u/Tren_AU

PTC Update 1.7.0.877081

PTC Update 1.7.0.877081

Changes

- 10 new rear hook animations added for AI

- AI damage on hard and above slightly reduced (should be less 1 hit ko on outclassed)

- Removed head down detection from clinch blame (ducking down into your opponent still affects blame and penalties)

- Ducking down clinch detection removed from singleplayer (now multiplayer only)

- AI counter punch chance and damage increased

- AI hurt reactions adjusted : AI will back off on receiving high damage up to a certain range, randomised per fight

- AI punch follow through and blending animation improved across all punches

- AI punch targeting improved

- New urgent move forward and back animations added with multiple guard variations (notice the AI step back in range)

- Grey fog when exiting boundary removed in mixed reality (game still loses focus if you leave your meta boundary)

- AI distance control reworked : AI clinching the player should be significantly reduced

- Fixed AI idle animation bug in round break

Known issues

- Glove offset from calibration off, different to live, adjustment coming. You can go to calibration-> glove offset -> reset to default and adjust from there

- Playing ptc forcing you to re-calibrate on live, fix coming

- AI arm getting stuck behind body

- AI dropping hands down in range playing animation not fit for close range

reddit.com
u/Tren_AU — 4 days ago

PTC Update 1.7.0.872527

PTC Update 1.7.0.872527

Thanks to everyone who tested the update, shared feedback, and submitted bug reports!

Using the PTC this way allows the team to iterate much faster and release content far earlier than normal. There may be a few bugs here and there because these builds do not receive the same level of testing as a full release, but this gives us much more freedom to develop quickly and gather community feedback earlier—meaning less rework for the team.

Important: All damage changes are subject to further tuning!

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New in This Update

  • Opponent punishment breathing is now much louder. Use the audio settings slider to adjust it.
  • Knockdowns now make a thud on landing instead of dropping silently.
  • Fixed the Advanced Calibration bug that prevented players from completeing the second stage of the calibration
  • Counter System: The counter window is now wider against players throwing high volume while repeatedly missing or being blocked.
  • Hit First System: Land a clean hit to briefly knock your opponent off balance, causing their next punches to hit softer for approximately one second.
  • The Hit First debuff has a cooldown.
  • Throwing high volume while missing or being blocked reduces your ability to apply the Hit First debuff.

Please Use “Report Issue”

If you encounter a bug, hit Report Issue in the main menu during the same session in which you saw it. This sends us the relevant logs and is genuinely one of the most useful things you can do to help us investigate issues.

What Is the Hit First System?

In a real fight, a landed punch does more than deal damage. It can stop the other boxer’s forward momentum, break their stance, shift their weight, or knock them off the leg they were about to drive from.

A boxer who has just been hit cannot put full power into their next shot—not necessarily because they are hurt, but because the mechanics of throwing hard have been interrupted.

Previously, nothing in the game modelled this: getting hit did not make your own punches any weaker.

The Rules

  1. Landing a hit knocks the boxer you hit off balance, causing their next punches to land softer.
  2. The debuff lasts one second. It is intentionally brief.
  3. It cannot be reapplied for 1.5 seconds after the boxer recovers. It does not stack or extend.
  4. A boxer who has been spamming—throwing high volume while repeatedly missing or being blocked—cannot apply the debuff at all. This uses the existing anti-spam charges from the Counter System.
  5. Hits dealing less than 10 damage do not apply the debuff.

How Strong Is It?

The penalty scales with the damage of the hit that caused it:

Hit damage Punch-damage reduction
Under 10 None
10 20%
20 42%
30 60%
40 72%
50 or higher 75%—maximum cap

The Anti-Spam Charge Gate

The reward is intended for the boxer landing clean shots—not the boxer flailing.

