I've moved Update #14 over from the beta branch to the live branch with just a few minor changes. Notes below.
Note to everyone using a custom calibration: The positioning of the controller to the hand has changed, so you'll need to recalibrate your custom controller positions.
New in Update #14
- Added bruising, swelling, and cuts on opponents as you pummel them.
- When getting blocked, your fist should recover and respond more quickly than it did previously.
- The tracking of the opponent's swings has been reworked. Opponents will now stop correcting their swing toward your head after they've reached a certain point during the start-up of their swing. AI punches should now follow a fairly natural path for the type of punch thrown instead of always driving straight toward your head.
- The Blue Bomber can now be blocked. Be cautious - he still hits hard and has a good chin.
- Opponents can now take swings at you while you're flurrying them with attacks. Previously, it was possible to chain-stagger them as they attempted to punch out of their guard.
- Enemies no longer need to be staggered to back off. Any blow that lands will make them give you some space.
- Improved the latency between the player moving in real life and the player's hitboxes moving in-game.
- Several opponents have had their block rate, attack rate, and types of punches they throw adjusted.
- All opponent's have had small visual improvements.
- Added the option to show an outline of your controllers at all times. This was requested to allow people to see where their controllers were in relation to their face, but will also help show where your controllers are at when your gloves get blocked by the opponent. This feature is completely optional, and can be turned off from the settings menu.
- The "ghost" controllers are also being used during controller calibration, to better show where your hands are within the gloves.
- Various hitbox tweaks have been made to the player and all opponents.
- Made weigh-in and gym always face forward, even if you've flipped your play space. The play space flipping option has also been moved to the settings menu as "Start Opponent on Side". This option will only show up when you've selected the 360 degree sensor placement.
- Added a new loading screen when loading into the gym.
- Tweaked haptic vibration so hopefully it will feel a little stronger, especially on lighter hits.
Changes from the beta
- Made some tweaks to the weigh-in visuals
- Made some tweaks to the appearance of cuts. BB still gets a bigger gash than intended that I'm going to tone down in a future update.
- Fixed your body disappearing if you opened the SteamVR menu
- Fixed 180° mode spawning the player on top of the opponent
A note on sounds
This update was originally meant to focus on revamping sound effects. I was planning on swapping them out myself, but I'm now working with a sound designer who will be doing custom recording, so new sounds have been bumped to a later update. I expect the quality to be well worth it. These sounds should start finding their way into updates starting in February.
Please don't hesitate to leave feedback on the forum or reach out to me at [email protected]. Thanks, everyone!
