Разработчики из Caged Element подготовили поистине масштабное
обновление для боевой гоночной аркады GRIP: Combat Racing,
которое получило название «Big Ass». Список дополнений, изменений и
исправлений настолько огромен, что на одно его прочтение уйдет
несколько минут. Изменения коснулись мультиплеерных режимов,
кампании, искусственного интеллекта, физической модели и поведения
автомобилей на трассе, системы прокачки и очков для достижения
рангов. Создатели обещают преобразовавшиеся качественным образом
ощущения и надеются, что все разочарованные или недовольные
какими-либо аспектами проекта смогут по-новому взглянуть на
игру.
Кроме вышеперечисленного, также был скорректирован прогресс
(уменьшено количество необходимых кругов и уничтоженных врагов) для
получения некоторых трофеев и достижений, а все проблемные трофеи и
достижения теперь гарантированно открываются:
"GRIP Rookie"
(Старое значение > 100, новое значение > 50)
"GRIP Addict"
(Старое значение > 2500, новое значение > 250)
"GRIP Master"
(Старое значение > 10000, новое значение > 1000)
"Vehicular Genocide"
(Старое значение > 500, новое значение > 100)
"There are no cars left to kill, so chill"
(Старое значение > 1500, новое значение > 250)
Полный лог обновления «Big Ass» представлен под катом (на
английском):
BIG ASS UPDATE PATCH NOTES
MULTIPLAYER
Voting has been tightened up and acts similar to the
PC version. All players can vote. The game will take into account
all votes and create a config.
A timer has been added to the online lobby that
automatically starts the game if players are dormant.
Spectators leaving MP games are no longer reported in
the HUD feed.
Split-screen tournaments now work beyond the first
event.
Split-screen results for players are now always
displayed correctly.
Bug fix that allows 2nd, 3rd and 4th split-screen
players to access and customize their vehicles within the
garage.
Difficulty level and engine power now can't be voted
upon in MP games.
Bug fix for allocating the correct vehicles to players
in split-screen.
Bug fix to disable players from joining tournaments
once they have started, regardless of whether they know the private
game name or not.
Maximum game time and maximum kill count now averaged
in votes for MP games.
Fixed bug where not all players would have a player
controller created for them inside a garage after exiting a race in
split-screen mode.
Bug fix for MP game auto-start sometimes not kicking
in.
Event progress now visible in the spectator lobby
Bug fix for MP game auto-start not aborting on the
client when appropriate.
Improvements to the game options UI presentation,
ordering them by whether they're enabled or not which is very
useful when voting in MP
Bug fix for the rendering of “Press X To Join” on
split-screen join panel – so that it will fit vertically rather
than horizontally which helps localisation.
Bug fix for selecting the correct pickup table when
there are fewer than 3 players left in an event.
AI
Bug fix for AI bot catch-up in MP games. A big one for
the community. Originally, we envisioned how it was set up as
something combat racers would want, to keep the fighting close but
players found it too aggressive and leads could be wiped out
through no ill move by the player. So catch-up assistance is now
less aggressive and, importantly, off by default when playing
Campaign.
AI bots now often avoid static obstacles more smoothly
than before and AI bots now drive more competitively, but not
unfairly, when catch-up assistance is turned off to make sure we
keep the race aggressive and entertaining.
Bots now adjust cornering speeds dynamically depending
on how much grip they have.
Bot vehicles of the same maximum speed range are now
matched against humans where possible.
VEHICLES
Hit points for all vehicles are now 100 in arena and
150 in race modes, this reduces the chance of 100% damage during a
race but increasing it during deathmatches.
Vehicle audio improvements have been made, increasing
the volume of some sounds that were too quiet and improving sounds
which acted incorrectly.
Bug fix for vehicle physics movement and velocity
prediction calculations. Reducing the chance of vehicles losing
control unexpectedly and making it easier to control them in air
and on the ground.
Fixed bug in the garage where the vehicle name, logo
and stats wouldn't update when loading a saved preset.
Bug fix for vehicle catch-up state change being so
slow, causing ‘Rubber-Banding’ to appear unfair and
unpredictable.
