June 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 firstname.lastname@example.org. 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. This engine change has been on the beta branch for testing for awhile, but be on the look out for any problems you might see and opt into the "190506" branch if needed.
Check out the previous beta news updates full, detailed lists of changes.
For those of you on the beta branch, here's what's different from the last beta update:
- Reduced leverage on uppercuts to previous value
- Fixed a bug causing Arena venue spotlights to stop moving and performance to be very poor if the audience is turned off
- Fixed several common causes of error messages in log files