Released April 19, 2012
Changelog[]
Features[]
- Most alien structures take longer to build than in 204.
- Gorges can help all build structures, not with their “e” key but with his heal spray (including Hive)
- 2 Hives no longer needed to unlock Tier 2 weapons, and 3 for Tier 3 weapons.
- Now Hives can evolve Augmentation which does the same thing.
- All built alien structures now “mature” over time. They start off approximately 20% weaker than in Build 204 and over time, they grow to approximately 20% tougher than they are in Build 204. The amount of time it takes, and the starting and ending health/armor varies by structure.
- When a structure becomes fully mature, it is granted new capabilities.
- The Alien Commander can speed the maturation process though a new ability called Nutrient Mist. This replaces Catalyze. Mist can affect more than one target at a time: affects everything in 3 meter radius.
- Healspray can now also be used to build Alien structures (removed +use for Gorge)
- There is no more “research” on the alien side: everything is an “evolution”. So if you lose a structure that had evolved an ability, and then rebuild that structure, you need to re-evolve it.
- Aliens no longer have a free choice of initial upgrade category (Crag/Shift/Shade) - it is now an evolution on the hive.
- There is a new Cyst ability called Rupture, which is triggered by the Alien commander for pres. It destroys the Cyst and splashes infestation on nearby enemy targets.
- Flare and Fury have been removed.
- Drifters only appear at base Hive for free - they appear before you log in.
- New hives don’t get free Drifters - you must create them if desired.
- So Aliens expand more slowly by default. They can expand faster with 1 or more Gorges working in concert with the commander. Aliens are vulnerable where they are building. Gorges really must be protected.
- As a result of upgrades being more costly for the alien team, they no longer cost pres for aliens.
- Flamethrower can now burn up spores.
- Added Power Packs, which can be used to power a single structure.
- Added enemy player names as crosshair text back in.
- Commander chat appears now in a different color.
- Added scan icon for minimap.
- Added power nodes to minimap.
Balance[]
- Umbra energy cost increased from 30 to 50 to reduce frequency.
- Mature Harvesters have lower max health, which makes them more vulnerable for longer.
- Alien evolutions are now FREE! That is, it doesn't cost a Skulk 2 resources to evolve Regeneration.
- Changed ARCs to have different max health/armor when deployed and undeployed (they have no armor when deployed).
- Power nodes are now only re-buildable after destruction when the aux power (red light after ~18 seconds) has kicked in.
- Mines can now hurt their owner when detonating.
- Changed Hive to spawn drifters on Commander login, but only for initial Hive.
- Reduced Skulk air control slightly to prevent 180° turns in mid air (only noticeable when you perform such 180° turns constantly)
- Removed slowdown from spit.
General Fixes[]
- Fixed error caused by going to the Ready Room as an Alien with the regeneration upgrade.
- Fixed script error caused by welding a wall.
- Fixed bug where billboards were rendered upside down.
- Fixed bug where Stomping the infantry portals while all players are in respawn queue ends the game.
- Fixed rare script error that sometimes occurred while the Sentry was shooting at a target.
- Fixed Marine sprinting speed, which was still higher as intended (from 7 down to 6 as in build ~197)
- Fixed potential crash bug when unregistering an object from script.
- Fixed crash in the Overview generator when the graphics device could not be initialized.
- Fixed crash when passing a nil value or the animation graph.
- Fixed bug where static props would not render in the Cinematic Editor.
- Fixed a bug where the smashed state of the techpoint model revealed the Alien starting position to the Marine Commander.
- Fixed bug where infestation blocks the Commanders view.
- Fixed a bug where spectators and players in ready room could not see the game time.
- Various crashes related to collision objects being destroyed.
- Fixed bug where triggering stab directly after blink caused then attack animation/sound to be stucked in an endless loop.
- Whip hit sound is only played when the Whip actually hits an enemy.
- Fixed a bug where mines losing their owner and not accounting kills properly when the Marine who placed them dies.
- Fixed a bug where Onos Stomp is stopped by small ledges.
- Fixed a bug where you could give an attack order to units which are not sighted (and reveal start locations)
- Fixed a bug where you would see the pilot effect on other weapons when dropping a Flamethrower.
- Fixed a bug where Alien Commander could always see mines.
- Health circles for players won't rotate anymore.
- Fixed game rules script error when reloading a Lua file (thanks Matso!)
- Removed problematic Egg mist effect.
- Fixed a bug where Gorge could initiate belly slide while running backwards.
- Fixed a bug where looping spore sound would not stop when you switch ability.
- Fixed bug where wall walking Skulks would not play footstep sounds for other players.
- Fixed a bug where Fade would remain cloaked when using shadow step.
- Fixed a bug where you would see the umbra cloud on invisible units.
