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1.4 Dev 2 now availableFeb 23, 2024 - Community AnnouncementsThe major update to 2280 has begun and we're now ready to push out the first part of the changes. 2280 was originally implemented as a cheat mode for fun which has fallen very far behind in quality compared to the rest of the game, so with 1.4 being our last major feature update we're spending the time to re-implement it. In a future content update we'll start to introduce dedicated content for the mode too. The physics mode selector is now in the custom race menu. And yes, it'll save your selection between game sessions! Playing development builds Right click BallisticNG in your steam library and go to Properties Go to the betas tab on the window that opens From the dropdown select development. If the update doesn't automatically queue for download, restart Steam Once you have opened the game, the version at the bottom right of the menu will read 1.4-d7 Notices Camera option changes We've recently updated the camera options to be per camera mode, instead of the previous physics mode based FOVs and global settings with random specific mode settings sprinkled in. Every camera mode now has it's own FOV and offsets, and any mode specific options are now organised with the respective modes section in the menu. Because of these changes, the names of old camera settings in the ini file have been updated so everything will be reset to their defaults. The 2280 Update Part 1 Part 1, this release, is the initial set of changes to the mode. We've laid the groundwork and have begun setting up ship stats. Let us know what you think! 2280s physics are now mostly separated from 2159, which has given us the opportunity to implement everything in a much cleaner and more modern way. Some parts of the physics like the ships thrust and various track bound related behaviours are still running on the 2159 code to keep that consistent, but pretty much everything else is new. Part 2 Part 2 will be focused on exposing the new ship stats to the modding tools and separating out game mechanics like weapon absorption to be available everywhere. The goal is for 2280 to become just a physics mode, with the game mechanics becoming options which let you mix and match whatever you like. This includes being able to do things like have weapon absorption and pitlanes enabled at the same time in any of the three physics modes/ We'll also be working towards 2280 having leaderboards, and for this we'll be setting up 2280 to use the afterburner and pitlanes as the default configuration, like with 2159. Changelog (since 1.4-d4) 2280 2280 is now mostly separated from 2159, and everything that has been separated has been rewritten from scratch Hovering is now handled with 4 hover points which apply torque for track alignment Full physics zone support (Kuiper Overturn fixed) The chase camera has been rewritten and now has several options to customize it Collisions have been rewritten and now include visual / audio feedback when hitting the track floor Added 2280 specific stats for various p...1.4 Dev 1 is now availableJan 6, 2024 - Community AnnouncementsWe've kicked off development of 1.4 and to get things started, we've been working on some modding features alongside some general features and improvements! Playing development builds Right click BallisticNG in your steam library and go to Properties Go to the betas tab on the window that opens From the dropdown select development. If the update doesn't automatically queue for download, restart Steam Once you have opened the game, the version at the bottom right of the menu will read 1.4-d4 Notices Legacy Layout Creator Depreciated 1.4 is depreciating the legacy layout creator. It's still in the game and can still be used to create tracks, but has been tucked away so layout creator 2.0 is the focus. The legacy layout creator can now be accessed by using the mod_legacylayoutcreator console command. Note that it isn't being removed entirely as this is a feature that's important for backwards compatibility. Unity Tools Update If you're making mods, you can now download unity packages for development builds of the game: https://github.com/Neognosis-Workflow/BallisticNG-Unity-Tools/releases/tag/1.4 All changes to releases towards the current major version will be documented on this release page. Overview Ship Lua Scripting The game's Lua implementation has been extended to ships! These enable you to do anything you can imagine, from setting up additional cosmetics to adding new mechanics and physics! Like with custom track lua scripts, these are sandboxed so they're confined to only doing stuff inside the game. Download the latest Unity Tools to get started with ship lua scripts. Documentation: Creating Lua Runners Ship Functions Reference API Reference Trkd files Trkd (Track Data) files are a new addition to custom tracks which allows menu data to be provided with the track. Trkd files are compiled and placed next to your tracks trk file. When present, the game will load everything it needs from the trkd, instead of going through the lengthy caching process. Trkd's can also be embedded into Wtrk files, and will be automatically added / updated if they're next to the Trk when creating / updating the Wtrk. It's safe to distribute both Trkd and Wtrks with embedded Trkd files to the current public stable release (1.3.3). Older versions of the game will just ingore the files. Also note that while Trkd files are not required and the game will continue with the current cache process without them, we highly reccomended you start shipping them with tracks as they offer similar load performance to the old system but without the extremely long load time on the first game launch. Download the latest Unity Tools to start building Trkd files. Reload mod content in-game It's now possible to reload mod content without needing to restart the game! Use the new mod -> refresh content button on the menu to start the refresh. This will remove mods that have been deleted, register mods that were added and will also handle content being moved between folders. Steam Deck / ...BallisticNG 1.3.3.1 is now available!Dec 5, 2023 - Community AnnouncementsHey everyone, here's a small update to address some issues brought up from the GOG side of things. Your in-game profile is now decoupled from launchers and can be freely changed however you see fit using the new config -> profile button on the main