There's a lot going on under the hood right now and 1.1.6 and Outer Reaches are still a way off, so to keep you updated with some of the work here's another beta release for 1.1.6!
This build has a preview of what to expect from the liveries in Outer Reaches. G-Tek, Wyvern and Hyperion have been updated with their new liveries and for the time being are unlocked from the get go.
Important Notes
1.1.6 is not compatible with 1.1.5 for multiplayer. If you plan to play with others who are on the 1.1.5 release then please see the information directly below this.
With this release the multiplayer versioning now also uses the game's version instead of an internal multiplayer version, so from now on everybody needs to be playing on the same builds for multiplayer to work.
1.1.5 and 1.1.6-d20 code mods are not compatible with 1.1.6-d33. For best stability you will need to disable them.
Joining the beta
We strongly recommend that you make a backup of your 1.1.5 install that you can run separately. Once your UserData folder has been upgraded to the User folder there is no option to downgrade it back. If you want/need to return to 1.1.5 for any reason you will want your old UserData folder or backup of the entire build ready to use.
Right click the game in your library, head to properties, the beta tab, select beta from the dropdown and then close the window. The game should then begin updating. If it doesn't then restart Steam.
Issues? Please share!
If you run into any issues with this beta, especially with the UserData folder upgrade and new input saving, please let us know!
The easiest way to tell us is on Discord via our bug reports channel. You can find that here: https://discord.gg/ballisticng
Make sure nothing in the UserData folder is open, including the folder itself or any sub folders in your operating systems file browser. The game needs permission to move folders and having anything open will deny it access. If something goes wrong then the game will report the issue to the debug console (ctrl + backspace) and the log file.
When you first launch 1.1.6 it will perform an upgrade of your UserData folder. This moves everything into the new User folder which has a different folder structure to better organise settings and mod content.
All data is first moved into a backup folder (UserData_BCK), so anything the game doesn't recognise will need to be manually moved from this folder into the new User folder.
If custom tracks are manually installed instead of through the workshop the game will need to generate new menu cache files.
New Settings Backend
1.1.6 introduces a total rewrite of the game's settings and user preferences management. Previous settings will be migrated over but preferences won't.
Preferences are settings that are automatically saved. These used to use Unity's PlayerPrefs backend, but it's consistently broken on Linux so we've implemented our own. The following things will be reset in this update:
- First startup check - Multiplayer name - Ship/track selections - Time looking at stats stat - Music playback index - Campaign hard mode toggle
Unity Tools
There are many new features coming to the Unity Tools that will allow people to make mods that aren't compatible with 1.1.5. For this beta we've decided not to provide the current tools so we don't start introducing beta specific mods.
Major changes for Beta 2
Marina Rush
Marina Rush has been remade based on community feedback. Check out the previous Outer Reaches announcement for more details.
Team Race
Team Race is a new gamemode where you work with a team mate to build up score through good positioning and combat.
Custom Race Menu Remade
The custom race menu has been completely remade to consolidate it down to a list that adapts itself to only show what's relevant to the mode you've selected. The tournament menu has also been merged with this, exposing all options from custom race to tournaments.
On screen keyboard
An on screen QWERTY keyboard has been added. Select an input field with a controller then press menu submit to bring it up.
Advanced content selectors
Folder based content selectors with a search function have been added. Press the toggle leaderboard bind on a turntable to bring it up.
Full Beta 2 Change List
Input
Inputs are now saved to the local running instance of the game instead of to Unity's player prefs backend. The new read/writing also strips out a lot of unnecessary data that the game doesn't need to improve read/write performance.
You can find the new files in User/Config/Controllers.
