Full notes
Full Ultra Off-Road 2019: Alaska update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Fixes
- Maps
Ultra Off-Road 2019: Alaska changes
CHANGE LIST
'Freeride Mode' - now Hunger/Fuel/Damage bars won't be visible anymore.
Going back to Main Menu won't trigger Intro sequence.
Volume of Music can now be changed in Settings. 4. ' Freecam ' mode now makes all the Interface invisible. So now you can shot some very nice screenshots and videos without any UI getting in the way.
Outside of 'Freeride' - Car Damage, Hunger and Fuel has been adjusted significantly. So now you won't have to stop every 60 seconds to refill/eat/repair.
Box for typing in your Profile name has been highlighted to be more user friendly and visible.
Fixed the bug with game restarting
Suspension of all cars had been made softer.
Audio for cars had been adjusted a bit. This is only a temporary fix - we are in process of obtaining new, higher quality sound effects for all cars. But getting those is not as easy, and when it is - its expensive.
You should be able to play the game with all sorts of controllers now. We tested Xbox Controller, Playstation, Generic, Steam Controller and Logitech G29 Steering Wheel.
But you have to adjust all of them manually, in Input tab of the game launcher. Bear in mind - this will change soon as we intend to disabled the default launcher and put all the binding into the Main Menu. Sadly this is a rather tricky process so it might take some time as there is a risk we will have to rebuild the whole Main Menu from ground-up. Unfortunately, for now navigation in Menus still requires you to use mouse. In near future - you will be able to control the entire game with controllers only. 11. We adjusted physics, car control and terrain colliders to make the game world more accessible. Of course - this doesn't mean you will be able to drive up on a vertical walls and stones. But something like this...
...became possible.
EXTRA NOTES
I would like to use this opportunity and bring some stuff to your attention... IceTorch Interactive has many people on board but of all those people - only 2 are in production and are being aided by an extra support programmer (so lets say its 2.5 :P ). Yes, you read that right. Ultra Off-Road was made by 2.5 people. One game developer (Piotr), one 3d graphic artist (Iza) and support programmer (Robert) who is working on Ultra Off-Road only part-time. Ultra Off-Road was never a 'AAA' game. We had a very tight budget and the game had been developed in only 8 months by 2.5 people. I am not saying this as an excuse, but to make you more aware of some stuff...
WHAT'S NEXT
New sound effects for the whole game, native input mapping, First Person Mode, car interior. In what order? For now I don't know. What I do know is what is most requested and awaited by our players, but also what takes the most time. So we'll try to find the 'sweet spot' between what's quickest to implement vs what you want the most - and work from there.
Source
Changelog.gg summarizes and formats this update. How we read updates.