menu. If launching for the first time with a launcher running, the game will still pull your name and avatar image from there. A reset button in the new profile menu will let you automatically reset it to the launchers account name, or local defaults if you're not running a launcher. Your avatar image is now cached to User -> Cache -> ProfileImage.png. You can update this image to be whatever you want, and it'll show up on the menu the next time you launch the game. If you run without a launcher, a default image will be cached. Finally, the multiplayer name text input has been moved to the new profile menu and like with your local name, can also be reset! We're going to be expanding the new menu with more functionality in the future for 1.4. We've kept the scope of it for this update fairly limited to maintain stability while we begin work on the new update. Changelog Options Added config -> profile to the main menu. This opens an overlay menu where you can configure your profile. Moved multiplayer name input field to the new config -> profile overlay. Engine The profile name is now a preference entry, which is stored in User/Config/ini/preferences.ini, and is only set from Steam / Galaxy when a profile name isn't available. The profile image is now loaded from User/Cache/ProfileImage.png. This image file will be written to using a Steam / Galaxy / default profile image if not present. Fixed issues with processing GOG Galaxy leaderboard entries if the requested entries do not exist Fixed all preference options, with exception to first startup, not being saved or loaded User Interface Tips mentioning the Game -> Assist menu now correctly mention the Game -> Access menu. BallisticNG's 2023 trailer reminds you there's a great Wipeout homage on PCNov 23, 2023 - Rock, Paper, ShotgunEvery so often a new game surfaces that aims to be a successor to classic, stylish, mid-'90s antigrav racer Wipeout. Released back in 2018, BallisticNG was among the better attempts, managing to capture the speed and a little of the style while hewing close to the chunky polgyonal style of the PlayStation 1-era original. Fast Forward five years and BallisticNG has been regularly updated since that initial launch, and a new trailer to mark its release on GOG is keen to brag about Read more BallisticNG 1.3.3 is now available!Nov 22, 2023 - Community AnnouncementsWith BallisticNG 1.3.3 out of the door, we've now wrapped up 1.3 and are ready to move onto 1.4! Originally this is where we would have moved our main focus onto the game's Switch port, but as we have had unfortunately announced in September, Unity's actions and TOS terms moving forward makes this a risk for us within the time frames that we're operating within. We're still working on the PC version of course, and we'll start rolling out development builds for various 1.4 milestones as they're reached. New Trailer We've just released on GOG! To celebrate, here's a new general trailer: https://www.youtube.com/watch?v=e0vWr5aBqEU Notices Unity Tools The Unity Tools package used to be shipped with the game, but due to us changing our build process to implement GOG builds, we've changed how we're distributing this. All of the links previously provided with URL files in the modding folder have been merged into a single txt file (Modding/Links.txt), including the addition of a link to the new Unity Tools Github repository. Our documentation website has also been updated to address this change. Custom Tracks 1.3.3 completely revamps the game's section tracking system to allow for much more complex layouts to be made. Over the months we've tested the vast majority of custom tracks available to make sure the new system can accommodate for various misconfigurations, but there may be a few exceptions where tracks will want to be updated. The primary issue misconfigured custom tracks will see is an inability to backtrack after a pitlane exit due to the route exit section type not being setup. As long as you're racing as normal, this isn't an issue that'll impact you. In some rare cases, alternative routes may be inaccessible. If you've made custom tracks then we advise that you check your tracks for issues. If you find an issue that you'd like to fix, documentation for route setup can be found here, and we now also have documentation for the new tracking system here. If you have long routes that span more then 20 sections that you'd like players to be able to switch between, we've also setup a new feature, which is documented here. Overview Fixed NX2000 and Hyperion collisions With 1.3.3 we've added support for custom made ship collision meshes which has allowed us to finally fix some long standing collision issues with the NX2000 and Hyperion! If you're making custom ships, documentation can be found here. We also now have the debug_drawshipconvex console command so you can see what the physics engine sees. Just note that enabling this will drop performance, Accessibility option to disable lightning flashes We've previously implemented an option to toggle weather completely, and with 1.3.3 we've added a accessibility specific option to toggle the lightning flashes. You can now turn these off using the Game -> Access -> Lightning Flashes option! Aciknovae Rework Aciknovae has been given a major facelift for this update! An important change in this version is...Coming soon in BallisticNG 1.3.3Nov 10, 2023 - Community AnnouncementsBallisticNG 1.3.3 is right around the corner and we're aiming to get it out next Friday on the 17th. We've been working with GOG and have spent some time getting everything ready for a release over there! 