Site icon Neognosis

BallisticNG 1.4 is now available!

BallisticNG 1.4 is now available! This post contains the detailed changelog for the update. For more information and a broader overview, please see the Steam announcement:

https://store.steampowered.com/news/app/473770/view/547856738465875371

 

1.4 Changelog

General

    • A portion of Radracers BallisticNG Legacy mod project is now available through official means. These are optional and need to be installed manually.
      • A readme with installation instructions and credits is included in the ZIP
      • Steam: Mods – BallisticNG Legacy.zip is bundled with the game in the Additional Content folder
      • GOG: Available from your library on the GOG website as as goodie

Options

    • Added search function
    • Added HUD scaling (Game Options -> Interface-> HUD Scaling). This ranges from 80-120%, based on the overlap of internal HUDs. Scaling is always disabled in splitscreen
    • Added Barrel Roll Inputs (Input Options -> Barrel Roll Inputs). This defaults to Thrust Tap but can be changed to restore the original Steer Wiggle input method or use both input methods at the same time
    • Added option to disable player light colors on DS4 / Dualsense controllers
    • Added option to set UI padding between 60% and 100% (Graphics > Display > UI Padding). Defaults to 72%
    • Added HUD Horizontal Margins option (Game Options -> Interface -> Hud -> HUD Horizontal Margins). Dropping this below 100% allows you to control how centered the HUD is on the screen. This can also be used in VR!
    • Added option to disable out of context chat in lobbies (Game Options -> Interface -> Menu -> Out Of Context Lobby Chat)
    • Added option to disable particles in the menu flying animation (Game Options -> Interface -> Menu -> Flying Ship Particles)
    • Added option to disable the menu flying animation and use the turntable instead (Game Options -> Interface -> Menu -> Always Use Turntable)
    • Added option to set menu scaling between 60% and 100% (Game Options -> Interface -> Menu -> Menu Scaling) . Defaults to 100%
    • Added option to toggle dynamic FOV for the 2159 rear chase and 2280 rear chase cameras (Game Options -> Camera -> 2159 Rear Chase -> Use Dynamic Fov and Game Options -> Camera -> 2280 Rear Chase -> Use Dynamic Fov)
    • Added option to toggle cockpit camera inertia (Game Options -> Camera -> Cockpit -> Cockpit Inertia)
    • Added option to set the cockpit camera tilt percent when using player tilt (Game Options -> Camera -> Cockpit -> Cockpit Player Tilt Ratio)
    • Added option to toggle automatic device assignment (Input Options -> Devices -> Auto Assign Devices)
    • Added options to toggle Steam and GOG Galaxy rich presence (Game Options > General > Integrations). These options only show when the relevant client is running.
    • Increased FOV option ranges to 40 – 170. FOVs set above 115 for cameras with dynamic fovs will lock the fov to the option
    • Increased max value of frame limiter to 360fps
    • Tooltips for camera FOV options now show the value converted into a horizontal FOV for the current display aspect ratio
    • The VR cockpit camera mode options are now available outside of VR
    • All camera settings are now per camera mode. Previous options for specific camera modes are now listed under the camera modes section
    • Field of view settings can now go down to 60
    • Options have been re-organized into Game Options and Input Options
    • Removed manual saving. You’ll now be prompted to save changes when backing out of an options menu and be given the option to preview the changes made
    • Removed Stunt Steer Roll. This now respects the Barrel Roll Inputs option
    • Removed prefer options for VR. The game will now set the appropriate default options for VR on first startup instead of using these overrides

