on doing a full breakdown of our replay system and what it offers in the 2.0 post-patch stream. Although, there might be some things we can talk about now if you hop in our Discord server and ask: discord.gg/tfh
For Consideration Later (In No Particular Order)
Level 3 Supers (Game Version 3.0)
Development on level 3s is on hold until after 2.0 ships. We're already a decent way along with them visually (check the preview stream here), but we'll need our combat director's total focus to make sure the numerous interactions and edge-cases are ironed out.
Story Mode: Chapter 2
Preproduction on Velvet's chapter is currently underway. When our combat team is finished working on level 3s, they'll join the rest of the Story Mode squad to script out the boss fights and close things out.
Ranked Play
Ranked systems are very hard to get right, so we are taking our time on this one. We're still in the research phase.
Console Ports
Though we're still far away from this, we did want to mention that work on Linux/Mac ports (cleaning up code and such) will help console port development later on.
Conclusion
This is all the big stuff we wanted to mention, but it's not an exhaustive list! There are plenty of little things that will go out alongside each of these updates. As Shanty and other immediate features move along we'll be sharing more about them. Thanks for reading, and have a great weekend!
In celebration of the Steam Fighting Game Sale, episode #7 of our casual ManeCast stream will be broadcasted live on both Steam and Youtube this Friday the 13th beginning at 3PM PST. Come chat with the devs as we talk about the game and watch some matches! We'll have community guests as well, but we're still working out exactly who they will be. You might be wondering, why not broadcast on Twitch like we usually do? Well unfortunately, Twitch's exclusivity clause in their affiliate streamer agreement prohibits us from doing a simultaneous multiplatform broadcast and our primary target for this show is Steam. We've been excited to try out the Steam broadcast feature for quite awhile now, and we figured a good time to do it would be when a lot of people will be checking out the game on the store page for the first time. We threw YouTube in there for a little extra visibility. So... same show, just different platforms this time. As always, everything will be archived to our YouTube channel the day after. Hope to see you there! Links to the show Steam: https://store.steampowered.com/app/574980/Thems_Fightin_Herds/ YouTube: https://youtu.be/ZDwcEeeVEGg
Alas, once again the time has come to stow our scary decorations and hunker in for the winter. Thanks to everyone who played during our Halloween event these last two weeks. Hope you like the new hats! The increased salt gain from overworld chests was met with very positive reception, so we've decided to make those numbers the new standard. Enjoy triple salt yields and a bigger cut for losers from now until whenever!
Spooky season festivities have begun! All Pixel Lobbies have been spookified and we've got new hats to collect, so don your costume and join the celebration!
Cap'n'Cash will exclusively stock the new October 2020 accessory lineup until the event ends on Wednesday November 4th, after which the items will be added to the regular rotation.
In addition, from now until the event ends, overworld chests now yield TRIPLE the salt (900 up from 300) and the consolation amount for losers is increased to 66.6% (from 50%). We may consider making those numbers permanent if they're successful!
For those new to TFH, here's how to get your grabbers on these beautiful new bonnets:
[olist]
Training Mode
- The "Input Arrow Direction" option in Training Mode (which allows players to set whether the display of directional arrows in combo trials account for character facing) has been reinstated in response to player feedback. The option has a new name: "Direction Arrow Facing".
- This option was removed in 1.4.0 in an attempt to standardize player experience, but compelling arguments were made in favor of bringing it back. Our b.
- The "Adaptive" setting is now the default.
- This option does not affect areas outside of Training Mode. Tutorials, etc are still locked to "Adaptive".
- Fixed input leniency not applying to supers and reversal recordings in combo training.
- Fixed "Force Counterhit" showing Counter! accolade on block.
Oleander
- Fred now has a taunt!
Hotpatch going out to clean up some remaining training mode stuff, and other small fixes.
Training Mode
- The Training Utility button can now be used to retry a combo recording without going into the pause menu.
- Fixed a number of blank spots for move listings in combo trials.
- Tian's Fly cancels (level 2) now show up as a step in combo trials.
- Velvet's Shatter A (whiff) and Shatter C (whiff) now show up as a step in combo trials.
- Fixed a bug causing hitstun recordings to play after a knockdown/blockstun.
