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Superfighters Deluxe News

Superfighters Deluxe 1.1.2 is out!

* Two new VS maps: Castle Courtyard, Helipad.
* Assault rifle changes:
- It now fires in bursts of 3 with a cooldown inbetween.
- As with semi-automatic weapons, tapping the button instead of holding it down results in a shorter cooldown.
- Ammo capacity changed to 24.
* Unlocking a new customization item now tells you which equipment slot it belongs to.
* Added Helicopter ambient sound (used in Helipad and Prime Time in Sunny City).
* The "MetalHatch" tiles now break when a player staggers into them.
* StrengthBoost's "extra health" is now restored if you manage to heal yourself during the StrengthBoost effect.
* Fixed a bug where certain disabled states could be bypassed if a melee stun effect wore off while being grabbed, allowing the chainsaw to be used while being grabbed (this was extra noticeable when being stunned by the shock-baton and then grabbed during the stun effect).
* Fixed a bug with the chainsaw and infinite ammo.
* Fixed tutorial text input prompts to update if you changed input device (from keyboard to controller).
* Fixed a problem where projectiles could clip through obstacles in some situations.
* Other fixes and tweaks.

Map Editor
* Added ProjectileDeflectZone (deflects incoming projectiles in random directions).
* Increased health of StoneWeak00A, B and C
* The search function now includes partially matching object names.

ScriptAPI:
* Added IPlayer.IsBoostHealthActive and IPlayer.GetBoostHealth to be able to read health values from the boost health during the strength boost effect and rocket riding.
* Added constant float values MathHelper.PI, MathHelper.PIOver2, MathHelper.PIOver4, MathHelper.PIOver8, MathHelper.TwoPI
* IObject.SetCollisionFilter(...) CollisionFilter added properties BlockFire and BlockExplosions.
* Added IPlayer.IsBurnedCorpse to see if the corpse is burned.
* Added IPlayer.IsBurningInferno to see if a player is a burning inferno (burning rank 2).
* Added IGame.AutoScoreConditionEnabled property that can be set to false to disable automatic score increase.
* Added IUser.IncreaseScore() function to mark that the user should increase its score when the game is over.
* Game.CreateObject will now place objects in the top-most layer in the map to the draw category the tile belongs to.
* Game.SetGameOver(...) can now be used afterwards to update the victory text.
* Added Game.GetObjects() to get all objects in the game by a specific type.
* Fixed a bug with IPlayer.GetAABB() returning wrong data.
* Fixed a bug where Game.AutoVictoryConditionEnabled could not be set to false.
* Fixed a bug with IObject.SetCollisionFilter being reset if calling IObject.SetSizeFactor.
* Other fixes and tweaks.

Superfighters Deluxe 1.1.1 is out!

* Decreased the .45 pistol's projectile damage (is now only slightly more powerful than the Pistol).
* Slightly increased the Carbine's projectile damage.
* The dark gray Pump-action shotgun has a new name: "Riot shotgun", and tweaked stats:
- It fires 2 extra projectiles and has wider spread. Each projectile does slightly less damage, but overall the damage output has increased.
- Ammo capacity decreased from 6 to 5.
- New blast sound effect.
* Decreased spread of the other Pump-action shotgun slightly.
* The Chainsaw now drains fuel as long as you have it drawn (20% of the fuel consumption while attacking). Also added a smoke effect while it's drawn and has fuel left.
* Restored the distance you punch/kick C4 as it got an unintentional boost after the introduction of the Strength boost.
* Fixed a bug where you could use the chainsaw while activating a Strength boost.
* Fixed a bug where you could use a Strength boost and pick up a slowmo and consume the slowmo as a Strength boost.
* Fixed a ledge grab problem in Operation Sunrise chapter 2.
* Slight music tweak.
* Other fixes and tweaks.

Superfighters Deluxe playlist

Splinter has posted the complete (so far!) Superfighters Deluxe soundtrack on YouTube.

Check out the official playlist here!

Superfighters Deluxe 1.1.0 is out!

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.

Superfighters Deluxe 1.0.4 is out!

We've implemented NAT punchthrough, meaning that port forwarding will no longer be required to host and join games!

This will make it easier to host and join public games but is not the solution for everyone's unique network situation. It's still required to port forward in certain cases depending on your network, for example if you're behind a restricted symmetric NAT. We also recommend that you set up port forwarding if you host a lot. Also, remember to allow Superfighters Deluxe through your firewall!

Patch notes:
* Added NAT Punchthrough
* Improved performance/speed when loading a map containing thousands of tiles.
* Ban comments now include which date the user was banned and by whom.
* A text "Second player" will be shown under the account name in the scoreboard if a user joins in with two local players (two players sharing the same computer).
* Other fixes and tweaks.