Era of Combat: Boxing cover
Era of Combat: Boxing screenshot
Genre: Sport

Era of Combat: Boxing

Content Update: 00.62a: Player Avatars

In this update:
- Glove alignment tool (players may now alter (and save) the rotation of their controller to fit their play style), available from the settings menu in game.
- Seven new player avatars of various ethnicities (three male and four female), you will need to create a new avatar to select them (skin colors and eye colors can be altered for each).
- The models have all been touched up (including the original avatar model), to help prevent skin/cloth clipping that we sometimes see in gameplay though I've noticed some clipping issues persist.
- Fix for block count when fighting the AI

Small Update 00.61h: Taking damage effects / dizzy state

- Dizzy double vision / blurry vision has been replaced with a shrinking vignette effect. Time in dizzy has also been decreased (it goes away quicker).
- When taking damage, your HMD now shows red/black texture when hit in the head with some direction indication, ie the texture is heavier on the side taking the impact. We'll refine this a bit more going forward but I think it's a step in the right direction.

Update & Patch: 00.61g - AI punching fix, SoundFX update

AI punching fix. AI will now go on the offensive again. This issue popped up due to a faulty 3rd party vendor tool - fixed now (and I have slightly less hair after dealing with this unplanned deficiency 😉

- Impact sound updates - multiple soundFX updates for impacts (both when dealing and sustaining damage)).

Small Update 00.61f: Punch arc and length fix

- Fixes the appearance of arm length between player VR rig and their network avatar in both pVp and observer modes.

Small Update 00.61e: New Observer Mode Features

- Five observers now permitted per match instead of three
- New Observer mode automated camera angles and switch functions! (Use alpha keys)
-- 1: Freefly camera (saves your cam position if you toggle back and forth between your freefly cam and the predefined cameras)
-- 2: Rotating bird's eye of ring
-- 3: Tracking/circling high ring shot
-- 4: Tracking/circling low ring shot
-- 5: Host OTS shot
-- 6: Host POV shot
-- 7: Guest OTS shot
-- 8: Guest POV shot

Update 00.61d: Oculus Haptics Patch

- Haptic feedback increased for Oculus Touch Controllers

Small update 0.61c - Scoresheet adjustment and vertical forces fix

- Vertical hits (hits with too much downward momentum) are no longer throttled. This was to prevent hammer fists and overhead type bashes, but I've added other mechanics to deal with illegal downward hits and so legal hits are now no longer impeded inadvertently (sometimes players would get a glancing type of blow and it would feel off/too light for the strength they put into it, often this was due to anti-cheat mechanics for downward blows. There are many legitimate strikes with downward forces that might have been catching up your style previously, now amended.

- Scorecards have been adjusted to reflect the newly implemented hit mechanics.

Update 00.61b - Avatar Stances, Fixed Elbows, Upper Body Updates

- Large Update to Avatar movement!
- Hand position now dictates stances and switches between Orthodox and Southpaw
- Hand position now rotates shoulders, - no more square-on slapfests
- Lower body now approximates stances positions - still a bit rough, but consider this draft one for stance work
- Elbows are tighter, allowing for more effective front guards

Small Update 0.60m - Training Dummy and Hit Quality Detection

Vast improvement to hit precision detection -
- Knuckle alignment importance scaled down in favor of overall hit accuracy
- Collider on training dummy altered (easier to hit head and attempt uppercuts without hitting chest collider).

Small Update 0.60L (Hit detection and punch weights)

The distance your hit travels and the speed at which it travels the distance now plays a roll in determining punch damage. This helps to reduce damage on short hits (like wrist flicks etc)
- If your knuckles are aligned to the impacted target your damage is increased (this was happening before but reliability is being improved)
- If you land a hit without knuckle alignment your damage is now greatly reduced (as opposed to just not amplified)
- You must block a strong incoming hit in order to take advantage of the counter window. Light hits won't trigger the bonus.