Today's update features a very noteworthy change in the handling of the car. With changes to airborne movement, water movement as well as general vehicle handing, you'll (hopefully!) find the car more rewarding to handle around sharp corners and long turns alike.
Below is a more detailed list of what exactly has changed in this update (not just the handling changed with today's update)
Hovercar
Handling
- Adjusted hovercar handling to be far more forgiving when airborne
- You will lose much less speed when airborne and not in contact with any surface
- Adjusted hovercar handling to have less friction when sliding sideways
- This is to encourage more "drifty" turning around corners
- Adjustments made to on-water handling characteristics of the hovercar
- It is now less punishing if you go on the water now (slightly faster plus a small window of keeping original top speed)
Physics
- Fixed an uncommon/rare case where it was possible for the hovercar to pass through the terrain of tracks at a high velocity or at certain angles
- This was most common on ramps, and has been fixed with more checks done with the physics. Note: This may have the side effect of lowering performance.
Tracks
- Added more visual detail to both Island Hopping and Forest Run
Replays
- Added new UI element that allows for changing the speed of the replay camera
More work is being done on the game. All the feedback helps greatly with the development of the game, so keep it coming!