Beta Update - June 19
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.
June 23: Pushed out a small update with a new method of force adjustment that uses a separate multiplier for hooks than for all other types of punches.
Another beta update? Heck yes!
The 6/15 update brought some changes to the calibration system to help favor crosses. Those changes made the game far too easy for most and led to big inconsistencies for others. The 6/17 update addressed a few issues with the opponent's offense and defense to try to increase the difficulty (in a fair way), but it didn't really help, and the inconsistency problem still remained.
I liked the changes that increased the difficulty, but I wanted to revert to the 5/20 calibration method, and I felt these things would be too difficult in combination. However, that gave me room to add in a long-requested feature that will help make the AI a little easier - long term fatigue!
Here's a quick breakdown:
Trauma / Pain - This system already existed, but I'm recapping here to highlight the differences between these systems. The Trauma / Pain system causes a boxer to be weakened as they take damage to the head or body, respectively. This trauma / pain build-up causes future hits to the head or body to count for increasing amounts of damage. Accumulated trauma and pain will also keep the boxer on the floor for longer during a knockdown count. This effect builds up very slowly and it scales based on round count, so it's not very noticeable until later rounds. The effect is permanent and does not recover at all during the break. This system represents the trauma and pain a boxer experiences from repeated blows. Since the player doesn't actually suffer any real-world effects from the punches they are taking, this effect applies to both boxers - the player and the opponent.
Stamina - This system also already existed, but I'm recapping here to highlight the differences between these systems. Stamina represents the number of actions a boxer will take in the short term before getting winded and needing to catch their breath. In TotF, the player has no imposed stamina system - you simply get tired when you get tired in real life! The AI, however, needs to have a system in place to represent this. As the AI punches or dodges, their stamina level is reduced. It recovers quickly, but if it drops low enough, they AI will stop punching and dodging completely and try to back away to catch their breath.
Fatigue - New to this update, the AI now has a system for representing their long-term fatigue. As the AI takes actions that reduce their stamina, they start to become more permanently tired. Over time, this begins to show up in the form of less aggression and less willingness to punch or dodge. The opponent will recover some of their fatigue during each break period. This effect also scales with the round count. As with stamina, the player doesn't have any sort of fatigue mechanic imposed on them - your fatigue is however worn out you are in the real world.
Since this is a new mechanic, expect some tweaks and adjustments over the next several days.
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 to the rollback branch.
Thanks!
Update Notes:
June 23: Pushed out a small update with a new method of force adjustment that uses a separate multiplier for hooks than for all other types of punches.
Another beta update? Heck yes!
The 6/15 update brought some changes to the calibration system to help favor crosses. Those changes made the game far too easy for most and led to big inconsistencies for others. The 6/17 update addressed a few issues with the opponent's offense and defense to try to increase the difficulty (in a fair way), but it didn't really help, and the inconsistency problem still remained.
I liked the changes that increased the difficulty, but I wanted to revert to the 5/20 calibration method, and I felt these things would be too difficult in combination. However, that gave me room to add in a long-requested feature that will help make the AI a little easier - long term fatigue!
Here's a quick breakdown:
Trauma / Pain - This system already existed, but I'm recapping here to highlight the differences between these systems. The Trauma / Pain system causes a boxer to be weakened as they take damage to the head or body, respectively. This trauma / pain build-up causes future hits to the head or body to count for increasing amounts of damage. Accumulated trauma and pain will also keep the boxer on the floor for longer during a knockdown count. This effect builds up very slowly and it scales based on round count, so it's not very noticeable until later rounds. The effect is permanent and does not recover at all during the break. This system represents the trauma and pain a boxer experiences from repeated blows. Since the player doesn't actually suffer any real-world effects from the punches they are taking, this effect applies to both boxers - the player and the opponent.
Stamina - This system also already existed, but I'm recapping here to highlight the differences between these systems. Stamina represents the number of actions a boxer will take in the short term before getting winded and needing to catch their breath. In TotF, the player has no imposed stamina system - you simply get tired when you get tired in real life! The AI, however, needs to have a system in place to represent this. As the AI punches or dodges, their stamina level is reduced. It recovers quickly, but if it drops low enough, they AI will stop punching and dodging completely and try to back away to catch their breath.
Fatigue - New to this update, the AI now has a system for representing their long-term fatigue. As the AI takes actions that reduce their stamina, they start to become more permanently tired. Over time, this begins to show up in the form of less aggression and less willingness to punch or dodge. The opponent will recover some of their fatigue during each break period. This effect also scales with the round count. As with stamina, the player doesn't have any sort of fatigue mechanic imposed on them - your fatigue is however worn out you are in the real world.
Since this is a new mechanic, expect some tweaks and adjustments over the next several days.
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 to the rollback branch.
Thanks!
Update Notes:
- June 23: Changed the automatic force adjustment system to use a separate multiplier value for hooks than for other types of punches. This value will show up on the main menu, the manual slider, and the details screen. The 5/20 calibration method mentioned below no longer applies.
- June 23: Uppercuts need to be more vertical than before to register as uppercuts.
- June 23: Increased the amount of leverage counted for uppercuts, which increases their power.
- June 23: Decreased the amount of bonus damage received for hitting under the chin with an uppercut to offset the power gained from the increased leverage of uppercuts.
- Added a long-term fatigue system for the AI.
- Adjusted the AI's short-term stamina system to better handle the stamina used for dodging.
- Most opponents that dodge should be dodging more often than before.
- Price and Vega will dodge very slightly less often than before.
- Slightly reduced the amount of trauma / pain build-up needed to start noticing extra damage.
- Slightly reduced the amount of trauma / pain build-up needed for a boxer to stay down longer during a knockdown count.
- Increased the rate at which trauma / pain build-up will keep a boxer down longer during a knockdown count.
- Increased the max amount of time trauma / pain build-up can keep a boxer down during a knockdown count.
- Reverted automatic adjustment force calibration details to match the 5/20 update.
- Changed the menu screen sliders to fit within their backgrounds.
- Added new reset buttons for each difficulty preset to the Custom menu.
- Reverted Luis's height to it's previous value, but kept his increased reach.
- Made Charong taller, but not as tall as he used to be.
- Removed the camera "fade to black" effect when you stick your face into solid objects. This now works how it used to, except that it only kicks in while your face is in a solid object. Best of both worlds!