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Date: May 4, 2016
Highlights
- Shadow Fade Skin by Community member Howser
- New abilities for both Commanders
- Removal of Claw Exosuits
- Grenade changes
- Healthbars appear on Enemies you have damaged
Changelog
Tweaks/Improvements
- Shadow Fade model/skin has been released to all Shadow Tier players and is available in the NS2 Item Store
- Exosuit changes – Dualies for All!
- Base Exo research now unlocks dual gun exos, and does not require two Command Stations to purchase
- Dual exo personal resources cost reduced from 60 to 45, and Claw exos have been removed (used to be 40 res)
- Dualies now move faster (same speed as claw Exos of the same type)
- Exos now only gain 30 extra armor per armor upgrade, instead of 45
- Minigun ROF doubled, but damage reduced by 55% (per bullet) and changed to Normal damage type
- Railgun damage changed to normal type
- Ejecting from an exo when you have a jetpack will now grant you a quarter tank to fly away with
- Alien Commander ability changes
- Contamination now spews Bile briefly when initially placed (equal to two bile bombs)
- Rupture now Parasites anything in its effect radius
- Reduced the view-blocking visuals by 40%
- Rupture charge time decreased by 42% (was 3s now 1.25s)
- Increased Team Resources cost to 3 (was 2)
- Increased cooldown time to 4 seconds (was 2 seconds)
- Grenade Changes – Guaranteed Explosions!
- It now costs 2 personal resources to buy 1 grenade (previously it was 3 for 2)
- If you die after pulling the pin or while attempting to throw a grenade, it will fall at your feet and explode
- If you die with a non-primed grenade, it will respawn with you
- Cluster grenades’ secondary explosion is now fire type
- Grenade deploy animation is now affected by catpacks as well as the pin pull and throw animations
- Power Surge Changes – “Overcharge“:
- Power Surge is now researchable at the Command Station for 15 team resources and needs 45 seconds to be researched.
- Power Surge costs 5 team resources and has a cooldown of 20 seconds
- Does not work at Command Stations and Power Nodes
- Applying power surge is now easier as it auto selects a building close to where you clicked (similar to Nanoshield)
- New Effects:
- On powered structures:
- Deals 50 healthpoint damage to nearby aliens
- Lowers the energy regeneration rate of nearby aliens for 5 seconds
- On un-powered structures:
- Restores power for 20 seconds.
- On powered structures:
- Nameplates no longer have a background or animated border elements
- Health bars will now show for enemies you attack
- Only visible in short range and with clear line of sight onto the target
- Better visual damage feedback about time to kill than damage numbers
- Engagements are less binary for new players
- Helps to focus on a target
- Damage numbers are now off by default for new players, since they are redundant when viewed in conjunction with health bars.
- Slowed down the dead lifeform dissolve length from 1.5s to 2.25s so players have a little more time to enjoy their kill
- Replaced the Gorge with a Drifter status at the Alien tech tree overview.
- Improved hit feedback on the crosshair to appear and disappear faster and coincide more closely with the damage you are doing.
- Reduced name flickering when aiming at an enemy
Fixes
- Increased the player slot limit for Linux to 99
- Cluster grenades and mines will no longer shake the commander’s view
- Fixed that the bootcamp menu message was not working.
- Fixed Cluster Grenade fragment explosions not applying correct damage type. Was Normal, now Fire damage type.
- Fixed that some of the serverbrowser filter did not work
- Removed a one pixel offset in the killfeed icon texture that caused issues in the past
- Fixed issue causing crosshair hit feedback to be updating too slowly
- Fixed that completing the tutorial granted a few achievements too many
- Fixed that the average skill value of servers wasn’t being calculated correctly
Translations
- Added the achievement title and descriptions to the translation system, so they can be translated via http://translate.naturalselection2.com/
- Added Czech, French and German translations for the new tutorials (Thanks navaska, Pelargir and ChrisStark!)
SDK
- CompileModel utility updates
- Fixed a bug that would cause bones to scaled up if the source units weren’t in centimeters, resulting in invalid physics collision reps.
- Fixed bug where collision solids were improperly aligned
- Fixed an issue that meant cameras from 3dsmax would not have the correct field of view
- The FBX workflow now allows for bones to be declared as attach_points in the model_compile file
- Added a feature to help with compiling new FBX assets and using “animation_model” from old DAE assets. Users can now use the “bone_order_override” directive to specify the sorting order of bones to match up to an existing model. **Note: It safety checks the indices given — they cannot contain duplicates, they must be sequential, they must start at zero and count up, and they cannot arrange the bones such that any parent has a higher index than the children
Maps
ns2_docking (Thanks Zavaro!)
- Fixed missing Location entity for area adjacent to Locker Rooms
ns2_tram (Thanks Flaterectomy!)
- Fixed various texture misalignments and smoothing issues around the map
- Removed erroneous light props hidden behind a wall that were visible from commander view in shipping
- Removed the large door at the southern end of the room in Shipping from commander view
- Fixed a cable prop ending in mid-air in Repair
- Made it easier to move over the pipe behind the powernode in Platform
- Visual improvements below the floor and around the pillars and benches in the center of the ready room
- Put unsorted entities, props and geometry in the appropriate layers
- Fixed lights staying on in Hub when the power goes out (but made the tram’s headlights stay on instead)
- Fixed lights staying on when the power goes out in Hub and Repair due to being outside of the location entities
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