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Steam News9 December 20241y ago

GRIDROAD v1.0 Releases!

GRIDROAD v1.0 Releases! GRIDROAD v1.0 is finally here! In this update the AI drivers are much smarter and behave more realistically.

Full notes

Full GRIDROAD update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition2 changes0 removals
  • Gameplay
  • UI and audio
changedGRIDROAD v1.0 Releases!GRIDROAD v1.0 is finally here! In this update the AI drivers are much smarter and behave more realistically. The scoring system has been updated to be much more forgiving for newer players while keeping things competitive for the leaderboard junkies. And merging has been a point of confusion and frustration for many players so it has been completely remade to put the player completely in control and be a lot more understandable. For the full changelog look below!
changedGRIDROAD v1.0 Releases!(Also I will continue updating the game with new levels and features, a post will be made soon detailing my post launch plans)
addedGRIDROAD v1.0 Releases!GRIDROAD v1.0 Changelog - 2 new levels: Pile-On and Sakura - Giga returns! Older players may remember the level Giga. It was retired because it was impossible... Now however thanks to the AI changes it's back! (and now guaranteed to be beatable! Probably...). - Completely revamped car AI/behaviour. Now cars will behave significantly more intelligently, actually checking for oncoming traffic before making a turn or merge. - Revamped merging to give players complete control. Cars will no longer merge automatically and will only merge on to a target tile if you have placed a merge sign on that tile (merge signage can be added to any existing sign by pulling the sign selector in a backwards direction). Additionally, the criteria for a "valid" merge has also been loosened. Now you just need a merge sign and 2x3 road tiles. - Added a merge indicator when hovering over a sign which will show if a merge is properly connected. - Added a turn indicator when hovering over a sign which will show where cars will turn. - Added a straight indicator just to keep parity with the other indicators mentioned. - Remade the tutorial for what I hope is the last time. - Scoring has been completely revamped. It is now impossible to fail a level. Instead, if a lane is blocked too long it will make any car reaching their destinations worth less. For example, cars are worth 3pts by default. If a lane has been completely blocked for a while (fully red caution sign) then cars will only be worth 1pt. Only the most blocked lane will effect the points. So it will never go below 1pt per car. - Increased simulation time from 1min to 1min30secs. - Simulation speed now saves between levels/simulation runs. (it still resets back to default if you restart the game however). - Tweaked car spawn frequency on each level. - Cars now spawn closer to the grid at the beginning of the simulation, so less waiting! - Completely removed the restrictions on road sign placement. Place signs right next to each other to your heart's content. - Car acceleration curves have been modified. Prior to this update cars would approach but never quite reach their top speeds. Now they reliably reach their top speeds. - Placing or copying traffic lights now always flashes a mini-traffic wheel. - Copying a traffic light now makes the traffic lights placement sound. - Traffic lights now have a very small pathfinding cost. So if two paths have the same length, the one with the least traffic lights will always be chosen. (how long the light is red does

GRIDROAD v1.0 Releases!

GRIDROAD v1.0 is finally here! In this update the AI drivers are much smarter and behave more realistically. The scoring system has been updated to be much more forgiving for newer players while keeping things competitive for the leaderboard junkies. And merging has been a point of confusion and frustration for many players so it has been completely remade to put the player completely in control and be a lot more understandable. For the full changelog look below!

Thank you to all of you who have bought and played the game. Your feedback has been invaluable in making GRIDROAD a much better game and I can't put into words how thankful I am for all the help I've gotten from various people in the community. Love you all, xoxoxo

(Also I will continue updating the game with new levels and features, a post will be made soon detailing my post launch plans)

GRIDROAD v1.0 Changelog - 2 new levels: Pile-On and Sakura - Giga returns! Older players may remember the level Giga. It was retired because it was impossible... Now however thanks to the AI changes it's back! (and now guaranteed to be beatable! Probably...). - Completely revamped car AI/behaviour. Now cars will behave significantly more intelligently, actually checking for oncoming traffic before making a turn or merge. - Revamped merging to give players complete control. Cars will no longer merge automatically and will only merge on to a target tile if you have placed a merge sign on that tile (merge signage can be added to any existing sign by pulling the sign selector in a backwards direction). Additionally, the criteria for a "valid" merge has also been loosened. Now you just need a merge sign and 2x3 road tiles. - Added a merge indicator when hovering over a sign which will show if a merge is properly connected. - Added a turn indicator when hovering over a sign which will show where cars will turn. - Added a straight indicator just to keep parity with the other indicators mentioned. - Remade the tutorial for what I hope is the last time. - Scoring has been completely revamped. It is now impossible to fail a level. Instead, if a lane is blocked too long it will make any car reaching their destinations worth less. For example, cars are worth 3pts by default. If a lane has been completely blocked for a while (fully red caution sign) then cars will only be worth 1pt. Only the most blocked lane will effect the points. So it will never go below 1pt per car. - Increased simulation time from 1min to 1min30secs. - Simulation speed now saves between levels/simulation runs. (it still resets back to default if you restart the game however). - Tweaked car spawn frequency on each level. - Cars now spawn closer to the grid at the beginning of the simulation, so less waiting! - Completely removed the restrictions on road sign placement. Place signs right next to each other to your heart's content. - Car acceleration curves have been modified. Prior to this update cars would approach but never quite reach their top speeds. Now they reliably reach their top speeds. - Placing or copying traffic lights now always flashes a mini-traffic wheel. - Copying a traffic light now makes the traffic lights placement sound. - Traffic lights now have a very small pathfinding cost. So if two paths have the same length, the one with the least traffic lights will always be chosen. (how long the light is red does

Source

Steam News / 9 December 2024

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