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Build 250 Released


  • Build 250 Released

    Build 250 has been released, incorporating the massive changes that have evolved (hah, get it?) out of Sewlek's Balance Mod. This is probably the biggest change to the game since beta days, and should shake things up a bit. A full list of changes is below.

    • reduced harvester cost to 8 (since you pay for cysts and drifters now)
    • drifters can now clear marine ghost structures
    • removed medpack CD from marine commander UI (marines have now a pickup delay)
    • removed vision obscuring effect of gorge spit
    • fixed GL not dealing full damage on direct hit
    • reduced exo armor to 280, down from 400
    • increased exo armor upgrade to 45, up from 40
    • changed puncture player damage scalar to 1.5 (was 1.25)
    • reduced phase tech and observatory cost to 10 t.res (were 15)


    • changed more extractor health to armor to be easier to weld up
    • minimum team resources when no RT active (counts as 0.5 active RTs)
    • removed “no res while dead” rule
    • reduced personal resource income per RT from 0.125 to 0.1


    • disabled gradual melee attacks
    • added concept of “soft targets” which let bullets and melee attacks go through (affects Drifters, MACs, Hallucinations)
    • added additional 6 second respawn time when rejoining a team, suiciding or when killed by a death trigger
    • movement code rewritten


    • increase crag, shift, shade cost to 15 (was 10) and scaled up their health / effectiveness accordingly
    • MACs and Drifters are no longer able to attack
    • resource towers and command structures will now block re-creation for 5 seconds after destruction
    • added supply limit for specific units (200 max per team)
    • MACs can no longer weld each other
    • multiple MACs are no longer able to weld the same target
    • crags no longer stack their healing with each other and can heal a maximum of 3 targets at once
    • shift energize no longer stacks


    • JP and single gun Exos are now available at 1 command station
    • mines tech research cost has been decreased to 10 resources (down from 15)
    • reduced robotics factory to 10 resources (was 15)
    • reduced upgrade to ARC robotics factory costs to 5 (was 10)
    • nano shield is now a research at command station
    • arms lab no longer requires an armory
    • welders no longer require a research
    • added small self weld when welding a structure or a player
    • Grenade Launcher and Flamethrower are now immediately unlocked once an armory is upgraded


    • reduced exo cost to 40 (60 for dual minigun)
    • exos can now be nano shielded
    • exosuits can now use their thruster horizontal (use shift)
    • reduced exo thruster cool down to 2.5 seconds
    • increased exo base speed to 6, up from 5
    • reduced claw damage to 30
    • miniguns now profit from weapon upgrades
    • toned down dual minigun damage to 70%
    • reduced vision obscurring effect from bilebomb on exo HUD


    • increased base damage but wont profit from weapon upgrades
    • increase flame thrower clip size to 50
    • removed flame thrower damage ramp up
    • reduced flamethrower weight
    • flamethrower can now burn up bile/whip bombs and disables enemy structure functions
    • flamethrower can now burn up drifter clouds


    • increased base damage but wont profit from weapon upgrades
    • reduced grenade launcher cost to 15
    • increased grenade launcher reserve ammo to 28
    • whips no longer whack grenades


    • increased shotgun fire rate by 18%
    • reduced base damage to 170
    • adjusted shotgun spread


    • reduced ARC build time from 10 to 7
    • reduced robotics factory upgrade time from 40 to 20
    • reduced ARC movement speed by 33%
    • reduced ARC movement speed by 70% when in combat or on infestation
    • ARCs are now properly affected by shades ink cloud
    • reduced ARC splash radius to 7, down from 10


    • marines can now build on infestation (25% slower) and all structures take damage to armor
    • reduced health/armor of Phase Gates to 2500/300 (down from 2700/450)
    • marines can now always sprint (no more fatigue)
    • added ability for marine commander to temporary power individual structures
    • amories no longer heal armor
    • increased jetpack cost to 15 (was 10)
    • removed MAC EMP
    • extractors and command stations can now be parasited
    • increased spawn time to 8 seconds (was 7)


    • each alien has individual spawn timer (10 seconds)
    • an egg is generated every 13 seconds (6.5 seconds for 12 player)
    • each hive can have max of 3 eggs (6 for 12 players)
    • hives have now the hatch ability (2 eggs for 5 t.res)


