Full notes
Full Rise - The Vieneo Province update
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What changed
- Gameplay
- Store
- Fixes
Rise - The Vieneo Province changes
Happy New Year! Our first major update of the year brings curb geometry to our city streets!
Back when Rise was first in development it was very flight-centric ... the idea that we could go from orbit all the way down to the ground (without cut-scenes, etc) was pretty revolutionary and quite taxing on the technology of the time (almost 20 years ago!). The surface detail, while resolution of the texturing increased over the years, never really kept up with the times (AKA other games).
While we added high-resolution city streets and bump/elevation layers to simulate the vertical displacement of the curbs, the curbs were never visualized as three-dimensional which always caused confusion and frustration as to why people were flipping their cars, grunting, and dying.
Other changes in this version:
Refactored the way that we build/store/sort city/colony buildings
Additional character voices
Deois Port District parking lot/street design issues fixed
Curbs raised from 6" max to 8" max
Refactored and centralized collision (vehicle/weapon to building) detection
HOT (holdover time) for deicing operations
New ice accretion rates and tracking airfoil ice vs. surface ice
CAS message for surface de-icing
Menu option to de-ice at airfield colonies
Player generated roads are now rendered at a greater distance
Fixed a bug with key bindings getting intercepted by dialogs
Fixed a bug with the null pitch trim to computed target upgrade
Fixed a bug with the initialization of the localizer/glide-slope deviation
Source
Changelog.gg summarizes and formats this update. How we read updates.
