1.2 Changelog
Music :
Added Vonsnake - To The Cosmos
Added Xpand - SpaceRaver
Added Xpand - Eons
Added Xpand - Telomere Extension
Added Xpand - Partial
Added Vonsnake - Caliburn
Added Vonsnake - Out There
Added Vonsnake - Orbitronix
Added Vonsnake - Beyond
Added Xpand - Lightspeed
Remastered Wyvern, Nexus, Diavolt, Omnicom, G-Tek, Tenrai and Scorpio. For soundtrack DLC owners, you can find the original versions in the Legacy folder.
Music introduced in expansions are now prefixed with the expansions now
Fixed Shiftdelete - The Only Way Is Up not being streamed and causing a small frame hiccup when loading
Shiftdelete - Worldwide is now the song played when returning to a lobby in multiiplayer
VR :
Added option to set which eye will be drawn in the desktop game window
Custom Race :
Menu rewritten from scratch to be consolidated into a single list that's generated on the fly
Settings that are not relevant to a gamemode are now hidden
Gamemode specific settings are now saved
All settings are now saved when backing out
Racers and lap settings now show the result of their settings instead of the internal values that the game uses
Added options to disable any weapon in the game. This list also acts as a readout of weapons that gamemodes disable
Menu progression/regression is now handled by inputs only (mouse interactable buttons are still available at the bottom of the screen)
Tournaments :
Added the ability to set which gamemode a tournament will use. Currently only the race gamemode is supported.
Every setting available in custom race in now available to tournaments
Settings :
Added option to control the screen shake intensity
Added option to toggle muffled audio when in vacuums
Added option to toggle custom track music overrides
Added option to toggle cockpit audio filtering
Added option to control the resolution of portals
Added option to disable engine sound loading from soundpacks
Added options to fine tune the camera distance
Added depth buffer based lens flare occlusion. It defaults to on but can be turned off in the Graphics -> Effects menu. This option only works on Windows when using DX11. Linux/Mac and OpenGL are not supported as they don't support the compute shader features needed to read the data back.
Renamed gameplay options to game
Moved camera settings into their own sub category in the game options menu
Reworked realtime ship reflections so the high option now uses a higher resolution instead of a higher refresh rate
Multiplayer :
Code mod support
Support for code mods has been added to multiplayer when using a direct IP connection. For security reasons we have not enabled this for Steam based multiplayer. This feature is primarily focused on groups of friends who want to play with each other with whatever mods they please.
The server can decide whether code mods need to be disabled, can be enabled or whether all clients need the exact code mods they have installed running.
If the server is running in host mods mode and you don't have the same setup, information on what you need to disable and what you need to install will be available in the game's console.
Added controller navigation to the chat box and back
Added ingame and lobby messages for when players join and leave
Added sounds for the lobby start countdown
The game's version number is now used instead of an internal multiplayer version. This now means everybody has to be running the exact same version of the game to play with each other.
Skip detections are now broadcast to everyone
Fixed the lobby chat in VR not being visible
Fixed damage overflow on respawning ships
Fixed the game trying to access a peer using the pper ID as an array index when retrieving a networked ship name, fixing performance drops when eliminating certain online players
Fixed CSF ships being viewed in the ship turntable getting unloaded when a network peer changes ship
Fixed desync with ship meshes in the lobby when peers disconnect
Fixed tournament races not waiting for players to load before starting subsequent races
Fixed a bug with rockets where finishing a race with them would have the AI fire them but not dispose them, causing more to be spawned until the game crashed
Fixed a client softlock that would happen the race after a race where the host selected and played a track you don't have
Campaign :
Added support for forcing floor hugger. Use FloorHugger="True" in the mode group in custom campaign XMLs
The gamemode description box for campaign events is now scrollable if the description is too long
The Neon Nights finalist hardcore cup is no longer hardcore
Campaign progress can bow be saved when debugging is enabled
Custom gamemode settings loaded from campaign XMLs are now reported to the console for debugging purposes
Added a short description next to the campaign difficulty option to make it clearer what both options are doing
Fixed the Barracuda time trial events still using a legacy hard multiplier
Fixed a crash that happens on game exit if you view a custom campaign that points to a non existent video file
Tracks :
Unity light objects are now disabled on track load. This should provide a performance boost on complicated tracks like Basin when using lower end hardware
Reworked lighting on all tracks using the new vertex lightmapper
Fully remade Marina Rush. The new layout is only ever so slightly shorter then the previous one, so all leaderboard scores have been left up since the top entries are possible to beat
All tracks updated to fully support the new affine texture map setting
Added AOOB flags and increased the jump zone force on the gravlift sections on Atlantica Reverse
Added no anti skip volume to the final raised turn on Omega Harbour Reverse
Omega Harbour's lower quality ocean now uses the BNG water shader
The respawn areas on Hydrome Bed's drop turn are now less agressive and provide more wiggle room
Luna's introduction intercom now uses the new processing used for the Outer Reaches tracks
