Update log
Full Race Jam update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Gameplay
- UI and audio
Fixes
Fixed an issue where laps led were not being counted toward unlocking the Weight Reduction upgrade.
Fixed Gauntlet Perk selection issues.
Fixed incorrect Cup win data on the Cup Results page.
Fixed an issue where profile names could not be reused immediately after deletion.
Disabled the “Used” display in HDR mode to fix oversaturation issues on Steam Deck.
Fixed colliders on all traffic vehicles.
Adjusted colliders on police vehicles.
Re-enabled Options menu buttons to be interactable with mouse input.
Improvements
Adjusted AI vehicle steering and braking behavior.
Improved overall AI difficulty.
Increased AI acceleration at the start of races.
Added new locations where AI will charge and drift boost on New York Highway and Hedgehog Hills.
Chase Mode Update
"Boss" police vehicles now prioritize the vehicle that's in 1st place.
Limited the number of standard police vehicles to a maximum of 2 in Chase and 3 in Chase Trials.
Improved police ability to catch up to their targets.
Reduced the weight of standard police vehicles so players can push back more effectively.
Vehicles
Replaced "Mason" model with a new version for Stunt and AI vehicles.
Adjusted "Mason" materials.
Updated "Mason" trim colors.
UI / UX
Added an intro bar animation.
Added additional camera shake intensity levels in Options.
Added a new temporary MISC Options page to house newly added settings. Note: These options will be reorganized into appropriate pages in a future update.
Added an option to move the Boost Meter to the center of the screen.
Added a Mixed Inputs option to allow controller and keyboard input at the same time.
Added a per-track Anti-Aliasing option.
Configured FXAA, SMAA, and TAA options across all Race and Stunt tracks.
Source