User Interface

    • Redesigned every interface and interface element in the game
    • Every text element updated to TextMeshPro (SDF rendered)
    • Added keyboard input icons
    • Added input to select the search box in advanced content selectors
    • Added support for right click back in advanced content selectors
    • Added option to open the game’s folder in the modding menu
    • Updated controller input icons
    • Sliders now support suffix strings at the end of the value readout
    • DLC and custom ship / track loading is now a single loading content screen
    • Moved physics mode option from Cheats and Extras into Custom Race
    • Fixed the Forklift Certified title displaying when the Scorplet hasn’t been unlocked yet
    • The main menu title on the menu now changes to provide context of the menu / overlay currently opened.
    • Pressing back in the ship selector when using the in-game change content button will now back into the track selector
    • Renamed Model B track category to Drag (parity with ship category name)
    • Renamed Model C track category to Drift (parity with ship category name)
    • Renamed select track / ship buttons to select content
    • Updated all instances of “select track” and “next track” buttons with the full select content setup
    • The ship selector will now show standard ships if the only available ship category is custom ships while no custom ships are loaded
    • Main menu meshes are now toggled based on the current context
    • The first item of a menu list will now always be selected when navigating forwards
    • Autoscrolling scroll rects now center the scroll position to all elements correctly and can now handle centered content alignment
    • Fixed the resume button not being highlighted when opening the pause menu more then once
    • Updated main menu background with an animation inspired by the game’s cover art
    • Cheats & Secrets elements now update immediately after activating Unlock All
    • The right stick scrolling speed on a gamepad is now consistent
    • Updated award medal shader
    • The special inputs for the onscreen keyboard are now displayed
    • The onscreen keyboard can now be canceled out of
    • Elements no longer play selection animations while a scroll rect is being left click dragged
    • Returning to the menu from a precision run now takes you back to the precision run menu
    • Returning to the menu from practice mode now takes you back to the campaign menu
    • Improved positioning of the built in keyboard overlay
    • Player two must now have a device assigned before entering menus for splitscreen. An overlay for assigning a device will now be displayed if no device is assigned. Enabling debug mode bypasses this
    • A global message is now displayed when the player providing menu navigation control changes
    • Settings that have disabled saving are now shown on the pause menu instead of logged to the console
    • Merged 2159 and floorhugger records into a single physics mode option in the local records menu (not possible to set records for both so this improves UX)
    • A notification is now shown at the top of the pause menu when code mods have disabled leaderboards
    • The custom track loading screen is now updated before scene processing begins
    • Remade the Rank 50 gallery:
      • Gallery content is now only loaded while in the gallery to reduce memory usage in the menu
      • Content history now includes post-release changes
      • Added more information, additional history tidbits and updated all images
      • Added ship and track concept drawings
      • Added a fullscreen image viewer
      • Added option to open additional content folder to install the bundled BNGL when present (Steam)
    • Fixed scroll rect jittering when scrolling the mouse wheel while left click dragging
    • Fixed startup epilepsy notice automatically skipping too fast
    • Fixed startup epilepsy notice not DPI scaling
    • Fixed fallback input bind text being used if no input is pressed before reaching the menu
    • Fixed various issues related to the random button in advanced content selectors
    • Fixed the scroll wheel and left click drag scrolling not working in the advanced content selectors
    • Fixed issues relating to tooltips sometimes getting stuck on screen

HUDs

    • Updated all HUDs with signed distance field text rendering
    • Updated shield bar overlay design
    • Updated name tag design and added maximum length before the font size is reduced instead of overflowing
    • Updated lap and position designs
    • Updated lap times design
    • Updated player list design
    • Updated speed lap design
    • Updated score list design and added animation for when a score changes
    • Updated shield energy list design
    • Updated team score list design
    • Updated campaign awards design
    • The survival score readout is now vertically positioned above the speed and shield bars and has digit group separators

    Integration

      • Added 2280 leaderboards
      • Added support for Steam and GOG Galaxy rich presence (enabled by default)
      • Rich presence now shows the ship variant being used, campaign events being played and when you’re in a multiplayer lobby
      • Precision run times are now included in Steam Cloud
      • Updated to a newer version of Steamworks
      • The Steam Deck or Steam Big Picture keyboard is now used in place of the game’s internal on-screen keyboard if available
      • Leaderboards are now disabled in campaign events if gamemode configuration values are modified
      • Fixed leaderboards breaking when downloading scores set with the Barracuda Model B or Barracuda Model C from before the ship merge (1.3.3 regression)
      • Renamed Barracuda leaderboards to Highend
      • Fixed Discord rich presence not reporting menu activity

