*Les correctifs de patch sont uniquement disponibles en anglais.
Gameplay
- We've replaced gassed, dazed, and fatigue punch animations. Previously, these punches were slowed/increasingly slowed animations. This felt and looked clunky. We've now replaced these so that instead of slowing the animations, the time needed between punches is increased, so players can’t throw as many punches within the same period of time as when not dazed or gassed.
- We've increased the short and the long-term stamina cost for punches, and further increased the stamina cost of missed punches – meaning you should pick your shots carefully and ensure you time your punches for accuracy if you want to prolong your stamina into those championship rounds.
- We've balanced our between-round stamina recovery so that players can now directly impact the amount of stamina they'll recover. The between-round stamina recovery is heavily tied to your activity in the latest round, so in rounds where you're using lots of stamina, you'll also recover less overall when the round ends, and vice versa.
- We've increased the damage dealt by power punches, and we've also increased the damage dealt by a punch being a counter punch, so if you're able to catch your opponent slacking and land a clean power punch with the likes of Wilder or Frank Bruno, your opponent will feel it.
- We've also reduced the counter window, meaning your punches must be even more well-timed to score a counter punch – so read your opponent and time your shots well if you want to maximise damage.
- We've introduced directional damage, which means that forward moving punches now do more damage than backwards moving punches.
- We've increased the speed of health regeneration for short term head and body health, while increasing the damage dealt to max head and body health. The goal being to ensure players and AI can have high-pace, high-action rounds without them leading to an excessive number of knockdowns.
- We have updated our stationary jabs and stationary straights so those ones-and-twos will come out cleaner than ever.
- We've updated the body straight so that fighters properly bend their knees. This looks a bit more natural and can also help you get underneath certain punches if your timing is on point.
- We've shortened the maximum range of body uppercuts so that they can't be used as a lead punch; get inside to use uppercuts effectively.
- We've updated the step-in straight and step-in body jab, giving players more options to get inside or chase down an opponent who is on the back foot.
- We've updated blocking poses in Undisputed to improve the consistency of all blocks, but in particular body blocks, so you won't see as many punches bleeding through when you feel you should have stopped them.
- We've changed the way that block health regeneration works: block health now regenerates at a slower rate than usual while you're holding block, meaning you'll have to make good decisions about when to let off block as it could open a window for your opponent to land punches.
- Block health now drains more quickly when a fighter is dazed, which should make the overall block health even more important as it could be the difference between surviving and being knocked out.
- Removed Clinch. This feature did not live up to the quality expectations of the game and so has been taken out while we investigate other ways we could implement clinch.
- Additional balancing and various improvements to gameplay to make the game more impactful and more enjoyable to play.
Online Multiplayer
- Implemented Denuvo anti-cheat which will allow us to catch and ban more cheaters.
- A series of improvements have been implemented which improve the online multiplayer stability and synchronization.
AI Fighters
- We've further differentiated the AI behaviour of the four fighter archetypes we have in the game, and how they impact the AI fighter's behaviour in the ring. Players should be able to see and feel the difference between a Swarmer, who will attempt to pressure opponents with a high volume of punches over the course of a fight, and the other archetypes such as a Slugger, which should throw more power shots, be more durable, and more willing to take a punch to throw one.
- Fighter archetypes are now balanced independently, meaning that depending on which archetype a fighter is, they'll have slightly different modifiers on some of their stats – for example, sluggers deal more damage and have more health than other archetypes.
- Further to the four archetypes, we've also dug down into individual fighter personalities and introduced specific preferences for things like punch and combo selection in the following fighters: Canelo Alvarez, Deontay Wilder, Muhammad Ali, Katie Taylor, Claressa Shields, Tyson Fury, Joe Frazier, Roy Jones Jr., Oleksandr Usyk, and Chantelle Cameron.
Localisation
- Added support for additional languages.
Tutorial
- Completely new tutorial, designed to get players fighting quicker and more effectively.
Career Mode
- Significant balance changes to money, fame, and XP.
- Updated UI screens throughout career mode.
- Balanced boxer ratings, including stat points earned, throughout the course of a career mode. This should make progression feel more natural and allow players to reach higher ratings earlier in their careers.
- Added Achievements/Trophies in Career Mode.
Character Creator
- Introduced more options for customization, e.g. additional hair choices.
- Added Muscle Tone adjustment option.
- Added a feature to create a random boxer instantly.
- Added some Boxer Presets so players can have a starting point for their character.
- Added Riyadh Season branded gloves.
General
- Removed Ryan Garcia from the game.
- Updated the venue select screen with a nicer preview of the venues.
- Various fixes across the game to improve stability, usability and performance.
- Improved the game's support of unusual aspect ratios.
- Improvements to frame rate across the game.
- Improved loading times.
- Added support for additional languages.
Bugs
- Fixed a wide variety of issues including soft locks, performance issues, etc.