Massive update!

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Massive update!

Postby Faust » Wed Aug 28, 2013 11:14 pm

For those that missed it, NS2 got a massive update today.

Spiffy video detailing most of the changes:

http://www.youtube.com/watch?v=csJmLAac5w8

Changelog:

Added female Marine
Added the dual Railgun Exo
Added Contamination (place infestation anywhere on the map)
Added Catpacks (increases marines movement and reload speed)
Added Boneshield (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 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 nanoshield not showing up at insight progress bar
Fixed bilebomb sound playing over and over again when entering an area

Improvements

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

Sound
Added new music to the descent club

Balance

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 Bio Mass 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)

Changes

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

Fixes

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
SDK

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

Docking

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


I'm super excited very pretty much every change made. I'm still not sure if 3 different grenade types add too much clutter.

That being said, I think another community night is in order. How about next week, Thursday night, 7pm PDT?
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Re: Massive update!

Postby Matchhead :D » Thu Aug 29, 2013 1:07 am

Yes!
mmm...pancakes...
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Re: Massive update!

Postby Canuck148 » Thu Aug 29, 2013 6:57 pm

Wow. Fantastic update, thanks for posting the video :)

Thursday sounds good to me, I will be there.
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Re: Massive update!

Postby BigDXLT » Thu Aug 29, 2013 8:34 pm

I am RE-INSTALLING as I write this. Again!

I'm usually on steam around the 8pm-ish hours, so by all means pester me to join if you see me online.
Funner then chuckin' rocks at a sign!
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Re: Massive update!

Postby Faust » Thu Aug 29, 2013 11:15 pm

UWE got around to releasing a blog post about the update:

http://unknownworlds.com/ns2/reinforced ... -released/

I'll copy the text changelog into the OP. Also mentioned is a new constellation program?
Tempting, but I think I already did my part by purchasing a premium pre-order.


... Still, a shoulder patch seems kinda neat :)
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Re: Massive update!

Postby Feyd Rautha » Fri Aug 30, 2013 6:07 am

Holy .... it's about on par with NS1 serverside now. Linux server! YAY. Nothing like wasting CPU/MEM on a GUI that you never see for windows servers.
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Re: Massive update!

Postby Faust » Fri Aug 30, 2013 9:22 pm

I do have to forewarn people that performance doesn't seem to be as good in this build. Also, there's a lot of mention of input lag. All I can say is I'm having issues landing shots. Had to drop my mouse sensitivity a bit.
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Re: Massive update!

Postby Plan 9 » Sat Aug 31, 2013 9:10 am

Not sure if this is the default for this release but I had to enable raw input and fiddle with the mouse sensitivity a bit. Build 252 felt like I was playing a drunken marine.
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Re: Massive update!

Postby Feyd Rautha » Sun Sep 01, 2013 6:29 am

I've never played with the mouse settings yet, played a game yesterday and it went very well for me. I love the damage indicators, it trains you to hit. So maybe they've adjusted the defaults somewhat requiring you to mess with it again if you had it dialed in.
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Re: Massive update!

Postby Florp Incarnate » Mon Sep 02, 2013 4:33 pm

Definitely laggier. Looking forward to the next tweak build.
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