Full notes
Full FurBalls Racing update
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What changed
- Gameplay
- Maps
- Performance
FurBalls Racing changes
Here's the biggest update since the first demo release - featuring new game mechanics, better visuals, and smarter CPU players! Check out the video for an in-depth look at the new mechanics!
Projectiles now try to home in on opponents, and give the targeted player a warning
Projectiles can be held around the player to block other projectiles (or attack other players) at the temporary cost of top speed
Added more food pickups in certain stages
Improved several textures and materials, some of which now have sub surface scattering
Updated all flags to use Unity's cloth system
Added more objects to most stages (trees, rocks, snowmen, etc.)
Various AI adjustments: instead of just being faster when set to fierce, CPU players can now take various shortcuts and spinboost more often, so they're more intelligent and fair
Casual and medium AI difficulties have also been tweaked to be more consistent across the different stages (before, they were really good at a certain stage, and really bad at another)
Redone all staff ghosts: expert ghosts are a little easier than before
Songs now have seamless loop points in all stages and the main menu
Added simple stage title intros
Added more signs to the tutorial to explain the new projectile mechanics
Improved performance of a few scripts https://www.youtube.com/watch?v=wEW0CNc94zA
Have fun!
Source
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