NEW Vintek Juggernaut, more stable vehicle physics, 21:9 support, new song, exploding barrels, updated Skytrack and more!
NOTE: The Raptor hit effects when shooting an opponent seem to be messed up, in that they spawn far away from the targeted car, and are too big. We're unsure why this happened, but are looking into it
List of some known issues with this the current version of the game:
Vehicle physics can still be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go.
Islands Track: This map is still very early WIP and hasn't changed this update, but will for the next one
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
The race position on the HUD can be buggy and show the wrong number, or indicate that a car is in front of you, when they are not
The machine gun hit effects can sometimes be too big and bright in this version. This will be fixed for next update
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement. This is being looked into
Missiles like to crash into the ground sometimes upon deployment. Sometimes the assassin missile crashes unexpectedly
Race position may be messed up, or say AI are in front of a player when they are not. This happens rarely
List of changes/additions in this patch:
The new Vintek Juggernaut! A tank class vehicle, and our first assymetrical car.
Better vehicle stabilty and collision. Improved suspension model. Players should experience less catching on geometry or general unwanted bouncing
New race camera functionality that helps with guiding players down the track after a crash
A new ingame tune from Imperium called "Cerbera"
Explosive barrels added to tracks! Shooting one causes a chain reaction. It's fun :)
21:9 and 4:3 resolution support
Added drop shadow to all cars. They now look more grounded and realistic
Garage view and car angle improved
New menu sounds
Weather option now in the event setup menu. FIC Outpost is currently the only track with different weather
Improvements to vehicle resetting code
HUD: Ground direction indicator now around speedometer
Fixed physics objects on Jobsite jumping awake and snowmen spontaneously exploding in Festive
Racetracks: Skytrack
Improved first jump into wallride
Added additional platforms to avoid falling into the abyss
Tweaked various track pieces to be more traversable
Added some obstacles
Improved overall visual quality (still WIP)
Alhatra
Changed shortcut tunnel exit to be a wallride jump into another wallride
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
NEW Vintek Juggernaut, more stable vehicle physics, 21:9 support, new song, exploding barrels, updated Skytrack and more!
NOTE: The Raptor hit effects when shooting an opponent seem to be messed up, in that they spawn far away from the targeted car, and are too big. We're unsure why this happened, but are looking into it
List of some known issues with this the current version of the game:
Vehicle physics can still be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go.
Islands Track: This map is still very early WIP and hasn't changed this update, but will for the next one
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
The race position on the HUD can be buggy and show the wrong number, or indicate that a car is in front of you, when they are not
The machine gun hit effects can sometimes be too big and bright in this version. This will be fixed for next update
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement. This is being looked into
Missiles like to crash into the ground sometimes upon deployment. Sometimes the assassin missile crashes unexpectedly
Race position may be messed up, or say AI are in front of a player when they are not. This happens rarely
List of changes/additions in this patch:
The new Vintek Juggernaut! A tank class vehicle, and our first assymetrical car.
Better vehicle stabilty and collision. Improved suspension model. Players should experience less catching on geometry or general unwanted bouncing
New race camera functionality that helps with guiding players down the track after a crash
A new ingame tune from Imperium called "Cerbera"
Explosive barrels added to tracks! Shooting one causes a chain reaction. It's fun :)
21:9 and 4:3 resolution support
Added drop shadow to all cars. They now look more grounded and realistic
Garage view and car angle improved
New menu sounds
Weather option now in the event setup menu. FIC Outpost is currently the only track with different weather
Improvements to vehicle resetting code
HUD: Ground direction indicator now around speedometer
Fixed physics objects on Jobsite jumping awake and snowmen spontaneously exploding in Festive
Racetracks: Skytrack
Improved first jump into wallride
Added additional platforms to avoid falling into the abyss
Tweaked various track pieces to be more traversable
Added some obstacles
Improved overall visual quality (still WIP)
Alhatra
Changed shortcut tunnel exit to be a wallride jump into another wallride
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
In anticipation of GRIP's multiplayer component, we've created a Discord channel for those who want to group up and battle, chat about general grip stuff, give feedback or just babble in the off topic section.
We've already got quite a few people on it, and there should be plenty more joining once we're closer to releasing multiplayer, and I promote it on our social media. Discord will be a great way for players to find each other and get some fun games going. :)
Everyone who joins gets a "Racer" tag. If you don't have one for over a day, just let us know if the #assigning-roles chat.
NOTE: We will be updating the private branch to the latest version with multiplayer, once we've ironed out some pretty significant bugs that still exist. Hang tight!
In anticipation of GRIP's multiplayer component, we've created a Discord channel for those who want to group up and battle, chat about general grip stuff, give feedback or just babble in the off topic section.
We've already got quite a few people on it, and there should be plenty more joining once we're closer to releasing multiplayer, and I promote it on our social media. Discord will be a great way for players to find each other and get some fun games going. :)
Everyone who joins gets a "Racer" tag. If you don't have one for over a day, just let us know if the #assigning-roles chat.
