It’s a simple description of what was done, perhaps not as electrifying as some, but apt and important.
This new update focuses on further working on UI and art, as well as cleaning up some bugs and rough edges related to moving between areas.Â Cars and worlds look better. I also started down the path of improving load times, and took some first steps towards upcoming content revisions.Â
It’s a great time to go check it out… Just click on the hothothot Jupiter Cricket below!
Version 0.6.21 Release Notes
Armor is now expressed in terms of “plates”, 1-4 on each side.Â Each plate has a fixed armor level defined by the level of the enemy or the chassis model.Â This gives players a much clearer view of what sides are the strong ones on an opponent, and it also is how armor is upgraded on their vehicles…Â by finding models with more plates on the sides they want.Â
Armor now costs only 1 part per 5 points to repair, rather than 2.
Created an entire flavor of bandit gangs, the “Wild” gang.Â Paves the way for more themed gangs as we move forward.
“Wild” agents have names and quotes that match their theme.
Cleaned up some character names and quotes.Â
Armor is more prominently visualized on vehicles, including the adaptation of the “plates” listed above.Â This includes when you are NOT aiming at them, but the display is made more visible when the player is targeting a vehicle.Â Â
Removed the solid backdrop from the two agent panels in the upper left and right, trying to separate the “vs” data shown normally and the “targeting” data when you are focused on an opponent.
Moved the targeting box to the upper left.
Got some new icons dropped from Scott Rays.Â
Tweets from bosses shouldn’t appear before the map even appears anymore.
Put anon and boss tweets into chat bubbles.
Removed name and colors from keywords in tweets for readability.
Fixed a irritating bug with entering cities when certain quests were active. Sorry about that one.
Player can’t move past an encounter by keyspamming anymore, they should stop immediately.
There was an issue with the camera sometimes zooming in after completing a mission and staying there.Â It turns out there was a conclusion encounter that wanted to play and just wouldn’t give up the ghost, even if you moved to new areas afterwards.Â It should now play properly.
Quelled the double-intro from bosses with quests attached.
Fixed some issues with allowing input not working properly with some popups.
Cleaned up issues with restarting the game after player death.Â Should properly go back to the intro and restart without hassle now.Â
Updated to Unity 2020.1.6
Added Addressables Package and converted a number of sounds to addressables.Â Started on the road to speeding up load times.
Stripped out a few libraries including CTS in favor of Microsplat, which has been much more performant.
Cleaned up issues with camera focusing or stuttering between transitions and encounters.
Fixed camera looking at target sideways during starting cutscene
Changed the camera post processing to add focal length and bloom.Â
Cleaned up a bunch of stuff around vehicle explosions, the particles were too large and the hierarchy made some stuff look terribad.
Cars now throw tires and other large parts as part of their death.Â
Revised some of the vehicle manufacturers and names.
Cleaned up Battle Car package with up-to-date toon/outline shaders.
Put in a number of new car models and created enemies that will use them.
Cleaned out the rough and out-of-date MadCars vehicle library (the predecessor to the Havolk cars)Â
Revised sounds for UI, including menus, reward panels and chat barks
Fixed some issues in how soundtracks and boss music was playing (and sometimes re-starting).
Shrank the size of the single barrel because it was yuuuge.
Grass wasn’t appearing in some terrain maps.Â Cleaned up the references and got rid of some old terrain libraries.Â
Small rewrites of quests, aligning things for a larger revision.
Completely reorged the gang definitions to give gangs stronger themes.Â Wild, Fire, Stone and Tech themes are now taking shape.
Started to revise the handling of quests, with an eye towards completely overhauling the overworld organization into a real U.S. map.
Could it be?Â Â A real update?Â Â Well since just writing theÂ patch notesÂ for this one took over two hours, I’d say the answer is yes.
So what do you have to look forward to? Here are the highlights:
The turn model is gone, we’re back to moving in sync where feel is kingâ€¦ The goal is to keep the feeling of driving as much as possible.
The HUD is extensively redoneâ€¦ The speedometer and bottom panels have a physical skeuomorphic design thanks to the work of a good friend, the the upper panels are going for a clean representation of your character and the boss in opposition to you.
There’s an entirely new skid model that uses the gauge on the speedoâ€¦ let your grip drop below your speed and you start to lose control!
The Tablet holds your social media interactions as well as a number of other features.
The World is larger in many ways to better match the scale of your vehicle. City streets are wider and more fun, towers are taller, buildings are larger.
