This applies to 0.9.3 and probably to all 0.8.x and 0.9.x versions released to date.
Video demonstrating this :
Karts with a shorter turn radius are probably better for ILs and full-game runs, though in most situations, with proper skidding use, you're not limited by turn radius.
I've found a new shortcut in shifting sand. Showcased in this new IL WR run :
Don't gain much time for the first two laps, but more for the last one. In the last lap, it is probably worth it in the GP in full-game runs.
I think that the fact this has not been used until now is testament to how boring that track is (also, that it is a nitro challenge doesn't help ; it would be more useful if it was possible to use it twice in a run)
(Edited on 20/04/19)
I've stopped maintaining this changelog, but many elements are mentioned in the changelog here : https://github.com/supertuxkart/stk-code/blob/master/CHANGELOG.md
There is more details about most of the important changes in some of my blog posts over at http://blog.supertuxkart.net/
(Edited on 15/10/18)
The next version won't be 0.9.4 ; though I can't edit the thread title to reflect it.
It won't be 1.0 either, because some things (like a new overworld) won't be in the next release.
So it will be 0.10
0.10's release is currently blocked by the online multiplayer code. There are other stuff like updating tracks, standard replays, important bugfixes... which are not yet done, but they aren't what make the release take time. They wait because they are not the current focus.
I expect an official networking beta to begin by end of october/beginning of november ; and a release in early 2019 - while a december release would be possible, the project's lead will most likely not manage to do his part fast enough.
The big change of 0.10 will be a first version of networking, and the release date depends of this. This won't affect speedrunning itself, but it may be fun to play and attract new players, so that's good.
(The following list is NOT complete)
On gameplay/UI changes affecting single player :
- The new mansion track will replace the old (good riddance)
- The story mode bug when sometimes the points of a challenge were not counted if skipped too fast (which is very annoying when in a run) has been fixed
- Better menu UI scaling (there should be no more tiny icons in difficulty/race mode selection screen)
- Rescue has been improved : the kart won't appear out of nowhere on the road, there will be an animation before (useful to not collide with a rescued kart)
- The bubble shield will flash quickly when it's about to end
- For shortcuts fans, this will be more disappointing, as they are mostly patched out with new checklines. Some small are still here though (math's class shortcut between the chairs, Hacienda's sand shortcut, minigolf's shortcut)
- Ranking computation improved (kart won't be displayed first if it goes backwards after crossing the lapline)
- AI improvements in item/nitro handling (by me). The main AI weaknesses are in the way it chooses its path and skids, but this still make an important difference, as it previously used nitro in the worst way possible and had some glaring weaknesses in item usage (didn't know to use a shield/swatter to remove a bomb/parachute, for example).
- The new speedometer and nitro gauge presented in this thread have been integrated.
- The slipstreaming changes presented in this thread have been integrated
- Significant improvements to splitscreen multiplayer (possibility to have 5 or more players ; better scaling and placement of several UI elements).
- Fix handicap (several values fixes update, including diminishing the actual base speed and acceleration)
- The ghost mode improvements presented in this thread have been integrated. There could be further refinements (comparing more than two ghosts, the ability to switch from one ghost to the other), but it's already a huge step forward.
- The sound in nitro challenges has been fixed (will be triggered even if you used some nitro) and a sound has also been added for when you go from over the target to under it.
- Bigger minimap (+80%) for easier quick lookup, also displayed during the initial countdown phase.
- New visuals for skidding particles.
Other will certainly happen, I'll update this list from time to time.
The track's name in the IL leaderboard is incorrect (it should be Hacienda, not Hacendia) ; and Kitoko's time is off by 2 seconds according to the time in his video.
I put it in the comment of my level run but it seems to have be missed.
@Kitoko wrote in the GP double-skip guide that "It could be possible to triple-skip but that will probably require having psychic powers or an unfathomable amount of luck" because "the result of such a gran prix would have a 5-way tie for 12 points".
That's not correct.
Let's count the total points distributed : 6+4+2+1=13. 13x5 = 65. 5x12 = 60. 65 > 60.
However, double-skip is in theory possible in the 4-races GP, where the total amount of distributed points is 52. You get 12, so this let 10 per AI. Very small margin for error. EDIT : but definitely possible to do in practice
@UbuntuJackson suggested yesterday I do a full-game run.
I looked at it, and the easiest way to record the time and get useful information along the run seems to be with LiveSplit. Or is there a better way ?
Has someone ready splits to share for 0.9.3 ; for any% and expert% ?
The SuperTux runs are both faster and harder, making the IL runs in lesser difficulties less interesting. They are mostly empty (except for 0.9.2- expert) but clutter the view.
Would it be possible to put them in a kind of misc tab ? Maybe with some reorganizing with subcategories ?
Nessie's pond is the new name of the track Scotland. The level leaderboard has it twice under its two different names.