    Commands

      • Added mod_legacylayoutcreator to access the old layout creator
      • Added mod_openliverydir. This will open the custom liveries directory for the currently loaded player ship
      • Added debug_scenename. This logs the name of the currently open Unity scene
      • Added info_generatetimetrialtargets. This generates a time trial report with campaign values for gold, silver and bronze targets
      • Added debug_respawn to manually trigger a ship respawn
      • Added debug_logrcinterfaces. This logs all of the race settings in the game
      • Added svrapply. This must now be used after svrset to apply changes on the server and then send the updated ini configuration to clients
      • Added gm_setconfig. When in debug mode and in-game, this allows you to manually adjust configuration data for the active gamemode.
      • svrget and svrset now use a new race settings backend for variables names and provide autocompletion
      • mod_bloomconfig, mod_flareconfig and mod_exportshipstats now open the OS file browser instead of using fixed paths
      • Fixed debug_drawsections drawing section dimensions incorrectly

    Engine

      • Added support for ship variants. These allow internal ships to be setup with multiple prefabs that can be switched between on the menu
        • Custom liveries are supported. Create a new folder for the base ship and append an underscore followed by the variants name you see on the menu.
      • Added support for track variant and courses definitions
      • Implemented a unified content loader for DLC and custom track / ships
      • Physics toggler scripts are now ran before ships are spawned
      • Virtual environment triangle splitting is now disabled for objects with static batching enabled
      • Improved AI flares being clipped by the ship. This is achieved by pulling vertices towards the camera with a bias that’s balanced to prevent near plane clipping, so there may still be clipping with some ships at specific angles when at a close distance.
      • Fixed numerous ship sound issues when unpausing the game
      • Updated the games executable icon to the AGL logo
      • Respawning ships now have their collision mesh set to a trigger instead of being disabled, allowing trigger enter/exit events to run
      • Moved AI roster presets from User/Config/Ini/Ai Presets to User/Config/Presets/Ai Rosters
      • Moved lobby presets from User/Config/Ini/Lobby Presets to User/Config/Presets/Lobby Settings
      • The cockpit camera look and offset inertia is now based on the ships physics and is tuned for 2159 and 2280 individually
      • The 2159 rear chase and 2280 rear chase camera FOVs no longer decrease below the base FOV setting when moving backwards
      • Decreased the cockpit camera near clipping plane distance
      • Fixed Practice Makes Perfect achievement triggering a lap early
      • Fixed track dimension discovery being less accurate through twisting track sections
      • Fixed the additional laps option not being reset when launching a track through the online leaderboards menu

    Modding

      • Added Modding -> Refresh Content to the menu to live reload mod content while the game’s running
      • Added category editor (Modding -> Categories Editor on the menu). This allows you to remap custom content into new categories on the fly, and is intended for use with workshop downloads.
      • Added API:IsSplitscreen() and API:IsVerticalSplitscreen() to the LUA api
      • Added API:LoadShipPrefab(displayName, variant) and API:LoadShipPrefab(shipType, variant) to the LUA api. shipType uses an EShips enumeration value (e.g EShips:Gtek). See the updated drift physics lua script in the Unity Tools for an example
      • Added API:TriggerMessage(forShip, message). This allows messages to be pushed to the notification buffer for the HUD that belongs to ForShip
      • Implemented trkd files. When present next to a .trk file or embedded into a .wtrk file, these replace the game generated .tch files used for menu frontend data
      • Implemented support for lua scripts on ships
      • Mod content folders in different locations with conflicting folder names are now correctly merged into categories, instead of the last loaded folder with a name conflict taking exclusive priority
      • Exposed VirtualEnv (virtual environment control), VirtualPaletteSettings (settings for virtual environment palette) and VirtualColors (class holding virtual environment palette data) to the LUA api
      • Exposed CameraShaker and GamepadRumbler to the LUA api
      • Custom track cache information is now loaded into track entries using their file path instead of their display name (fixes information not being populated in cases where two separate track files share a display name)
      • Shader replacement is now applied to all types of renderers on custom track load
      • Additional components attached to an object with a PhysicsModZone script in custom tracks are no longer lost on track load
      • Code mods that fail to load due to errors no longer cause a boot softlock
      • The code mods menu now shows which mods have just been added and now shows errors that occured during the loading of a mod
      • Optimized track dimension discovery and made it more accurate (2x more accurate, 10x faster)
      • Optimized the conversion of track tile and section data when loading custom tracks
      • Empty track data is now pre-cached and loaded as part of UGC load/refresh for use when loading custom tracks, significantly decreasing custom track load time
      • Fixed custom track loading errors not displaying the error in the console and then returning to the menu
      • Fixed custom tracks containing mesh renderers with missing materials softlocking the game during track load

