Patch Notes - Version 2.0
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. 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.
Reminder: 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.
NOTICE: Global Player Resets
New Character: Shanty the Goat
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 can be purchased for $4.99 USD (subject to regional pricing in Steam) and includes the following items:
BONUS: Owners of the Shanty DLC will get access to Shanty's Story Mode chapter when it is released later (after the main story chapters are finished, ETA TBD).
NOTICE: Crowdfund backers in all tiers have been sent one Shanty DLC key as part of their promised rewards for helping us reach our stretch goal to fund Shanty's development. Check your email!
DLC FAQ
New Pixel Lobby: Hallowed Grove
Oleander's Pixel Lobby is now available!
New Feature: Replays
About Replays
Caution: Version Mismatches!
For those of you interested in the technical details, read on...
TFH's replay system is comprised of two halves:
Most games flat-out prevent players from loading mismatched replays to protect against desyncs. We have decided not to be this restrictive in TFH, on the off-chance that character data is similar enough that it won't cause a desync. If you try to load a replay recorded in a version other than the one you're playing on, the game will caution you but allow you to play it. If a desync does occur during playback, an onscreen indicator will display and the resimulation will halt.
The only solutions to this problem we're aware of is to keep a full set of character data from every version of the game (ever) within the install, or provide access to every previous version using Steam branches. There's also the workaround of including a video encoder, allowing players to conveniently save video of replays right out of the game, preserving the replay in a heavier but more long-term format.
Unfortunately, none of these solutions are viable for us, and we are likely not the team to find something that is. As stated above: if you want to keep a replay long-term, make a video of it immediately. If you wait too long, you could lose your chance!
Native Linux Support Added
Stages
Menus/UI
Training Mode
Tutorial Mode
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. 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.
Reminder: 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.
NOTICE: Global Player Resets
- Option configs have been reset for all players. Check your buttons and settings before playing!
- Casual ranks have been reset for all players. 2.0 is a very different game than before, so with a new "season" we're giving everyone a fresh start on progression. We meant to do this for 1.0 but missed our opportunity.
- Note: Casual ranks do not affect who you're matched with and do not unlock anything. They're purely cosmetic.
New Character: Shanty the Goat
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 can be purchased for $4.99 USD (subject to regional pricing in Steam) 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.
BONUS: Owners of the Shanty DLC will get access to Shanty's Story Mode chapter when it is released later (after the main story chapters are finished, ETA TBD).
NOTICE: Crowdfund backers in all tiers have been sent one Shanty DLC key as part of their promised rewards for helping us reach our stretch goal to fund Shanty's development. Check your email!
DLC FAQ
- Is there 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 without the DLC?
Yes, but indirectly. Shanty will show up in Arcade Mode and the Salt Mines. You won't be able to select her in Versus CPU or Training Mode. - Can my human opponent still pick Shanty if I don't have the DLC?
Yes. In online versus, your opponent is not blocked from selecting Shanty (or her stage) if they own the DLC and you don't. - Can I load combo files with Shanty in them without the DLC?
No, but replays will work. - Does Shanty have Shadow and Backer palettes?
Yes. The unlock conditions are the same as they are for the other characters.
New Pixel Lobby: Hallowed Grove
Oleander's Pixel Lobby is now available!
New Feature: Replays
About Replays
- Replays are an ingame match recording and playback system.
- The game can be set to save replays manually, automatically, or never!
- You can only save replays of matches with two human players (including ones you spectate). CPU fights can't be turned into replays.
- Replay files are small and shareable. You can import them by drag-n-dropping them into your game window while on the replay browser screen.
- Playback features include speed controls, frame-by-frame, rewind/skip, timecode bookmarks, (nearly) all training mode data overlays, and input displays (for one or both players).
Caution: Version Mismatches!
- A replay in TFH (and most other competitive games) has a limited lifespan. Older replay files will become unusable as the game updates.
- tl;dr: If you want to keep a replay long-term, make a video of it (using your own screen capture software) soon afterwards!
For those of you interested in the technical details, read on...
TFH's replay system is comprised of two halves:
- A Replay File: a log of all inputs performed during the match. (Since it's a journal and not an actual video, the file size is very small.)
- A Set of Character Data: which is referenced to interpret the replay file and "resimulate" what happened.
Most games flat-out prevent players from loading mismatched replays to protect against desyncs. We have decided not to be this restrictive in TFH, on the off-chance that character data is similar enough that it won't cause a desync. If you try to load a replay recorded in a version other than the one you're playing on, the game will caution you but allow you to play it. If a desync does occur during playback, an onscreen indicator will display and the resimulation will halt.
The only solutions to this problem we're aware of is to keep a full set of character data from every version of the game (ever) within the install, or provide access to every previous version using Steam branches. There's also the workaround of including a video encoder, allowing players to conveniently save video of replays right out of the game, preserving the replay in a heavier but more long-term format.
Unfortunately, none of these solutions are viable for us, and we are likely not the team to find something that is. As stated above: if you want to keep a replay long-term, make a video of it immediately. If you wait too long, you could lose your chance!
Native Linux Support Added
- Them's Fightin' Herds now runs natively on Linux!
- How Do I Get It? The Linux port is built into the base game and automatically recognizes your operating system. No additional purchase or special download is needed. Just install normally from your Steam library and play!