Terrain had a major overhaul with more interesting decor, 3D grass and system called Microsplat that improves the frame rate of terrain maps extensively.
The Camera is a bit more dynamic and conveys more information about your car’s speed and skid situation, but in addition it will adjust to keep things you’re aiming at in view.
Two new rough-n-ready vehicles for the gangs out in the badlands are hereâ€¦ the Crux and the Coyote. More to come.
Weapons are now mounted directly on your vehicle, reflecting your armament.
The story is getting a revamp to match the media-fueled world. Expect to hear more about your vehicle’s AI, your constant companion.
A ton of new VFX have hit prime time, including smoke, skids and explosions that better reflect their gameplay effects.
The UI and shell got a complete overhaul, with more to come!
That’s just the beginning. Get out your downloader and rev your engines! The full patch notes are below.
5 September, 2020 – Version 0.6.20
Updated to Unity 2020.1.6f
Replaced CTS terrain system (to make procedural terrain texture better) with Microsplat for improved performance and some new features.
Updated turn interleaving to no longer use the “turn-based” method. Instead an enemy will move in sync with the player if they are moving the same speed or less.
Thus there is no longer a “current team executing” concept. This is a little bit of backsliding into early 2019, but that’s okay. It plays much smoother.
If the player presses fire when no target is indicated, the targeting mode is cancelled rather than playing “error” and staying in the mode. Makes for more better-feeling experience.
Handling is now a completely new concept… the grip is measured on the speedometer, and it can’t drop below the current SPEED or skids will start.
Reduced the difficulty of the early boss a little. Damage and the flamethrower were a bit much.
Early watchtowers now only fire a single rocket rather than two at once.
The vehicle gameplay now uses Cinemachine for its dynamic camera. Allows for motion blur, some shake and tilt when at higher speeds.
Visual effects (red, shake) from skidding on camera.
Cursor now follows the camera so shooting behind the player in particular should not go off-camera.
Two new more rough-n-tumble vehicles to be used for gangs, the Crux and the Coyote.
Weapons are now physically mounted on vehicle bodies.
Weapons now use a special shader so they can be outlined.
Revised the taillights and visuals on vehicle bodies across all vehicle prefabs.
Fixed tire rotation on new vehicles, they should both rotate forward (without getting out of sync and “tumbling”) but also swivel left and right with maneuvers.
Tuned down some of the roll and pitch on vehicle bodies, because it was looking somewhat silly.
Revised the world props to be much larger and better match the vehicle size. The intent is to make everything less toy-like and provide more drama in the scenes.
Streets in ruined city are now double-wide, so the average road is 4 tiles across, which makes for a much more entertaining experience.
Alleys are now 2 across and wide boulevards are generally 6-8 across. All city blocks are expressed in 8×8 rather than 4×4. Props were increased in size to accommodate.
Roads now have modeled curbs, so an entirely new tileset was created.
Added new models for road edges: Ground, plaza, street/sidewalk.
Created a system that allows for tile models to span multiple tiles (so we can have 2×2 buildings), and added support to merging tiles together.
The drivable terrain now has height variation.
Terrain texturing is more sophisticated thanks to Microsplat, and there are new textures at work that provide more interest and clarity overall.
Revised grass to use a model rather than sprites. Makes for a lot more interesting view from above.
The high-tech citadel model is now in use.
Blowing sand now visible across overworld terrain
World roads in battlefields and outposts now use a new altas that is more like tire ruts. Those old roads looked really bad.
Revised how quests are managed. Opens the doors for a more varied set of quests throughout the sector maps as well as within missions.
Added Quest Management that is set up by sectors. More questevents that fire off encounters sometimes.
Your companion is now Al, your onboard computer rather than the publicity agent from the Homestead. He/it will be important to the story as things move forward.
Character default name is now “Rig” instead of “Driver”.
Citadels are now owned by corporations, of which three are generated at campaign start.
Mayor page in city now reflects the actual mayor and city owner, as well as some generated dialogue from the agent.
An entirely new HUD uses a mixture of modeled panels (such as the speedometer) and the digital info panels on the top.
HUD contains a tablet which houses many functions including social media (Toots), interactions, encounters, and other informational displays.
The combat log is now part of the social media display.
Revised the vehicle status display (in the HUD, targeting and garages) to use armor segments
Speed is now expressed in increments of 25MPH
Revised weapon and equipment icons to display in monochrome monitor style
The player’s current stats as the “hero” is in the upper left.
