wreckfest 2

Wreckfest 2 Content Update #1 Available Today with New Cars, Tracks and More

Bugbear Entertainment released their first content update for Wreckfest 2 today on Steam Early Access, adding a couple of new tracks, cars and a mix of other goodies that give players a better sense of where the game is headed during its early development.

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The update introduces a new European rallycross track and a folk racing circuit called Finncross. On the vehicle side, players can now get behind the wheel of the Bravion, a European sports sedan, as well as the Rammer, a classic large American sedan.

The team also added plenty of fixes for gameplay, AI, audio and much more. Check out the patch notes below. Content update #2 is scheduled to arrive in June with 2 more tracks, 2 more cars and some additional features to be announced next month.

SYSTEM

  • Reduced VRAM consumption.
  • Fixed various memory leaks.
  • Added vendor-specific support for NVIDIA DLSS, AMD FidelityFX and Intel XeSS Super Resolution and Frame Generation (Note: Need to be in the main menu to enable).
  • Resolution can be now changed directly in-game in the Settings menu (Note: Need to be in the main menu to change).
  • V-Sync can be now enabled/disabled in-game in the Settings menu (Note: Need to be in the main menu to change).
  • An estimation of the VRAM (video memory) consumption is now shown in the Graphics Settings menu.
  • Fixed an issue which resulted in pixelated user interface textures.
  • Fixed an issue which caused the game to crash when changing car and entering Car Paint.
  • Fixed an issue which caused Car Texture Quality settings to be disrespected, resulting in the game using more than 6GB of VRAM even when Low setting was used.
  • Data Cleaner now checks for corrupted files when launching the game first time after an update.

ONLINE

  • You can now invite friends from the Steam Friends List to join the server.
  • Servers can be now sorted in the Server Browser based on their name and player count.
  • Servers can be searched for in the Server Browser by using a name search.
  • Added support for uPnP port forwarding for devices which support it.
  • Player hand gestures are now synced in multiplayer (and played back in replay as well).

CONTROLLERS

  • Implemented support for gamepad rumble.
  • Fixed an issue when binding buttons to axis actions.
  • Fixed an issue which made it impossible to rebind certain actions.
  • For ease of use, actions are now all listed on the same page on the Bindings tab.

GAMEPLAY

  • Added player list showing the leader and players nearby to HUD.
  • Polished HUD and improved scaling across differerent resolutions.
  • Added separate FOV offset settings for chase and 1st person cameras.
  • Added setting for hiding driver and steering wheel in 1st person cameras.
  • Fixed overlapping text when going back to event selection screen.
  • Added driveline flex and minor improvement to automatic upshift logic with driveline flex.
  • Improved manual gearbox and clutch logic, added minimum time to shift for balancing vs automatic clutch.
  • Added over-rev engine damage in realistic damage mode if downshifting too soon.
  • Added gearbox damage from bad shifts in realistic damage mode.
  • Fixed an issue which caused exhaust to emit smoke when engine should be off.
  • Fixed engine damage in realistic damage mode.
  • Added backfire visual and audio effects.
  • Added subtle radiator leak steam effect.
  • Improved misfire damage effects.

AI

  • Improved AI racing line computation.
  • Improved AI drifting mechanic.
  • Improved AI stability before and during jumps.
  • Improved AI awareness of other cars.
  • Fixed noise in driver steering animation.

AUDIO

  • New exhaust sound mixdown with more bass-centric sound for Crusader.
  • Better audio memory handling to address sound cutting out, plus other under-the-hood improvements.
  • Lower rev limiter repeat interval & new limiter sound effect for more beating effect.
  • Implemented asphalt tire roll & skid sounds for AI/remote cars.
  • Implemented gravel roll sounds for AI/remote cars.
  • Using manual & clutch, reverse gear whine of gearbox will no longer play when revving while clutch is disengaged.
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Steve Noah
Steve is the Editor in Chief at Operation Sports. He's been here since 2000 posting news, features and interviews, along with keeping the hardcore sports gaming community alive and well for over two decades. He covers almost every game related to sports but enjoys basketball, football and baseball games the most.