- Fixed an issue with the buffer window of Hitstun, Blockstun, and Wakeup recording options. (Ask Cam for more details if you're interested).
Pixel Lobby
- The Minizona and Mini Velvet hats no longer hide horns (apparently people don't like bald Velvet).
- Fixed an issue where black dots would appear at the top of the screen on the overworld.
- Fixed an issue where the game would appear stretched on ultrawide displays in the Pixel Lobby and Story Mode.
Classic Lobby
- Fixed a bug where the pre-match loading screen would not show up for spectators in the Classic Lobby (causing a black screen for several seconds while players loaded in).
- Tutorial
- Fixed a bug in the tutorial where the pause menu would show different options before the intro animation completed.
Gameplay
General
- Fixed a bug on Velvet's stage (morning variant) where the god rays would layer over the KO graphic.
- Fixed a bug where the advanced attack data display (from Training Mode) would sometimes flash onscreen during predator fights.
- Fixed some instances of the reversal indicator not showing up when it should.
Arizona
- Fixed Arizona's nose having red spots on the Effervescent Kicks palette during Magic Dash.
Velvet
- Fixed a bug where Ice Cyclone would cause very strange momentum issues.
- Fixed Velvet missing a patch of floof on the recovery of j.B.
Oleander
- Fixed Oleander's eyeliner disappearing when she squints during her idle flourish.
Paprika
- Fixed some animation color glitches on Paprika's idle flourishes and her "on back, no-tech" wakeup.
Pom
- Fixed a bug where Stampede! would cause very strange momentum issues.
- Fixed an issue where Pom's far legs would show different colors during her air pushblock animation.
Tianhuo
- Tianhuo's command list now properly says that Volcanic Bash is projectile invulnerable (both air and ground), per the 1.4.0 update.
- Fixed a graphical error with Tianhuo's combat portrait (there was a little line underneath)
Howdy all! Update 1.4.0 is live with a gigantic amount of quality of life updates for Training Mode... stuff we've wanted to do for quite a while! There's a lot to digest here, so we're doing a post-patch stream tomorrow, Friday the 2nd) at our usual time (3pm PDT) at the usual place (twitch.tv/manesix). Now, onto the notes...
Fullscreen Mode Bugfix
ATTENTION: Everyone's "Screen Mode" display setting has been reset to default (Windowed mode) for this update. We've been receiving reports that switching to fullscreen hard locks the game for some players, forcing a system reboot. This update includes a potential fix for that bug, hence the option reset. Prior to this, we've been instructing players to enable "exclusive" fullscreen via a launch option as a workaround. If you were one of these players, we ask you to please try the "regular" fullscreen option again and tell us if it's working or not. It's hard for us to 100% confirm the fix without help from more players and a wide variety of hardware.
Training Mode
Menu Restructure
- The Training Mode options menu has been rebuilt from the ground up. Instead of one giant list, it now categorizes Training Options into four pages: General Options, Display Options, Dummy Options, and Savestate Options.
- Combo Training now has its own section straight from the pause menu (it's no longer inside Training Options). There are three pages: Combo Trials, Combo Options, and Combo Recording.
New Features
- Horizontal Combo Display. This type of display allows most (if not all) the steps of a combo to show onscreen at once.
- The horizontal list does not show move names or success counts. Players have the option to switch back to the vertical list to see this info.
- Combo Trial Infight Hotkeys. Players can now watch combo demos and advance to the next combo without having to go into the pause menu.
- The "Next Combo" function only works in character trials, not custom combos.
- Quick Reposition. The Utility 1 button is now called "Training Utility". Use it to instantly snap characters to different parts of the stage. No more pushing and shoving!
- A reference sheet for these new commands has been added to the Training Mode pause menu (displays when a combo file isn't loaded).
- Center Line Guide. This new display overlay helps players distinguish crossups.
- Infinite Frostbite (Velvet Lvl 2). Lab those slo mo combos. Because magnificence is eternal.
Reworked Options
- There is now a "Restore All Defaults" command for Training Mode options.
- Many Training Mode options have been renamed for better clarity.
- All relevant Training Mode options now have hintstripe descriptions.
- Players can now set AI intensity presets from the "AI Options" submenu.
- Direction arrows in Training Mode now always adapt to facing. The "Input Arrow Direction" option has been removed. (EDIT: Restored this option as of 1.4.2)
- Air/Ground tech options now include "Never" in their RNG when the toggle is set to "Random".
- "Auto-Restart on Failure" now offers toggles for success. To reflect this, it has been renamed to "Auto-Restart Type".
- All "Infinite Lvl 2" options can be set to affect P1, P2, or both. Previously they would only affect P1.
- The "Starting Combo Step" feature has been merged with "View Combo Steps" to form a new submenu simply titled "Combo Steps".
- The "Combo Steps" menu now shows both move names and inputs.
- The maximum setting for "Simulate Input Delay" is now 8 frames (instead of 60), as that is the maximum allowed in actual play.
- The "Auto-Restart Delay" option is now measured in seconds instead of frames.
- The Combo Recording menu hintstripe now shows where combo files are saved. We also now automatically create a combo folder on game install containing a readme with instructions on how to use the custom combo system.
Bugfixes
- Reduced the intensity of the savestate flash.
- Fixed a bug where Hitstun recordings were being played instead of Wakeup recordings when the training dummy was waking up from a soft knockdown.
- Fixed a bug where any blockstun/wakeup/etc recordings done as Pom would be delayed.
- Fixed Training Mode options not saving unless the player returned to the game. They now save immediately when toggled.
- Fixed dummies not blocking meaties after teching a soft knockdown despite dummy blocking being enabled.
- Fixed "Block Recovery" playback skipping over options when set to "Sequential".
- Fixed an issue where recording a wakeup option and holding back immediately as it recorded caused the dummy to play it as a backdash.
- Fixed an issue where recording wakeup or hitstun allowed movement at the start instead of counting down.
- Players can no longer pause the game during wakeup recovery recordings. They must wait for the (short) recording period to finish. This is to prevent an issue where the game would "reject" re-records if attempted while a recording was already in progress.
- Repaired the "Oleander Master 03" combo trial.
- Combo file names now hide the .tfhc file extension when viewing them ingame.
Online Play
- Rebuilt the ping measurement system to ensure greater accuracy.
- Fixed a bug with matchmaking that would cause the Ping Tolerance option to not work correctly.
- We've temporarily removed the Ping Tolerance option from matchmaking options on the Training Mode pause menu. That option is now just a toggle to enable the queue, like how it works in the Pixel Lobby. (You can still access Ping Tolerance from Gameplay options on the main menu).
- Fixed a bug that prevented the character select timer from timing out in online play (an issue introduced with the addition of the confirm prompt in a previous patch).
- Fixed a rare issue where the character select timer would get stuck on 1 and softlock the game during online play.
- Fixed some occurrences where players would see their Steam portrait on both player's spots in the online match loading screen.
Pixel Lobby
- The chatbox has a new font for better legibility.
- Glyph support (Kanji and Cyrillic) has been expanded.
- The Wardrobe menu now has a page "scrollbar" element (both in Pixel Lobby and Story).
- More detailed messages now show up when a player is dropped out of spectating unexpectedly.
- Fixed various minor layering and collision issues across Pixel Lobby maps.
- Salt Mines: Fixed various doors that had transition triggers too far inside the wall.
- Salt Mines: Fixed more occurrences of Predators spawning inside walls.
- Fixed another bug that caused the Wardrobe mirror to linger onscreen after the Wardrobe was closed.
- Fixed some cosmetics not layering properly on Tianhuo.
- Fixed an issue where Minizona did not remove Velvet's antlers (like Mini Velvet) as it should.
- Fixed an issue that caused chatbox typing to appear backwards. (Your guess is as good as ours).
- Server Browser Menu: Removed the "Stop Refresh" command. It never worked in the first place.
UI
- Fixed a bug where the newsfeed widget would dim if manually scrolled during the middle of an automatic scroll.
- Fixed a bug that caused some AI names to appear as
.
Tutorial
- Directional inputs on the command display now adapt to facing. The explanation of input notation at the start of the tutorial has been updated to reflect this.
Story Mode
- The following cutscenes in Chapter 1 are now skippable:
- Canyon: First map opening.
