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BallisticNG 1.3.2 is now available!

4 months in the making, BallisticNG 1.3.2 is now available with more content and features!

Tracks

[h2]Nova Split[/h2]
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

]


[h2]Pines Complex[/h2]
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




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.



Multiplayer

[h2]Dedicated Servers[/h2]
[h3]An Important Note[/h3]
--------------------------------------------------------------------------------------------------------------
Dedicated servers introduce the svrlogin and svrexec commands, which allow you to setup a password to remotely execute commands on the server using the in-game console.

Use a unique password for your server if you intend to use svrexec!

The password is hashed by the server on startup and by the client when executing the svrlogin command. The hashing process is the same on both ends, doesn't involve keys for encryption and should not be considered foolproof. This system is intended to reduce required bandwidth for long passwords and provide basic obfuscation against packet sniffing.
--------------------------------------------------------------------------------------------------------------

BallisticNG can now be ran as a dedicated server! See the newly included DedicatedServerExample.cfg file and LaunchServer.bat / LaunchServer.sh files.

Because of limitations with how Unity loads built game data we unfortunately can't release a standalone dedicated server as a Steam tool without distributing the entire game for free. If you want to run a server, you'll need to download the game as normal and run it from the game's regular executable. Remember that BallisticNG is DRM free, so you will not need Steam running to run your server!

Dedicated servers run as a headless instance of the game with no graphics rendering. The required specs are the same as running a regular multiplayer game, minus graphics card requirements.

Make your own copy of server related files. If the provided files are updated in the future, it will overwrite your changes

[h3]Voting[/h3]
Dedicated servers by default enable voting. This allows players to vote on tracks, start or stop races and vote to kick people. Server hosts can set player percentage thresholds per vote type, or disable them entirely.

Note that voting is only available on dedicated servers. Servers hosted in-game still only let the host configure it.

[h3]Lua Scripting[/h3]
Dedicated servers feature lua scripting for automating server configurations and triggering commands Right now these scripts have limited use cases, but let us know what you think and if there's something you'd like to see!

Documentation and examples can be found in the SvrScripts folder. The bundled example shows how you can setup a randomized lobby configuration after every race, with chances for tournaments to be thrown in the mix.

[h3]Bots Configuration[/h3]
Dedicated Servers get more configuration options for bots! Four additional options are added:

  • BotRoster
    • Provide the display name of any ship and the AI will use ships that come from the same category as this ship.
  • BotRosterPeers
    • When true, BotRoster will be ignored and the server will determine a bot roster by figuring out the most popular category of ship that everybody is using. If there's a tie, a random category out of most popular ones will be chosen.
  • MingleBotRoster
    • When set to true alognside BotRosterPeers, the server will randomly select ships out of all categories people are using.
  • BotNamesFile
    • Providing a relative or absolute file path will replace bot names with names from this file, with a bot name per line. If there are more names then bots, the game will sequentially cycle through the list when starting a race / tournament.

With exception to BotNamesFile, these options can be changed on the fly with console commands.

[h3]Commands Galore[/h3]
To make server admin easier, the game now has a whole new set of console commands specific to running servers. Server admins can also login to the server using the in-game console and send commands without needing to be at the servers terminal window. These commands are also usable when hosting a game from inside the game itself.

Documentation for the commands are available in the DedicatedServerExample.cfg file.

[h2]Multiplayer Changes[/h2]
[h3]Handshake improvements[/h3]
More improvements have been made to the client-server handshake that happens whenever you connect to a server. With 1.3 we had split the handshake up into multiple packets, which had introduced numerous connection issues.

Handshake packets containing non-essential connection information are now buffered if they arrive before the essential packet, which fixes numerous issues relating to missing players, duplicate players and not being able to connect at all if multiple people are connecting at the same time.

[h3]Missing Track Improvements[/h3]
The server now requests clients to verify whether they have the current track roster installed and will no longer register them as being in the race if they don't. Clients now also validate all tracks in the roster, so a single track missing in a tournament roster will now prevent that client from playing in the tournament.

[h3]Race Reporting[/h3]
When a client is in a lobby while a race is running, the server now sends a report of the race / tournament which details the total progress and the players in the top 3 race positions.

This data is reported once every 5 seconds and can be changed on dedicated servers to be more or less time, if desired.

[h3]Performance Improvements[/h3]
Network message buffers are now re-used, meaning less memory being allocated and discarded, resulting in a slight performance boost on weaker hardware.

