If you haven't had a chance to try out Road Redemption since our April 2017 update, it really is like a whole different game.
Below is a short list of small tweaks made in the April build that weren't included in the previous massive update posts:
-Powersliding has been fixed, due to a change in the bike's steering model
-Greater emphasis on racing missions, with fewer time trial, takedown, and survival missions
-Greater use of daytime cameras, with fewer nighttime environments
-Turning is much tighter on both gamepad and mouse and keyboard
-C4 is easier to tag cars with
-Ragdolls are optimized for better performance
-Overhead icons above special bonus enemies are now much more clear
We realize that some people are having crash issues with the latest build. We're working to fix those for the next update.
If you experience a crash, please email pr@darkseasinteractive.com with as much information about the circumstances of the crash, any log or crash dump files and your system (cpu, gpu, OS, etc). Thank you.
Another Road Redemption Update
The most notable gameplay change in the update is that we have added Santa to the game who can be used for Pacifist runs with his magical candy cane and flying nitro air glide.
Also Shovel Knight now has new abilities like a shovel that charges up when you get kills and loses power when you get hit.
Other Patch Notes:
Shovel knight material fix
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Level skip bug fix for starting with the right amount of money
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Can now switch displays in the Video Options menu in builds.
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Tweaks to rooftop levels(fixed pink box, among other fixes)
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fix for weird bike floating effect for AI
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Increased closepass nitro
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cleared path a bit in certain areas that the rider was getting hung up on
added more resolution to bike tire and rotor
added additional path finding signs in rooftops
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Turned off poles that were left on in some alt routes
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fix gang leader names
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a little more traction when powersliding
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more obvious that powershields are a thing in first winter mission
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easier to catch up to SIGMA leader
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easier to catchup to the reaper leader
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added missing script on snowy rail lamp
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adjusted cloud color
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lowered death zones on buildings in certain part of course so rider doesn't die when brushing it.
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added barrier protection to bridges in raging plateaus so player doesn't wedge under neath
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adding additional "too far from track" zones to tunneled mountain areas as well as accuracy colliders for mountain
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For builds, default to english only (for now)
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reduced traffic in some of the ridge rampage missions
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fix for changing resolutions on mac
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fixed issue where 16:10 resolutions weren't showing up on video options
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Headlights removed from the camera and added to camera settings, with quality level settings added accordingly to the general Quality Settings.
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Added death zone around building prefabs to ensure crash when hitting the side
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fix issues with resolution slider
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added missing localized mission names (post apo)
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added missing localized mission names (devils bridge)
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added missing localized mission names (devils cave)
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added missing localized mission names (full spectrum)
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added missing localized mission names (rooftops)
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added missing localized mission names (raging plateaus)
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added missing localized mission names (ridge rampage)
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added missing localized mission names
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fixed collider issue
More ROAD REDEMPTION Update News
In addition to the changelog posted yesterday, there were a few more things in the update we failed to mention:
Such as:
-Better Level Progression in Classic/QuickRace Mode
-Improved cameras and lighting
-Improved terrain appearance
-Fixed issues with colliding continually against walls
-Fixed rare bug where bike would latch onto sides of buildings
-Fixed music volume discrepancies where some songs would play louder than others
-Increased variety of sound effects for different collision types (metal helmets, etc)
-Improved loading times
Changelog From Yesterday:
-Ability to earn Level Skips in Campaign Mode
-Intro Story Segment for Campaign Mode
-Tons of new music
-Voice acting and dialogue popups
-Enhanced Mission Details
-Boss Battles
-Final Boss and Post-Boss Mission
-Full Spectrum Highway is Back
-Improved Bike Physics and Handling
-Improved Diversity in bike selection
-Character Class Selection
-New, Much Improved Weapons System and Selection Interface
-Much Better Camera (especially in splitscreen multiplayer)
-Much Improved AI (more challenging game)
-Better Explosion Effects
-Completely rebalanced campaign mode missions for more gradual difficulty curve
-New weapons: pipebomb, warhammer, short sword
-Missions now start with bike moving rather than stopped
-Rearview mirror added (toggleable with button press)
-Enhanced enemy health bars that show gang allegiance
-Better difficulty curve related to projectile weapons (you first encounter the easy-to-use uzi rather than the hard-to-use magnum)
-Weapons now get bloody as you use them
-More clear visual design of who's wearing a helmet and who's not
-Enemy pipe bombs now less cheap/frustrating
-More cars in missions
-Kicks now more powerful
-Decapitations now award more bonus money, nitro, and health
-More log trucks in missions
-Improved transitions from one music track to another
-Animations added to bike selection menu
-Each gun now has a unique crosshair
-Improved environmental colliders
-Improved road textures
-Gun aim assist code finally works properly in splitscreen
-easier to read progress bar
-Lights on police vehicles
-Better car crash physics
-Grenade launchers are now their own weapon group, rather than being an upgrade from C4
-Fixed grappling hook audio bug
-Selectable riders now have unique starting weapons
-Campaign+ is now more difficult
-New intro splashscreens when game starts up
-Fixed bug relating to jump jets
-Fixed bug relating to automatic weapon soundfx
-Improved looking car rain cloud
MASSIVE Road Redemption Update!!!
Changelog:
-Ability to earn Level Skips in Campaign Mode
-Intro Story Segment for Campaign Mode
-Tons of new music
-Voice acting and dialogue popups
-Enhanced Mission Details
-Boss Battles
-Final Boss and Post-Boss Mission
-Full Spectrum Highway is Back
-Improved Bike Physics and Handling
-Improved Diversity in bike selection
-Character Class Selection
-New, Much Improved Weapons System and Selection Interface
-Much Better Camera (especially in splitscreen multiplayer)
-Much Improved AI (more challenging game)
-Better Explosion Effects
-Completely rebalanced campaign mode missions for more gradual difficulty curve
-New weapons: pipebomb, warhammer, short sword
-Missions now start with bike moving rather than stopped
-Rearview mirror added (toggleable with button press)
-Enhanced enemy health bars that show gang allegiance
-Better difficulty curve related to projectile weapons (you first encounter the easy-to-use uzi rather than the hard-to-use magnum)
-Weapons now get bloody as you use them
-More clear visual design of who's wearing a helmet and who's not
-Enemy pipe bombs now less cheap/frustrating
-More cars in missions
-Kicks now more powerful
-Decapitations now award more bonus money, nitro, and health
-More log trucks in missions
-Improved transitions from one music track to another
-Animations added to bike selection menu
-Each gun now has a unique crosshair
-Improved environmental colliders
-Improved road textures
-Gun aim assist code finally works properly in splitscreen
-easier to read progress bar
-Lights on police vehicles
-Better car crash physics
-Grenade launchers are now their own weapon group, rather than being an upgrade from C4
-Fixed grappling hook audio bug
-Selectable riders now have unique starting weapons
-Campaign+ is now more difficult
-New intro splashscreens when game starts up
-Fixed bug relating to jump jets
-Fixed bug relating to automatic weapon soundfx
-Improved looking car rain cloud
Playtesting video for the next update
Thought you guys might enjoy taking a look at this playtesting video we made yesterday for our own internal use.
When you've been working on a game for multiple years, it's very difficult to know if the game's too hard or too easy, because everything becomes easy for you.
So we bring in playtesters on occasion to get a better picture of how difficult the game is and how comprehensible its various mechanics are to new players.
https://www.youtube.com/watch?v=qGNW9T5ts0s
-Ian Fisch
Working on the Update
We've been testing our next update all weekend to make sure it's good enough to release to the public.
At the moment there are still some small bugs and audio issues, but we hope to have it out very soon. Just wanted to keep you guys abreast of what's going on.
Massive new Road Redemption update coming very soon
As we stated in the last update, we've been releasing new playable updates less frequently than before in order to get the game into final release form - every playable update requires about a week of testing, and that cuts into our production schedule.
However, we're almost done with the next playable update for you guys, and we think it's a pretty great one.
There are too many changes to mention here (we'll provide a full patch log when it comes out), but here are a few:
1. New music, with a focus on metal
2. Improved weapon system
3. Boss battles
4. Voice acting
5. Improved graphics
6. Improved physics
7. Selectable characters with meaningful differences
8. Improved handling
9. Story
10. Rearview mirror
11. Pipe bombs
12. 100% redone missions
13. 100% overhauled AI
14. Larger focus on race missions.
We're planning to release this new update by the end of this week.
December 2016 Progress Report
We're working around the clock to get to our official exit from Early Access. The main things we're focusing on:
1. Online multiplayer. In our internal alpha version we have a team vs team battle/race as our primary online mode, and it's a lot of fun. We also added AI police to keep things exciting. As of now, a team must win the majority of 10 races to win the game. This may change going forward.
2. Story. Most of the voice acting is recorded, and we're in the process of finishing the game's opening and closing cutscenes. While the focus will still be 99% on gameplay, we think our story elements will provide good context for the single player campaign.
3. Fine tuning bike physics. We've adjusted the bike physics so powersliding plays a larger role in the game. The goal is to make the challenge 50% driving and 50% combat.
4. Weapon balance. The pistols have been made much more powerful and are saved for later in the game. The automatic weapons (uzi's, etc) are now introduced earlier.
5. Too many other upgrades to mention in the list.
Please email pr@darkseasinteractive.com with any suggestions or feedback or post on the community hub.
Quick progress update
Hey guys. We're nearing our official exit from Steam Early access, and this progress update focuses on two things: online multiplayer and story
Online multiplayer
Online multiplayer has been a big challenge for us. Because of latency, doing melee combat online is never easy. Doing it in a game where a player can easily move 3 meters between data sends (30 data sends/second), presents even more of a challenge.
Fortunately, thanks to some really clever latency compensation algorithms, we're now at the point where two teams of 8 people and hundreds of cars can all occupy the server at the same time and have a really fun gameplay experience.
Our final goal is to support 32 person servers. The main roadblock right now is bandwidth limitations - how much data the server is forced to send. As you add more players, this goes up exponentially. We're confident that with some more data optimization, we can achieve this, though 32 player support might come in a post-release patch.
We'll be releasing an alpha version of the online game to you guys very shortly.
Story
We've finished writing the Road Redemption script and are in the process of hiring voice actors. All told, we're looking at 5 main characters (you, your mentor, the leader of all of the game's 4 gangs, and the ultimate antagonist who everyone is chasing).
Our goal with the story has always been to provide context and meaning to the game's campaign mode without getting in the way too much. We think what this accomplishes that goal.