DriftNitro

DriftNitro 2.2.12

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This update is more of a "strategic update". Most races in earlier versions are entirely dependent on if you can mash out Nitros to maintain high boost stacks. This update rebalances many things so that there's more of a focus on general racing, while also allowing players to make recoveries given the chance.
The changes:
* EX Bonus now affects your boost speed, represented by a percentage to the right of your meter. This is known as the EX Boost.
* The EX Meter can now be filled faster depending on your speed.
* The EX Meter now works under the same system as the Nitro and Blue Meters, working under a decimal system.
* Many factors of the Nitro Meter have been reworked, including a slower default rate.
* Respawns give you a boost for 7 seconds, as respawning used to be a very painful punishment, especially in DriftNitro.
* The amount of Blue Meter you get from drift boosts are increased.
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Very likely to be the last update for a good while, save for potential hotfixes. Because of that, we've polished up the mod into a state that we can feel is truly "complete", coming with it some rebalances and changes:

* Extra slots have been rebalanced: 4 slots are exclusive to 1 speed, while 2 and 3 speed get 3 slots. 4 speed only gets 2 slots, like speeds 5 and above in earlier versions.
* The Blue Meter can now only be filled via drift boosts. This makes Blue Nitros more of a rarity.
* Introduction of the EX Bonus and EX Meter, replacing the previous catch up method, which was not very reliable and was prone to behaving strange.
* Addition of crossmod-friendly features, these being a global Nitro consumption function and a flag for course gimmicks.
* Overall fixes and map compatibility.
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* Added a delay between getting a Nitro in the first slot and being able to use it. This was due to a bug with Nitro usage where hitting it on the exact frame you get one would not be considered "using" a Nitro despite the item itself being used.
Another update this week, this time nerfing the Crash Gauge to prevent reliance on (and abuse of) it:

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* Crash Gauge now only outputs 30% of the percentage generated on a wall hit.
* Once the Nitro Meter fills up, Crash Gauge will no longer fill up the bar for that duration. This also applies to Crash Gauge activations from a spinout.
* A system is now in place that makes the output percentage of Crash Gauge lower with each bump within a certain time. After 6 or more bumps in this time period, Crash Gauge will refuse to function for a set time.
* Redone the HUD (again), altering the timer that tracks the blue bar delay.
* The timer now tracks your general boost time, and any active boost stacks. This version of the timer is called the "Boost Monitor".
* An alternative version of the Boost Monitor is available, try typing dfm_setboosthud follow or dfm_setboosthud legacy in-between races. (using numbers (1 or 2) also works)
* A custom bumpcode is now present, toggleable with the command dfm_bumpcode on/off
* The main gameplay has not been changed outside of some bugfixes with Nitro usage.
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After a full month of development, DriftNitro v2 is now released, revamping many of the mechanics.

Since the release of the first version, we saw that many of the mechanics either didn’t fit, didn't adapt well into SRB2Kart, or simply made the mod too unbalanced for competitive play. Since then, after many experiments and tests with new mechanics, we’ve redesigned and revamped almost all of the mod itself to better resemble KartRider (the source inspiration, and the basis for the mod’s main gameplay).

Changes:
* Sneakers, Rockets, and Hyudoro are no longer the items you obtain. In their stead are Nitros that come in 2 varieties: red and blue. Red Nitros turn blue when you max out the blue meter, giving you a boost that lasts much longer than the standard boost.
* Your custom button now swaps between the two Nitros. It’s best used to move blue Nitros to the other slot, saving them for later use (you can set the swap sound with dfm_setswapsound).
* There is now a delay and gradual increase applied to the blue meter when boosting. The cooldown is shown with a timer on the screen appearing and a third green bar depleting.
* Crossmod compatibility with Ashnal’s Kart Slipstream/Drafting, including “SLIPSTREAM” text appearing on your meter as you charge up a slipstream boost.
* The slot count has been reduced to 2 for all characters above 4 speed, while speeds 2 and 1 get a fourth slot, and speeds 3 and 4 have 3 slots. This change is mostly for balancing.
* The sliptide rate is now an adjustable custvar, “dfm_setslipfactor”, defaulted at 1.66.
* Addition of the Crash Gauge system, where hitting a wall will immediately fill your orange bar a specific amount. A cooldown is attached to each Crash Gauge activation to prevent players from using it to gain free Nitros.
* Addition of the Pity system. All players behind 1st have their Nitro meters increase over time at a speed based on their position.
* Addition of the Boost Bonus system, which speeds up your Nitro meter by a percentage should you either be currently boosting or above 110% speed.
* Addtion of meter scaling based on a player's speed stat. Accel characters get the highest bonuses, while Speed characters get the lowest.
* Default rates have been changed overall.
Adjustment to dfm_getinfo's text to better explain how anti-smuggle works.
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