Natural Selection 2 News Update - NS2 Build 213/214 changelog
MurphyIdiot
NS2 programmer Join Date: 2008-04-17 Member: 64095Members, Super Administrators, NS2 Developer, Subnautica Developer, Pistachionauts, Future Perfect Developer
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Not sure if it was fixed in 214 but in 213, when a phasegate was being built somewhere, the phasegate circuit of the existing PGs would be shut down. (I.e they're building a third pg somewhere, first and second pg can't be used until 3rd is completed) Kind of an annoying bug. I also bought a gl as marine commander in 213, only to have it drop like 6 all at the same place. (Haven't had a chance to reproduce however)
I've noticed a considerable performance increase, both server and fps wise so that's really awesome. (Fps-wise it still tends to get laggy lategame, but it's manageable now at least) Going to love playing this build!
hoping this is the answer for alien commanders being able to defend themselves against ARCS. Shades just got even more sexier if this is the case.
Whoh, significant changes here. Looking forward to see how it plays out.
A lot of the balance changes seem very common sense, except:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Alien vision now lowers energy regen rate<!--QuoteEnd--></div><!--QuoteEEnd-->
This seems a bit unnecessary...
- There's a spot in docking where one end of a hallway has a door, but the door does not open because it is just the map border with a door texture on it
-> It should use the 'busted door' look used throughout the other parts of the map!
- Skulk is unbearably slow, which means you <i>have </i>to go shift first to make any use of the default lifeform (outside of newbie ambushing which has zero skill indexing whatsoever)
-> can't have fun on aliens at the start of the game (especially since people still think going crag first is a thing), nothing more I can say than that
- FPS traded for load time: the game took forever to start, took forever to load the map, but once I was in the game I was back above 60 fps where my machine should be!
-> Also, there seems to be some gigantic hiccup when it loads art assets (put in a precaching option like TF2's version of source has!)
And no more crazy-blurry celerity! Woohoo!
And no more crazy-blurry celerity! Woohoo!<!--QuoteEnd--></div><!--QuoteEEnd-->
actually loved it... it's realistic. People vomit when they exceedly run, just as we vomit of blurry celerity.
I think we stopped trying to mimic human physiology when the skulk had eyes in its mouth...
that's just a biological difference!!! which is still physically biologically realistic.
<!--quoteo(post=1950814:date=Jul 11 2012, 05:37 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Jul 11 2012, 05:37 PM) <a href="index.php?act=findpost&pid=1950814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think we stopped trying to mimic human physiology when the skulk had eyes in its mouth...<!--QuoteEnd--></div><!--QuoteEEnd-->
A version of it was making some of the playtesters including myself sick. I like the new version of celerity.
IIIIIIIIIIIIIII LOOOOOOOOVVVVVVEEEEEEEEEEEEEEEEE IIIIIIIIIITTTTTTTTTTTTTTTTT
My community and I are very happy with this patch :D
So this is the plan eh, make them useless and make the only way to use them effectively, is to spam them? if you wanted to reduce spamming, why not just make them cost more? isn't that the logical route to stopping spamming?
Also, energy still seems to be gone, bad idea people. energy was what kept the commanding intuitive and kept a by-your-play-style standard. (he who spammed medpacks, had less for nanoshields, for example)
The australian and american comunity is very displeased. played a game with americans just now, they spotted millions of problems that have been in the game since 210. Sigh.
it seems ns2 has hit the steep end of the canyon, it can't get much worse than this can it?
Somehow, I really don't believe that. Should I get out wireshark and see?
1. Phasegates work after losing power and even after being destroyed as long as the model is still in the game.
2. ONE Xeno does like 30x explosions in quick succession - all doing dmg!
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh yea b214 update increased av energy regen. 0.2 must have been an unintended value from 213.
kAlienVisionEnergyRegenMod = 0.8
Almost there UWE! Only 0.2 more bugfixing to go!
Oh no! All of the Australians? AND the Americans? Woops, we really messed up. Well, hopefully the Europeans still like us.
<!--quoteo(post=1950848:date=Jul 12 2012, 03:04 AM:name=simba)--><div class='quotetop'>QUOTE (simba @ Jul 12 2012, 03:04 AM) <a href="index.php?act=findpost&pid=1950848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Apparently in blink they take 1/2 damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, they took full normal damage now in blink mode.
--Cory
This is what i think would be a step in the right direction.
remove vortex completely
remove fake death completely
remove hyper mutation completely
add acid rocket
make camo like it was last build from marine perspective aka you can only see them if you have good eyes(green stuff is bad)
add the exo
make the exo one shot fades
removed building hydras off creep
weld a proto faster.
add a new gl model
move woosh sound on docking north
remove invisible wall in locker room
mineshaft spawn change marines always start in operations and aliens always start in cave no random spawns here
docking spawn change aliens always start in generator
summit spawn change marines always start in sub access
bring back skulk wall jumping to its full glory without cara
make shadow-step cost energy
add dynamic infestation
speed blink up
fix spawn stuck as alien bug
fix marine gun jam bug
fix floating hives in terminal, cafe and warehouse(chains arnt spot on) and other places
allow for evolve devolve revolve on upgrades with evolve and revolve costing 1 res this adds death risk <(^^,)>
remove natural alien regen completely making gorges more important.
alien comm must uses drifters to place cysts now aka sc2 queen style(gives the drifter purpose and fixes cysts spam in marine bases)(mix this in with the creep also being dynamic)
yeeeeeeeaeaeaea feedback!
<a href="http://img694.imageshack.us/img694/9625/lolxetv.jpg" target="_blank">http://img694.imageshack.us/img694/9625/lolxetv.jpg</a>
Also, don't worry Cory I'm Australian/British and by extension can say the respective communities as a whole are not displeased.
/tips hat at AuroN2.