As in the title? I am presuming Monday's fine?
There are loads of little things but the main ones are ref standups, overall fight scoring and leg kicks affecting speed and agility not stamina.
There isn't a massive amount that you would be able to gameplan for until you have experienced how you think it all works, so not a massive amount of notice needed imho.
changed scoring system including fight rating, (n.b. will likely see less 100% rated fights)
improved transitions to focus more on the transitions variable itself
improved flex vs agility for advance position; added agility plus split what you need based on top vs bottom so bottom needs flex but top doesn’t
improve subs; so that bottom needs flex but top needs agility, whilst being the taller fighter makes subs from the bottom more likely but less likely from the top (minor difference).
bug fix - commentary display for getting rocked sometimes bugged out at the start of rounds
added more commentary to indicate sustained ground stalling by a fighter
added fight graphics for reversals
diminishing returns for scoring points on takedowns and subs.
reduced energy loss for attempted escapes
added clinch attempts to post fight stats
fixed alignment of little arrow things on the fight imperial stats bars
fixed - occasionally the fight engine would do a move you hadn't asked your fighter to do
also debugged the crap out of it for about 5 days and found a few bug that would have affected the chance of certain standup things landing, sometimes positively and sometimes negatively depending on tactics. hopefully this will have been the cause of any "how the hell did that happen?" fights for you in the past, so it won't happen again.
scrap NCs due to being in the wrong location. Instead you will be teleported to the right location and get a 10% hit to energy and morale but the fight will still take place.
Added 16th sept;
Additional tweak to standups from yesterday's changes.
Altered the "ground moves per minute" calculation. The most important impact being that we won't have a massive drop in moves per min when people go high counter. I'll continue to work on this one as post of this requires me editing commentary lines individually.