Release August 29, 2012
Code named Titanium
Features[]
- Added new marine Exosuit! Purchase at the Prototype Lab (requires 2 Command Stations). Comes with a Claw and Minigun. Dual Miniguns|Dual miniguns researchable.
- Added new map: ns2_veil (thanks FMPONE!)
- Added Alien "Pheromones".
- Added ambient occlusion option.
- Added an effect showing the Marine commander that an area is powered.
- Added new Hive Sight for Aliens.
- Added dynamic music when attacking Hives and Command Stations. Also added round start music.
- Added "pick up game" feature to the Join game menu (an simple "gather" system, more to come)
- Cleaned up general UI by adding new "nametags" that show you what all structures are and their health.
- Added "show hints" option to the UI so red objective markers and informative text won't display.
- Added glow effect for Commander for all commander structures, tech points and resource nozzles (so they "pop" from environment).
Balance[]
- Nano shield now requires 2 Command Stations.
- Aliens with regeneration get 3x passive/innate regeneration also (thanks Bitey!).
- Building a Robotics Factory now grants you a free MAC (to preserve the apparent size/cost of structure while incentivizing its use early-game).
- Changed Hydra spikes to Normal damage (from Light damage) so they will remain effective throughout the game (esp. vs late game high-armor JP marines). Effectiveness vs. early marines is unchanged.
- Decreased Cyst build time from 5 to 1.
- Decreased Harvester build time from 60 to 45.
- Increased Drifter health to 300 (from 100).
- Increased Drifter turn speed.
- Increased Extractor build time from 10 to 12.
- Increased jetpack fuel use amount by 25%.
- Lowered Skulk (Natural Selection 2) Carapace from 50 to 30.
- Reduced Spike and Spore energy costs somewhat (thanks Saba!).
- Rupture reduced from 2 to 1 resources (more to come).
- Shifted more of ARC hp into armor (which goes away when deployed).
- When Armory is used a lot, it takes longer for it to recover it's maximum resupply rate.
Changes[]
- Smoothed out blink movement.
- Builder can now repair power nodes (half of the rate of welder).
- Changed commander ping to use Alt+click (was previously shift+click which will interfere with selection).
- Clicking on the ground will now clear the commanders selection.
- Commander ping can now be triggered with middle mouse button.
- Commanders no longer earn personal resources.
- Gorge (Natural Selection 2) structures are now permanent again (they won't die if their owner is no longer a gorge).
- Made health bar smaller and moved more down. it displays the same info as the crosshair text did, shows also gestate %.
- Only mature Whips are able to whack grenades away.
- Pre-evolving eggs and dropping equipment cost now team resources.
- Removed "+1 resource" displayed for extractors and harvesters (interfering with hint-nametags and shouldn't need any more).
- Removed crosshair text.
- Removed health circles.
- Removed hive info display.
- Rupture no longer destroys the Cyst, instead it will blow up the top part of the Cyst and reset the maturity. Once re-matured rupture can be triggered again.
- Scan is no longer destroyed when an Ink is nearby, it's now simply non functional.
Fixes[]
- 3203 Onos sliding (increase velocity prec, increase min velocity).
- AI units (MAC, Drifter, etc) now respect line of sight/fog of war when they are assigned an attack order (Thanks McGlaspie!).
- Adjusted on damage knockback force to consider slow down effects (jump spam as marine), and reduced maximum possible knockback force by 30%.
- Also report penetration normal for sphere vs tri mesh.
- Another attempt to prevent prop penetration.
- Definitely the last fix for prop penetration ever.
- Don't allow player to easily penetrate props. Make the movement not work in subtly different ways.
- Enabled doublesided tris for collision meshes (fixes many stuck issues).
- Evolving Eggs are now facing the same direction that the player was previously facing (Thanks McGlaspie!).
- Fix for failing unit test (depenetration from box primitive).
- Fixed "Error: Couldn't open file " log message when alt-tabbing.
- Fixed Alien commander eject voting (Thanks Dragon).
- Fixed a bug where vertical friction was not applied properly when wall walking as a skulk.
- Fixed ammo request / health request not reaching the commander most of the time.
- Fixed animation hitches when jump as skulk.
- Fixed blink 2d sound continues playing after blink is over.
- Fixed bug allowing some structures to be stacked.
- Fixed bug causing 3rd person weapon muzzle flashes to not be attached to the gun.
- Fixed bug causing the "Hive Death Imminent" message to sometimes not appear before the Hive was killed.
- Fixed bug causing the camera to go into the ground when an Alien begins gestating when the player was using the inverted mouse option.
- Fixed bug causing the end game message to display incorrectly for players waiting to spawn.
- Fixed bug sometimes causing the "Commander Needed" banner message to appear too soon.
- Fixed bug that prevented upgrading of multiple structures at once.
