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Date: June 10, 2016
Highlights
- New pre-game warmup mode
- Tweaks to Spores
- Improvements to commander bot AI
Changelog
Tweaks/Improvements
- New Pre-Game mode added: Warm-Up
- Active until 12 or more players joined the teams or each team has a commander
- All abilities, weapons and upgrades are available for free while Warm-Up mode is active (except for commanders)
- Bots will work in Warm-Up Mode
- Marines
- Flamethrower
- Increased base damage to 9 (was 8)
- Increased on-fire damage bonus to 2x when directly damaging structures (was 0.5x)
- Increased damage range to 9.5 (was 9)
- Marine maximum Sprint speed reduced by 0.25, now 6 (was 6.25 max)
- Flamethrower
- Aliens
- Lerk Spores
- Energy cost increased to 27 (was 15)
- Increased range to 17 (was 12)
- Increased Spore-Cloud radius to 4 (was 2.5)
- Changed rate of fire to match attack animation, results in slower rate of fire for Spores.
- Updated cinematic effects for Spores (Thanks Ironhorse!)
- Marines see the same Spore effects as Aliens now, which obscure less.
- Added world sound when Spores impact something
- Lerk Spores
- Bots
- Alien Bot Commander now researches Metabolize and Advanced Metabolize
- Improved the movement routine of Fades, Lerks and Oni. They will now use Blink and Metabolize, their wings or Sprint.
- More bots will now save up for Onus and Fades.
- Bots are more afraid of human players and will retreat faster with higher lifeforms.
- Updated several Commander tooltips
- Updated the fastload shader achieve to make sure loading time stays short even with the recent updates
Fixes
- Fixed Lerk Spores and Umbra having inconsistent trajectories compared to where a player is aiming.
- Fixed Umbra cinematic cut-off due to length mismatch (Thanks Ironhorse!)
- Fixed GetRandomPointsWithinRadius server log spam
- Fixed Scoreboard not displaying number of connecting players when number of bots was at or above 12
- Fixed that Cysts did not update their cyst chain parent correctly sometimes leading to various script errors. (Thanks Brute)
Maps
ns2_refinery
- Fixed holes in ready room enabling players to escape into oblivion (Thanks Zavaro!)
ns2_summit
- Beautified Atrium, Flight Control, and Glass Hallway with actual glass and reflection probes instead of greasy-glass prop (Thanks Zavaro!)
ns2_tram
- Fixed occlusion issue in main tramway facing Platform (Thanks Zavaro!)
ns2_derelict
- Updated occlusion-geo in Biome (Thanks Loki!)
- Reduced some lights and cinematics in Biome
==== ns2_caged ==== (Thanks Flaterectomy!) Added Low-Lights support
- Fixed z-fighting DAT-1 vent
- Fixed greybox between Ventilation and Airshaft on ground
- Fixed holes at top of Airshaft
- Fixed holes under catwalk Airvent (part of the catwalk geo)
- Made the catwalk in Airshaft be supported
- Fixed players getting under the Airshaft stairs leading into Ventilation
- Fixed players getting behind diagonal ceiling pipe in Ventilation
- Fixed stuck spot on the pipes in the corner opposite the northwest exit of Ventilation
- Fixed players jumping behind crate near vent entrance under catwalk in Ventilation
- Fixed players getting under stairs near RT in Ventilation
- Fixed greybox textures behind the fans in Vent (at TP and Shipping exit)
- Fixed z-fighting on pipes prop in Access -> Shipping vent
- Fixed occlusion issues in Vent -> Life Support vent
- Fixed small hole ceiling above TP in Ventilation
- Fixed small hole middle of ceiling just under the 45 degree angle near TP on other side of airshaft
- Deleted old red mockup geo that stuck through floor of elevator platform under diagonal Airshaft pipes in Vent
- Fixed floating pipe west of TP on south wall in Ventilation
- Fixed holes next to wall props in Vent -> Shipping vent
- Added missing light prop east of Central
- Fixed greybox bottom of pillar on higher floor near Marine entrance in Ready Room
Tools
Editor
- New “Disable Hidden Lights” option in the Viewport menu allows mappers to completely hide the effects of lights that are in hidden layers. Useful for when making low-lights.
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