Author Topic: April Update – Let's Hear Your Opinion!  (Read 10934 times)

Janne Suur-Näkki

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Howdy wreckers,

The latest update for Wreckfest is now out, containing new content and a number of improvements. This one is more or less a maintenance update while we continue to work on major additions scheduled to be released at a later date, but nevertheless it contains some new cool content such as the short route variant for Tarmac 1 (yes, finally!) and more customization parts for cars as well as important usability and gameplay improvements. The technically-inclined among you can find the full changelist below but please take a look at the game yourself and enjoy!

In other news – and this is very important – we're launching a new survey to gauge feedback before locking down everything for the final release of the game. These past years we've been working with you to shape the game into what it is now, and seeing as the game is nearing completion we want to use this opportunity to let us hear what you think of the game, how you play it and whether there's anything we can do to make it the absolutely best possible banger racing and demolition derby experience to date. To do that, it's crucial that we get YOUR feedback, so if you have five minutes to spare please do click on the shiny new main menu button to take you to the survey site and let us hear what you think of the game!

CONTENT
  • AI now uses El Matador in Class B too.
  • Added more customization parts for KillerBee, Tristar, Rammer, Gremlin.
  • Added a new paintjob for the lawnmower, improved paintjobs for El Matador and Roadcutter.
  • Added reverse routes for Mixed 5 Outer Loop and Mixed 5 Inner Loop.
  • Added a short route for Tarmac 1, both forward and reverse layouts.
  • Added and adjusted the start/finish lines for a number of tracks.
  • Improved environment art on a number of tracks.
  • Improved static cubemap locations on a number of tracks.
  • Balanced texture luminance ranges on a number of assets.
TECHNICAL
  • Fixed a particle system related crash.
  • Implemented shaded particles (particles are now darker when in the shade).
  • Implemented free camera smoothing.
  • Added sharpening and vignette post-processing effects.
  • In Dirt Speedway Figure 8 (possibly affecting other tracks as well), a wrong way indicator is no longer incorrectly displayed right after start.
  • In Custom Event and MP, the game now tries to pick a unique paint job for the AI player if available.
  • Grid start points are now created dynamically (work-in-progress, minor glitches possible especially in MP).
  • MP: It's now possible to disallow the use of special vehicles (lawnmower) on a server.
GAMEPLAY
  • Folk racing style start is now used on a number of tracks that support it (i.e. they have a dedicated start area).
  • Improved lawnmower handling and gameplay.
  • Adjusted reverse gear ratios so that they match between different vehicles.
  • Contact timer is no longer used in deathmatch.
  • Improved AI aggression: AI now employs increased situational awareness to decide when to ram another car. On Novice AI Difficulty, the AI is more aggressive towards each other and less towards the player, while on Expert AI Difficulty the AI is more aggressive towards the player and less against other AI players.
  • In demolition derby, the AI is now less inclined to use reverse whenever the front of the car is damaged.
  • In demolition derby, if only one or two AI players are left they no longer only circle around the player like idiots.
  • AI now takes the loop in Crash Canyon only in one direction to prevent the traffic from piling up.
  • Automatic reversing camera is now enabled by default in derby game modes.
  • In HUD, reset prompt is now displayed automatically when driving into a wrong direction or out of track.
  • In race game modes, reset is now only allowed when vehicle speed is 10 km/h or less to discourage exploiting.
  • In Grass Arena, hay bales no longer appear weightless when hit.
CAREER
  • Adjusted a number of career series, especially in championships 3–5.
  • The post-race rewards screen is now only shown if the player actually receives a reward, instead of every time.
  • The post-race experience screen is no longer displayed if the player abandons the event.
  • Weather no longer changes every time when restarting the event.
  • A series is now considered (and marked) completed only if player receives points from it.
  • Championship progress bar now only goes up until the unlock points for the new championship have been reached.
  • In vehicle selection, ineligible vehicles are now grayed out so it's easier to pick out an eligible vehicle.
  • Vehicle stats (and therefore eligibility in a series) are now updated correctly after upgrading the vehicle.
  • Relevant bonus targets (like spin, crash out, wreck a number of cars) now accumulate during multi-heat events.
USER INTERFACE
  • MP: In server browser it's now shown whether the server is configured for normal or realistic damage.
  • MP: In server browser, the list of servers is now only displayed after the data files have been verified.
  • MP: In lobby, the maximum number of players is now displayed correctly.
  • Added descriptions for all performance upgrades.
  • Implemented a new pre-race screen.
  • Implemented a new championship selection screen.
  • A number of user-interface fixes and improvements.
AUDIO
  • Added new engine audio for the lawnmower.
  • Added new engine audio for Gremlin.
  • Improved Speedeamon audio.
  • Contact audio no longer keeps repeating when the vehicle is resting on its top or side.
KNOWN ISSUES
  • MP, while in lobby cars may occasionally appear falling under the scene when the track changes.
  • MP,while in lobby spectating is glitched (no cars visible) if the race is not in progress.
  • MP, after returning to the lobby the car may appear to be in flames if it was wrecked in the event before.
Thanks for all your support and have a great weekend (playing Wreckfest, we hope)!