1.3.3 is finishing up our support cycle of the 1.3 update with a new track, an updated Aciknovae and some other various features and improvements, so let's jump straight into what's coming: Basis Divide Basis Divide is a new track available in the extras category. It's set at the lowest level of the Aciknovae reactor, where the reactors themselves sit. This served as the starting point for the Aciknovae rework, and the spiral of Aciknovae is a direct bridge between the spaces the tracks occupy. https://www.youtube.com/watch?v=HbOmdI5VG4E {STEAM_CLAN_IMAGE}/25217624/bd6df1e29bf960d7138003d64df953abcd86b163.png {STEAM_CLAN_IMAGE}/25217624/6ec65f31ccb502aecfd3a407dcecf0f6382ec23a.png Aciknovae Update Aciknovae has been given a major facelift for this update! An important change in this version is making the reactors building feel much more like a real tangible place with a dense industry surrounding it. Aciknovaes layout has a lot of verticality to it, and the new scenery has been built to tower over you as you go through the lower levels of the circuit. With this update there's also been some tweaks to the pitlane entrances to make the pitlane less painful to manoeuvre into. https://www.youtube.com/watch?v=_Gqg3HU5nGg {STEAM_CLAN_IMAGE}/25217624/faf0d73d5cc4696534fd5f6558df11f5137acf17.png {STEAM_CLAN_IMAGE}/25217624/45877124741ff765f9dd3cf7983d0615fec2fcd9.png Reworked section tracking and route generation system BallisticNG generates information about track routes ahead of time and uses a system that is aware of where you currently are on the track to optimise figuring out where you might be next. Previously these systems were designed in such a way that made nested routing impossible, and both have been completely rewritten with this update to open up the game for much crazier track designs. This is unlikely something we will be taking advantage of internally fully, but this will solve a lot of issue for people making their own tracks! We've tested the large majority of currently released custom tracks and built the system around misconfigurations we've seen across them, however there will be some scenarios where things might be broken. Backtracking in particular will be an issue for some tracks where route exits aren't configured, however as you want to be moving forwards and not backwards this is not a game breaking issue. Caliburn Rebalance Caliburn has been a ship we've wanted to look at rebalancing for a while. It's never been used much, not even by ourselves, and is often frowned upon for use in fair play scenarios. 1.3.3 puts the teams current lore in the past, and dials the ships grip and steering stats back to make it more reasonable to fly. With these changes, Calliburn can also be used in campaigns and will show up as a regular ship ...Moving forward after the Unity debacleSep 23, 2023 - Community AnnouncementsFirst off, let's get straight into why you're reading this: What this means for BallisticNG There's been concerns about the Unity changes killing off new and existing games, so first off: BallisticNG is not going anywhere. However, Nintendo has a rolling Unity version requirement for game releases and we're already behind the threshold by two years. 2 weeks ago this wouldn't have been an issue, no doubt there'd have be some pains in updating BallisticNG to a new version of Unity again, but it would have benefited us in the long run. By the time we'll have a Switch version of BallisticNG ready, the threshold for Unity versions will exceed the new versions that Unity are pushing their TOS changes with, and we currently have no confidence that they won't try pulling another move or pushing back to their original plans under / beyond this new TOS. The Switch port is cancelled Despite Unity's efforts to recover after their PR disaster, there just isn't any trust and security for us to continue moving forward with newer versions of their tools in the foreseeable future. It comes with much frustration and disappointment that we're announcing the cancellation of the Switch version. Several years of development has gone into preparing BallisticNG technically for the port while maintaining the usual output of updates for the PC version, so this comes as a big kick in the balls to both us and everybody else who was excited for this version of the game. We're sorry that it has turned out this way, and we'll be looking at working with the console (or the rumoured Switch 2) in a future project not bound by Unity. We'll still be moving forward with 1.3.3, 1.4 and continued content support, and we look forward to bringing in community members for content development again in the future for that. What's this about Unity? A quick rundown for the uninitiated: On September 12th Unity had announced a new business model where they were removing the Plus license, introducing always online DRM to the Unity editor, will start charging developers a per install fee (the runtime fee) based on their own black box estimates after certain thresholds were met, in some rare cases potentially bankrupting companies, and took down their public Github repository for their TOS, which allowed people to track every minute change, while forcing everybody into a new agreement that applied retroactively. They damage control a few times as developers respond extremely negatively. On September 22nd they rolled back a bit. The runtime fee no longer applied to Personal licenses, now has a 2.5% revenue cap and is self reported, the TOS has been restored to Github and the new terms are no longer applied retroactively. The plus license is still gone (it's merging with Personal, but you'll need to use the new versions not released yet), and they're still introducing always online DRM to the editor. What this means for us Many developers have made statements about the changes and more likely will....BallisticNG 1.3.3 Preview is now available!Aug 25, 2023 - Community Announcements1.3.3 is the last update for the 1.3 support cycle. Before we move onto the final two tracks we've worked on some major engine changes. The past month has been spent rewriting two core components of the game's track system to lift all known restrictions with track routes to enable much crazier layout designs! We've tested all internal tracks and hundreds of custom tracks, and are now ready to roll the changes out in a preview release. The Unity Tools have also been updated with some new features. You can read about what's new on the documentation website: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html Playing the preview Right click BallisticNG in your steam library and go to Properties Go to the betas tab on the window that opens From the dropdown select development. If the update doesn't automatically queue for download, restart Steam Once you have opened the game, the version at the bottom right of the menu will read 1.3.3-d5 Public development builds are considered stable and all game features, including online components such as leaderboards, are available. Caliburn Rebalance Caliburn has long been a ship that we haven't seen being used much, not even by ourselves. The ship has a problem in that it's stayed true to the teams lore and hasn't made for a compelling or particularly fun ship to fly. This update dials the ship back a bit, bringing it's handling