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Steam News19 June 20197y ago

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.

Full notes

Full The Thrill of the Fight - VR Boxing update

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

What changed

1 fix0 additions0 changes0 removals
  • Balance
fixedNote: 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 Thrill of the Fight - VR Boxing changes

fixedNote: 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

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

Source

Steam News / 19 June 2019

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