CAMPAIGN COMPLETE
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All 64 tracks are finished now. It’s a bit surreal. I still need to go back and rework a few of them to be up to the standards of the newer tracks (looking at you, Rock Loop and Puddlejumper...) but I wanted to hit this milestone of completing every single track before going back and polishing. There’s still a lot to do, and a lot of space for community feedback especially on the newer tracks, but it’s big progress! Design for some of these new tracks has been informed by community feedback and suggestions.
All Changes
Added a new Stage 4 track, Fourth Inversion. One section, where you go up the side of a building, invert to go over the top, and then invert again to drop back down, was a suggestion by a community member, Verily.
Added a new Stage 4 track, Buoy Run
Added a new Stage 4 track, Ledge Drop
Added a new Stage 4 track, Bridge Run II. The jump from the docks onto the bridge was also suggested by Verily.
Updated the Arroyo Seco Parkway track and moved it to Stage 4, added medals and removed its medal-exempt property
Added a new Stage 4 track, Racing Season
Made Lake Tangle II multilap
made the Lancier Test Track three laps
Made the pre-race camera linger a bit more on the start line before moving to orbit other checkpoints
Removed the need to hold clutch when respawning in MT mode now that hot laps don’t exist anymore
Slightly updated tire grip dynamics to ignore lower spring load only when drifting, which makes the car more predictable when drifting over small crests without leaving the ground
Fixed flickering rocks in Monument Loop
Fixed flickering rocks in Autocross II
Don’t play unlock animations for stages that start unlocked
Fixed a bug where hitting the clutch without shifting gears would count as a downshift to the nitro-farming countermeasures
Fixed a visual bug where the respawn button prompt would persist across pause menu opens once the respawn button was hovered once
Removed a skybox seam
Added Steam rich presence to show the current level name
Removed the Test Track stage from the Alpha group (the Lancier Test Track’s layout is nearly identical)
Removed the Alpha Stages group. End of an era, man!
Updated “Need to have” list for 1.0
Enable TCS for the Lancier if using arrow keys, but vastly reduce grip limit nitroFinish modeling Vapor City (mostly just need to do the city baseplates like in the main island)
Finish building the 64 track campaignRemake a few old tracks
Take out all hot lap tracksImprove customization UI and split it between the Exo-v2 and the Lancier
Show how many people you beat globally on the race end screenHave more fanfare for getting a world recordDisplay unrecorded player times as N/A instead of 00/00/00
Set exhaust backfire light position/count properly for the LancierModel end caps for black cutout border wall-less tracks
Add sunset and nighttime lighting to Vapor City. This is partially done but I still need to update some of the building illum textures. I’ve been putting it off for a very stupid reason - a week ago I almost finished the illum texture for the night city, and then accidentally saved over it without making a Git commit. Lots of swearing, 40 minutes of meticulous digital painting down the drain, and I don’t have the energy to go back and redo all of it yet.
1.0 is slated for the day after Christmas, exactly 6 months from the Early Access launch.