stats in line with Wyvern but with G-Teks grip. Speed and combat related stats have remained untouched. With these changes Caliburn is now also usable in campaigns and will show up in races with standard ships if you enable the post-release roster option. Rewriten Track Systems If you're simply playing the game then give the preview a go and let us know if you run into any issues with race positions or being able to navigate down different routes. If you're working on custom tracks, this is a topic that's too much to properly explain in a Steam announcement. In-depth documentation for the updated systems can be found here (still a WIP, we're adding images): https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/custom_tracks/track_config/section_tracking.html In our testing quite a few custom tracks don't use route start and route ends, or have misconfigured them. In the new system this misconfiguration prevents players from being able to backtrack after route exits, such as backtracking down a start grid if there's a pitlane that exits onto it. For the most part this is not a problem, as BNG is a racing game and you should be moving forward, but is something that can impact the eliminator gamemode as it supports the ability to backtrack to re-use weapon pads. If you've released custom tracks then no action needs to be taken as these are not game breaking issues in most cases, however we would recommend validating and updating your route setups if you intend to fully support Eliminator. The validation can be done in-game using the new v...BallisticNG 1.3.2.1 is now available!Aug 1, 2023 - Community AnnouncementsHey everyone, here's a small update to address some more multiplayer issues present in 1.3.2. Also since the release of 1.3.2 there is now an official dedicated server running! If you get yourself updated to 1.3.2.1, check for Neognosis Dedicated in the Steam lobby browser! Changelog Engine Reworked the game's build process. This is just a public log of us doing this, although this does bring one small public facing change: TrackCreatorCommands.txt renamed to Legacy Track Creator Commands.txt. User Interface Added Play button to the leaderboards menu. This will take you to the ship selection screen with the game pre-configured for the current leaderboard being viewed. Multiplayer Starting an in-game hosted server now correctly resets the start countdown time to its default value The server now only registers new players once the players client has returned their side of the connection handshake. Logs previously only sent to the ingame console are now also sent to the disk log. Steam multiplayer now handles timeout events. Dedicated Servers Removed .lua extension in RandomLobby.lua's require to fix an issue loading the target module on Linux. BallisticNG 1.3.2 is now available!Jul 22, 2023 - Community Announcements4 months in the making, BallisticNG 1.3.2 is now available with more content and features! Tracks Nova Split Nova Split has seen a major update with new scenery and a retraced and tweaked layout. As with Harpstone, care has been taken to make sure the campaign time trial and leaderboard times are still beatable with this updated version. The scenery has had a major overhaul to bring it up to modern BNG standards, ground the start grid in a more authentic looking Chicago and update the park to mirror what was made for Nova Park, the virtual track counterpart to Nova Split. The layout has received some minor tweaks to improve the flow of the final corner and improve access to the pitlane. With the updated scenery we now have terrain connected to the track, instead of the track being raised above it, which allows you to fly on the grass after jumps for more breathing room around some of the corners. https://www.youtube.com/watch?v=spz-yW4sDNc {STEAM_CLAN_IMAGE}/25217624/3cdb741f505358b70dd7a46ff726b449fc12d450.png] {STEAM_CLAN_IMAGE}/25217624/c33912f1901abd2f00f6ae5ec97adeed0cd5eeb7.png {STEAM_CLAN_IMAGE}/25217624/f0476ccca01fa9d1d1fa7238e444f0f23a283c34.png {STEAM_CLAN_IMAGE}/25217624/0b0568785ec5d6e6bb13041b801d2aeae70867fe.png Pines Complex Pines Complex is a floorhugger track with 3 courses that join onto the same start grid. Like with Vespera Heights in 1.3.1, this track is a prototype for a future expansion. Pines Complex sees the AGL return to Earth after the Outer Reaches project, this new multi-course track testing G-Tek's latest AG technology on home territory. https://www.youtube.com/watch?v=KiwXzkD6Hxo {STEAM_CLAN_IMAGE}/25217624/a56160d478dab6837a08e775f7c4b22a19813072.png {STEAM_CLAN_IMAGE}/25217624/e410196ac70cd6dbadf98750e5b1e45a44734b7b.png {STEAM_CLAN_IMAGE}/25217624/13dca9dd437edbc731b7bf91c3db24204afcc025.png {STEAM_CLAN_IMAGE}/25217624/9b95129f534797e157482de6c3b1626947207a9b.png {STEAM_CLAN_IMAGE}/25217624/8fb7ddc2afa0c2a0dea63caa31345c0fc47909f9.png {STEAM_CLAN_IMAGE}/25217624/4a8f96f4d43a6154972009c3507815edbe7bc956.png Playlist Editor With 1.3 we had introduced a new music backend which merges both internal and custom music into a single playback playlist. With 1.3.2 this system has been opened up with a new dedicated menu for music playlists! The new menu can be accessed via Config -> Audio -> Playlists. The music options from the Audio -> Mods menu have been moved to this new interface under the Quick Setup section, which now update the active playlists in the sections below. If you don't have any custom music installed, the playlist menu also provides instructions on how to get started. Previously this was only explained on our documentation website and Discord server. Finally, all expansion prefixes have been removed from internal music files and each song has been moved into 1 of 4 built in playlists, categorized by the expansion that they were added alongside. {STEAM_CLAN_IMAGE}/25217624/e4cdaa5a4afc16d0c4b5533c167b96d...BallisticNG 1.3.2 Preview is now available!Apr 20, 2023 - Community AnnouncementsWe're still working hard on the two tracks for 1.3.2, but in the meantime we have some new features that we'd like to get in your hands while we're working on those tracks! Playing the preview Right click BallisticNG in your steam library and go to Properties Go to the betas tab on the window that opens From the dropdown select development. If the update doesn't automatically queue for download, restart Steam Once you have opened the game, the version at the bottom right of the menu should read 1.3.2-d2 Public development builds are considered