We are pleased to announce the first pre-release version of the upcoming 0.8 release, namely SuperTuxKart 0.8 alpha, available from:
https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart/0.8alpha/.
Please note the following:
This is not the final version of 0.8 and thus contains more bugs, unfinished translations and is meant for testing and feedback. If you want a stable and polished SuperTuxKart experience, please download 0.7.3 from our website.
If you have installed SuperTuxKart previously, you will lose your previous highscores and challenge progress. Do not install this version in the same folder as any previous installations, and do not install a previous version in the same folder as this version.
When reporting bugs (https://sourceforge.net/apps/trac/supertuxkart/report/1), please check if it has already been reported and remember to add the necessary details to your report (whether you can reproduce it, under what circumstances you can reproduce it, operating system and hardware details, ...).
The most important changes from 0.7.3 are:
- Story mode and new challenge set
- Improved AI
- Skidding and better collision physics
- Reverse mode
- New green valley track and Blackhill Mansion track
Thanks to their authors Wolf and samuncle - Updated XR591 track, Fort Magma track, Updated jungle track thank to samuncle and auria for their work
- Updated menus
Besides general feedback we are especially interested in the following areas:
- New skidding: Note that the skidding works completely different from the old 'sharp turn' key, and that it will take time to get used to it. Please try a while before you form your opinion, you have to 'unlearn' the sharp key handling! In certain curves it is now necessary to brake in order to take them. If you skid for a short while you will get a boost when you stop skidding, so this has to be taken into account.
- AI levels: The AI is significantly stronger now, so much that we actually had to make it easier, since we were struggling to beat the AI on hard. We have particularly problems with judging the easy and medium AI, but are very interested in every level. Level 'hard' is expected to be quite a challenge, whereas 'intermediate' should be challenging but not frustrating for the average layer and 'easy' should be suitable for new players or younger players.
- Challenges: The challenges are now integrated in the story mode, and support three difficulties for each challenge. Again it's very difficult for us to see which challenges are adequate, and which aren't. So we would be very much interested in people doing a complete play-through of all challenges at a certain level, and provide feedback which ones are too difficult, too easy, or right.
Happy testing
Your STK team