2024 Season 1 Patch 3 Release Notes [2024.01.10.01] This Patch Release contains a variety of updates, fixes, and improvements for the 2024 Season 1 Release. A few notable changes include a few updates to Daytona International Speedway (Road Course) just in time for our special events, and restoring some unique IndyCar branding!
iRACING:-------------------------------------------------------------- Updater A handful of Rookie cars and tracks are now part of the “Required” downloads. This is to ensure a customer always has both a track and vehicle available on their machine for troubleshooting purposes, as well as in preparation for a New User Onboarding experience coming soon! These items include: - - Formula Vee - - Street Stock - - Lime Rock Park - - USA International Speedway
LEGACY MEMBERSITE:-------------------------------------------------------------- Simulator Connectivity Next week, on Tuesday, January 16th at 0800EST, all functionality that directly launches the iRacing Simulator application in any way will be removed from the members.iracing.com site. All pages that include the ability to change your Registration status or Join the Simulator in any format will be removed from the members.iracing.com site. This change does not affect the iRacing application, the interface (UI) which you launch separately. This change only relates to the iRacing Legacy Membersite website, familiar to most of our very long-time customers. All functions and actions that utilize Simulator connectivity remain fully featured and available in iRacing, the standalone application! Learn more about this upcoming change here: - - https://forums.iracing.com/discussion/54084/iracing-legacy-membersite-sunset-simulator-connection-severed-january-16th-0800est-1300utc#latest
SIMULATION:-------------------------------------------------------------- Updater Fixed an issue that could occur where running a second update cycle immediately after a first is finished could fail to launch the updater, because the first updater may have still been silently running dependency checks.
Graphics Fixed an issue where setting the Graphics Class to “4” would then automatically set itself to “Custom”. 4 is actually not that special.
CARS:-------------------------------------------------------------- <Car Class> GT3 Cars Significantly reduced the time required to fully repair damaged wheels.
<Car Class> GTP Cars Significantly reduced the time required to fully repair damaged wheels.
<Car Class> NASCAR Trucks iRacing setup for Rockingham Speedway has been updated.
Acura ARX-06 GTP For the New Damage Model, fixed an issue that could cause aerodynamic penalties resulting from damage to calculate incorrectly.
ARCA Menards Chevy / Gen 4 Cup (Gen 4 Cup) - iRacing setup for Iowa Speedway at night has been updated.
Audi R8 LMS EVO II GT3 For the New Damage Model, a balance pass has been completed which increases the break limits for the hood and nose. For the New Damage Model, fixed an issue where the nose of the car could be fully detached, but the system would still include it as part of the car. This could cause other cars to receive a 4x when hitting a detached nose.
BMW M4 GT3 Fixed an animation issue with the accelerator pedal when it reached 100% throttle.
BMW M Hybrid V8 Fixed an animation issue with the accelerator pedal when it reached 100% throttle.
Dallara IR18 Special Indy 500 tire branding has been restored to this car’s tires while running at Indianapolis Motor Speedway! An iRacing indianapolis_2022_road.sto setup has been added. Some iRacing setup names have been updated so that they automatically load appropriately at the correct track. Updated IR18 paint pattern template. Fixed an issue with ambient occlusion on the digital display screen.
Dallara P217 Significantly reduced the time required to fully repair damaged wheels. Fixed an animation issue with the accelerator pedal when it reached 100% throttle.
Ferrari 296 GT3 Fixed an issue where the flashing yellow lights were not showing correctly when the pit limiter was engaged on opponent cars.
FIA F4 For the New Damage Model, aerodynamic damage penalties have been adjusted to prevent flight when severely damaged.
Lamborghini Huracán GT3 EVO Fixed a handful of animation issues where the driver's foot was not cooperating with the throttle pedal. An iRacing setup has been added for the Ringmeister Series.
Late Model Stock Fixed a bug that would allow this car to accelerate to ludicrous speed in reverse without using engine power.
