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The Thrill of the Fight

 
Professional boxer Tamuka Mucha uses TotF to train!Apr 13, 2020 - Community AnnouncementsHey, everyone. I just wanted to share that professional boxer Tamuka Mucha reached out to me a few weeks ago to let me know that he had integrated The Thrill of the Fight into his training and to provide some feedback. I had heard of a pro boxers playing and enjoying the game prior to that, but I think Tamuka is the first I've heard that has directly integrated it into their regular professional training. Tamuka has an amazing and inspirational story. Yesterday, he put up an awesome interview on YouTube where he talks about his experiences using VR for training and his hopes for VR boxing in the future (and with a few suggestions snuck in for me, too! 😁). Check it out! I'll be watching his career after we get out of lockdown and rooting for him.Main Branch Update - February 5, 2020Feb 7, 2020 - Community AnnouncementsHello, everyone! I've pushed out a small update today. The two headline items are that I've added support for the line of haptics gear made by bHaptics and that LIV support has been reactivated and is hopefully working properly. If you run any problems with this release, please let me know in the comments. If you experience a game-breaking issue, you can roll back to the previous version by right click TotF in your Steam library, clicking Properties, clicking the Betas tab, and then choosing the branch named "rollback" from the drop-down list. Thanks! Update Notes: Added support for bHaptics devices. Fixed support for LIV mixed reality recording Added multiplier reset button to the Configuration quick-view panel to the right of the main menu. This button will only appear when you have the "Automatic Force Adjustment" enabled, and will let you quickly reset your multiplier if you feel it is stuck too low or if you are handing off the headset to another player. When the AI is lightly dizzed, it will only throw with its typical punch output when cornered. Previously, the AI would change from its lower punch output when significantly dizzy directly to its high punch output from being cornered. Switching to normal punch output under light dizziness helps the transition between the two. Beta Update - January 21Jan 21, 2020 - Community AnnouncementsNote: 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 a small update headed to the beta branch for testing. The two headline items are that I've added support for the line of haptics gear made by bHaptics, and I believe I've fixed LIV support (no launch options needed!). 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 in the beta thread and then switch back to the default branch. Thanks! Update Notes: Added support for bHaptics devices. Fixed support for LIV mixed reality recording Added multiplier reset button to the Configuration quick-view panel to the right of the main menu. This button will only appear when you have the "Automatic Force Adjustment" enabled, and will let you quickly reset your multiplier if you feel it is stuck too low or if you are handing off the headset to another player. When the AI is lightly dizzed, it will only throw with its typical punch output when cornered. Previously, the AI would change from its lower punch output when significantly dizzy directly to its high punch output from being cornered. Switching to normal punch output under light dizziness helps the transition between the two. Main Branch Update - October 24, 2019Oct 24, 2019 - Community AnnouncementsHello everyone! I've got another update headed out to the main branch now. The Thrill of the Fight became content and feature complete earlier this year, and this update brings more polish to visuals and combat mechanics. As always, I'd love to hear your feedback, either here on the Steam forums, on Reddit (where I'm u/fyian), or directly at my email address at [email protected]. The Thrill of the Fight is also now available to purchase on the Oculus Quest headset! The Quest version of TotF has the exact same content, features, and physics as the PC version with little compromise in visual quality and the major benefit of having no wires. Visual Polish Shading and lighting quality has been improved. The environment lighting has been improved and objects and characters now have dynamic lighting highlights. Walls and static objects look more detailed and 3D than before. Blood now looks brighter and bloodier. The big screens in the auditorium and arena that used to show a duplication of your first person camera view now show a dedicated graphic with a large visible timer (they will still show the third-person camera when it is toggled on). Bugfixes and Combat Tweaks The bottom end of the possible range of force the opponents can throw with has been lowered, and their target average damage has also been lowered very slightly. The aggression customization stat now applies to more aspects of the AI's behavior and is more effective than it was before (this applies to the "Endurance" and "Outclassed" modes as well). The player's body should match their real-world position slightly better than before, allowing more reliable body and shoulder defense. A handful of other small combat tweaks and bug fixes are included in this update as well. New LIV Branch I've spun off a new branch with some changes needed for LIV support to work again. The branch should automatically work with LIV with no need for any launch parameters. Please let me know if you run into any problems using LIV with the LIV branch.Beta Update - October 6Oct 6, 2019 - Community AnnouncementsNote: 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 been quietly working away on the Quest port recently, but I've made some changes to the game that will benefit both that version and the PC version. The most notable difference is new lighting and polished visuals, but there are a handful of other small changes as well. 