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Update notes via Steam Community

Word up, guys and girls!


This is planned to be a very fast update, so I'll show that I still keep on training in order to provide you cool stuff, but in between, I did more changes than I planned for this patch.

It's like with car detailing, you polish and polish and sees more things and you doing extra here or there.

First want to emphasize that AD going toward the point where all to be fully fixed, smoothed and polished and will look like any other AAA competitor, even in some parts way better.

I put it as a major patch since it's addressing (point 11) main physics glitch that game has and prevents fully smoothest off-road experience (stabilization in speed, angled landscapes).

This is now 0.96v and proudly working on tons more stuff parallelly, in order to bring you truly amazing and immersive off-road actions (in the previous period I stopped playing all other racers (I was true fun of all racing franchises for years) and immerse into AD off-roads (but I keep on checking all other racers in order to track what they had new).

Again thanks for tons of positive feedbacks.

Fresh things for the new build are:

1) The mechanism of chassis from off-road car rig before accepted decals from the grounds and from car dirt, which made in some occasions artificial, glitchy effects, now it's accepting only dirt and dust over it, and it's like:

Before was some glitches visible;

2) Pause Menu - Following the player's feedback, it is an added button for restarting the game, so now you can restart the game any time, without going to the main menu process.
Also, overall Pause menu being reconstructed, with more seemingly explanations of its options:

As you may notice, some menu items are emphasized in color, so will be easier to fastly recognize action you want to undertake.

3) Added tuning of various settings Options in-game menu - so you can turn on or off some in-game effects, like camera shake on the crash, or motion blur FX's during nitro, vignette on crashes, etc (someone does not like it, someone is hyped with it - me lol):
These tuning of various options to be extended in the future with more options to be tweaked, so you get perfect gameplay or HUD.

4) In-game Graphical Settings Change - you can now experiment with desired graphical settings while in-game, so you can choose options to provide you smoothest and visually most appealing gameplay, some reviewer wanted that and I implement it in-game (so you really owe me positive review lol):


5) Sky circle-glitch HD range issue fix - Some old, boring glitch that makes AD looks AAA- was finally debugged, it was sometimes like, and many players pointed that out (iGame among many others, thanks), I even though I fix it few patches before and finally I get rid of it:

So now is:


6) Also, at some of the levels (in rare occurrences), oceans around the maps and skies weren't connected at horizon before:
So, now this looks much more realistic:


As I said in some of the previous updates, all this was easy fixes and more to be polished, I noted everything which anyone says ever (just sorry if I had not time to reply all you, but my notes is full of your great feedback's). Most complex works were done in the previous 5 years, where are some serious structural things are resolved (since the game is super-packed with content and interlaced in 1000s of functions and endless variables) and before launch main things were polished and prepared, which are the core of the fun and immersive gameplay now. More nice fixes to be delivered over time and thanks for the support.

7) All of the 31 maps was additionally rechecked, fine-tuned and inspected for any glitches, on a larger and smaller scale.

8) Also, an endless job, that started 5 years ago is fine tunings of the maps, you guys not aware how just one map is complex to set and tune...and it's tweaked endless time to the perfections, so just one minor example, from this puddle, which is bit undefined:
It's polished to provide a fully realistic and inspiring experience of nature, which is the core of off-roads realism:

So, it's an ongoing job on 31 maps and more nice addons on the maps to come.

9) Following previous patch comment from the Lemon Head:
I rechecked and found some text overlay prevent button to fully works (it worked if you get in some corner of it), so I remove it and make it plain:
and now works normally, thanks Lemon Head:
Again, now you can also change graphic options, while you're in the game, which is feedback from some of the players, from before, thanks (ps you will notice previous haze from exhausts in this above pictures, those picture are before 10th fix - air distortion is now balanced and looks realistic).

10) Haze, air distortion from fumes of exhausts was fine-tuned, to be less visible and more realistic, this was following early pre-beta feedbacks (just there was so many updates and polishes that this comes now on time for fixings), so currently scene looks like this:
This is first fine-tuning of haze; I'll fine-tune further on (also connect it with the car specs, output power, and other aspects may determine in which effect will haze distort air behind the car, just don't forget it's all about tuned beasts with even 1,500hp straight piped, so they have strong output.

And the sweetest thing for the END:

11) CAR STABILISATION WHILE JUMPING - Physics is improved and stabilized, while jumping, so no more annoying turnover and flip out on the bigger, angled jumps.
Now you can play hard and jump all around and the car is pretty stabilized and naturally assured from the flips.

Before we have some system that was glitchy and make the overall game looks like AAA- instead what we created, and after on I moved out that stabilization glitch and finally, coming to this full solution for the stabilization glitch, and you can see some very speed tracks with corners, hills, and angled jumps:

So you can notice, this very angled corner (one of hardest in the game, which was never before successfully handled and many negative feedbacks come from them, calling AD ultimate physics works 'mediocre' (ultimate, since AD handling 1000 off-road parameters and it's much complex than any normal racing physics since we have not to flatten but fully realistic landscapes and on top of that making AI to runs over such hard off-roads at 400kmh without issues, was year-long processes).
So you can see, when you drive fastly over hills and you're at an angle, forces of gravity moving cars in arrows directions:

and before it turns over, now it simple smoothly, fully naturally stays on the ground, which will enable smoothest gameplay actions in the future, instead of annoying players in such situations. Still, it is some extreme conditions, the car will naturally flip over, but this way, right now, it will be much more fun than ever before.

12) Commentatory levels were set to zero by default, for every gameplay, but I put them on by default, so if someone doesn't like it, you can get into options and turn them off.

13) A lot of these values, are stored by default every time you play the game.

14) Finally, the first-person experience is little tweaked (it was addon in the previous patch before the first-person view was glitchy, harder to playing and not so immersive) and already a lot of players told me they love to play in this mode, since of fully, close and immersive off-road experience like 'in no other racing games'. Thank you, guys.

More cool stuff is under work and soon to be revealed. The overall AD experience will reach the skies.

Greetings and thanks for the support,
M1ke
Windows 64-bit Arizona Derby July EA Release Depot Depot 661292
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