stable and all game features, including online components such as leaderboards, are available. New Features Playlist Editor The playlist editor is a new audio options sub-menu which replaces the custom music options previously found in the Audio -> Mods menu. With 1.3 we had introduced a new music backend which allows us to combine internal and external music into the same playlists, so this new feature builds upon that by exposing the system fully to you. Internal music has been split into playlists by the expansion / update that introduced them and you can now pick and choose any external music folders you want to play. We've also included a quick setup feature, which mimics the old Audio -> Mods menu if you prefer to continue using custom music in that way, or to quickly setup playlists to further tweak. Dedicated Servers You can now host dedicated multiplayer servers. Use the Launch Dedicated Server.bat (Windows) / Launch Dedicated Server.sh (Linux) to start a server using the DedicatedServerExample.cfg file! For this preview we're not officially supporting dedicated servers on Mac so we can focus on the two major operating systems people are most likely to be running a server from first. Terminal behaviour on Mac is untested and may not be correct, but the server should still run. You'll want to create your own shell script to launch it for the time being. Everything you need to know can be found documented in the DedicatedServerExample.cfg file, however here's a quick rundown: The server is a headless instance of the game with no ship. It runs the game, but does not participate in it. The server will wait for players to connect before starting a countdown to begin the race, or if the timer is set below 0, until enough players have voted to start the game. While connected to a dedicated server, players can vote kick, vote tracks and vote start / end races. By default each vote type has a success threshold of 50%, which can be adjusted in the server config and on the fly. Many new console commands have been added for servers. These are all documented in the example cfg file. Server hosts can set an admin password and then login and execute commands using the in-game console, instead of needing to use the operating systems console / terminal. Custom content and code mods are supported as with usual multiplayer. Hardware requirements are about the same to run the game normally, minus rendering overhead on...BallisticNG 1.3.1 is now available!Mar 13, 2023 - Community AnnouncementsBallisticNG 1.3.1 is now available! This is part 1 of 3 for our 1.3 support cycle where we have focused on a track update, a new track and addressed feedback from the 1.3 release. The Unity Tools package for modding has been updated, you can view the changelog for that here: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html Harpstone Update Harpstone has seen a major scenery rework and some revisions to its layout! As we try to avoid needing to reset leaderboards, we've been careful to make sure the tweaked layout is as compatible with existing leaderboard times as possible. The new scenery brings together many iterations of the track over the course of the game's development and brings everything up to modern BallisticNG standards. The layout update sets out to primarily fix the pitlane by straightening it out and making the entrances for both forward and reverse much more approachable. We've also straightened out the jumps landing slalom and removed the chicane coming into the final tunnel as we felt they didn't add anything to the layout and threw off what should otherwise be a straight forward racing line. https://www.youtube.com/watch?v=VCr9IzEuC8o {STEAM_CLAN_IMAGE}/25217624/29c70f96687c805dfd9befec8c188410e64666d7.png {STEAM_CLAN_IMAGE}/25217624/581d633e336c36cd0078825223c2332ea805daff.png {STEAM_CLAN_IMAGE}/25217624/639f1b442ef40a81e1983dca349f5b7fb8e2d2e4.png {STEAM_CLAN_IMAGE}/25217624/f1f8ff33f597e8dcf9f37c898346b76df0c16741.png Vespera Heights Welcome to the new free track set in the Lance Systems Virtual Environment! This is an experimental track that has been made to test out ideas for the virtual themed expansion coming after 1.4, building on what was previously done for Nova Park. https://www.youtube.com/watch?v=cFjb0uLWFMo {STEAM_CLAN_IMAGE}/25217624/79e72b2d5cb7cd3cc30da816108ce8840896c4f9.png {STEAM_CLAN_IMAGE}/25217624/e973836da2e2d4086e94d745c66179fd4f54faa1.png {STEAM_CLAN_IMAGE}/25217624/c79304bf31f9a2693f38bc406130cae3856efb40.png {STEAM_CLAN_IMAGE}/25217624/eea2c6f1775e6c795a7994659d7b71c71f7d94f8.png More Liveries Community member NathanCubed has kindly submitted sponser themed liveries for the Barracuda Model B, Barracuda Model C and Aster vehicles! Here's a look at some of them: {STEAM_CLAN_IMAGE}/25217624/711432fabf1ad98510deab18077c68c1793b9399.png {STEAM_CLAN_IMAGE}/25217624/cdb0905a0d6b1271321b7bdef6e097d9cbc8b78a.png {STEAM_CLAN_IMAGE}/25217624/f11f213a4095bda0b68a1cbb798d24a6415e6695.png {STEAM_CLAN_IMAGE}/25217624/0bfa7512030dad7bca6c676978dd41779162755c.png {STEAM_CLAN_IMAGE}/25217624/70723a43be804842e4c3ee771720c8fedd0a8969.png {STEAM_CLAN_IMAGE}/25217624/a87c902ecb7f6a53687b545458e8df7cb5b87900.png Multiplayer Changes Improved Connection Handshake With 1.3 we had introduced an issue where the player data sent on server connect could exceed the maximum packet size we've set, which would result in people not being able to connect. This is because of changes to the game's live...Coming in BallisticNG 1.3.1Mar 4, 2023 - Community AnnouncementsBallisticNG 1.3.1 will be releasing on March 13th! This first 1.3 support cycle release will update an existing track, add a new track and address feedback and issues from the 1.3 release. Harpstone Update Harpstone has seen a major scenery rework and some revisions to its layout! We've been careful to make sure the tweaked layout is as compatible with existing leaderboard times as possible. The new scenery brings together many iterations of the track over the course of the game's development and brings everything up to modern BallisticNG standards. The layout update sets out to primarily fix the pitlane by straightening it out and making the entrances for both forward and reverse much more approachable. We've also straightened out the jumps landing slalom and removed the chicane coming into the final tunnel as we felt they didn't add anything to the layout and threw off what should otherwise be a straight forward racing