The texture maps used for the fancy oceans no longer have texture filtering
Normals are now calculated for scenery floors that don't have any, fixing a major issue caused by Unity stripping normals on track builds (which is now disabled when using the latest Unity Tools build)
The transform interpolator script now keeps track of the number of ships that have interacted with it so the animation doesn't play until all ships have left the collider
Spawn tile discovery is now based on the user defined start line and not a hard coded section offset
The spawn position now takes into account the section orientation (upside down maglock/floor hugger spawns are now possible)
When using a standard ship with more then 8 contenders, each teams ship will now spawn side by side
The Metro frontend mesh now only shows the routes you will take and not the entire track floor mesh
Fixed 2280 pads on the start grid on Utah Project
Fixed floating 2280 pad on Harpstone's jump
Fixed anti-skip issue on Hydrome Bed
Fixed a skip exploit on Arrivon Peak
Fixed the train on Dover not being animated
Fixed the palm trees on Atlantica Forward being disabled in survival
Free Tracks :
Updated the terrain textures on Europa to make them more icy in appearance
Europa's introduction intercom now uses the new processing used for the Outer Reaches tracks
Updated Europa and Yala Outpost terrain material with new terrain shader features to blend the UV scale over a distance
Gamemodes :
Added Rush Hour
Added Team Race
Speed lap will now respawn the player if they're eliminated (for damage zones)
Tournament scores are now based on the amount of alive ships and not the total ships
Ship places in tournaments now determine their position on the start grid for the next race (singleplayer only)
Idle attract mode now uses a random ship, ship livery, ship livery scheme and track from all loaded content instead of just the base game content
Fixed the idle attract mode using splitscreen if the previous race played was in splitscreen
Race :
Added option to toggle between the afterburner, turbo pickup or both as the boost mechanic
Knockout :
Added option to toggle between the afterburner, turbo pickup or both as the boost mechanic
Survival :
Survival now saves offline records
Survival can now detect when the ship is spinning and begin heavily damaging it as an anti-cheat measure (for Port Ares and Kuiper Overturn)
Eliminator :
Double tapping the afterburner will now give you a boost when the spin finishes. Boost combat spinning will also increase your grip through the spin for better control when exiting it
There is now a 200ms cooldown to the combat spin
Added easing to the combat spin animation for an added sense of weight
Ai can now combat spin
Fixed combat spin not working for player 2
Fixed players being able to combat spin in the results screen
Ship collisions are now always disabled
Increased difficulty in the higher AI levels
Reduced the amount of points given for ship eliminations
Doubled weapon impact scores so events are now shorter
Ships must now hit another weapon pad before a previous weapon pad can be used again
Speed pads are now disabled
Removed hunter from the weapon roster
Upsurge :
A zone is now worth 20 shield instead of 10
Increased shield time to 1.5 seconds
Weapons :
Rewrote the random weapon system to have much better fallbacks in place in case a weapon can't be given, such as only allowing a weapon that might only be available in specific race positions
Weapons are now inserted into the weighting table at random positions instead of sequentially to improve the random selection
Projectiles can now respond to trigger behaviours such as teleporters
Projectiles now slide non player ships to the side instead of pushing them upwards
The shield will no longer auto deploy when another shield is already active
Fixed an issue where AI didn't recognise themselves being near an energy wall and would always fire one
Mines now spawn using the ships full 3D rotation
Fixed the hellstorm reticule not aligning with the camera in certain situations like through loops
The ship detection for the AI rocket logic now uses a sphere cast to accommodate for the rocket spread
Ai now have a stop delay for the cannon fire, making their usage of it more player like
AI can now fire missiles backwards in the expert, elite and hardcore difficulties if they can't get a forward lock
Ai now have a separate usage timer not affected by the aggression stat, allowing them to hold weapons for longer in Eliminator and Team Race where the fire aggression is increased further beyond its base value
Improved AI accuracy with the rockets, scaled by the AI difficulty level
Destroying mines with weapons will now given you the points the owner would have recieved if you had collided with them
Improved missile and hellstorm reliability on non flat track surfaces
Missile and hellstorms now aim torwards their targets much faster
Improved projectile lockon reliability
Fixed mine lifetimes being framerate dependant
Fixed score increments from mines being based on projectile impacts instead of ship impacts
Fixed the plasma not increasing scores on impact
Cannon :
Fixed cannons not counting towards the minesweeper stat and achievement
Fixed fire rate being framerate dependant
Now only updates the weapon information readout per fire (small optimization)
When a ship has a damage stat of 0 the cannon fire rate will now default to the base fire rate
User Interface :
Added advanced content selectors. Press the open leaderboard input bind when on the ship and track turntables to open it
Added an onscreen keyboard to input fields when using a controller or when in VR. With an input field highlighted press menu submit to bring it up. Menu back, menu category left, menu category right, use pickup, drop pickup and pause will simulate you pressing space, left arrow, right arrow, backspace, caps lock and return respectively.