- But Where's Mac? Native Mac support is still in the works but not far behind, since a Mac port is basically just a Linux port with a few extras added. When we're confident the Linux port is stable out in the wild, we'll add Mac. In the meantime, it's still possible for Mac users to run TFH using Steam Play.
- Why Native Ports? Linux and Mac ports were promised as a stretch goal during our crowdfund campaign. Native ports run significantly better compared to an emulator (like Proton). We feel strongly about providing full OS coverage to our PC players. And, the work that went into these ports is a necessary first step towards expanding to other platforms, if we ever get the opportunity to do so.
- IMPORTANT: Linux users should disable compatibility mode or else Steam might not give you right files!
Stages
- New Stage: The Capricorn. Shanty's home stage joins the list of destinations with a full set of Dynamic Music System character themes!
- How Do I Get It? The Capricorn is an exclusive unlock for owners of the Shanty DLC. Your opponent is not prevented from picking it if they own the DLC and you do not.
- New Stage: Hidden Waterfall, our first playable "world" stage (aside from the training grid).
- How Do I Get It? Hidden Waterfall requires no additional purchase and is pre-unlocked for everyone who owns the base game.
- "World" Stage? This category describes stages that are not associated with a particular character (but they may exist canonically in a region a character lives in). As such, they won't have character theme variants. Other world stages include the ones visited in Story Mode, which we plan to introduce as unlockables in a future update.
- So No DMS? There is DMS to a degree. Hidden Waterfall features a "lite" version of our dynamic music system: intros, round transitions, outros, and idle/final round variants, but no character themes. We'd like to explore bringing this type of "lite" treatment to other world stages in the future.
- Oleander and Paprika's stages have been remastered. Textures, objects, and lighting effects have been cleaned up or redone.
- Most stages have received improvements to background object shake animations during heavy hits.
- Character lighting has been brightened on many stages to help them stand out from the background.
Menus/UI
- Credits Roll Added. We finally have ingame credits, so now you can find out exactly who's responsible for this! Includes over 10,000 backers!
- Discord Rich Presence. TFH now supports Discord Rich Presence! (Steam Rich Presence is not included in this update, but is on the way).
- The "Dynamic Music System" option (which allows players to switch off DMS in favor of static stage themes) has been reinstated.
- This option was originally removed because the "Rapid" toggle (which set the DMS to randomly play domination themes) never worked properly. As such, we did not bring that part of the option back.
- Most major menus have new looks.
- The "match ready screen" has a new look.
- The font of all "body" text has been updated.
- Text has been revised across various menus and options to improve clarity.
- Menus have some filled-in sound effects in a few places where nothing played before.
- The "Select" button is now universal (to prevent conflicts in Replay System controls).
- The main menu newsfeed can now take you to associated web URLs (using the Steam browser).
- The button glyphs for Xbox bumpers and triggers have been de-widened in all areas (except for a few places where we need really tiny ones).
- The version stamp display (present in various menus) now includes a platform marker (WIN for Windows and GNU for Linux).
- The "CPU Difficulty" option has been removed from Gameplay Options in the main menu. (We discovered it uh… didn't actually do anything, with each mode having its own difficulty selector and all).
- Fixed an issue causing low-resolution player portraits to appear in the Match Ready screen.
Training Mode
- Updated Input Displays.The virtual stick and input history displays now allow for both P1 and P2 to be viewed simultaneously. They have also have new looks and a suite of new placement options.
- Notice: The new input history is in a vertical format. The old "horizontal" format is no longer accessible.
- The "Health Level" and "Juggle Decay Minimum" options now use increments of 5 (instead of 1) to make them easier to scroll through.
- The "Slow Motion" option has been renamed to "Game Speed", and its increments now run from lowest to highest (instead of highest to lowest) to match the way all the other options with percentage increments work.
- Advanced Attack Data can now show unscaled damage for moves, if you launch the game with the launch option "-unscaledhitdata".
- Sound Options are now accessible from the pause menu of Training Mode.
- Quick Reposition now cancels any currently playing dummy recordings.
- The subheader of the Training Mode controls reference sheet now displays the type of controller you're using (as originally intended) instead of static text.
- Many options have been renamed for better clarity (but still function the same way).
- Training Mode options menus now have a proper "page turn" sound effect.
- The Online Training pause menu and many of its options have revised text (to match parallel options in other modes).
- "Simulated Input Delay" is no longer allowed in combo recording (to prevent stability issues).
- Fixed a problem with dummy recordings where install timers would empty despite them being set to infinite while entering the prerecord state.
- Fixed a few errors with combo recording while the dummy is set to jump.
- Fixed "Death Allowed" being allowed during Combo Training.
- Fixed an issue that prevented training dummies from blocking projectiles immediately after techrolls.
Tutorial Mode
- Tutorial section names and dialogue have been revised for better clarity.
- The QCF and QCB glyphs on the tasklist have been adjusted to display the downward motion.
- Replaced the trial in Paprika's "Link" tutorial to fix a problem with the previous trial resetting too early.
- Fixed an instance of a softlock happening in Pom's level 2 super tutorial after the first successful attempt.
- Note: Many characters have received new moves in this update, but they are not in the tutorial yet. We plan to add them in a future update.