Full notes
Full Wreckfest update
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What changed
- UI and audio
- Gameplay
- Performance
- Events
- Server
Wreckfest changes
- Deathmatchmode
Howdy wreckers, The latest update for Wreckfest is now out, containing new content and a number of improvements. This one is more or less a maintenance update while we continue to work on major additions scheduled to be released at a later date, but nevertheless it contains some new cool content such as the short route variant for Tarmac 1 (yes, finally!) and more customization parts for cars as well as important usability and gameplay improvements. The technically-inclined among you can find the full changelist below but please take a look at the game yourself and enjoy! In other news – and this is very important – we're launching a new survey to gauge feedback before locking down everything for the final release of the game. These past years we've been working with you to shape the game into what it is now, and seeing as the game is nearing completion we want to use this opportunity to let us hear what you think of the game, how you play it and whether there's anything we can do to make it the absolutely best possible banger racing and demolition derby experience to date. To do that, it's crucial that we get YOUR feedback, so if you have five minutes to spare please do click on the shiny new main menu button to take you to the survey site and let us hear what you think of the game!
CONTENT
AI now uses El Matador in Class B too.
Added more customization parts for KillerBee, Tristar, Rammer, Gremlin.
Added a new paintjob for the lawnmower, improved paintjobs for El Matador and Roadcutter.
Added reverse routes for Mixed 5 Outer Loop and Mixed 5 Inner Loop.
Added a short route for Tarmac 1, both forward and reverse layouts.
Added and adjusted the start/finish lines for a number of tracks.
Improved environment art on a number of tracks.
Improved static cubemap locations on a number of tracks.
Balanced texture luminance ranges on a number of assets.
TECHNICAL
Fixed a particle system related crash.
Implemented shaded particles (particles are now darker when in the shade).
Implemented free camera smoothing.
Added sharpening and vignette post-processing effects.
In Dirt Speedway Figure 8 (possibly affecting other tracks as well), a wrong way indicator is no longer incorrectly displayed right after start.
In Custom Event and MP, the game now tries to pick a unique paint job for the AI player if available.
Grid start points are now created dynamically (work-in-progress, minor glitches possible especially in MP).
MP: It's now possible to disallow the use of special vehicles (lawnmower) on a server.
GAMEPLAY
Folk racing style start is now used on a number of tracks that support it (i.e. they have a dedicated start area).
Improved lawnmower handling and gameplay.
Adjusted reverse gear ratios so that they match between different vehicles.
Contact timer is no longer used in deathmatch.
- Improved AI aggressionAI now employs increased situational awareness to decide when to ram another car. On Novice AI Difficulty, the AI is more aggressive towards each other and less towards the player, while on Expert AI Difficulty the AI is more aggressive towards the player and less against other AI players.
In demolition derby, the AI is now less inclined to use reverse whenever the front of the car is damaged.
In demolition derby, if only one or two AI players are left they no longer only circle around the player like idiots.
AI now takes the loop in Crash Canyon only
Source
Changelog.gg summarizes and formats this update. How we read updates.