line. https://www.youtube.com/watch?v=VCr9IzEuC8o {STEAM_CLAN_IMAGE}/25217624/29c70f96687c805dfd9befec8c188410e64666d7.png {STEAM_CLAN_IMAGE}/25217624/581d633e336c36cd0078825223c2332ea805daff.png {STEAM_CLAN_IMAGE}/25217624/639f1b442ef40a81e1983dca349f5b7fb8e2d2e4.png {STEAM_CLAN_IMAGE}/25217624/f1f8ff33f597e8dcf9f37c898346b76df0c16741.png Vespera Heights Welcome to the new free track set in the Lance Systems Virtual Environment! This is an experimental track that has been made to test out ideas for the virtual themed expansion coming after 1.4, building on what was previously done for Nova Park. https://www.youtube.com/watch?v=cFjb0uLWFMo {STEAM_CLAN_IMAGE}/25217624/79e72b2d5cb7cd3cc30da816108ce8840896c4f9.png {STEAM_CLAN_IMAGE}/25217624/e973836da2e2d4086e94d745c66179fd4f54faa1.png {STEAM_CLAN_IMAGE}/25217624/c79304bf31f9a2693f38bc406130cae3856efb40.png {STEAM_CLAN_IMAGE}/25217624/eea2c6f1775e6c795a7994659d7b71c71f7d94f8.png More Liveries Community member NathanCubed has kindly submitted sponser themed liveries for the Barracuda Model B, Barracuda Model C and Aster vehicles! Here's a look at some of them: {STEAM_CLAN_IMAGE}/25217624/711432fabf1ad98510deab18077c68c1793b9399.png {STEAM_CLAN_IMAGE}/25217624/cdb0905a0d6b1271321b7bdef6e097d9cbc8b78a.png {STEAM_CLAN_IMAGE}/25217624/f11f213a4095bda0b68a1cbb798d24a6415e6695.png {STEAM_CLAN_IMAGE}/25217624/0bfa7512030dad7bca6c676978dd41779162755c.png {STEAM_CLAN_IMAGE}/25217624/70723a43be804842e4c3ee771720c8fedd0a8969.png {STEAM_CLAN_IMAGE}/25217624/a87c902ecb7f6a53687b545458e8df7cb5b87900.png Multiplayer Changes Improved Connection Handshake With 1.3 we had introduced an issue where the player data sent on server connect could exceed the maximum packet size we've set, which would result in people not being able to connect. This is because of changes to the game's livery system and how we now share that information in multiplayer. Player data is now sent in individual packets to stay under the maximum packet size. This change will also give us more headroom to add more player data in the...BallisticNG: Maceno Island is now available!Dec 14, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/25217624/dd7b31a17f9df720d9f8e0ce54bb45f0a3936d81.png https://www.youtube.com/watch?v=0_Z5S33WRhc Today marks the 4th anniversary of post-release BallisticNG! Before and throughout BallisticNG's development there were many track ideas that never made it past just being layouts or having some rudimentary scenery, and we often like to look back at those ideas and realize them in some shape or form, taking the bits that work and remixing it into new content. Route 05, Project 9, Relay, Yala Outpost and Arrivon Falls are all a result of this. Maceno Island is an expansion that started by looking at unfinished track ideas and building off of them. This is a combination of older ideas being realized, new ideas and the opening FMV track. It's been a lot of fun working on this expansion and we're excited to finally get some of our oldest ideas fully developed into playable content! Maceno Island is now available! Welcome to Maceno Island, a man made paradise home to high rise sea fronts, massive jungles, precarious mountain thrills and an AGL newcomer with a rich history in sea bed mineral mining and designer sandals. Maceno Island introduces 6 new tracks, all playable in forward and reverse, a new campaign and a new set of colorful liveries. https://store.steampowered.com/app/1596120/BallisticNG__Maceno_Island Maceno Bay https://www.youtube.com/watch?v=R_QYqV_9rAI Maceno Bay was originally called Kahawai Bay in very early versions of BallisticNG. Eventually we changed the name to Maceno Bay in later early access releases, but the idea was never finalized and never made a finished appearance. A "final" layout for Maceno Bay had however been made and is still in the game today as the layout for Dover. This incarnation of the track is based off the very original Kahawai Bay layout, with some scenery design cues of versions when the name was changed to Maceno Bay. {STEAM_CLAN_IMAGE}/25217624/805ab6b93ba4611c3ec83e3c16c7cbf64750d94d.jpg {STEAM_CLAN_IMAGE}/25217624/a4ea36c39d6295d4e2f4ca389a26e26cb35e623e.jpg Therma Fumos https://www.youtube.com/watch?v=xuWm0rEiH9c The concept for Therma Fumos dates back to before BallisticNG was even conceptualized. This track started as a demo track in one of BNGs predecessor projects, AGR2280, and had temporarily made its way into early access builds of BallisticNG in an unfinished state as Maceno Reef. Maceno Reef eventually become the location of Hydrome Bed. Maceno Reef was a full port of the original AGR2280 layout while Therma Fumos only takes the first half of it, with the second half being new. The reverse version of the track uses the color palette of the original AGR2280 version! {STEAM_CLAN_IMAGE}/25217624/ba36100c37b69e95ec18cf99bd55985bc3df3f3e.jpg {STEAM_CLAN_IMAGE}/25217624/146fc02ff184fef9dc3467ebee0f2f18675de3e7.jpg Maceno Interchange https://www.youtube.com/watch?v=wJ3CbfuUND4 Maceno Interchange is a fully realized version of the track scene made for the game's opening FMV. Only the star...Anti-grav Wipeout tribute racer BallisticNG v1.3 adds new tracks, vehicles and game modesDec 9, 2022 - GamingOnLinuxBallisticNG is honestly one of the best fast-paced anti-gravity racers around that's inspired by Wipeout, and they just had the 1.3 release out with plenty of new content. Read the full article here: https://www.gamingonlinux.com/2022/12/wipeout-tribute-racer-ballisticng-v1-3-adds-new-tracks-vehicles-and-game-modes BallisticNG 1.3 Released!Nov 30, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/25217624/fcfe27059098529535d55f3da2e4f8b293326ccc.png https://www.youtube.com/watch?v=tG43rcdEC6U Coming close to two years of development, we are very pleased to bring you the BallisticNG 1.3 update! This monster update is packed with lots of new features, content, improvements and bug fixes. Thanks to many of the under the hood changes this update makes, we're also excited to bring you long standing feature requests! A big thanks to the internal testing group who's helped test this update from start to finish, and another thanks to the community at large for trying out and providing feedback on the beta releases! This time around our changelog is too powerful for Steam. A lot of the smaller changes won't be mentioned in this announcement which is a more general overview, so if you'd like to read the detailed list of