Natural Selection Wiki

Date: August 29, 2013

Patch 253.png


  • Reinforced Update
Blog Post



  • Added female Marine
  • Added the dual Railgun Exosuit
  • Added Contamination (place Infestation anywhere on the map)
  • Added Catpacks (increases marines movement and reload speed)
  • Added Bone Shield (Onos stands still and blocks all bullet based damage)
  • Added a reserved player slot system
  • Added skill ranking
  • Added player levels
  • Added new Marine view models to match the armor type the Marine is using
  • Linux client and server
  • DirectX 11 and OpenGL are now supported
  • Added Gorge Webs (slows down enemies)
  • Added Commander tutorial
  • New “Training” menu to help new players learn the game
  • Interactive ground-troop tutorial for new players, covering marine and alien basics.
  • Added organized collection of 5-second “tip clip” videos (Thanks a ton, Kevin Ko!)
  • Sandbox mode for freely experimenting with weapons/lifeforms
  • Play vs. AI bots, either as a Commander or ground troop (Good for learning to command, or target practice)
  • When evolving, short video clips will pop up about the lifeform
  • Added rudimentary tournament mode (sv_tournament true/false) with chat commands “ready” / “unready”
  • Added follow order and a hotkey for “follow nearest Alien” to Drifters
  • Added TechMaps to both teams, accessible by pressing “J”
  • Added Pulse Grenades, which slow down the attack speed of aliens
  • Added Nerve Gas Grenades, which deal Armor damage to all alien units in range
  • Added Cluster Grenades, which deal damage in a large radius
  • Increased Lerk melee attack speed by 30%
  • Fixed research of catpack and Nano Shield not showing up at insight progress bar
  • Fixed Bile Bomb sound playing over and over again when entering an area


  • Alien Vision tweaked
  • Blink has now an initial subtle start effect and view fades slowly towards violet
  • ARCs display now their attack radius to Marine Commanders when selected
  • Scores for constructing and killing are now based on how much the player has contributed to the kill / construction
  • Added assist kills to the scoreboard
  • Using a Phase Gate is now a predicted action
  • Increased the number of client mod download attempts to 15 from 5
  • Improved Commander single click selection
  • Cyst connection lines are now red when the parent Cyst is unconnected
  • Jetpack Marines can now jump


  • Added new music to the descent club


  • increased Lerk melee attack speed
  • Stomp deals now damage
  • Fades require more energy overall
  • Flamethrowers deal now 3 damage to energy per hit
  • Empty Exos can now be welded
  • Reduced Whip bombard damage from 600 to 400 (down to 56 armor damage when directly hitting a marine)
  • Railguns are now affected by Umbra
  • When firing Dual Miniguns, one gun will now influence the heat amount of the other gun
  • Slightly increased Carapace for lerk and fade
  • Tweaked railgun automatic charge release time (so dual guns cannot be stacked too much and timing matters more)
  • Increased railgun weight slightly so having 2 slows you down a bit more
  • Babblers are now more resistant against Grenades but weaker against Rifles (2 shots instead of 4)
  • Improved Crag Heal ability slightly
  • Increased Gorge cost to 8 (was 5) but reduced Gorge upgrade costs to 1 (was 2)
  • Reduced damage falloff from Mines (no longer linear)
  • Reduced Swipe structure damage by 15%
  • Structures under construction can no longer be over healed
  • Drifter abilities no longer have a cool down (nearby clouds of the same type are consumed instead to prevent effect clutter)
  • Single gun exosuits can now use the Prototype Lab and upgrade to dual guns
  • Reduced Exosuit research cost by 10 (increased Dual Minigun research cost by 10)
  • Exosuits slow now down and cannot use their thrusters while firing a weapon
  • Railguns are now affected by weapon upgrades
  • Reduced Railgun base damage to 30 (down from 50) and charged damage to 130 (down from 150)
  • Gorge Tunnels will now always spawn Infestation (other side doesn’t need to be infested)
  • Commander dropped Fade and Onos Eggs require now Biomass level 9
  • Doubled Alien structure move speed
  • Removed Pistol weight
  • Reduced Crag, Shade, Shift once more to 10 res, to make losing them not being too punishing for the Alien team
  • Reduced Shotgun clip size to 6
  • Increased Bile Bomb damage against Exosuits by 25%
  • Babblers now need to be researched (Upgrade Gorge)


  • Infestation no longer damages ghost structures
  • Marines can now eject from an Exo
  • Reduced shift Echo cool down from 3 seconds to 1 second
  • Drifters now spawn from Cocoons which can be placed anywhere on infestation
  • Most marine units can now be Parasited
  • Increased Parasite duration by 20 seconds
  • Allow Exos to get Beaconed
  • Ghost structures below 25% Health will now vanish and return resources
  • Commanders start with 0 p.res and won’t gain any resources for 30 seconds when outside of the Command Station
  • moved umbra to bio mass 4
  • simplified alien tech tree: each life form class can be upgraded once (“upgrade gorge” for example) which unlocks bio mass health for that class and new abilities depending on bio mass level
  • charging a railgun or firing a minigun slows the exo down
  • Vortex is now a teleport ability
  • The net_lag debug console command now requires cheats to be enabled
  • Disabled blur effect when opening minimap
  • infestation no longer damages ghost structures


  • Fixed research of catpack and nanoshield not showing up at Insight progress bar
  • Fixed bilebomb sound playing over and over again when entering an area
  • Fixed bug where ARCs played their charge up sound at the wrong location
  • Fixed use prompt showing up for Cysts
  • Fixed bug allowing Sentries to be powered from a Battery in another room
  • Fixed script error caused by a Fade being logged in as Commander while a new Fade ability is unlocked
  • Fixed Blink and Shadow Step not properly scaling with silence levels
  • Gorges now see the tracer effect for their own Hydras
  • Fixed bug preventing the Exo from smashing evolving eggs
  • Fixed bug preventing the Marine flashlight help widget from being completed after the player leaves the powered down room
  • Fixed parasite hut indicator not showing up
  • Fixed bug causing the request menu to deny access to the main menu if bound to the left mouse button
  • Fixed script error caused by logging into the Hive while Xenocide is active
  • Fixed Grenades getting stuck when firing next to a wall
  • Fixed Marine buy menu not showing weapon descriptions
  • Setting map cycle time to 0 will cause the server to never change the map automatically
  • Fixed Advanced Armory model not disappearing when research is cancelled
  • Team resources gained graph will now show the actual income from resource towers
  • Fixed vote menu keys not updating when binds are changed in the options
  • Fixed Drifters being able to create Hallucinations of dead players
  • Fixed Flamethrower fire rate being inconsistent


  • Added Client.GetServerTags() and Client.GetServerBotPlayers() functions
  • Added Server.SetBotPlayerCount() and Server.GetBotPlayerCount() functions
  • Added Server.GetTags() function
  • Fixed Stomp not working properly inside Gorge Tunnel
  • Unified screenfx format with the render_setup format


  • Returned cafe tech point (marine random spawn enabled)
  • Widened pressure control corridor
  • Fixed LOS issue in generator
  • Added new vent from generator to maintenance
  • Added decals around the map
  • Removed the large crate in strand