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.
Happy New Year!
I've got a new update going out to the beta branch today.
There are a lot of little changes in this patch, but no real headline items. 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 also added a "beta rollback" branch that you can switch to if you run into a game breaking issue with the current beta, and wish to roll back to the previous beta version. If you go back to that branch, let me know, and I'll try to fix the issue ASAP and get you back on the current branch.
Thanks!
Update Notes:
- Something I forgot to mention in previous patch notes: Increasing opponent fist speed with the customization menu no longer also incidentally increases their power. If you were previously lowering power to account for faster fist speed, you'll want to increase the power back to 100%.
- Added a new system for blocking with your shoulder. The old shoulder hitboxes that just sort of floated around in places where your shoulders definitely weren't and randomly blocked hits have been removed. Instead, the game looks at your head and hand position and activates a shoulder block based on your stance. Note that you'll almost always have at least one shoulder raised to block your chin, so if you intentionally try to test this out, the opponent will most likely swing for your temple and not your chin.
- Made chin weak point easier to hit on the dummy, Sparring Partner, Joe, and Luis. The opponents with older models use a slightly different weak point setup, and they'll be adjusted as they get new models.
- Changed opponent blocking behavior to make hitting the belly and then swinging for the head less reliable. I accidentally left this change out of the original news post.
- Tweaked player fist hitbox to hit weak points better and be more in line with player expectations.
- AI aim has been improved.
- Opponents now get more aggressive when they think they're behind on score.
- Increased the force penalty for jabs, and made the penalty apply to all lead hand swings.
- Stunned boxers now drop easier.
- Made all boxers a little tougher to dizzy.
- Made all boxers a little tougher to knock down.
- Slowed dizzy recovery slightly.
- The clock in the gym now shows the same real-life time as your computer's clock.
- Sweat particle effect that appears when you land a hit has been made more visible.
- Adjusted the sound scaling some more so it's louder on average.
- Fixed the coach being stuck in the wall when at the boxing dummy.
- Added a new weak point behind the jaw.
- Completely removed one of the penalties that wasn't really helping anything and would randomly cause hits to be low force.
- Body hits no longer generate score for the judges. This change was made because the opponent doesn't have an equivalent target to hit to generate score. This is definitely up for debate and subject to change.
- Player vision now desaturates as trauma level increases.
- All enemies now use the slower, longer prep time punches that the sparring partner uses. I don't think they look as good, and they have some collision problems due to some elbow placement, but the other punch animations just started up way too fast.
- Reduced the randomness range on opponent fist speed.