- Canyon: Madison sleepover.
- Caves: Orb introduction.
- Highlands: Exhaustion collapse, BEFORE waking up at the Alpaca camp.
- Highlands: AFTER waking up at the Alpaca camp.
- Temple: Entrance.
- Temple: Rocks falling. (Everybody dies).
Gameplay
General
- All characters now have idle flourish animations (an idle flourish is a secondary animation that plays during idle stance).
- All characters have new pushblock animations.
- Fixed a bug that made it possible to cause more than one tumble state in a single combo off an OTG if that the opponent HAD NOT teched or woken up after a soft knockdown that round.
- Fixed a bug where super cancelling a second groundbounce caused a "fake" groundbounce to occur.
- Fixed a bug on Button Config that prevented Player 2 from changing macro button binds.
- The "Background Characters" option now has an only non-backer characters toggle.
- Dynamic Music System: Made it so if a character's domination theme is playing and they lose, the music resets to neutral.
Arizona
- Arizona has a new palette: "Effervescent Kicks" by Bubbleboots, Champion of Grand Stampede 2020!
- Counter now has that cool green magic afterimage effect. Yeah.
Velvet
- Fixed a bug where Velvet's Wind would force a hard knockdown if the opponent's JD was full.
- Velvet has new lighting effects for her attack animations.
- Velvet has a new effect for her Snowball attacks (on hit and block).
- Magic Ice Eruption has a new effect animation and character animation.
- Velvet's eat animation now has a poof effect when the ice sprite appears/disappears.
- Velvet's command list now correctly says Magic Ice Eruption hits low.
- Fixed a color zone error on Velvet's eye during her roped animation.
Paprika
- Adjusted a misaligned hurtbox during Paprika's 5B.
- Fixed a bug that made it possible for Paprika to tech throws during the startup of Smother.
- Fixed a bug where various slowdown effects (such as Arizona's Magic Dash) would cause Paprika to miss her boops on gifts.
Oleander
- Oleander has new lighting effects for her attack animations and projectiles.
- Fixed several bugs where various levels of Shadow Spark and Magic Spark had incorrect attackboxes and armor damage, leading to weird interactions with opposing projectiles.
Pom
- Fixed a bug that made it possible to summon multiple Big Papas at the same time (in normal play).
- Fixed an issue where Pom did not trigger the onscreen reversal indicator (in general).
Tianhuo
- Volcanic Bash (ground and air) have new effect animations.
- Volcanic Bash (air) is now projectile invulnerable (like the ground version).
The State of 1.0
Since the launch of version 1.0 in late April, we've been focusing on improvements to the online experience in TFH to prepare for Evo Online and later Grand Stampede, including netcode enhancements, a reworked Classic Lobby, Battle Shrines, and more visibility on casual ranking. Game balance has not changed much since the Early Access days, and it was important for us to keep it that way as we entered into the biggest tournament season TFH has ever seen, so players were fighting on familiar ground. Now that we're on version 1.3 and have eased back into a "normal" development cycle, we're planning some exciting new stuff to freshen things up a bit.
What We're Working on Right Now
Fulfillment of Crowdfund Rewards
Before I get into game stuff, we wanted to touch on the fact that physical rewards are moving to production soon. That's the movelist postcards, physical game copy, and physical soundtrack. If you're getting one or all of these and your shipping address has changed since the crowdfund, please update it here: Them's Fightin' Herds on BackerKit For instructions on how to redeem digital rewards, or to view a realtime roadmap of fulfilment progress on, check this post: Backer Rewards Production Roadmap For all other inquiries related to crowdfund stuff, please email contact@mane6.com.
Training Mode Update (Game Version 1.4)
Later in September, training mode will receive a dedicated update that fixes bugs and introduces new features, including but not limited to:
- Menu options organized into pages instead of one giant list (finally)!
- Ability to toggle infinite Velvet level 2 (so you can slo mo to your heart's desire).
- Quick change character positions (this works with a button+direction input to get you to center stage, either corner, etc, without having to push the dummy manually).
- A new input display for combo trials/recordings (it shows the entire combo at once instead of a scrolling list).
