Early Access Update v0.76 - July 2019 Update - Knight Cup
The first Advanced Cup is here..
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Please give a warm welcome to the Knight Cup! In a nutshell, Advanced tracks are basically Ultra style recreations of imaginary SNES/GBA style flat tracks which could have existed long ago if there had been some retro version of Super Indie Karts back in the day.
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Added NEW CUP - The Knight Cup is the first Advanced Cup!
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The Knight Cup includes fancy new tracks of Duck Game, Teslagrad, and Knightmare Tower
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added a bunch of detail to RunbowRoad64 (skyline and torches) to give it a more finished look
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added ability for CPU karts to be able to take alternative routes through a track, only in the Knight Cup right now - but I'll be adding this alt-route ability to older tracks soon too
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added more friction to the new suspension wheel physics added in the previous update
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dampened the kart steering ability when a driftboost is fired, helping the driftboost to feel a lot more controlled in those initial moments
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made changes to the camera while drifting so that it looks in the direction you're travelling more
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weapons that fire forwards like Meloons and Pangapples go in a more forwards direction when fired while drifting now
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smoothed out some of the camera movement when going in and out of a drift
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fixed a rare bug that caused the kart to get stuck in first gear after a collision
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fixed kart not fully facing in the direction of the grid positions on some race starts
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fixed a recently introduced bug where the kart would reach full engine speed before being put back on track after a track fall off
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fixed a bug that made your kart sprite vanish for a splitsecond on contact with the new outdoor glare material shown coming out of indoor track sections
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fixed a glitch that was preventing CPU karts from releasing any orbitting meloons
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fixed the 3,2,1,Go vanishing too soon
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fixed the lighting reflection maps getting unloaded when switching between fullscreen/windowed during a race
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fixed a whole bunch of random mini bruh moments
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