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BallisticNG 1.3.3 is now available!

With 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

[h2]Unity Tools[/h2]
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.

[h2]Custom Tracks[/h2]
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

[h2]Fixed NX2000 and Hyperion collisions[/h2]
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,

[h2]Accessibility option to disable lightning flashes[/h2]
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!

[h2]Aciknovae Rework[/h2]
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&t=175s



[h2]Basis Divide[/h2]
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



[h2]Caliburn Rebalanced[/h2]
Caliburn's a team we've been looking to rebalance for a while. Their ship isn't flown much, not even by ourselves, and its over the top grip makes it hard to justify using for fair play. We've put the teams lore in the past and introduced them to the AGL as a legitimate contender.

For 1.3.3 we've adjusted the ships handling stats. We wanted to keep its grippy behaviour but dial it back, and have tweaked various handling stats to bring it more in line with the standard roster of ships. The specific changes are listed in the full changelog below.

With these changes we've also updated the ship to be usable in campaigns, and the team will now show up in regular races if you enable post-release roster in the options menu.

[h2]GOG Galaxy Support[/h2]
As part of our GOG release we've implemented support for GOG Galaxy's achievement and leaderboard systems.

Steam and Galaxy can be used simultaneously if you own the game on both platforms and have both programs open at the same time. Any times you set will be uploaded to both and you can select which backend to view leaderboard entries from in the Game -> General options menu.

[h2]Force disable integrations[/h2]
Launch the game with the new -nosteam and/or -nogalaxy launch arguments to manually disable Steam and Galaxy integrations. These integrations are automatically disabled if the relevant clients aren't running, but you now have the option to tell the game not to use them.

Changelog
For Unity Tools changes, see the documentation website.

[h3]Engine[/h3]
  • The track junction resolver can now re-index routes in much more complicated setups.
  • Ship section tracking can now handle nested routes and backtrack down routes that you pass the exit of. Optimizations have also been made to this process.
  • Track routes with cyclic dependencies are now detected, ignored and logged as a warning (for track creators).
  • When switching camera modes and a ship doesn't have a cockpit, the cockpit camera module is now skipped instead of resetting the camera back to track chase.
  • Optimized section previous reference processing.
  • Section tracking is now centered around the ship instead of starting behind the ship. This has implications for open wall junctions and pitlane tracking in some cases, but is covered in the new documentation.
  • Junctions that target a section without a route start no longer update the previous section reference of the target section to themselves. This will break backtracking on incorrectly configured routes, but now allows junctions to correctly act as bridges between routes. Two normal/jump type sections that point to each other as junctions is now also supported as a result of this.
  • All sections are now given a negative index before re-indexing on track startup, preventing erroneous section links from forming when sections in invalid routes are present. Negative indicies also help with debugging section flow issues with the F1 debug menu up.
  • Implemented GOG Galaxy SDK support for achievements and leaderboards.
  • Implemented -nosteam lauch argument. Use to force disable the Steamworks SDK integration.
  • Implemented -nogalaxy launch argument. Use to force disable the GOG Galaxy SDK integration.
  • Fixed an interpolation error in junction resolving where the first index in a route wouldn't match the junction sections index.
  • Removed BallisticSource library and merged it's code with the game.
  • Removed BallisticUI library. This contained some unused prototype code from 2017.


[h3]User Interface[/h3]
  • Added more game tips and updated some existing ones.
  • Game tips no longer have an image component and now update to show the relevant bindings when the active controller is changed.
  • The current route index is now displayed on the F1 debug overlay next to the current section index. This values index is inverted as the new track junction resolver works backwards.
  • Fixed controller binding icons not having pressed highlights applied.
  • The F1 debug overlay now shows the max and mid section indices next to the current section. These can be used for track setup validation.


[h3]Gamemodes[/h3]
  • The button hold timer for lap invalidation in Speed Lap no longer runs while a turbo is held.


[h3]Tracks[/h3]
  • Added missing Route Start flag on Arrivon XI forwards pitlane.
  • Added route links to Atlanticas split.
  • (Free Tracks) Added Basis Divide.
  • Updated Aciknovae Scenery and pitlane entrances.
  • Fixed race position tracking issues in Dover forwards pitlane.
  • Fixed race position tracking issues in Omega Harbour forwards pitlane.
  • (Outer Reaches) Added route links to Kuiper Overturns pitlane.


[h3]Ships[/h3]
  • The precision delta can now be used in campaigns if unlocked.
  • Rebalanced Caliburns handling. With these changes Caliburn is now available in campaigns, is now part of the post-release roster if the option is enabled, and has been moved in the ship turntable to before the prototype ships. The ships handling performance is now similar to Wyvern, which was chosen as a reference point due to their similar hull designs.
    • Steer Speed from 2.2 to 1.63.
    • Steer Gain from 1.35 to 1.3.
    • Steer Falloff from 1.1 to 0.9.
    • Steer Slide from 1 to 0.95.
    • Grip from 35 to 6.3.
    • Rebound Pitch Mod from 2 to 1.3.
  • Added support for custom convex collision meshes.
  • Fixed various collision issues with NX2000 (custom collision mesh).
  • Fixed various collision issues with Hyperion (custom collision mesh).


