- Training now shows clearer health and progress bars, including your current value and the amount expected from the next healing or training session.
- Health bars now show the actual whole amount that will be recovered, rather than a decimal hourly rate, so the preview matches what players care about.
- Group training now targets the skill furthest from its optimal value, instead of allowing tiny hidden atrophy to randomly consume training gains.
We know this has been an annoyance for a long time, e.g. where a driver appears to have 100% on a given skill but could be 99.9% due to atrophy between races. That was confusing and felt like wasted training. This has now been fixed so the selected training group looks for the skill furthest from its target and applies the gain there first.
The new bars are intended to make training easier to understand before spending training or healing. Health shows the current value and the amount that will be added at the next healing step. Progress shows the current training progress and the expected progress from the selected training multiplier, so players can see what the next session is likely to do before confirming it.
League Search Improvements
- Activity levels are now shown on the League overview, making it easier to judge how active a league is before joining.
- You can now tap manager/rank and rules areas for more detail, including who is in the league, their ranks, and what each rule means.
- League filters now behave more naturally, with race time used as a preference and results prioritised by the closest matching time.
These changes should make League Select much clearer and more useful when choosing where to race. We know players have wanted better League filters for a long time, so this update is aimed at making it faster to find leagues that match your preferred schedule, activity level, and style of racing.







