Hello knights!
As promised last week, we are finally unleashing the newest update to Carnage Kart X!
Below is a detailed list of almost everything included in this update (though I may have forgotten a couple small details here and there), but it’s a fairly thorough overview of the changes for those interested.
Content Update List:
- Added 3 new stages and accompanying races as well as a new way of unlocking stages based on achievements in the game
- Updated the previously included stages with new textures, enemies, and general flow of gameplay (some more than others)
- Added cosmetic items that can be unlocked by achieving different gameplay milestones in the game (example: achieving a certain amount of kills, certain amount of races completed, etc)
- Added multiple new enemies to stages
- Updated Racer AI to improve the racing experience
- Lowered time that the reward wheel stays on screen and the accuracy of the visuals for the amount of gold on said wheel
- Changed particle size and duration of chest prizes to improve visibility when getting challenge rewards
- Changed portal color of enemy spawn-in to improve visibility overall
- Changed blood VFX particles to go transparent over time to help visibility for both normal and low blood options
- Flipped image of controller in the “Controls” menu to make a little more sense
- Increased speed of data summation after stages
- Increased Fire rate of the base magic and bow weapons
Fixes List:
- Fixed blooming of light in the Dungeon stage and in challenges
- Dungeon Stage enemy racers no longer getting stuck on the bridges
- Fixed “Shard Acquired” text typo and it getting stuck on screen when pausing
- Dead zone in Cemetery level where no spawns were occurring fixed
- Fixed camera spinning issue when using spin attack while using different camera perspectives
- Sound effect fixes for the totem missiles
- Made triangle grind challenge a little more realistically completable
This update had a focus of adding content to play through, making unlocking levels more compelling, and improving visibility for players while maintaining the chunk-tastic experience of clobbering through hordes of enemies, all while fixing technical bugs found.
We’d like to thank everyone who played the initial release, giving feedback about their experience and letting us know what we’re doing right, what we could improve on, and what could be done in the future. We can’t implement every suggestion of course, and some changes take longer/are more difficult than others, but ALL feedback is welcome, appreciated, and definitely helped shape the update and the improvements we included in today.
So please enjoy the update and feel free to keep letting us know your thoughts!
Alright, that’s all for now. Until next time!
- Zach