The attacker’s anti-spam charges determine how much of the Hit First penalty they can apply:

Attacker’s anti-spam charges Penalty they can apply
0–2 Full
3 75%
4 50%
5 25%
6 None

Also Included From the Previous PTC Update

  • Opponent punishment breathing: Hear your opponent breathing as their punishment climbs beyond 50%.
  • Contextual knockdowns in multiplayer: Single-player knockdown animations can now play in multiplayer.
  • AI body-hit reactions: In single-player, opponents now react to body shots, with stronger reactions to harder hits.
  • Revamped AI body blocks: More realistic left-side and right-side blocks, plus a new centre block.
  • Counters hit harder against spammers: Landing punches is never penalised—only repeatedly missing or being blocked.
  • Above-shoulder punches: Damage requirements are now slightly less strict.
  • More body effort is required when throwing long combinations.
reddit.com
u/Tren_AU — 1 month ago

PTC Update 1.7.0.872296

PTC Update 1.7.0.872296

Time to start getting some public testing on some things we have been working on in the last few months! Expect a few PTC updates in the near future as we prepare for our next major content update to live. This is not everything, nor the only PTC before going live.

In-game patch notes are old (from live), but I rather get this out tonight and sort that out next time.

New

Opponent punishment breathing — hear your opponent breathing as their punishment gets high. You'll start to hear them breathing heavily once they reach around 50% of their current total punishment, and it increases in intensity the higher their punishment gets. Use this to know when to go for a knockdown. Use the slider in the audio settings to adjust the volume

Contextual knockdowns added to multiplayer — the contextual knockdown animations from single player can now be enjoyed in multiplayer. Knocking your opponent down will choose an animation depending on how you hit them. We plan on extending these with physics ragdolls in the future

Single player AI body hit reactions — your opponent reacts to body shots, left, centre or right, and the harder you hit the harder they react

Single player AI revamped body block animations — left & right body block animations revamped to be more realistic, and a new centre body block animation added

Damage system changes

Counter System - Counter punches against spamming and reckless opponents will deal increased damage. There is no punishment for punching and landing, only for misses and blocks — so dodge or block your opponent's punches and landing a counter punch will hit harder than before.

- Adjusted damage calculation for punches thrown from above shoulder (damage system should be a little less punishing if your punches are a little elevated, punches straight from a high guard will still be weaker as per live)

- Body effort requirements while throwing extended combinations increased

Heads up

- Counter system tuning is still being balanced. Tell us if it feels off — that's what this PTC is for.

- Audio for opponent breathing still WIP - awaiting our audio team to pass over it (he is much better than me!). Wanted to get it out for feedback as is anyway for now.

- Please let us know if you encounter any bugs with the new features - most importantly please use the report issue button in the main menu from the same session as the bug and that will send us game logs to help track down any bugs.

reddit.com
u/Tren_AU — 1 month ago

What's Next for TOTF2?

We hope everyone's enjoying the latest update! We're reading all the feedback and it's genuinely helpful, so thank you for all those contributing.

One of the biggest topics in there has been Singleplayer/Career/AI variety and hit feedback, so here's a little teaser at what we're doing about it.

Body hit reactions for the AI

We're adding a full set of body hit reactions, so landing body shots feels good and the AI actually responds to them. The clip below is from last week when we only had 3 variants. This week we're adding 24 more!

Physics & animation upgrades

We're also experimenting with some big upgrades to our physics and animation systems, and progress has been great. In testing, the physics changes make hitting the AI far more reliable. You can properly interact with their guard and hands now: a punch that grazes a glove, arm or shoulder pushes it out of the way and carries on to land real damage. We're focusing on the AI first, then exploring bringing it to multiplayer (fingers crossed, I'm optimistic!).

Also in the works:

- Visual damage system (bruising, cuts, blood)

- Expanded AI animations

- Clearer short-term punishment feedback, so you can tell when your opponent is getting close to a knockdown

Nothing to release just yet, but we're working towards another big update focused on **visual damage, physics, animation and hit feedback**. It might land all at once or in phases, but we're heads-down and excited to take TOTF2 to the next level.

Our roadmap is always kept up to date if you want to see what we're working on:

https://trello.com/b/JQb3dQsX/the-thrill-of-the-fight-2-early-access-development-roadmap

u/Tren_AU — 2 months ago