Ligier JS P320 Significantly reduced the time required to fully repair damaged wheels. An iRacing setup has been added for the Ringmeister Series.
Lucas Oil Off Road Pro 2 Lite For the New Damage Model, a tuning pass has been completed, which increases yield and break limits for wheels, lowers the mass of detachable pieces, and improves the accuracy of scrape damage appearance. For the New Damage Model, the aerodynamic penalties from vehicle damage have been tuned to be more forgiving. For the New Damage Model, stiffened and lowered the break limits for rear fender panels slightly.
Lucas Oil Off Road Pro Trucks (BOTH) - For the New Damage Model, a tuning pass has been completed, which increases yield and break limits for wheels, lowers the mass of detachable pieces, and improves the accuracy of scrape damage appearance. (BOTH) - For the New Damage Model, the aerodynamic penalties from vehicle damage have been tuned to be more forgiving. (Pro 2) - For the New Damage Model, stiffened and lowered the break limits for rear fender panels slightly.
McLaren 570S GT4 An iRacing setup has been added for the Ringmeister Series.
Mercedes-AMG GT3 2020 Garage tooltips for damper settings have been updated.
Pontiac Solstice An iRacing setup has been added for the Ringmeister Series.
Porsche 718 Cayman GT4 Clubsport MR An iRacing setup has been added for the Ringmeister Series.
Porsche 911 GT3 R (992) Brake pedal animation has been added.
Skip Barber Formula 2000 For the New Damage Model, some body shapes have been updated slightly to reduce the likelihood of snagging on other objects during impacts.
Toyota GR86 Metal colors have been adjusted slightly.
[Legacy] Dallara DW12 Special Indy 500 tire branding has been restored to this car’s tires while running at Indianapolis Motor Speedway! Some iRacing setup names have been updated so that they automatically load appropriately at the correct track.
[Legacy] Dallara IR-05 Special Indy 500 tire branding has been restored to this car’s tires while running at Indianapolis Motor Speedway! Some iRacing setup names have been updated so that they automatically load appropriately at the correct track.
TRACKS:-------------------------------------------------------------- Autodromo Internazionale del Mugello A variety of track artwork details such as drains, painted lines, and track surface decals, have been added and updated. Fixed an issue with Rolling Starts where the lead car could earn a black flag for passing the Pace Car once it left the racing surface.
Daytona International Speedway (Road Course) - A variety of turn exit gain-time checkpoints have been loosened slightly. (Road Course) - A gain-time checkpoint has been added to the middle of the right-most yellow line where the track meets the apron. A penalty will be administered if half of the car goes over the line. (Road Course) - Fixed some issues with tire stacks at Turn 1 where they were slightly larger than they appeared. This fixes some phantom clipping issues. (Road Course) - The number of cones has been reduced and they have retreated slightly from the racing line. This is for their safety, not yours. (Road Course) - Cone walls at Turn 1 and Turn 3 have been adjusted slightly.
Oulton Park Circuit Fixed an issue where running wide through Cascades (Turn 3), it was possible to end up with an unreasonably large slow down penalty (100s+) that could not be cleared.
Slinger Speedway (Figure Eight) - A checkpoint has been added to prevent cutting half the track length. The watchtower has been updated. Fixed an issue where some light poles could appear to float when lower graphics settings were used.
Summit Point Raceway (Jefferson Circuit & Jefferson Reverse) - Fixed an issue that caused cars to appear to float above the track surface around many parts of these track configurations.
I have been working on bringing new content to the game and correcting certain things. With your feedback, many of your requests were that there be more endings in the game, which in this update was fulfilled by adding a new alternative ending different from the normal route depending on the path you take. the player chooses, in turn the other important thing is that the game now has the Japanese language, much of the theme of the game is inspired by Japan and many Japanese players who want to play the game are prevented by the language barrier so at the same time be a game with Japanese inspiration because it could not be missing that it was in the same language that saw the project come to life, now the game is completely translated into Japanese.
