Stick Fight: The Game
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Latest version
1.0.4
Last Updated
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101
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162KB
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Changelog

1.0.4

  • QUIT GAME asks first, exactly like EDITOR: press it once and it turns into the same ARE YOU SURE? button, press that to quit. Moving off it or pressing B turns it back (B now does the same on EDITOR's ARE YOU SURE? instead of closing the menu).
  • DROP OUT (local play): a pause button above QUIT GAME for whoever paused with a controller. Press it and that player leaves the match; the others play on. Their controller presses START to come back at the start of the next round (straight away in the lobby). With Sticky Slots they get the same slot, colour and wins back. A small "P2: PRESS START TO REJOIN" shows now and then at the bottom left.

1.0.3

  • Fixed a memory leak in the game itself: every finished match (and every RESTART) kept the old lobby in memory, about 100 MB each time, never freed. Same fix as First To N 1.0.3; with both installed only one of them does it.
  • MAPS: the map previews use much less memory (about 140 MB less once you've looked through every map). They look the same.

1.0.2

  • Pointing the mouse at a value's arrows no longer steps the value over and over.
  • Values changed with the arrows (OPTIONS, GAME OPTIONS, GRAPHICS) no longer make the row and its number flicker.

1.0.1

  • Mouse and keyboard: pointing at a button selects it, right click goes back. MAPS / WEAPONS: the wheel changes category over the categories and moves through the list over the list (Shift+wheel changes ticket values). MODS: the wheel scrolls, the scroll bar can be clicked and dragged, R or Delete resets a setting. Only for the keyboard player, or anyone when the menu isn't locked to a controller.

  • Menu texts are redrawn as soon as they change, so a row can't keep showing its old text after a page switches (MAPS and WEAPONS rows, the info line and preview text, GRAPHICS values, the KEYBINDINGS grid, the MODS page's title and description, "P2 PAUSED"). The MODS page had this once; the same fix now covers every page.

  • KEYBINDINGS: if no controller with a column is connected any more (for example the pauser's controller disconnected), any controller's B or START leaves the page. Before, only the keyboard could get out.

  • KEYBINDINGS: a lobby reload while the controller grid was open no longer leaves the menus without controller input after the next pause.

  • MAPS / WEAPONS: the keyboard shortcuts (Q/E, X, R, Backspace, the arrows on ticket values) no longer work while a controller player owns the pause menu.

  • MAPS / WEAPONS: the selection stays on the same row when the list is rebuilt while the screen is open, instead of being lost.

  • MAPS / WEAPONS: the on/off box on the highlighted row now looks like the others (a dot in a box when on). Before, "on" looked like an empty box there.

  • Less work every frame: "P2 PAUSED" isn't moved while it's hidden, KEYBINDINGS doesn't re-read the saved layouts every frame, the MAPS screen works out its names once, and the weapon preview makes no garbage while it's open and switches its light off with the camera.

1.0.0

  • First release.
  • GRAPHICS page: bloom, vignette, aberration, pause blur, brightness, contrast, saturation and film grain.
  • KEYBINDINGS for every controller at once: hold the buttons you want, then let go. Layouts are kept per player slot in config\MenuOverhaul.controllers.txt.
  • The player who paused owns the pause menu ("P2 PAUSED"); other controllers can't change it.
  • MODS page (button under KEYBINDINGS): every installed mod's settings as option rows. Left/Right changes a value, Y resets it, B goes back; saved straight away, locked online.
  • MAPS screen: map groups on the left, their maps as a list in the middle, a preview of the selected map, and an info line. A switches a map or a whole group, X all on/off in a group, LB/RB change group, Y switches the game's random order, B steps back. Uses the game's own map selection, so saving, the map rotation and online play are unchanged.
  • WEAPONS screen in the same style: the game's weapon rows on the left, their weapons with their share of the drops in the middle, and the selected weapon turning in a close-up window with its stats (damage and headshot damage, fire rate, ammo, recoil) and a note on what's special about it. Uses the game's own toggles, so saving and spawning are unchanged. Weapon Framework builds its WEAPONS screen on this one.
  • Fixes for the game's menus with a controller: readable selected buttons, selection returning to the button that opened a page, keybinding navigation, B cancelling a key wait.
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