Superfighters Deluxe Pre-alpha 1.10.2b

Posted on 17/08/2016
  • Fixed a bug where picking up a makeshift weapon would replace your primary melee weapon.
  • Fixed some throwing-related bugs.

Superfighters Deluxe Pre-alpha 1.10.2

Posted on 16/08/2016

This One's Gonna Take Some Getting Used To!

  • When you pick up a weapon, your current weapon in that slot will no longer be destroyed. Instead you will drop it and it can be picked up again.
  • You can now dive/roll to dodge flying debris (but not objects that were thrown or kicked by a player)
  • You now regenerate energy more slowly while shooting with or aiming a weapon.
  • Decreased the speed items get when you drop them.
  • Fixed a bug removing a ban from the "Active Kicks/Bans" tab would remove all but one entries in the ban list.
  • Fixed a bug in the server chat log causing the same team message to appear multiple times.
  • Tweaked some characters in the victory text font.
  • Other tweaks and fixes.
Script API
  • Fixed game crashes caused by incorrect use of the Events.UpdateCallback and Events.PlayerDeathCallback events.

Superfighters Deluxe Pre-alpha 1.10.1

Posted on 10/08/2016
  • Tweaked the damage values of all thrown objects ("missiles") and added an upper limit to throw damage.
  • Grenades, mines, and debris now do minimal damage regardless of speed.
  • Added a cooldown preventing missiles from colliding with a player immediately after being dropped by or bouncing off another player.
  • You can now press block/aim to drop a ladder without jumping.
  • Toggling throwing mode now takes twice as long.
  • Grenades now bounce back slightly further after hitting a player.
  • Missiles can now be blocked with a timed melee attack.
  • Thrown weapons can no longer be grabbed if they are moving too fast.
  • Thrown weapons and other missiles now take damage when hitting a player.
  • Increased the speed a missile needs to cause knockdown when hitting a player in the back.
  • Debris overlapping a player can no longer collide with that player when kicked.
  • Fixed a bug where you could instantly toggle throwing mode by pressing a weapon slot key.
  • Fixed a bug that could cause makeshift weapons to disappear when grabbing them while toggling throwing mode.
  • Fixed a bug where you couldn't kick dead teammates.
  • Other fixes and tweaks.

Superfighters Deluxe Pre-alpha 1.10.0b

Posted on 07/08/2016
  • Fixed a bug causing profiles and maps saved in Pre-Alpha 1.10.0 to not be loaded correctly after a restart.
  • New item: Small Belt
  • Fixed a bug where players could lag when toggling throwing mode.
  • Fixed a bug where you could toggle throwing while diving, rolling, ledge grabbing and climbing causing the player to throw nothing.
  • Pillows now only deal 1 damage when thrown.
  • Fixed a bug causing you to get a loss when dead even if you were in the winning team.
  • Fixed a bug causing incoming thrown items from above to not always be blocked correctly.
  • Other fixes and tweaks.

Superfighters Deluxe Pre-alpha 1.10.0

Posted on 06/08/2016

The Weapon Throwing Update!

  • Added the ability to throw weapons. Pressing G (default) now toggles throwing mode. Holding G drops the weapon at your feet.
  • Small objects and weapons can now be turned into "missiles" which collide with, damage and disarm players if they move fast enough, e.g. when thrown by an explosion or player.
  • New items: Aviator Jacket, Aviator Hat 2, Gloves (black), Fingerless Gloves (black), Studded Vest
  • New map: Teahouse
  • New makeshift weapon: Teapot
  • Fixed a bug where AreaTriggers could push players when moved.
  • Fixed a bug causing the chain to use wrong frames when used by multiple users.
  • Other fixes and tweaks.
  • + IObject.IsMissile
  • + IObject.TrackAsMissile(bool value)
  • + IObject[] Game.GetMissileObjects()
  • It is now possible to register events for "UpdateCallback" and "PlayerDeathCallback" without using triggers (see ScriptAPI for details).
  • OnStartup is now complemented with a new "AfterStartup" event which can be used to run code after all initial triggers are activated on startup and the first update cycle is run.
  • Added property and "Activate after startup" to StartupTrigger.
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