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Superfighters Deluxe 1.1.0 is out!

Status updates from MythoLogic Interactive about the game progress.
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Hjarpe
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Superfighters Deluxe 1.1.0 is out!

Post by Hjarpe » Sun Feb 03, 2019 11:38 pm

Features:
- New campaign: Operation Sunrise.
- New sprite for the Pistol and Silenced pistol, new sound effect for the Pistol. Note: this is a cosmetic change only!
- New weapon: .45 pistol. Has the old (gray) pistol sprite and sound effect. Has slightly higher damage but slightly smaller magazine size than the regular pistol.
- New powerup: Strength boost. Increases melee damage for a few seconds. The effect also lets you survive with an HP below zero, but you die when the effect ends.
- Renamed the M60 to "Light machine gun" (cosmetic change only; still referred to as M60 in commands and ScriptAPI).
- Halved the spawn chances of Slo-mo powerups.
- Slightly lowered the spawn chance of Chainsaw.
- Added new command: "/KICK [X] [PLAYER]" to kick a player for X minutes (max 60 minutes).
- You can now create private games and use connect to IP when offline.
- Several new clothing items (currently NOT unlockable).
- Added option to ban users by IP only in the server software.

Map Editor:
- New tile: InvisibleExplosionBlocker. An invisible 4x4 pixels tile which blocks explosions but nothing else.
- New tile: DestroyNode. An invisible 4x4 pixels tile which is only destructible by explosions.
- Several new tiles.
- Several new music tracks by Splinter.

ScriptAPI:
- Added property to read original GUID from a map. See IGame.MapOriginalGUID
- Added functions to handle strength boost for players. See IPlayer.IsStrengthBoostActive, IPlayer.GetStrengthBoostTime(), IPlayer.SetStrengthBoostTime(..),
- Added functions to set different visual effects when a player is hit. See IPlayer.SetHitEffect(..), IPlayer.GetHitEffect()
- Added properties IUser.ConnectionIP, IUser.IsModerator.
- Added property to control if bots can use powerups (StrengthBoost). See BotBehaviorSet.PowerupUsage.
- Added functions to handle colors on objects. See IObject.GetColors(), IObject.GetColor1(), IObject.GetColor2(), IObject.GetColor3(), IObject.SetColors(..), IObject.SetColor1(..), IObject.SetColor2(..), IObject.SetColor3(..)
- Added functions to handle local storage (permanently store key-value pairs of data in your scripts). See IGame.SessionStorage, IGame.LocalStorage, IGame.GetSharedStorage(..)
- Added functions to send chat messages (to everyone or to individual users). See IGame.ShowChatMessage(..)
- Changed IPlayer.SetHealth(..). It will now be ignored if the player is already dead. Setting the health to 0 will automatically kill the player.
- Fixed a bug where one of the IGame.CreateObject() overloads did not apply the linear velocity as it should.
- Fixed a timing related bug where the game could freeze if you changed the weather through scripts using IGame.SetWeatherType(..)

Bug fixes:
- Fixed some known impersonation issues.
- Changes and improvements to the connect phase. The client and port forwarding will be set up once while browsing games and only be closed once you exit the browse game panel. Same change has been done with the connect to IP panel. This should make the automatic port forwarding more reliable over different types of routers as the port forwarding rules are not created and deleted for each connection attempt.
- Improved the loading sequence. The server will aggressively kick users that refuses to load a map (whatever the reason may be).
- Fixed a bug where the map editor save dialog would suggest to save new maps in the installation folder for the game instead of the user's documents folder for the game (copy-paste error). Launching this game after installing this update will automatically move any custom maps in the installation folder to the correct documents folder for the game. If the move fails (for whatever reason) the maps are still in the installation folder.
- Changed how the hit detection for thrown items against player works to make it more reliable when throwing items in the back of players running away.
- Disabled tunneling check for projectiles against a handful of large objects that the player can't collide against.
- Disabled tunneling check from the player's feet to the base of the weapon against gas cans and propane tanks so they can't be hit when overlapping the player's lower body in certain odd situations. Note that these objects can still be hit if you overlap them with your arm and weapon.
- Fixed a bug where the player wouldn't collide correctly with the world after surviving a rocket ride explosion (if any health modifiers are in use).
- Fixed a bug where you would always be gibbed if you stayed on a bazooka rocket long enough for it to explode, even if you had enough HP to survive the explosion (if any health modifiers are in use).
- Fixed a bug where toggling a script on/off wouldn't store the enabled state of the script properly, causing the script to not start or stop properly next game in certain cases.
- Fixed a bug where the server software would display the "Save Changes" and "Discard Changes" alternatives on automatic map changes.
- Other fixes and tweaks.
17 x
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MythoLogic Interactive: By design.

