News Liste Mighty Fight Federation

Yooka-Laylee Spin Into Action!
Mighty Fight Federation
12.11.20 16:26 Community Announcements
Hello Mighty Fighters!

Today we have a HUGE update! At long-last our second guest characters Yooka-Laylee (and Kartos too!) are now available, ready to tail-whip and crack-wise against all of the contenders in the Mighty Fight Federation. Check out their gameplay reveal trailer here:

[previewyoutube=yQDpJPoBgVQ;full][/previewyoutube]

This update comes with a slew of long-awaited features and special additions, including:
  • Yooka-Laylee and their new stage the Grand Tome Chamber
  • All new Yooka-Laylee remixed music tracks by James Landino (No Straight Roads) and Playtonic Games composers Daniel Murdoch and Matt Griffin (Yooka-Laylee and the Impossible Lair)
  • Full Arcade Mode runs for Yooka-Laylee and ToeJam & Earl
  • Voice update for ToeJam & Earl featuring voice actors Tonez the Prince and Bill Butts!
  • All new Mission Mode – 65 combo missions spanning across the entire roster!
  • New Menu Flow – Menus have been redesigned and now feature a Museum Mode and Character Unlocks to learn more about each character, keep tabs on unlockable costumes, and re-watch cutscenes
  • Added 38 Steam Achievements
  • Updated Online Lobby system with Character Icons, Join by Lobby ID, ping display, the ability to spectate matches and various performance updates to online netcode for a smoother experience
  • Various balance updates to hitboxes and characters for added consistency and balance


It’s been a lot of hard work getting all of this ready but we’re very proud to finally make these features available as a free update to all players, and we want to give a BIG googly-eyed thank you to Playtonic Games for all of their support! If you haven’t already, check out their latest adventure Yooka-Laylee and the Impossible Lair available on Steam!

https://store.steampowered.com/app/846870/YookaLaylee_and_the_Impossible_Lair/

So what’s next for Mighty Fight? We’re gearing up to the end of our Early Access period and towards our full release early next year. Not only that, we’re happy to announce that we’ll have EVEN MORE guest characters to show off the closer we get so stay tuned! As always, the best way to keep up to date is to join our community Discord!

See you next update, and Fight Mighty!

