Changelog Clarification Faq
taboofires
Join Date: 2002-11-24 Member: 9853Members
<div class="IPBDescription">So you don't have to wade thru spam</div> Okay, all the excitement over 1.1 is generating lots and lots of posts. Go ahead, let it out. Still, we need some places to keep useful information that are fairly spam-free. So, I'm going to keep a running list of all the questions I see that don't have obvious answers, and post their answers here. As time moves on, I'll edit this first post and put in more questions and answers. I'll try to put the newer answers closer to the end of the list.
*Attention!* There should only be two kinds of replies in this thread: Devs/PT'ers providing answers, and specific questions directed at them. Please do not post opinions about the changes here; this is purely informational, and I'd greatly appreciate it if you would keep chatter to a minimum. Think of it like the 1.1 info thread, but with a much tighter focus. Unless you have a question or an answer, please post in another thread.
If there's something minor in my list that you want to correct (spelling, etc.) just give me a PM. It's easier that way.
Okay, I was originally going to list all the people who contributed. Then I realized how long the list was going to be. Ty anyway, you know who you are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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Answered questions:
Lots of questions about the new sensory chambers are answered <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=32022&st=0' target='_blank'>here</a>. I might add all the Q/A's from that thread here in a bit, for the sake of completeness.
Basically any resource cost/time to research can be found here: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=30827' target='_blank'>marine tech tree</a>. The cost/time for aliens does not appear to have changed in 1.1
General Kharaa:
-Have there been any changes to the hivesight?
A: You bet. The new blob icon is less likely to block your view and will "blow you away," but the function is about the same.
-How much does it cost to evolve into x creature now?
A: 20 for gorge, 45 for fade, 80 for onos. Also, movement, defense, and sensory chambers now cost 20 res each.
-How does the hive/upgrade system work now?
A: Basically the same way as 1.04, but things are much better balanced so that 1 hive aliens still stand a fighting chance. Also, hives cost 45 res.
Sensory chambers:
-How does the new cloaking work?
A: Every player, hive, chamber, or resource collector within range is cloaked. However, you can still hear any sounds that they make. For cloaked res, the steam animation of an empty res still plays, just like if there was no res there at all.
-Does the observatory un-cloak radius effect the sensory chambers?
A: Currently, it will decloak what the sensory chamber is cloaking, but not the chamber itself. May be a bug.
-"Touching or scanning a cloaked structure will uncloak it." Does this include bumping into a cloaked player?
A: Either shooting or touching a structure or player will decloak them say some, but I'm getting some conflicting answers.
-Can you walk through cloaked buildings?
A: No, you just bump into them, and then they decloak.
-What % cloaked are sensory chamber cloaked items?
A: 100% (not absolutely sure about this one)
-What do cloaked hives look like?
A: They look almost unbuilt. They sag down like built hives, but are transparent like unbuilt ones. Take a look at the hive indicator or hit the kharaa "flashlight" to see if it's actually there or not. If you're a marine, shoot at it.
-What's the cloak range for a sensory chamber?
A: Comparable to the range of a siege cannon.
-Can you walk around with cloak on now?
A: Yes, within the range of a chamber, but not with a personal cloak. Attacking still decloaks you, and you can still be heard unless you have silence.
Gorges:
-What are the gorge's attacks?
A: spit, healspreay, bile bomb, web. Bile bomb hurts structures only. They will likely destroy mines, but mines are currently invincible (bug) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-"Gorges can 'suck' resources from unbuilt resource nozzles. Point at the nozzle and hold your 'use' to slowly draw resources." Faster, slower, or the same speed as a resource collector would do?
A: Much faster. It also makes a distinctive sound. Note: as of 1.1h, the fuller a gorge gets (higher res), the slower he sucks res.
-Can more than one gorge suck from the same nozzle?
A: Yes, but they split the income evenly. 2 gorges at one nozzle will each get half as much as one gorge would alone.
-"Gorge spit improved" More powerful, uses less enegery, or easier to hit with?
A: More powerful by making it fire faster.
Skulk:
-"Updated the skulk view model so it doesn't obscure the screen as much when biting." Rumor has it that skulks have a slightly faster attack speed.
A: You still get the same number of bites per time unit (same damage potential), but the animation plays faster and thus spends less time obstructing your view.
-"Added new skulk rotation system, so wall-running skulks orient properly on sloped floors, walls and ceilings" Will I get dizzy?
A: No, only the model is rotated, not your viewpoint. I'm pretty sure they wanted to add view rotation in as optional, but it is not in yet.
Fade:
-So, what's up with the fade's weapons?
A: 1=slash, 2=blink, 3=<not yet decided> 4=acid rocket
Onos:
-What are the onos' attacks?
