Version 0.25 is here, and it’s Christmas in June! Well, not really, but with a new vehicle, a metric truck-load of new missions (that's a precise scientific measurement!), the return of the Garage Mode and a stack of gameplay improvements, you’d be forgiven for thinking so.
Civetta Scintilla
After a long silence, the owl finally shows its talons once again! New to BeamNG.Drive in Version 0.25 is the landmark addition of the fierce and charming Civetta Scintilla, a modern supercar powered by a naturally-aspirated V10 engine that’s ready to spark your passion! The Scintilla is the most advanced car in our line-up, pushing the envelope with complex driving dynamics systems, a unique physics skeleton and one of the longest, most intensive design periods of any BeamNG vehicle, resulting in a truly refined machine.
Offering numerous configurations both factory and custom, from the smooth, curve-carving GT Spyder to the raw and ferocious GTs Corse, or the professional and refined Race configuration to the insane, turbo-diesel swapped Off-Road, the Scintilla has something for everyone. Openable butterfly doors, an active rear spoiler, digital dashboard, rear or all-wheel drive, hardtop or spyder, V10 engine with aftermarket twin turbo kit, and an abundance of customization parts that you can look forward to when you take this baby for a spin!
We're excited to hear your thoughts on the new implementation of openable doors; please keep in mind that only the driver door can be opened with a key binding, all doors can be opened through the vehicle triggers though. This feature is still under active development, and we have several improvements in the works.
The all-new digital racing dashboard is highly customizable and available on several cars already with more to come in the future!
We’ve also made some improvements to the Bruckell Bastion, Cherrier FCV, ETK 800 series, ETK K-series, Hirochi SBR4, Gavril H-Series, and the Soliad Wendover as well as broader vehicle fixes, audio improvements, and sprinkled a couple of new wheels on top.
Garage Mode
The Garage Mode is getting a long-awaited revamp and while it's still a work in progress, it’s ready for you to play in! The Garage Mode has its own dedicated UI, with Garage and Vehicle options – for the moment these only include lighting – and integrated vehicle options.
Missions
We’ve added nearly 100 new missions, including several new mission types. The new AI Race, Cannon, Crawl, Hypermilling, and Run For Your Life mission types will add some excitement to your life. And the already existing Scenarios Garage-to-Garage Delivery and Barrelknocker have also been ported to the mission system and are now available across multiple maps.
In the meantime, we have updated the Delivery, Drift, and Drag mission types with new missions and some fixes. The Driver Training Campaign has been ported into the Mission System with several updated and added missions. The Campaign is also no longer linear, but branching: one mission might unlock multiple others, or you need to complete more than one mission to unlock the next.
We've also added local leaderboards for all the missions, showing your best or recent attempts together with stats like scores, times or distances, depending on the mission type. These stats are also displayed on the Map View and Mission-Start and -End screens. We’ve also fixed issues with bus stops and pathfinding for some Bus Mode missions, and made several minor bug fixes.
On the levels side the process of updating maps to PBR continues - road and terrain textures have been upgraded on all but three maps (don’t be sad, Italy, West Coast, and Automation, we’ll get to you as well!), and rocks were upgraded across all maps except Automation. Almost all maps received numerous small fixes and improvements as well.
Most of the traffic system has been re-done. Traffic can now have distinct roles, with support for custom and flowgraph roles. We’ve implemented standard, suspect, police, and service roles. All traffic vehicles now track their own driving and pursuit data, this means that police can automatically pull over and chase other vehicles in the system, as well as other interactions. We’ve also changed the traffic settings in Options, and made a host of fixes and improvements.
We will return shortly with more teasers on the upcoming content! With a few more polishing touches, the remastered Covet will be coming in the next major release, as well as even more PBR, Garage improvements, and so much more, stay tuned!
Today we would like to let everyone know that with the release of version 0.25, the 32-bit client will be discontinued. Please note that there will be no support or updates for this version going forward.
However, you may still access the last supported version by switching to the following branch on Steam:
0.23.5.1-32bit - No updates - Windows 32bit - 0.23.5.2
IMPORTANT: If you are unable to upgrade to a 64-bit operating system make the transition prior to the release of version 0.25 to ensure that your game will remain playable.
This decision will allow us to free up development time and enable us to take advantage of newer technologies. According to our data, less than 0.5% of users are still using 32-bit operating systems.
If you are still using a 32-bit operating system we strongly advise that you upgrade to 64-bit if your hardware allows, as this will improve the security and performance of your system.
Today we're deploying another hotfix containing several improvements and optimizations.
First up, we're bringing a few fixes to the Italy, West Coast, and East Coast maps. These include things like invisible walls, collision problems, and signpost and traffic light pole positions.