- Fixed a bug were a Marine could shoot a grenade in his own back (thanks matso!)
- Fixed bug which allowed you to parasite dead players (and get score)
- Fixed bug where Commander would be visible sometimes to other players.
- Fixed a but where Fade would enter blink mode without having to press secondary attack button again.
- Fixed an exploit related to rapid jumping (with macros or programmable keyboards): whenever you attempt to jump to early, you lose all additional speed.
- Holding down shift will not spam Shadow Step anymore. Instead you will need to press the button every time.
- Changed Stomp to also affect ARCs.
Optimization[]
- Optimized calls to QueryPerformanceCounter (was slow on some CPU architectures)
- Improved the performance of broad phase collision detection.
- Reduced bandwidth usage for minimap icons.
- Disabled PhysX visualization unless debug draw is enabled.
Improvement[]
- MAC weld/construct and order sounds and effects are now handled client side.
- Bullets will now fire the immediately upon pressing the shoot button and will use the same exact angles that the player is viewing before shooting (thanks Matso!).
- Improvements to the hitreg debug tool (thanks Matso!)
- Added new blink effect.
- Adjust Axe damage range to fit the visuals.
- Adjusted Skulk bite so it will no longer be possible to miss a Marine who is directly in front of the Skulk.
- Added shader for bilebomb hit.
- Reduced network traffic regarding hit effects by ~75%
- Fades now "fade" out instead of disappearing instantly. While fading out, they can be damaged.
- Fade Blink sounds play now at world space instead of following the player.
Sound[]
- Added Gorge and Lerk footstep sounds.
- More lerkie bilebomb sound, added acid sizzle sound to bilebomb hit.
- Whip has a swing and miss sound now.
ns2_mineshaft[]
- "Central Drilling" lower level access tunnel now connects to the "Brew Room".
- "Ore Extraction" No longer connects directly to Central Drilling.
- Random Starts re-enabled: "Operations" and "Drill Repair" are Marine only random starts. Either team can start at "Ore Transfer". "Crushing Machine", "Ore Extraction" and "Cave" are alien only random starts.
- Upper level doorway in "Central Drilling" to "Brew Room" removed.
- Vent between "Crushing Machine" and "Ore Extraction" closed off.
ns2_tram[]
- Fixed cyst pathing issue between Server Room and Control.
- Fixed some build issues on gratings and in the tram tunnels.
- Fixed some issues where you could build outside the level.
SDK[]
- Added unique icons for the different types of light (thanks Andrew!)
- Fixed bug with drag selecting objects in the orthographic views.
- Changed atmospherics to be disabled when "Show Post Processing" is unchecked.
- Fixed bug where typing values in the rotation filed for texture mapping wouldn't update the mesh.
- Fixed bug where the background in the Editor was rendered on top of emissive only surfaces.
- Added "enter node" tags to the animation graph system.
- Added CommanderBuild group for geometry that the Commander can build on but will be otherwise ignored.
227 • 228 • 229 • 230 • 231 • 232 • 233 • 234 • 235 • 236 • 237 • 238 • 239 • 240 • 241 • 242 • 243 • 244 • 245 • 246 • 247 • 248 • 249 • 250 • 251 • 253 • 254 • 255 • 256 • 257 • 258 • 259 • 260 • 261 • 262 • 263 • 264 • 265 • 266 • 267 • 268 • 269 • 270 • 271 • 272 • 273 • 274 • 275 • 276 • 277 • 278 • 279 • 280 • 281 • 282 • 283 • 284 • 285 • 286 • 287 • 288 • 289 • 290 • 291 • 292 • 293 • 294 • 295 • 296 • 297 • 298 • 299 • 300 • 301 • 302 • 303 • 304 • 305 • 306 • 307 • 308 • 309 • 310 • 311 • 312 • 313 • 314 • 315 • 316 • 317 • 318 • 319 • 320 • 321 • 322 • 323 • 324 • 325 • 326 • 327 • 328 • 329 • 330 • 331 • 332 • 333 • 334 • 335 • 336 • 337 • 338 • 339 • 340 • 340B • 341 • 342 • 343 • 344
155 • 156 • 157 • 158 • 159 • 160 • 161 • 162 • 163 • 164 • 165 • 166 • 167 • 168 • 169 • 170 • 171 • 172 • 173 • 174 • 175 • 176 • 177 • 178 • 179 • 180 • 181 • 182 • 183 • 184 • 185 • 186 • 187 • 188 • 189 • 190 • 191 • 192 • 193 • 194 • 195 • 196 • 197 • 198 • 199 • 200 • 201 • 202 • 203 • 204 • 205 • 206 • 207 • 208 • 209 • 210 • 211 • 212 • 213 • 214 • 215 • 216 • 217 • 218 • 219 • 220 • 221 • 222 • 223 • 224 • 225 • 226