Encaminándose para su lanzamiento a fines de año, luego de lograr un acuerdo de publicación con THQ Nordic, Bugbear vuelve a lanzar otra importante actualización para Wreckfest. En esta ocasión se ofrecen dos nuevas pistas (una terminada y otra en progreso), junto a varios ajustes de interfaz y de físicas.

Entre los cambios de interfaz se encuentran un garage más amplio con una mejora en la visualización de las partes para configurar de cada auto. Por el momento, el cambio de piezas no tendrá un efecto sobre el gameplay, pero planean implementarlo en alguna próxima actualización. También se agregaron más piezas de rendimiento en el despiece de motores para que tengan una influencia importante en el modo carrera que también llegará más adelante.

La interfáz grafica ha sido reemplazada por completo, con un diseño más moderno y práctico, también para el uso de gamepad, aunque reconocen que todavía faltan animaciones. Algunas pistas han recibido retoques artisticos en sus entornos también para mejorar el look general del juego.

Por el lado del diseño de las mecánicas de gameplay se han ajustado las clases de autos, quitado el desgaste y la reparación mecánica, también se removió el equipo de meganicos, y se ajustarion varios elementos de la conducción.

Todo lo mencionado, junto a una gran cantidad de corrección de errores y optimizaciones del motor del juego, se descargará automáticamente mediante un parche de Steam de alrededor de los 8GB, y ya se encuentra disponible.

Change completo en Inglés:

CONTENT:

Added a new track designed for rough racing and epic crashes: Crash Canyon – fans of our earlier games will surely recognize the inspiration.
Added a new work-in-progress track, Mixed 7.
Replaced the garage with a new, more spacious garage, still work-in-progress though.
Implemented vehicle visual customization with parts such as wheels, bumpers, grilles and many more. Please note that for now visual parts do not have a gameplay effect, but in future, parts will affect the weight of the car and increase or decrease the strength of the car as well as the damage it causes to the opposing party in collisions. For now, parts are only available for American 5 and to some extent, American 3, but all cars will eventually receive them. If you have any suggestions for parts you’d like to be added please let us know!
Added more performance parts: engines, pistons, valves, camshafts and so on, to allow for more in-depth performance upgrading in the upcoming career. Note that engines are basically per class now, however, installing the best available parts will allow the engine jump to the beginning of the next class. In case the car has a separate banger variant, not all engines are available for all variants.
Improved American 3, European 2, European 3 (II), Asian 1 models and gave them a demolition racer makeover.
Added new skins for many vehicles and removed some older ones.

ART:

Replaced the user interface with a completely new, more modern one that’s actually usable with a gamepad as well. Please note that the new user interface is still heavy being worked on, and for example animations are missing, the art is not final and there are temporary placeholders screens that will be replaced completely. Feedback is still very much appreciated already.
Replaced the old broken Sandpit 1 with a new, completely overhauled version.
Overhauled Tarmac 1 to open up the environment, add proper runoff areas and generally make it look more like a real race track.
Improved the environment art of Tarmac 3.
Speedway 1 Figure 8 layout now has ramps in the inner areas to allow for getting back on track even when reset is disabled by the host.
Improved low frequency ambient occlusion.
Added animated track officials.
Updated tire effects.
Updated weathers.

DESIGN/PHYSICS:

Increased the performance range of the cars and adjusted the class cutoff points. For now, the classes and class ranges are as follows:
Class C = < PP180
Class B = PP180 – PP260
Class A = PP260 >
Removed part wear and repair mechanic.
Removed crew mechanic.
Improved AI vehicle setups so that they make a better use of brakes now, making AI more challenging.
Crash landings (where the car would be rocketed in the air when touching ground after a jump) no longer occur.
Adjusted gearboxes and improved shifting logic to allow for more natural automatic shifting.
Improved stability control assist.
Improved force feedback for steering wheels.
In Elimination Race, maximum elimination interval is now 120 seconds.
It’s now possible to select assists in the pre-race screen without going back to the garage.

TECHNICAL:

Optimized tire physics, reducing CPU load.
Improved acceleration estimation in the garage front-end.
Ragdoll now works properly.
Added clutter fade for grass.

KNOWN ISSUES:

Clutter shadows are not working.
Leaderboards are disabled for now.
The backfire effect of the exhaust remains in the original location even when the exhaust is changed.
Location and track preview images are placeholders and descriptions are mostly missing.
AI sometimes rams other cars right after the green light when trying to navigate to the proper racing line.
In extremely rough landings (like after a crash) one or more wheels of the car may clip below the ground.

NOTES FOR CONTENT CREATORS:

Some basic vehicle model visualization is now available for custom vehicles in the developer menu (opened by using the tilde key).
Custom tracks using textures from our official tracks will have textures missing due to asset restructuring.
To make a custom track compatible with the dedicated server it will need to have the new event db files created (check the updated example track)
Custom vehicles will need to have new tire files as well dummy parts for the new performance and visual parts assigned (check the updated example car).

Sobre El Autor

Edición y redacción. Diseño.

Temperley. Buenos Aires. Argentina

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