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GRIP Update 1.0.10.1 is now available!

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GRIP Early Access Release v.1.0.10.1 is now live!
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The biggest changes in this patch revolve around physics interactions. The problems with bouncing violently and catching on the environment has been greatly reduced, and car vs car collision has been improved. That said, physics and collision are, as always, an ongoing work in progress, so the car vs environment collisions, weight of the car and overall driving will improve as we continue development.

NOTE: Unfortunately the Norvos track was not up to our standards for this patch, but we will have it in the game as soon as we can.

Here is the full changelist for patch 1.0.10.1:

Gameplay:

  • Better physics: Greatly reduced are the instances where the car will catch on geometry in tunnels, bounce on landing or fall through the world. Overall the driving is smoother and less frustrating (vehicle physics and handling are still a WIP)
  • AI improvements: AI now try their best to avoid other cars and mines. Plus they drive better on all maps (NOTE: Wild mode is experimental and we are not optimizing AI pathing for this mode)
  • Speedpads are now in the levels. This is their first implementation, and it's meant to be more of a test than anything. Give them a try!
  • Vehicle camera now subtly points down the direction of the track if player is off course (this is a WIP and just the beginning of camera improvements)

Pickups:

  • New Pickup! (EMP): A blast that will disable other car's engines and pickups temporarily. How effective it is depends on the car's position in the race and distance from the blast (this is the first implementation of the EMP and so it's not final. It's look and functionality will change over time)
  • Mines now plant if the user is relatively close to the ground. Also fixed them getting planted at strange angles
  • Shield now emits effect and sound when hit by machine gun
  • Raptor machine gun has an improved sound effect, plus knocks cars around a bit less, as it was overpowered

Levels:

  • Transport: Changed overall atmosphere/lighting, added some more assets and improved flow.
  • Alhatra Wastes: Smoothed some terrain, reworked one of the routes after the bridge, added various new effects to the environment.
  • Yuri Industrial: Added better collision for tunnel entrances, raised forcefield in some spots, removed destructible pillars for now, as they were causing issues

Visual:

  • Better explosions: They are now punchier and brighter
  • Improved Dreadnaught overall textures and greatly improved exhaust effects. Also improved exhaust for Dominator
  • Track lighting and effects have been improved on all three.
  • Depth of field effect added to end-of-race cinematic cameras

Optimization/fixes:

  • The HUD now creates less of a performance hit
  • Car collision with Destructibles and physics objects has greatly improved. No more getting a barrel caught under your tire
  • Various materials have been optimized
  • Vehicles are now set up for future customization options. This took quite a bit of time, but we are now ready for the future ;)
  • Improvements to missile navigation overall

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Coming in the next few major patches:

  • New Norvos track
  • New vehicle from a new manufacturer
  • Completely redesigned menu with better setup and functionality
  • Basic vehicle customization
  • An additional weapon
  • Multiplayer!

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If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
forum.cagedelement.com

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
 

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