A: bite, stomp, devour, charge
-"New 'stomp' ability: at two hives, the Onos can stomp on the ground, stunning all nearby players for a couple seconds." Does "stun" mean that they cannot fire? Or just not move?
A: Unable to fire their weapon, move, crouch, or jump. CAN pivot. Also this is hive 1 ability not 2.
Offensive Chambers:
-"Changed offensive chambers to shoot spikes instead of spit" Could you give some idea of how effective they are (compared to, say, turrets)?
A: Hard to dodge and do a fair amount of damage. More useful than ocs of old.
Armory:
-"Changed armory resupply code back the way it was" No ammo while upgrading? Is that what you are referring to?
A: You get ammo while upgrading and ammo now goes to your clip first (was removed in 1.04, is back now).
-Has the armory been changed to help prevent grenade spam? (delay, etc.)
A: No change since 1.04.
Electrified TF/RT:
-How will skulks kill them? what is the rate of damage to skulk?
A: One skulk with regen can kill it (very slowly) or groups of skulks can take them out (it only hits two targets at a time). The zap range is being tweaked, probably somewhere between 2 and 4 skulk lengths.
-Can I hide behind buildings and have it not hit me?
A: Nope, you can't hide from it it you're within range.
-Does the electrify addon have to be researched for each TF / Resource, or will buying the upgrade add it to all supporting structures?
A: You upgrade each tf/res, just like you have to upgrade each TF for siege in 1.04.
Marine upgrades:
-What happens when you lose an upgrade building?
A: You temporarily lose it's associated upgrades. Losing your arms lab means that your armor and weapons upgrades go away until you rebuild the arms lab, and the same goes for MT and the observatory.
-"Fixed recycling observatory not removing scanning tech" what now?
A: You cannot build phasegates or use the scanner after you recycle the observatory, as a bug in 1.04 allowed you to do.
Bugs/expoits:
-The crouching/duck hitbox problem for marines, such as the all to common "invincible" marine when ducking in vent. will this be fixed?
A: On the to-do list, not yet completed.
-"Fixed leap/charge exploit" The impulse cheat, you mean?
A: The impulse cheat seems to be removed, but I'm not sure yet whether they are the same cheat.
Nukes:
-Will there be nukes in 1.1?
A: No. Nukes were in a really old version (pre-release I think) of NS, and were removed because of major balance issues.
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Unanswered Questions:
*Attention!* There should only be two kinds of replies in this thread: Devs/PT'ers providing answers, and specific questions directed at them. Please do not post opinions about the changes here; this is purely informational, and I'd greatly appreciate it if you would keep chatter to a minimum. Think of it like the 1.1 info thread, but with a much tighter focus. Unless you have a question or an answer, please post in another thread.
If there's something minor in my list that you want to correct (spelling, etc.) just give me a PM. It's easier that way.
Okay, I was originally going to list all the people who contributed. Then I realized how long the list was going to be. Ty anyway, you know who you are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-------------------------------------------------------------------------------------------------
Answered questions:
Lots of questions about the new sensory chambers are answered <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=32022&st=0' target='_blank'>here</a>. I might add all the Q/A's from that thread here in a bit, for the sake of completeness.
Basically any resource cost/time to research can be found here: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=30827' target='_blank'>marine tech tree</a>. The cost/time for aliens does not appear to have changed in 1.1
General Kharaa:
-Have there been any changes to the hivesight?
A: You bet. The new blob icon is less likely to block your view and will "blow you away," but the function is about the same.
-How much does it cost to evolve into x creature now?
A: 20 for gorge, 45 for fade, 80 for onos. Also, movement, defense, and sensory chambers now cost 20 res each.
-How does the hive/upgrade system work now?
A: Basically the same way as 1.04, but things are much better balanced so that 1 hive aliens still stand a fighting chance. Also, hives cost 45 res.
Sensory chambers:
-How does the new cloaking work?
A: Every player, hive, chamber, or resource collector within range is cloaked. However, you can still hear any sounds that they make. For cloaked res, the steam animation of an empty res still plays, just like if there was no res there at all.
-Does the observatory un-cloak radius effect the sensory chambers?
A: Currently, it will decloak what the sensory chamber is cloaking, but not the chamber itself. May be a bug.
-"Touching or scanning a cloaked structure will uncloak it." Does this include bumping into a cloaked player?
A: Either shooting or touching a structure or player will decloak them say some, but I'm getting some conflicting answers.
-Can you walk through cloaked buildings?
A: No, you just bump into them, and then they decloak.
-What % cloaked are sensory chamber cloaked items?
A: 100% (not absolutely sure about this one)
-What do cloaked hives look like?
A: They look almost unbuilt. They sag down like built hives, but are transparent like unbuilt ones. Take a look at the hive indicator or hit the kharaa "flashlight" to see if it's actually there or not. If you're a marine, shoot at it.
-What's the cloak range for a sensory chamber?
A: Comparable to the range of a siege cannon.
-Can you walk around with cloak on now?
A: Yes, within the range of a chamber, but not with a personal cloak. Attacking still decloaks you, and you can still be heard unless you have silence.
Gorges:
-What are the gorge's attacks?
A: spit, healspreay, bile bomb, web. Bile bomb hurts structures only. They will likely destroy mines, but mines are currently invincible (bug) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-"Gorges can 'suck' resources from unbuilt resource nozzles. Point at the nozzle and hold your 'use' to slowly draw resources." Faster, slower, or the same speed as a resource collector would do?
A: Much faster. It also makes a distinctive sound. Note: as of 1.1h, the fuller a gorge gets (higher res), the slower he sucks res.
-Can more than one gorge suck from the same nozzle?
A: Yes, but they split the income evenly. 2 gorges at one nozzle will each get half as much as one gorge would alone.
-"Gorge spit improved" More powerful, uses less enegery, or easier to hit with?
A: More powerful by making it fire faster.
Skulk:
-"Updated the skulk view model so it doesn't obscure the screen as much when biting." Rumor has it that skulks have a slightly faster attack speed.
A: You still get the same number of bites per time unit (same damage potential), but the animation plays faster and thus spends less time obstructing your view.
-"Added new skulk rotation system, so wall-running skulks orient properly on sloped floors, walls and ceilings" Will I get dizzy?
A: No, only the model is rotated, not your viewpoint. I'm pretty sure they wanted to add view rotation in as optional, but it is not in yet.
Fade:
-So, what's up with the fade's weapons?
A: 1=slash, 2=blink, 3=<not yet decided> 4=acid rocket
Onos:
-What are the onos' attacks?
A: bite, stomp, devour, charge
-"New 'stomp' ability: at two hives, the Onos can stomp on the ground, stunning all nearby players for a couple seconds." Does "stun" mean that they cannot fire? Or just not move?
A: Unable to fire their weapon, move, crouch, or jump. CAN pivot. Also this is hive 1 ability not 2.
Offensive Chambers:
-"Changed offensive chambers to shoot spikes instead of spit" Could you give some idea of how effective they are (compared to, say, turrets)?
A: Hard to dodge and do a fair amount of damage. More useful than ocs of old.
Armory:
-"Changed armory resupply code back the way it was" No ammo while upgrading? Is that what you are referring to?
A: You get ammo while upgrading and ammo now goes to your clip first (was removed in 1.04, is back now).
-Has the armory been changed to help prevent grenade spam? (delay, etc.)
A: No change since 1.04.
Electrified TF/RT:
-How will skulks kill them? what is the rate of damage to skulk?
A: One skulk with regen can kill it (very slowly) or groups of skulks can take them out (it only hits two targets at a time). The zap range is being tweaked, probably somewhere between 2 and 4 skulk lengths.
-Can I hide behind buildings and have it not hit me?
A: Nope, you can't hide from it it you're within range.
-Does the electrify addon have to be researched for each TF / Resource, or will buying the upgrade add it to all supporting structures?
A: You upgrade each tf/res, just like you have to upgrade each TF for siege in 1.04.
Marine upgrades:
-What happens when you lose an upgrade building?
A: You temporarily lose it's associated upgrades. Losing your arms lab means that your armor and weapons upgrades go away until you rebuild the arms lab, and the same goes for MT and the observatory.
-"Fixed recycling observatory not removing scanning tech" what now?
A: You cannot build phasegates or use the scanner after you recycle the observatory, as a bug in 1.04 allowed you to do.
Bugs/expoits:
-The crouching/duck hitbox problem for marines, such as the all to common "invincible" marine when ducking in vent. will this be fixed?
A: On the to-do list, not yet completed.
-"Fixed leap/charge exploit" The impulse cheat, you mean?
A: The impulse cheat seems to be removed, but I'm not sure yet whether they are the same cheat.
Nukes:
-Will there be nukes in 1.1?
A: No. Nukes were in a really old version (pre-release I think) of NS, and were removed because of major balance issues.
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Unanswered Questions:
Comments
much faster
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->New "stomp" ability: at two hives, the Onos can stomp on the ground, stunning all nearby players for a couple seconds.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
unable to fire their weapon. Also this is hive 1 ability not 2.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Gorge spit improved<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
more powerfull.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Changed offensive chambers to shoot spikes instead of spit<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
spikes are instant hits so they are much harder to dodge now and they do a fair amount of damage. much more usefull than ocs of old.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fixed leap/charge exploit<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
was removed as i recall.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Changed armory resupply code back the way it was<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
in 1.04 it fills your reserve ammo before clip. Originally in 1.0 it was clip first. It was changed back to clip first.
*edit* went and found it for you <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=30827' target='_blank'>here</a>
<!--QuoteBegin--taboofires+May 14 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 14 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Does "stun" mean that they cannot fire? Or just not move?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Can't fire, can't move, can't crouch, can't jump, CAN pivot.
<!--QuoteBegin--taboofires+May 14 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 14 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Gorge spit improved
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Faster Rate of Fire.
<!--QuoteBegin--taboofires+May 14 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 14 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Touching or scanning a cloaked structure will uncloak it.
-Does this include bumping into a cloaked player?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Touching a structure doesn't uncloak it, but attack it does. I typically walk around swinging my knife in the corners and anywhere else that I suspect a gorge may have built a sensory chamber.
Touching an alien lifeform doens't uncloak it, but it's probably about to attack in which case it will uncloak.
<!--QuoteBegin--taboofires+May 14 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 14 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Can more than one gorge suck resources from the same empty nozzle?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Multiple gorges can suck, but the the output depends on the number of gorges sucking a node.
For instance,
In time length A, 1 gorge can suck 4 res
In time length A, 2 gorges can suck 2 res each (4 total)
ETC
Good thread <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
does it cloak as well? and if so, does steam show up as if it wasent there?
2) crouching/duck hitbox problem for marines, such as the all to common "invincible" marine when ducking in vent. will this be fixed?
You might be refering to Ollj's signature. You'll have to PM him about the exacts, but the nuke is definetly not in v1.1.
2) crouching/duck hitbox problem for marines, such as the all to common "invincible" marine when ducking in vent. will this be fixed? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1) skulks can kill them in groups, or if 1 has regen, then slowly over a period of a minute or so.
2) if you read on other threads this is still on the to-do list.
also as for the nuke post. There is no nuke in 1.1.
Q: is the annoying cloak-uncloak when near an obs adressed? (really hard to hide with all the wooshes)
Q: will researched upgrades still be available after the building (arms/obs) have been destroyed?
Q: does the build-limit still exist? (max no. of chambers reached)
You'll need to upgrade each individual structure.
<!--QuoteBegin--MagiTek+ May 15 2003, 02:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ May 15 2003, 02:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Has there been any delay added to when a person can fire after filling up at the armory?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No change that I'm aware of.
<!--QuoteBegin--J2pc+ May 15 2003, 03:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J2pc @ May 15 2003, 03:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
(1)Q: does the obs uncloak sens chambers, or just regular 'upgraded' cloak?
(2)Q: is the annoying cloak-uncloak when near an obs adressed? (really hard to hide with all the wooshes)
(3)Q: will researched upgrades still be available after the building (arms/obs) have been destroyed?
(4)Q: does the build-limit still exist? (max no. of chambers reached)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1 - unsure
2 - Thats the point!
3 - MT will, nothing else
4 - Yes, marines also have mine limit and possibly a building limit (seems to be a bit buggy right now).
(1)Q: does the obs uncloak sens chambers, or just regular 'upgraded' cloak?
(2)Q: is the annoying cloak-uncloak when near an obs adressed? (really hard to hide with all the wooshes)
(3)Q: will researched upgrades still be available after the building (arms/obs) have been destroyed?
(4)Q: does the build-limit still exist? (max no. of chambers reached)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1 - unsure
2 - Thats the point!
3 - MT will, nothing else
4 - Yes, marines also have mine limit and possibly a building limit (seems to be a bit buggy right now). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ah, regarding Q3 - someone wrote that upgrades from buildings temporarily disappears if destroyed, but reappear when rebuilt. So armor/weapons upgrades may disappear temporarily.
As MT is powered by observatory energy, taking out all obs should cause it to fail after a while.
We have tested a Obs in range of a sensory chamber uncloaks the players but the sensory chambers didn't uncloak this might have been a bug...
Imagine a hive battle, level 3 marines are mauling the aliens, but a cunning skulk manages to infiltrate the marine base and eat their arms lab. Suddenly its al 50 marines with basic LMGs fighting ferocious aliens with all their upgrades. OOPS.
Also, is there any way to determine the specific health of the hive in 1.1 (aside from "our hive is dying" when heavily wounded)?
No indicator, as of now, but I'd love to see one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
- Siege still can't hit targets in range of an observatory
Ergo, right now it works the other way around - build an observatory and the siege won't fire at anything in range of the obs (unless the siege has direct LOS - yea, tested that bug) ... I haven't seen anything that says that an observatory will sight for a siege.