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Release Notes 0.92.1b: Plenty of Visual and Functional Improvements

Hello Riders all over 'Arizona Derby' Worlds!

'Arizona Derby' opening its gates to the limitless universe full of fun and joy, and welcome all of you, to do your best at stunting, racing, tricking, winning, and all kinds of great stuff all over wild off-roads. You will get more score for even the smallest shown trick, which means unlocking and owning more in your collection from a huge range of what AD has to offers.

More things coming all the time, thanks to your feedback, most important extreme optimizations, and many many things, the final list of known 'issues' (more like polishings now) but we treat every bug at the same level, so needs to disappear into the smoothness of your AD experience.

This time, there are tweaks and improvements at:

Watch on YouTube

Update 10/28/2019
Engine sounds are fixed and they're now included in the build so you can experience full offroad tuned content before they were missing from the build and there was made over 400 different tuned car sounds, for every speed and idle, utilizing this advanced FMOD algorithm to bring you extreme racing experience, making overall game feeling real hype.

1) Terrain side at Tropical levels, namely, deformation of the distance meshes of landscape in Tropical Storm was fixed, now distanced part of the track blending smoothly, as you progress through the level. The main issue before is not visual but on this (Tropical levels) were also functional since you expecting in front to be some part of terrain:

And after this LOD (level of details) fixes, in all levels situation forward will be clean:

So you can dynamically plan and adjust your route.

2) Audio settings in-game pause menu, in some cases, didn't store the chosen value of FX sound levels. This is reassured now and it works;

3) Next Player Levels Info didn't show the next 5 levels when you hovered with the mouse, now the logic is being reconnected and it works - so you can any time get info on the next 5 levels (from total 100). Also, it's been added needed XP for the next level unlocking, so you can track your progress:

4) Upgrade Menu featuring added 'Continue' button, so you can skip cinematics (or watch how your rigs look from the side):

5) If the player gets from the back or side cameras into ADrone or ADriver mode, on finishing being in those modes, it will be back to the car in front view (not side or back view);

So less confusing for the player to adopt.

By the way, if you not using ADrone mode to evade harsh conditions (like other driver gets into your chassis/wheels, or if you get out of the road) ADrone is perfectly recommended the fastest way to get back on a good route.

But drones are limited, you can pick them in loot maybe.

6) Collisions on big stones are back! Following an update from Martens78 (and after some very small rocks are set to no collisions to have much smoother, not suddenly 'stucky' gameplay) some collisions on very big rocks are turned back, so you aren't ghost any more to pass through them:

You need to avoid them and all little stones are still not impacting you. All over there are around 200 big stones at each level, but a lot of them are very siding objects, so you will rarely pass around them.

7) Flying objects removed from Siberia tracks, now all is perfectly fitting to the grounds.

One of the Canada track's being updated with more lights and some visual tweaks, so it looks more appealing now

8) Cleared 'sky-shader' glitch that makes strange areol in the sky of the Canada Trophy levels

Thanks to the iGame for reporting on his discussion topic about flying objects & sky shader!

Also some refreshing to the Canadian mountain's sunset:

So you can enjoy driving your offroader all around!

And you think it's enough polishings, no, they actually just started :)

9) The big visual patch was introducing HDR maps of the skies all around, so racing will never be so dramatic again

All levels, on all tracks, get its HDR tuning, which brings an extra layer of realism and intense actions.

Also, an extra layer of the optimizations of the tracks was added all over 31 tracks by optimizing skylights, in my testings, I got from 80-90 fps:

up to 100-110fps):

(open in a new window to see larger image&fps, here is an increase from 91 to 118fps)

Also, some Tropical Maps, missed skies, so it's polished:

10) Next visual improvements are introducing dynamic sky system, which means for every game, skies will be different, from plenty of fine-tuned HDR maps, as you saw above in pictures.

11) Back to the Garage and Main Menu, place where you selecting cars, been improved and now car buttons featuring polished visuals (previously they're simple green and orange), so buying cars screen looks like:

and selecting:

More cars, more fun off-roads! :)

12) There are few Redwood rush improvements on the levels, first visually, sky shaders being tuned, so now from such map:

we have more natural colors, HDR lighting, to create an intense and very realistic environment:

Also these improvements of the sky shader impact optimization at all Redwood levels, which is now pretty amazing.

From a functional viewpoint, the first Redwood track's featuring little less competitive AI's so that thing is sorted, the same thing for the Syberia Tavern Path track, so now racings at all levels are super competitive.

13) There was known glitch that Martens78 reported, spoiler sometimes has default blue material color, instead to take car color, this is replicated and fixed, so now car spoilers have perfect shader same as cars, which looks much better, not glitchy (when blue def.material appeared):

14) Spoilers now coming to all AI's racers, so you can enjoy in tuned supercars to the max, here are first-ever captured pictures:

Here is one gameplay with all tuned cars:

Watch on YouTube

15) Checkpoint collisions are now set just to exact marked place that ticking, so you need to go directly through the checkpoint, in order to pass it. Before there is a possibility to be checked even on some distance around, so this way, the game becomes more challenging. This was decided, after feedback from players who played AD for an extended period.

16) Finally, Looting Box fix coming to ya :)
Loot boxes from start fallen strangely, and now they're sorted and falling perfectly, no matter if is steep or plain areas, they'll never flying in air and tons of other stuff with them. Now they're naturally in the game.

If you tracked tons of previous updates, you will see it's a huge job done over time, so there was no time to address this earlier, as looting was an extra feature. But of course, looting will be extended over the upcoming period and will have more things and features.

And parachute is left at the ground, so you can notice loot from distance.

Also, looting UI text was moved in the upper area, so it is not impacting part of the game where it is car/ADriver and it's adapted to be more visible and faster to read the message.

17) All new 7 Loot-Boxes was introduced (with existing one) making overall looting very very fun now. Also, there will be extending the Looting interface to fitting more to the Daily Rewards idea (please check previous release notes), but this to come in next patches:

From a broader perspective and plans for the 'Arizona Derby', big progress was made in the previous period on extreme optimizations and this creating a good playground for more amazing stuff to comes, the game is currently 0.93 version, which means it's full capacities are still upcoming.

So switch your seatbelts on and pump the gas on the pedal and thanks for all your help and feedback.

Mike