[h3]Weapons[/h3]
  • Hunters can now change routes to reach the race leader.
  • Fixed hunters being able to fly under the track and getting lost in some cases.
  • Fixed hunters breaking if the side of a section the hunter is on has a really small width.


[h3]Commands[/h3]
  • Added debug_sectiontracking. This can be used to visualize how the game is tracking sections, intended as a debugging tool for track flow issues. This command has three modes which can be set with the argument:
    • off: nothing will be drawn.
    • ship: ship section tracking will be visualized, using player one's ship as a position and current section reference.
    • projectile : projectile section tracking will be visualized, using player one's ship as a position and current section reference.
  • Added debug_drawroutes. This will draw the routes generated by the game on track load for 5 seconds. Enter photo mode to freeze the cooldown timer on them.
  • Added debug_drawshipconvex. Setting to true will draw the player ships collision convex mesh, useful for debugging custom collision meshes.

[h3]Options[/h3]
  • Renamed Game -> Assists to Game -> Access (abbreviated accessibility to fit on the UI) to better reflect the options
  • Added Game -> General -> Leaderboards. If both Steam and GOG Galaxy are running, this controls which backend the leaderboards will be downloaded from. Leaderboards are always uploaded to both backends when present.
  • Added option to disable the startup FMV (Game -> General -> Misc -> Skip Startup FMV).
  • Added option to disable lightning flashes (Game -> Access -> Lightning Flashes).


[h3]Debug Hub (f9 menu)[/h3]
  • Added buttons to clear out various save data. Enable debugging mode at the top of the window and a new section to delete the different types of save data will appear. You'll be prompted before deleting data.
  • Each section of tools are now under collapsible headers.


What's coming with 1.4

1.4 is the final major update for BallisticNG. We'll still be working on additional content beyond 1.4 and providing maintenance, but we're very happy with what BallisticNG brings to the table and are preparing to move onto a new project.

This update is going to be about final polish for the game, with the biggest change being a complete rewrite of the 2280 physics mode to bring it up to speed with the rest of the game, We'll also be working on some improvements for how mods are handled, enabling things like being able to add mods to the game while it's running and removing the need to cache custom track data.

Vertex Lightmapper 2

If you're a game developer, we've just released the updated version of our vertex lightmapper tool with the improvements made from BallisticNG 1.2 and BallisticNG 1.3! This is the same tool you have in the BallisticNG Unity Tools package, minus the dependencies for TRM meshes. Feel free to use this however you like for your own games!

Check it out on Github here.

Coming soon in BallisticNG 1.3.3

BallisticNG 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:

[h2]Basis Divide[/h2]
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



[h2]Aciknovae Update[/h2]
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



[h2]Reworked section tracking and route generation system[/h2]
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.


[h2]Caliburn Rebalance[/h2]
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 in races if you enable the post-release roster option.

[h2]Custom Collision Meshes[/h2]
1.3.3 adds support for custom convex collision meshes on ships. We've updated Hyperion and NX2000's collision meshes with this to address some long standing collision issues with these two ships.

Custom ships will also be able to take advantage of this feature!

[h2]GOG Galaxy Support[/h2]
We're releasing on GOG soon and we've implemented support for GOG Galaxy achievements and leaderboards!

We've setup the game so if you own it on both Steam and GOG and are running both clients, any times / scores you post to leaderboards will be uploaded to both platforms at the same time, and we have an option that lets you switch between which platform you'd like to view leaderboards from.

BallisticNG is also setup to auto-unlock achievements that are already unlocked in the games internal system, so copying save data between installs or running the game from a single install with both clients open will automatically sync locally unlocked achievements in scenarios where the game writes stat data (on menu loard and after completing a race).

We'd also like to note that while we have not implemented GOG Galaxy multiplayer, both platforms will be receiving the same builds. This means multiplayer via direct IP is store agnostic and you will always be able to play with friends, regardless of where the game is bought.

Moving forward after the Unity debacle

First off, let's get straight into why you're reading this:

[h2]What this means for BallisticNG[/h2]
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.

[h3]The Switch port is cancelled[/h3]
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.

[h2]What's this about Unity?[/h2]
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.


[h2]What this means for us[/h2]
Many developers have made statements about the changes and more likely will. As one of the much smaller devs we've waited for the storm to settle before making an announcement.

What's important to us is that we can continue to provide support for BallisticNG, even if in a year we'll need to be stomaching an over 4x cost in engine licensing fees with the Pro license.