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: Oct 17: Lowered the minimum value of the range of base force the AI will swing with. Oct 17: Made the aggression slider control more aspects of the AI's behavior to make it have a more noticeable effect than before. Updated shading and lighting. Blood effects on the opponent now look brighter and bloodier. Changed the viewscreens in the Auditorium and Arena venues to show a timer and picture of the opponent instead of a first-person view when the third-person camera is turned off. Fixed an issue with the scorecard sometimes incorrectly highlighting which stat decided a round win for the opponent. Slightly increased the damage penalty while very dizzy. Player body position estimation should be slightly more reliable than before. Updated main menu "Quit" button to require being held down instead of just tapped. Fixed a bug causing the right controller to vibrate when the player blocked with their left shoulder. Fixed some issues with the zombie fight. Updated the wording of some of the "Quick Tips". Other small bug fixes Oculus 1.39 Update May Break Fast Movement Tracking on Rift CV1Jul 23, 2019 - Community AnnouncementsUpdate: it seems that Oculus has released a beta version of 1.40 to the Oculus Software PTC channel, and the patch notes say that it fixes this tracking issue. To get to this, open the Settings in your Oculus software and click the "Beta" heading, then click the slider beside "Public Test Channel". I haven't had a chance yet to test it out to confirm, so please reply here if you try it and it fixes the issue. The Oculus 1.39 update appears to be breaking tracking of fast controller movements for Rift CV1 (original Rift) users. This is very noticeable when throwing fast hooks in TotF, but is not a problem specific to TotF and can be replicated in other games or even in the Oculus Home environment. If you are experiencing this issue, please contact Oculus Support so they can help you gather logs that will help them narrow down the issue. Please let them know that this is not just a problem with TotF, but is something you can replicate in any game and in the Oculus Home environment (assuming that's true in your experience - let me know if not). If you are a Rift CV1 user on the 1.39 update and are not experiencing this issue, please post in this thread and let me know things are working fine for you. At the moment, I believe this to be a universal issue, so any confirmation that some users are unaffected would be helpful for me to know. You can reach me in the comments below, on the game's forum, or by email at [email protected]. Thanks for your help and your patience!Small Update - July 23, 2019Jul 23, 2019 - Community AnnouncementsHello everyone! I've pushing out a very small update to address a problem that was pointed out on the forum. A couple of other small fixes are included as well. I've also snuck in a new panel on the main screen that gives some quick tips for new players. Full notes below. If you run into a major issue, please switch to the rollback branch through Steam to go back to the previous version, and let me know in the comments below, on the forum, or by email at [email protected] Thanks! Update Notes: Added "Quick Tips" info panel to main screen. Fixed issue causing the new hook multiplier slider to appear over the top of the base multiplier slider. Fixed issue where playing one "Extras" battle during a session would cause the Extras menu to appear after a normal fight instead of the Fight menu. Fixed issue causing Zombie to not play hit reaction animations. Fixed zombie animation flickering. The Thrill of the Fight has been approved for Oculus QuestJul 20, 2019 - Community AnnouncementsHello, everyone! I'm thrilled to announce that Oculus has accepted my concept pitch for putting The Thrill of the Fight on Quest. I'll be working out details like the launch date as I get closer to finishing the Quest port, but I wanted to go ahead and share the good news. I'm very excited about the Quest port. The game feels great with no wires, and it's very convenient to be able to take the headset wherever you have the most room to play without being tethered to a computer. TotF was already a graphically simple game, so I've been able to keep the Quest version very close to the PC version visually, and it plays identically. The inside-out camera tracking can lose track of the controllers pretty easily while you're keeping your guard up, but I'm hoping the upcoming tracking improvements for the Quest are as good as the update for the Rift S and make that much less of an issue. I'll have more details in the coming weeks. Thanks!Official Steam Guide for TotFJun 25, 2019 - Community AnnouncementsHello, everyone! I've finally created the official Steam Guide for TotF. I tried to cover all of the essential information and answers to the most commonly asked questions I receive, but let me know if you feel there's something missing. I may create a second, less in-depth guide with hints, tips, and FAQs, and anyone in the community is also welcome to do so if you wantto share what's working well for you and what you wish you knew when