Natural Selection 2

BlitzThose

Active Member
Today marks a big step in the games development the ono's and jetpack just got added to the beta and more importantly we also now have a "proper" release date of Summer 2012



massive change log

Features

You can now evolve to Onos when your team has three hives.
The Onos can toss marines with his Gore attack, smash structures and Stomp on the ground, sending a shockwave that disables marine structures for 5 seconds. Upgrades are no longer available, sentries stop firing, Infantry Portals stop spawning, etc.
Added Prototype Lab and the ability to research and buy Jetpacks
Added new map: ns2_mineshaft
Added camera animation and display during count down phase.
Name tags now appear over the head of nearby teammates.
Added lines for rally points.
Mines detonate when hit by Stomp.
Added an option to enable mouse acceleration (off by default)
Infestation is now displayed on minimap (dying infestation is indicated red)
Added some missing Marine structure icons.

Balance

Reduced Rifle butt range from 1.5 meters to 1 meter (now same as Skulk bite)
Shotgun damage changed to Light (armor is twice as effective against it). Made it lighter to carry and increased the damage to compensate (# of shots vs. base Skulks, Lerks and Fades should unchanged, 1 extra pellet vs. Gorges). So Shotguns should become less effective against heavily armored targets. (thanks Schimmel!)
Bile bomb range and splash increased a lot, damage decreased somewhat and energy cost decreased a little (trying to make Gorge less vulnerable on front lines and also more able to do at least some damage to entrenched Marines). He is NASTY now, watch out.
Increased Hydra health from 500 to 600 and armor from 0 to 75.
Increased Lerk Spike cost from 1.5 to 2.5. Changed distribution of Command Station health and armor so it's more resistent vs. Light damage (ie, Lerk Spikes).
Disabled res for kills to simplify the game, remove confusion about what happens when you make a kill, reduce end-game stalemates with 1 tower and to increase the strategic aspects of the game.
Armory no longer required to drop med packs (unnecessarily restrictive during rushes)
Lowered bile bomb damage from 300 to 225.
Increased repair rate for Marines repairing each others' armor from 18 to 35 (to make it less annoying and to allow Marines to sustain attacks better).
Reverted Fade carapace armor buff from 50 to 30.
Removed Lerk "hide" armor.
Reduced Shotgun research time from 40 to 20 (it was 0 in NS1). Helps Marines get a foothold with early aggression.
Increased minimum egg spawn time from 8 to 10 seconds to less that early Alien assault (now it's the same as Marines)
Lowered infantry portal build time from 10 seconds to 7, and Armory from 15 to 12 (to try to lessen effectiveness of Skulk rush)

ns2_tram

Moved warehouse north.
Removed north-east Warehouse entrance.
Opened tram tunnel between Server and Warehouse.
Reworked connecting corridors into Warehouse.
Fixed drifter pathing issues between Server and Control.

ns2_summit

Reworked Flight Control and nearby vents
Reworked Sub Access
Added vent between Comp Lab, Sub Access and Maintenance Access

Fixes

Fixed bug where the Gorge Bile Bomb ability used the Spit ability icon.
Fixed bug where the Gorge Mini Cyst ability used the Hydra ability icon.
Fixed script error if a Hive was destroyed while the Gorge that built it as Commander was a rag doll.
Cleaned up some Client console spam when a Fade blinks.
Fixed script error caused by a spectating player receiving points by getting a kill with a structure placed when they were not a spectator.
Added placeholder icons for the Shell and Veil.
Fixed bug where the game would randomly lockup while placing a Cyst.
Drifter spawn sound effect will no longer play at world origin.
Fixed a bug that prevented Skulks from leaping at maximum speed.
Fixed bug where the physics representations for the Armory and Infantry Portal did not match up with the visual model.
Weapon secondary attacks can no longer occur at the same time as primary attacks while coming out of a sprint in some cases.
Armory buy menu will not instantly appear once construction is completed.
Adjusted Skulk wall walking smoothing rates so that that the 3rd person model rotates more quickly to match the 1st person model (especially while jumping)
Health and Ammo packs can now be dropped directly on top of a Marine player.
Restored reloading of script files when they change on disk.
Fixed Whip 'grenade whack'
Bombard projectiles will not collide with the Whip and nearby friendly structures anymore and is created at the correct attach point.
Alien player names for Hydra kills will no longer appear in blue text in the death message.
Fixed a bug causing Mini Cysts placed by the Gorge to be disconnected when created even in cases where the ghost model indicated the connection was valid.
Fixed bug causing dropped weapons to disappear too quickly if they were picked up and dropped again after initially being dropped.
AI units cannot attack friendly players anymore unless FF is enabled.
Fixed bug causing script error when a Cyst died due to not being connected to a Hive.
Fixed crash when too many objects are visible.
PhysX scene now supports mirrored geometry.
Initial team starting locations chosen with a more random method.
Mine will detect enemies more accurately.
Slime effect during sprinting will not show up in thirdperson anymore.
The ARC will prioritize other structures before Eggs and Cysts.
Player turn poses (arms moving with feet planted on the ground) reset once the player starts moving.
Fixed multi-threading crash when using the o_stats console command.
The "getting ready to spawn" blue spin effect now disappears immediately upon the Infantry Portal being destroyed.
Fixed bug where the Spore cloud would be created improperly when a Lerk was not moving.
Fixed bug where connecting to the localhost would cause the game to go into an infinite loop.
Fixed bug where Marines would spawn above the Infantry Portal platform.

