Here we go – the latest update for Wreckfest is out!
As always the update contains a host of important fixes and improvements based on the feedback we’re received, but without any doubt the highlights of this update are the new Mixed 3 track as well as badass folk-racing inspired version of the European 3 car, as pictured in the title image. Being a low-tier beater version of European 3 car, this new car offers you a first glimpse of how the career of the game will work, with players starting from the bottom and working their way up to better events with better cars.
Other than that we’ve made an effort to improve the new health system so it should make more sense and support the type of gameplay we want to encourage. We’ve also improved all cars by tweaking the suspension setups, fixing some of the aerodynamic properties, improving gear shift logic as well as tuning the driving assists, and as a result the actual business of racing should feel better no matter what your skill level. And finally, modders now have an ability to finetune AI routes as well as view trackside cameras.
Please find full details below:
As always, thanks for your continued support! Any feedback you have, we’d love to hear it.
Mike, thanks for sharing the screenshots. Your new sky work looks great as usual!The Very End, let's see...1) That should be easy if you keep in mind that every AI driver is a player aicr file in ai/player. To have AI drive only one car you should only need to delete (or move away) all the aicr files than just the one you want to keep and make it point to the vehicle and profile you want to use. I don't think I've ever tested what happens (internally we have a better way to make AI only use one car) if there are no suitable AI players found for the car class you're using, but it's worth a short.2) That's not easy, mainly because gameplay damage and deform is so tightly knit together so basically whenever you increase the car armor or health it will stay alive longer and have a chance to deform more. Basically you have two options, neither of which is perfect. First is to simply increase the health for the cars, meaning that they will last longer but you've probably noticed by now increasing health doesn't reduce the amount of damage they receive, so as a result they will deform more and become visually deranged. The other option that you might consider is to increase the low threshold for Momentum to HP Damage, basically clamping out hits that fall under the threshold. That's basically how we've now set up the damage, if you look at damage.dset you will notice that for example 100% intact sectors any hit less than 5000 momentum is disregarded.