you started playing. Christooo! already has a great guide written up (so check his out, too!), but I wanted to create an official run-down of many of the games mechanics that I could point users towards. Check it out and let me know what you think!Main Branch Update - June 25, 2019Jun 25, 2019 - Community AnnouncementsJune 28: Made some tweaks to the difficulty presets and lunge punch rates of Melky and Joe. June 27: Fixed an issue where having LIV installed would break TotF. LIV support is disabled for now, but I'm working on a fix. June 26: Due to a version control issue, yesterday's update didn't include the opponent fatigue system. I've hotfixed it in today. Hello everyone! It's time again to move the latest beta branch features over to the main branch. Note: If you run into a problem with the update, please opt into the branch named "190506" through Steam, and let me know about the issue in the comments below. As always, I'd love to hear your feedback, either over on the Steam forums, on Reddit (where I'm u/fyian), or directly at my email address at [email protected]. The game is still in Early Access (although nearing the end) so anything and everything on the main branch is still subject to change based on your feedback. If you want to receive frequent (but less tested) updates with cutting-edge changes that I'm testing out, please opt into the game's beta branch through Steam. New Long-Term Fatigue System for the AI Previously, the AI would become worn down by your punches over time and begin to take additional damage, and the AI also had a short-term stamina system that determined how many punches it would throw before it would back off to catch its breath, but it did not have a system for tracking how tired it would get over the long term. Now the AI accumulates fatigue as it dodges and throws punches, which can cause it to become less aggressive over time if it wears itself out. As always, the player has no artificial stamina or fatigue mechanics. Your stamina is your real-world stamina and you only become fatigued when you are in real life! Better Force Adjustment The force adjustment system now uses a separate multiplier for hooks, to address problems where hooks were reading out as far more powerful than straights for some players, making straights feel worthless. The "Tracking Speed Limit" setting is no longer necessary and has been removed. Post-Match Score Details Screen A new info panel has been added after you complete a match to help explain how the scoring was determined. This new panel will show how many knockdowns and how much damage you achieved compared to your opponent, and will highlight the stat the judges used to determine your score. The number and percentage of punches you landed that dealt damage and your lowest force adjustment multiplier for each round are also shown to help explain why you got the damage results that you did. And Much More! Many other small quality of life tweaks and improvements to combat have been added as well. For example, you may notice the Spider is a little bit shorter and easier to fight, and Luis stands a bit farther away from you. Opponents also have some improved behavior to deal with a few exploits players had found. The game's engine has been updated and a few rendering changes have been made. T...Beta Update - June 19Jun 19, 2019 - Community AnnouncementsNote: 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...Beta Update - June 17Jun 17, 2019 - Community AnnouncementsNote: 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. A new beta update already? Well, as is often the case, while I was waiting for feedback on the last update to roll in, I couldn't help but keep tinkering. I've got some new changes that I want to get out to the beta branch for feedback ASAP, so I'm going ahead and pushing out a new update already. The primary changes are centered around making the opponent a little more bullish about getting within punching range. The distances at which the opponent can try to lunge in have been eased up a bit to give the opponent that option more often instead of always stepping in. When the opponent does step in, they will be better about keeping their guard up instead of always dropping it. Once the opponent is in, they'll now be a little less likely to be backed off by your defensive strikes. Also, by popular request, Luis has grown a few inches and Charong has shrunk few inches. Accordingly, Charong will try stand a little closer to you and Luis a little farther away. Check out the full list of changes below. Let's continue to use the same feedback thread here as the previous beta update, or feel free to email me at [email protected]. If you run into a game breaking issue, please report it to me and then switch to the rollback branch. The version number for this update should read "190617.2BS" Thanks! Update Notes: The previous beta update made jabs less likely to be considered to adjust your force multiplier. This update makes them considered again like they were before. Made the opponent a little less likely to back off from your defensive strikes. The AI can now lunge from a closer distance. Opponents now do a better job at keeping their guard up while approaching. Lowered the damage level needed for pure red hits to exactly the amount needed to get a one hit knockdown. This is lower than the last update but still higher than the level it was previously at. Note that this is just a cosmetic change and doesn't affect the damage you're actually dealing. Made Charong a little shorter. Made Luis a little