NOTE: We will be updating the private branch to the latest version with multiplayer, once we've ironed out some pretty significant bugs that still exist. Hang tight!
Just a small update with some improvements and additions:
Car reset code is improved, with very few issues occurring on SkyTrack now
Snowstorm added to FIC Outpost. Let us know what you think! (it looks a little odd when the car is stopped, so keep moving ;)
Sharpening filter added to the graphics options (off/low/med/high). We find this helps make the game more gritty looking. I personally set it to medium, with FXAA enabled.
Large blocking mesh removed from Islands tunnel (was a mistake in the first place)
Just a small update with some improvements and additions:
Car reset code is improved, with very few issues occurring on SkyTrack now
Snowstorm added to FIC Outpost. Let us know what you think! (it looks a little odd when the car is stopped, so keep moving ;)
Sharpening filter added to the graphics options (off/low/med/high). We find this helps make the game more gritty looking. I personally set it to medium, with FXAA enabled.
Large blocking mesh removed from Islands tunnel (was a mistake in the first place)
List of some known issues with this patch (v.1.1.6):
Alt-tabbing while the game is on the loading screen can freeze the game
SkyTrack: Resetting on this map isn't fully supported as the code isn't ready yet. We wanted you guys to play the track though, so we decided to put it in this patch.
Islands Track: This map is very WIP and still needs a lot of work. We're releasing it in this patch so we can gather valuable feedback from the community regarding (gameplay only)
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The Vintek Warlander is the most unstable car, physics-wise.
Pickups balancing still needs work, especially the EMP
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement
Missiles like to crash into the ground sometimes upon deployment
List of changes/additions in this patch:
Considerably better car physics! Rob has been busy fixing an unwanted oscillation issue as well as much improving the suspension model for all the cars. The result is more predictable driving and less frustration
TWO new racetracks! Orbital Prime SkyTrack (by Chris) and Liddo5 Islands (by Jeffrey). Both tracks are WIP
Optimizations to performance. The game should now run better overall, for all types of PC setups. The vehicle explosion now has 15% of it's previous performance impact.
Speedpad colour has been changed to green
Endurance Carkour map now fixed
Fixed collision issue on thin ramp asset, and added red X skin to specific instances
Decreased size of HUD's mine indicator
HUD speedometer now flashes red when player is targeted by a missile
Racetracks: FIC Outpost
Added snowmen and lights to the starting gate :)
Added wallride to upper route in valley area
Removed 2nd big jump, improved 1st big one
Tilted forcefield barriers so players are less likely to ride them
Gave rocks proper collision, removed unnecessary meshes
Alhatra
Huge amount of optimizations in terms of lighting and mesh LODing
Smoothed terrain in areas
Transport
Improved some areas visually. Added animation to some structures as a test
Still need to rework the tunnel changes in last version to increase difficult and interest
Yuri Industrial
Reworked left route on the main hill to be quicker and more useful
Added more signage
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
List of some known issues with this patch (v.1.1.6):
Alt-tabbing while the game is on the loading screen can freeze the game
SkyTrack: Resetting on this map isn't fully supported as the code isn't ready yet. We wanted you guys to play the track though, so we decided to put it in this patch.
Islands Track: This map is very WIP and still needs a lot of work. We're releasing it in this patch so we can gather valuable feedback from the community regarding (gameplay only)
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The Vintek Warlander is the most unstable car, physics-wise.
Pickups balancing still needs work, especially the EMP
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement
Missiles like to crash into the ground sometimes upon deployment
List of changes/additions in this patch:
Considerably better car physics! Rob has been busy fixing an unwanted oscillation issue as well as much improving the suspension model for all the cars. The result is more predictable driving and less frustration
TWO new racetracks! Orbital Prime SkyTrack (by Chris) and Liddo5 Islands (by Jeffrey). Both tracks are WIP
Optimizations to performance. The game should now run better overall, for all types of PC setups. The vehicle explosion now has 15% of it's previous performance impact.
Speedpad colour has been changed to green
Endurance Carkour map now fixed
Fixed collision issue on thin ramp asset, and added red X skin to specific instances
Decreased size of HUD's mine indicator
HUD speedometer now flashes red when player is targeted by a missile
Racetracks: FIC Outpost
Added snowmen and lights to the starting gate :)
Added wallride to upper route in valley area
Removed 2nd big jump, improved 1st big one
Tilted forcefield barriers so players are less likely to ride them
Gave rocks proper collision, removed unnecessary meshes
Alhatra
Huge amount of optimizations in terms of lighting and mesh LODing
Smoothed terrain in areas
Transport
Improved some areas visually. Added animation to some structures as a test
Still need to rework the tunnel changes in last version to increase difficult and interest
Yuri Industrial
Reworked left route on the main hill to be quicker and more useful
Added more signage
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum