The twelvth update: A Fast Mower Mod, Vehicle Damage UI, Terrain Improvements

Offroad: Dead Planet

Offroad: Dead Planet is an offroading adventure game. Play as a young driver, journeying to Earth and unwilling to abandon the old planet to ruin. Experience complex vehicle physics, dynamic terrain, soft tires, a reactive driver, trash to pick up and robots, all while carving your own path.

[h3]{ Update Changes }[/h3] - fixed a crash during loading a level if you have a specific graphics card (hopefully this is fixed!) - added an unlockable mower engine mod to the driving school basics level that gives the mower a 3rd gear that's quite fast (and dangerous) [b] terrain system improvements: [/b] - the terrain is now simulated as a single seamless entity and then dispatches its information down into tiles which helps lower memory usage and reduce load times for terrain. Additionally this change sets us up to more easily add features in the future such as cascading terrain (ex: piled up sand rolling down and spreading out to fill ruts) or terrain conservation (ex: pushing up mud around your tires and displacing it) - seams in the terrain have been reduced in severity and frequency, however some minor seams still exist from some of the visual effects on the terrain - terrain on each side of a seam is no longer influenced separately so there should be no difference in calculations between where a seam is and the center of a tile - introduce a system to allow us to reset people's bushes and terrain in areas if we make significant changes to them during early access (we'll probably make this more precise to be as gentle as possible in resetting players' progress in a level while we're in early access. I know people will understand but still) [b]improve the vehicle parts health and damage feedback UI:[/b] - a passive mode where damage is reported in health bars (sometimes approximated depending if the parts have more complex health than just a %) as notifications on the side of the screen and displayed for a bit - a status mode where *most* of the vehicle's part's health bars are displayed at all times on the side of the screen that update if/when parts are damaged - a text log mode where a text readable log is displayed describing damage events in text form - this is another iteration on the damage and vehicle status UI... we're going to be continuing to improve this system so players have a growing understanding of the current state of both damage and how their vehicle's systems are working - hint tower text updates as well as a few hint towers added (in particular, to driving school basics where we were missing one!) - vehicle axles now collide more accurately with the chassis of the vehicle, allowing suspension to bottom out bad enough to hit the frame - added a rear spring to the mower's suspension - muted the vehicle and tire sounds during dialog - added a ramp from the trail to the camp in the driving pre-deployment test - fixed the water flowing around the gate in pre-deployment test so it behaves in a more stable way when the gate is closed - added dirt road to driving school basics area - remove debug keys that would drop your consciousness when you press them (haha, sigh) - reprint hint should do a better job of showing up when you're actually stuck - a fix to vehicle sounds to prevent a bug where the engine wouldn't make noise after a reprint - make the area info display on the sector map only close when you click off of it - add telepads (unlockable checkpoints) to the driving school basics area - make severity of chassis deforming on the mower and offroader higher so that their engines are a bit harder to damage - reduce the size and weight of the mower's engine, also move it closer to the top front so impacts to the bottom front of the chassis wont effect it as much - improve "press any key" prompt after loading into a new level so it shows up only at appropriate times - restriction added on the pause menu overview map's camera so it can't zoom into the terrain but maintains minimum distance - tweaks to the gate in driving school basics to encourage more options to open it, such as walking around it and pushing it with your driver vs using the terminal to unlock it vs using your vehicle's hitch to drag it open - new vehicle select menu that can be expanded to support as many vehicles as we want + gives a bit more information on status of the vehicles - fix a bug where new area unlock notifications show after you've already seen them - vehicle addon parts found in areas now have visual effects for when you unlock them + they can optionally be instantly added to the vehicle you're driving when you unlock them - the system to handle dialog related to trash collecting is improved and should fix issues where dialog was showing incorrectly - removed incorrectly displaying text on sector map screen ("blorps" .. ???) - fix menus for vehicle select and the object printing platforms not closing correctly when you pause the game while they're open - fix and improve the game completion calculation system, now "Demo Completion" is displayed and is correctly calculated from all the things you're able to do in the demo. Drastic improvements were made to this system which will allow us to weigh completion amounts differently + differentiate between early access (when it comes out) and the demo + continue to add UI for viewing your progress and notifications of 100% completions - make unavailable areas on sector map display in a more uniform way - fix to make vehicle addon parts indicator if they've ever been clicked display correctly For those of you who took the time to give us feedback, we really appreciate it. Both in text form and people making videos of the game. Some of the changes here were directly from that feedback. Thank you for reading the changelog! ..And for playing our game :D [url=https://discord.gg/zcSpuk4B3S][img]{STEAM_CLAN_IMAGE}/41618350/edd62b1a6d7d65972bd42190771d1c39fb211796.png[/img][/url]