The upper right always shows the player’s enemy in this area with their fame so you can contrast it with your own.
The armor and health display on tne target panel works now and uses the same language as the player’s armor panel.
The player’s armor and acccessories panels have been reduced in size.
Armor is now expressed in 4 distinct panels, and progresses from there.
Toot that you have entered a location.
New chatter dialogue for locals about your actions.
Revised the sprite-based smoke and explosions to use a 3D shader that can cast shadows. Still some work to do but it makes Smokescreens and columns more compelling.
VFX Cleanup for smoke and explosions
Added wisp trails to bullets
Set up vehicles and overworld entities to have looping engine sounds with multiple gears.
Revised stingers and feedback sounds. Rely less on westerns.
Desert battleground now escalates its music properly over a battle.
The UI font is now Roboto almost entirely, rather than LeagueGothic. It’s cleaner and shrinks better as needed.
The UI screens now scale up and down with resolution, so items don’t get out of whack position-wise in those cases.
Default resolution is 1920×1080. No resolution picker in Unity anymore so I have to add in-game resolution choosing very soon.
The player now enters the citadel map, which means the vehicle is seen in the city. Opens the door for more location highlighting per city function.
New icons for all currencies and supplies
Updated weapon and equipment icons to not be so color-dependent, all monochrome now.
Menus should all support keyboard, gamepad and mouse input.
Move markers now match color of the move pips.
Move markers and grid now draw through the world and are always visible.
Character and garage is cleaned up and uses new font.
Popup labels at locations now show through obstructions and animate/fade better.
Revised the opening shell entirely to be more slick. Learning what things are good and bad to do in UI as a result!
Credits screen in shell.
Announcements page can hold patch notes and other information.
Display last character and max fame reached at top.
Main menu has quit button now.
Entity params (specifically how an encounter is defined on an instance) was not being saved and loaded properly.
Randomly-generated outposts are not placed on 45 degree increments anymore (90 only)
Revised the collision on the fuel dump.
Fixed bug with radial blasts not properly choosing the right side of the vehicle to damage
Fixed bug with targeting mode being entered before vehicles are done moving (causing blank squares to be targeted)
Make multiple attempts to redraw sites if we try placing one that doesn’t have enough room.
Fixed a poorly-placed camera listener (it was parented to the camera, that was a bad idea, caused shaky audio volume)
Vehicles now properly stop in overworld on encounter.
Fixed “Get those loot” and other such bad quote generations.
Fixed up buy, sell, loading dock pages in city.
Overworld enemy now properly dies if you defeat them in the battleground
Condition countdowns were actually working backwards, so oil and such wouldn’t last more than one move. Fixed.
Itâ€™s been about a month since the last update of Auto Fire, and Iâ€™ve been focused on the content arc.Â In between hitting â€œrefreshâ€ on theÂ Kickstarter page for Car Wars Sixth EditionÂ (really excited to see car combat come surging back), I managed to assemble a build with a good chunk of stuff.
The upcoming goal is to really focus on content generation, bulking out how sectors are laid out and how quests are encountered within them. This helps draw players through the various sectors and really gives some needed context and narrative to the play arc.
Some notable elements below are a larger emphasis on characters… They are more prominent in encounters and they now are equipped to refer to each other in dialogue (which will continue to grow). The player’s “feed” takes the place of a traditional Roguelike combat log, fielding tweets by your opponents as well as residents of the current sector.
More gameplay-relevant is the introduction of highway maps between the various overworld sectors.Â These will continue to evolve and reflect the hazards of traveling long distances.Â Eventually they will be the setting ofÂ convoy missions, but first things first…
There have been improvements to Auto Fire both big and small! There was a list as long as my arm of bugs and nitpicks that I discovered when showing off the game at the Roguelike Celebration. Quality of life improvements are always crowd-pleasers, and they happen to also be me-pleasers since I’m playing the game everyday.
More importantly, I started setting an eye to a longer play arc than I have now. That includes laying the foundation for loot, health and damage that’s defined by a progression arc. This means that I can balance numbers globally, as well as more easily drop in enemies and items to the game and have the system distribute them more easily.
This may not affect your experiences that much just yet (aside from some new items dropping!) but I’m looking forward to bulking up the content soon. (If you’re impatient, here’s the download link now)
Rams are more sophisticated in their detection now! They now check relative speeds, and factor in the ram plate only when your front is colliding with the enemy.
