Version 0.9D3 -Combat mega update + watch feature-
Victory Road News — August 16, 2020
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
New feature/major change
-added a new watch feature in Gamble rumble where you can watch boxers fight without gambling
-added a smart movement function to let the boxers space themselves according to the distance to opponent boxer and center of the ring
-added a block string function to let boxers continue to apply pressure if their safer attacks get blocked
-added a cost system to combo in order to diversify the combos more
-added a corner action function to let boxers do sensible things when they are cornered
-added injury specific graphics for each injury given/received during combat
-hyper can now be activated while the boxer is in hitstun. This means you have another way to get out of combos now. This also applies to enemy as well
-boxers now recover faster from their attack animation when they land a hit depending on their attack proficiency level
-sluggers now do 1.3x more damage when their opponent is cornered.
-enemy boxers now have different preferences for when to activate their hyper on top of the usual scenario of when they land a hit
Balance fixes/minor changes
-significantly lowered membership cost of the gym(about 1/3)
-nerfed dempsey hook travel distance by half
-lowered hyper meter gain for various different scenarios in the match
-lowered the chance of auto dash cancel
-lowered the chance of spontaneous combo occurance
-made damage slightly higher for level 3 proficiency attacks
-lowered stamina usage for level 3 proficiency attacks
-slightly shortened the injury effect animation
-shortened the dash range for dempsey hook
-increased the damage given during clinche mode(sweating) from 30% to 50% of its original damage
-increased the stamina usage amount for attacks during clinche mode(sweating) from 20% to 50%.
-nerfed opportunist's combo chance bonus from 30% to 20%
-nerfed combo fan's combo chance bonus from 10% to 8%
-attacks landed from combos no longer add to hyper meter build up
-nerfed skill 214, 's injury chance increase from 15% to 10%
-nerfed evasion bonus during the rest command from 30% to 15%
-nerfed kawarimi no jutsu evasion bonus from 50% to 40%
-nerfed feather weight boxer's bonus evasion rate from 14% to 7%
-adjusted slugger to do 10% more hitstun per each attack landed
-adjusted slugger to get pushed back less by attacks received
-adjusted slugger to push people by 1.6x the usual amount
-increased general match timer from 30 to 45 seconds
-combos below 4 hits will no longer spawn spiky line and eye sparking vfx and sound
-slightly eased up on screen shake amount when attacks land
-jabs no longer shake screen
-transcendence and final countdown now drains hyper everytime boxers land a hit while using it(on top of the regular drain rate)
-hyper no longer pushes people away if the hyper user isn't in hitstun
-heavily tweaked dancing idle movement pattern(the one where boxer moves back and forth without doing anything) to not let boxers corner themselves while doing it
-made a failsafe function for feinting while being cornered so that boxers don't try to walk back while cornered.
-implemented a evasion count penalty where you have 15% more chance of getting hit per every successful evasion count. The count resets when you get hit
-and bunch of other minor tweaks I forgot to write down due to being too focused on coding
Bug fixes
-passive activation effect no longer causes earthquake when activated during screen shake.
Developer's message
Hey, everyone. I hope you guys are all having a great weekend/start of a new day. First of all, I'm very sorry to let you all know that this update isn't really about the new features that I've talked about in the last patch note. After listening to some of the players' issues and concerns, I thought it may be a good idea to give some major adjustments to Victory Road combat system before I delve into a new feature in the game.
So, what changed in the combat? My main focus with this update was to address the problem of snow balling nature of pro league combat. I'm sure some of you may have noticed that a lot of the matches in the pro league came down to who lands their first hit first, and who can continue the offense afterwards while carrying the opponent all the way to the corner. So I've made some modifications to the chances of combos and dash cancels to make the matches more balanced. I've also made it so that boxers do more things that are less related to attacks, so that it seems more like they care about the distance between the enemy and themselves. So the combat should, in theory, look a bit more realistic this way, but we will see how you guys feel about it.
As I was working on those things mentioned above, I've also come across many other parts of this game's combat and I've tweaked a lot of them to have them behave the way I think is fair and sensible. I've also added a bunch of new stuff in the combat to make it more interesting. So let me know if you see anything you don't agree or you wish to be changed.
I've also noticed that a lot of people in the community simply enjoy watching the fights by going into gamble rumble. So I've gone ahead and included a watch button. Now you don't have to gamble your money just to watch the fights! There's still some features I can guess you guys would want(such as watching matches that are unrelated to your total level/round count setting), but I will get around to that later.
As always, feel free to throw your opinions on discord. It matters more than you think! I thank you all for your good reviews and the kind support. See you all next time!