First Beta Branch Update

XF Extreme Formula

Race at the speed of sound and beyond in the great XF Extreme Formula championship! Taking place in the year 3000, you will tour trough the solar system proving you’re worthy of the title of champion.

[b]Beta branch update![/b] [b]How to access:[/b] To access the new version, right click the game in your library, go to properties and then “betas” from the drop down menu select the beta branch. So, why are we doing this? Personally I don’t view early access itself as a beta, I consider it an unfinished version of the game which I get people consider a beta but that’s not what I’m going for here, the version released on the public branch will be ideally bug free and as seamless as an experience as possible, therefore I will be doing beta branches to sort those issues out before they make it into early access. Currently there are a few bugs and mistakes in this beta that I will be adjusting in the next following days. [b]Known Bugs List:[/b] > [b]This beta will wipe your save data,[/b] I believe I coded it to delete everything if the version mismatches, but lap records and the proving grounds are stored in their own files so they may not get deleted, if there are any issues just delete the .gs files in “XF ExtremeFormula_Data” folder > Engine sounds may be set to the default sound depending on the vehicle, this will get fixed and they will get their own sounds back. > Some vehicles do not go transparent in some of the Saturn tracks, blocking your visibility of the track below. > Pilots are gone for now, they are all getting new models so I’ll be adding them back when they are done. > Alternative version of the White Kestrel is a test vehicle and is not balanced at all, its stats are also incorrectly displayed. For those who don’t know, pressing up and down in the vehicle select allows you to use alternate versions of them. > Many issues from the previous version have not been fixed, I am currently focusing on adding new content instead of polish so if there is a particular issue you wish was fixed then I am sorry to report it may not have been. [b]What’s new:[/b] > [b]Vehicles are no longer “slippery”,[/b] I cannot believe I didn’t notice until now how slippery they actually were but that is no longer the case, turning is sharper and more precise in general. > The Proving Grounds has scenery now. > 5 new NPC vehicles that can be unlocked. > 3 new “Hero” vehicles, that is, vehicles that have a modeled pilot. > NPC vehicles no longer slow down near the finish line in Extreme or above. > An issue with the A.I was fixed that gave them an advantage while boosting, this was a huge source of issues while balancing the A.I but it is now gone. > You can now hold the boost button to boost. > “Hero” A.I vehicles now are usually ahead of the pack in races compared to NPC “filler” vehicles. What took you so long to update the game: For those who don’t know, the arcade mode is more or less complete, this whole time I have been working on the basis that will allow me to make the story mode. That basis is very close to completion and I am excited(terrified) to start to work on it. That’s it for now. I will likely be making more updates and betas as I re-focus on the racing aspect of the game for the following month, I will likely see you guys here again soon. See ya next time!