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Beta Update - April 3

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!

Feedback on the beta branch has been fast and furious, so here's another beta update with a handful of changes.

The focus of this update is improving the AI's competency a bit to make up for recent patches increasing the player's capabilities. For example, a recent change made it easier for the player to squeeze their fist into openings in an opponent's guard without awkwardly getting stuck in a wide open space. This revealed a bunch of holes in most opponents' block positions, so in this update they've been tightened up.

After the last couple of updates, players do a bit more damage on average, which was making dizzy knockdowns trivially easy to achieve. To correct this, the amount of damage needed to dizzy has been increased slightly.

Despite the increased player power, opponents were still prohibitively hard to knock down for the count, so the force level needed to do so has been reduced.

Lunge punches are also back, but they're no longer the sole way for the AI to approach.

Check out the patch notes below and let me know your thoughts in the feedback thread here or by emailing me at [email protected].

The rollback branch has been updated to the April 1 build.

Thanks!

Update Notes:

  • Every block pose for every opponent has been updated to be a tighter guard with less openings.
  • Every opponent now has two body block poses - one where they cover left of their chin and one where they cover right of their chin.
  • The amount of force needed to dizzy any boxer (including the player) has been increased.
  • The amount of force required to put any boxer down for the count (including the player) has been decreased.
  • Changed the AI's attack and retreat behaviors to get them in and out faster.
  • Lunge punches are back, but are no longer the only way for the AI to approach.
  • Brought back penalty for landing a hit too far away from the knuckle - this might not have been necessary and might go away again in the future.
  • The arm whip penalty from previous betas now applies if auto-calibration is set to off. When the auto-calibrator is on, calibration data is used to put proper mass behind the hit. Since they show raw, unmultiplied force, the heavy bag and boxing dummy punch readouts will factor in the arm whip penalty instead of calculating the same way as the auto-calibrator.
  • Every opponent has had their preferred distances adjusted to keep them as far away as possible while still getting them close enough to hook around your guard.
  • Ensured that hits landing outside of an active bout don't count for calibration (so wailing on the trainer in the lobby as hard as you possibly can won't tank your multiplier).