Hotfix for April Update

Dear all,

A critical hotfix for April Update is now out, most importantly fixing the menu system related crashes that many have been experiencing and adding a toggle for the new post-processing effects. A few other improvements and fixes also sneaked it, with the full changelog below.

Don't forget that the survey is still running, so if you're still to voice your opinion please do it!

GENERAL
  • Fixed a number of menu system related crashes.
  • Vignette and Sharpening effects can now be enabled/disabled in the Settings menu.
  • Random AI players with derby liveries no longer appear in racing events.
  • Changing Tristar Front Fenders no longer results in the game crashing.
  • Speedbird Rear Wheel 3 now has the correct texture.
  • In a number of weathers dust is no longer too dark when in the shade.
  • In Replay, when entering free camera the camera is is now dropped in the current car position.
  • Various minor environment art improvements and fixes.
Thanks for your support!

Hotfix 2 for April Update

Howdy folks,

We're back! The first hotfix the other day left us with a couple of known issues still persisting and since we've now addressed them, we thought it would be a clever move to patch the game right away. Not many changes but many of them quite important, as follows:

GENERAL
  • Server Browser no longer crashes after quitting multiplayer and going back to the server browser.
  • MP: Kick and ban voting now works properly.
  • MP: Changing server info is now allowed only when in lobby to prevent issues.
  • Wrong way indicator is no longer incorrectly displayed at race start on Speedway 2 Oval Loop.
  • In Career, there's now a reduced chance of AI players with duplicate paint jobs appearing.
  • Game controller vibration/rumble is now disabled correctly after a controller is changed.
  • Gremlin front and rear chains are now uninstalled with the bumpers.
  • Added new engine audio for Panther RS.
  • Minor environment art improvements and fixes.
NOTES FOR CONTENT CREATORS
  • For custom track backward compatibility, runtime grid generation can now be disabled in the event specific bbTrackData (.tcat) file by using the new flag. After enabling the flag, legacy manually placed start points will be used.
As always, thanks for your support and have fun!   
« Last Edit: April 25, 2018, 09:33:33 PM by Janne Suur-Näkki »

guest103487

no new cars? -.- meh
guest103487, April 20, 2018, 02:48:05 PM Logged
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  • The Very End

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     A new track config at least with additional parts as well as a range of technical changes.

    KingOfTheCakes

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    "AI now takes the loop in Crash Canyon only in one direction to prevent the traffic from piling up."

    Haven't played the update yet, but I don't get this change as it's takes away the fun of avoiding cars entering the loops, like in MP. I never recall seeing AI getting stuck on the loops myself.

    Still, looking forward to playing this when I can, others fixes sound very promising :D

    EDIT: This goes for Sandpit 1 as well. It added so much carnage to the races, now they barely use the other direction. :(
    « Last Edit: April 21, 2018, 01:45:10 AM by KingOfTheCakes »
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    Finsku

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    Ofc update is out when I have only my laptop  :'(

    Quote
    Grid start points are now created dynamically (work-in-progress, minor glitches possible especially in MP).

