Full notes
Full Super Indie Karts update
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What changed
- Fixes
- Performance
- Gameplay
Super Indie Karts changes
Hi all, I decided to put out another mini-update before the next big update as I had knocked off so many issues from my todo list that I didn't want to sit on for two months. Here's everything that was fixed/changed/nerfed Changes List:
changed how analogue thumbstick steering feels, giving a less slippy feel if you're a thumbstick flicker
drifting has been tweaked to give a more controlled feel
all speed classes on Super mode7 style racing have been balanced out, and it's now much less like a game of pinball!
camera FOV values in 3-4 player splitscreen now match what 1-2 player modes have
the Teslagrad ultra track was shrunk down a little, and shroom 2 moved to an easier to grab spot
fixed ToeJam&Earl track billboards not showing correctly on 2-4 player cameras
fixed a bug causing a player to endlessly fall into the abyss below Dragon Valley in splitscreenGP
added shadows to the spikeballs in the MutantMudds track, making it easier to judge where they are
fixed sky vanishing on Fiji VRtrax when in First Person View
collecting the GoldShroom on Super tracks will no longer be a scary time as the speed increase and FOV changes now have more sensible values
Until the next update, Cheers!
Source
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