PATCH NOTES #1
Hi all,
Based on your feedback and our desire to improve day by day, we are pleased to present our first patch note of the Early Access.
Race balancing: Many players told us that the game was too easy and allowed one strategy to win every race. The AIs have been enhanced with greater adaptability and a more comprehensive understanding of their fuel load. This, coupled with a better balancing between car acceleration and fuel load, has led to more competitive racing.
Furthermore, the AI strategies have been refined to prioritize those with multiple pit stops, preventing the use of tires that have reached their maximum performance potential. Additionally, the tire degradation process has been optimized.
We have also corrected the wet speed and tire degradation to make them more perceptible to the player and increase the challenge of the races.
Economies and team management balancing: We have made significant changes to most revenues and expenses to make the first few seasons more manageable for the players. The changes mainly target building expenses, race sponsorship and season sponsorship.
We've also decided to increase the number of crews and car parts at the start of the first seasons to give HQ more depth from the start of the experience.
Once again, thank you for your comments. It's thanks to all your messages that we're able to improve GT Manager according to your wishes and we'll continue to make regular updates to satisfy you all.
[h2]Changelog V0.9.0 -> V0.9.0a[/h2]
Balancing:
Bug Fixes:
Polish:
______
Join our community:
Based on your feedback and our desire to improve day by day, we are pleased to present our first patch note of the Early Access.
Race balancing: Many players told us that the game was too easy and allowed one strategy to win every race. The AIs have been enhanced with greater adaptability and a more comprehensive understanding of their fuel load. This, coupled with a better balancing between car acceleration and fuel load, has led to more competitive racing.
Furthermore, the AI strategies have been refined to prioritize those with multiple pit stops, preventing the use of tires that have reached their maximum performance potential. Additionally, the tire degradation process has been optimized.
We have also corrected the wet speed and tire degradation to make them more perceptible to the player and increase the challenge of the races.
Economies and team management balancing: We have made significant changes to most revenues and expenses to make the first few seasons more manageable for the players. The changes mainly target building expenses, race sponsorship and season sponsorship.
We've also decided to increase the number of crews and car parts at the start of the first seasons to give HQ more depth from the start of the experience.
Once again, thank you for your comments. It's thanks to all your messages that we're able to improve GT Manager according to your wishes and we'll continue to make regular updates to satisfy you all.
[h2]Changelog V0.9.0 -> V0.9.0a[/h2]
Balancing:
- Improving AI strategy
- Drivers stats balancing
- Game economy balancing
- Parts and Crew staff earlier availability
Bug Fixes:
- Fix qualification button
- Fix panel driver pit stop button states
- Fix pit stop problems
- Fix inventory with sponsors in pre-season (inventory was not updated)
- Fix Car LOD disappearing in far distance
- Fix deactivated cars at the end of the race if the player was in top view
- Fix bug stuck in the qualification - season 2032
Polish:
- Fix Rain trail FX in cloudy weather
- Improved graphic quality in Showroom
- Improved Race HUD
- Fix depth of field in good quality graphic setting
- Fix Calendar: Car Factory wrongly placed in the calendar
- Optimized performance in top view
______
Join our community: