Changelogs: 1.04 -> 2.01 -> 3.0

XaajehXaajeh Join Date: 2003-05-21 Member: 16546Members
<div class="IPBDescription">Anyone have them?</div> Anyone have a link to the changelogs that detail the major changes from 1.04 to 2.01.. and 2.01 to 3.0?

All I'm currently finding are changelogs for 3.0 b2 and b3... and the search system for these forums is horrible.

Thanks.

Comments

  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    You can find the full changelog for every release at the very bottom of the new
    <a href='http://www.natural-selection.org/manual_version_2/Natural_Selection_Manual_Framed.html' target='_blank'>NS manual </a>

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    v1.04 - January 24th, 2003

        * Fixed exploit that allowed aliens to look like marines and fire marine weaponry
        * Changed max machine gun ammo to 250 (used to be 300, though it would only display 250)
        * Fixed various commander mode exploits
        * 3rd party entities are never propagated to client (ie, adminmod_ entities). This could fix an occasional crash (thanks Alfred)
        * Moved auto-concession on unfair teams into server variable (mp_autoconcede: if set to greater then 0, then if teams are ever different by this many players, that smaller team loses immediately)
        * Dead players can now talk to their teammates in both casual and tourny mode (needed to prevent team from getting an advantage by using external voice program in CAL)
        * Fixed problem where ammo could be picked up while holding mines
        * Aliens without any hives no longer take damage when the server is in tournament mode
        * Added more triggers (for Psychostats and 3rd party program support)
        * Fixed visual problem where advanced armory had weird build circle
        * Reduced radius of acid rocket splash from 200 to 165
        * Alien respawn time reduced from 10 seconds to 8 seconds
        * Reduced shotgun cost from 20 to 16
        * Reduced welder damage from 10 to 7
        * Armory can now give out ammo while upgrading to advanced armory
        * Increased cost of infantry portal from 15 to 22
        * Increased cost of phase gate from 20 to 25
        * Decreased health of phase gate from 3500 to 2000
        * Increased scan cost from 1 to 3
        * Increased grenade launcher damage back to 200 (back to v1.0 value)
        * Umbra now blocks 5 out of 6 bullets instead of 6 out of 7
        * Arms lab reduced from 50 to 45 points
        * Reduced siege cannon range from 1250 to 1100
        * Siege cannon targets now must be sighted to be hit (in view of friendly player or scanned by commander)
        * NOTES:
              o The green circle that appears when the siege cannon is selected by the commander is using the old range, but this will be fixed in v1.1.
              o This is the value siege range was for most of our internal playtesting (hence the bast and hera issues that suddenly arrived with v1.0)
              o Initial hive now spawns with full health instead of having to heal up to full health on spawn
              o Fixed bug where advanced turret factories don't have full health
              o The advanced armory now has 2400 health instead of 1500 (same as regular armory, this is a fixed bug, not a balance change)
              o Fixed bug where tournament mode caused some damage to be reduced more then it should be (acid rocket vs. any alien structures)
              o Fixed bug where hive would sometimes play wound sound/animation when it got hit but didn't take damage
              o Removed lingering "organic" damage type for acid rocket and spore cloud (fixes bug where acid rocket wasn't doing damage properly to organic structures)
              o Aliens lose all their points when they leave the team, and the team doesn't get them either (this will be revisited in v1.1)
              o Fixed non-visible motion sensor and proximity "blips" (linux only)
              o Defense chambers no longer heal themselves
              o Removed gibbing of corpses (off by default, but some servers had enabled it). This means death animations always play, so no more disappearing models when using high-powered weapons.
              o Alien health circles seen by gorge now take armor into account (so gorge knows when player is fully healed)
              o Morphing resets your health again (preserves percentage of armor when evolving carapace too)
              o Fixed logging bug where model name was reported instead of team name for say and and say_team
              o When hive is constructed, have it check to see if technology should be supported automatically (exploit for getting extra upgrades after a hive is killed and rebuilt)
              o Observers can hear other observers and players on the screen, and can chat with each other