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Pricey
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Post by Pricey » Mon Feb 04, 2019 12:13 am

Nice job on the update! Really enjoyed the campaign, hope you enjoyed watching us too : )
6 x

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Hjarpe
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Post by Hjarpe » Mon Feb 04, 2019 12:40 am

Pricey wrote:
Mon Feb 04, 2019 12:13 am
Nice job on the update! Really enjoyed the campaign, hope you enjoyed watching us too : )
Thanks! It sure was a lot of work for something you waltzed through in like 15 minutes... But now you gotta beat it on expert!
3 x
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MythoLogic Interactive: By design.

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Lunatic
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Post by Lunatic » Mon Feb 04, 2019 12:46 am

The new pistol kills in 7 hits with 10 ammo and a fire rate on par with the normal pistol. This thing is bonkers OP. Can we please buff the carbine? I love the old pistol sprite so I'm glad to see this weapon, but it's way too powerful for carbine to be as shitty as it is.

I REALLY like the mechanics behind the new strength powerup. The damage boost is hefty, and I like the knockback boost it gets too, but what really catches my eye is the 100 bonus health once your normal healthbar is depleted. Picking up any health while on this "last stand" healthbar will spill directly into normal health, so you can kamikaze for the kill and get a health pickup afterwards to override what would be death. Plus, the powerup itself lasts awhile, which really gives the user the chance they need to capitalize and survive on it. Overall a great and welcome addition to the game, as well as some real diversity to the powerup slot.

Forgot to mention since it felt like it went without saying - new campaign was great, got to kick nazi ass. Sorry your game can't be sold in Germany any more, though.
7 x
Originally posted by Gurt
SFD BADASS! 8-)

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[Failman]
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Post by [Failman] » Mon Feb 04, 2019 2:28 am

My impression of the final Nazi boss was basically this https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... vR78QL.png
He couldn't be stunned, dive did not work, kicks did not make him flinch or fall, he ignored bullets, he could lunch grenades which do like 65-70 on contact plus concussive force which made, and he could call in his little gay helpers making him pretty much a nightmare to fight, Did I forget to mention he hits as hard as Sarge cause he hits as Hard as Sarge! So overall great boss battle Lmao me and the guys were pulling hairs trying to figure out how to end that Nazi though I'm not sure how we would beat it solo. My strat was getting a heavy hitting weapon like a shotgun and shaving his HP down slowly btw using grenades isn't such a great idea cause he starts chucking grenades all over the place making me hesitant to attempt it.

As for the power-up I love it, kinda wish there was some extra effect like some screaming that pops up sometimes or the player's heart rate speeding up while in use and slowing down when it's ending but other than that awesome sauce.
3 x
Sorry for any errors(so much FAIL)

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Post by Pregnant » Mon Feb 04, 2019 2:39 am

Holy shit the new campaign is awesome, really getting some Castle Wolfenstein vibes! Congrats!
3 x

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Rick Sanchez
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Post by Rick Sanchez » Mon Feb 04, 2019 5:59 am

What a nice thing to wake up to

ps. the new pistol is pretty sick and sounds great too nice job on that kinda sounds like a modified version of a madness combat pistol sound
Last edited by Rick Sanchez on Mon Feb 04, 2019 4:13 pm, edited 2 times in total.
2 x
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Mighty Spirit the 2
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Post by Mighty Spirit the 2 » Mon Feb 04, 2019 10:06 am

Quick question: What did you mean with fixing some known impersonation issue?
0 x
🎶I will tell your story if you die
I will tell your story and keep you alive the best i can
...
But I've always had the feeling we would die young
Some die young
🎵
https://i.imgur.com/D479VLi.png

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Evilsack
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Post by Evilsack » Mon Feb 04, 2019 10:50 am

Ah. It’s a shame i couldn’t be there on launch. Also they’re referring to when players could essentially “steal” the unique user ID of someone thus obtaining their mod privileges if they were a mod in a server.
1 x
-Evilsack
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Del Poncho
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Post by Del Poncho » Mon Feb 04, 2019 11:19 am

Image There is a motherfudging mustache.

Not a hat shaped like some sort of 80's haircut.
Not a balaclava meant to represent a beard.

A genuine mustache.

It's beautiful.
9 x
The risk I took was caluclated, but man.....am I bad at math.