The relative mass and levels of the vehicle are also factored into the damage that is done.
The Cricket’s Bootlegger now executes a stun burst upon completion! (Like it’s supposed to!)
Sectors are now set up to control the challenge within them! This gives me the first tools to really smoothly lay in progressively advanced content.
There are now tables that control the base amounts of health, damage, fame, item value, vehicle value, and various resource drops.
Varying the content from this baseline will help generate new content and help balancing as the content grows.
This was waaaaaay harder than it should have been, except it’s because vehicles have a fairly involved way of installing themselves on various vehicle chassis. Players do it differently than enemies, but they all use the same basis.
Loot tables now spawn based on the challenge level of a map or opponent as well. Items are now set up to drop in quickly via a spreadsheet, allowing content growth to be much easier!
Part of the result of this is that there are some new tires, engines, blast gadgets, and weapons that took a few minutes to whip up. A significant improvement.
Adjusted the fire trail from exploding barrels and vehicles to be more flamboyant.
Added physics objects to destructible entities.
Fixed orientation and camera angles of special moves.
The overworld vehicle is a tad smaller now, to better fit the other elements within.
Automap is (finally!!!) closed with the Escape key
Objective Pointer improvements!
Objective pointers now can point to things that can be killed in the map if there are more than one.
When there are multiple objective targets, only show the ones that have been seen so far.
Pointer flashes regularly and is pushed slightly further inward for better visibility.
Pointer starts in the center and moves out when changed.
Revised the feel of the ground, leaning a little bit in the direction of more detail. I don’t want it to get too busy but it was blandtown.
Experimenting with grass, textures, some more boundary variance, and so on.
Outposts now have some slightly more interesting walls.
There can be breaks on multiple sides, and now the break isn’t always predictably on the south end either.
There are some corner variants now, just to mix things up.
The walls have a bunch more variance and they are not always rail-straight.
Wanted a little more verticality, so I made the guard tower and water tower taller.
Physics objects like exploding cars now have sounds when they collide with the world!
Some sounds are no longer affected by slowing down time, because they sounded pretty dumb (like the “clink” of a dropped item)
MasterAudio (my sound system) was logging all sounds, spewing into the text log. Turned this off, which could improve performance slightly.
It turns out I wasn’t reading my data files in an internationally friendly fashion. PC’s with Russian language, for example, would have empty levels and no weapons. Derp. This should be fixed with new parsing improvements. Hopefully Russian computers can run the game better now!
When attacking with a ground-only weapon or special move, don’t snap to an enemy.
Vehicles now have their special moves and speed perks built-in as vehicle defaults. This makes them not part of the inventory and not removable.
Fixed some targeting issues caused by weapons with a minimum range calculating incorrectly.
The Steamworks library has been added to the game! It doesn’t do much yet, but it’s a start!
The game has been updated to Unity 2019.2.9f, and now uses Unity Plus. This means no more Unity splash screen for extra Pro Points(TM)
As always, you’re welcome to try out the current build at Itch.io!
It’s been a couple weeks since the last build, but a lot has happened due to things that I’ve wanted to get in for the Rogue Celebration 2019â€‹, which I’ll talk about in another article.
For Auto Fire, RogueCel primarily meant that I had a lot I wanted to do in proving out playstyles. This manifests in the player’s vehicle chassis selection… It includes speed perks (passive effects triggered when driving at 60 MPH or higher), and special maneuvers (gas-consuming all-in-one moves that launch the vehicle to a new location and affects everything around it.
As always you can check out the state of development for free on Itch!
Cached Line of Sight: I used to do a pretty dead-simple Line of Sight test… I traced from one tile’s center to the other. Sounds simple, but there are a ton of edge cases that come about from testing that way.
To get it right requires a couple extra tests, primarily tracing to each far corner of the tile.
This allows you to see tiles that are partially obscured by walls, as well as being able to target walls themselves (such as when shooting the destructible outpost borders).
To reduce the load of this, I cache the results of these multiple line traces in all directions out to 15 tiles (this is tunable). That way I can look at the offset from the viewer and quickly retrieve all the tiles I need to query for blocking. Is it done in the most efficient way? Not yet, but it definitely is an improvement so far.
Improved item gathering: Vehicles now automatically pick up items from the ground adjacent to the vehicle, rather than requiring the radar to be used. It feels so much better!