Added the ability to edit ship stats in realtime using the F1 overlay when debugging mode is enabled
Added controller input icons. This currently supports xbox and dualshock controllers
You can now select the ship class and physics mod in the records menu
The option menus are now automatically laid out and given automation, resolving any past and future issues with navigating through them
The progress loading DLC is now shown
The layout creator file browser can now back out to show all of the drives connected to the computer
The lobby ship turntable now shows stats and the ship description
The in-game leaderboards overlay will now download the top scores if you haven't set a score for surrounding scores to be based on
Sliders now increment values faster over time when held
Renamed back to cancel in the option menus
Improved visuals of the code mods menu
Bindings in the controls menu are now categorised for better readability
Fixed the lobby ship turntable loosing the current content when a peer changes their ship
Fixed seconds in the stats screen having 2 s's
Fixed an issue where not having any custom ships installed would require a double tap to move past the last category of ships on the turntable
Fixed the ship selection turntable using player 1's inputs for player 2
Fixed the mouse having an influence on highlighted elements when it's not visible
Fixed menus marked to not regress on menu back inputs being regressable when right clicking
Fixed the code mods menu breaking when you back out, go back and the back out again
Fixed the controls menu loosing selection focus when coming back in after a runtime generated element was selected
Fixed various issues where UI elements would have the highlighted color stick when in-game
Fixed various UI element issues where the highlighted color would stick when the game is paused
HUD :
Redesigned the speed lap HUD
Updated the total time / lap time HUD design
You now need to hold down the open leaderboard button to bring it up. An open progress bar is shown on screen as you hold the button down
The notification buffer now uses the aldrich font, shows a kill feed and will scale down text if iti's too large to fit in the text area
If you're using cheats or are in debugging mode the notification buffer will now let you know, in case you were wondering why stuff wasn't saving
The position HUD element now updates every 100ms instead of every frame to stop the readout rapidly jumping about if you're rapidly trading places with another ship
The race lap readout now keeps the perfect lap highlight updated for the active lap
Improved the now plying display positioning so it can now show 2 lines without clipping and fixed the width so characters for longer names don't overflow off of the screen
The notification overlay now cancels its animation coroutine and resets its alpha when disabled
Improved positioning and scaling of the eliminator scoreboard, ship energy scoreboard and campaign awards panel
Fixed the time looking at stats display not converting the milliseconds back to seconds when the stat overlay loads
Fixed the ship energy overlays not flipping their position in mirror mode
Fixed the race lap readout page switch being offset after 10 laps
Fixed the wrong way notification showing in Eliminator
Ships :
Added a 2 second shield when ships respawning
Added Outer Reaches liveries (unlocked by getting a gold or platinum in every Outer Reaches campaign event)
Added a secret ship. We'll leave discovering the code to unlock this up to you
Added Orbitronix
Added support for user variables (for use with the custom ship module system)
Added a bounce response for front - front ship collisions
All ships now have Neon Nights liveries
The Barracuda Model 0 now has it's own unique cockpit
Re-uv'd and retextured the Barracuda Model S
Caliburn now has its own engine sound
Added support for infinitely nested physics mod zones
Steer sliding is now applied over time instead of instantly, adding some smoothness to the drift of ships so it doesn't abruptly cut in and out
Steer tilting is now more visually coherent with how it would affect the ships rotation
Floor hugger now allows full 360 pitching and no tilt zeroing when airbourne in zero-g
The drag ship trails no longer turn blue when boosting and have been made shorter
All ships have been updated to the newer engine effect backend and now have their own unique, thicker player trails
Increased the width of the AI trails to match the width of the players
The AI trail is now used when using the reverse camera in the legacy mode
The controls and navigation lights are now hidden when in internal cameras and normal reverse cam mpde
Moved hyperions contrails to the back side of the hull
Updated Tenrais engine colors so they better match the teams primary color
Secondary thrusters no fire when start boosting
Updated drift ships with animated airbrakes, new engine effects, new engine sounds, reflection masks and lowered top speeds and altered handling
Ship shadows now project onto scenery floors
Updated the ship elimination animation and physics
Updated the drag engine sound
The rear chase camera no longer offsets itself based on the ships vertical distance to the track when in floor hugger
Fixed ships refetching track normals and triangles every physics step when hovering over scenery floors (huge optimization)
Fixed the survival ship trail remaining when using custom ships in Survival
Fixed the scrape sound continuing to play if a ship is scraping when eliminated
Fixed engine trail Uvs now updating if update colors is disabled
Fixed ship effects being disabled when the camera switches to the race finished view and the player is in first person
The INTERNAL_TEMPEST module is now depreciated an will be removed in a future update.