taller. Updated to Oculus SDK 1.37 to fix the glitched loading screens in Oculus mode. Adjusted the lighting some more. Fixed "On" option text being really tiny for the Forward Facing setting. Fixed a glitch with The Artist's block hit reaction animations. Beta Update - June 15Jun 15, 2019 - Community AnnouncementsNote: 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 a new beta branch updated headed out now. I have updated the version of Unity that the game runs on, which could bring with it a ton of bugs, so be on the lookout for anything fishy. I have also been playing around with a Quest version of the game, and have brought a few changes over to the PC version from my testing on Quest. I've also worked in a few changes based on feedback since the last main branch update. If there aren't any major game breaking bugs discovered in this beta, I plan on moving it to the main branch fairly quickly. 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. The version number for this update should read "190615.0BS" Thanks! Update Notes: Updated to Unity 2019.1 Accumulating head trauma and body pain will eventually cause a boxer to stay on the mat longer after they are knocked down. This effect starts small but builds up exponentially, so should only be a factor in later rounds. The automatic force adjustment system should now favor adjusting around straight punches. This change will likely increase everyone's effective punching power at least a little bit, and should drastically help those users who were getting stuck with a multiplier that was inappropriately low. Note that the previous beta version worked similarly, but only for players with very high fist speed. The automatic force adjustment should no longer inappropriately lower your multiplier too far for lunging in with a punch. Increased the damage required to see yellow and red impact effects. Note that this is just a visual change and isn't a nerf to your actual damage. Opponents and other objects no longer look solid black on the inside. Instead, your vision will gray out when you put your head inside these things. Altered the hair shader to address some issues it was causing. The new hair shader requires 4x antialiasing in order to work properly, so as a result of this change, the antialiasing option has been removed from the Settings menu. Changed the way lighting and shadows are handled to improve performance. As a result of this change, the option to hide shadows has been removed from the Settings menu. Improved UI performance. Updated to Oculus SDK 1.36. Fixed potential memory leak issue with particle effects. Beta Update - May 20May 20, 2019 - Community AnnouncementsNote: 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. Hey, everyone. I'm pushing a small update out to the beta branch that's mostly an experiment. In general, TotF rewards the velocity of punches a bit too highly regardless of how much body mass is behind them, and it's fairly easy to throw hooks that are disproportionately fast compared to your straights. This leads to straights feeling weak for most players. There's also a scenario where the way hooks are handled can lead to the player trying to throw hooks harder and harder, accidentally nerfing their multiplier, and getting stuck in a negative feedback loop. The "Tracking Speed Limit" setting was meant to help with these problems, but in some cases it seems to be making them even worse, while it's going unnoticed in most other cases. What this beta update does is sets a lower cap on the punch speed that the automatic force adjustment system will try to calibrate around. The new lower value is still faster than straight punches from all but the absolute fastest punching players, but it's low enough that just about anybody can reach the speed with a hook. This should make the multiplier more likely to adjust around your straight punches instead of your hooks and make it less likely that "high speed" hooks will tank your multiplier. 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. The version number for this update should read "190520.0BS" Thanks! Update Notes: Reduced the maximum punch speed that the automatic force adjustment system will try to use for calibration data. Removed the Tracking Speed Limit setting. The game will now behave as it did with this setting turned off. Changed antialiasing "Auto" setting to always be 4x on SteamVR. In the future, this entire setting will likely be removed with 4x AA always forced on to accommodate an upcoming graphical change that relies on having a 4x antialiasing level. Fixed an issue where the player would gain trauma too slowly in short bouts and too quickly in long bouts. The opponent's trauma gain rate was already working as intended. Beta Update - May 7May 7, 2019 - Community AnnouncementsNote: 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'm pushing out a quick beta update to address some feedback from the main branch. I'm hoping to get these moved over to the main branch quickly. 