Wreckfest 2 Content Update 3 brings cars, tracks, better AI and more

Wreckfest 2 Popper Content UPdate 3 header

Bugbear has released Content Update 3 for their smashtastic racer Wreckfest 2, adding two new cars, nine new tracks and/or layouts, better AI and plenty more improvements across the Early Access game.

There’s also been fresh teasers of the single player campaign, modding support and more features that will be added, but for now the focus has been on fleshing out and optimising the core content of the game.

The two new cars are the Switchback American muscle car, and the Popper European “folk racing” car. You can race them both around the Cannonhill and Savolax tracks (in both directions), while there’s new layouts for the Scrapyard Speedbowl, Figure 8 and Main Circuit, a small oval at Speedway, and the Rallycross 1 circuit can be run in reverse.

More broadly, AI difficulty can now be set to novice, amateur and expert, there’s improved online multiplayer latency, support for telemetry for SimHub and generic systems, and plenty more.

Here’s the patch notes:

CARS

  • New American muscle car Switchback.
  • New European folk racing car Popper.

TRACKS

  • New folk racing track Cannonhill with forward and reverse layouts.
  • New Scrapyard Speedbowl layout.
  • New Scrapyard Figure 8 layout.
  • New Scrapyard Main Circuit reverse layout.
  • New Savolax Short Circuit with both forward and reverse layouts.
  • New Speedway inner (small) oval.
  • New European Rallycross 1 reverse layout.

GAMEPLAY

  • Gameplay damage is now consistent irrespective of framerate.

HUD

  • Damage caused is now shown in the opponent car tag in red.

AI

  • Added AI difficulty setting (Novice, Amateur and Expert).
  • AI is smarter at turning and faster.
  • AI is better at driving with other cars.
  • AI can now give up during collisions.

SYSTEM

  • Fixed a number of crashes.
  • Improved track loading times.
  • Reduced input lag in multiplayer and when framerate is under 60fps.
  • Added initial telemetry support for data visualization and motion rigs.
  • We’ve partnered with SimHub to make telemetry support ready from day one! Head here for how to set it up.

ONLINE

  • Player list is now displayed in the Pause Menu.
  • Chat is now available in the Pause menu, Post-Race screen and Spectator view.
  • Chat log is now displayed for a moment in-game whenever a new message is displayed.
  • There’s now a delay before switching to a new track to ensure sufficient time to see the results.
  • It’s now possible to report a player for misconduct via the Player List.

LEADERBOARDS

  • Leaderboards will be reset shortly after update due to the top times being unattainable now.

AUDIO

  • New operating sound effects for ‘The Claw’ (Scrapyard derby track).
  • New wind-on-car effect in cockpit view.
  • New generic ambisonics surround ambience texture in cockpit view.
  • New asphalt surface sfx for target car: Roll, low intensity lateral slip (scrub), forward slip.
  • New gravel surface sfx for target car: Roll, launch slip, forward slip, lock slip, pebble kickup.
  • Existing extra material for gravel split to ‘Spill’ and ‘Cover’ variations; latter for surfaces where base material has gravel carryover on top of it.
  • Existing rumble strip material split to low & high intensity versions, to support alternate rumble types for telemetry. Low intensity = tire bump sound on initial contact, high intensity = wakeup strip style tonal sound.
  • Added missing sfx for the ‘Hammer’ machine (‘Testing Grounds’ track).
  • Tweaks to camera azimuth and distance based attenuation of machinery (‘Testing Grounds’ track).
  • Lowered level of shared rev limiter one-shot effects for npc cars.
  • Mixdown level tweaks: Npc tire sfx, handbrake in cockpit view, car pool loudness balancing, cockpit reverb EQ settings, cockpit surround ambience, camera angle based settings of new asphalt/gravel sfx.

Source: Steam

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