    Campaign

      • Added AGL 2280 campaign
      • Added 2280 practice / tutorial event under the expansions header. This contains a separate sandbox and guide to cover mechanics in the AGL 2280 campaign
      • Added page for wall collisions in practice mode guide
      • Updated all practice guide videos
      • Rewrote all practice mode guide entries
      • The unlock screen now only opens when something has been unlocked instead of every 4 ranks
      • The unlock screen now reports where the unlocked item can be found
      • Precision runs are now accessed through the campaign menu
      • Fixed typo in an Outer Reaches campaign event name
      • Fixed Speed Freak – Luna Survival allowing a ship selection
      • Fixed Aftermath – Relay Novice Race having weapons enabled

    Campaign Editor

      • Added support for gamemode configuration overrides
      • Added support for custom weapon pools
      • Added support for forcing AI and Player ship variants
      • Added option to change a campaigns display name
      • Added options to copy and paste campaign events

    Custom Race

      • Added option to toggle instant track recovery
      • Added option to select shield recovery mechanic (none, pitlane, weapon absorb or mixed)
      • Added weapon damage multiplier option
      • Added collision damage multiplier option
      • Added AI speed multiplier option
      • Added speed pads option
      • Added Force Weapons option
      • Added Weapon Pad Time option
      • Added support for custom weapon pool presets
      • Added support for tournament track list presets
      • Added custom race presets. These save and load the entire state of the custom race menu.
      • Added feedback sound when generating a random tournament
      • Customize Weapons has been renamed to Custom Weapon Pool, and is now saved per gamemode
      • The boost mechanic option now supports none (multiplayer parity)
      • Gamemode specific settings now have a dedicated header
      • Difficulty renamed to Ai Difficulty
      • The previous tournaments tracks are now preserved when entering the tournament menu
      • Gamemode setting elements now use an adaptable grouping system to eliminate stray option listings

    Multiplayer

      • Server settings are now merged into custom race settings
        • Every option available in custom race is now automatically available in multiplayer
      • Servers now request configuration confirmation from clients. If a client doesn’t receive the latest configuration data or can’t apply it (missing gamemode) then they can’t join races
      • Added score differential to tournament results
      • Added option to disable the pause autopilot
      • Added name tags above lobby ships
      • Hunter is now available
      • Fixed initial connection failing and timing out if a player is using a secret ship that the client doesn’t have unlocked
      • In-game host settings are now saved and recalled
      • In-game configuration of max players can now be set freely between 2 and 16
      • The IP list now saves as a JSON file (User > Cache > Interface >IpList.json). The previous .bin file will be converted automatically
      • Fixed early end of race not triggering when bots are present
      • Fixed host ship not being reset to G-Tek when starting a server
      • Lobby settings are now remembered across game sessions
      • Ship scores are now synced (will be used in a later update)
      • The lobby countdown is now stopped instead of frozen when the host goes into the options menu.
      • The lobby menu title now shows the player count
      • Chat messages are now timestamped and no longer support rich text tags
      • Unexpected disconnects while racing will now show an error when returning to the menu
      • The names of tracks that aren’t installed are now shown in the lobby track preview
      • Fixed the pause autopilot conflicting with the pickup
      • Fixed projectile spawn position prediction becoming increasingly inaccurate over the duration of races

    Dedicated Server

      • Updated example CFG with changes to variable names
      • LUA: Updated example scripts with latest changes
      • LUA: Lobby settings are now handled through Get() and Set(). See the API functions section of SvrScripts/Documentation.txt for more information.
      • An attempt to determine if the terminal has a cursor is now made. If a cursor isn’t found, the server is now ran in an output only mode.

