I've spent a few hours to find out that most of the changes are for the
worse.
the good:
- the color schemes now change like in the pre-build version, awesome!
(big halo effect, but can't be recorded as a photo, why?)
- the zone craft integrates at start
the bad:
- the color scheme of MACH1 got some pebbly equalizer effects, a really ugly
design choice (has to be seen in motion)
- the color scheme of SUPERSONIC got some Lemmings walking on
top of the equalizer's amplitude seen on billboards
(nice thought, but it completely offsets the color scheme for SUPERSONIC!)
- the color scheme of SUPER ZEN has a bug on its equalizer, which can be
clearly seen a few meters in front of the craft, anyways watch it in motion
the very bad:
- all color schemes now suffer from an overexposed white haze, almost
completely eating away the contrast, half of that might be enough
- the piep sound on low-shield has changed, it doesn't hold up until
zero energy, which takes away a lot of the thrill near the end of each
run before the craft is going to disintegrate
the ugly:
- the zone glitch is still on and also the leaderboard hasn't been fixed
Despite the halo effect is pretty cool it doesn't compensate for the bad
things. There is also no new color scheme upon entering zone 100.
All in all, I feel rather sad....
Did they ever tested the update?
EDIT0: About the new handling of the zone craft.
First off, I took my time to really explore how the handling has changed
for version 1.30. I will give a simple physical explanation of the changes,
despite I don't know if SL has implemented it in that way, but at least it
feels a bit like that. I think they use a mix of physics and tweaks to make
the game fun.
In a closed physical system (one without external forces) the angular
momentum is conserved / constant over time. For example, assume that
the craft rotates about its vertical axis by its very own, then the angular
velocity will increase if you pull the weight of the craft closer to the axis
(similar to the angular acceleration of an ice skater). The same effect gives
mid-engine racing cars a better conering agility, since they can change
direction much faster, but they suffer from other problems due to this
effect (i.e. an increase in instability on braking from very high speeds).
From a physical point of view, the weight distribution of the zone craft has
changed such that you can corner much better now. It's much easier now
to change direction of the zone craft which equally leads to a better control
of its stability (or the lack therof).
What does that mean? Well, running into very high zones requires you to
make a good prediction of where the craft goes next and likewise adjust
the steering accordingly. With version 1.30 you now need a less good
prediction for running your current records, because you can now adjust
the steering much more quickly. Otherwise stated, you can now run a few
zones more without changing anything. On ANULPHA PASS I've found out
that this translates to an increase in 10 zones. However, that rule of thumb
doesn't hold for very high zones, like zone 120, because the new steering
behavior diminishes much faster as the speed increases. Anyway, it helps.
Before version 1.30 I stated that zone 125 would be my limit superior, not
knowing if I could ever attain it. But now I'm rather confident to do a 125.
Talking about zone 130 is a bit too early yet, but....
Btw; I did the current 120 zone record with version 1.26.
All in all, the new handling will have some interesting consequences, such as
- more people will get the zeus trophy
- zone 100 should be no problem for those who can run zone 90+
Having more guys in the hundreds increases the likelyhood of getting a
new color scheme upon entering that zone!
Btw; Due to the new handling, turn 1 on ANULPHA PASS is a bit easier
now (up to a given speed, of course). Counter-airbraking the craft on
the exit of turn 1 works much faster now, which leads to an incease in
stability. And you can even damp down a 'pendulum motion' of the craft
much more quickly.
Personally, I like the changes whereas the new handling feels a bit too
arcade now, but it will add to the fun coz WipEout HD never wasn't meant
to be a simulation.
One more thing. Due to the new handling, the ZONE leaderboard is
invalidated by any means. I would voted for a full reset!
EDIT1: Be sure that they have removed even more from the ZONE mode.
Here is another example; What about that funky synthesizer inside the tunnel
of MOA THERMA after the overpass? Hasta la vista!