

Wreckfest 2 has received Content Update #04 bringing several new additions and gameplay improvements.
The update introduces the Crap-it customization tool, which lets players modify their cars with rust, dirt, damaged paint, decals and other details, all visible in multiplayer. A new European folk racing car, the Buggy, joins the roster and the classic track Crash Canyon has been fully reimagined as Crash Canyon 2.0.
Gameplay also sees a number of enhancements, including smarter AI, improved car handling and suspension, more realistic tire simulation and collisions and reduced twitchiness in lighter cars. Loading times have been improved and multi-monitor support has been added, along with other improvements to overall performance.
Content Update #4 also includes more fixes for gameplay, AI, audio, online features and more. The full patch notes are listed below.
SYSTEM
- Crash fixes and stability improvements.
- Improved shadows.
- Car loading optimizations.
- Improved input handling.
- Support for extreme resolutions (multi-monitor setups).
- Reduced VRAM usage on low resolutions.
- Added GPU crash reporting on Nvidia for better crash analysis.
ONLINE
- Improved multiplayer input handling precision with server jitter buffer and better network time synchronization.
- Improved matchmaking QoS measurement to reduce chance of players getting matchmaked into wrong region.
- Cars are no longer unnecessarily reloaded between switching tracks in multiplayer.
- Quitting a server while track is loading no longer results in incorrect track loading screen being shown.
- Implemented tire and engine temperature network synchronization for telemetry use.
- Added dedicated server telemetry support – server can send specified player ID’s car data in main packet as well as participant packets.
- Added sector times to multiplayer telemetry (was already supported in single player).
- Event rotation config is now saved to the server save folder and is both changeable and configurable at runtime.
GAMEPLAY
- Increased simulated tire resolution.
- More precise tire collision, improved deflection and better surface normals.
- Revised all cars’ suspensions for more realistic response and better handling.
- Increased tire behavior consistency between cars, with light cars in particular now being less twitchy.
- Fixed a bug which caused stability control to be partially enabled even when fully disabled by user.
- Reduced throttle sensitivity at low RPMs to make throttle application more fine-grained and less on/off.
- Improved engine startup in high gear, greatly reducing time it takes.
- More realistic engine behavior below idle RPMs so it’s easier to stall with manual clutch.
- Fixed player car AI control not using automatic shifting.
- Improved front shock animation for visual suspension.
- Increased visual damage (deform) precision, should yield less glitchy results.
- Fixed a bug which caused lingering damage to the car after restarting an event.
- Improved driver deformation to keep it inside the cabin.
AI
- AI now better matches the selected difficulty level so Novice and Amateur AI is easier.
- AI starts the races more naturally and does not dive into the racing line right away.
- Various improvements to AI turning and jump preparation.
AUDIO
- All cars: Exhaust limiter one-shot sounds now become increasingly muffled, the more the pipe exit is pointing away from camera.
- All cars: Reconfigured response of exhaust sound models against physics throttle pressure (IMEP) for slower rate of change through mid-range throttle. Effectively offsetting sound transitions between partial and full throttle to require slightly more throttle input than previously.
- All cars: Re-designed all starter motor sounds to track physics simulation throughout the start sequence, to add more dynamic behavior to sound.
- All cars & manual clutch: Fixed issue on all car sound models where engine idle would go silent while engine is stalling.
- Bravion & Gizmo: Implemented dynamic effect to car exhaust sound that is applied during partial throttling (constant speed), to more precisely replicate tonal changes that are present in the original source car recordings.
- Crusader: Fixed pitch tuning issue between engine & exhaust objects which occurred during over-revving (money-shifting).
- Rammer: Versioned motor start assets for slightly longer duration.
- Switchback: Fixed minor pitch calibration mismatch between engine & exhaust sound objects.
- Added a bunch of new starter motor models to pool of shared engine objects.
- Mixdown, cockpit view: Adjusted track-object-to-car collision mixdown for more dry sound (less cockpit reverb).
- Mixdown, driver view: Fixed configuration issue that caused car engine sounds to play at a very low volume compared to other camera angles.
- Target car tire: Added tire roll & slide sounds for Offroad_Foliage and Offroad_Rocks materials.
- Target car tire, rim (damaged tire): Adjusted lateral slide screech intensity and response on asphalt surface and overall mix levels.
UI
- Minor UI improvements.