Linux/Mac Ports (Game Version 1.5)
Native Linux and Mac ports were promised during our crowdfund and are also a vital first step on the longer road to console ports. The Linux, Mac and Windows versions will all run on Steam together (no additional purchase needed) and will be crossplay-compatible with each other.
Shanty Update (Game Version 2.0)
A 7th character is coming to TFH: Shanty the Goat! If you haven't already seen our Shanty gameplay reveal stream, check it out here: [previewyoutube=gYaGEUEwZac;full][/previewyoutube] Development on Shanty is progressing well but she still needs a lot of testing, so as of now it's still too early to tell when she'll be ready for release. When she's released, players will be able to unlock Shanty by purchasing a DLC package that also includes her stage and Pixel Lobby avatar. All of our crowdfund backers will receive the Shanty DLC for free as a reward for helping us attain the stretch goal that made her development possible. Regardless if you own Shanty or not, you'll still be able to play against her online if your opponent has her, and she'll also show up in arcade mode. Here's her completed Pixel Lobby avatar!
Balance Changes and Bugfixes
The introduction of a new character offers us an opportunity to shake things with a longer list of balance changes for all characters and (for the first time in awhile) a few universal systems. Whenever we make adjustments at this scale we'll be moving up a major version number (hence going straight to 2.0).
New Pixel Lobby Map: The Woodlands
A new Pixel Lobby map will be introduced in version 2.0: the Woodlands, Oleander's home turf. Along with a new map, there will be a surge of glorious new hats to unlock. You can't stop the hats. Here is one of our tileset tests. Disclaimer: this is NOT the final layout of the lobby itself, and further refinements to the art will be made in the weeks prior to release.
What's Next (In No Particular Order)
Level 3 Supers (Game Version 3.0)
Exactly one person on our team does the combat stuff right now: Nappy. We've decided to continue holding on level 3 development until after 2.0 ships. You may recall that we're already a decent way done with them (stream link here), but there is still a lot of testing and edge-casing to iron out, and we don't want to rush it.
Story Mode: Chapter 2
Preproduction on Velvet's chapter is currently underway. When Nappy finishes his work on level 3s, he'll join the rest of the Story Mode squad to script out the boss fights and close things out.
Replay System
We have the backend tech to capture replays, but we are still in the process of designing the actual playback feature. When our engineers are free of training mode and porting tasks, we'll be taking a look at this.
Ranked Play
Ranked systems are very hard to get right, so we are taking our time on this one. We're still in the research phase.
Console Ports
Though we're still far away from it, we did want to mention that the work on Linux/Mac ports (cleaning up code and such) will help with console port development later on.
Conclusion
This is all the big stuff we wanted to mention, but it's not an exhaustive list! There are plenty of little things that will go out alongside each of these updates. As Shanty and other immediate features move along we'll be sharing more about them. Thanks for reading, and have a great weekend! Aaron Stavely President, Mane6
Last Sunday we capped off our Grand Stampede broadcast with a teaser reveal of our 7th character, Shanty the goat! Take a look: [previewyoutube=Jl5y6lcgSRw;full][/previewyoutube] The character is still a work-in-progress, and we're doing a gameplay preview stream TODAY (Friday, Aug 14th) at 3PM PDT on twitch.tv/manesix. If you can't make it to the stream, don't worry, we'll be putting the video up on YouTube the day after. When Shanty is finished and released to the world, players will be able to unlock her by purchasing a DLC package (price TBD) that will also include her stage and Pixel Lobby avatar. Backers of our crowdfund (all tiers) will receive this DLC for free. We plan to produce a bonus Story Mode chapter for Shanty after the main plotline is complete. Owning the Shanty DLC package will be required to play this bonus chapter.
We're getting one more patch out before Grand Stampede to fix some general issues and add an important new feature that will make it easier to run an online tournament: open invite URLs for Classic Lobbies.
New Classic Lobby Feature: Invite URLs
Players may now create open invite URLs to a Classic Lobby. This allows direct joining without having to search the lobby browser or exchange friend requests. Instructions: [olist]
Pixel Lobby
- Improved pixel art rendering system at higher screen resolutions. Everything should now look clearer than before.
- Fixed an issue where chests purchased from Cap 'n Cash's shop could sometimes not be opened.
