Beta Update - February 27
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, everyone!
I've got another beta update going out today mainly focused on tweaks to feel from the last beta update.
The previous update focused a bit on bringing the player's abilities more in line with where they should be by making weak points more reliable to activate but harder to hit, making the fist travel path more reliable, especially during collisions, and wrangling in some of the velocity spikes from fast arcing punches. The result of this, along with a few other inadvertent changes, left some players feeling much weaker than they had previously.
This update focuses a bit on making the AI's capabilities more "fair" in response. These changes will probably swing too far in the other direction now, making the AI feel a bit too easy. Weak points have been made slightly more lenient in the connection angle you get full credit for, but weak point zone sizes are still smaller than they used to be. Weak points now do much more damage as part of rebalancing what damage thresholds you're able to reach by hitting weak points with the player's current damage output level. The AI's maximum damage has been reduced to closer match the player's current maximum level of damage after the recent changes. The AI now has requires a certain amount of time to recognize and react to the player's movement, allowing you to gain ground or make angles more easily. The AI also won't respond to your openings immediately, but requires a period of time to recognize you've left an opening.
In the future, these reaction times will be adjusted to increase the difficulty of later opponents and for higher difficulty levels. At the moment, the reaction times are the same relatively slow value for all opponents and difficulties.
Again, things will probably feel too easy, but give it a spin and let me know what you think. Please read through the full list of changes below and let me know your thoughts in the feedback thread here or by emailing me at [email protected].
If you run into a game breaking issue, please report it to me and then switch over to the rollback branch if needed. If you are currently using the rollback branch because you were experiencing extreme power less in the Feb 18 update and are still experiencing that with today's update, then please switch to the main branch, as that's what the previous rollback branch was equivalent to.
Thanks!
Update Notes:
Hello, everyone!
I've got another beta update going out today mainly focused on tweaks to feel from the last beta update.
The previous update focused a bit on bringing the player's abilities more in line with where they should be by making weak points more reliable to activate but harder to hit, making the fist travel path more reliable, especially during collisions, and wrangling in some of the velocity spikes from fast arcing punches. The result of this, along with a few other inadvertent changes, left some players feeling much weaker than they had previously.
This update focuses a bit on making the AI's capabilities more "fair" in response. These changes will probably swing too far in the other direction now, making the AI feel a bit too easy. Weak points have been made slightly more lenient in the connection angle you get full credit for, but weak point zone sizes are still smaller than they used to be. Weak points now do much more damage as part of rebalancing what damage thresholds you're able to reach by hitting weak points with the player's current damage output level. The AI's maximum damage has been reduced to closer match the player's current maximum level of damage after the recent changes. The AI now has requires a certain amount of time to recognize and react to the player's movement, allowing you to gain ground or make angles more easily. The AI also won't respond to your openings immediately, but requires a period of time to recognize you've left an opening.
In the future, these reaction times will be adjusted to increase the difficulty of later opponents and for higher difficulty levels. At the moment, the reaction times are the same relatively slow value for all opponents and difficulties.
Again, things will probably feel too easy, but give it a spin and let me know what you think. Please read through the full list of changes below and let me know your thoughts in the feedback thread here or by emailing me at [email protected].
If you run into a game breaking issue, please report it to me and then switch over to the rollback branch if needed. If you are currently using the rollback branch because you were experiencing extreme power less in the Feb 18 update and are still experiencing that with today's update, then please switch to the main branch, as that's what the previous rollback branch was equivalent to.
Thanks!
Update Notes:
- Increased the angle leniency of getting full weak point credit.
- Greatly increased the damage bonus of weak points to allow important damage thresholds to be reached with the player's current level of damage output.
- Made the player able to be blocked more easily, but made it less dependent on chosen glove size.
- Reduced the AI's maximum damage capability to match the player's current damage output.
- Added reaction time for the AI in response to player movement and openings. This will be used to differentiate opponents and difficulty levels more in the future, but is currently the same value for all opponents and difficulties.
- Changed the way the "Custom" difficulty option is displayed to make it more clear that it is chosen instead of the other difficulties and not as a modification of the previously chosen difficulty. Note that you can now close the customization menu and still have the customizations apply, as denoted by the custom option being highlighted instead of the other difficulties.
- Changed the UI for switching between the scorecard and punch statistics to be more clear.
- Reduced AI's body punch ranges.
- Greatly improved the smoothness of AI hit and block reaction animations. Hitting the opponent while they are already reacting to a previous hit won't cause them to "snap" back into place as easily.
- Defaulted controller outlines to off.
- Added option to turn off the impact particle effect.
- Added option to turn off the display of the crowd members as a way to improve performance.
- Added option to turn off the display of the shadows as a way to improve performance.
- Adjusted the smoothing for extremely fast punches to be slightly less strict.
- Fixed a physics bug that causing collisions to fire off more than they should.
- Setting a manual multiplier will now override the data used for the automatic multiplier, allowing you to quickly set a manual multiplier and then turn the automatic multiplier back on. This let's you quickly "reset" the automatic adjustment system to a higher multiplier.