We're currently running a Plus license and have no trust in Unity to want to update to a new version of the engine where we'll be operating under their new TOS. We like to keep the Unity splash screen out of the game because of it's (now even more) negative reputation. Since the Plus plan is going away and the changes to the Personal license don't apply to previous versions, our only option for this is that 4x cost in fees mentioned above.

For now we're sticking with Unity 2020 to continue providing support for BallisticNG, but we're evaluating other engines for future projects.

BallisticNG 1.3.3 Preview is now available!

1.3.3 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


[h2]Playing the preview[/h2]
  • 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.

[h2]Caliburn Rebalance[/h2]
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.

[h2]Rewriten Track Systems[/h2]
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 visualizer commands.

[h2]Changelog[/h2]
[h3]Engine[/h3]
  • The track junction resolver can now re-index routes in much more complicated setups.
  • Section tracking can now handle nested routes. Optimisations have also been made to this process.
  • Section tracking is now centered around the ship instead of starting behind the ship.
  • Track routes with cyclic dependencies are now detected, ignored and logged as a warning
  • Optimised section previous reference processing
  • Junctions that target a section without a route start no longer update the previous section reference of the target section. This will break backtracking on incorrectly configured routes, but now allows junctions to correctly act as bridges between routes. Two normal/jump type sections that point to each other as junctions is now also supported as a result of this.
  • Fixed an interpolation error in junction resolving where the first index in a route wouldn't match the junction sections index

[h3]User Interface[/h3]
  • Added more game tips and updated some existing ones.
  • Game tips no longer have an image component and now update to show the relevant bindings when the active controller is changed.
  • The current route index, the max section index and mid section index is now displayed on the F1 debug overlay next to the current section index.
  • Fixed controller binding icons not having pressed highlights applied

[h3]Gamemodes[/h3]
  • The button hold timer for lap invalidation in Speed Lap no longer runs while a turbo is held

[h3]Ships[/h3]
  • Rebalanced Caliburns handling. With these changes Caliburn is now available in campaigns, is now part of the post-release roster if the option is enabled, and has been moved in the ship turntable to before the prototype ships. The ships handling performance is now similar to Wyvern.
    • Steer Speed from 2.2 to 1.63
    • Steer Gain from 1.35 to 1.3
    • Steer Falloff from 1.1 to 0.9
    • Steer Slide from 1 to 0.95
    • Grip from 35 to 6.3
    • Rebound Pitch Mod from 2 to 1.3
  • The precision delta can now be used in campaigns if unlocked

[h3]Tracks[/h3]
  • Added missing Route Start flag on Arrivon XI forwards pitlane
  • Added route links to Atlanticas split
  • Fixed race position tracking issues in Dover forwards pitlane
  • Fixed race position tracking issues in Omega Harbour forwards pitlane
  • (Outer Reaches) Added route links to Kuiper Overturns pitlane

[h3]Commands[/h3]
  • Added debug_sectiontracking. This can be used to visualize how the game is tracking sections, intended as a debugging tool for track flow issues. This command has three modes which can be set with the argument:
    • off: nothing will be drawn
    • ship: ship section tracking will be visualised, using player one's ship as a position and current section reference
    • projectile : projectile section tracking will be visualized, using player one's ship as a position and current section reference
  • Added debug_drawroutes. This will draw the routes generated by the game on track load for 5 seconds. Enter photo mode to freeze the cooldown timer on them.

[h3]Weapons[/h3]
  • Projectiles use the new section tracking system, and now operate with a smaller section tracking range.
  • Hunters can now change routes to reach the race leader
  • Fixed hunters being able to fly under the track and getting lost in some cases
  • Fixed hunters breaking if the side of a section the hunter is on has a really small width


[h2]1.3 Support Cycle[/h2]
BallisticNG 1.3.3 is the 3rd out of three post-1.3 updates where we're focusing on additional content and fleshing out the game's features further.

1.3.1 introduced an updated Harpstone and Vespera Heights, a prototype for the game's 4th expansion, more liveries and a few updates to multiplayer and Stunt improvements.

1.3.2 introduced an updated Nova Split and Pines Complex, a prototype for the game's 5th expansion, an improved playlist editor and dedicated multiplayer servers.

1.3.3 is introducing an updated Aciknovae, another free track, a caliburn rebalance, a major overhaul to the game's track systen, and various modding tool additions and improvements.

Once these updates have been released we'll begin work on 1.4, which is also where we'll be working full time on the game's Switch port.

BallisticNG 1.3.2.1 is now available!

Hey 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!

[h2]Changelog[/h2]
[h3]Engine[/h3]
  • 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.

[h3]User Interface[/h3]
  • 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.

[h3]Multiplayer[/h3]
  • 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.

[h3]Dedicated Servers[/h3]
  • Removed .lua extension in RandomLobby.lua's require to fix an issue loading the target module on Linux.