    We Sunday Night Wreckfest -cup racers are interested what this actually means? Does grid start points be determined by last race finish order... or...?

    EDIT: added "or"

    Janne Suur-Näkki

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    The new method doesn't affect the placement on the grid, i.e. the order in which the cars are placed.

    TheEngiGuy

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    • Improved AI aggression: AI now employs increased situational awareness to decide when to ram another car. On Novice AI Difficulty, the AI more aggressive towards each other and less towards the player, while on Expert AI Difficulty the AI is more aggressive towards the player and less against other AI players.
    I'm all for a challenge, but I honestly think this change could make races on Expert feel artificial.

    Janne Suur-Näkki

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    That's a valid point and we thought about that too, just really wanted to hear how you feel about.

    Another solution would be to make all AI levels similar in aggression.

    Merhunes Dagon

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    Adding new tracks would be so cool, since a long time we didn't have new tracks and demolition derby. You've added a lot of great cars since 2018 but adding more is welcome haha, maybe it's coming in april too :p

    For the AI, it would be better to have an expert mod where player is attacked same as the other and more than novice. And why not a "Master" mod where the AI is very fast and push hard everyone.

    TheEngiGuy

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    That's a valid point and we thought about that too, just really wanted to hear how you feel about.

    Another solution would be to make all AI levels similar in aggression.

    I just did two races and I couldn't tell the difference between the aggression levels, so as long as it is not drastically different/noticeable, I'm fine with it.

    Just filled the survey! Though I forgot to mention about AI performance that needs to be more varied to make career a bit better and not too easy when maxing out a car.

    Janne Suur-Näkki

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    Just filled the survey! Though I forgot to mention about AI performance that needs to be more varied to make career a bit better and not too easy when maxing out a car.

    Thanks! That's a sensible suggestion and it's something that we're indeed working on.

    Nacho159

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    Would it be possible to have options for both AI difficulty and aggression?

    The Very End

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    Would it be possible to have options for both AI difficulty and aggression?

    Agree with this. The difficulty should be related to their driving abilities and general pace, aggression would be a separate slider and would only affect their likelyhood to bump into eachothers and player. Options are allways a good middleground :]

    Adenru

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    Would've been nice if people still loading would've been shown in multiplayer lobby. My craputer isn't able to load new level that fast and I have to manually retune car manually for new level.
    Maybe if people see me loading they won't hit the READY button  ::)

    NicoP

    • Posts: 27


    • Improved AI aggression: AI now employs increased situational awareness to decide when to ram another car. On Novice AI Difficulty, the AI is more aggressive towards each other and less towards the player, while on Expert AI Difficulty the AI is more aggressive towards the player and less against other
    • AI now takes the loop in Crash Canyon only in one direction to prevent the traffic from piling up.
      • AI now takes the loop in Crash Canyon only in one direction to prevent the traffic from piling up.


      Thats very a bad thing... Like really ? why would you a clean race in crash canyon ???? It is a bonus crash track... The loop is there for that. I am very disapointed you removed the only way to have involuntary crash with an AI. You really need to reverse that change seriously.

      • Improved AI aggression: AI now employs increased situational awareness to decide when to ram another car. On Novice AI Difficulty, the AI is more aggressive towards each other and less towards the player, while on Expert AI Difficulty the AI is more aggressive towards the player and less against other


      I did not notice any différence in the agression. I don't really like the fact that they only agressive with us in the expert option. It strange to have a wreckfest racing game without agressive AI.  I agree with Nacho, there should be Driving skills from AI and agression from AI in a separation option. Like super challenger AI and very agressive AI. With that, we could play 100% clean racing with good AI and 100% hard racing derby with full crash. We could choose what we like and every type of racer would be happy. I think it would be the best for you and for us.

      [/list][/list]
      « Last Edit: April 20, 2018, 09:36:44 PM by NicoP »