In the World Editor, we’ve fixed the tree-related issue in the Asset Browser as well as a problem with the camera when exiting the editor.
And last, but certainly not least, we’ve resolved an issue with file migration for new users, as well as a translation loading error which resulted in the launcher being accessible only in English.
As always, you will find a complete list of changes here:
Isn't it the little things that make life worth living? Today we have a small release packed with them!
This release contains tweaks to the Civetta Bolide, the Bruckell Bastion, and the Burnside Special, as well as fixes to the West Coast, Utah, Italy, and Gridmap V2 maps.
In addition to that we’ve included a fix for the keybinding customization issue and for the memory leak related to audio performance that some of you have reported. We’re also making a couple of tweaks for the UI and improvements to traffic that should improve overall performance as well.
We're also deploying several fixes to Map Overview Mode, the Mission Editor, and Flowgraph. The World Editor and Performance Statistics also got a bit of attention this round.
With this, we would also like to note that BeamNG team presence will be limited during the holiday season as we take the time off to rest and enjoy the holidays! Our mod & customer support teams will be unavailable between 30th of December and 3rd of January, so please prepare for delays during this period.
Have a happy festive season and see you in 2022! 🎄
Surprise! This holiday season, we’re bringing you a little extra happiness by releasing this special content update.
Bruckell Bastion
The Bastion joins the vehicle line-up as the most powerful muscle car currently available. It offers potentially over 1000 HP, while the modern chassis means that it can do more than just go in a straight line - yes, the Bruckell Bastion can actually turn!
Its rugged power and size make it a favorite with police, while the stability and traction help bring the Bastion under control. With a variety of customization options including police parts, as well as Tuner, Lifted, Drift Rocket and track versions, the Bastion embodies everything you love about the traditional American muscle power, reimagined through the modern design language.
Civetta Bolide Remaster
The Civetta Bolide is getting a complete remaster in this update. This includes a jbeam overhaul, new textures, factory-fresh remodels, turbo variants, and a targa top body. It’s basically a new car under the hood, but with the same sleek style you loved from the original.
ETK Driving Center Remaster & PBR Updates
The ETK Driver Experience Centre map is getting a complete remaster, with new vegetation, improved AI pathing, improved meshes, updated graphics and 3D assets. The Experience Centre’s terrain and road asphalt has also been upgraded to PBR.
We’re also continuing the PBR upgrade process with new terrain and road materials for the Industrial, Gridmap, Hirochi Raceway, and Derby maps. We’re doing our bit for public safety by adding night lights on the Industrial, Hirochi, and ETK Driver Experience Centre. Utah’s campsite is also getting night lights.
It’s been some time since the last update, but we’re back in time to bring you holiday spirit. Version 0.24 is now live with some exciting new features, quality of life updates, a dash of graphics improvements, and a few physics changes.
1996 Ibishu Pessima Remaster
In the vehicle remaster line, we grabbed this opportunity to take the Pessima in hand. As many of our players have been keenly aware, the 1996 Ibishu Pessima was one of our most content-sparse vehicles with very little in the way of customization or even factory options, and its visual quality was a little lacking.
With this remaster, we wanted to address both of those things, and raise the vehicle's performance ceiling. To that end, the Pessima will be getting a reworked 3D model with improved detail, proportions, and textures. The jbeam structure is also being reworked with better deformation and increased detail.
In addition to all of that, the Pessima is also getting a huge number of new parts, including new engine and drivetrain customization, new sport and custom body kits, new spoilers, fender flares, rollcage, racing subframes – essentially the full kit for fancying up your Pessima will be included in this update. The update will also include a full complement of factory custom and racing models for the Pessima.
Gavril H-Series Remaster
The Gravril H-Series has also gotten a much-needed rework. This van has received a shiny new 3D model and materials, in addition to a stack of new content, including side-door and passenger body styles, new interior color options and passenger parts to go with the reworked interior, and new base and high-end facelift parts.
It has also received a thorough going-over in the configuration department, with existing configurations getting a rework and several new configurations being added, and is getting three new skins.
We've also added various new props, including a lounge set, fridge, chair, TV, and cardboard boxes, so if you ever had the urge to pretend you were driving a moving van, now's your chance!
And to top that off, we are improving trailers physical skeletons to achieve more realistic behavior. The flatbed is now more longitudinaly flexible, together with remade load physics with reduced rigidity, improved collision and deformation. The tanker is also getting a new load jbeam with more realistic liquid sloshing behavior and adjustable volume, along with new 22000L and 34000L load volume configurations.
