Wreckfest 2 | Das Crashgame bietet zwei US-amerikanische Autos und ein neues Fortschrittssystem für Spieler
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thedoctor -
30. Juni 2026 um 19:25 -
- Update
- PC
- Early Access
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125 Mal gelesen -
0 Antworten -
5 Minuten
Im Mittelpunkt von Update 8 steht die erste Version eines Fortschrittssystems. Dieses ist nicht mit dem später noch erscheinenden Karrieremodus zu verwechseln, sondern protokolliert Ihre Aktivitäten – unabhängig davon, ob Sie den Fokus auf Rennen oder Crash-Events legen. Mit jedem Stufenaufstieg erhalten Sie Abzeichen, die Ihren individuellen Spielstil widerspiegeln.
Bugbear bezeichnet dieses System als „den Beginn eines lebendigen Systems“, das sich „während des gesamten Early Access und darüber hinaus weiterentwickeln wird“.
Als Reaktion auf Rückmeldungen aus der Community fügt das Update außerdem fünf neue „Suicide Race“-Strecken sowie einen chaotischen „Random Waypoint“-Modus hinzu. Wie der Name bereits vermuten lässt, legt dieser Modus den jeweils nächsten Wegpunkt auf der Strecke zufällig fest, ist derzeit jedoch auf Mehrspieler-Rennen beschränkt. Zusätzlich wurde dem HUD eine Minikarte hinzugefügt, um die Orientierung auf den Strecken zu erleichtern.
Darüber hinaus können nun individuelle Lackierungen mit anderen Spielern geteilt werden. Derzeit ist dies ausschließlich durch den Austausch von Dateien aus dem Speicherordner möglich; Bugbear weist jedoch darauf hin, dass dieser Vorgang „in Zukunft komfortabler gestaltet“ werden soll.
In einem gewohnt augenzwinkernden Trailer werden außerdem zwei neue, amerikanische Fahrzeuge mit Hinterradantrieb vorgestellt, welche die Fahrzeugauswahl erweitern. Hierzu zählen der „Bullet“, der an einen Dodge Charger aus den 1970er-Jahren erinnert, sowie der „Jackal“, der vom Ford Mustang der dritten Generation („Fox Body“) inspiriert ist.
Changelog Wreckfest 2 Content Update 8
NEW CONTENT
– New American 60s RWD: Bullet.
– New American 80s RWD: Jackal.
– New Scrapyard Waypoint Race route.
– New Savolax Sandpit Waypoint Race route.
– New Random Waypoint Mode & Free Order Waypoint Mode
Note that AI can’t navigate the Random waypoint order so they’re removed in single player.
– New Suicide Race route for Savolax Sandpit Short Circuit.
– New Suicide Race routes for Speedway Oval and Figure 8.
– New Suicide Race routes for UK Banger Dirt Oval and Figure 8.
– A set of new challenge events.
PLAYER PROGRESS
– Added the first version of player progress tracking playstyles with badges you can level up.
GAMEPLAY
– Reduced Normal Damage intensity.
– Added drifting and airtime score events.
– Scoring is now fairer (you can score as a defender as long as you do damage).
– Fixed wrong way indicator incorrectly triggering on the Speedway Figure 8 track.
– Leaderboards now have separate class based boards too.
TUNING
– New Quick Tune mode to tune any tuning part quickly with just one slider.
– It’s now possible to download anyone’s shared tune from the leaderboards.
– Each tuning modifier now has an accompanying help description.
– Tuning screen now shows simulated performance stats.
– All tuning value ranges now make more sense.
– Correct metric/imperial units are now used for all values.
VEHICLES
– Buffed Half A Crusader to make the tailend feel less heavy.
– Added missing clutch upgrades for Stahlwagen, Valken, and Half A Crusader.
– Revised the School Bus engine to make it a properly turbocharged diesel.
– Tachometer now works more like an authentic “lazy” analog tachometer.
AI
– Fixed AI cars not dodging other cars correctly in multiplayer.
CRAP-IT
– Share Designs with other Players by exchanging the loose files from your savegame location.
Note: Sharing will be made more convenient in the future.
– Added a massive amount of new stickers, sprayed on texts and Banger style number decals.
– Decal manipulation tools now include SKEW tool for skewing single decals.
– Decal manipulation tools now have a FINE-TUNE toggle for finer adjusting.
– It’s now possible to reorder decals and decal groups via the Options menu.
– Improved input handling (on gamepad, press left stick for panning and zooming).
– Improved decal add/copy/paste/mirror robustness so decals appear where intended.
– Various user experience improvements to make editing less of a hassle.
INTERFACE
– Added minimap. Can be toggled on/off in the Settings menu.
You can also adjust the minimap zoom factor in the Settings menu.
– Compass can be now enabled/disabled in the Settings menu.
– Finished cars now show a little checkered flag in the car tag.
– Improved UI for Tuning, Crap-It, Challenge Select and Loading Screens.
– Various other assorted user interface improvements.
ONLINE
– More robust online client synchronization, improving multiplayer collisions.
– Improved client prediction accuracy.
– Cars in the post-race screen no longer appear smoking and in flames.
– Quitting from a lobby now takes back to Server Browser if the server was directly connected to.
INPUT & FORCE-FEEDBACK
– Increased force feedback update frequency.
– Added high frequency road detail to force feedback.
– Added engine, gearbox and road noise effects to force feedback.
– Reduced force feedback jitter.
– Introduced vibration intensity for force feedback, adjusts road detail and effects.
– Increased dynamic damping range from 100% to 200%, old default 40% is now 100%.
– Improved force feedback damping logic, reducing oscillations around center while improving sense of steering rack friction.
– Implemented gyroscopic precession steering forces when driving over bumps and rolling the car.
– Rewrote low force boost logic for gear and belt driven wheels, it now saturates signal much more giving close to full possible cornering effort more often.
– Fixed wheels and controllers with more than 32 buttons; all buttons up to 128 now work.
– Fixed a range of controller binding issues, including bindings that could stop responding.
SYSTEM
– Improved game stability and performance.
– Replay system now writes in smaller chunks, fixing the frame hitch when crossing the finish line.
– Minor optimization of the collision system (car deformation work spread across worker threads).
AUDIO
– Fixed missing ground & rock wall surface collision sounds in desert waypoint race.
– Fixed issue where checkpoint sound effect would not play in online multiplayer waypoint races.
– Added ground surface collision sounds for the Driver ragdoll.
– Added tire impact sounds for wooden ramps.
– Added tire contact sounds for metal crosshatch / grille surfaces.
– Implemented tech support for race track -specific audio content banks.
– Audio mem improvement: Large-sized audio assets are streamed from disk rather than loaded to memory.
– Audio mem improvement: Sounds of animated track objects (crane etc.) are loaded to memory only when any are used on a track.
– Schoolbus: Implemented turbocharger on the stock inline 6 diesel engine.
– In-game audio settings change: Non-diegetic waypoint race checkpoint sound effect is now part of “Other Effects” volume slider group rather than “UI”.
– Cockpit view: Fixed mix config issue where exhaust backfire got attenuated in excess.