Announcement - state of this mod
Hmmm.... the 1.3 post was apparently a figment of our imagination
at least for the second...
However the devs are at some event this week - and the 1.3 patch must be close to being done - so I assume These two 'incidents' may arrive simultaneously. As such, I'm going to continue to wait for thier 'PR event' before working on an update.
Sorry that it's all taking so long for my regular users - you've all got saves that are still on hold - but given we have now had a glimpse of the future - I believe it's better to wait as they're not far in the future.
The patch notes we "didn't see" were extensive and could well require a 'new game' anyway to take advantage of some features.
So yeah
thanks everyone who has been waiting patiently. I hope you're looking forward to this major update from the Devs - though the full patch notes are not visible to us, they really did contain some interesting points.
I expect when the beta hits, I'll have my hands full reassessing the features and how they interact with my mod. I expect a lot of the 'difficulty' related aspects to remain the same - but look forward to adding in my new features (marketability overhaul, grip level actually improving lap times, possible refining of fanbase if they've not done it already). I expect with the new systems the devs are adding, I will find lots of other avenues to mod too...
But what this means for you all now - is that some of you may want to consider letting go of your old saves and starting a new career with the new patch.
So while I am not going to release a full update for some time it seems (I assume I'll spend most of the beta analysing and playing and designing - and waiting for it to go main before updating - and maybe spending more time on new features) I'm going to be bored twiddling my thumbs.
So I am going to be making some 'mini mods' to the game - which will focus on Testing some gameplay elements I want to see rebalanced (and see if they're worth adding to the next release). I'll probably be posting some links here and there to ones i need to see tested, and hoping that some of you will join me in experimenting. They're going to be stand alone and focusing on a couple of areas - things you can test over a single season.
I for one was talking with Brian yesterday about the fact we've never seen a fully wet race - and as such maybe we can change how the climate and the weather curbs work to add some interest to the weather system. Coops also sent me a list with serveral ideas which I am looking into and considering action - for example, he rather setup has more impact but wants to make it harder to get a good one... to which I am thinking "can I remove the 3 x smiley faces which tell you how close you are" - as this leaves you with a average percentage on total setup - and not nformation on which of the three areas need to be improved. It's going to make it harder as you're purely relying on driver feedback (which I hope will be correct).
I'll probably put out my 'Marketability' adjustment tonight/tomorrow for you to play with and check the balance of it (where's total marketability is relegated to current team position).
In addition, Brian already has a small mod adding about 30 new traits to the game - having a few testers would sure help him out. If all his traits work well, I believe that his intention is for me to add them to the mod (they're already balanced to my other personality trait tweaks). I also know he's working on some other 'tyre and race length' components and if that goes well, I'll be happy to introduce those changes too.
So yes, instead of sitting idle - I'll be working on these new areas. I hope you'll continue to be patient and I apologise for the wait - which I am sure will be worth it. And as always, all testing and feedback is appreciated.