Bug fix for no more rumble on controllers for
destroyed vehicles.
Bug fix for unwanted decals now removed from vehicles
a player has selected which subsequently became unavailable.
ACHIEVEMENTS
Changed the number of laps and kills required for the
associated achievements:
"GRIP Rookie"
(Old value > 100, New value > 50)
"GRIP Addict"
(Old valve > 2500, New value > 250)
"GRIP Master"
(Old valve > 10000, New value > 1000)
"Vehicular Genocide"
(Old valve > 500, New value > 100)
"There are no cars left to kill, so chill"
(Old valve > 1500, New value > 250)
Various bug fixes ensuring all achievements are now
attainable.
Bug fixes for the "I did it my way" achievement,
preventing the achievement from unlocking when it shouldn’t.
Bug fix for illegitimately attaining achievements when
spectating a MP game.
Bug fix for “Stunt Double” achievement being more
accurately achieved, this increases the chance of unlocking the
achievement if the user correctly completes the action
required.
BUGS
Crash bug fix for writing leaderboards. Numerous text
clipping issues have been removed.
Cleaned-up display of leaderboard entries.
Arena kills/death ratio now recorded correctly.
Best lap-times and best Carkour times are now recorded
in thousandths of a second to match the way they’re displayed in
the game.
Audio played for when leaderboard queries fail.
LANGUAGE
Polish language has been overhauled.
Hungarian language has been overhauled.
Japanese language has been overhauled.
LEADERBOARDS
Local players now highlighted on the
leaderboards.
Best lap times no longer recorded on leaderboards if
they were achieved with catch-up assistance.
Bug fix to avoid storing 0 values on
leaderboards.
Bug fixes to prevent bad data from entering the
leaderboards.
Bug fixes for reporting position in events during a
tournament.
Tidied up the rendering of the leaderboard panel.
Increased the number of rows on the leaderboard from
12 to 25.
Bug fix for showing the correct rivals on scoreboards
as they relate to the rivals shown in the related game event.
BUG FIXES
Bug fix for capitalisation of foreign strings.
Bug fix to stop glitching audio.
Bug fix for showing the correct event placement
between events during a tournament within a campaign.
Bug fix for the handling of apostrophes in
capitalising text.
Crash bug fix for saving player progress state in
split-screen.
Bug fix for UI panel looping on B for back after going
into the garage on split-screen.
Bug fix for smoothing out obstacle avoidance.
Bug fix for post-event screen player information
related to animation, display of XP and level for a player once
they hit the maximum.
Bug fix for managing rivals between different tiers
going backwards and forwards. A rival is always given no matter
what the situation when called for.
Bug fix for avoiding offering rivals that have already
been destroyed in campaign mode.
Bug fix for duplicate or empty player IDs for vehicles
in split-screen which at the very least now links game results to
players effectively.
Bug fix for determining the active rivals for a player
within an event.
Bug fix for the ongoing management of rivals ensuring
that the rivals given during the campaign are accurate and
consistent.
Bug fix for the registration of attacks of rivals
against a player.
Bug fix for the post-event XP level animation to take
into account maximum level.
Bug fix for the main player stats to take into account
maximum level clamping.
Events now duplicated from the last event when adding
a new one in a custom tournament.
Bug fixes for detecting the final boss battle, the
game will recognise when the final boss battle is available and
when it has been completed.
Bug fix for the Spectre automatically being given out
at level 30.
Bug fix for boss battles where slow-mo camera is now
switched off at the moment a race starts and when a game ends to
try to prevent issues encountered by some players.
Bug fix for the number of laps being capped at
128.
Bug fix for playing prev/next music tracks to avoid
playing tracks the player has deselected.
SYSTEM
Significant menu map performance increase through
making the on-screen player stats at the bottom of the screen
static rather than dynamically updated.
Optional instantaneous look back / side inputs from
the player, rather than them being smoothly transitioned.
"Denied" sound now played whenever you try to do
something that isn't possible, like reset when a missile is locked
on you.
New anonymous avatar for players we cannot identify
through the online subsystem.
