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Steam News1 July 20251y ago

BallisticNG 1.4.1 Dev 3 is now available

We've reached a major milestone with BallisticNG's multiplayer update! We still have some work to do, mostly in the quality of life department, but we're currently in a good place for a new development branch release.

In this update11

Full notes

Full BallisticNG update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes2 additions8 changes4 removals
  • Gameplay
  • Server
  • Balance
  • Events
  • UI and audio
  • Fixes
addedWe've reached a major milestone with BallisticNG's multiplayer update! We still have some work to do, mostly in the quality of life department, but we're currently in a good place for a new development branch release.
changedMultiple GamemodesDedicated Servers now also have a gamemode vote, and the random lobby example lua script has been updated to change the gamemode from time to time.
changedMultiple GamemodesWhen playing Eliminator, bots will combat spin to maintain proximity to the player who has the lowest race position. If there aren't any players (everybody leaves on a dedicated server), then the bots will keep proximity amongst themselves to ensure that the event can end in a somewhat reasonable time.
changedMultiple GamemodesThe placement of barriers in Upsurge are handled client-side. The tradesoffs with this was accurate positions but barriers could pop out of nowhere, or inaccurate positions but you get a chance to react, and we think it's better if you don't have to deal with barriers spawning out of nowhere.
changedBot VariantsBots will now be given random ship variants when the server is deciding which ship to give them. These are always random and are currently not configurable on dedicated servers.
changedMore synchronizationMany more game events are now correctly synchronised, such as ships being eliminated, ships respawning, ships passing the mid and start line, etc.

BallisticNG changes

addedWe've reached a major milestone with BallisticNG's multiplayer update! We still have some work to do, mostly in the quality of life department, but we're currently in a good place for a new development branch release.
changedDedicated Servers now also have a gamemode vote, and the random lobby example lua script has been updated to change the gamemode from time to time.
changedWhen playing Eliminator, bots will combat spin to maintain proximity to the player who has the lowest race position. If there aren't any players (everybody leaves on a dedicated server), then the bots will keep proximity amongst themselves to ensure that the event can end in a somewhat reasonable time.
changedThe placement of barriers in Upsurge are handled client-side. The tradesoffs with this was accurate positions but barriers could pop out of nowhere, or inaccurate positions but you get a chance to react, and we think it's better if you don't have to deal with barriers spawning out of nowhere.
changedBots will now be given random ship variants when the server is deciding which ship to give them. These are always random and are currently not configurable on dedicated servers.

We've reached a major milestone with BallisticNG's multiplayer update! We still have some work to do, mostly in the quality of life department, but we're currently in a good place for a new development branch release.

If you haven't seen the other multiplayer changes we've made recently, be sure to also check out the previous announcement:

[dynamiclink href="https://steamcommunity.com/games/473770/announcements/detail/547864348725346504"]

Remember to check out our roadmap for a look at what we're working on for 1.4.1.

Playing on development builds

  • Right click BallisticNG in your steam library and go to Properties

  • Go to the betas tab on the window that opens

  • From the dropdown select development. If the update doesn't automatically queue for download, restart Steam

  • Once you have opened the game, the version at the bottom right of the menu for this release will read 1.4.1-d9

Multiplayer

Multiple Gamemodes

Multiplayer now supports Knockout, Rush Hour, Upsurge and Eliminator! Bots can also join in and play these gamemodes if you enable them!

Dedicated Servers now also have a gamemode vote, and the random lobby example lua script has been updated to change the gamemode from time to time.

Some notes:

  • When playing Eliminator, bots will combat spin to maintain proximity to the player who has the lowest race position. If there aren't any players (everybody leaves on a dedicated server), then the bots will keep proximity amongst themselves to ensure that the event can end in a somewhat reasonable time.

  • The placement of barriers in Upsurge are handled client-side. The tradesoffs with this was accurate positions but barriers could pop out of nowhere, or inaccurate positions but you get a chance to react, and we think it's better if you don't have to deal with barriers spawning out of nowhere.

Bot Variants

Bots will now be given random ship variants when the server is deciding which ship to give them. These are always random and are currently not configurable on dedicated servers.

Beforehand, bots always used the default (2159) variant of ships.

More synchronization

Many more game events are now correctly synchronised, such as ships being eliminated, ships respawning, ships passing the mid and start line, etc.

These used to be handled client side as they aren't essential to accurately synchronize for just racing. The other gamemodes however have progress and win conditions that are bound to these events, so it was vital that the server is aware of when these events happen instead of just guessing based on the latest information it has on everybody.

This should also fix the long standing bug where some ships can stay on fire after being eliminated.

Controllable Spectator Camera

The spector camera, previously only used if you died in a race with spawns disabled, is now user controlled! You can now switch between ships and the track cameras / orbit camera modes for yourself, the game will no longer do it automatically.

We'd like to potentially include this in the post race cameras for singleplayer too.

Full Changelog

Ships

  • The eliminated fire sound is now stopped when entering a spectator camera

  • Elimination fire now only plays for 10 seconds

Input

  • Controllers no longer rumble when the players ship is eliminated

Pickups

  • Hellstorm no longer locks onto eliminated ships

  • Projectiles no longer collide with eliminated ships

  • Fixed plasma impacts not creating camera shakes against walls

AI

  • The AI ahead of player lap multiplier is no longer applied in multiplayer

Gamemodes - Rush Hour

  • Fixed discharge start time notice not displaying

Gamemodes - Eliminator

  • The target score can now be

Source

Steam News / 1 July 2025

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