    2280 Physics

      • Added support for manually defined turn speed, gain and falloff stats
      • Added 2280 turn, airbrake and airbrake grip spring tension stats
      • Added grounded grip multiplier stat
      • 2280 is now mostly separated from 2159, and everything that has been separated has been rewritten from scratch
      • Hovering is now handled with 4 hover points which apply torque for track alignment
      • Full physics zone support (Kuiper Overturn fixed)
      • The chase camera has been rewritten and now has several options to customize it
      • Collisions have been rewritten and now include visual / audio feedback when hitting the track floor
      • Restored the 2159 engine sound behavior
      • 2280 now overrides floorhugger on floorhugger tracks, converting the track into silent maglocks.
      • Weapon absorption is no longer exclusive to 2280 and is now disabled by default
      • Instant track recovery is no longer exclusive to 2280 and is now disabled by default
      • Afterburner and pitlanes are now available in 2280 and are enabled by default
      • Barrel rolls are no longer enabled by default in 2280 and are now marked as a cheat when enabled
      • Airbrake grip is now reduced in Toxic and Apex
      • Airbrake grip is now the same as regular grip in Survival
      • Decreased airbrake grip spring speeds
      • Track pads are no longer updated to 3d pads automatically. 3D pads will still however be used if present in a scene. If Allow Mixed Pads is enabled for the track, both types of pads will now be enabled like with 2159 / floorhugger

    F1 Overlay

      • 2159 stat listings are now replaced by the equivalent 2280 stats when in 2280
      • Camera stats are now editable
      • The cameras current FOV is now shown

    Debug Hub (F9)

      • Added variant name to the peer inspector window
      • Added track variant and course information to the content explorer window
      • Added search to the content explorer window. For tracks, the search can be setup to match against display name, scene name and frontend name override.

    Ships

      • Added 2280 Gtek
      • Added 2280 Wyvern
      • Added 2280 Hyperion
      • Added 2280 Scoprio
      • Added 2280 Omnicom
      • Added 2280 Diavolt
      • Added 2280 Nexus
      • Added 2280 Tenrai
      • Added 2280 Caliburn
      • Added 2280 Orbitronix
      • Added 2280 Mako
      • Added 2280 Protonic AG4
      • Added 2280 Mtech P1
      • Added 2280 Precision Delta
      • Added 2280 NX2000
      • Added 2280 Barracuda Model A
      • Added 2280 Barracuda Model B
      • Added 2280 Barracuda Model C
      • Added 2280 Barracuda Model 0
      • Added 2280 Barracuda Model 0
      • Updated 2159 ships with new 2280 camera stats and tilt stats that give them a different feel
      • Reordered the menu order of standard ships:
        • Standard Teams -> DLC Ships -> Prototypes -> High-End -> Extras
      • Applying both airbrakes to fully brake now requires that analogue inputs are held 1/4 way down. This prevents scenarios where it’s easy to accidentally brake the ship
      • Protonic and Barracuda Model C now have custom 2280 turn stats that are similar to their 2159 counterparts
      • NX2000s 2280 turn gain now resembles its 2159 turn gain
      • Custom ship tilt stats are now used in Survival
      • Fixed custom liveries not loading for secret ships
      • Boosted the color intensity of various ship flares to make the visual connect between flare and trail more seamless
      • The INTERNAL_DRAG module now accepts a zeroPowerColor userdata color variable. Providing this lets you set a custom engine color when the engine power is at zero.
      • The INTERNAL_DRAG module now accepts a customBaseColor userdata color variable. Providing this will override the engine color set in the ship prefab.
      • The INTERNAL_DRAG module now accepts a customBoostColor userdata color variable. Providing this will override the engine boost color if useBoostColors is also set to true.
      • The NX2000 is now assigned to the highend records category and highend multiplayer category
      • Removed the acceleration stat decrease in drag mode
      • Made small optimizations to engine reflection rendering
      • Reduced NX2000 frontend handling stat from 8 to 3
      • Engine power is now reset to zero after the countdown if a start boost is not performed in 2280
      • The speed pad FOV animation is now triggered when start boosting in 2280
      • Updated Barracuda Model B stats:
        • 2159 Steer Gain from 1.15 to 1.2
        • 2159 Steer Falloff from 0.8 to 0.95
        • 2159 Steer Slide from 1 to 0.1
      • Fixed typo in Scorplet frontend description
      • Fixed UVs on the right airbrake of 2159 Hyperion
      • Fixed raised airbrakes on 2159 Hyperion
      • Fixed engine reflections not rendering in 2280