- Fixed bug where particle systems would not animate smoothly in spectator mode.
- Fixed bug where scoreboard seemed to always rounds up pres.
- Fixed bug where server -game command line is parsed incorrectly if it is a quoted string and ends with a backslash.
- Fixed bug where setting an invalid key name to a key in the options file would cause a crash.
- Fixed bug where the camera would be behind the player in some cases.
- Fixed bug where the game would freeze when loading an incorreclty formatted language translation file.
- Fixed bug where vents would not be properly colored on the minimap if any layers had been deleted from the file.
- Fixed construction percentage not being shown in the selection panel.
- Fixed crash when transitioning from in-game to the menu while music was playing.
- Fixed death message icon for welders.
- Fixed flame thrower energy penalty (should have been -20% regeneration instead of -80%).
- Fixed graphical corruption error.
- Fixed inaccuracy in lighting and shadow calculations.
- Fixed issue where the dedicated server would exit if an invalid command line was specified (now it reports an error message and continues).
- Fixed problem with blink where you could avoid the min blink delay by switching abilities.
- Fixed recycling a command station did not update the tech tree properly.
- Fixed script error caused by attempting to kick an invalid player from the server.
- Fixed unit status not updating properly (wrench icon on moving targets).
- Fixed unlocked ability notifications not showing the correct icons.
- For 218: Draw non-command structures and tech points a bit smaller on the marine minimap.
- Hotloading works again!.
- MAC welder effects will no longer continue to play after it is killed.
- PhysX tweak - return the penetration normal for convex mesh vs capsule/tri mesh tests (fixes Lerks / Skulks getting stuck in convex meshes).
- Proper fix of insight overhead minimap script errors.
- Props such as the Generator will no longer display the "E" key when you are nearby.
- Re-enabled double sided triangles, fixed commander selection to work with it. This should significantly reduce chances of getting stuck in geometry.
- Script can now specify which collision rep to use for triggers/triggering objects (fixes triggers).
- Sentries will target Fades again.
- Separated the sweeping of object vs triggers from sweeping vs collision. It was unnecessary work and in some edge cases it did the wrong thing.
- Skulks are allowed to depenetrate again.
- Spectator mode will no longer cycle through players in the ready room (Thanks McGlaspie!).
- Stop stepAmount spamming.
- Super cheesy workaround for the environment stuck issues.
- The "Commander Needed" banner message will no longer appear after the last Hive/CC has been destroyed.
- The "Go To Ready Room" button (F4) now works in Commander and overhead spectator mode.
- The "Hive Death Imminent" message will no longer display after a Hive is killed in some cases.
- The "X Hive Grown" banner message will no longer display right before a game starts.
- Triangle winding fixed when baking convex mesh as a trimesh. (Fixes issue 3198).
- Update physics bounding box properly.
- Voice commands are disabled when the player is dead (Thanks McGlaspie!).
- When sliding, add a little bit of normal to the slide direction to help prevent penetration.
Improvements[]
- Switched player movement from Havok to PhysX (performance improvement, less memory usage, less bugs)
- Switched player movement from cylinders to capsules for less "snagging" (more rounded, less catchy)
- Changed player movement logic to make stepping up and over things more predictable and reliable
- ARC hit registration is now more reliable.
- Added 3D arrows that draw around a Command Station/Hive if there is no Commander logged in after some time.
- Added Alien vision mode help widget.
- Added Buy Shotgun help widget.
- Added Flashlight help widget for new players.
- Added Gorge Belly Slide help widget for new players.
- Added Gorge Heal Spray help widget for new players.
- Added Jetpack help widget for new players.
- Added NS2 YouTube video links to the tutorial menu.
- Added Skulk Parasite help widget for new players.
- Added Welder help widget for new players.
- Added field-profiling to the plog data, updated the PerfAnalyser.
- Added health bars above structures (health circles have been removed).
- Added help widget for requesting medpack when hurt.
- Added inventory display for aliens (same as on marine side, icons are displayed at the bottom center of the screen).
- Added inventory key binds.
- Added short hints to unit name plates.
- Allow experienced users to turn off hints: red objective markers, help widgets (default-on).
- Better field stats collection (+-1 delta bit effect shown).
- Enabled auto-weld orders for Marines with a Welder.
- Gorges lean left/right/up/down when drifting.
- Harvesters and hives start glowing once they are fully build.
- Hive / command station health has no distance limit anymore for their own team.
- Improved cloak effect.
- Improved close up melee hit registration.
- Improved model turn smoothing for players.
- Initially socketed power nodes use now the ghost structure effect.
- Lerk model turns now in a more natural way when flying.
- Marine commander can now drop jetpacks and exosuits.
- Monkey now randomize moves to better mimic actual players.
- Most weapon attack effects are now triggered client side only to reduce traffic.
