Just a few weeks ago, in our latest roadmap, we announced that Le Mans was coming to rFactor 2. Now, on the weekend that the 2019 edition of this famous 24h race is held, as the real cars pass the checkered flag after yet another memorable race, the racing won’t stop! We are proud to announce the release of the Le Mans 24h track, available immediately!
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- fixed impact sounds occasionally not playing - disabled reloading and switching weapons while gun down and running - default score to win for 1v1 sets to 5 - predators now get 3 times the ammo too - smoke and sparks fly out of neck when killed - walk speed now slows while aiming - less densely wooded trees in Ghost Town - adjusted the light for "sun" (time of day) so as not to taint player colors - made it so nothing generates too closely to spawn areas - new map type "mountain range" with a watch tower in the middle and an automatic lift - random generation of objects now less likely to spawn too close to each other
1. Fixed a BUG where we used poison swords to attack some bosses with damage nullifying abilities 2. Fixed a BUG where minerals could be bought and sold
Rotating the camera with the mouse won't deselect units anymore. Deselecting a unit only happens if you press the right mouse button with out holding it.
You can Rotate ant Classes to assign their tasks left or right. You don't need anymore to rotate the whole 6 classes to comeback to a specific class. Thanks Lazytribe ;-P
Dirt on the ground won't prevent anymore adding a chamber. I thought it would be logic to demand the player to excavate a room to be allowed to add a new chamber, but players have the impression it's a bug.
Deactivated a lot of unnecessary UI components int the first two levels.
Fixed a bug where you could switch views with out having an underground colony.
Zooming control and mouse sensitivity settings have more impact.
Fixed a view typos
WORK IN PROGRESS
Removed the minimap, atleast for now. It was taking a lot of space on the screen and it wasn't really useful. On the other hand, I do understand the player wants to know where the NPCs are. The pheromone trail that gets created by the player would an awesome indicator to show the player where is the NPC. Something like flashing red a series of pheromones from the colony in the direction of an NPC. I will try this feature in next patch
Hexa just got a new update added a Switch Hexside. This hexside will only allow projectiles through if the switch is receiving projectiles of the requested type.
There has also been a few other changes:
Can now chose which hexsides appear in the random levels
Fixed a few bugs happening in the random levels
Level 9 tweaked slightly
Projectiles now dissolve when at end of life
Level's now save in a new format. This creates smaller save files and will be easier for me to create new hexsides. Unfortunately this means that any levels create prior to this patch will no longer be compatible. If you want your old levels converted send me a email at support@salusgames.com and I will convert them and send them back to you.
Updated scenes of "Lady of the meadow island" Fully updated final scene of "Tir-na-Tog" Uncensored Scenes! The avatar movement path has been changed, now it is strictly tied to the mouse cursor. There are some boring code changes... P.S The loss of a few trolls ... well, ok, there are so many of them :-)