    Pickups

      • Added 30 second cooldown between hunters being available in the weapon pool after one has impacted
      • Fixed the mine deploy timer being reset if the pickup is used while deploying
      • Absorbing pickups now plays the emergency pack use sound
      • Every weapon now has their own absorb values
      • Turbos are no longer inherently enabled in 2280
      • E-Packs are no longer disabled in 2280
      • Increased Hunter slowdown
      • Reduced Hunter pickup weighting from 45 to 12 (same as Tremor)
      • Disabled distortion effect on plasma ball to improve visibility at a distance
      • The number of mines left to deploy is now shown below the pickup icon
      • Weapon absorb values are now shown below the pickup icon

    AI

      • Added additional slowdown to AI steering when exceeding toxic drag speeds
      • Tweaked AI behaviors in 2280 to better balance them for the handling model
      • With pickup absorption enabled, AI will now absorb pickups when below 25% shield energy and when dropping/firing weapons that they haven’t used if below 75% shield energy
      • Fixed AI piloting skill being affected by the number of spawned ships on drift tracks
      • AI racing line skill is now reduced when an AI exceeds the ships steering ability while not airbraking

    Layout Creator

      • Added option to toggle barrel rolls
      • Removed access to the old layout creator from the menu. It now needs to be accessed using the new mod_legacylayoutcreator command
      • The ship option now uses the ship selector instead of a dropdown list
      • OBJs exported from the layout creator will now always use decimals for numbers instead of the character determined by the computers current language

    Input

      • Added Menu Previous Variant and Menu Next Variant input binds. (Defaults to shoulder buttons on gamepads, Q/E on keyboard)
      • Added Open Advanced Selector input bind. (Defaults to Select/Share/Options button on controllers, Tab on keyboard)
      • Players can now have two devices automatically assigned to them (fix for Steam Deck compatibility – allow the built in controller to be assigned alongside an external controller by default)
        • Automatic controller assignment is no longer evenly distributed. Player one will need to have two controllers assigned before player two receives any. Controllers can be assigned as needed in the input options menu.
      • Pressing a button on an unassigned device now assigns it automatically to the player that currently has UI navigation control
      • Saved controller data is now identified by device ID instead of hardware ID. New config files with device specific IDs will replace the old files when input settings are saved.
        • The hardware ID is an identifier for a general make of controller and is shared between units. The device ID is a unique identifier for the specific unit.
        • There may be cases where a unique ID can’t be determined based on the controller itself and the operating system. The hardware ID is still saved and can be used in case a unique device ID is unavailable.
      • Device connect and disconnect events are now logged on screen
      • Controller settings are now saved on game exit (allow automatic assignments to be remembered and consistent across sessions without a user triggered save)
      • Fixed controller calibration issues when switching between the native Linux build and Windows builds through Proton
      • Fixed controllers that have been unassigned from a player being assigned again on the next input settings load
      • Fixed known unassigned devices being auto assigned to players on the next game boot