- Fixed an issue where "ghost Paprikas" would manifest in the overworld when a player failed to connect to the server.
- Battle Shrines: Fixed a bug where spectators could move around freely until the next match started.
- Salt Mines: Fixed an instance of predators spawning inside a particular wall.
UI
- Improved UI rendering system at higher screen resolutions. Everything should now look clearer than before.
- Combat portraits now render correctly. Edges no longer look jagged.
Gameplay
General
- Groundbounce is now properly considered airborne until after the initial bounce has completed. Previously, Groundbounce counted as OTG during the initial impact, causing highly inconsistent results during combos.
- There is now a simple confirm prompt after selecting a character during online play, to help prevent accidentally picking the wrong character.
- Fixed broken Velvet combo trials: Master 1 and 2.
In the wake of our new tournament announcement we've decided to do another ManeCast stream... this Friday! For those of you new the community, ManeCast is a podcast-like discussion show hosted by the dev team about the current state of the TFH and what to expect from the future. While we talk, we'll be running around the Pixel Lobby spectating some sets. We're gonna start with a recap on how development has been since the crunch period leading up to 1.0, then EVO Online, and until now. Next, we'd like to offer our thoughts on the current state of combat balance and bugfixing, since we haven't talked about it in a while. Grand Stampede is right around the corner, so there's plenty to cover there before ending on some dedicated time for questions from the chat. In attendance will be Mane6 devs Nappy (Design), Aaron (Production), Cam (Community/QA), and Oreo (QA). Come see ManeCast #6 live on Friday the 24th at 3pm PT on twitch.tv/manesix. The recording of the stream will be uploaded to our YouTube channel the day after. We do apologize for the short notice, but we've got some important stuff to talk about so we hope you can make it. See you on stream!
Them's Fightin' Herds
Mane6, Inc.
Humble Games
2020-04-30
Indie Singleplayer Multiplayer
Game News Posts 58
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(3189 reviews)
http://mane6.com/
https://store.steampowered.com/app/574980 
Them's Fightin' Herds Linux ELF [51.49 M]
Overview
Them’s Fightin’ Herds is an indie fighting game featuring a cast of adorable animals designed by acclaimed cartoon producer Lauren Faust. Beneath the cute and cuddly surface, a serious fighter awaits!Combat Features
- 4-Button Fighting - A (Light), B (Medium), C (Heavy), D (Magic).
- Magic System - Emphasize your character’s special abilities through a dedicated button and a unique resource.
- Enhanced Super Attack - Spend an additional bar of meter during your super for a bonus utility effect.
- Juggle Decay - An infinite-prevention system that manages combo length without imposing hard limits.
- Dynamic Music System - Rockin’ character themes adapt in the heat of the battle to make every fight feel like a clash of champions.
- Rollback Netcode - Battle across the globe with little to no input delay, all thanks to GGPO.
Game Modes
- Local Versus and Online Matchmaking - Play at home or fight worthy opponents on-demand.
- Tutorial and Training Modes - Learn the ropes with guided tutorials, or practice on your own with a fully-featured, data-rich training room.
- Combo and Target Challenges - Test your skills in character-specific sets of combo trials and target-smashing obstacle courses.
- Pixel Lobby - An online visual lobby system that sets players free to interact and explore in a top-down overworld with nostalgic style. Customize your avatar with cosmetic items collected through various single-player and multiplayer modes.
- Salt Mines - A unique melding of fighting game and dungeon crawl that pits Pixel Lobby players against waves of predators and each other in a contest of glory... and hats!
- Story Mode - An episodic adventure filled with exploration, narrative, minigames, and boss fights! Travel with each character in their quest to recover a magical key that will save the world of Foenum from vicious predators. Chapter 1 (starring Arizona) is available now, with subsequent chapters to be released in the months following, free of charge.
- Processor: Dual-core CPU (2 GHz or greater speed)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel Core i3 550 Integrated graphics chipset or equivalent.Network: Broadband Internet connection
- Storage: 6 GB available space
- Processor: Dual-core CPU (2 GHz or greater speed)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: A dedicated GPU (Nvidia or AMD) with at least 750MB of VRAM strongly recommendedNetwork: Broadband Internet connection
- Storage: 6 GB available space
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