Engine
Added the option to set which eye will be drawn in the game window for VR
The game now shows a message when the race starts if cheats are enabled
Model B tracks are now always available
All ships are now available on model b tracks
Drift ships are now available everywhere
Removed the high pass filter from the music in 2280 (linux compatibility fix)
Fixed controller vibration not being stopped when the game pauses
Improved spawn tile ordering so using 16 racers with the standard ships now spawns each teams ships side by side
Spawn positions are now calculated in section local space instead of world space, now enabling upside down start grids for maglocks and in floor hugger
Campaign
Campaign progress can now be saved when debugging is enabled
User Interface
Added an on screen keyboard. When using a controller and you have an input field highlighted, press menu submit to bring it up
Added navigation between the lobby title bar and lobby chat
Added advanced track and ship selector menus
The gamemode description in the campaign menu now has a scroll view
The file browser interface bookmarks now point to the new modding folders
The dead zone and sensitivity calibration sliders for controllers now round their values to the nearest 2 decimal places
The progress loading DLC files is now shown
The position hud now updates every 100ms instead of every frame to stop the readout rapidly jumping between positions when two ships are close to each other
The race lap readout now keeps the perfect lap highlight updated for the active lap
You can now select the ship class and physics mode in the records menu
Fixed the race lap readout page being offset after 10 laps
Fixed the multiplayer turntable show stats out of 5 instead of out of 10
FIxed csf ships being viewed in the ship turntable being unloaded when a network peer changes ship
Fixed an issue where custom ships not being enabled/installed would require a double tap to move past the last category of ships
Fixed the ship selection turntable using player 1s inputs for player 2
Fixed the mouse having an influence on highlighted elements when it's not visible
Custom Race Menu
Rewritten from scratch to consolidate everything into a single, context sensitive list
Added options for disabling weapons
Merged tournament menu into custom race menu, exposing all options available in custom races to tournaments
Tracks
Fully remade Marina Rush
Updated Europa and Yala Outpost with changes to the terrain shader
Ships
Added Outer Reaches liveries for G-Tek, Wyvern and Hyperion
Added support for flares rotating with the ship (exposing to mods in final 1.1.6 release)
Updated drift ships with animated airbrakes, new engine effects, reflections, lowered top speeds and altered handling
Ship shadows now project onto scenery floors
Secondary thrusters now fire when start boosting
Caliburn now has its own engine sound
All ships have been manually upgraded to the new engine effect backend and now have their own unique, thicker player trails
Increased the width of the AI trails to match the width of the players
THe AI trail is now used when using the reverse camera in the legacy reverse mode
Moved hyperions contrails points to the back of its hull
Updated Tenrais engine colors so they better match the teams primary color
Ai ships no longer make bump sounds when bumping into other AI ships
Fixed scrape sounds continuing to play if a ship is scraping when eliminated
Gamemodes
[/list]
Added Team Race
Tournament score increments are now based on the amount of alive ships and not the total number of ships in the race
Survival now saves offline records
Eliminator
AI now respect the no fly backwards section flag on their current section when determining if they should combat spin
Ship collisions are now always disabled
Increased difficulty in the higher AI levels
Drastically reduced the points given for ship eliminations
Doubled weapon impact scores so events are now shorter
Double tapping the afterburner will now give you a boost when the combat spin finishes
Added easing to the combat spin animation to add a greater sense of weight
Added a 200ms cooldown before you can combat spin again
The direction of combat spins is now determined by the steering input
Fixed combat spin not working for player 2
Race
Added the option to switch between the afterburner, turbo pickup or both for the boost mechanic
Weapons
Cannon
Fixed the fire rate being framerate dependant
When a ship has a damage stat of 0, the fire rate now defaults to the base fire rate
Ai now have a stop delay so they fire it more realistically
Destroying mines with projectiles/tremor will now give you the points the owner would have recieved if you had collided with them
Fixed mines lifetimes being framerate dependant
Shield
No longer auto deploys when the ship already has another active
Mines
Now spawn with the ships full rotation
Fixed impact scores being based on a projectile impact and not ships
Projectile impacts now give the score the mine owner would have gained from a ship colliding with it to the ship that fired the projectile at it
Plasma
FIxed no score being given on ship impacts
Missile
Ai can now fire them backwards if they don't have a forward lock in the higher AI difficulties
Rockets
AI now use a sphere cast for ship detection to accommodate for the rockets spread
Here's a look at Outer Reaches' 4th track and a rework of Marina Rush!