Patch Notes


- [Feature] Missions: added combo challenges for every member of the roster.
- [Feature] Museum Mode: For the lore-fiends, Museum Mode has been added with in-depth backstories of every character.
- [Feature] Unlocks: Unlocked skins and character videos are now tracked in-game and can be previewed in the Unlocks menu.
- [Feature] Spectator Mode: lobby members can now mark themselves as Spectators to watch a match.
- [Feature] Join By Lobby ID: private lobbies can now be joined directly by ID.
- [Critical] UI: Costume Unlock popup now shows over new transition screen
- [Critical] Soft-lock: fix for soft-lock that could occur when playing through Arcade Mode multiple times in a run
- [Mechanic] Launcher Follow-Up: on hit, jump can be pressed or held during a launcher attack to ensure a follow-up
- [Bugfix] UI: player indicators no longer skew occasionally
- [Bugifx] UI: fix for Hype indicator occasionally not updating between stocks when Hype Attack is used
- [Bugfix] Settings: fix for gameplay settings not preserving when revisiting the menu
- [Bugfix] Gameplay: fix for Versus Match timer not respecting settings menu
- [Bugfix] Unlock: fix for Killbot Shadow costume not unlocking on completion of Arcade Mode
- [Bugfix] Gameplay: fix for timer victories not considering remaining stocks
- [Bugfix] Gameplay: fix for player always winning timeouts in Shadow Match
- [Bugfix] Training: fix for dummy health restoring prematurely
- [Bugfix] Remi: various shadow clone fixes
- [Bugfix] LEXE: fixed edge cases where Hype Attack would not trigger when an opponent is caught by the Halberd
- [Bugfix] Stingray: fixed grenades occasionally clipping through world
- [Bugfix] Stingray: fix for visual snapping when throwing mines at opponent
- [Bugfix] Miami Sunset: for for transitioning through the skylight while Hype Attack is active
- [Bugfix] Visual: fix for glass shatter at final boss not resetting when retrying
- [Bugfix] Visual: players may no longer select the same costume for mirror matches
- [Bugfix] Menus: adjusted joystick input sensitivity when navigating menus
- [Bugfix] Visual: fix for visual glitches on True Hyperion
- [Improvement] Performance: game performance vastly improved on slower GPUs
- [Improvement] Visual: players now bounce a little bit away from the wall after a wall splat
- [Improvement] Gameplay: added "GAME" text at end of matches
- [Improvement] Player Intros: intros less likely to have same dialogue during mirror matches
- [Improvement] Audio: ToeJam & Earl now have intro and victory voice overs
- [Improvement] Main Menu: news and social buttons can now be selected with the mouse
- [Improvement] UI: new UI for end of match, time-outs, and tutorial completion
- [Improvement] UI: new logo on title screen
- [Improvement] UI: combo counter now shows total combo damage and percentage damage
- [Improvement] SFX & VO: various volume adjustments
- [Balance] Hitboxes: removed per-bone hurtboxes for all fighters to increase simulation consistency
- [Balance] Arcade: Multi Man fighters now have 3 lives instead of 5
- [Balance] General: added a minimum of 10 frames of knockdown before a roll can be executed
- [Balance] General: Wall Jumps now have proper horizontal velocity decay
- [Balance] Heckbane: removed Super Armor property on non-swole version of Dash on 'Em
- [Balance] Krystal: Overhead Swipe is no longer considered a launcher for infinite detection purposes
- [Balance] Krystal: PSYCHIC PUSH recovery frames reduced from 18 to 12
- [Balance] Krystal: AIR LUNGE startup frames reduced from 20 to 14
- [Balance] Krystal: HYPE ATTACK now has invulnerability during startup
- [Balance] Krystal: adjusted MACHINE GUN hitbox size
- [Balance] Krystal: adjusted SUMMON CRYSTAL hitbox size
- [Balance] Krystal: AI has been rebalanced
- [Balance] Krystal: CRYSTAL SPLASH has increased range and speed
- [Balance] Krystal: CRYSTAL SPLASH reduced recovery frames from 15 to 10
- [Balance] Krystal: BIG SHOT BURST reduced recovery frames from 22 to 18
- [Balance] Strikefist: FINAL FIST Reduced recovery frames from 12 to 6
- [Balance] Strikefist: BALLOT PUNCH Reduced recovery frames from 24 to 12
- [Balance] Strikefist: LEGISLATIVE FLIP Reduced recovery frames from 14 to 11
- [Balance] Killbot: slight change to knockback property on Punch Program
