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.
I'm rolling out a new beta update now.
The big news is that Charong Kitsuwan, The Thai Spider, has a new model! In addition to that, there are a ton of little tweaks and changes like in the last patch. Read over the list below, jump into the beta, and let me know if you run into any problems by emailing me at [email protected] or posting in the feedback thread here.
I've moved the previous beta update to the rollback branch so you can revert if you find something game breaking.
NOTICE: Some users are reporting issues with matches taking an extremely long time to load. During the extended load time, the game audio will continue as normal and your desktop monitor will show the game in action, but the headset will continue to show the loading screen. If this is happening to you, please post in this thread and let me know. I'll follow-up there with questions about your setup.
Thanks!
Update Notes:
- Charong has a new model!
- Glove rotation will always match controller rotation, so gloves will no longer tumble around after you land a hit.
- Blocked hits should no longer damage the opponent as they move to reunite with your controller.
- Increased the damage threshold needed to dizzy by ~5% and reduced the total amount of dizzy needed to knock down to compensate.
- Required slightly more effort from player to achieve full damage swings.
- Lowered average damage of opponent very slightly, but did not change their max damage amount.
- Body hits now count towards scoring again.
- Hits below a certain amount of damage no longer count towards scoring.
- Changed blocking behavior slightly to be more varied.
- Increased likelihood of opponent noticing you're open for an uppercut.
- Extended blockboxes on arms to better block uppercuts.
- Reduced animation transition time for knockdown animations so they feel a little snappier.
- The body weak point bonus on the older models was set too high. I've reduced their effect to match the new models, and made the solar plexus weak point slightly harder to hit for full damage. These changes are reflected on the boxing dummy.
- Fixed bug from last update where opponents could resume the match in the stun state after being knocked down.
- Changed the way parrying works to reduce frequency of opponent being blocked accidentally.
- Added a subtle "block hit" animation. It's not as noticeable as I'd like so expect this to get cranked up a bit in the future.
- Adjusted crowd sounds slightly.
- Updated to the latest Hardlight suit SDK to support the commercial Hardlight suit units that are currently shipping out.