Full notes
Full Undisputed update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Balance
Undisputed is OUT NOW on Steam! Watch the full launch trailer below.
All players that joined us on our early access journey now have access to the full launch of Undisputed, as well as the Roy Jones Jr. '93 pre-order bonus.
Players can purchase access the Deluxe WBC Edition upgrade in the Steam store.
Patch Notes
Gameplay
- We’ve replaced gassed, dazed, and fatigue punch animations. Previously, these punches were slowed/increasingly slowed animations. This felt and looked clunky. We’ve now replaced these so that instead of slowing the animations, the time needed between punches is increased, so players can’t throw as many punches within the same period of time as when not dazed or gassed.
- We’ve increased the short and the long-term stamina cost for punches, and further increased the stamina cost of missed punches – meaning you should pick your shots carefully and ensure you time your punches for accuracy if you want to prolong your stamina into those championship rounds.
- We’ve balanced our between-round stamina recovery so that players can now directly impact the amount of stamina they’ll recover. The between-round stamina recovery is heavily tied to your activity in the latest round, so in rounds where you’re using lots of stamina, you’ll also recover less overall when the round ends, and vice versa.
- We’ve increased the damage dealt by power punches, and we’ve also increased the damage dealt by a punch being a counter punch, so if you’re able to catch your opponent slacking and land a clean power punch with the likes of Wilder or Frank Bruno, your opponent will feel it.
- We’ve also reduced the counter window, meaning your punches must be even more well-timed to score a counter punch – so read your opponent and time your shots well if you want to maximise damage.
- We’ve introduced directional damage, which means that forward moving punches now do more damage than backwards moving punches.
- We’ve increased the speed of health regeneration for short term head and body health, while increasing the damage dealt to max head and body health. The goal being to ensure players and AI can have high-pace, high-action rounds without them leading to an excessive number of knockdowns.
- We have updated our stationary jabs and stationary straights so those ones and twos will come out cleaner than ever.
- We've updated the body straight so that fighters properly bend their knees. This looks a bit more natural and can also help you get underneath certain punches if your timing is on point.
- We’ve shortened the maximum range of body uppercuts so that they can’t be used as a lead punch; get inside to use uppercuts effectively.
- We’ve updated the step-in straight and step-in body jab, giving players more options to get inside or chase down an opponent who is on the back foot.
- We've updated blocking poses in Undisputed to improve the consistency of all blocks, but in particular body blocks, so you won't see as many punches bleeding through when you feel you should have stopped them.
- We’ve changed the way that block health regeneration works: block health now regenerates at a slower rate than usual while you’re holding block, meaning you’ll have to make good decisions about when to let off block as it could open a window for your opponent to land punches.
- Block health now drains more quickly when a fighter
Source
Changelog.gg summarizes and formats this update. How we read updates.