    Credits

      • Updated with 2280 ship credits

    Tracks – All

      • Removed 3d pads from tracks that implemented them for 2280 overrides

    Tracks – Base Game

      • Added grounder push zone to the light bridge on Luna Reverse
      • Fixed light bridge floors on Aciknovae Reverse being marked as a TRM floor
      • Dropped the extra laps count on drag tracks to 5 (from 10)
      • Cassandra Forward updated with 2280 exclusive physics zones
      • Zephyr Ridge Reverse updated with 2280 exclusive physics zones
      • Luna Forward updated with 2280 exclusive physics zones
      • Luna Reverse updated with 2280 exclusive physics zones
      • Ishtar Citadel Forward updated with 2280 exclusive physics zones
      • Ishtar Citadel Reverse updated with 2280 exclusive physics zones
      • Arrivon XI Reverse updated with 2280 exclusive physics zones
      • Omega Harbour Forward updated with 2280 exclusive physics zones
      • Omega Harbour Reverse updated with 2280 exclusive physics zones
      • Utah Project Forward updated with 2280 exclusive physics zones
      • Utah Project Reverse updated with 2280 exclusive physics zones
      • Atlantica updated with 2280 exclusive physics zones
      • Atlantica Reverse updated with 2280 exclusive physics zones
      • Hydrome Bed updated with 2280 exclusive physics zones
      • Arrivon Peak updated with 2280 exclusive physics zones
      • Atacama Forward updated with 2280 exclusive physics zones
      • Atacama Reverse updated with 2280 exclusive physics zones
      • Alice Mountain Forward updated with 2280 exclusive physics zones
      • Alice Mountain Reverse updated with 2280 exclusive physics zones
      • Maria Tide Forward updated with 2280 exclusive physics zones
      • Maria Tide Reverse updated with 2280 exclusive physics zones
      • Updated Cassandra Reverse pad layout
      • Updated Zephyr Ridge Reverse pad layout
      • Updated Surge Reverse pad layout
      • Updated Harpstone Reverse pad layout
      • Updated Aciknovae Reverse pad layout
      • Updated Zephyr Climb Reverse pad layout
      • Updated Nova Split Reverse pad layout
      • Updated Luna Reverse pad layout
      • Updated Dover Reverse pad layout
      • Updated Ishtar Reverse pad layout
      • Updated Omega Harbour Reverse pad layout
      • Updated Utah Project Reverse pad layout
      • Updated Marina Rush Reverse pad layout
      • Updated Atlantica Reverse pad layout
      • Updated Underpass Reverse pad layout
      • Updated Luijazui Park Reverse pad layout
      • Updated Pocono Circuit Reverse pad layout
      • Updated Arrivon Falls Reverse pad layout
      • Updated Meads Pass Reverse pad layout
      • Updated Pacheon Reverse pad layout
      • Replaced mag lift on Luna Reverse with a maglock
      • Replaced mag lift on Atlantica Reverse with a maglock
      • Fixed push zone on Luna Forward jump pushing the ship slightly sideways
      • Fixed typo in Arrivon XI’s location name

    Tracks – Extras

      • Added intro lines to Basis Divide
      • Added intro lines to Gullfoss Run
      • Added Gullfoss Run (2280 category)
      • Vespera Heights Forward updated with 2280 exclusive physics zones
      • Vespera Heights Reverse updated with 2280 exclusive physics zone
      • Updated Yala Outpost Reverse pad layout
      • Updated Utah Dam Reverse pad layout
      • Updated Nova Park Reverse pad layout

    Tracks – Neon Nights

      • Vega Square Reverse updated with 2280 exclusive physics zones
      • Thunderhead Reverse updated with 2280 exclusive physics zones
      • Disabled maglock before the start grid on Basin Reverse (2280 fix)
      • Updated Vega Square Reverse pad layout
      • Updated Route 05 Reverse pad layout
      • Updated Thunderhead & Thunderhead Reverse pad layouts
      • Updated Basin Reverse pad layout
      • Updated Metro Reverse pad layout

    Tracks – Outer Reaches

      • Added no anti-skip volume to Project 9’s hairpin
      • Increased gravity on Haze and Haze Reverse in 2280
      • Increased tension of the track spring on Kuiper Overturn and Kuiper Overturn Reverse in 2280
      • Updated Caldera Reverse pad layout
      • Updated Project 9 Reverse pad layout
      • Updated Haze Reverse pad layout
      • Updated Helios Ascent pad layout
      • Updated Port Ares Reverse pad layout
      • Updated Kuiper Overturn Reverse pad layout