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 back to the main branch (the rollback branch is going to remain on the previous beta update that came before the main branch update). The version number for this update should read "190507.0BS" Thanks! May 12 Hotfix Set "Boost Color" mode to be the new default for Impact Effects Added a new stat to the Score Details tab - "Multiplier at End of Round". This stat shows the force multiplier in use for the player at the end of the round, before the calibration system checks to see if the multiplier should be raised. Since the multiplier will only decrease during a round, the value shown is the lowest the multiplier fell to during each round. Turned "Tracking Speed Limit" off by default. Update Notes: Added a new option to the Impact Effects setting called "Boost Color" which will increase the visibility of the colored hit effects. Added a new post-bout stats tab called "Score Details" which will provide more information about why the match was scored the way it was. This tab shows the total number of knockdowns scored by each boxer and the total damage inflicted by each boxer, along with a note that explains how the scoring works. The stat that was the deciding factor in who won each round will be highlighted in gold text. The "damaging punches" stat has been brought back and added to this tab as well, although that stat doesn't directly factor into the scoring. Slightly reduced the size of the "Did I get blocked?" check to make it easier to punch in between the opponents arms when they're guarding the side of their head. Changed the size of the "Did I get blocked?" check to correspond with the glove size you pick. The round timer will now count up if you have the round time set to infinite time instead of staying at 0:00. The round timer will now freeze when the bout ends instead of clearing itself to 0:00. Also, in case you missed them, the main branch update included these changes: Brightened the color of the red screen effect that plays when the play receives a hit to the body. Reduced the Chin and Power levels to 110% for Outclassed mode (from 115%). Reduced the Chin level to 105% for Endurance mode (from 110%). Increased the size of the screens in the Arena venue. Main Branch Update - May 6, 2019May 6, 2019 - Community AnnouncementsHello everyone! There has been a good cycle of beta updates and player feedback for the last few months, and I'm now pushing the recent beta tested changes over to the main branch. Note: If you run into a problem with the update, please opt into the branch named "190123" through Steam, and let me know about the issue in the comments below. As always, I'd love to hear your feedback, either over on the Steam forums, on Reddit (where I'm u/fyian), or directly at my email address at [email protected]. The game is still in Early Access so anything and everything on the main branch is still subject to change based on your feedback. If you want to receive frequent (but less tested) updates with cutting-edge changes that I'm testing out, please opt into the game's beta branch through Steam. A New Champion and Venue! The tenth opponent has finally been added - Edward Price, A.K.A "Moneymaker." Price is the ultimate fighter, with many of the strengths of the other fighters with few weaknesses. Your trainer might have put his foot on the scale to help you weigh in for this fight... You'll fight Price in the new Arena venue, which is also available as an option in the fight customization menu. Improved Hit Feedback Punches that land against the opponent's body are more stable and no longer slide around without any friction, giving a better feeling of impact. Landed punches now show a subtle impact effect that is color-coded to imply the level of damage you inflicted. This effect can be configured or turned off in the game's Settings menu. New Audience Sounds The crowd sounds in all venues have been updated to new 3D sound fields (and now with reaction clips!). Combat Improvements The AI has been updated to feel more "fair", with more balanced damage output and added reaction times. The player's punch physics have been updated to detect weak point hits much more reliably. Stats, spacing distances, and other small tweaks have been applied to all opponents. And Much More! There have been 93 individual update notes in the beta versions since the last main update, with many improvements to quality of life, general game polish, and improving the way information is shown in game. Check out the previous beta news updates for the full list. For those of you on the beta branch, here's what's different from the last beta update: Brightened the color of the red screen effect that plays when the play receives a hit to the body. Reduced the Chin and Power levels to 110% for Outclassed mode (from 115%). Reduced the Chin level to 105% for Endurance mode (from 110%). Increased the size of the screens in the Arena venue. Beta Update - April 24Apr 24, 2019 - Community AnnouncementsNote: 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! There's a new beta update headed out now. The main change that I'd love to get your opinions on is that unblocked punches against the opponent will now have colored particle effects suggesting how much damage you inflicted with the punch you landed. Punches with a cyan colored effect inflict little to no damage on the opponent. Punches with a red colored effect have inflicted enough damage to substantially dizzy your opponent. The effect will blend between cyan to yellow to red to show the damage level of your punches between those two end points. The effect is intended to be subtle so as not to make it the primary focus for the player while they're fighting. This effect can be changed to always show a white impact effect like in the previous update or the impact effect can be turned off altogether through the in-game Settings menu. The option you've chosen for this setting will be shown on the main menu configuration quick view panel. You'll also notice that the "damaging punches" stat has been removed from the punch statistics page because it was causing confusion and didn't provide enough detail to explain why the player might have won or lost a round. Instead, you'll see a new stat that shows the total damage inflicted per round. 