Changelog


[h3]Dedicated Servers[/h3]
Dedicated servers run as a headless instance of the game in an automated mode. A config file can be setup to define the track pool, whether the track pool is pulled from sequentially or randomly, the break time between races and other lobby settings. There is a lot to cover in dedicated servers, so it's recommended that you explore the LaunchServer.bat / .sh file, DedicatedServerExample.cfg file and SvrScripts folder

The server outputs to a console window which can also be fed any of the game's console commands to control the server as it runs.

Make your own copy of server related files. If the provided files are updated in the future, it will overwrite your changes

[h3]Tracks[/h3]
  • Added Pines Complex, a floorhugger track with 3 courses.
  • Remade Nova Split scenery and tweaked layout
  • Lua runners without a script attached are now logged.
  • Fixed race position issue on Ishtar Citadel Reverse
  • Fixed the game attempting to call OnShipHitWeaponPad in lua scripts if they don't have the function.


[h3]Ships[/h3]
  • Ships using the Drag custom module now only play turbo sounds for Player ships


[h3]Music[/h3]
  • The music list is now populated using all enabled playlists. New playlists are enabled by default and can be disabled in the playlist editor.
  • Internal songs are now split into separate playlists, categorized by the expansion they were introduced in.
  • Music now has the highest playback priority in case of scenarios where the game hits the virtual sound voices limit
  • Removed the expansion name prefix from internal music.
  • Improved randomness of song selection when sequential playback is disabled
  • Fixed music manager instances not being destroyed when switching between track scenes


[h3]Options[/h3]
  • Added ship name tag scale option. Defaults to 80%.
  • Added a playlist editor to the Audio menu (Audio -> Playlists). Playlist states are stored as a colon separated blacklist in config.ini / config_vr.ini
  • Removed the Custom Music options from the Audio menu (replaced by playlist editor)


[h3]Commands[/h3]
The commands introduced in this version are all related to server management. You can find documentation for them in the DedicatedServerExample.cfg file.

  • Added svrset , svrget and svrgetall commands.
  • Added svrlogin and svrexec commands. Passwords are hashed on both ends to obfuscate the original inputs. Note that this isn't foolproof and is only intended to reduced bandwidth for long passwords and provide obfuscation against packet sniffing. Use a unique password!
  • Added svrquit command.
  • Added svrlobby and svrstart commands.
  • Added svrcon command. Use before using svrkick and svrban
  • Added svrkick and svrban commands. These can be used mid-race.
  • Added svrsay command.
  • Added svrsayraw . This is the same as svrsay but doesn't prefix Server: to the message.
  • Added svrtrack command.
  • Added votestart command.
  • Added voteend command.
  • Added votekick command.
  • Added votestart command. This can be used with a negative lobby countdown time to use a client driven vote to start setup.
  • Added voteskip command.
  • Added votetrack command.
  • Added vote command.


Multiplayer
  • Adding a forward slash (/) before text in the chat box now interprets the message as a console command
  • Added a vote menu to the lobby menu
  • Ship update ticks are now decoupled from the players ship and run as part of the global tick manager.
  • The lobby start countdown text and sounds are now controlled by the server.
  • The races progress is now sent to players sat in the lobby every 5 seconds, using the lobby start countdown text.
  • Network message buffers are now re-used (performance improvement)
  • Ship roster limitations are now ignored when picking ships for multiplayer bots
  • The lobby chat now informs players that they don't have a track installed when the server starts a race.
  • Clients no longer start tournaments if they're missing a track in the roster.
  • Peer ships now spawn at their spawn location, instead of world origin
  • Server handshake packets are now sent over the sequenced socket channel to ensure everything arrives in order (IP only)
  • Clients now buffer player and weapon data handshake packets until the main handshake packet has been sent, in case they arrive out of order.
  • Launching the game with the -batchmode -nographics -svrcfg arguments will now run the game as a headless dedicated server. The server does not have its own ship in this mode and runs in an automated mode. A .bat file has been included with the game to launch the game as a dedicated server, pointing to the provided DedicatedServerExample.cfg file.
  • Fixed tournament scoring
  • Fixed players with missing tracks showing up in races. If a client doesn't confirm whether they have the current track(s) before a game is started, the server will wait an additional 2 seconds before excluding unconfirmed clients from the race.
  • Fixed clients instantly disconnecting from Steam lobbies and hanging on the connecting screen if joining at the same time as somebody else
  • Handle a race condition which created Unknown Player peers if connecting to a server while somebody else is still in a server handshake. New peer packets are now buffered until after the server handshake has finished to enable this fix.


