In this update9
Full notes
Full BallisticNG update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- Maps
- Performance
- Workshop
- Server
BallisticNG changes
This is our last major feature update which reworks multiplayer, introduces many QOL additions and brings a major update to the Layout Creator, featuring controller support!
Without further ado, let's get straight into the changes:
Tracks
Oceana
[dynamiclink href="https://www.youtube.com/watch?v=UCPgOply42o"]Oceana is the second 2280 track, a free track that completes an old concept from the cut 2280 content of version 0.8. While it's designed to play best in 2280, it's also compatible with 2159 and floorhugger just like with Gullfoss Run.
The game's soundtrack DLC has also been updated with the two songs made as ambience for the track, you can find them in the Extras folder and stream them here. Thanks to Kabelsalat, who tore up his throat for the Dodgems music!
Omega Loop
[dynamiclink href="https://www.youtube.com/watch?v=1t0Lcgxtxcg"]Omega Loop is the third 2280 track, another free track that completes the first 2280 track originally in development for version 0.8. While it's designed to play best in 2280, it's also compatible with 2159 and floorhugger.
General Changes
Enhanced Analog Control
Enhanced analog control is a new input option which maps the steering and pitch inputs onto a square, allowing diagonal inputs to provide full values to both steering and pitching on thumbsticks.
This option makes steering more sensitive when the thumbstick is fully up or down so we've left this option off by default, however we do recommend that you turn it on if you want to get the best handling performance out of your ship when playing with analog inputs.
Reworked Toggle Thrust
Toggle thrust now has a separately tracked state to the ships thrust itself so that it remembers whether it was on or off when ships respawns.
The option is now disabled during the race countdown so you can hit the start boost like normal, and thrust will start enabled by default once the countdown has finished.
Steamless Workshop Support
Steam Workshop mods now work without Steam needing to be open!
When the game has been ran once with Steam workshop content enabled, the workshop folder will be saved and used directly whenever the game can't interface with Steam. See the full changelog for more details on how this works.
Multiplayer Updates
Rollback Netcode
Rockets, missiles, cannon and plasma hits are now synced using rollback on the server. This can actually be customized, where the host can switch between three hit detection modes:
Server Authoritative : The server performs rollback to determine if it was possible for a client to have hit another client (default).
Receiver Trusted : Clients will decide if another client hit them (pre 1.4.1-d6 behaviour).
Sender Trusted : Clients will decide if they hit another client.
Multiple Gamemodes
Multiplayer now supports Knockout, Rush Hour, Upsurge, Eliminator and a multiplayer exclusive version of Team Race! All modes fully support bots 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
Source
Changelog.gg summarizes and formats this update. How we read updates.