- [Balance] Killbot: increased active frames on AIR HAYMAKER from 4 to 10
- [Balance] Killbot: UPPERCUT now knocks up slightly higher
- [Balance] Killbot: adjusted hitbox on SLAM DOWN
- [Balance] Killbot: HYPE ATTACK now knocks back on completion
- [Balance] CEO: first hit of UPPERCUT now moves CEO forward
- [Balance] CEO: UPPERCUT recovery frames reduced from 16 to 10
- [Balance] CEO: ORA ORA startup frames reduced from 24 to 14
- [Balance] CEO: ORA ORA knockback force increased by 25%
- [Balance] CEO: ORA ORA histop increased from 15 frames to 20
- [Balance] CEO: SONIC BOOM startup frames reduced from 24 to 14
- [Balance] CEO: SONIC BOOM hitstun reduced from 30 to 15
- [Balance] CEO: Hold My Calls damage increased from 100 to 250
- [Balance] Stingray: land mine damage increased from 50 to 125
- [Balance] Stingray: mine detonation radius increased from 2 to 2.5
- [Balance] Stingray: DIVE KICK damage increased from 30 to 50
- [Balance] Stingray: adjusted DIVE KICK hitbox size
- [Balance] Stingray: KNEE damage increased from 60 to 75
- [Balance] Stingray: HYPE ATTACK activate now has invuln frames on startup
- [Balance] Stingray: HYPE ATTACK damage increased from 275 to 330
- [Balance] Stingray: KNIFE THROW damage increased from 25 to 50
- [Balance] Remi: KICK 3 reduced recovery frames from 28 to 14
- [Balance] Remi: KICK 3 increased knockback by 15%
- [Balance] Remi: BICYCLE KICK reduced recovery frames from 18 to 5
- [Balance] Remi: AIR BALL reduced startup frames from 20 to 10
- [Balance] Remi: SHADOW CLONE reduced recovery frames from 36 to 26
- [Balance] Remi: SHADOW CLONE AIR reduced recovery frames from 32 to 22
- [Balance] Remi: SOCCER BALL KICK reduced recovery frames from 21 to 15
- [Balance] Remi: SOCCER BALL KICK projectile increased size and knockback
- [Balance] Remi: Remi Ball hitbox increased in size from 1 to 1.25
- [Balance] Remi: Mad Dash against a grabbed target will now position Remi directly in front and facing the grabbed target
- [Balance] Originelle: Air Strike Combo hitboxes rebalanced
- [Balance] Hyperion: ONE INCH PUNCH (AIR) startup reduced from 22 to 12 frames
- [Balance] Hyperion: ONE INCH PUNCH (AIR) recovery reduced from 20 to 10 frames
- [Balance] Hyperion: ONE INCH PUNCH (GROUND) recovery reduced from 20 to 5 frames
- [Balance] Hyperion: CHAIR SHOT startup reduced from 32 to 19 frames
- [Balance] Hyperion: CHAIR SLAM startup reduced from 15 to 7 frames
- [Balance] Hyperion: CHAIR SLAM hitbox adjusted
- [Balance] Hyperion: HYPE ATTACK hitbox rebalanced
- [Balance] Tunestone: SKULL STANCE has been removed
- [Balance] Tunestone: REFLECT has been removed
- [Balance] Tunestone: SCYTHE SHOOT now has launcher property
- [Balance] Tunestone: SCYTHE SHOOT max charge time reduced from 90 to 30 frames
- [Balance] Tunestone: SCYTHE SHOOT startup reduced from 34 frames to 24 frames
- [Balance] Tunestone: SCYTHE SHOOT recovery reduced from 24 frames to 14 frames
- [Balance] Tunestone: UPPERCUT is now activated from the ground
- [Balance] Tunestone: UPPERCUT active frames reduced from 26 frames to 14 frames
- [Balance] Tunestone: SKULL SHOT hitstun reduced from 30 to 16
- [Balance] Tunestone: SKULL SHOT recovery frames reduced from 42 frames to 8 frames
- [Balance] Tunestone: SKULL SHOT can now be charged for a SUPER SKULL SHOT
- [Balance] Tunestone: SCYTHE 3 knockback increased by 25%
- [Balance] Tunestone: SCYTHE 3 recovery reduced from 22 frames to 16
- [Balance] Tunestone: SCYTHE 3 can now combo into SCYTHE SHOOT
- [Balance] Tunestone: GROUND POUND recovery reduced from 82 frames to 24
- [Balance] ToeJam & Earl: DAMN I'M GOOD startup reduced from 10 to 5
- [Balance] LEXE: LARIAT can now cancel into Batter Up after 16 frames
- [Balance] LEXE: LARIAT hits 1 and 2 now deal 30 frames of hitstun instead of 20
- [Balance] LEXE: RISING TACKLE final hit now causes knockback
- [Balance] LEXE: JAVELIN TOSS reduced startup frames from 22 to 12
- [Balance] LEXE: HYPE ATTACK reduced startup frames from 22 to 12
- [Balance] LEXE: HYPE ATTACK now causes knockback on finish
- [Balance] LEXE: PHASE OUT recovery decreased by 2 frames
Logo for Mighty Fight Federation
Release:26.02.2021 Genre: Actionspiel Entwickler: Komi Games Inc. Vertrieb: Forthright Entertainment Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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