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Steam News4 August 201510y ago

Update 0.75 Released

Back in business after our dev's computer took a bath, literally. Here's the next wave of refinements: Updated run animation cycle with the newest animation improvements.

Full notes

Full Pro Wrestling X update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix4 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Fixes
changedUpdated run animation cycle with the newest animation improvements.
changedImproved the parry selling animation root position when executed; it's a small change, but looks a lot better.
addedWhile running, added the ability to stop after pressing the run button.
addedAdded the ability for player to hold block button for strikes. This *may* have broken the block when getting up function, still testing.
changedImproved AI Logic - Choose from Inactive, Basic, Aggressive. - Basic = AI barely grapples, barely strikes and only block grapples when spirit meter is higher than 70. - Aggressive = More aggressive AI, strikes more, blocks more, counter and react time a lot faster than basic. - Inactive = Basically makes the AI a punching bag (Eric says "THANK YOU!")
addedAdded Ground Submission Sharpshooter to the game, apply the submission with the B button. Gotta weaken the opponent pretty good to pull it off.

Pro Wrestling X changes

changedUpdated run animation cycle with the newest animation improvements.
changedImproved the parry selling animation root position when executed; it's a small change, but looks a lot better.
addedWhile running, added the ability to stop after pressing the run button.
addedAdded the ability for player to hold block button for strikes. This *may* have broken the block when getting up function, still testing.
changedImproved AI Logic - Choose from Inactive, Basic, Aggressive. - Basic = AI barely grapples, barely strikes and only block grapples when spirit meter is higher than 70. - Aggressive = More aggressive AI, strikes more, blocks more, counter and react time a lot faster than basic. - Inactive = Basically makes the AI a punching bag (Eric says "THANK YOU!")

Back in business after our dev's computer took a bath, literally. Here's the next wave of refinements:

Updated run animation cycle with the newest animation improvements.

Improved the parry selling animation root position when executed; it's a small change, but looks a lot better.

While running, added the ability to stop after pressing the run button.

Added the ability for player to hold block button for strikes. This *may* have broken the block when getting up function, still testing.

Improved AI Logic - Choose from Inactive, Basic, Aggressive. - Basic = AI barely grapples, barely strikes and only block grapples when spirit meter is higher than 70. - Aggressive = More aggressive AI, strikes more, blocks more, counter and react time a lot faster than basic. - Inactive = Basically makes the AI a punching bag (Eric says "THANK YOU!")

Added Ground Submission Sharpshooter to the game, apply the submission with the B button. Gotta weaken the opponent pretty good to pull it off.

Also added a camera that orbits around the player while the ground grapple is executed. You can turn the camera off by disabling the camera cuts in the pause menu.

X button is now used for pins when near opponent.

Clicking the right analog stick now controls the Taunt.

Fixed ground attack spamming - now we have the three strike rule, opponent will auto-recover after three kicks.

Assorted bug fixes.

#RIPHotRod :-(

Source

Steam News / 4 August 2015

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