v0.11.0 Released: Welcome to Sky Fortress!
Hyperwheel Overdrive v0.11.0 is here, along with our shiny new sixth stage, Sky Fortress! Be careful though; there are few guard rails!
Along with the treacherous Sky Fortress comes many new features including region boundaries (smaller stage boundaries for the various selectable regions), car suspension physics improvements, an overhaul of the point steering system for the plane, and many bugfixes & tweaks!
We're excited to get it out to players as it contains improvements to many things players have asked about and commented on. Check out all the awesome changes below and please keep your feedback coming! It really helps us here at Neon Engine figure out what's important.
v0.11.0 (Build 351): May 25, 2021
View full Hyperwheel Overdrive Changelog at NeonEngine.net
Along with the treacherous Sky Fortress comes many new features including region boundaries (smaller stage boundaries for the various selectable regions), car suspension physics improvements, an overhaul of the point steering system for the plane, and many bugfixes & tweaks!
We're excited to get it out to players as it contains improvements to many things players have asked about and commented on. Check out all the awesome changes below and please keep your feedback coming! It really helps us here at Neon Engine figure out what's important.
v0.11.0 (Build 351): May 25, 2021
- added stage 6: "Sky Fortress"
- changed default forward-facing driving control mode from "Regular" to "Dual"
- updated driver IK system (VRIK 2.0) and set IK to be reset on respawn
- adjusted suspension to be tighter when car is slow to prevent vibration
- increased physics framerate to improve suspension stability on ramps at high speeds
- decreased bounce from suspension system on landings
- added "Solid Overlay" option to Comfort Cage setting and made it default
- made non-3D Comfort Cage options fade between states
- excluded plane flying from "Airborne Only" Comfort Cage option
- reduced over-correction in point steering by taking current turning velocity into account
- adjusted hand pointing flight input to use hand rotation for roll rather than point direction
- fixed player naming bug where Steam names were not always being applied
- fixed haptics setting not being enabled by default
- added power meter UI to wrists for power-ups that use it
- fixed multiple power-up reset interactivity bugs
- improved haptics for power-up power meter
- made boost use power meter for boost force as well as duration
- swapped out rifle HUD charge percentage text with meter
- implemented feature locking and adjusted some processes for upcoming demo
- fixed issue with planes falling out of sky during countdown
- improvements to tutorial system
- increased Seeker Ball scan radius from 90m to 120m
- increased Spy Rocket scan radius from 120m to 260m
- increased Homing Rocket scan radius from 220m to 260m
- made Spy Rocket player scans show the player marker for the whole team and notify target player
- added custom boundaries to various regions and challenges
- made continued contact with boundaries do damage
- made boundaries do damage to projectiles
- allowed spectators to trigger boundary visibility
- added particle effect when players die
- added sounds to menu interactions
- added additional sounds for message feed messages
- adjusted "360° Body Rotation" play style to hide wheels when menu is visible
- fixed bug with client match stats not being reset properly (kills & deaths)
- added "Recover Vehicle" interactable when vehicle is stuck on side
- minor updates to Xenodome (cutout through ramp to North outer area)
- minor updates to HyperCorp Complex (new spotlights and docks, bridge adjustment)
- changed some fonts to Arial to improve readability (message feed & tutorial instructions)
View full Hyperwheel Overdrive Changelog at NeonEngine.net