In this update7
Full notes
Full The Undercut: Racing Manager update
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What changed
- Gameplay
- Events
- Balance
- UI and audio
- Performance
- Fixes
The Undercut: Racing Manager changes
v0.4.1 — The Commercial Game: Negotiations, Engine Architectures & a World of Manufacturers
0.4.0 made the driver market a real system. 0.4.1 does the same for the commercial side. Signing sponsors and suppliers is no longer a menu of instant offers — it's a negotiation campaign you run against the whole grid, on a budget, against the clock.
⭐ Sponsor & Supplier Negotiation — Completely Reworked
The old Sponsors and Suppliers apps are gone. Replaced by a single Marketing app with a unified workflow.
Negotiation is a campaign. Pick a target, commit work units, watch it progress. Mission size scales with the partner — a small department can still land a big name if fully focused. Reallocate or stop any mission at any time.
Everyone is racing you. AI teams run missions on the same sponsors and suppliers. When a rival targets your deal, their logo appears on your mission card and you get a heads-up email. Out-spend them or fall back to a safe deal.
Completing a negotiation earns the offer — not the deal. Only your signature locks it in. Until you sign, a rival who finishes their own negotiation can steal it. Unsigned deals expire when the window closes.
Contracts now have length (1–5 seasons). Rush a deal and you get one season. See it through and they offer their best terms.
🏭 Suppliers: Partnership or Client?
Every supplier deal is a real strategic choice.
Works Partnership — the supplier pays YOU every GP, grants +2 reputation and +5 work-order WU per turn. But only one team can hold it. Race the grid for exclusivity.
Client Contract — always available, signs instantly. Your negotiation progress buys up to 20% off the client price. The fallback that keeps you competitive.
🔧 Engines Have Architecture
Every Prime Formula Series engine now runs a real V8, V10 or V12 at 3.5L — shown on a spec sheet, not abstract bars.
V8 — 500 hp, 13,000 rpm. Cheapest, most reliable, frugal, light — but less driveable.
V10 — 550 hp, 13,500 rpm. The balanced benchmark.
V12 — 580 hp, 14,000 rpm. Most power and driveability — thirsty, hot, heavy, fragile, expensive.
Horsepower drives the car directly: base × displacement × condition, feeding into the speed model. Fuel burn, heat damage, wear, driveability — it all reads the architecture you chose. Pick your motorist carefully.
🌍 A World of Manufacturers
Every career generates ~35 major road-car manufacturers with a 1990-flavoured country spread — Luxury, Sport, and Mass Market categories, each with a favoured engine architecture.
Browse them in World Data → Manufacturers. Click any for a full profile: identity, PFS record, current teams, prestige, valuation, and a sector prestige breakdown. Tyre suppliers get their own profile page too.
🎨 Updated Car & Suits Model
The car model and driver suits have been updated. The colour picker is fixed and players can now select the live 2D race livery directly.
🐛 Notable Fixes
GPU memory leak fixed — World Data's Fame tab warmed helmet textures for all ~400 drivers in a single frame, enough to hang the system. Now only renders visible rows.
Cars with destroyed parts can no longer start qualifying — repair or replace before quali.
"Fix a problem" no longer offers fixes on last year's obsolete designs.
News headlines wrap properly instead of spilling out of their card.
Rival car upgrades and commercial deals now appear in the news feed.
Scouting duplicate missions fixed.
Engine sound +15%, consistent across all sessions.
Main menu circuit loads from hand-vetted seeds — faster startup.
Try It
The demo is updated with everything above. If you want to experience the full negotiation system and engine architecture choices, now's the time.
Source
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