New songs now available The following have been added to the soundtrack. These will be available in-game for the final 1.1.6 release and are available now as a free update to the soundtrack DLC!
Vonsnake - Caliburn
Vonsnake - Out There
Helios Descent
Building on the foundation of a previously banned weapon, Helios Descent showcases the return of teleportation technology in this looping point to point circuit descending down the Helios Solar Farm.
This is a floorhugger track and the first track to make use of the new teleportation mechanic! Stay tuned as the next 2 tracks is where the fun really begins ;)
Based on community feedback since it's intial update in 0.9, Marina Rush has been remade to bring it into style with the rest of the game and improve on the layout. The new version is ever so slightly shorter then the original so we can push this out with 1.1.6 and not invalidate the top leaderboard scores.
We also have another free track in the works that'll be coming shortly after Outer Reaches releases. A part of this new track is already on an existing track, see if you can find it!
1.1.6 is going to be a large update that introduces new modding features, new mechanics, a reworked settings backend and a reworked folder structure for user settings and mods. To help ensure that the update's final release is as stable as possible we're opening a public beta to get a better understanding of how well the game's file path upgrader works across a wider range of PCs.
The beta is available now for all operating systems!
Important Notes
1.1.6 is not compatible with 1.1.5 for multiplayer. If you plan to play with others who are on the 1.1.5 release then please see the information directly below this.
1.1.5 code mods are also not compatible with 1.1.6. For best stability you will need to disable them.
Joining the beta
We strongly recommend that you make a backup of your 1.1.5 install that you can run separately. Once your UserData folder has been upgraded to the User folder there is no option to downgrade it back. If you want/need to return to 1.1.5 for any reason you will want your old UserData folder or backup of the entire build ready to use.
Right click the game in your library, head to properties, the beta tab, select beta from the dropdown and then close the window. The game should then begin updating. If it doesn't then restart Steam.
Issues? Please share!
If you run into any issues with this beta, especially with the UserData folder upgrade, please let us know!
The easiest way to tell us is on Discord via our bug reports channel. You can find that here: https://discord.gg/ballisticng
Make sure nothing in the UserData folder is open, including the folder itself or any sub folders in your operating systems file browser. The game needs permission to move folders and having anything open will deny it access. If something goes wrong then the game will report the issue to the debug console (ctrl + backspace) and the log file.
When you first launch 1.1.6 it will perform an upgrade of your UserData folder. This moves everything into the new User folder which has a different folder structure to better organise settings and mod content.
All data is first moved into a backup folder (UserData_BCK), so anything the game doesn't recognise will need to be manually moved from this folder into the new User folder.
If custom tracks are manually installed instead of through the workshop the game will need to generate new menu cache files.
New Settings Backend
1.1.6 introduces a total rewrite of the game's settings and user preferences management. Previous settings will be migrated over but preferences won't.
Preferences are settings that are automatically saved. These used to use Unity's PlayerPrefs backend, but it's consistently broken on Linux so we've implemented our own. The following things will be reset in this update:
- First startup check - Multiplayer name - Ship/track selections - Time looking at stats stat - Music playback index - Campaign hard mode toggle
Unity Tools
There are many new features coming to the Unity Tools that will allow people to make mods that aren't compatible with 1.1.5. For this beta we've decided not to provide the current tools so we don't start introducing beta specific mods.
Changes
The 1.1.6 changelog is already pretty large so we're saving all of the details for the full releas. However here are the major, most noteworthy changes:
Orbitronix Orbitronix, the new team being introduced as part of Outer Reaches, is available to play in this beta! Please note that the ship doesn't have a cockpit yet, which will be coming in the final 1.1.6 release.