Added updateColors, useBoostColors and useTurboSounds boolean variables to the drag module
AI :
The AI grounding force now respects physics mod zones gravity settings
The AI no longer have section wall avoidance when the side of the track they're on doesn't have a wall
Improved the autopilots vertical movement
Fixed the autopilot junction control not having its inputs mirrored in mirror mode
Engine :
Moved UserData folder to User. All of your data will be automatically transferred over. Make sure you have read the section on this above
Outside of the campaign there is no longer a restriction on what content is available where. All standard ships can now be used on drag tracks and the drift ships can now be used everywhere.
Added CRT filter option (Graphics -> Retro menu)
Added -skipintro launch argument
Added an option to control how custom menu music plays, similar to the soundtrack options (Audio -> Mods menu)
Implemented a new settings backend to handle settings and preferences
Implemented custom HUD support. Examples and documentation will be coming in the future
Asset bundle loading for DLC and generating custom track caches is now asynchronous
When splitting faces for virtual environments, the game now uses Unity's new 32-bit index buffer to allow the output mesh to have more vertices if needed
Implemented affine texture mapping. This can be toggled from the Graphics -> Retro menu
Implemented an uber shader to consolidate many shader types into a single source
Custom content shader to internal shader translation is now handled with a database instead of having everything hard coded
Depreciated the ingame ship importer
Replaced the rich presence rank readout with a speed class /w speed modifiers readout
Countdown displays are now rendered into the depth buffer
Extra laps being a negative value now activates cheat mode
The anti-skip system is now disabled for ships that are respawning
Fixed Unity based skybox's not being disabled when using the ship render only mode in photo mode
Fixed the skip detected sound playing for AI ships
Fixed the machinima camera tool not functioning (accessed via console command)
Fixed ship liveries for DLC campaigns not installed being unlocked when using the unlock all feature
Fixed a major issue in position tracking that would affect the accuracy of positions on tracks like Dover Reverse
Fixed the photos taken stat not being incremented
Controls :
Controller configs are now stored to an XML file
Fixed only mapped inputs working for skipping the startup scenes and added mouse input support for skipping
Fixed controller vibration not being stopped when the game pauses
Audio :
Added support for Steam Audio HRTF. You can enable it in the Audio -> Mixing menu (spatial audio)
The track introduction voice is now played through the voices audio channel
The intro FMV now respects the music channel volume
Oneshot environment sounds are now processed by the audio source enumerator to ensure they have the right mixer channel assigned
Removed the airbourne high pass filter from the music in 2280 (linux compatibility fix)
The ship bump sound no longer plays for AI to AI collisions
Optimized what sounds AI play to keep voice counts below the 64 ceiling against 16 AI
Fixed the ambient audio culling not working on some tracks where the culling manager has empty object entries
Fixed custom shield hit sounds not playing
Layout Creator 2.0 :
Made the background darker
Added support for changing the per-node track shape interpolation method. A dropdown has been added to the node tools window to set this.
Added camera orbit using the middle mouse button while there is an active selection. You can also use W and S to move towards and away from the selected nodes.
Added teleporter node (press ; to toggle it)
Fixed physics mod zones being wiped on undo/redo
Fixed physics mod zones blocking selection inputs
Debug Console :
Any logs before the console is loaded will now be buffered and logged as soon as it's available
Rewrote console and commands to use Mojangs Brigadier backend
The console now suggests as you type and tab can be used to autocomplete
The help command now uses Brigadier to list out all commands instead of relying on an external commands help doc
Using the help command and then the name of a command will now show usage details on that command
Reworked the command history so pressing up and down will now cycle through a stack of previous commands
Photomode :
Implemented tonemapping effects menu
Fixed the UI not scaling properly with ultra widescreen resolutions
Fixed camera movement not being analogue when using a controller