The player also automatically picks up adjacent items in the overworld!
One thing I really needed was to introduce more playstyles for players to choose from. I decided to bake in special abilities into various vehicle chassis.
To facilitate this, I created the ability for equipment to have passive effects when installed, and remove them when uninstalled.
Effects have an ambient effect on their target, and can also trigger gameplay or visuals as a result of having triggers on its target… such as being hit, losing control, or colliding.
Vehicles now have two new equipment slots (which are not player-editable): Speed Perk and Special Maneuver. This equipment will in most cases be baked into the chassis itself when used.
A minimum speed can now be defined for effects, allowing for things like speed perks which trigger whenever the vehicle is traveling 60 MPH or over.
The stun condition keeps an AI (or player) from firing or controlling their movement until it wears off. This means pedestrians stay in place while vehicles will continue forward at their existing speed (or until they hit something).
The focus condition increases the subject’s ability to hit targets and inflict crits.
Turret fire (the F key or the gamepad triggers) now can launch any weapon or special ability. It also won’t attack the ground the way it used to.
Ram Blast (Stallion): Speed perk that triggers an explosion whenever the vehicle collides at high speed.
Ram Piston (Stallion): Special maneuver that launches forward and bashes through the selected target, knocking it aside.
Advanced Radar (Stallion): The Stallion has special radar that has a bigger radius than other vehicles.
Hyperfocus (Panther): Speed perk that increases the hit and critical chance when at high speed.
Jet Thruster (Panther): Special maneuver that launches forward and puts the car at max speed, leaving a trail of fire behind.
Jet Wash (Cricket): Speed perk that stuns vehicles and foot soldiers that are passed at high speed.
Bootlegger (Cricket): Special maneuver that launches forward and spins the car around, ending with a large stunning pulse.
Note: Special Maneuvers all consume gas!
Created new shader for the fog of war that scrolls and has interesting edges.
This was only my second or third foray into Amplify shaders… It’s been great to be able to the work in the editor rather than have to code them, since I really did a lot of experimentation here.
The main goal was to create something more dynamic on edges and more particular to have fewer tiles obscured by half-opacity textures, which made things feel extra floaty and mushy on a large part of the screen.
Destroyed vehicles now do not fly into the air as ridiculously far. It was fun but you often never even saw the vehicle because it flew so high.
Adjusted the color of the ordnance and gas can icon and model to be more prominently colored, so they are easier to spot.
Added glinty materials to pickups to make them catch the eye better.
This is mostly by cranking up the brightness of the specular in the toon shader I’m using for gameplay objects. It looks pretty nice when the objects spin.
Adjusted the loadout of starting vehicles to match playstyles.
Updated start screen to give more description of cars.
Updated some tutorial text to match the new control method.
Fixed bug with effects such as dropped items. One symptom was smoke and oil overwriting each other. This may also eliminate some of the mysterious crashes I’ve seen.
It turns out that in a specific case I was passing a single dictionary around for effects rather than properly instantiating it for each instance of an effect. That caused some serious weirdness, glad to have tracked that down.
Fixed a problem with firing while stationary, which remained in slomo during execution.
Changed the ragdolls for humans and dogs to move smoothly.
Added audio mixer slowdown when slowing down time.
When destroyed vehicles are flung into the air, they now play sounds when falling to the ground.
Added a techy burst sound for the bootlegger.
Targeting squares are more yellow now, rather than green.
The (A) button prompt disappears when the player centers the gamepad stick.
On September 1, AutoÂ Fire was demoed at theÂ Seattle Indies Expo, a companion exhibition to PAX West inÂ Seattle, held just down the street.Â It was an exciting time and an exciting place to be, where 25 local game developers showed their stuff in a chill environment where players could interact directly with creators.Â Â
The good news for those of you who didn’t make it out there is that there are a ton of updates that came in to make that demo play well, and you can now check them out for free on Itch.io!
Made changeover of interactions in the direction of social media to start to push the build-your-following gameplay.
Fame is now “likes” and bosses now have their own followers that reflect their level of fame.
Dialogue is now flavored as a chat/twitter interface. More of this to come.
A media drone can now follow the player and take shots of their kills for extra fame. The specific drone loadout slot is coming soon.
Gamepad and Controls
Revised gamepad controls! A button drives, B button brakes, B button enters location.
D-Pad will aim vehicle weapons if not in targeting mode.
