Released December 2, 2010 - Official Blog Post
Changelog[]
Gameplay[]
- Reduced flamethrower direct damage from 50 to 35 and clip size 25 to 20
- Grenades now bounce when they don't hit a target and explode after a few seconds. Grenades no longer hurt targets through walls.
- Grenades can now hurt firer
- Reduced grenade damage radius from 10 to 8 (mostly so you don't hurt yourself constantly)
- Changed starting resources from 100 carbon (team) and 25 plasma (each player) to 50 carbon and 25 plasma
- Added special first-person flamethrower effects when you're on fire (they don't obscure the screen)
- Grenade now looks like it's coming out of the barrel instead of your face
- Focus on back on marine building: Marine commander starts with no MACs, MACsnow build a lot slower than players and added +use effects for building marines (your view model doesn't go away at the moment, but it will soon)
- Removed marine "Replicate" ability (doesn't fit the marines new focus back on player-building)
- MACs cost more energy to make and take 2x as much damage to kill
- Fixed bug where players that died while on fire spawned on fire
- Changed Crags to not self-heal and to heal every 2 seconds instead of every 1 second (this is how DCs worked in NS1)
- Rewrote marine sentries to function more like miniguns. They are nasty now, watch out! Fixed sound, animation and targeting problems with them.
- Increased sentry build time from 7 to 15 because a) they are awesome and b) there's no turret factory
- Sentries now cost 20 plasma (Commander) instead of 10 carbon
- Changed Hydra cost from 5 plasma to 10
- Fixed bug where plasma was being checked before letting players evolve, but wasn't being deducted (!)
- Fade blink ghost model no longer warps and no longer orients to face targets unless very close to them
- Added smooth Skulk rotation when going on and off walls. Reduced interpenetration of skulk model with the world.
- Added team carbon and individual plasma display to the scoreboard
- MASCs are now known as ARCs (but not in the game yet)
- Revamped marine commander UI buttons to be simpler and more evenly distributed. Added uniform top bar of buttons that allows you to always easily access Build, Advanced, Assist + Squads (more like NS1)
- Moved marine armor2/ammo2 to tier 2 (Command Facility) and armor3/ammo3 to tier 3 (Command Center)
- Med Packs now remove parasite
- Sentries, hydras, MACs and Drifters now always hit structures, no matter what animation or state they are in
- Capped structure innate regeneration at .5% of structure max health per second so eggs don't count up like crazy
- Fixed alien structure innate regeneration
- Alien innate regeneration now heals a minimum of 1 health (like NS1)
- Added regeneration sound whenever an alien entity gets healed
- Brightened "out of power" red lighting a bit
- Fixed problems with rogue sounds being heard when they weren't supposed to
- Lots of smaller bug fixes (death message icons, animations, etc.)
Technical[]
- Fixed bug where the game could not be run without a sound card
- Fixed bug where the game would not always shutdown on exit (process would continue to run)
- Fixed bug a new game couldn't be joined after leaving a game
- Fixed "connection issues" when first joining a game
- Fixed bug where clients could timeout during the loading process
- Fixed disconnect messages on the server not indicating when a client times out
- Converted the pistol ammo display to use Lua instead of Flash (optimization)
- Converted the Shotgun ammo display to use Lua instead of Flash (optimization) and fixed reserve ammo display
Assets[]
- Better Fade swipe hit sounds on various materials, better marine structure generic death sound. level tweeks + fall offs on organic ricochets. louder sentry sounds.
- Detail pass of Alien Expansion (ns2_tram)
- Fixed visible clipping geometry outside alien start (ns2_tram)
- Fixed map leak exploits (ns2_rockdown)
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