Good afternoon peoples. I just released the next major update to this game to address a bunch of bugs that were discovered by not only me, but you guys as well.
Here's what's new from versions 12.7 to 13.0. As per usual, I'm only going to summarize the top 10 things that are the most significant to y'all.
1.
The Glider and Cloner Weapons
Two new weapon classes that pick up their behavior automatically by folder-name prefix. Any weapon whose folder name starts with `glider` doubles as a movement tool and a contact-melee tool — hold Ctrl to engage the engine and fly across the map, release to fall, re-press mid-fall to catch yourself, and flying onto any of fourteen hittable entity types damages it at your movement cadence, with stamina draining as fuel and the player invincible while aloft. Any weapon whose folder name starts with `clone` copies the entity it hits across the same fourteen entity types — the first hit spawns a clone on top of the original, each subsequent shot spawns one tile closer to you until the clones pile on your own tile, resetting when you re-draw the weapon or reload the map.
2.
Aircraft Turbulences and Spatial Beacons
Aircraft turbulences came back as a buildable hazard. Each one sits at one column on the map with an altitude band (and in 3d a single ground tile for depth) and crashes your plane on contact. Authors set an announce distance for a spoken heads-up plus appear clip, and a smaller alarm distance for a looping alarm that only fires when you are actually on a collision course — climbing or descending out of the altitude band silences the alarm and lets you cross safely for the pass clip, while dropping back into the band re-arms it. In the same pass, the aircraft beacon's idle loop and the turbulence alarm both fill the entity's actual tile extent instead of emitting from a single point, so wider beacons sound wider as you fly across them and taller alarms span the full altitude band, giving you an audible sense of where the gap is.
3.
Movement speed adjustments
The maximum movement speed for characters, bikes, and vehicles all rose from 10 to 20. The doubled ceiling kept the original ramp feel intact — the vehicle builder's default accel, brake, and base speed values were retuned so a new vehicle still takes one second to reach top speed and half a second to stop, with twenty finer-grained speed ticks fitting into the same ramp window. The engine pitch curve was also rescaled so the sound climbs smoothly across the full new range instead of plateauing partway up.
4.
The Death prompt Overhaul
A new checkbox in the settings menu lets you keep every entity on the field across map switches and exits when unchecked, with the box staying checked by default so the original cleanup behavior is preserved unless you opt out. Death now always wipes the map regardless of that setting, and clicking yes on the retry prompt reloads the same map fresh and drops you back at its spawnpoint — so a botched run never strands you in a half-cleared world, and players who like the old "respawn in place" feel can still keep their state by leaving the toggle off for the non-death paths.
5.
Command Stacking improvements
Stacked commands with semicolon delays used to freeze the entire game for the duration — input, sound, screen reader, and frame ticks all stalled until the delay ran out, which made even modest multi-second sequences unusable. Stacked commands now queue against their own timer and fire asynchronously, so a command like 2000;/speak welcome;500;/cm cave 50 50 starts playing instantly and the delayed parts fire in the background while you stay in full control.
6.
Grappling Hook enhancements
The grappling hook now actually scales walls instead of releasing on the first climb step. An upward or downward hook that catches a wall lets you climb the wall's full vertical extent (or descend back through it to your starting altitude), and reaching the wall's top or bottom edge releases the hook with a sensible exit — landing on a user platform if one sits on the wall's edge, otherwise bouncing you back to the column you threw from so you fall away from the wall naturally. The 3d upward hook also respects body rotation now, so a hook thrown while you're rotated to face a wall lands one tile in front of you and iterates up from there. Separately, walls no longer block you from jumping onto a platform placed on top of them — holding the direction key toward an adjacent platform at apex now steps you over and lands you on it in the same tick for a clean Mario-style ledge grab.
7.
The Data Manager Menu
A new data manager menu landed under the miscellaneous menu, with character, npc, shield, and weapon managers all under one roof. Each one offers add, edit, remove, and view operations against the relevant .sif files — the character manager covers the stat block, the attacks and bodyparts lists, starting weapon pins, and the per-ammo-type damage and reserve upgrades; the weapon manager surfaces every weapon under any category (archery, artillery, explosive, melee, or any author-added category) with damage, ranges, ammo, drains, and other stats exposed; and the shield manager covers defence, wear mode, weight, shield strength, blockchance, launch parameters, and the rest. All of it now happens through in-game forms instead of by hand-editing files.
8.
Map-Bounds Keywords on Weapon and Shield Ranges
The minx / maxx / miny / maxy / minz / maxz bounds keywords (already supported on NPC range fields) were extended to the six range-style fields on weapons (x range, y range, z range, push x, push y, push z) and the three launch-range fields on shields (x launch range, y launch range, z launch range). An authored value of maxx on any of those fields resolves to the active map's full span on that axis at parse time, so the weapon or shield's reach scales with whatever map it loads on instead of being a hardcoded tile count.
9.
Character Data simplification
The character data layout shrank from four files to two: the attack-verb list and the bodypart list that used to live in their own attacks.sif and bodyparts.sif files are now comma-separated values on break verbs= and body verbs= keys at the top of main.sif, so each character folder only needs main.sif and kombat.sif instead of all four. The two key names were also reworded to disambiguate them from the single-value attack= stat.
10.
Switch and dialog adjustments.
Auto-activated switches now fire their on command at map load instead of just flipping into the on state silently, so a switch built with auto-activate checked behaves on spawn exactly as if the player had pressed it. Separately, the dialog map element was renamed to story zone and moved from the interaction submenu to the zones submenu in the builder so the name no longer collides with the engine's generic message popup; custom maps with old dialog lines may need the leading token migrated to story_zone so it can load them properly.
That's all I have for now. Stay tuned for more updates to come!
Here's the download link for the game, now accessible on itch.io. This is the link that's going to be shown from now on.
https://tsatria03.itch.io/simplefighterEnjoy, and happy building!
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