Bout Time - Patch Notes - Version 2.3 Beta


Bout Time - Patch Notes - Version 2.3 Beta


This document details the series of updates and refinements made to the Bout Time application, enhancing fight mechanics, user interface feedback, and overall simulation quality.

Gameplay & Mechanic Updates

Top-Ranked Pacing Bonus: Introduced a flat +2 "to-hit" bonus that applies only when both fighters have a final score of 7.0 or higher. This encourages more action-packed exchanges between elite combatants and is announced in the fight log.

Sliding Underdog Bonus: The previous "Goliath" bonus has been completely replaced with a more nuanced, unified underdog system. A fighter now receives a scaling "to-hit" bonus based on the square root of the raw score difference between them and their stronger opponent. This keeps fights competitive without being overpowering.

Knockdown & Recovery System:

Fighters who reach 0 health are now knocked down instead of the round immediately ending.

A 10-second countdown is initiated, during which the downed fighter has a chance to get back up.

The chance of recovery is dynamically calculated based on the current round, number of times downed, and remaining water.

Three-Knockdown Rule: A fighter who is knocked down three times in a single bout automatically loses by TKO.

KO Finish: If a fighter fails to beat the 10-count, they lose by Knockout (KO).

Medical Stoppage Rule: At the end of each round's healing phase, a check is performed. If a fighter has less than 5 health and no water remaining, they are deemed unable to continue, and the fight is stopped. The opponent wins by TKO.

Point-Based Decision System: The end-of-fight decision mechanic has been overhauled.

Instead of comparing remaining health, the winner is decided by a hidden point system.

A point is awarded for each successfully landed hit.

If a fight goes the full distance, the fighter with the most points wins by TKO. The final scorecard is displayed in the log.

"To-Hit" Roll Distribution: The base "to-hit" roll (1d10) has been adjusted to favor higher numbers by using a Math.max(Math.random(), Math.random()) calculation, leading to more frequent hits and fewer misses overall.

Water & Resource Management

Water Spill Mechanic Removed: Fighters no longer risk spilling water on a low roll.

Water Recovery Chance: The chance to recover water on a roll of 10 has been changed to a 50% probability, making resource management more critical.

Bug Fixes & UI Improvements

"Next Round" Logic Corrected: Fixed a critical bug where the "Next Round" button would advance the fighter with the higher pre-fight score instead of the actual winner of the simulation. The correct winner is now stored and advanced.

Combat Log Verbosity: The combat log now displays the final calculated "to-hit" roll for every attack, for both hits and misses, providing greater transparency into the fight's mechanics.

Fight Modal Flow:

Fixed a bug where the fight modal would close prematurely upon a winner being decided.

Added a "Return to Main Screen" button that appears only after a fight has concluded, allowing the user to review the outcome before closing the modal.

Expanded Name Pool: Added over 20 new thematic names to the random generator to prevent name collisions when creating an "Example Universe."

Files

Bout Time Reviews V2.3 Beta.zip 25 kB
69 days ago
Bout Time Reviews V2.3 Beta Dev Edition.zip 29 kB
69 days ago

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