So, 1.1 is way more radical than we thought it'd be.
Non-speedrun changes:
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Minimap
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Changed online
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Speed stat is the same, but acceleration stat is changed on fulcon
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Whatever other fixes Shin'en listed
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Boost in midair is capped
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Strafe doesn't drop speed anymore.
Speedrun changes:
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RLG, the current way we do it, doesn't work for two reasons: ¤ Reverse detection seems to be based on your speed backwards now. ¤ There are checkpoints all over the tracks you have to cross.
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Scorpio Circuit: RLG fix probably nothing left
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Alpine Trust: RLG fix
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Mueller Pacific: RLG fix
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Chuoku City: RLG fix. Right side jump stills works, but you have to pass some obstacles. Not sure if it's faster now. Mick tested left side, but had some problems with it, I think.
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Zvil Raceway: RLG fix
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Sunahara Plains: RLG fix. Jump between the two solid obstacles off-track to trigger a lap doesn't work because of checkpoints.
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Kamagori City: RLG fix.
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Daitoshi Station: RLG fix. Can still climb the wall to go OOB
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Storm Coast: RLG fix. First jump for lap trigger doesn't work. Second one needs testing, probably doesn't work.
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Kenshu Jungle: RLG fix.
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Sunahara Desert: You can still jump over both the dunes and the edge near the goal, but because of checkpoints you won't get a lap. And if you do the second jump you have to go back to trigger the checkpoint or you're counted as going reverse, and no lap count.
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Avalanche Valley: RLG fix.
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Sendai Outpost: RLG fix. Treeman jump still works
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Willard Mine: RLG fix.
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Cevo Canyon: RLG fix.
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Hibashira Speedway: Jump before the end(E_Dragon's) may work.
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Side dashing/strafe boosting, still works, but feels slightly different.
Post anything else found and I'll update the list.
Boosting in midair is capped.
While using strafe, you now don't lose speed anymore.
Good thing I didn't update ^^
Load times seems to have been greatly improved. I haven't streamed runs in 1.1 yet, so I'll compare times between non-delayed timer and delayed timer from runs of 1.0. Checked on Scorpio Circuit.
But; When I did runs on 1.0 I had the timer at a delay of 1,5 seconds as that's about how much delay the capture has to OBS studio on my laptop and from I hit A and started the timer at the start of the run, the timer would be at around 5.5-6s after the loading ended(from what I recall), essentially having a time at around 7-7.5s load. And I did an offline run now where I had no delay on the timer and it hit around the 4.5-5 mark without a delay. So Scorpio has an about ~2.5s better loading time in the new patch, and I can imagine the other tracks have improved loading times as well.
Note: This was done on pre-loaded Scorpio Circuit(As we usually do before a run).
Edit: Tested again with the timer set to a 1,5s delay, and again the difference is ~2.5s. Also note there's definitely some human error in the timing, but it's roughly about that difference from what I could see. Not that the exact amount of timesave matters, though there is a significant timesave on loadtimes alone.
Edit2: I should be able to go back in vods and check the time the other tracks load as well, but I'll do that later. Probably around after the 25th.