The January patch (7.0) is officially live! Make sure to update your game to the newest version to gain access to some exciting new content. This month we have an exciting update that includes a new Legacy Conor McGregor model (From UFC 178 and new custom Conor vanity), Jiri Prochazka, many community requested gameplay changes, and more! As always you can find the full patch notes at the bottom of this article.
At UFC 178, Conor's decisive victory against Dustin Poirier made the fight world sit up and take notice. Now, days away from their highly anticipated rematch, we're celebrating Conor's return with a Legacy fighter model recreating his appearance at UFC 178. The new Legacy model will have a 4.5 star overall rating in the Featherweight division. Additionally, we’ve added some new Conor themed vanity to the game.
Jiri Prochazka, currently the 5th ranked Light Heavyweight in the UFC, joins the digital octagon with a 4-star overall rating including 4.5 stars for striking and health.
In addition to the fighters mentioned above, we have also unlocked two pre-existing fighter models you may remember from our Fight Night series - Andre Bishop and Isaac Frost. Both have been added to the Heavyweight roster.
Gameplay received some significant improvements and changes in this patch. The team has continued to review community feedback and for this patch we’ve focused on making more impactful changes to both stamina and submissions. Additionally, there are many other improvements to gameplay including gameplay sliders for online invite matches, a new kick type - calf kicks, attribute balancing, and tons of fighter moveset updates.
A new type of leg kick has been added to the game - calf kicks. With the addition of these new kicks, the regular leg kick is now done by holding the kick button and tapping the button results in the calf kick. Calf kicks target a lower part of the leg which makes them more effective for destabilizing your opponent (interrupting strikes) and safer than regular leg kicks versus checks. For balance purposes, these new kicks will deal a little less damage than regular leg kicks but they can combo with other strikes in the same way.
We have an upcoming blog that will go into much more detail and context into the stamina and submission changes. Overall, stamina has been tuned to benefit those with a slower and more methodical play style. For submissions you will notice that choke submissions have been given some buffs and, conversely limb submissions have been slightly nerfed.
As always, we appreciate your support and feedback to help make the game better!
PATCH 7.0 FULL NOTES
Major Updates
Added 2 new fighters:
Conor McGregor from UFC 178 added to Featherweight
Jiri Prochazka to Light Heavyweight
Added Jessica Andrade to Flyweight and Bantamweight divisions
Unlocked Andre Bishop and Isaac Frost in Heavyweight
Added additional settings to Online Invite match settings, including gameplay sliders
Added a venue select to Online Quick Fight and Online World Championship to prioritize venue preference during matchmaking
Fixed Event & Tournament Mode CAF scaling issues and mismatched Ratings & AI
Gameplay Updates
Added calf kicks to all fighters.
Added a new set of standup blocking animations and polished the old set.
Fixed an issue with attribute information displayed for a few archetypes.
Increased penalty for the attacker’s rapid movement in limb submissions.
Fixed an issue to allow Body Side Kicks to track walking to one side (the outside).
Tuned stamina recovery to be slower when stamina is high.
Tuned strike stamina costs between weight divisions.
Reduced the cost for heavier divisions and increased it for the lighter ones, with very little change to the divisions in the middle, such as lightweight. Even in the heaviest and lightest divisions, this adjustment was small.
Decreased permanent body damage by 10%.
Decreased block breakdown by 15%.
Decreased head roundhouse bleedthrough from 20% to 10%.
Single and low single bails now require a stamina advantage of 30%.
Attempting it without such an advantage will result in the drive ending in favor of the defender.
Fixed an issue where submissions were finishing before the progress bar had completed and when chains were activated at certain timing.
Reduced damage of clinch rear knees to head and body from collartie, Muay Thai, and single under by 20%.
This still leaves the head knees damage slightly higher than the elbows. The lead knees, which are slower, retained their previous damage.
Reduced Bleedthrough of clinch knees.
Since evading them is not an option, blocking the correct height is the best defense available so we made blocking them a bit better. They can still deal significant damage through the block if the block meter is low.
Slowed down the head peel fake from dominant back side
This is the entry for the bulldog choke and the transition to back sitting added in the previous patch. The starting animation was too fast, meaning it could be faked too quickly. We slowed the starting animation down considerably, but did not change the denial windows so only the fakes should be affected.
Refined the starting animation of the transition from back side to full guard
The animation was previously too hard to read because the shoulders took long to start to shift. Now the shoulders should start to shift right away, making reactive denials against this move more viable even though the denial window isn’t changing.
Increased denial window for the hip toss from collartie and muay thai clinch
Please note that this increase will affect the time the defender has to scramble. The hardest part for the defender will probably be to not be pressing high block by the time the scramble window starts, as that prevents the scramble.
Increased the permanent stamina cost of ground transition by 50%.
Reduced recovery of the resistance to head health events between rounds.
Greatly decreased the stamina cost of the wizzer escape.
Attacker can now cancel their submission pressing R1 and L1 together, (LB+RB on Xbox)
Increased the effect of submission defense rating
Submission strength tuning
Crucifix strike damage has been reduced by 25%
Reduced number of leg health events before TKO
Decreased the effect of the cardio attribute on starting stamina
Made plodding footwork stamina threshold more dynamic, based on footwork and leg health
Increased the clinch back takes stamina cost
Made special backwards leg lunge mitigate leg damage, instead of increasing it.
Made it so the defender can instantly escape from the back clinch after the osoto-gari scramble, unless the attacker has a 30% stamina advantage.
Restricted the use of the muscle modifier on the ground to the same rules we had in UFC 3
It is only available for get ups and the sitout sweeps from sprawl.
Tuned custom fighter AI tendencies.
Made reversals and arm traps wipe grapple advantage
Previously, reversals and arm traps would not clear the grapple advantage upon reaching the new position. Previously, the dominant fighter could have a lot of GA in his favor and would maintain it in the new position after being reversed, such as from an arm trap from side saddle to side control. Now, the reversals and arm traps will clear the GA and grant a small amount (of a successful denial) to the fighter who performed the reversal.
Lowered frequency with which the AI intercepts takedowns with strikes
Fixed bug in AI takedown feints reducing actual takedown frequency
According to the community it seems you've done some good tweaking in this patch (I don't play online so most went over my head). Bravo! I do like the addition of the calf kick as well.
The "fighters" that were brought with this patch though, not so much. A reskin of Conor?!?!? Two boxers that were already in a previous title? Not so mad about Jiri but there are picks most would prefer before him.
Also, we still have the issue with fight cards and tournaments where the entrances cease after the initial bout. You have to exit the event/tourney or quit the fight and then restart in order for entrances to resume again.