PBR Update For Levels
In Version 0.24 we are continuing the process of updating our graphics to PBR, which started with vehicles in a previous version.
To that end, roads, decals, and terrain in the Jungle Rock Island, Utah, and Small Island maps are being upgraded to PBR. Upgrading to Physically Based Rendering will allow us to render the environment with more accuracy and detail than we’ve ever been able to before, bringing even more realism to your driving experience.
Missions
An exciting new feature coming in this update is the Mission system. Once the update drops, you will be able to play missions in freeroam mode. Similar to scenarios, missions can be started from within a level and some missions can be customized before starting so that you can tailor your experience.
The available mission types will include Time Trials and Bus Mode available everywhere, Dragrace on West Coast USA and Gridmap V2, Longjump on Utah, Precision Parking on Italy and East Coast USA, Drift and Gymkhana on Italy and West Coast USA, and Arrive on Italy. More details on what each mission entails will be in the patch notes. You will also be able to create your own missions using the Mission Editor. The editor is still a work in progress so may not be perfectly reliable, but you will be able to use it to make new missions using the existing Mission Types as a template, make completely custom missions, and make your own Mission Types and Editors. Have a look at the documentation for the mission editor here!
Fixes & Improvements
The update will also include a number of map fixes as well as some changes to the World Editor. The editor is getting Import/Export features for the Multi-Vehicle Spawner window, as well as reworked features and design.
Traffic systems in the West Coast USA have received several improvements, including changes to speed limits, improvements to the police infraction system, and more customization options. Traffic will now respect all traffic signals on current official maps.
We have also began a major revamp of the entire User Interface with this release; more details will be available at a later date, but we invite you to share your feedback in this dedicated thread.
Last, but certainly not least, we are making some changes to the Force Feedback system to make it smoother, with more detail and accuracy. The new Soft Lock option will attempt to keep your USB steering wheel within the valid angles of your current vehicle, lending a level of realism to your experience.
New bindings have been added to allow for easy testing of different strengths and smoothing, in addition to other Force Feedback-related tweaks. The improved FFB is smoother and less noisy allowing more details to reach the wheel. It is advised to adjust the smoothing and strength FFB parameters to have best results.
We've also made some improvements to the audio of the game, adding plastic impacts, support for cooling fans, UI sounds and ambiance for the overview map mode, and stereo headphone mode!
And as a last little cherry on top of the update cake, we are also adding German and Polish localization.
And as an added treat, we wanted to let you know that just in time for the holidays you can expect a content update that will be bringing a new contender to the game's lineup: the Bruckell Bastion, an American muscle car that can take on all comers with style. Keep an eye on our social media for clues to the other contents of the holiday update!
We are releasing another minor update today to address issues that have been reported with the game engine, scriptAI, and scenarios. It also includes improvements for the Replay system and World Editor, among other things.
Game Engine
Fixed an issue where audio files from content/audio.zip were not accessible in-game
Fixed crash while exporting performance graph data to JSON
Launcher
Migration will no longer be performed if this is the first run of the game
AI
Fixed an issue with scriptAI not moving
Render
Fixed materials when using UV1 on normal maps
Fixed material's UV animations
Scenarios
Fixed traffic respawning when a bus route is restarted
Replay
Fixed vehicles sometimes being invisible when playing back replays after a game restart
Fixed some replays not working when they had been recorded in certain mod maps
Slightly improved logging of the replay system
World Editor
Decal Road Editor
Fixed some road materials not showing up in the inspector
Fixed an issue where duplicating a road in the object tool makes it unselectable in the road editor
Disabled regeneration of all decal roads on exit to make exiting faster
Improved performance of road editing when the "overObjects" field is set
Forest Editor
Fixed newly created forest item meshes not being saved
Added copy, paste and duplicate to the forest editor
Deselect forest brush when switching to "select item" mode
Terrain Editor
Fixed reload of terrain materials when saving changes to materials
Object Tool
Improved performance of the object tool by disabling constant "hovered object detection"
It's time for yet another minor update! We've resolved the issues that players have reported with the game engine, scenarios, and World Editor, as well as implemented a few small tweaks to the traffic AI logic.
Vehicles
Tweaked roughness levels on Vivace underbody and carbon fiber parts
Scenarios
Fixed King Size scenario
Game Engine
Fixed texture compression artifacts when cooking textures
Traffic
Improved police pursuit logic when the player resets their vehicle
Made police AI avoid ramming the player if the player is driving slowly or pulling over
Improved scriptAI throttle control
Audio
Fixed the game crashing due to custom vehicle sounds in mods
World Editor
Inspector: Fixed issue where a change to an objects' file field would always be applied to its first file field