changes you can do so on our website here: https://neognosis.games/2022/11/30/ballisticng-1-3-is-now-released/ Notices Price Increase As we detailed in our release date announcement, the price of the game has now been increased to $15 or your regional equivalent. If you already own the game this change doesn't impact you. For more information about this change, see: https://store.steampowered.com/news/app/473770/view/2949283287708655708 Custom music When re-writing our music backend for 1.3 we fixed a bug where the game would read everything in the custom music folder. If custom music no longer works in 1.3, it's because you now need to store music in sub-folders (or use the new external.txt system). Unity Tools The Unity Tools have been updated to Unity 2020.3.5 alongside the game. With changes to the packages structure and some engine changes that will corrupt track lighting in updated projects, please make sure you read through the upgrade guide thoroughly: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/install_update.html#upgrading-to-1-3 Bling Pack We've now implemented a better way for us to handle the Bling Pack DLC. With this release the reliance on an initial launch through Steam is no longer required, making the DLC steamless like the track packs and base game. Switch Version We've seen lots of comments and received plenty of emails asking about the Switch version of BallisticNG. Since we're handling the port ourselves we're adjusting the game's code base to handle both the PC and Switch version with as little changes needed per platform as possible. A lot of work towards this is present in 1.3 and we'll be working on it much more exclusively for 1.4, which will be the initial Switch release version Around a year ago we had test builds running on the system from a prototyping branch to determine what we needed to do. Some of the code and system changes from this has been ported back into 1.3 already and we'll be bringing the rest of it over as we develop 1.4. In short it's still in the works and hasn't been forgotten/abandoned, but we're taking our time and doing it properly to ma...1.3 and Maceno Island Release Dates - Price Increase Disclosure and Update RecapNov 16, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/25217624/fcfe27059098529535d55f3da2e4f8b293326ccc.png It's almost here! https://www.youtube.com/watch?v=4Mj_5Dj2hzc It's been almost two years since we started development on 1.3 and the Maceno Island expansion. A lot has changed in that time and we're almost ready to release it into the wild! BallisticNG 1.3 will be releasing on November 30th. Maceno Island will be releasing on December 14th. 1.3 is a major content and feature update with lots to be excited about, such as the new small vehicles content, major campaign update, in-game campaign editor, custom liveries, and much more! A major part of this update has involved rewrites and changes to a lot of the game's underlying sytems to make it much easier to develop for multiple platforms. This means development for the Switch port will be much smoother once we shift all of our focus over to it. Price Bump When 1.3 releases in two weeks we're going to be increasing the price of the game to $15 or your regional equivalent. This increase has been in consideration for a while so we've given ourselves lots of time to create an update that brings even more value to the base game. We're putting out this announcement ahead of time so potential buyers are aware of our plans. Why BallisticNG started as a free game and left early access in 2018 at $8 after a paid transition. We chose a paid business model so we could focus on refining the game to release the 1.0 version, and in the long term it has provided us with a means to provide extended post-launch support. The original price was chosen to stay close to the original monetary accessibility the game had. We're now about to push the game's 3rd post release update and still have a lot to come in the future (see the roadmap linked below). With four years of non stop post-release development and counting, and our recent on-boarding of community members into content development, it's important for us to keep on top of our bottom line so we can continue to confidently choose where to direct our attention and take our time with quality changes and additions that improve and build upon previous updates. This new price is one that we believe is fair for players and beneficial to us for the rest of the game's ongoing development. It's been a fun 6 years so far, here's to another 6! If you'd like to see what's on the table for BallisticNG you can check out our roadmap here: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap This roadmap is updated whenever we have something new that we will focus on for current and future updates, so be sure to keep an eye on it! The rundown If you already own the game this change doesn't impact you. Starting November 30th 2022 the game will cost $15 for new players. DLC pricing will not be changed and future DLCs will be priced similarly. Free feature and content updates will continue as usual. Update Recap 1.3 has a massive number of changes, so many that we're waiting for the release to highlight them...1.3 Progress Report - September 2022Oct 1, 2022 - Community AnnouncementsWe're now starting to wrap up the development of 1.3! All small vehicles tracks are now complete and we currently have the campaign for it in testing. It comes in at a total of 67 events! Don't forget you can also track progress on our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap Vega Waterway The final small vehicles track! Vega Waterway takes the race back to Vega City with a tight technical circuit that snakes through dense city back streets and drops into a canal where excess water from the nearby river Lyre is drained. https://www.youtube.com/watch?v=ZmSaFte4jBU&t=74s {STEAM_CLAN_IMAGE}/25217624/775c53102c7d2e5e08a354704bfd320b4926dfeb.png {STEAM_CLAN_IMAGE}/25217624/d26b80528bb24540a13c26ba85f0443e08d05733.png {STEAM_CLAN_IMAGE}/25217624/eaff217de421378af0d8ab3aa8565e4711761fe2.png {STEAM_CLAN_IMAGE}/25217624/90c141d038149bb9616e577fca6a4a05ab7171f4.png Aster VB221 The VB221 is Asters small vehicle spec ship for use in virtual training scenarios, it matches the Barracuda Model S in all stats and is treated the same way in regards to leaderboards. We've introduced this ship so you can run Survival on small vehicle tracks with a ship that