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Sh4d0w
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Post by Sh4d0w » Mon Feb 04, 2019 2:21 pm

I really enjoyed the new campaign. The new songs composed by Splinter really fit, the plot is nice and it was more challenging than Prime Time in Sunny City. The only thing that made me nervous was the cannons' challenge. Every time I tried to throw the grenade into the cannon, either it slipped or went above the cannon.

I hope the challenge where you unlock the mustache will be fighting the Nazis to get your mustache back as leutenant Eugene McBride.
3 x
Image

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Post by RickAvory » Mon Feb 04, 2019 2:49 pm

The campaign was an absolute masterpiece as expected. Keep it up! The mechanics of the new power up is really interesting, and I am excited to see what else is added in the future.
2 x
We must root out the impurities in our midst

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Post by Cabo_Fiambre » Mon Feb 04, 2019 5:38 pm

Did someone made a stream showcasing the new stuff? I would love to see that because i don't have access to my steam account right now.
0 x

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Post by Pregnant » Mon Feb 04, 2019 5:40 pm

Cabo_Fiambre wrote:
Mon Feb 04, 2019 5:38 pm
Did someone made a stream showcasing the new stuff? I would love to see that because i don't have access to my steam account right now.
Yep, check it out: https://www.youtube.com/watch?v=11wmdwZdnlk
3 x

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Post by Vitamin E » Tue Feb 05, 2019 7:45 pm

the new 45 pistol is better than magnum in terms of dps. Maybe the spawn rate of it should be lowered because 7 shots can go off pretty quickly with a pistol. Such strength should have a higher rarity.

I really like the strength power up and the fact that you get extra hp during its duration
5 x

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Post by Gurt » Wed Feb 06, 2019 8:13 pm

We have released a hotfix to fix some rare deadlocks causing SFD to freeze if playing online on a map with weather enabled. Just enable automatic updates in Steam and it will download automatically.
5 x
Gurt

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Post by mgtr14 » Fri Feb 08, 2019 5:51 pm

I think every change was great except for the new .45 pistol. It does crazy amounts of damage, adding up to a kill in only 8-9 shots. It's firerate amps the DPS up enough to outclass every other secondary in alot of situations. It kills very quickly, faster than the magnum, and it has quite alot of bullets for it's power. I would atleast decrease the amount of bullets and decrease the firerate.
1 x
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Post by RickAvory » Fri Feb 08, 2019 5:58 pm

mgtr14 wrote:
Fri Feb 08, 2019 5:51 pm
I think every change was great except for the new .45 pistol. It does crazy amounts of damage, adding up to a kill in only 8-9 shots. It's firerate amps the DPS up enough to outclass every other secondary in alot of situations. It kills very quickly, faster than the magnum, and it has quite alot of bullets for it's power. I would atleast decrease the amount of bullets and decrease the firerate.
I think it may need a nerf but not huge nerf. I would say to simply lower the clip size to 8.
0 x
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Post by NTN9 » Fri Feb 08, 2019 7:43 pm

The new campaign is awesome. I certainly liked the first one, but this one is much closer to what I imagined by reading all these pre-release plans about the replayable "sandbox-style" arenas. I liked very much that now the levels are more open, and the players have the opportunity to bypass inactive opponents somewhere and select one of several "entry points" to the battle. It would be interesting to look at the evolution of this idea, perhaps in the form of an opportunity to go through some of the arenas completely stealthy (if it is fun and good to fit into the SFD gameplay). Quite an unexpected choice of setting (of course, by some customization items and guns could guess about WW2-stuff, but I expected rather typical military operations in the manner of COD or old MOH, but certainly not Wolfenstein-ish badass action). Things, that I didn’t like it: the chapter with zombies, because there are too many of them (IMHO, SFD combat system start to frustrate with so many enemies + I just don’t like endless spawn of enemeis in any games) and the final arena (IMHO, hard bosses like this one required arenas with more vertical levels).
3 x

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Post by Hjarpe » Sat Feb 09, 2019 9:37 am

mgtr14 wrote:
Fri Feb 08, 2019 5:51 pm
I think every change was great except for the new .45 pistol. It does crazy amounts of damage, adding up to a kill in only 8-9 shots. It's firerate amps the DPS up enough to outclass every other secondary in alot of situations. It kills very quickly, faster than the magnum, and it has quite alot of bullets for it's power. I would atleast decrease the amount of bullets and decrease the firerate.
I went a bit nuts on the damage increase, trying to position it between the pistol and the revolver while clearly underestimating the difference in fire rate. In the next update the .45 pistol will be nerfed to deal damage closer to the regular pistol. We're also giving a slight damage boost to the carbine, as has also been suggested.
6 x
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MythoLogic Interactive: By design.

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