Hey everyone, got some update news regarding the progress on 0.6.
0.6 is turning out to be quite a big update. Most of the standard tracks are being made again from scratch, an event based campaign is being introduced and there has been loads of extra additions, fixes and optimizations.
Tracks
The tracks being remade are Harpstone, Aciknovae, Zephyr Ridge, Utah Project, Ishtar Citadel, Maceno Bay, Omega Harbour, possibly Luna and the prototype tracks. Most of the tracks have already been updated and are rather ready to go or just need a few more things added and changes to bring them to life. Screenshots can be found at the bottom of this announcement!
0.6 is not going to be the end of tracks, as further into the future there is going to be 4 tracks dedicated to the drag ships. These will be used for unlocking the drag ships. Survival mode will also be getting its own set of tracks that are designed for reaching the speeds you can reach.
Campaign
The campaign is going to be split up into several event grids hosted by different corporations in the games universe. Each grid gets bigger and harder as you progress through them. You unlock the grids linearly, you have to get a certain amount of points in the previous grid to unlock the next, and once you've collected enough points and earned enough medals you'll get to play the Barracuda challenege, which is how you will unlock Barracuda!
Physics Updates
The handling of the ships has been tweaked slightly. Ships now slide a lot more, but they do so in a controlled manner. The airbrakes let you drift around corners exactly the same, but normal steering feels a lot slippier now too. The game can now also support non-flat track features such as loops, while nothing too exciting will be coming in the standard tracks, you can expect such track features to be experimented with in the future!
Wall collisions have also seen a huge improvement. It's now much harder for the ship to slide over the walls, scraping is no longer chancing your shield energy! Wall collision damage has also been greatly reduced so you're less likely to die from the walls alone.
Gameplay Updates
The AI can now use junctions and pitlanes! The AI randomly decide which junctions they want to take with a 50/50 chance and the AI will only enter the pitlanes if they're running low on shield energy.
New weapons are also being introduced, one of them already implemented. These weapons will be the Transfer Beam, Hunter and Hellstorm. Weapons are now no longer randomly given to you too, there are conditions that have to be met for you to get them. For instance if you're in first then you won't get any projectile weapons and if you're in last then you won't get mines.
When you are warned of a weapon you now get an icon displayed on screen for a few seconds letting you know what weapon you're being warned about.
All voices are now lined up in a buffer too, if multiple voices play then the latest voice will wait for current voices to finish as to not create a mess of audio.
Ship speeds have also been balanced. GTek is no longer several speed classes slower then Nexus. It's still pretty slow in comparison, but you're not going to be falling asleep piloting it anymore.
Graphics Updates
Ships now have proper shadows generated for them, no more blobs. PS1 vertex truncation emulation has also been vastly improved, so if you left that option enabled then you should be pleased by the improvments coming up.
Modding Tools
The track creator has seen several new features and fixes since 0.5.2. You can now import a background image to use a template, there's a new unlocked tilt creation mode so you can easily create crazier track layouts and you can now use the prototype environment design for testing.
The ship importer is going to be remade for this update too. You are going to now get hell of a lot more control over ship settings, nearly all of the settings exposed to us will be there for you to edit! These include everything to do with hovering, airbrakes, hover rotation and ship tilt. The game has also had supprt for multiple engines since 0.5.1 so you'll finally be able to setup multiple engines.
A layer of security has also been added, whenever you load a ship the workshop uploader will now be disabled unless the item isn't already on the workshop or you are the owner of that item. There's a lot of reuploads on the workshop so this will help fight that.
And finally, the file browser has been completely remade. Not only is it much faster at loading folders, but it also now handles both loading and saving. No more crap with the game creating the files where it wants to create them, you'll have control over that now.
Release Date
Right now we don't have an absolute release date, though it can be expected the update will come about around Christmas or just after.