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Date: May 4, 2016

Patch 297


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
Blog Post

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.
  • 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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