Improvement

Added "warp" console command to teleport to a position in space when cheats are on, "warp 0 0 0" for example.
Improved Skulk wall walking (sticks better to surfaces, thanks matso!)
Skulks can now leap from mid-air, ala NS1.
The "locate" Client console command will constantly display the local player's location on the screen if "true" is given as a parameter.
Added Mine icon for death messages (Thanks Saba!)
Reformatted Scoreboard so more player names can fit on the screen at the same time.
Server name is now displayed at the top of the Scoreboard.
Improved ScenarioHandler (Thanks Matso!)

Sound

Removed Bile Bomb hit sound when Gorge creates a structure.

Optimizations

Optimized network fields in Structure, CloakableMixin, ScriptActor and PowerPoint (thanks Matso!)
Reserve memory for faceSets (prevents excessive allocation)
Reduced networked bandwidth for Camoflauge by eliminating an unnecessary network field (thanks Matso!)
Reduced networked bandwidth for Skulks by eliminating wall walking network variables (thanks Matso!)
Optimized Door auto-opening.
Reduced number of cells CollisionGrid queries look through.
Reduced network bandwidth required to send which fields of an Entity changed (uses indexing scheme when only a few fields changed and a bitmask when many changed)
Reduced network bandwidth usage for entities that have energy.
Reduced bandwidth for transmitting attachment points for entities by 26 bits.
Reduced bandwidth for transmitting angles.
Eliminated lastTimePlayerMoved networked field in Player.
Mines require less processing time to check for nearby enemies.
Reduced bandwidth by 20 bytes per second for each Entity sent to the client.
Changed particle effects to only update if they were visible last frame.
Slightly more aggressive compiler optimization options.

SDK

Added Vector:Add method.
Added Shared.SortEntitiesByDistance.
Removed ProximityGrid.
Added sphere query to CollisionGrid.
Added EntityQueryManager (fast queries for entities within range, uses CollisionGrid)
Exposed EntityQueryManager to Lua, started converting script to use new API.
Added support to ObjectTagQueryManager for testing whether entity has a specific tag.
Entities get tagged with their class name (and base class names). Tag is prefixed with 'class:'.
Added time network variable type.
Added "private" network fields which are only sent to the client controlling the Entity.
Added support for networking floating point values as fixed point (specified as float (<min> to <max> by <step>)
Added Client.GetServerName() function to return the name of the server the client is connected to.
Added Server.GetName() function to return the name of the server.
Added Server.GetFrameRate() function to return the current tick rate of the server.
Added Mersenne twister Randomizer class to Lua, same API as Lua random functions but better generator.
 

BlitzThose

Active Member
NS2 is now available for preorder on steam http://store.steampowered.com/app/4920/ and as a additional bonus for those of you who have either bought the game or been gifted a copy before yesterday you will receive the following

  • A free upgrade to the Deluxe Edition
  • A free copy of NS2 Standard Edition to give to a friend or stroke lovingly (via steam)
  • Continued private beta access right up to launch day in October
 

BlitzThose

Active Member
ok at some point I lost track of which ns2 keys I had given away so feel free to try these some of these may still be unredeemed

ZXY2E-655CJ-IL6YZ-N77EI-VTEHR
ZXY2E-654CP-7J9TQ-CCHGB-W8BKC
ZXY2F-AXJ2T-A9P5G-F7LZR-LIYTP
ZXY2F-AXK9H-FTCX7-EKGJX-HZNZY
ZXY2F-AXL8T-J7Q9A-MWSH4-MMA9L
ZXY2F-AQ3ZN-6H2FS-GNSCW-NM2K7
ZXY2F-AQVM8-NHXY6-TNBIE-A8SMG
ZXY2F-AQWTR-DBAG4-54T6Z-3BRGS
ZXY2F-AQXJZ-TZGPD-F3RMV-S9EDW
ZXY2F-AQQZ5-RTYM2-KL3RQ-LBV8C
ZXY2F-AQS7W-MW8C4-7R9KJ-3Q6ZJ
ZXY2F-AQT93-QIDKD-HM6DI-6Q9A9
ZXY2F-AXP3T-6IQNN-73ZP5-7ZR4J
 

BlitzThose

Active Member
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