Resolution settings now handled by the game The game's resolution is now handled by the game itself and no longer let's Unity do what it likes. This allows you to edit the resolution in the settings ini. However note that the game will only apply a resolution if your display supports it, otherwise it will reset the resolution back to your desktops resolution.
When implementing this we also discovered that a workaround we used to allow realtime monitor switching was broken by internal changes in Unity quite a while ago. Without this workaround Unity provides no way to switch monitors on the fly, so you will need to restart the game to get the game running on a different monitor.
Photomode
Added a tonemapping effects menu
Fixed the UI not working correctly on ultra widescreen displays
The tracks countdown displays are now written to the depth buffer, allowing them to be affected by effects like depth of field
Affine Texture Mapping The option to enable affine texture mapping, an old technique of calculating texture coordinates that the PS1 used, has been added. You can find the option for it in the retro settings menu.
Customizable CRT Filter A CRT filter has been added. You can enable and configure it in the retro settings menu.
Asynchronous UGC loading Loading user content on launch is now asynchronous. You'll now find that the game doesn't freeze up as much when loading tracks and the latest CSF format custom ships.
Teleport/Portal Mechanic 1.1.6 is introducing a teleport mechanic that allows completely separate track pieces to be linked for new layout design opertunities. While implementation for custom tracks will require the updated Unity Tools, you can play about with the mechanic for your layouts in the layout creator! See the section below for info.
Layout Creator 2.0 Updates Please note that layouts you save in 1.1.6 are not backwards compatible with 1.1.5!
Made the background darker
Added support for changing the per-node track shape interpolation method. You can find the option for this in the node tools window
Added teleporter node type. Press ; to toggle it. Once enabled the node will act like a jump node, except when a ship reaches the node in play mode it will be teleported to the next node instead.
When node(s) are selected, you can now use the middle mouse to orbit the camera around them
Fixed physics mod zones being wiped on undo/redo
Fixed physics mod zones blocking inputs
Rush Hour Rush Hour is a new Knockout derrivative gamemode where everybodies shield drains over time and you must stay in first place to survive the longest.
This gamemode is still in beta and isn't finished yet, so expect there to be bugs. Please feel free to leave feedback on the mode to help us refine it for its full release!
Eliminator
Speed pads are now disabled
AI can now combat spin
Ships must now use another weapon pad before a previous weapon pad can be used again
Removed hunter from the weapon roster
Upsurge
A zone is now worth 20 shield (from 10)
Increased shield time to 1.5 seconds
Weapons
Projectiles now slide ai ships to the side instead of pushing them upwards
Projectiles now respect physics mod zone gravity
Fixed cannons not counting towards the minesweep stat and achievement
Controller input icons We've began rolling out icons for controller inputs! Right now the game supports icons for both Dualshock 4 and Xinput based controllers. For the DS4 icons to work please make sure you disable Steam's controller emulation for the game.
If you find that the icons don't show for your controller then please let us know and tell us what controller you're using (we'll need the name as it shows up in the controls menu).
UIs that use these icons need to be reworked for the final release to better visually integrate them. Right now they might look a little out of place.
Revised debug console and commands The game's console has been updated with a new command parser backend and updated commands.
Reimplemented all commands with the new backend. The majority of commands have also been renamed to prefix them with a group that the command belongs in.
The console now suggests as you type and will autocomplete when you press tab
Reworked the command history so pressing up and down now cycles through a stack of previous commands as you would expect
The help command now fetches the command list from internal command registry instead of just printing out a text file
Using help and then a command name will now print out usage details for that command
(For Final Release) Custom HUDs As the editing tools for these are part of the Unity Tools, creating custom HUDs is currently not possible. However the backend is in place and you can read up on how they will work here: https://ballisticng.gamepedia.com/Custom_HUDS
(For Final Release) User Ship Variables Ships can now store user variables that can be used by ship modules to control behaviours. For instance, we have removed the INTERNEL_TEMPEST module and merged the boost sound into INTERNAL_DRAG, which defaults to off but can now be turned on by setting up a user variable.
