Note: For those looking to try out the beta, you can do so by right clicking the game in Steam, going to "Properties", clicking the "Betas" tab, and choosing the "beta" option from the dropdown.
Hello, everyone! I've got a new update rolling out to the beta branch right now.
First off, there's been a delay with the new models, and the ones that are already in place might end up changing. Hopefully I'll have these rolling back in by the end of October.
The settings options have moved from the weigh-in to the gym, and the punch force multiplier is back! I'd appreciate it if you'd leave the automatic calibration on if you're going to be providing feedback, though. You also can now specify that you don't want the game to turn you sideways once in a match.
Most of the rest of the changes involve some tweaking to the dizzy system to reduce the likelihood of opponents just standing there doing nothing for long periods of time.
As always, please let me know any and all feedback you might have. I'm hoping to focus on simply tweaking some offensive and defensive numbers for the player and opponents and getting the next beta update out very quickly. The forum thread for this update is here: http://steamcommunity.com/app/494150/discussions/0/1488861734108437844/
Thanks!
Update notes:
- The weigh-in settings options have been moved to the gym menu.
- Reverted the position set by "Default 2" to what it was before the last patch, changed its name to "Turn In", and added that position from the last patch to a new setting called "Turn Out".
- Added a new setting to the 360 rotation menu to specify that you don't want to turn left or right to face your opponent when when in a match.
- You can now turn off the auto-calibrator and manually set a punch force. Please leave the auto-calibrator on if you're going to provide feedback.
- Audio effects have been added to the gym menu.
- Opponents now have a variance in the effective mass they impart when swinging.
- Reduced the dizzy level needed to knock down a boxer.
Slightly reduced the force required to generate dizziness.This has been reverted back to its previous value.- Increased the amount of dizziness required before opponents drop their guard.
- Body shots no longer cause dizziness.
- Body shots no longer cause cumulatively increasing damage from head trauma and now have their own separate "pain" system for body hits that works like the "trauma" system does for the head.
- Fixed bug causing in-game representation of the player's head to always be tilted upward.
- Set the player's forearm blockboxes to be statically positioned where the wrists are shown on the player's glove models instead of being dynamically posed by the game.
- Fixed a bug causing extremely fast hits to be applied outside of the auto-calibration system, allowing very high force values that weren't getting adjusted downward.
- Fixed a bug causing enemies to idle for awhile before dropping their guard once stunned.
- Adjusted the way the countdown works for dizzied opponents to make the power of the last hit more important than the total dizziness level of the opponent in determining a KO.
- Adjusted Joe's guard to make it easier to land straight hits and uppercuts when he's guarding the sides of his head.
- The unlock order of Duke and Luis has been swapped.
- Opponents don't fix their gaze on you so strongly when they're hit, allowing greater head movement in their hit reactions.
- The third person camera in the gym has been repositioned.
- Chinese characters on The Spider's poster have been changed to Thai.