              o Fixed various problems with holding mines while building or using command station
              o Changed cloaking so it deactivates when a player moves faster then a certain speed, fixing an exploit. Moving very slowly should still allow an alien to remain cloaked.
              o Added "highdamage" cheat for testing (sv_cheats must be 1, all damage is x100 vs. buildings, x10 vs. players)
              o Added "slowresearch" cheat for testing (sv_cheats must be 1, research takes full time instead of normal 2 seconds when cheats are on)
              o Phase gates now must be +used instead of just touched (less frustrating when trying to attack them or fight nearby)
              o Don't play "select your troops, and give them orders" commander hint if you have no other players on your team
              o Grenades and mines are now enhanced by arms lab damage upgrades
              o Fixed exploit where multiple upgrades from the same category could be purchased by jamming hotkeys (thanks localhost)
              o Fixed bug where trying to exploit alien abilities could crash the server
              o Fixed bug server name wasn't displayed on scoreboard
              o Reduced "intermission" time after game ends before mp_timelimit is checked. Disabled mp_timelimit map-switching for tournament mode.
              o Phase gates now only play their effects (particles, sound, light) when there another active phase gate (so a player can look at a phase gate and know if he can go through it)
              o Fixed end-game server crash for large games
              o Fixed rounding errors for level 3 arms lab upgrades for marine weaponry (thanks Kitsune and Comprox)
              o Fixed bug where babbler and xenocide damage wasn't being applied properly (babbler damage was halved, xenocide wasn't doing blast damage)
              o Fixed bug where laser-style mines sometimes wouldn't go off when touching the base
              o Turret factory cost reduced from 25 to 20
              o Siege turret cost reduced from 25 to 20
              o Lerk spike damage increased from 16 to 18 (big lerk changes coming in v1.1, this is a hold-over)
              o Fixed problem where mines sometimes blow up on their own for no apparent reason after they are placed
              o Added "detectall" cheat for testing motion-tracking and marine blips
              o All entities can hurt themselves (allows 1-hive alien team to battle siege, figure it out...)
              o Allow siege cannons to see targets themselves (no spotter needed if target is in sight of the cannon)
              o Tweaked armories to refill your primary ammo supply before your clip
              o Changes for PsychoStats support (thanks Stormtrooper, get well soon). Visit www.psychostats.com to download Psychostats v1.9.1 which now supports NS
              o Fade cost increased from 44 to 54
              o Movement chambers now teleport to aliens to a hive that's under attack, or the farthest active hive if none are under attack.
              o Carapace now slowly gives out extra armor points with upgrade level, instead of giving it out all at once. For example, a skulk with 0/1/2/3 carapaces has armor of 10/16/22/30. All other properties of carapace remain the same.
              o Regeneration upgrade now heals approximately twice as fast
              o Redemption increased in effectiveness slightly
              o Hive now heals nearby players faster in effort to allow aliens better chance to hold off early marine rush (20 points per second instead of 8)
              o Added ability for Guides to send hint tooltips to individual players. More information on the Guide program is coming.
              o Cloaking changed so higher levels make it faster to cloak instead of harder to see. All levels now make the alien equally invisible (not quite invisible, but very close)
              o Fixed various bugs and exploits which enabled players to use weapons while commanding
              o Fixed bug where players trying to execute alien abilities manually crashed the server
              o Fixed bug where hive death animation kept looping after hive was dead
        * Linux improvements
              o Ported code to updated version of GCC
              o Compiled NS with optimizations, which should bring the linux server up to speed with the win32 server (CPU optimizations)
              o Fixed all motion-tracking and visibility problems
              o Important: there are problems when NS v1.04 Redhat and Adminmod are used together. If the server crashes when players join, temporarily disable Adminmod or revert back to v1.03. This is a standard-library problem and the NS team is currently working on a solution.




    v2.0 - July 31st, 2003 (previously referred to as v1.1)

