Now, instead of immediately triggering game over, there is a 1 second delay along with a red tint and sound effect, which fades away if no longer in danger before the 1 second timer.
Rival Stars Horse Racing: Desktop Edition - PikPok Official
Hey Everyone
Update 1.25 is here for Rival Stars Horse Racing Desktop Edition. In this round of update notes, we cover changes to Free Roam with the addition of the new Riderless Freeroam mode, new coat additions and a range of gameplay adjustments. Let's jump in.
Embrace the moment in Riderless Free Roam
Here we have a gorgeous new mode where you can appreciate your horse's unique patterns and coats as if they were wild and untamed, perfect for capturing breathtaking photos against picturesque backgrounds. Whether galloping through the tranquil meadows of the Swiss Alps or navigating obstacles at the ranch, this setting offers a fresh perspective, illuminating your horses in a new light. Prepare to embark on unforgettable adventures and forge lasting memories with your equine companion
Creating the horse of your dreams
In update 1.25 of Rival Stars Horse Racing, we've introduced 21 new patterns. These provide players with an even greater variety of beautiful designs to enjoy and create their dream horse
List of patterns:
Pinto Embrace
Jumpsuit Pinto
Beauty Mark Pinto
Gaited Pinto
Clover Appaloosa
Dalmatian Appaloosa
Collared Appaloosa
Irregular Leopard
Hind Appaloosa
Foggy Roan
Crumpled Roan
Shadow Roan
Sleeved Roan
Tattoo Roan
Brushed Roan
Middle Overo
Thorny Overo
Skeleton Overo
Speckled Dapple
Crescent Overo
Sharp Overo
Gameplay changes
We've made adjustments to improve the racing and riding experience in Rival Stars Horse Racing. Horse stats and gameplay balances have been adjusted across all game mods to allow smoother gameplay. Here's a breakdown of the changes and how they impact each game mode.
Flat Racing:
Agility: This stat now influences your horse's preferred position and stamina regain. A more agile horse will better maintain its preferred position and recover stamina.
Jump: Your horse's jump ability now affects its acceleration out of the starting gate. A better jump means a quicker start!
Distance Preference: Matching your horse's preferred distance with the race distance now has a greater impact. Ensuring your horse runs at its preferred distance will significantly boost its performance.
Cross Country:
Surface Preference: Cross-country races now feature surface preferences. Choosing a horse that prefers the surface of the map you're racing on will enhance its performance.
Controls: Cross-country controls have been refined to give you better control over your horse around tight corners, enhancing overall performance on those more challenging courses.
Steeplechase:
Agility: Higher agility increases the size of the jumping zone, making jumps easier to clear.
Progression: The difficulty balance has been adjusted for a smoother challenge progression.
That covers the main bulk of the update. Let's take a look at what's coming next.
In our last round of update notes, we mentioned new adjustments to the Free Roam mode and the addition of new patterns. This means the only item left on that list was the introduction of a new breed. Well, we are excited to announce that the American Quarter Horse will join the herd in our next update—update 1.26.
That wraps up this update, folks. Thanks for hanging out! Don't forget to stay tuned to the community for the latest news and competitions. Until next time, happy racing/riding, everyone!
Change List
Added a riderless mode to Free Roam
Added 21 new Patterns
- Pinto Embrace
- Jumpsuit Pinto
- Beauty Mark Pinto
- Gaited Pinto
- Clover Appaloosa
- Dalmatian Appaloosa
- Collared Appaloosa
- regular Leopard
- Hind Appaloosa
- Foggy Roan
- Crumpled Roan
- Shadow Roan
- Sleeved Roan
- Tattoo Roan
- Brushed Roan
- Middle Overo
- Thorny Overo
- Skeleton Overo
- Speckled Dapple
- Crescent Overo
- Sharp Overo
Volume sliders on the pause screens of free roam and cross country.
Race again button has been added to Flat Racing
Game Play Adjustments Flat racing:
Agility affects preferred position stamina regain
Jump Stat affects acceleration on the starting gate.
Matching distance preference now provides a larger advantage
Cross Country:
Surface preference added to Cross Country
Adjusted controls to allow for smoother game play when turning corners
Steeplechase:
Agility stat affects the size of the jumping zone
The progression difficulty balance of the mode was adjusted
Fixes
Fixed a bug that prevented prestige achievements from unlocking. Loading a save file now unlocks all missing prestige achievements.
Fixed a visual bug where the space bar symbols weren't displaying correctly on some pause screens
Well, I haven't exactly ever used this feature, but I think it's important I do use it. After watching gameplay, and a bit of reviews. It appears that that NOBODY knows how to wall-climb. (aka wall jumping) So, to assist you in your little issue. Here's the tech behind it all!
The way it works, is that if you're touching a wall, and then you move AWAY from the wall. The exact frame you stop touching that wall the game lets you jump again. Isn't that easy to grasp?
And to those saying the game is short in content, or it feels unfinished. Give us a bit. We're working on something big for the game. If you want some updates about it (or you want to complain about stuff) go over to our discord, where we'll gladly listen to your opinion.
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!
Gameplay Updates:
Added a small checkbox on the tactical mission loading screen that sets the game to auto-launch into the tactical combat once loading is complete (rather than waiting for you to press Begin Mission). The checkbox setting is persistent between missions.
Equipping armour or changing soldier role on the Soldier Equip screen now plays a sound.
Made the melee hit chance breakdown more descriptive by labelling the Attacker Reflexes and Defender Reflexes separately.
Bugfixes:
Attempted fix for certain players being unable to place their first base on the Geoscape.
Fixed a crash that could occur when an Andron crushed certain walls.
Fixed soldier count in dropship not increasing when using right-click to assign soldiers to dropships on the Soldier Equip screen.
Fixed the Xenopedia entry for the Scout UFO incorrectly reporting it was Evasive.
Fixed the Exosuit light / heavy armour variants not being consistently positioned on the Soldier Equip screen.
Fixed a "close" sound playing when you pressed the button to start a new campaign.
This update contains a new Australia region, which should alleviate some connection issues Oceania users were facing. As well, the changelog contains all minor fixes that have been added to the game recently (so if you've been following along on Discord, some of these may be familiar!).
Added an Australia region.
The host's country flag is now displayed in lobbies and the room browser, to make it easier for Knights to judge how stable their connection will be to a specific room prior to joining it.
VR players can now adjust the trigger and grip press threshold for Giant interactions in the Settings menu.
Fixed an issue where lobbies would intermittently "break", causing maps to be missing objects or constant noises to play.
Fixed an issue where the nanosockets dll would not be present for some users, preventing them from playing online.
Adjusted collision on some maps to fix a variety of physics issues.