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. The version number for this update should read "190424.1BS" Thanks! Update Notes: Added coloration to the hit impact effect to convey how much damage was dealt to the opponent by the hit Removed the "Damaging Punches" punch statistic and replaced it with the total damage inflicted per round Added a bout customization option to control how slowly or quickly the trauma system builds accumulated damage Renamed "Hook Speed Control" to "Tracking Speed Limit" and added it to the main menu configuration quick view panel Made the boxing dummy taller to match Joe's height Impact particle effect will now move with the target that was hit instead of floating in the air at the point of impact Fixed issue causing the player's glove to play the hit impact particle effect at unintended times Fixed issue where customizing the AI's body hit tendency ratio by any amount would always cause them to only hit the body or the head and ignore the other Added penalty to AI's damage while they are dizzied Added descriptions to score card punch statistics sections Added descriptions to some customization menu options Raised point of focus for the active fight camera slightly and reduced the maximum amount it will zoom in Fixed an issue that would cause the customization men...Beta Update - March 21Mar 21, 2019 - Community AnnouncementsNote: 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 headed out. This one isn't quite as exciting as the last one, but has some important bug fixes and tweaks in it. I've made a fairly important change to how the glove follows the controller. Please punching the weak points on the boxing dummy and let me know if you feel like getting credit for weak points is reliable and consistent. I've also added a toggle to the bottom of the settings menu that controls whether or not extremely fast hooks will have their speed adjusted. If your hooks feel too weak compared to your straights, turn that setting off and see if it makes any difference. If you do change this setting, please leave feedback and let me know. 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. The version number for this update should read "190321.0BS" Thanks! Update Notes: Fixed a bug preventing the AI from throwing body shots under certain conditions Fixed a bug that would allow some custom settings to carry over into the difficulty presets if you did a custom fight and then played on one of the other difficulties. Fixed issue where Luis was approaching the player but then wouldn't throw punches. Adjusted the AIs desired distances and ranges. Tweaked the method the AI uses to determine if a punch target is in range. Added a new setting called "Hook Speed Control" that lets you toggle on or off the hook speed limit. This setting may be temporary depending on if player feedback clearly favors it on or off. Made some tweaks to the way the glove follows the controller The "automatic" anti-aliasing setting is now actually automatic again Improved the way cumulative damage scaling works and fixed a few bugs related to it. The round format text when selecting an opponent now updates with the options you choose in the Custom menu Reduced brightness of scrolling banner in Arena venue Fixed VR arcade launch argument Beta Update - March 11Mar 11, 2019 - Community AnnouncementsNote: 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. Ladies and gents on the beta branch, it's the moment you've all been waiting for. It's time for the title fight against the world champion at a worthy venue. Prepare to challenge Edward "Moneymaker" Price in the new Arena venue. Edward represents the pinnacle of fighting prowess, with the strength of Duke Bell, the aggression of Luis Felix, the reactions of Hojo Mizushima, the evasiveness of Mateo Vega, and nearly the reach of Charong Kitsuwan. Along with Price, this update includes more combat mechanic tweaks, as usual. The "good form" mass bonus have returned and weak points have been toned down a bit to compensate. 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. Thanks! Update Notes: Added new opponent: Edward "Moneymaker" Price Added new venue: The Arena Reintroduced the "good form" mass bonus for leaning into punches and rotating your body. Reduced the damage of weak point hits to compensate for the return of the "good form" mass bonus. Removed the angle leniency and increased the size of the weak point zones. Differentiated opponent movement reaction time and opening recognition time speeds. Moved Duke Bell and Mateo Vega to the "Arena" venue. Added "Arena" venue as an option to the fight customization options. Lowered max speed cut-off in punch smoothing algorithms to try to tame hook speed compared to straight punch speed. Added version number to title menu. Fixed bug allowing opponent to block you by accidentally punching your hand right as you started to throw a punch. Fixed bugs causing either duplicate sound and vibration effects or no effects at all to play during some block collisions. Fixed a bug causing very fast punches to get smoothed over a much longer period of time than intended. Fixed the focus ball. Fixed bug preventing variation in crowd idle animations. Beta Update - February 27Feb 27, 2019 - Community AnnouncementsNote: 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: 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 reactio...