Public Lobbies Coming to GRID, Plus More Upcoming Changes
We’re two months on from the release of GRID on Xbox One, PS4 and PC, and it’s been quite the ride already. With patches, updates, our first content drop, and a separate launch on a new platform in Google Stadia, we’ve been foot-to-the-floor with GRID at all times.
A massive part of what we’ve been doing ever since October 11 has been diving into the feedback from players, examining what you’re liking and not liking, what you’d like to see more or less of, and making changes based on that. Whether it’s our social channels, the Codemasters Forums, or Discord, we’re working with the GRID community to grab that feedback and turn it into positive changes in the game.
From that, it’s clear that Multiplayer is a key area to address. Specifically, the addition of public lobbies, which has been a big request; the ability for players to view lobbies that other players are creating, and jump into them if they wish. For a few weeks, the GRID team have been drawing up and testing potential ways to do this. Now, I’m happy to confirm that public lobbies will be coming to GRID, for all players.
So, when will this be in the game? Whilst the initial plan was to implement lobbies around the time of Season 2’s arrival early next year, we have now brought this project further forward. The goal here is to have public lobbies live in GRID by early January, if not before Christmas. That’s not set in stone, as we’ll need time for thorough testing to ensure you have the best experience possible. We’ll keep you updated every step of the way, but that’s the target we’ve set.
Of course, this isn’t the only request from players, and we’re constantly looking at multiple community-reported topics and how we can address them. Sticking with Multiplayer, we’ve also been testing some adjustments with how AI cars are used in Quick Match events, and how the lobby timer system works, to encourage lobbies to fill up with more human players and fewer AI drivers. More news on those changes when we have them.
Over in Career mode, we’ve also heard the requests to allow players to adjust the race length, and will be testing out an option on PC early next year, with an eye to fully implementing this across all platforms. Those are the big topics, but we’re obviously working every day on tweaks, fixes and optimisations based on the reports we receive each day from players, which form GRID’s patches.
It’s the top priority at all times for us to create an experience with GRID that you can enjoy, week after week, month after month. Doing so means listening to your feedback and acting upon it, so we’re pleased to be able to bring public lobbies into GRID, per the request of you, the players. Thank you to everyone who continues to bring us constructive feedback, which drives the direction of GRID.
Got something you want to tell us about GRID? Join our Discord and let us know what’s on your mind.
Version 1.2 / Season 1 Update notes - 04/12/2019
Update 1.2 for GRID includes all Season 1 – Hot Hatch Showdown content:
- Four new cars (MINI Hatch JCW, Lancia Delta HF Integrale Super Hatch, AUDI S1 quattro Concept, Renault Clio S1600), available to purchase in the garage and accessible through the new ‘Super Hatches’ tier in the Invitational class. All cars are available to GRID Ultimate Edition owners; the Renault Clio S1600 is also available as a loan car to Standard Edition players - Paris circuit, available to all players and for use in any mode, race type or weather condition - 33 new Career events, available to Ultimate Edition players by using the new tab in the Career menu
The update also includes a wide range of technical tweaks, fixes and improvements, including:
- Further stability updates, reducing instances of crashes and freezes across all platforms, including fixes for crashes when creating new saves or sitting on menu pages for long periods - Removed instances of FPS remaining capped at 30 when ‘Max FPS’ is set to ‘Off’ or higher than 30 - Resolved display bug where UI would only show on the left-hand side of ultrawide monitors - Resolved instances where players receive non-loanable cars by default in multiple-playlist events - Fixed issue of users being switched to the incorrect vehicle - Corrected instances of players being incorrectly clocked as setting three-second or negative lap times - Fixed instances of players’ position being shown incorrectly on the UI after using a Flashback when crossing the start/finish line - Further improvements to Private Match lobby settings, reducing issues when event settings are changed
Steam Awards - Vote GRID for Best Gameplay Innovation!
GRID hits the apex of enjoyment when you find that perfect setup for you; when the car feels just right for your driving style, and the difficulty is set to put you in the heart of the action. Sure, you could say that about any racing game – but with GRID, being in the pack means being surrounded by unpredictable, realistic, wide-ranging personalities of AI drivers.
In any mode, in any scenario, you have the chance to race against AI personalities that think differently, act differently – and are even capable of losing their cool.
400 AI PERSONALITIES
The innovative system centres around over 400 different personalities built into GRID, appearing in each mode and challenging you in a new way, every time the lights go out. When you see a name of a driver next to you on the grid, that’s not just another randomly-selected name placed onto a car. That’s a driver with a bespoke set of racing characteristics.
Some will be quicker, some will be slower, but it goes much deeper than that. Some of the AI drivers are more consistent and reliable in their performance and behaviour, whilst others can drastically fluctuate. Some AI drivers exude cool, calm, precise racecraft, whilst others are known for their daring overtakes and risky manoeuvres.
Over time, you get acquainted with certain drivers, memorising their tendencies. The more you do this, and the more you adapt to overcome their styles, the greater your chances of victory. With over 400 of these drivers randomly chosen for each 16-car race, the combinations of different personalities for every race is near-endless, giving every event a different feel.
NEMESIS
How about another layer of unpredictability? Get too feisty in any race and you might just trigger the Nemesis system, which dramatically changes an AI driver’s personality. Make too much contact with another driver and they’ll become your Nemesis, signified by a red symbol above their car and by their name in the standings. A Nemesis instantly becomes faster, more aggressive, and far less worries about the damage bill at the end of a race. Their goal is now to finish not first, but just ahead of you – by any means necessary.
Nemesis works in tandem with the built-in AI personalities, meaning it’s more nuanced than simply bashing into a car and triggering it. The more calmer personalities will be less likely to become your Nemesis when you hit them, whilst the hot-headed drivers will just need a bumper tap to set them off. Multiple Nemeses can be formed in a race, so get your elbows out too much and you can suddenly have a grid full of drivers gunning for you. Hey, if you can dish it out…
TEAM-MATES
GRID’s team-mate system, which allows you to hire and fire different drivers to represent your team and potentially help your chances of victory, has a similar depth and variety. As with your opponents, your team-mate options vary in skill and consistency, but we throw another variable into the mix: Loyalty.
During races, you have the option to speak to your team’s crew chief, and ask them to instruct your team-mate to attack or defend. Using these options successfully can slow down a pack of drivers in front of you and give you a ‘rear gunner’ to defend your lead. That is, of course, if your team-mate wants to play ball. The loyalty level of the driver dictates how likely they are to accept your instructions, so you might not always get your way. Do you choose a team-mate that’s not the quickest, but very loyal, or a team-mate that’s a super-fast lone wolf? Choose wisely.
All of this strives to replicate the unpredictable nature of real-world racing – where the personality of every opponent has to be respected, where bitter rivalries are formed, and where team-mates can be compliant and defiant in equal measure. It’s a technical innovation the team here at Codemasters are proud of – and pleased to be considered for Steam’s Most Innovative Gameplay award.
GRID Season 1 - Hot Hatch Showdown launching December 4
GRID Season 1 adds even more variety and unpredictability to GRID’s action-packed racing experience on December 4, with the arrival of the Hot Hatch Showdown.
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Four new cars, over 30 new career events, and a new circuit all drop into GRID in this update, with Ultimate Edition players receiving exclusive content. If you're yet to jump into GRID, you can pick up the Ultimate Edition now on Steam, whilst existing Standard Edition players can upgrade to Ultimate Edition today.
Let’s take a closer look at what’s rolling out of the garage for Season 1.
The Hot Hatch Showdown sees four brand new cars added to GRID’s roster – all legendary pint-sized hatchbacks. Ultimate Edition players can get behind the wheel of the MINI Hatch JCW, Lancia Delta HF Integrale Super Hatch, Renault s1600, and the AUDI S1 quattro Concept. Playable in Career, Free Play and Multiplayer, the new Hot Hatches can be used in any race scenario. For GRID players without Ultimate Edition, the Renault Clio is available in Free Play and Multiplayer events as a loan car.
GRID’s globe-trotting Career mode now has even more challenges to overcome, with Season 1 adding another 33 Career events to conquer. Available to Ultimate Edition players, head to the Career menu and switch to the new tab to find two brand new Career threads – one featuring the new Season 1 cars, the other using the existing car roster.
Complete the race objectives to advance through the threads and reach two new Showdown events; win those and you’ll be in the final three-race Series, where a new Ravenwest challenge awaits you.
Finally, we’re adding to GRID’s list of circuits with the return of a series favourite, available for free to all players. Race around the Arc de Triomphe and underneath the Eiffel Tower, and Get Your Heart Racing around the streets of Paris.
With three different routes, each with a reverse option, Paris is a tight and complex circuit, full of undulation and overtaking opportunities. Race in daytime, nighttime, in the rain, dusk or dawn – all options are open to create a dream race event, in one of the world’s most iconic cities.
New races, new cars, new ways to experience our unpredictable world of motorsport. Season 1 of GRID and the Hot Hatch Showdown is all about giving you new ways to race #LikeNoOther.
GRID - Version 1.1 Patch Notes
The first full patch for GRID is now being finalised for PC, PS4 and Xbox One. Included in the changes coming in this patch are a number of community-reported topics that the GRID have prioritised and acted on, to further improve your experience with the game.
Version 1.1 is expected to roll out from the beginning of the week commencing 28/10/2019 - keep on eye on the GRID social channels and the Codemasters Forums, where we’ll let you know when this process begins. In the meantime, we’ve compiled the patch notes for 1.1, which you can check out below.
This patch consists of visual improvements and fixes, including:
General – Resolved multiple general text issues – Fixed issue of screen cutting to black after selecting a vehicle from the relevant screen – Volume of in-race commentary is now reduced at the startline – Fixed several public PC crashes – PC: cursors will now disappear when using a controller or wheel – Fixed the ‘softlock’ state during the auto-save screen if players switch profile during Free Play
Multiplayer – Quick Match: all players can now experience terminal damage in races – Fixed issue in multiplayer for human players starting slower than AI drivers in Time Attack – Private Match: fixed issue for informing a player that they are the new lobby host – Fixed issue stopping more than 6 players being able to get into a Quick Match session – Fixed issue where players can become desynced from each other – Resolved issue of crashes when players quit out of Spectate after re-joining a session – Fixed issues causing crashes when finishing a Multiplayer event
Gameplay
– Fixed issue of race not starting if rolling start is enabled and the player has entered into a Hot Lap Qualifying session beforehand – Fixed the ‘out of world’ issue on the Okutama Sprint routes – Flashback: cars will no longer veer left or right immediately after using a Flashback following a collision – Fixed flickering during gameplay with ultra-settings and 4K display – Fixed Flashback issue altering a player’s fastest lap time – Fixed Accolades issue where you could only complete certain Milestones in a single race