Released December 21, 2010 - No Official Blog Post
Changelog[]
Technical[]
- Fixed egg spawning so that players don't spawn in walls
- Fixed HUD damage indicators so that they point in the correct direction
- Fixed problem with IP not starting as built on map reset
- Fixed bug where the commander UI being on the screen after logging out/game ending
- Fixed players being blinded when they were hit by the flamethrower
- Fixed bug where the player would fire immediately after closing the armory buy menu
- Fixed bug where an armory would become unusable
- Fixed bug where you didn't start with the correct weapon on spawn
- Fixed problem with weapons being deleted after a time
- Fixed bug where players could use structures on the other team
- Fixed bug where pre-placed IPs weren't present after being destroyed and then the map reset
- Fixed bugs where tooltips were played at weird times
- Improved the blood and flamethrower effects
- Added more variations for environment steam and water drip effects
- Added afterburner jets for MAC
- Improved the usability of the commander minimap
- Added research complete alerts on the minimap
- Added scene pre-processing to the loading process to reduce hitches when moving throughout the world
- Removed the jetpack from the UI until it's released
- Added pre-game where players are frozen during countdown
- Added the ability to tweak the sorting of nearby emitters with a "sort order" property
Balance Changes[]
- Reduced Fade armor from 150 to 100
- Reduced backward speed for marines (now 40% of max movement speed, like NS1)
- Reworked marine weapon firing to be much tighter and (in theory) exactly like NS1
- Made weapon switching much more responsive
- Sentries now take 1/3 of the time to spin up
- Players get points for building structures
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