- Moved the indicator of the # of aliens on your team down in the alien buy menu to make more clear.
- Pickupable equipment is now outlined for marines.
- Power status is now visible to the marine commander.
- Refactored common code from ClientModelMixin and ModelMixin into BaseModelMixin.
- Refactored to support Time using delta compression.
- Removed unnecessary construct icons on structures.
- The game now ends immediately upon the last Hive/CC being killed (instead of waiting until the structure has disappeared).
- Updated gorge build menu design.
- Vectors now allow delta compression parameters.
- Zoomed out marine minimap a bit more to reduce big map usage. Shrunk other icons a bit to fit new zoom level. Made zooming arrow representing yourself on map more obvious.
ns2_docking[]
- Fixed glass roof bile bomb exploit in Terminal.
- Fixed hole in Locker rooms vent.
- Fixed siege spot in Terminal.
ns2_mineshaft[]
- Ore Extraction & Crushing room swapped places.
- Removed tech point from crushing room.
- Added route from Central Drilling/Brew Room to new Crushing Machine Location with overhead access.
- Added simple collision surfaces to problem areas.
- Added some Reflection Points.
- Alterations to Path Settings Node.
- Fixed Ore Extraction Location coverage.
- Moved Resource Point in Crushing room to make way for new route.
- Removed machinery on top of Ore Machine at the back.
- Added vent access from crushing room to Ore Extraction.
- Detail & Lighting Pass on Ore Extraction.
ns2_summit[]
- Added support for colored vents in the minimap.
- Added support for explore mode.
- Blocked Glass Hallway vent going into Data Core.
- Blocked Summit Reception vent going into Crevice/Atrium.
- Expanded Data Core.
- Fixed Sub Access RT not being connected when aliens spawn here.
- Fixed navigation mesh in Pipe Junction.
- Fixed some Commander building exploits (Thanks rantology!).
- Fixed stuck issue in Crossroads.
- Fixed stuck issue in Sub Access.
- Flattened and expanded Atrium. Allowed both teams to spawn here.
- Marines can now spawn in Atrium.
- Partially retracted the wall in the middle between Atrium and Reactor Core.
- Reopened closed vent in Atrium.
- Smoothed player movement for the new stairs collisions.
ns2_tram[]
- Added cover in front of Warehouse tech point.
- Added vent between North Tunnels and Server Room and other new vents as part of the layout rework.
- Fixed cyst infestation bridging across Warehouse to the North Tunnels rt.
- Fixed various issues where you could build in undesirable places.
- Increased spacing of Repair Room and Ore Processing from rest of map.
- Removed some of the under floor vents in North Tunnels.
- Repair Room is no longer a starting spawn.
- Reworked Hub and Elevator Transfer area with new layout.
- Reworked Repair Room -> Logistics corridor.
Optimizations[]
- Added default delta compression on all fixed fields.
- Added the ability to customize the quality of loaded textures based on pattern matching rules.
- Avoid detour through Lua to update the physics bounding box on Synchronized.
- Better default delta compression for small fields, allow turning off delta compression.
- Changed Player 'use' collision check to use simplified model geometry.
- Don't call OnUpdatePhysics/OnSynchronized on holstered weapons.
- Don't update bounding boxes for holstered weapons.
- Fixed issue where decals with the same material file name were not sharing a material object.
- Marginally faster BitReader.
- Moved integer fields to use delta compression.
- Only update controllers close to you during OnProcessMove.
- Optimized GUI notifications.
- Optimized dissolve on death effect.
- Optimized network fields, mostly Jetpack marine.
- Optimized updating Infestation on the client.
- Reduced garbage generation in map blip code.
- Reduced the overhead in accessing a network variable from script.
- Remove ControllerMixin::OnSynchronized(), replace with radius check at start of UpdateMove.
- Removed redundant and unnecessary operations from model updating.
- Removed unnecessary network fields in Player.
- Rifle attack sounds are now handled client side.
- Server CPU now idles in select() when no work to be done.
- Server CPU spreads out work better to increase load resistance.
- Simplified the collision model for Players when performing ray traces against the movement representation.
- Support zero-bit delta compression (m_angles pitch/roll for non skulk/lerks).
- Use parent bounding box and origin if attached using an attachPoint (which are invalid anyhow).
- Generic field configuration allowing for easy configurable delta compression.
SDK[]
- Added error message to console when skipping a translation because we already have one for that Locale.
- Fixed an edge case in the Pathing.FindRandomPointAroundCircle() function causing an infinite loop if there were no polygons within the area provided (Thanks Doublehex!).
- Fixed bug where lights would be set to an invalid state in the Cinematic Editor.
- Improved network stats collection.
- Mark detail-windows on their parent windows.
- PerfAnalyser now shows idle time per frame, minor bugfixes.
- Profiling now supports > 4096 names.
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