Name | BallisticNG | ||
Developer | Neognosis | ||
Publisher | Neognosis | ||
Tags | |||
Release | 2018-12-14 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  8  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  100,000 .. 200,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 4 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 4 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | BallisticNG Linux 64-bit [1.52 G] | ||
DLC | BallisticNG - Bling Pack BallisticNG - Neon Nights BallisticNG - Outer Reaches BallisticNG - Maceno Island |
.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.
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]
[h3]User Interface[/h3]
[h3]Gamemodes[/h3]
[h3]Ships[/h3]
[h3]Tracks[/h3]
[h3]Commands[/h3]
[h3]Weapons[/h3]
[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. |