Blaze into high-Orktane mayhem of clashing speedmobs, with adrenaline-fueled combat racing through the brutal Warhammer 40,000 universe. Drive ramshackle vehicles loaded with bombastic weapons and powerful abilities in a breakneck, full-throttle Speedwaaagh! to the death.
https://store.steampowered.com/app/2078450
[b]Oi, Speedfreeks!,[/b] we've been tinkerin' and changed 'sum 'dings
Thanks again for all your feedback. This has allowed us to prioritize our fixes, improvements and future plans. For now, we have made live the following:
[img]{STEAM_CLAN_IMAGE}/44159197/cba4fd5062d5349b3515b2d7f42b7fb2a465da83.png[/img]
[list]
[*] Added distance text with bomb icon so players know how far it is from them
[*] Added number of each vehicle used by teammates to ingame selection screen
[*] Reduced weapon impact forces while airborne to lessen frustration
[*] Fixed issue with vehicle explosions having extreme forces that would push players back violently
[*] Bot firing range has been reduced to a more reasonable distance, so they can no longer randomly snipe players from across the map
[*] Improvements made to melee weapon damage detection[/list]
[img]{STEAM_CLAN_IMAGE}/44159197/33228b0aa5614f2a8762260094b61afdf182ba57.png[/img]
[h3][b]Deff Rally[/b][/h3][list]
[*] Deff Rally mode now grants 12 points for kills instead of 15, for the team that controls the capture point
[*] Extra points per kill while holding the point reduced to 2 (from 5).
[*] Wave generation time (max seconds wait after respawning in Deff Rally only) increased to 6 from 4 seconds.[/list] This will make the runaway score problem less severe in Deff Rally while we take a deeper look at the game mode. The wave spawning time will now wait for slightly longer to create a larger mob to run back to the point with.
[h3][b]Kill Konvoy[/b][/h3][list]
[*] Fixed some collision issues in Kill Konvoy map Ded 'Ard Desert
[*] Kill Konvoy bots are now smarter, they no longer Leeroy Jenkins the Stompa, and also help with the bomb attack and defence more
[*] Fixed Kill Konvoy bombs briefly staying in the level after exploding[/list][img]{STEAM_CLAN_IMAGE}/44159197/1c24705979de19541dbd846b18d4a72e7b2a8484.png[/img]
[h3][b]Boomdakka Snazzwagon[/b][/h3][list]
[*] Primary weapon max range reduced[/list] This change removes the spray-n-pray damage the Snazzwagon could deal with its primary weapon to cancel health regen at long ranges. This didn't fit the vehicle's identity as a short range health bar melter. The Snazzwagon now has a more identifiable weakness, its range. Tanks are still very vulnerable to the Mek Speshul in close quarters.
[h3][b]Looted Wagon[/b][/h3][list]
[*] Grot Bomm flight duration reduced from 20 seconds to 12
[*] Fixed Grot Riggers ability showing incorrect health bar value
[*] Fixed side turrets not rotating [/list] The Grot Bomm duration was extremely long, allowing players to miss, pull up, and come back around for another attempt, which doesn't fit the spirit of the weapon. This also makes it easier to tell when the Grot Bomm will expire (about 3 seconds after the flame particles stop).
[h3][b]Deffkilla Wartrike[/b][/h3][list]
[*] Melee Klaw ability damage increased back to 50 from 45
[*] Grapnel damage increased to 5 from 1[/list] Giving the Wartrike more Klaw damage allows it to be more threatening in its role as a wounded target hunter, and the additional damage on the hook means the Wartrike puts on more pressure during drive-bys, ambushes, and bomb stops.
[h3][b]Rukkatrukk squigbuggy[/b][/h3][list]
[*] Health decreased to 130 from 150
[*] Base and boosting speed increased[/list] As the healer, the Squigbuggy was way too tanky, and clearing out a Squigbuggy to then focus on their bomb carrier took too long based on average DPS and map size. To compensate, it gets a small speed boost to help it keep up with its healing targets.
[h3][b]Grot Mega Tank[/b][/h3][list]
[*] Fixed Grot Riggers ability showing incorrect health bar value[/list]
[img]{STEAM_CLAN_IMAGE}/44159197/4f4e06decc20a6c6813d9204babb89fdfe00896c.png[/img][list]
[*] Fixed issue that caused WAAAGH! Path progression to reset.
NOTE: Players may see unlocked items show again at the end of their first match played. This is normal.
[*] Fixed issue that caused Challenges progression to reset or unlocks to be not granted.
NOTE: You may need to finish a match first before your unlocks/items are granted. Some players may need to finish a match with each vehicle to see their challenge progress properly again
[*] Fixed issue that caused Daily Challenges to reset
[*] Fixed issue with inputs being stuck when respawning
[*] Fixed the awarding issues of the Skull kit for end of vehicle challenges
[*] Fixed prices shown incorrectly for Japanese players
[*] WAAAGH! Path screen now focuses on current level when opened, instead of starting at the beginning
[*] Fixed a bug where the scoreboard remained on screen when loading next match
[*] Pings on scoreboard now reflect more accurate numbers
[*] Speedboss on the scoreboard is now fully determined by only total Scrap
[*] Added bomb deliveries to stats and scoreboard
[*] Added bomb defence to stats
[*] Changed the “Kustomize” wrench icon to a paint brush icon to make it more obvious that an item can be painted
[*] Comms menu voice lines can be heard further from their origin now
[*] The players friends list will show in the party screen without needing to create a party yet
[*] Added notification for players to tell them what happened if they get kicked to the main menu
[*] Removed function for painting vehicles that automatically jumped to the paint swatch of the paint slot being selected
[*] Reduced end of match player recap screen timer by 10 seconds
[*] Updated Ork textures to look dirtier
[*] Updated ingame report link so it’s an easier to use form (temporary, until we implement something better in-game)
[*] Optimizations to various VFX
[*] Fixed not being able to paint certain parts of vehicle kits
[*] Multiple crash bug fixes, including one with a fatal error
[*] Fixed an issue with the pole gubbinz not showing properly for the Deffkilla Wartrike[/list]
[h3][b]Top priorities still being worked on:[/b][/h3][list]
[*] Hit registration/netcode improvements, and fixing issues where damage/healing is not registering
[*] Matchmaking improvements
[*] Team balance and fuller matches (less bots)
[*] A definitive fix for challenge issues
[*] Ping system for team communication
[/list]
[img]{STEAM_CLAN_IMAGE}/44159197/df7e155e9121d026236c6ea9a1bacd9c8d4416c3.png[/img]
On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks!
[img]{STEAM_CLAN_IMAGE}/44159197/819aea0a53b2c46043e4b92571963cfeb3b348a5.png[/img]
[b]Join our community-focused game development discussions on your favorite platform:[/b]
[url=https://steamcommunity.com/app/2078450/discussions/]Steam Discussions[/url]
[url=https://discord.com/invite/z5bF68vv4j]Discord[/url]
[url=https://www.reddit.com/r/speedfreeks/]r/SpeedFreeks[/url]
[url=https://speedfreeks40k.featureupvote.com/]Suggest Features & Report Bugs[/url]
[url=https://to.plaion.com/speedfreeks40ksupport]Technical Support[/url]
https://store.steampowered.com/app/2078450