Patch 1.1 speednotes
7 years ago
Norway

So, 1.1 is way more radical than we thought it'd be.

Non-speedrun changes:

  • Minimap

  • Changed online

  • Speed stat is the same, but acceleration stat is changed on fulcon

  • Whatever other fixes Shin'en listed

  • Boost in midair is capped

  • Strafe doesn't drop speed anymore.

Speedrun changes:

  • RLG, the current way we do it, doesn't work for two reasons: ¤ Reverse detection seems to be based on your speed backwards now. ¤ There are checkpoints all over the tracks you have to cross.

  • Scorpio Circuit: RLG fix probably nothing left

  • Alpine Trust: RLG fix

  • Mueller Pacific: RLG fix

  • Chuoku City: RLG fix. Right side jump stills works, but you have to pass some obstacles. Not sure if it's faster now. Mick tested left side, but had some problems with it, I think.

  • Zvil Raceway: RLG fix

  • Sunahara Plains: RLG fix. Jump between the two solid obstacles off-track to trigger a lap doesn't work because of checkpoints.

  • Kamagori City: RLG fix.

  • Daitoshi Station: RLG fix. Can still climb the wall to go OOB

  • Storm Coast: RLG fix. First jump for lap trigger doesn't work. Second one needs testing, probably doesn't work.

  • Kenshu Jungle: RLG fix.

  • Sunahara Desert: You can still jump over both the dunes and the edge near the goal, but because of checkpoints you won't get a lap. And if you do the second jump you have to go back to trigger the checkpoint or you're counted as going reverse, and no lap count.

  • Avalanche Valley: RLG fix.

  • Sendai Outpost: RLG fix. Treeman jump still works

  • Willard Mine: RLG fix.

  • Cevo Canyon: RLG fix.

  • Hibashira Speedway: Jump before the end(E_Dragon's) may work.

  • Side dashing/strafe boosting, still works, but feels slightly different.

Post anything else found and I'll update the list.

编辑者 作者 7 years ago
xDrHellx 喜欢这个
New Jersey, USA

PANIC

xDrHellx 喜欢这个
North Brabant, Netherlands

Boosting in midair is capped.

While using strafe, you now don't lose speed anymore.

Good thing I didn't update ^^

Norway

Load times seems to have been greatly improved. I haven't streamed runs in 1.1 yet, so I'll compare times between non-delayed timer and delayed timer from runs of 1.0. Checked on Scorpio Circuit.

But; When I did runs on 1.0 I had the timer at a delay of 1,5 seconds as that's about how much delay the capture has to OBS studio on my laptop and from I hit A and started the timer at the start of the run, the timer would be at around 5.5-6s after the loading ended(from what I recall), essentially having a time at around 7-7.5s load. And I did an offline run now where I had no delay on the timer and it hit around the 4.5-5 mark without a delay. So Scorpio has an about ~2.5s better loading time in the new patch, and I can imagine the other tracks have improved loading times as well.

Note: This was done on pre-loaded Scorpio Circuit(As we usually do before a run).

Edit: Tested again with the timer set to a 1,5s delay, and again the difference is ~2.5s. Also note there's definitely some human error in the timing, but it's roughly about that difference from what I could see. Not that the exact amount of timesave matters, though there is a significant timesave on loadtimes alone.

Edit2: I should be able to go back in vods and check the time the other tracks load as well, but I'll do that later. Probably around after the 25th.

编辑者 作者 7 years ago
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