[h3]User Interface[/h3]
  • Improved formatting of the multiplayer single race result screen
  • The multiplayer tournament results now uses the same design as the singleplayer version
  • The menu scroll inputs now work on the multiplayer tournament results table
  • Various leaderboards menu improvements
    • Now uses the advanced track selector instead of a flat horizontal list for track selection
    • Now has a track preview display
    • Now dynamically grabs the available ship classes. (Now supports drift and is future proof for any other additions)
  • Fixed the waiting for players text in the multiplayer tournaments results not updating with a timer
  • Fixed the campaign difficulty toggle not showing on certain resolutions and aspect ratios


[h3]Weapons[/h3]
  • Fixed random mines not rotating after the first race.


[h3]Engine[/h3]
  • Fixed duplicate music player instances being created every race when continuous music is enabled



Up Next

We'll now be moving onto 1.3.3, the final 1.3 support cycle update. For this we'll be working on an updated Aciknovae and another free track, as well as some smaller additional features.

You can keep an eye on our progress using our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap


Once 1.3.3 is out we'll be shifting our focus to 1.4, and the Switch port!

BallisticNG 1.3.2 Preview is now available!

We'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

[h2]Playlist Editor[/h2]
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.

[h2]Dedicated Servers[/h2]
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 the CPU and the need for a GPU.


Please let us know what you think! Your feedback will help us improve and expand what can be done with dedicated servers.

Changelog
Music
  • Internal songs are now split into separate playlists, categorized by the expansion they were introduced in.
  • The music list is now populated using all enabled playlists. New playlists are enabled by default and can be disabled in the playlist editor.
  • Removed the expansion name prefix from internal music.


Options
  • Added a playlist editor to the Audio menu (Audio -> Playlists). Playlist states are stored as a colon separated blacklist in config.ini and config_vr.ini
  • Removed the Custom Music options from the Audio menu (replaced by playlist editor)


Multiplayer
  • Adding a forward slash (/) before text in the chat box now interprets the message as a console command
  • Added a vote menu to the lobby menu
  • Ship update ticks are now decoupled from the players ship and run as part of the global tick manager.
  • The lobby start countdown text and sounds are now controlled by the server.
  • The races progress is now sent to players sat in the lobby every 5 seconds, using the lobby start countdown text.
  • Launching the game with the -batchmode -nographics -logfile "User/Logs/server.log" -svrcfg arguments will now run the game as a headless dedicated server with a local log output. The server does not have its own ship in this mode and runs in an automated mode. A .bat file has been included with the game to launch the game as a dedicated server, pointing to the provided DedicatedServerExample.cfg file.


Commands
All of these commands and what they do are documented in DedicatedServerExample.cfg
  • Added svrset , svrget and svrgetall commands.
  • Added svrlogin and svrexec commands. Passwords are hashed on both ends to obfuscate the original inputs.
  • Added svrquit command.
  • Added svrlobby and svrstart commands.
  • Added svrcon command. Use before using svrkick and svrban
  • Added svrkick and svrban commands. These can be used mid-race.
  • Added svrsay command.
  • Added svrtrack command.
  • Added votestart command.
  • Added voteend command.
  • Added votekick command.
  • Added votestart command. This can be used with a negative lobby countdown time to use a client driven vote to start setup.
  • Added voteskip command.
  • Added votetrack command.
  • Added vote command.


Weapons
  • Fixed random mines not rotating after the first race.


Engine
  • Fixed duplicate music player instances being created every race when continuous music is enabled


Track Preview

Here's some work in progress shots of the new track!



1.3 Support Cycle

BallisticNG 1.3.2 is the 2nd 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 is introducing an updated Nova Split, a prototype for the game's 5th expansion, the improved playlist editor and dedicated multiplayer servers.

1.3.3 is introducing an updated Aciknovae and another free track.

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 1.3.1 is now available!

BallisticNG 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









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









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:



Multiplayer Changes


[h3]Improved Connection Handshake[/h3]
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 future if we need it.

[h3]Bans[/h3]
It's now possible to ban people from lobbies. This works for both IP and Steam lobbies and the ban lists are stored in plain text under User/Config for you to edit at any time. IP strings are stored for IP lobbies, Steam IDs are stored for Steam lobbies.

The in-game kick menu has been updated to a manage menu, where you can both kick and ban players.

[h3]Shield Bar Lobby Setting[/h3]
Lobby hosts can now disable the shield bar UI element to keep everybodies shield levels hidden from those who have shield bars turned on. This can be useful if you want to prevent people from targeting others they know have low shield energy.

Other Changes

[h3]Stunt Height Aid[/h3]
Some people have noted that they find it hard to determine when the ship is grounded or not in Stunt, so we've created an additional visual aid to help with that. This is enabled by default and can be disabled with the Game -> General -> Stunt Height AId option.



[h3]Stunt Steer Roll Option[/h3]
We've added an option in the controls menu to disable rolls being triggered by steer input so you can now get twitchy in the air without worrying about accidently rolling!

[h3]Campaign Unlocked Scorplet[/h3]
The scorplet is now unlocked by beating the Aster League Forklift Certification campaign event with a gold or platinum medal. As this is no longer classified as a cheat ship, it will also be able to set leaderboard times!

Full Changelog


Tracks
  • Added Vespera Heights. Available under the Extras category,
  • Tweaked Harpstones layout and redesigned its scenery
  • (Maceno Island) Fixed incorrect tile texture on Freyr Falls Reverse


Ships
  • Added Sponsor liveries to the Aster LB221, Aster VB221, Aster KA10, Barracuda Model B and Barracuda Model C. (Thanks NathanCubed!)
  • Fixed the barrel roll animation snapping back to zero if the ship leaves the ground while it's still playing.
  • The Scorplet is now unlocked by earning forklift certification instead of through the nanomachines cheat
  • The scorplet can now set leaderboards times


Multiplayer
  • Added lobby option to turn off shield bars for all players
  • Added support for banning. The kick menu has been renamed to manage, where both kicks and bans can be handled. Bans are stored in separate txt files for IP and Steam bans under the User/Config folder and will be created the first time you ban somebody under each network backend.
  • Fixed connection issues caused by handshake packets exceeding maximum packet length,


Modding
  • Fixed incorrect Mechanics layer in Barracuda Model B livery template


User Interface
  • Fixed internal ships with custom frontend material overvides not being blacked out in the advanced/in-game turntable ship selector
  • Renamed reset cheats in custom race to reset cheat modifiers
  • Ship selection turntables now remember the previous highest livery index when navigating through ships with lower livery counts.
  • Fixed the input cooldown bar being rendered under the combo fill in Stunt.


Options
  • Added a height aid visual to Stunt. Enabled by default, can be disabled in the Game -> General menu.
  • Added an option to disable steer roll inputs in Stunt. See the controls menu.


Engine
  • Added support for applying the virtual sky material to meshes in virtual mode. This can be used in conjunction with render culling materials to make sure the virtual sky is rendered properly.

Coming in BallisticNG 1.3.1

BallisticNG 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









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









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:



Multiplayer Changes


[h3]Improved Connection Handshake[/h3]
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 future if we need it.

[h3]Bans[/h3]
It's now possible to ban people from lobbies. This works for both IP and Steam lobbies and the ban lists are stored in plain text under User/Config for you to edit at any time. IP strings are stored for IP lobbies, Steam IDs are stored for Steam lobbies.

The in-game kick menu has been updated to a manage menu, where you can both kick and ban players.

[h3]Shield Bar Lobby Setting[/h3]
Lobby hosts can now disable the shield bar UI element to keep everybodies shield levels hidden from those who have shield bars turned on. This can be useful if you want to prevent people from targeting others they know have low shield energy.

Other Changes

[h3]Stunt Height Aid[/h3]
Some people have noted that they find it hard to determine when the ship is grounded or not in Stunt, so we've created an additional visual aid to help with that. This is enabled by default and can be disabled with the Game -> General -> Stunt Height AId option.



[h3]Stunt Steer Roll Option[/h3]
We've added an option in the controls menu to disable rolls being triggered by steer input so you can now get twitchy in the air without worrying about accidently rolling!

[h3]Campaign Unlocked Scorplet[/h3]
The scorplet is now unlocked by beating the Aster League Forklift Certification campaign event with a gold or platinum medal. As this is no longer classified as a cheat ship, it will also be able to set leaderboard times!


BallisticNG: Maceno Island is now available!



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!

[h2]Maceno Island is now available![/h2]
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.



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!



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 start grid was modeled for the FMV so this in-game version of the track fills in all of the stuff you don't get to see.



Freyr Falls

https://www.youtube.com/watch?v=AsMOj0z7k-8

Freyr Falls is mostly a new layout, however we did borrow the first layout section from an older version of Utah Project as we like what we had with that section and wanted some way to bring it back!

The concept for Freyr Falls was also the seed for some of the small vehicle tracks recently released with 1.3, and we had used the small vehicle tracks to test ideas on how to handle off-road segments for when we came back round to making this.



Alto Overseer

https://www.youtube.com/watch?v=FO85HkExeYU

We don't have any history for Alto Overseer, this track is something completely new for this expansion!



Maceno Peak

https://www.youtube.com/watch?v=KgINhyfTcHs

Maceno Peak doesn't have any history either, this is another completely new track!