is designed for the scale. As with everything else, this will also be usable outside of survival as a regular ship and can be used for survival on regular tracks. {STEAM_CLAN_IMAGE}/25217624/a33597c476f69849dd2ef06a11258eff71a66d2e.png {STEAM_CLAN_IMAGE}/25217624/5bd750abe7e47c6a1ec92a3a2367fc4b8c6a0dc9.png More Liveries The small vehicles and Model B / Model C ships now have more liveries. A huge thanks to Vista for making and providing these! There are too many new liveries to showcase here, but here's a handful of them: {STEAM_CLAN_IMAGE}/25217624/f12c823b759db2c145ffa17f07a9f5ec9ad7482c.jpg {STEAM_CLAN_IMAGE}/25217624/b94f9d6050554a4008fd18d8054fe46efa1d469d.jpg {STEAM_CLAN_IMAGE}/25217624/674d2a28f9a985ee24774c1ae3d6c2404a909377.jpg {STEAM_CLAN_IMAGE}/25217624/df9b9bbe3ca99ca52cbe65ca4e05282cfe398b98.jpg {STEAM_CLAN_IMAGE}/25217624/8d283e8143776a923de5bfcf6c47873ab994eca8.jpg {STEAM_CLAN_IMAGE}/25217624/a94f87438b40242490d3664c2f9ae0bb41639048.jpg {STEAM_CLAN_IMAGE}/25217624/8e585f3ad47ac6802b57f5f0e377419c71b83bfd.jpg {STEAM_CLAN_IMAGE}/25217624/12c4c96306a6c03185680bc210947116dbfc1389.jpg1.3 Beta 8 is now available!Aug 17, 2022 - Community AnnouncementsMaceno Island We've got the store page for Maceno Island up, be sure to go wishlist it and check out the new Maceno Island liveries! The DLC will be coming shortly after 1.3s release and it will be a paid expansion. We haven't set a price yet. https://store.steampowered.com/app/1596120/BallisticNG__Maceno_Island/ 1.3 Beta 8 1.3 Beta 8 is now available! We've still got a bunch of content to finish over the next few months before 1.3 is finished, but we've got plenty of new features to test beforehand. This update doesn't include all of the new bike tracks. We're saving those for the full release. Joining the beta Right click BallisticNG in your steam library and go to Properties Go to the betas tab on the window that opens From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game. Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3. What's new? New Ships Mako and the Aster KA10 are now playable! Scanline effects now disabled in VR We've had reports that people were getting motion sick in the menu and in survival mode because of the scanline effect. It's now disabled in VR. New ship asset mangement system All internal ships are now built into their own asset bundle files. This allows us to manage internals ships exactly like we have been with custom ships. There's now a slight loading time, but we no longer need to have all of the ships resources loaded into memory, which gives us much more room to cram in more ships and liveries for those ships without worrying about making the game eat more of your system resources. Redesigned campaign details panel We have a new campaign details panel! All of the events information is now displayed so you can see exactly what you're about to play. More options Custom race and multiplayer now have more options! For both custom racea and multiplayer you can set custom speed multipliers to go as painstakingly slow or as blisteringly fast as you want. Multiplayer now also has options to control the end of race and return to lobby timers. We've also added a new graphics option to set the displays refreshrate when using exclusive fullscreen and a new gameplay option that allows Orbitronix and Mako to be part of the game's standard ship roster when spawning AIs. Game state added for speed r...1.3 Progress Report - July 2022Jul 30, 2022 - Community AnnouncementsIt's been a busy month and we have three tracks to showcase today! Maceno Islands track roster is now complete and we can now move onto the ship liveries and campaign. We also have one more small vehicles track to finish. Once done those tracks will also be getting their own campaign! After that the bulk of 1.3s work is done. We still have three additional tracks that are coming on top of all of this and we have a major optimization for Basin and some readability improvements for Kuiper Overturn coming too. Once all of this content is wrapped up it'll be time for us to finish up feature implementations, get the Unity Tools updated with the new engine features, run one final beta and then we'll be good to set a release date and get this monster update out onto the public branch! Don't forget you can also track progress on our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap Smooth Gliding A new song has been added to the soundtrack! If you own the soundtrack DLC you'll find Smooth Gliding already in there. You can also stream it here: https://soundcloud.com/vonsnake/ballisticng-smooth-gliding Tracks Maceno Peak The sixth and final Maceno Island track! This one sits at the very top of the island and features tight corner series and lots of verticality to test your skills. This is a track you're going to want to pitch down over the hills on. https://www.youtube.com/watch?v=KgINhyfTcHs {STEAM_CLAN_IMAGE}/25217624/dd2d7ef5f6cbd7c3825920849e9cdf336bd3a3b9.png {STEAM_CLAN_IMAGE}/25217624/7747d4d019faed3a6a84bf86bd48e3e575d30cfb.png {STEAM_CLAN_IMAGE}/25217624/9dc14ec6db5b33b89c5f8352eb29aafa448663fe.png {STEAM_CLAN_IMAGE}/25217624/957332df63d5d29634f8b5b2b559f9587ae27ad1.png Skylight Gardens Running through glass pyramid gardens and a mall complementing them, Skylight Gardens is a tightly packed urban track set in Stockholm that demands a solid racing line. https://www.youtube.com/watch?v=9OVGmhyhno4 {STEAM_CLAN_IMAGE}/25217624/72289a089a5ae896cb5b8f22b1e1f9e83b41064a.png {STEAM_CLAN_IMAGE}/25217624/ae6bb48c3946decc164fac3c0349265521846f37.png {STEAM_CLAN_IMAGE}/25217624/536d3f8cad1e88fd558a4422f52d57bf6124fdd2.png {STEAM_CLAN_IMAGE}/25217624/0288e9589a9611343429b882c583b865d27a8736.png Atacama Brobama's back with another track. Atacama is a completely offroad circuit small vehicles track running through Chilean sand dunes. https://www.youtube.com/watch?v=Q0wW3MBSMgA {STEAM_CLAN_IMAGE}/25217624/3ef7cd4ee402818d533bbc460c6b67a4f70418ac.png {STEAM_CLAN_IMAGE}/25217624/5125691fbad15e0e674f5aec926e25125e6f7ff5.png {STEAM_CLAN_IMAGE}/25217624/9fc9682261be708a3481f1418f75b63ef6cba7c6.png {STEAM_CLAN_IMAGE}/25217624/a0d80b614ae160b833947cd788a6b94fefd76b3d.png Other Changes Removed tournament track limit BallisticNG has an artificial limit of 12 tracks for tournaments, with exception to campaigns where you can add as many track as you like. We've now removed this limit for custom races so you can easily go wild with extremely long tournaments!...