-Added Japanese language. -Added a new ending. -Chapter 4.1 was removed from the main menu. -Added chapter 4.1 to a new ending route with a new subchapter. -Added a new achievement for the new route.
Regarding the future, I am working on a new project, I hope to bring you news soon and, along with that, the new publisher that will be in charge of distributing it on both Steam and other platforms, stay tuned.
Hello everyone! Though I don't think my regular development logs are appropriate for Steam announcements, I feel that my Steam audience has deserved a bit of an update on the progress on Season 2. But first of all I want to give a big thank you to everyone who has decided to support me by playing my game, it has gone better than I ever imagined and I'm so glad that most of you seem to have enjoyed it.
Season 2 is underway and progress is nice and steady. I am currently close to finishing the third part, Season 1 consisted of seven parts and I expect that to be the case for Season 2 as well. I am working as hard as I can to have it finished in late 2024 but I can't make any promises yet.
Anyway here are some teasers to prove that I'm actually working on it.
A store page for Season 2 with more teasers, including a teaser trailer, will come soon. Stay classy!
Hi everyone! Got something interesting for you this week!
I've started integrating achievements on Steam with DeadOS!
I've only added two achievements so far as I wanted to test the system actually worked when the patch was uploaded live to Steam but it appears it's all working so I'm going to be going on ahead and adding many more over the coming updates!
The two current achievements available are:
Establishing Battlefield Control Take manual control of a unit.
Now I Have a Machine Gun Arm yourself while manually controlling a civilian.
The aim of my achievements is to help users figure out the different ways they can interact with the simulation. Hopefully people will discover things they didn't know they could do!
I've got a list written down for achievements I plan to write, they are:
Commandeer a vehicle while in manual control mode. (this one can't be done yet)
Destroy the city using a nuke.
Create a simulation that runs for over an hour.
Call in military reinforcements.
Manually assign quarantine zones for the police.
Create your own custom city block.
Have the police station run out of ammo.
Have more than 30 zombies gathered at a user-placed beacon.
Eliminate all survivors after starting with a single infected unit.
Have the military wipe out every remaining unit, human or otherwise.
Connect to Twitch.
Have civilians survive an outbreak after the simulation has predicted the odds of failure at 99%
These may be changed or removed but you get the general idea!
Are there any more achievements you think the game should have? Let me know!
As 2024 begins, we’re continuing our dev diary series, introducing all of the main characters in Songs of Silence. So far, we’ve covered the Starborn and the iconic Lorelai, voiced by Ashleigh Haddad (Link); Firstborn Akard, voiced by David Menkin (Link); and the mysterious Murnau, voiced by Harry Myers (Link).
Here’s the catch: in our latest Dev Diary, we introduced David Menkin, who is not only lending his voice to Akard... Thanks to his unique voice acting skills, he’s the voice of our last (but not least) main character, Garin. He might have already caught your eye in our recent artworks, now is the time to learn more about him!
Daivd has already shared his experiences and journey as a voice actor, so we haven’t asked him the same questions again about Garin, but feel free to watch the last interview if you haven’t already:
Early Garin Design Concept
Who is Garin and what is the Crusade?
Garin hasn’t appeared in either the demo or the closed beta so far, as his appearance comes later during the campaign. However, you might have spotted him in some of the many artworks we’ve showcased so far. Garin was also featured in our latest Faction Trailer, which you can watch, like and share, here:
Is Garin the leader of the Crusade? Garin is a powerful Crusade leader, one among many. The lucky few who got a glimpse of him on the battlefield and made it out alive spread the rumor that he is a Firstborn. But there is no proof... Especially as claims of his appearance date to a time when the Firstborn did not yet exist...
Garin portrait -As we know you love them as much as we do
As a reminder, the Crusade is a faction of religious fanatics devoted to Purgatories* and a new all-devouring god.