        * More diversity of tactics, along with more play-time at the 2 and 3 hive stages
        * Simpler resource model (multiple gorges will be viable)
        * Faster and more intense gameplay (average game time in v1.04 is 22 minutes, v1.1 target is around half that, though epic games still possible)
        * Commander improvements
        * Hotgroups for soldiers and structures (soldiers are notified, "You are squad four"). Hotgroup icons blink when under attack.
        * Warcraft III style "idle peon" messages
        * Always draw player names for commander
        * Much better hotkey support (fully customizable)
        * Select all players button/bind
        * Alien upgrade improvements (all paths viable)
        * Sensory chambers are now automatically cloaked, and they cloak other alien structures in range (including hives, resource towers, offensive chambers, etc.)
        * Movement chambers now give aliens energy, like defensive chambers give health. Unsure if teleport ability will stay.
        * Silence upgrade now silences movement and attacks (it's incredibly eerie)
        * HLTV support (including first-person view while waiting to respawn)
        * Changes to tournament mode to support CAL
        * Collision improvements (no "jittering" when crouching on structures, structure hitboxes much more accurate, etc.)
        * Skulk bite and machine gun muzzle flash obscure view less
        * Improved demo record/playback functionality (particles, scoreboard, etc.). Demos recorded before v1.1 will still work in v1.1.
        * Improved alien pop-up menu is simpler and more intuitive, context-sensitive cursor
        * All known exploits fixed (frame-rate advantage, etc.)
        * Fewer "stuck" issues with Onos and blink
        * New Onos abilities allow him to stomp the ground to stun nearby enemies, then devour enemies whole (they are slowly digested, during which time they can be saved by killing the creature)
        * Skulk model orients properly when running on wall! Possible option for transforming first-person view
        * Lerk physics changes to make him easier to control
        * Huge server performance improvements (should be around half the CPU usage)
        * New marine technology: electrified turret factory upgrade, does damage to enemies touching factory
        * New effects: sentries smoke when they fire, alien structures splatter goo when destroyed
        * Updated existing maps for balance, performance and flow, and new maps (at least three)



    v2.01 - September 19th, 2003

        * Lowered marine damage/armor upgrade costs from 30/40/50 to 20/30/40
        * Increased grenade damage from 110 to 125
        * Fixed problem where specs can be heard talking before game start in tourny mode
        * Fixed problem where dead players could sometimes be heard
        * Voice comm can no longer be heard for anyone during countdown (to allow safe demo recording)
        * Fixed "Contacting www.natural-selection.org..." timeout problems when natural-selection.org is down
        * Hide opposing team score in tournament mode so you can't see how many resources towers they have
        * New collision code to lessens chances of players getting stuck in structures
        * Fixed problem where hera holoroom double node couldn't be built properly
        * Fixed bug where being webbed and then devoured pulls out your weapon while inside the Onos
        * Each level of celerity now increases speed by 25, down from 35 (back to the 1.04 level)
        * Electricity research time reduced from 60 to 30
        * Electricity range increased from 90 to 120 (to prevent exploiting)
        * Offense chamber health reduced from 1150 to 1000
        * If an Onos redeems while digesting a player, the player is left behind
        * Parasites and gorge spit can operate switches and buttons that take damage again
        * Marine resource tower cost lowered from 20 to 15
        * Healing spray is 16 (same as 2.0)
        * Removed frame-rate dependence from leap and charge damage (Leap is 40 damage per second, Charge is 160 damage per second.)
        * Increased hive cost from 35 to 40
        * Reduced command station cost from 25 to 20
        * Reduced command station build time from 20 to 15
        * Umbra blocks 2 out of 3 bullets (down from 3 out of 4 in 2.0)
        * Improved "lastinv" command so that your last weapno is preserved between gestations
        * Shotgun clip and reserve reduced from 10/50 to 8/40
        * Removed cloaking and uncloaking sounds via cloaking upgrade
        * The cloaking upgrade now fades smoothly instead of becoming instantly invisible. The higher level of your cloaking upgrade, the faster you'll cloak.
        * Aliens should be able to walk slowly cloaked via the cloaking upgrade.
        * Each level of cloaking decreases time needed to cloak more.
        * Sentries and offense chambers now do "light" damage. Light damage does half damage to heavy armor and Oni.
        * Only allow resource towers and turret factories to be electrified (fix for exploit timing/selection exploit)
        * Resupplying at armory can only go into reserve (addresses end-game grenade spam at marine start). It also now rounds up (so odd-sized clips like the HMG load intuitively)
        * Made offense chambers less accurate against fast-moving targets (jetpackers)
        * Fixed "super-hive" bug which allowed an invincible hive to be built
        * Fixed alien resource exploit involving late-joining
        * Fixed spawning exploit involving late-joining
        * If you get disconnected while playing aliens, and you rejoin, your resources will be preserved
        * Players can only become spectators from the ready room (fixes devour exploit)
        * Building hives can now be healed
        * Unbuilt marine structures can now be repaired with the welder
        * Lowered armory cost from 20 to 15
        * Electricity can now attack two targets at a time instead of one
        * Lowered gorge armor from 75 to 50 (shouldn't affect gorge lifespan, as they usually have extra armor when they die)
        * HMG cost reduced from 20 to 15 (marines should be able to attack at tier 2 without it being a make-or-break effort)
        * Fixed bug where turrets could fire before they were built by recycling and building turret factories
        * When you use a phase gate, it checks to see if there are any structures blocking the phase gate. If there are, it blocks the phase. It then checks to see if there are any players blocking the phase gate. If there are teammates that have phased within the last 2 seconds, it blocks the phase. If the phase succeeds, it kills any players that are on the phase gate. So teammates have a 2 second window to get off the phase gate; enemies are telefragged instantly. Structures however can still block a phase gate, though this will likely change in a future version.
        * Removed frame-rate dependence when building structures (and fixed flashlight exploit when building structures)
        * Fixed bilebomb exploit that could sometimes allow it to damage through walls
        * Handicap can now be set in non-tourny mode. Message displays like active resource nodes message, every 20 seconds.
        * Reduced siege cannon build time from 15 to 10
        * Reduced siege upgrade time from 22 to 15
        * Reduced heavy armor cost from 20 to 15



