VELOCIPEDE Posted June 28, 2017 Author Share Posted June 28, 2017 June Update Dear Wreckers, The next major update for Wreckfest is out! Please check below for the full changelist: 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). For more information about updating custom content please check out this guide on our community forum: LINK[community.bugbeargames.com] Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted June 28, 2017 Author Share Posted June 28, 2017 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted June 29, 2017 Author Share Posted June 29, 2017 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted June 29, 2017 Author Share Posted June 29, 2017 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted December 17, 2017 Author Share Posted December 17, 2017 Bugbear Entertainment ha rilasciato tramite Steam l'atteso update di Dicembre per il suo Wreckfest, titolo al momento ancora in accesso anticipato. L'aggiornamento rappresenta un significativo passo in avanti verso il rilascio della release definitiva del gioco e ci offre numerose migliorie e novità, come ad esempio 8 nuove vetture, ottimizzazioni alle performance, danni meccanici, tuning dei veicoli, migliorie agli incidenti ed altro ancora. Dear Wreckers, We’re excited to let you know that the highly-anticipated December Update for Wreckfest is available on Steam! This update represents a significant step towards the final release of the game, and what that means in practice is that this update contains a plenty of new as well as polished content and features in addition to a host of other improvements, the highlights being: EIGHT NEW CARS That’s right – eight completely new cars, including our first ever front-wheel-drive cars, classic bangers, demolition derby heavy-hitters as well as something pretty unique! In addition to the new cars, many old cars have been refreshed. PREVIEW OF THE CAREER Two championships with many themed series – battle for championship points and earn experience, increase your rank and unlock new parts and cars! This preview is just a taste of things to come, with more varied series and challenges being introduced later on. PERFORMANCE OPTIMIZATIONS Better performance thanks to the new LOD (Level of Detail) models for all vehicles, optimized grass performance and collisions with dynamic objects, improved V-Sync for smoother framerate. POLISHED TRACKS Say goodbye to the old work-in-progress tracks. PAINT CUSTOMIZATION Customize your car with a variety of paints and liveries, also supported over multiplayer. MECHANICAL DAMAGE Engine, gearbox, suspension, brakes and wheels can get damaged in crashes, resulting in performance degradation. And yes, wheels now get torn off too! VEHICLE TUNING Adjust suspension stiffness, differential type, brake bias and gear ratio to suit your style or the track, even between every race – also in multiplayer lobby. GAME MUSIC Songs from the Audiodraft game music contest that you voted for are in! AUDIO IMPROVEMENTS Unique engine sounds for all cars, most completely new, as well as better situational audio, new spatial effects and improved countdown behaviour. NEW, ENHANCED HUD AND USER INTERFACE IMPROVEMENTS All-new, more modern HUD. New main menu and some cool neat functionality such as car icons that update automatically. BETTER AI WITH ADJUSTABLE DIFFICULTY Increased awareness and more variation in the driver profiles with some racing cleaner and some being more prone to making mistakes, as well as a difficulty setting that can be adjusted to your preference – try beating it on hard difficulty! RIVALS New work-in-progress feature: someone can become your rival by crashing into you, and you can earn bonus score by showing them who’s the boss. IMPROVED CRASHES Crashes feel more vigorous than ever, and visual damage is improved. ENHANCED VEHICLE PHYSICS AND CONTROLLER Improved tire model as well as suspension physics and updated controller implementation for better handling and easier playing with a gamepad or a keyboard. Don’t forget to test different assist combinations to find something you like – with no assists the game is meant to be more authentic experience especially with a steering wheel, while with full helpers you can simply pick up the pad and let it rip! MANUAL CLUTCH For the ultimate immersion – you asked for it, and here it is! And those are only the highlights: the update contains plenty of other goodies, some more significant and some more minor, but we invite you to take a look yourself. These couple of last months have been hectic for us, and we hope you’ll enjoy the update. There are still many little bits and pieces missing as you’ll no doubt notice, but we were hell-bent on getting this update out so that you can already have a chance to check out what we’ve been working on and give us feedback that we can then use to fine-tune whatever you feel is wrong or off. In other words, don’t forget to let us know what you think! Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted December 20, 2017 Author Share Posted December 20, 2017 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted January 5, 2018 Author Share Posted January 5, 2018 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted January 25, 2018 Author Share Posted January 25, 2018 Dev Blog: What are we working on Dear Wreckers, We hope everyone had a great holiday! We’re back in wrecking business, and seeing as the release of the game is only months away now, we’re working at full steam to add the rest of the planned content to the game, address the remaining known issues and add as much polish as we can. The feedback on the December Update was very positive and we know we’re on the right track, but the game is still not done and there’s more of the good stuff to come! Now you’re probably wondering what exactly, so let’s take a quick look at what we’re working on. --> http://www.wreckfestgame.com/dev-blog-what-are-we-working-on/ Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted March 3, 2018 Author Share Posted March 3, 2018 March Update Howdy Wreckers, We’re pleased to let you know that a new rocking update for Wreckfest is out! CONTENT Added two new spanking rides, MudDigger and Rocket. Added a number of new banger racing and demolition derby inspired paint jobs (more coming). CAREER Reworked championships 1–2 to offer more variety and reduce grinding. Added support for challenge events (for now, only one is available for playing in the first championship but more will be added). Added reward pool functionality to ensure player always received parts that are a) suitable for a vehicle they own and b) not already owned c) appropriate for the current series. It’s now possible to view the bonus objectives in the pause menu, and making progress towards the target or completing it results in an on-screen notification. In multi-heat events, the player start position is now randomized to the second (latter) half of the grid. In multi-heat events, the start order in the Semi-Final and Final is now based on the finishing position of the qualifying heats. Round placement history is now viewable in the series standings view. Finishing position is now correctly taken into an account in the career rewards calculation. Player final standing is now correct in the series completion screen. Added support for reward-only vehicles that cannot be purchased from the car dealer. Added AI players using cars upgraded to the next class, for example Class C > Class B. ART Added more dynamic objects to a number of tracks (Tarmac 1, Tarmac 2, Tarmac 3, Mixed 3, Mixed 7, Sandpit 1, Sandpit 2, Sandpit 3, Gravel 1, Mixed 1, Mixed 2, Mixed 4, Mixed 5). Added ramps and dynamic objects to Speedway 2 Demolition Arena to make the gameplay more interesting, confined the arena to the middle area. Fixed a number of minor and major bugs and glitches on many tracks (including proxy objects, clipping objects, terrain tears, missing collisions, etc.) Improved environment art and added more dynamic objects to Speedway 2. Improved environment art, added new assets and dynamic objects to Tarmac 3. Tarmac 2, added new background buildings and replaced old proxy objects. Big Stadium, fixed multiplayer car change location + general improvements. Added damage model for the dynamic barrel prop. Overhauled Garage, Market, Assembly, Customization, Tune and Paint views. Overhauled Career Series Selection and Next Race screens. Overhauled Custom Event views. DESIGN/PHYSICS Visual damage is now more dynamic and gives a better impression of sheet metal being deformed. Collisions between light and heavy vehicles are now better balanced, with light vehicles not appearing as feather-weight in collisions. Decreased the sector protection effect of the visual customization parts and/or increased the weight of selected parts. Removed the effect of vehicle body panels absorbing damage, so all damage goes directly to the chassis health. Tweaked gameplay damage for Normal and Realistic Damage to match the visual damage more closely. Dynamic objects now have slightly more mass to them. In Custom Race, the player start position is now randomized to the second (latter) half of the grid. In Garage, body style and size vehicle properties have been replaced with a single type property. Novice AI is now more challenging with less obvious rubberbanding, and the jump between the Amateur and Expert difficulty is not as significant as previously. AI players now exhibit a reduced tendency to avoid the player car. Added a placeholder Credits item to the Main Menu Misc section. TECHNICAL MP: Added support for Normal/Realistic Damage in multiplayer, available in the lobby and the server settings. MP: Fixed two separate instances of a server crash related to situations in which the player leaves the server. MP: Player stats overlay is now disabled while spectating. Adding heavy customization parts no longer results in the vehicle acceleration stat being reduced to 0.0. Improved AI throttle and brake use after severe engine/brake damage when damage is set to Realistic, so that AI no longer gets stalled. In a Custom Event, AI now correctly uses lawnmowers when the lawnmower AI Set is selected. Increased the amount of mesh particles (the shrapnel-y bits and pieces) emitted in collisions. Mesh particles now use custom vehicle color, matching the car color they’re emitted from. Engine block no longer gets unrealistically deformed with visual damage. Added leaderboards for the few tracks that were previously missing them. Integrated backtrace.io for automatic crash reporting. AUDIO Added in-game spectator audio, crowd cheering etc. Updated Tristar engine audio with a new one. Tire wobble effect audio now plays only when there is visible tire wobbling. Fixed a number of minor audio issues. Link to comment Share on other sites More sharing options...
End222 Posted March 14, 2018 Share Posted March 14, 2018 Che delusione questo gioco, lo presi subito aveva ottime premesse, che adesso purtroppo non ci sono più. Un vero peccato l'idea e il progetto iniziale erano ottimi. Adesso invece ci ritroviamo il solito arcade fuori strada da 4 soldi, come vediamo da decenni e che neppure consideriamo più. Link to comment Share on other sites More sharing options...
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