Is Garin more than just a leader and general of the armies of the Crusade? The Crusade travels through Purgatories and one thing is clear: they consist of Firstborn and Starborn, united in the fanatical vision that the Purgatories bring a new era to the world. Therefore, there are those who see the Crusade’s arrival as fatal, and those who believe that they carry salvation with them.
To make things worse, the Crusade doesn’t only field their regular aggressive followers on the battlefield, they often make use of horrifying creatures that tower over most units of the Light and Dark Worlds. They instill fear on sight and are named by those fortunate to escape such encounters with creatures of the Void.
Fight between Firstborn and Creatures of the Void
Will Lorelai and Akard prevail in their respective worlds and fend off Garin, or will their conflicting motivations leave them too distracted? Is Garin a fool himself, leading the Crusade in his quest for an illusory paradise and sowing destruction for the Silence? -This, my beloved Songs of Silence fans, is something you must unravel yourself, during the campaign in the final version of the game.
*Purgatories: Or so-called Harbingers of the Silence, are a natural phenomenon, manifesting as a moving sphere of energy that consumes everything in its path, leaving only corrupting Silence behind. Purgatories are not only essential elements of our lore but also embody unique game mechanics, acting as portals from one world to another.
A Purgatory appeared in the World of Dark
Please feel free to share your feedback, if you enjoy our latest dev diaries all about the interesting characters in Songs of Silence, and the outstanding voices, bringing them to life.
A new update is available for Strategic Command WWII War in Europe.
Here is the full changelog:
GAME ENGINE - Fixed a disappearing AI unit under rare circumstances (Lothos). - Fixed an introduced transport issue that did not allow land units to transport when adjacent a 'frozen' port that was not convered in ice. - Fixed a MOBILIZATION_4_EVENT error that did not properly structure a DECISION like event that other events could link to (Lothos). - Fixed an issue for AI ai units where they could incorrectly fly over NEUTRAL territory to otherwise strike 'unreachable' target hexes (Lothos). - Fixed a TERRITORY event crash error for when COUNTRY_ID= 0 (Lothos). - Added a new 'windowed mode' in the SETTINGS screen which will allow players to play the game in a moveable window on their desktop.
All Campaigns - Added Chapayev and Kalinin as Soviet Light Cruiser names to all foreign language files (Machredsch).
A new update is available for Strategic Command WWII: World at War.
Here is the full changelog:
GAME ENGINE - Fixed a disappearing AI unit under rare circumstances (Lothos). - Fixed an introduced transport issue that did not allow land units to transport when adjacent a 'frozen' port that was not convered in ice. - Fixed a MOBILIZATION_4_EVENT error that did not properly structure a DECISION like event that other events could link to (Lothos). - Fixed an issue for AI ai units where they could incorrectly fly over NEUTRAL territory to otherwise strike 'unreachable' target hexes (Lothos). - Fixed a TERRITORY event crash error for when COUNTRY_ID= 0 (Lothos). - Added a new 'windowed mode' in the SETTINGS screen which will allow players to play the game in a moveable window on their desktop.
In preparation for Steam Next Fest, I have made a number of fixes and changes to the Demo.
Quest Log
A Quest Log (L by default) has been added to give clearer direction to Players, though not fully handholding towards the solution to each objective.
Sprinting Removed
Sprinting was causing numerous issues with the game, namely making it too easy, so has been removed. It may be restored in the future based on Player feedback and further testing.
Fixes
Fixed a few spelling errors.
Increased Club Card hitbox size to make it easier to pick up.
Fixed Tutorial Guide text not saving properly.
Made Tutorial Auto-Saves conditional to avoid confusion.
Fixed Cutscene camera angles that broke due to trying to fix them before.
Fixed some Saving bugs
Changed the Deduction UI background.
I intend to patch the game further before Steam Next Fest begins next month.