    Tracks – Maceno Island

      • Added grounder push zone to the off road hill on Freyr Falls / Freyr Falls Reverse in 2280
      • Therma Fumos Forward updated with 2280 exclusive physics zones
      • Therma Fumos Reverse updated with 2280 exclusive physics zones
      • Freyr Falls Forward updated with 2280 exclusive physics zones
      • Freyr Falls Reverse updated with 2280 exclusive physics zones
      • Alto Overseer Reverse updated with 2280 exclusive physics zones
      • Maceno Peak Forward updated with 2280 exclusive physics zones
      • Maceno Peak Reverse updated with 2280 exclusive physics zones
      • Updated Maceno Bay Reverse pad layout
      • Updated Therma Fumos Reverse pad layout
      • Updated Maceno Interchange Reverse pad layout
      • Fixed speed pad wall tile on Maceno Interchange Reverse

    Gamemodes – All

      • Added ShipsAutoBoostStart configuration setting. When enabled, all ships will automatically boost start.
      • Replaced CanShieldRegen configuration setting with ShieldEnergyRegenRate. Setting this to anything other than zero will drain or replenish all ships shield energy at the provided % rate per second.
      • 2280 is no longer a cheat and can now be used to set local records
      • Fixed eliminated and results screen opening when both players are eliminated in splitscreen.

    Gamemodes – Speed Lap

      • Added explanation of what ending a session does when quiting from the pause menu
      • Fixed typo in gamemode description

    Gamemodes – Survival

      • Added explanation of what ending a session does when quiting from the pause menu
      • The Survival results screen now respects the selected speed measurement option
      • The elimination sequence can now be skipped
      • Fixed custom ship selections being lost when restarting without selecting new content
      • Fixed total time being counted while the ship is eliminated
      • Fixed start boost not triggering in 2280

    Gamemodes – Rush Hour

      • Added explanation of what ending a session does when quiting from the pause menu
      • Increased global drain rate by 50% (faster pacing)
      • The drain rate is now logarithmic instead of linear to prevent clumps of eliminations
      • Fixed the mode not ending in splitscreen
      • Fixed typo in gamemode description

    Gamemodes – Knockout

      • Rewritten from scratch to fix numerous bugs

    Gamemodes – Stunt

      • Wall collisions no longer break chains
      • Increased combo chain time from 2.5 to 3 seconds
      • 2280 is now disabled

    Gamemodes – Time Trial

      • Medals are now awarded in custom races depending on the time difference when beating a previous record:
        • Setting first record: gold
        • Beating previous record by half a second: bronze
        • Beating previous record by 1 second: silver
        • Beating previous record by 2 seconds: gold
        • Beating previous record by 4 seconds: platinum

    Gamemodes – Upsurge

      • Added deploy animation to barriers
      • Added shared deployment cooldown to AI to prevent them from creating large clusters of barriers immediately in lower difficulties
      • Increased minimum speed pad zone charge amount by 100% (faster pacing).
      • Absorbing now only consumes a single zone (allow more granular recovery of health and more strategic use of shields)
      • Updated description to better explain mechanics
      • Fixed start boost not triggering in 2280

    Music

      • Added Vonsnake – Always On Target
      • Added Xpand – Rush
      • Added Vonsnake – Lance Systems
      • Added Vonsnake – Strike Swiftly
      • Fixed arcade mode introduction music continuing to play after the race has started in splitscreen

    Sounds

      • Added 2280boost.wav
      • Added barriercharge.wav

    Photomode

      • Added an exit confirmation
      • Added thirds grid option to the camera tab
      • Exiting is now handled with the menu back and pause inputs
      • Effects are now automatically toggled based on their settings
      • The mouse cursor is now left hidden when exiting move mode if it was hidden before entering it
      • The FOV can now be set between 1 and 179 degrees
      • Fixed 240p output resolution using the wrong width
      • Fixed CRT effect toggle desyncing when exiting move mode
      • Fixed the FOV being reset when stepping the game
    Exit mobile version