This will be a feature available in the final 1.1.6 releaase when the Unity Tools package is updated.
(For Final Release) Ubershader The game now has an ubershader to condense all kinds of materials and rendering modes into a single configurable shader. This provides a lot of freedom to content creators as you now have options to mix and match various rendering features without having to rely on specialized shaders.
We've also updated every shader in the Unity Tools package to use our retro effects CGInclude, which now allows the retro effects to be previewed inside of Unity and also gives you everything you need to write custom shaders that properly integrate with BNGs retro options.
This will be a feature available in the final 1.1.6 release when the Unity Tools package is updated.
We've just updated the game's soundtrack to use Steam's new Soundtrack system. You'll find the updated soundtrack in your library and you can now install it separately to your game install.
With this we'll also be keeping the soundtrack updated with the latest songs for upcoming updates, so go check out the revised team themes and latest songs for Outer Reaches ;)
Yala Outpost is now available! For anybody who missed the announcement on Thursday, here's the details again:
Yala Outpost
Location: Tibet
Yala Outpost is a reimagining of Harpstone from BallisticNG 0.4. The layout remains mostly untouched, albeit being scaled up slightly and without the expert route varient that the original had.
We've got an early Christmas present coming for you this Saturday, so be sure to mark it on your calender so you don't miss it!
Yala Outpost
Location: Tibet
Yala Outpost is a reimagining of Harpstone from BallisticNG 0.4. The layout remains mostly untouched, albeit being scaled up slightly and without the expert route varient that the original had.
Here's a look at Outer Reaches' 3rd track, a new team and some soundtrack updates!
Haze
Location: Titan
With the lowest gravity of the Outer Reaches planetary courses, prepare for vertigo as you drop down and climb up the dark mountainous landscape of Titan.
Orbitronix are a german manufacturer that specialize in machines and electronics for use in space. They've previously provided technology that was used in Luna and Europa, and are once again providing technology for the 2200 Outer Reaches league. They've entered the AGL with their TRX-22, a rocket thruster with a cockpit and ship hull slapped on.
This team will be free as part of the base game with version 1.1.6.
Team Songs Update (1.1.6)
1.1.6 will be bringing updates to some of the game's older team songs. Some songs are simple remasters while others change and add new elements. The goal of this has been to bring the songs up to the standards of the newer entries in the soundtrack.
Here's a look at Outer Reaches' 2nd track, Project 9! This track is a low gravity gliding track that floats in the sky of Planet 9. The layout is a remake of an old version of Ishtar Citadel from the game's Early Access days, originally called Track 09 in the builds it was featured in.
Project 9
Location: Planet 9
Take to the skies and fly around the chilling climate monitoring station of the mysterious Planet 9. Smooth glides and vertigo await you in this low gravity thrill ride.
Outer Reaches will be introducing new songs to the game's soundtrack. These will be part of the base game and will be added to the soundtrack DLC as a free update. Here's the first addition:
We're excited to announce that BallisticNG's 2nd expansion is now in development!
With G-Tek's latest improvements to AG technology, the AGL is now geared up to take the races to the solar system and let the most daring of pilots race in the harshest conditions the sport has seen yet.
Outer Reaches will be available for $2.99 or your regional equivalent. As with Neon Nights there isn't a release target at this time and we'll be releasing it when it's ready.
Content
We're going to be revealing the tracks as they come. We've got 6 in the lineup and are showing you one of them today! Each track in Outer Reaches will bring a twist to ship handling, ranging from a bit more gravity to... well, it's a secret for now ;)
Like with Neon Nights there will also be a new set of liveries and a campaign included! All 6 tracks will be playable in both forward and reverse.
Caldera Location: Mars
The plans to make mars habitable are well underway with the martian habitat project. This giant biodome offers a breathable living space and sets the standard for the first generation of extraterrestrial colonization.
With this update we bring you Steam multiplayer, the C.Y.G.O.N Tempest from GRIP and brand new engine customization options for custom ships!
Steam Multiplayer
Steam multiplayer has been long coming and with recent changes to our multiplayer backend it's now been possible. You'll find two new options in the online menu for hosting and joining games via Steam. Support for public, friends only and private (invite only) lobbies are implemented, which of course also means Steam friend invites and a lobby browser!
For those who might be concerned, this does not replace Direct IP and is only an alternative option to it. If you run the game without Steam you'll only have the option to host and join via Direct IP available.
Notes
The game still uses peer to peer when using Steam networking, making whoever starts the lobby the host of the game. When this person quits, the lobby will be closed and you'll be booted back to the menu
Because the game has to relay data through Steam, increased network lag in comparison to direct IP should be expected
C.Y.G.O.N Tempest
With great help of community member Kabelsalat and in collaboration with GRIP we are excited to bring you the C.Y.G.O.N Tempest to BNG! We had shown you screenshots on Monday's announcement, so here's some gameplay:
If you haven't already, be sure to check out the BallisticNG skin community member Meg.A.Byte made for GRIP's Mirage!
Modding Improvements
With the latest version of the Unity Tools we have added in a lot of options that you can now play about with to customize your ships engine effects. For more details on this see the changelog below.
We've also changed how custom tracks are loaded so settings from the custom track scenes are now retained. This allows track creators to now make use of Unity's baked occlusion culling!
Changelog
Engine
Missing types in assemblies can now be handled, allowing code mods that are dependant on other code mods to be loaded and used
Added the option to turn off environment reflections
The default floor hugger camera view and field of view are now their own options
Custom tracks are now loaded as the main scene. This allows custom track creators to now make use of specific Unity features like baked occlusion culling.
Custom tracks are now loaded asynchronously and report the loading progress.
User Interface
The kick menu navigation is now manually assigned when the UI is generated, preventing you from selecting other UI elements outside of it while it's open
Fixed not having any sound packs installed softlocking the audio options menu when attempting to save settings
Multiplayer
Implemented Steamworks networking
[Config] is now shown next to players in the lobby that are selecting ships or in the options menu.
The lobby menu now only reloads ships for players that have changed instead of reloading every ship.
Fixed various soft locks caused by the ship selection overlay and options menu
The lobby countdown is now cancelled when leaving a lobby
Collisions are now disabled by default
The donator liveries now display for people who don't have them
Weapons
Remade the autopilot disengage from scratch. The autopilot will now continue to run and fade out the AI steering, giving you time to gradually adjust steering as it hands control back over to you.
Ships
Added the C.Y.G.O.N Tempest
Updated all drag ships with new engine effects
Added 2 internal custom ship modules (these can be assigned using the Custom Ship Module setting in custom ships):
INTERNAL_DRAG
Manages the engine colors (orange when no power, white when at max power, blue when boosting). This is designed for use with a pre-colored texture such as the Tempest flame texture
Manages mini turbo exhausts for any engine with a reference name of turbo
INTERNAL_TEMPEST
Same as INTERNAL_DRAG but plays the new flameboost sound when hitting speed pads in 2159/floor hugger
Unity Tools
Added the assets used for the Tempest engines (BallisticNGTools/BallisticNG Assets/Ships/Default Effects)
Added engine sounds for the Tempest and Barracuda Model 0 (BallisticNGTools/BallisticNG Assets/Ships/Default Engine Sounds)
Added new engine customization options (see the wiki linked below for more details):
Reference Name
Always Use Player Trail
Ai Trail Width Curve
Use Engine Colors
Afterburner Boosts Intensity
Turbo Boosts Itensity
Pads Boost Intensity
Flare and Trail Alpha Ranges
Scale Fluttering (with engine power amount of speed curves)