Posted June 19, 2025 by SrafaOrasp
#patchnotes #2.3 beta #release
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."