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.
There's another beta update headed out right now. The focus here continues to be improving the AI's capabilities to match the player and adjusting stat levels to compensate. A handful of bugs with the previous update have been fixed as well.
There's also a couple of surprises, like the new timers visible in the gym and arena!
As always, 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 9 build in case you run into any game-breaking problems.
Thanks, everyone!
Update Notes:
- Added a round timer to the gym and arena.
- AI distancing and aggression has been tweaked across the board.
- The AI should no longer raise its guard and walk you down.
- Increased the variety of the opponents reaction block poses.
- Fixed an issue where block impacts tended to have little mass. This should make block impacts much louder.
- Updated the dizzy system to be less of a guaranteed knockdown against the AI. The AI's visual effects for dizziness now scale with how dizzy they are. The AI no longer gets locked down after being just a little bit dizzy (and so no longer suddenly throws a 5 hit combo in your face out of nowhere as soon as their eyes stops rolling).
- The long-term-damage "trauma" system now increases damage exponentially instead of linearly, but still tops out at about the same increase in damage. This makes the trauma system take longer to kick in, but it kicks in faster when it does. Light hits no longer count towards increasing trauma.
- Updated the level at which trauma visual feedback starts appearing for both the player and AI.
- Removed the stun state for extremely dizzy opponents. This will possibly return as a part of the trauma system as a guaranteed KO condition or a stoppage by the ref if you don't get the KO fast enough.
- Increased AI's top end damage per hit to better match what the player can achieve.
- Increased the force needed to get a one-hit-knockdown.
- Increased the force needed to put an opponent down for the count.
- Lunge punches no longer sink the opponent into the ground or significantly drift them to their right side.
- The AI should no longer get embedded in the floor when they are knocked down in the middle of the ring.
- The referee should no longer yell at you to separate when you're not close enough to the opponent to clinch.
- Increased the speed of the AI's jabs and added a new left straight punch for them to combo with.
- Improved the way the crowd is rendered, improving performance while paving the way to add some more variety down the road. Sections of crowd should no longer disappear in the arena for the player or on the desktop view.
- Fixed a bug causing "infinite" break time to actually result in no break time.