Update showcase
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Update showcase
Updated 1 year ago by CWOTC

Update showcase

This guide aims to showcase the difference between each updates of the game, mostly touching upon modified sections of track which would impact a player performance.

Update 1.2.1, current update

Considering that this patch is still recent, this section is a work in progress.

Mariana trench tracks

A bug introduced in previous patch that placed incorrect underwater section has been fixed. All section of the tracks are now correctly in or out of water.

See 'Nereus forward/reverse and Ahti forward/reverse' in the Update 1.1.0 section of this document to know more.

Nereus reverse

A checkpoint position got slightly moved.

Old patch:

New patch:

The cut is still doable but requires a less optimal path. Moreover some additional side half-barrier got added to the left in the first landing section of this clip. This should however barely affect the player performance.

Ahti forward A new checkpoint has been added toward the end of the track. As such this cut is no longer possible:

Old patch:

New patch:

Ahti reverse

This track received multiple changes.

Change 1: added checkpoint

The same checkpoint on the forward version has been added, this modifies a cut.

Old patch:

New patch:

Change 2: new checkpoint

Another new checkpoint has been added, this time removing a cut entirely.

Old patch:

New patch:

Change 3: modified section

A section of the track has been modified.

Old patch:

New patch:

This makes this section much easier and smoother to traverse.

Nuliajuk forward

A new checkpoint has been added. As a result this cut is no longer possible:

Old patch:

New patch:

Cloud ocean reverse

This change affects ALL reverse tracks of cloud ocean, which are:

  • Aura reverse
  • Libeccio reverse
  • Mistral reverse

A perfect landing strip at the very end of each track shared section has been extended.

Old patch:

New patch:

Considering that most launching angle made it very hard to touch the perfect landing, this change makes the perfect landing much more reliable to land regardless of the approach.

Aura forward

Multiple changes have been made to aura forward.

Change 1: longer landing section

The landing section of the second jump has been made longer.

Old patch:

New patch:

This landing section in the old patch was very inconsistent regarding perfect landing, with this new change this jump is now much more reliable.

Change 2: removed air boost pad

The air boost pad of this track has been removed.

Old patch:

New patch:

This air boost pad was extremely hard to trigger, and only rarely was willing to activate. Removing it entirely essentially doesn't change player performance on this track.

Change 3: Added death wall

A new death wall has been added towards the end of the track.

Old patch:

New patch:

This does mean that the player is now required to land on the track much earlier instead of taking the most straight path.

Aura reverse

Similarly aura reverse received multiple changes, it does share the removed air boost pad which has very little impact in player performance.

Change 1: modified starting jump

The first jump of the track has been modified.

Old patch:

New patch:

This seems to make getting the perfect landing much easier.

Change 2: added jump

A section has been modified in order to add a jump in it.

Old patch:

New patch:

The motivation for this change is up to speculation.

Change 3: longer section before jump

Similarly to the forward version of this track, a section has been made longer, the jump is as a result easier to handle.

Old patch:

New patch:

Libeccio reverse

Change 1: added jumps

The starting straight section got two new jumps.

Old patch:

New patch:

The perfect landings of those jumps should help build up more speed at the start of this track.

Mistral forward

Change 1: new checkpoint

An additional checkpoint has been added, as a result this cut is no longer possible:

Old patch:

New patch:

Change 2: removed deathwall

A deathwall has been removed right before the hairpin section. Unlike most changes in this patch, this one removed a restriction, which allows to make this jump landing less abrupt.

Old patch:

New patch:

Although it is faint, the deathwall can be seen in this old patch video with its blue hue as it is approach until it totally disappears on landing.

Mistral reverse

Change 1: reworked section

An entire split path section has been reworked. The jumps are now less strict with more generous landing lenght. An air boost pad has been added toward the end of the section, most likely to make the climbing easier.

Old patch:

New patch:

Change 2: removed split path

A split path has been entirely removed from the track.

Old pach:

New patch:

Neo shinagawa reverse

A split path transition has been removed with the addition of high side barriers.

Old patch:

New patch:

Cain's flat reverse and Neumann's outpost reverse

A change has been made to a section that is shared by both of those track. The perfect landing strip after the first jump has been extended, moreover the deathwall has been moved forward to match the end of this new strip.

New patch:

Sadly there is no good video footage of the old patch deathwall position, as such the comparison is hard to make. This change should benefit the player notheless.

Update 1.2.0

Ixion forward

The rotating solid turbine collision box has been fixed. It is now possible to go through the empty space in this section without exploding in the air.

This leads to a much straighter path, which means an overall faster time.

Path required in order to avoid the collision in previous patch:

New path possible in the current patch:

Tantalus reverse and Ixion reverse

The issue that had been introduced in the previous patch concerning the first plit path has been fixed. It is now possible to go through the left path at the beginning without phasing through the track.

Example of the previous version:

Update 1.1.0

This update has seen relatively few changes however some are quite noticeable.

Aura forward

One cut has been removed with the addition of a side barrier.

Previous patch:

Current patch:

Tantalus reverse and Ixion reverse

One single section that is shared by both tracks has been changed, hence both track are affected.

The respawn bug/cut has been removed:

Side barriers have been added in on the left split path at the beginning. However as it is, it is currently impossible to make the required jump on this path:

Previous patch:

It is however possible to take the other path and proceed as normal, however this other path happens to be the slower one. Issue has been noted by the dev and shall be fixed in a future update.

Nereus forward/reverse and Ahti forward/reverse

Some sections of those track are incorrectly underwater, this does mean a change in mechanical behaviour; being underwater means high rate of boost recovery but higher friction during aerial time leading bigger air deceleration. There is an advantage and a downside to being underwater and both section of the tracks feature jumps. That means it is hard to evaluate whether those sections are faster or not. In any case this is most definitely an unintended update and will most likely be fixed in a later update.

Nereus previous patch:

Nereus current patch:

Ahti previous patch:

Ahti current patch:

Rainbow forest forward and path of wonder forward

Once again one section that appears in both track got changed.

One single boost pad has been removed towards the end of the track, making a run overall slightly slower. It concerns the third boost path in this straight section.

Previous patch:

Current patch: