BallisticNG has now transitioned to paid, thank you to everybody for the support! If you are expecting key(s), they are being obtained as this announcement goes out and we are aiming to have them sent to you in the next 48 hours. If you do not get your key(s) by the 24th, hop onto the
discord server and tag @developer and we'll be happy to help you out. If you currently own the game in its free state, you will continue to own it and receive updates until you uninstall the game.
The past two weeks have been busy and the game has seen a number of interface changes as the game’s development starts shifting into providing a better user interface. With the first post 0.9 update released, we are now going to be working on the new main menu. If you want to get involved and provide feedback on the development on the new menu, be sure to jump on the below mentioned beta branch and join our
Discord server to discuss it!
Donator Liveries
While those receiving donator livery keys will be able to activate the key when they recieve it, the liveries are still in development (we have a couple of ships done already) and will only be officially available when the new menu is done. In the meantime you can use a console command to access them for the teams that already have them setup. Press Ctrl + Backspace and enter
setliverydata 0 1 0. This will set the ship liveries to the donator liveries, if you do not own the donator liveries then the game will default back to the normal liveries.
When you have activated the liveries, your name on menus will show up as the BnG accent yellow/orange.
Beta Branch
The beta branch is now taking the place of our old developer branch which was active during the game’s Patreon days, this branch is open for anybody to jump into and out of at any time! This will always be updated with new features as they are implemented. A quick quality check is performed before updates go live so while it’s very likely bugs will arise, it’s very rare that updates will completely break the game on this branch.
0.9.1
0.9.1 is the first of many updates to 0.9 leading up the 1.0 release. This release provides a bunch of changes and new features, including the implementation of Rewired!
Please note: there is currently an issue where the game will hang on quitting back to desktop, this is caused by a specific issue with Unity’s new .NET backend - the issue has been reported to Unity. The game utilizes .NET 4.6 for the convex hull generation of shields so we can’t switch back to .NET 2.0 at this stage. As this only affects the game when you quit and we are still in Early Access we have decided to release with this problem present, however we want to let players know we are aware that it exists and will be keeping an eye on Unity’s updates to patch it as soon as possible.
Engine
- Implemented Rewired - the entire input backend has been updated. Rewired fixes many of the game’s input issues caused by Unity. The game will now recognise multiple controllers for use in splitscreen, a much wider range of controllers are supported and you now have more calibration options to play around with in the input menu. You can also bind as many inputs as you like to an action, allowing for quality of life improvements like d-pad and analog steering at the same time!
- Added weapon modding API (documentation for this will be coming closer to the release of 1.0 - see the modding folder for an example script)
- (Scripting) Reworked gamemode constructor - see the example gamemode to see the changes, if you currently have any custom gamemode mods installed you will need to remove them otherwise the game will break!
- Non-interface oneshot sounds will now pause when the game is paused
- Added autoexec functionality, create a txt file in the userdata folder called autoexec.txt and write commands to have them executed when the game starts. Each line in the file defines a command
Gameplay
- Photomode can now be used with a controller (check the input menu for binds). You can currently only move and rotate the camera, FoV controls and tilting will be added in the future!
- Controllers now vibrate in response to more events (using weapons, boosting, bottoming out, etc)
- The autopilot now has a maximum extended duration of three seconds when searching for a straight to disengage at
- The autopilot’s shield now only protects you against 50% of all damage
- You can now steer the autopilot into junctions
- If you play on a track that forces 2280 mode without being in 2280 mode originally, 2280 mode will now disable when you have finished on that track
- The AI can now use the cannons and plasma, plasma hits from the AI will deal 50% shield energy loss
User Interface
- Ng UI elements can now wrap their navigation (Ng elements are new UI elements slowly being transitioned in - they are the UI elements which are fully animated)
- Rewrote and updated all result screens - the medals from 0.4 have also returned!
- Redesigned HUD
- Redesigned countdown display
- Scroll rects can now auto scroll to selected elements and be controlled with controller's (right stick by default) - this is currently only applied to the input menu and will be rolled out to new interfaces as they develop
- The tutorial hints are now more in the way, we’ve seen screenshots where people have them open at the end of the race so the idea is to make sure you see and read them. Remember you can turn them off in the pause menu, we are looking for feedback on this change!
- Button prompts have been updated to text only for the time being, this was changed because of the rewired implementation, button prompts will return to being icons in a future update
Ballistic Unity Tools
- Added Trm Editor (see documentation from the game's mod sub-menu for information on what this is and how to use it)