Update log
Full City Car Driving update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Performance
- UI and audio
Let's share what we've done over the past month.
Add City Car Driving 2.0 to your wish list!
🔧 What you did in September:
The embankment model has been adjusted for an extended road, and it has become more spacious.
- CosmeticWe have handled all the bugs of the player's carthe controls have become more stable.
- CosmeticWe have modeled a new interchangetraffic around the city has become more logical and interesting.
Fixed bugs for cars: Ulgares Groberolf and Ulgares Folk
- CosmeticThe engine for Hangug Eclauto has been dubbedit sounds like it should now.
Added tire sounds for Ulgares Groberolf and all traffic - the ride has become much more atmospheric.
Fixed the reason for the sharp drop in FPS on the minimum configuration - a little smoother.
The navigator can now count the length of the remaining path.
We found and eliminated the reason why pedestrians were stuck in the fence posts - free way for pedestrians!
🥚 Easter egg of the month:
This month was filled with auto bugs. Do you know how many bugs related to cars we closed in August? More than a dozen! And what annoys you more - visual bugs or audio ones? Share it in the comments and we'll discuss it!
👋 See you in November!
This is how the second issue of the Game Update Journal turned out. As always, we try to share the most interesting things with you. If you want us to tell you more about a specific mechanic or system in the next issue, let us know! Well, we continue to sweat further - and we are already preparing materials for a new issue for you. See you in a month!
Source