You can now select all squares with the cursor keys or gamepad when the vehicle is aiming diagonally (it had “the bishop’s limitation” before this)
Improved the inventory and loadout to better work with keyboard and gamepad. There still is a bug with the gamepad if you have a lot of items when loading out.
Gamepad buttons have cooldowns before auto-repeat.
Gamepad move marker now renders through the world if you are controlling next to a wall.
UI and Presentation
The speedometer is now centered onscreen, and the boost key is hinted when the player reaches the 40 mph “safe” speed.
Resources have been moved to the right side, and the armor is now in the lower-left, making for a less-cluttered interface.
Icons now fly to their locations onscreen with some more panache.
Easier to buy and sell in the store.
Loadout popup is easier to use.
Gamepad buttons are now prompted, and are put up instead of key tips if the gamepad is currently in use.
New key art is used for the title and loading screen.
Fixed some sounds in the store.
Cleaned up the targeting panel somewhat.
Tutorial dialogue and loading screen hints now include some gamepad hints.
Armor panel now uses an alternate visual
Offscreen objective pointer now pulses and shows over more UI elements.
There is an invisible, harmless barrier behind the exit square on terrain maps. This keeps players from moving “past”.
Loot drops now include a large variety of new drops, including some weapons with modifiers (such as high-density machineguns).
New levels of tires, armor, ram plates were all created.
The multi-rocket damage was brought down significantly, it was pretty silly.
Adjusted the price of repairs (chassis costs twice as much, armor costs half as much) and gas.
Large cities (the 5×5 ones) no longer generate in the overworld. They were cool but just stupidly complicated to get through.
Fixed some agent names so that females don’t get stuck with a male surname that looks like a first name.
Fixed some bad results from the procedural boss quotes.
You can download the newest gameplay (linked below) or check out this quick video showingÂ some of the revised gameplay/gamepad experience:
Auto Fire has been going through a lot of work focusing on making the game more approachable for someone that might want to sit down and play. This is specifically useful in preparation for the SIX show in Seattle on September 1.
In particular, I put a fair amount of work into addingÂ Gamepad SupportÂ to the game. Yeah it’s still turn-based, but driving with the stick feels pretty good.Â Here’s the quick rundown, assuming you have an Xbox-style stick:
Hold the Left Stick in a direction, and you’ll get a preview of the result:
Up-Left/Up-Right: Swerve Left/Right
Left/Right: Turn Left/Right
Down-Left/Down-Right: Hard corner Left/Right
Centered: Coast (if moving) or wait.
The Left Trigger will commit the move and advance the turn.
If you hold the left trigger you can move multiple times in a row.
The Left Shoulder will Boost your vehicle, allowing acceleration over 40 MPH.
Tap the Right Stick in a direction and you will target the nearest enemy that uses that weapon.
The Right Trigger will fire any available weapon at the nearest target, or the targeted enemy if one is already being targeted.
The Directional Pad can adjust your aim target.
The A Button will Activate an entrance.
The B Button will Brake.
The X Button activates the radar.
The Y Button brings up the Character screen.
The Right Shoulder and A/B/Y will use the appropriate Equipment slot
The Start button brings up the settings menu.
The Back button brings up the Automap.
The game is still the same at its heart, but holding a controller just immerses you just that much more, plus you’re not stretching your fingers over the keyboard.Â I’d be thrilled to take any feedback you might have on it.
In addition, there should be a lot more information in the game about speed and what direction everyone is travelling in. As is natural, a common player instinct is that if a vehicle isn’t moving onscreen (while the simulation is waiting for you to make your next move) that it is not currently moving at speed. The wheel motion, dust from the tires and indication of speed changes should help you digest what the simulation is up to!
As always, there’s another grab bag worth of things that happened along the way:
The HUD adjusts the key prompts based on whether the player is using the keyboard or gamepad.
Radar now uses the R key (and resides in vehicle equipment slot 4). It has a separate spot on the UI.
Enemies now do not shoot every possible chance they get (rather than move). They are just as likely to try maneuvering than shooting.
Improved AI will not try to move directly in front of your vehicle anymore. This was really frustrating because they’d keep forcing you to maneuver around them to keep from colliding, rather than shoot them.
Enemy cars are more likely to get moving rather than sit-n-spin.
Fixed issues with auto-targeting with specific weapon sides.
Adjusted some female surnames so I avoid generating women named “Scott” or “Howard”
Control remap interface is temporarily disabled until it can be properly revised.