Almost all the maps have been optimised to improve
overall performance.
Resized all AI character icons to 1024 and set them
all the sharpened so we can see them more clearly in the UI.
Synced the tournament presets layout to match the
garage presets layout
Fixed the unwanted Purchase popup in the garage
Event progress bar now calculated more accurately at
the end of the game when the countdown begins in network
games.
Fixed the Best Damage Received stat at the end of a
race.
Added support for binding the right thumb-stick in the
settings menu. Binding any direction on the right thumbstick will
remove the axis look around mechanics.
Stripped tier, tournament and event qualifiers from
rivals.
A reworking of the rivals admission and discharge to
make it more controllable.
Removal of duplicates from many player progress lists
such as unlocked vehicles, levels played etc.
Defence turrets now inactive when playing a duel in
the campaign.
The avatar system is now more robust. People's avatars
and tags appear correctly, no duplicates occur. Bug fix for “YOU
PLACED N/A” appearing in split-screen tournaments by not showing
this panel at all.
Flags have been added to the start/finish line.
The main menu has now been updated so that it includes
PC improvements.
CAMPAIGN
Many mods to ensure the boss battle is detected more
accurately no matter what happens to the campaign configuration in
the future.
Characters driving the Spectre vehicle now shown after
campaign completion in SP events.
Bug fix to apply default colour schemes to new
vehicles.
Electrical sounds volume is now set correctly.
The Tempest vehicle now has improved suspension
properties to make it easier to handle.
Bug fixes for vehicle customisation.
Animation of the post-event screen now accounts for
level capping at level 30 so as to avoid confusing the player.
ARENA AND CARKOUR
Carkour events now always restart with a ‘3, 2, 1, GO’
introduction so the player can gauge their launch boost.
Arena "View to a kill" is now rebalanced and
redesigned to flow better and be more fun.
Arena "Magmatic core" now has speed pads to get around
and a platform to prevent insta-death in the middle lava.
Bug fix for the countdown on Carkour maps.
Bug fix for restarting the game timer correctly when
restarting a Carkour event.
Bug fix for arena total kills overwriting the arena
kill ratio in the leaderboards.
TRACKS
Various tracks have had collision improvements,
performance improvements and other small fixes.
WEAPONS AND PICKUPS
There was a lot of feedback around weapons and we've
spent a long time trying to perfect the balance. Improvements to
missile targeting when the target is manoeuvring hard should see a
more fair hit chance and based on feedback, we've also improvements
the missile movement to have them avoid the floor much more often
when launching. You'll still need to time it right, but it's much
fairer now.
Bug fix for vehicle physics when the Disruptor pickup
is in use.
Increased effectiveness of the Raptor.
Improved the Hydra movements to help them hit their
target more often.
Defence turrets now inactive on the easy difficulty
level.
Bug fix for rendering when the Disruptor is
active.
Bug fix to ignore collisions between Assassins and
vehicles other than the target vehicle if the speed difference is
high enough.
Bug fix for the rendering of pickup icons when double
damage is in effect.
Bug fix for restoring shield post-EMP.
Improvements to missile movement handling to have them
avoid the floor much more often when launched.
Bug fix for human-controlled Raptor not targeting
off-angle vehicles.
Bug fix for missiles exploding against the launch
vehicle.
Weapon icons now change to show the players new
charged weapon
GRIP: Combat Racing доступна на Xbox One (в том числе в сервисе
Xbox Game Pass), PlayStation 4, Nintendo Switch и PC. Обновление
«Big Ass» для Nintendo Switch версии игры будет доступна позже, в
то время как на игроки на всех остальных могут уже насладиться
многочисленным улучшениями. Разработчики обещают прислушиваться к
мнению сообщества и дальше поддерживать проект.
С нашим обзором на GRIP: Combat Racing вы можете
ознакомиться, если перейдете по ссылке-картинке ниже:
Эээ, как обновление называется??
Очередная жопошная игра слов типа как fractured butt whole.
С каких пор это стало модно?
Название придумал шикарное - Assassin's but whole. Дарю
разработчики - используйте)