Repeated intro
Hey everyone! The new update is up, bringing us the biggest Switchcars changelog yet, not only since launch, but since Switchcars development began in 2012! The shear amount of general small changes is enormous. Here are some highlights, although I recommend reading the full notes too. Note: this update will reset the "config.ini" file which contains your graphics, controls and other settings.
What changed
1 fix3 additions2 changes1 removal
addedHey everyone! The new update is up, bringing us the biggest Switchcars changelog yet, not only since launch, but since Switchcars development began in 2012! The shear amount of general small changes is enormous. Here are some highlights, although I recommend reading the full notes too. Note: this update will reset the "config.ini" file which contains your graphics, controls and other settings.
added1000+ redesigned vehicles:The update is mainly focused on vehicles. They were all revised, and most of their graphics updated for better consistency, looks and purpose clarity. Some received minor graphical changes, whereas others complete overhauls. For example, nearly all aircraft and future vehicles were remade from scratch, looking closer to how they might look in real life. Magnet and plasma vehicles are now easily distinguishable with featuring cyan or light purple glowing pads underneath, respectively. Car designs now more closely resemble the era they come from, particularly in the 1970s-2010s range. Redesign also includes replacing some redundant vehicles with completely new ones (e.g. two Tiltrotor VTOLs have become Maritime Helicopter and Light Attack Helicopter), and there are many non-visual modifications to vehicles as well. Trains, trolleybuses, mining vehicles, animals and some others have been made much more practical on their native lanes. The color palette of vehicles was improved, their shadows now conform to the size of the vehicle, and so do glows from the lights underneath if they have any.
addedStarting years 2040-2054:Due to popular demand, you can now choose starting years later than 2040, for any game mode. However, they will have to be unlocked first, the same way the years were unlocked up to that point.
changedGameplay balancing:As with every update, there are tons of small gameplay tweaks. For example, Alien Younglings will be hurt more when using Teleport, but they (together with any other living beings) heal faster when on Alien Ooze lane type. Magnet cars now appear earlier, giving players more reason to use them. Self-driving Cars and Taxis can provide a Manual Control powerup, giving players choice to drive manually or not. Various powerups were tweaked (see changelog for details), as well as their spawn rate. Hardcore and Free Roam spawn more powerups now.
removedDifficulty tweaks:Changes were also made to alien spawning and stopping power, resulting in subtle differences in The Run difficulty, and considerable increase in Hardcore difficulty. Player character now suffers considerable friction when rolling, depending on the material type, thus moving long distances with grappling hook only is no longer viable.
fixedBug fixes:There were many bugs fixed (see changelog for details), including missing light glow in caves from previous update, as well as an old crash that would occur if you alt-tab while the game is loading.
Switchcars changes
addedHey everyone! The new update is up, bringing us the biggest Switchcars changelog yet, not only since launch, but since Switchcars development began in 2012! The shear amount of general small changes is enormous. Here are some highlights, although I recommend reading the full notes too. Note: this update will reset the "config.ini" file which contains your graphics, controls and other settings.
addedThe update is mainly focused on vehicles. They were all revised, and most of their graphics updated for better consistency, looks and purpose clarity. Some received minor graphical changes, whereas others complete overhauls. For example, nearly all aircraft and future vehicles were remade from scratch, looking closer to how they might look in real life. Magnet and plasma vehicles are now easily distinguishable with featuring cyan or light purple glowing pads underneath, respectively. Car designs now more closely resemble the era they come from, particularly in the 1970s-2010s range. Redesign also includes replacing some redundant vehicles with completely new ones (e.g. two Tiltrotor VTOLs have become Maritime Helicopter and Light Attack Helicopter), and there are many non-visual modifications to vehicles as well. Trains, trolleybuses, mining vehicles, animals and some others have been made much more practical on their native lanes. The color palette of vehicles was improved, their shadows now conform to the size of the vehicle, and so do glows from the lights underneath if they have any.
addedDue to popular demand, you can now choose starting years later than 2040, for any game mode. However, they will have to be unlocked first, the same way the years were unlocked up to that point.
changedAs with every update, there are tons of small gameplay tweaks. For example, Alien Younglings will be hurt more when using Teleport, but they (together with any other living beings) heal faster when on Alien Ooze lane type. Magnet cars now appear earlier, giving players more reason to use them. Self-driving Cars and Taxis can provide a Manual Control powerup, giving players choice to drive manually or not. Various powerups were tweaked (see changelog for details), as well as their spawn rate. Hardcore and Free Roam spawn more powerups now.
removedChanges were also made to alien spawning and stopping power, resulting in subtle differences in The Run difficulty, and considerable increase in Hardcore difficulty. Player character now suffers considerable friction when rolling, depending on the material type, thus moving long distances with grappling hook only is no longer viable.
1000+ redesigned vehicles:
The update is mainly focused on vehicles. They were all revised, and most of their graphics updated for better consistency, looks and purpose clarity. Some received minor graphical changes, whereas others complete overhauls. For example, nearly all aircraft and future vehicles were remade from scratch, looking closer to how they might look in real life. Magnet and plasma vehicles are now easily distinguishable with featuring cyan or light purple glowing pads underneath, respectively. Car designs now more closely resemble the era they come from, particularly in the 1970s-2010s range. Redesign also includes replacing some redundant vehicles with completely new ones (e.g. two Tiltrotor VTOLs have become Maritime Helicopter and Light Attack Helicopter), and there are many non-visual modifications to vehicles as well. Trains, trolleybuses, mining vehicles, animals and some others have been made much more practical on their native lanes. The color palette of vehicles was improved, their shadows now conform to the size of the vehicle, and so do glows from the lights underneath if they have any.
Starting years 2040-2054:
Due to popular demand, you can now choose starting years later than 2040, for any game mode. However, they will have to be unlocked first, the same way the years were unlocked up to that point.
Improved vehicle lights:
Headlights have been redesigned, now also featuring more types (there are tungsten, LED and the rare yellow ones). Neon light modifications now come in different colors!
Gameplay balancing:
As with every update, there are tons of small gameplay tweaks. For example, Alien Younglings will be hurt more when using Teleport, but they (together with any other living beings) heal faster when on Alien Ooze lane type. Magnet cars now appear earlier, giving players more reason to use them. Self-driving Cars and Taxis can provide a Manual Control powerup, giving players choice to drive manually or not. Various powerups were tweaked (see changelog for details), as well as their spawn rate. Hardcore and Free Roam spawn more powerups now.
Difficulty tweaks:
Changes were also made to alien spawning and stopping power, resulting in subtle differences in The Run difficulty, and considerable increase in Hardcore difficulty. Player character now suffers considerable friction when rolling, depending on the material type, thus moving long distances with grappling hook only is no longer viable.
Improved end screen:
When beating the game, the end message will be picked randomly from a pool of many, revealing various final musings of the main character. End screen now also lists the game mode and starting year at the bottom, providing more complete information about the run.
Bug fixes:
There were many bugs fixed (see changelog for details), including missing light glow in caves from previous update, as well as an old crash that would occur if you alt-tab while the game is loading.
Full changelog:
The game features an ingame changelog viewer now, so you might want to read the full notes there. Alternatively, they are all listed below: Gameplay: - Human rolling is now