    v3.0 -(previously referred to as v2.1)

        * New gameplay mode: NS Combat
        * Removed XXX and XXX. Added XXX, XXX, XXX, etc.
        * New upgrades : New Combat-specific upgrades like "resupply" and personal scanner sweep give you help when you need it.
        * New look : Over 150 new textures and new NS maps give the game a whole new look. Fight in the claustrophic halls of ns_ayumi, catching a glimpse of snow falling outside a catwalk, or take control of the awe-inspiring and incredible ns_agora.
        * Catalyst-packs : New "catalyst-packs" allow Commander to speed rate of fire and movement of marines for a short duration.
        * New lerk : New flight model for the "Lerk", allowing smooth and precise flapping and gliding (he also has his bite back!).
        * New spectator interface : All-new spectator mode is easier to use and ideal for match commentators.
        * New manual : The manual has been totally re-written to include a "quick start" guide, and detailed information on every weapon, ability and structure.
        * New chat and font system, the ability for mappers to pre-place structures in maps, 'votemap' command, new scoreboard, new alien "focus" upgrade, and much more.
        * Native Steam support
        * VALVe Anti-Cheat (VAC) and Cheating Death (CD) support
        * Massive improvements : Over 200 bugs and exploits have been fixed in this version, along with dozens of other improvements. These include "sinking" structures, better hitboxes for players and structures (even for wall-walking skulks!), skulk prediction fixes, and hundreds more.

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  • WukedWuked Join Date: 2003-01-15 Member: 12325Members
    as he said, manualy or elsewhere on

    <a href='http://www.nssource.co.uk/content.php?content=archive/index2.php&subaction=showfull&id=1075322924&archive=&start_from=&ucat=1' target='_blank'>Here</a>
  • Dark_HandDark_Hand Join Date: 2002-11-06 Member: 7248Members
    <!--QuoteBegin-Wuked+Mar 4 2004, 01:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wuked @ Mar 4 2004, 01:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> as he said, manualy or elsewhere on

    <a href='http://www.nssource.co.uk/content.php?content=archive/index2.php&subaction=showfull&id=1075322924&archive=&start_from=&ucat=1' target='_blank'>Here</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Going through the old changelogs... Ahh memories. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1.01 change:
    Moved all gameplay constants into server code, so economy and balance will be identical on all servers<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    hehe <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I remember in 1.00 how on some servers things cost 5 resources and on some they'd cost 1000... Was confusing!
  • AfrAfr Join Date: 2003-05-13 Member: 16240Members, Reinforced - Shadow
    Old changelogs sure brings back old memories but please

    <span style='color:red'>Use search</span>
  • ColHapablapColHapablap Join Date: 2004-01-31 Member: 25864Members
    Wow, Good times. Good memories <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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