    • increased whip bomb splash radius to 6 meters (was 3) and reduced damage by 50% (down to 600)
    • whips can automatically bombard once they are matured
    • reduced whip cost to 10 (was 15)
    • whips will now root and unroot automatically


    • personal upgrades scale now cost depending on life form (0 for skulk, 2 gorge, 3 lerk, 5 fade, 8 onos)
    • reduced life form cost to compensate with new upgrade cost (5 gorge, 25 lerk, 40 fade, 60 onos)
    • add bio mass: every structure grants bio mass which increases the health of life forms
    • scaleable upgrades (for example build a maximum of 3 shells to get maximum efficiency for carapace, regeneration), 20 res per structure
    • celerity works now in combat and increases max speed by 1.5 m/s
    • regeneration works now in combat
    • adrenaline increases max energy and regeneration rate by 10% per level
    • added new shade upgrade which shows enemies and their health (Aura)
    • merged silence and camouflage (Phantom)


    • swipe damage down by 16%
    • fades are a bit easier to see during blink
    • blink is now always researched
    • shadowstep does not add any momentum anymore and can be researched with biomass level 5
    • increased range / accuracy of fade vortex ability
    • disabled fade double jump


    • spores are now tier 3 and bigger / cheaper to use.
    • umbra is now available at bio mass 3 (was 3 hies before) and damage reduction has been reduced
    • fixed weapon switch delays (umbra to bite and spores to bite)


    • changed stomp to affect marines in a radius rather than being a shockwave
    • onos movement won’t be blocked by skulks, gorges and lerks anymore
    • reduced gore range
    • reduced gore damage to 100


    • hydras are now flamable
    • increased gorge build rate


    • skulk moves now faster on walls
    • xenocide cant be cancelled anymore
    • when dying by xenocide, skulk respawn time is reduce by 6 seconds


    • cysts will block recreation in the area when destroyed for 4 seconds
    • cysts will autobuild once their parent is contructed
    • increased cyst build time to 4 seconds, removed cool down
    • increased cyst range and infestation radius
    • infestation receding is now twice as fast than growing
    • gorge tunnel entrances create now infestation when the other side is infested


    • Drifters can now be created during the hive is researching
    • reduced drifter cloud costs to 1 (was 2)
    • drifters unlock triggered abilities (shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor)
    • moved hallucinations from shade to drifters: every alien in effect range generates a hallucination, controllable by the alien commander


    • crag, shift and shade can now always be build and can move
    • chamber triggered abilities require now the correct hive type
    • allow aliens to change upgrades (min gestation time 5 seconds)
    • alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate
    • cloaked players are always slightly visible
    • regeneration works now in combat (5% of max health every 2 seconds)
    • rupture can now be cast directly on infestation, like bonewall
    • added echo harvester to shift
    • added echo gorge tunnel to shift (only on infestation)
    • enemies are outlined with parasite only (damage will no longer trigger it)
    • the normal gestation time is applied when using a pre-evolved egg instead of just 2 seconds
    • shift echo ability no longer requires maturity
    • adjusted shade ink ability duration and cool down to allow arcs to fire once between successive use of ink clouds


    • Fixed bug allowing the scoreboard button to be used while text chatting
    • Fixed bug causing Babblers to sometimes freeze mid-jump while they are trying to cling to an Alien that has no more free cling points
    • The Onos player can now move their camera up and down while charging
    • Fixed medpacks being picked up by dead marines
    • Fixed bug causing player ghost models (Clog, Mine, etc) to freeze in place when placed in certain invalid areas


    • Fixed Lua io lib readline functions sometimes crashing if the line was too long
    • Changed Shared.GetSystemTime() back to unix time
    • Added Client.SetMouseSensitivityScalarX() and Client.SetMouseSensitivityScalarY() functions to adjust mouse sensitivity independently on the 2 axes
    • The modding framework is automatically included again (this is so the modding entry system is auto-loaded)

    • Uzguz
      Uzguz commented
      Editing a comment
      Yes, Aura is powerful, but it isn't the game-wrecker you claim it to be. For all the benefits that it provides its user before the encounter, it does nothing to keep him alive once the marines start shooting at him. What it takes away from the need for good scouting, it adds to the need for good judgement, as it forces you to decide what you can and cannot do without one of the other upgrades to empower you. That's how it worked in NS1, and it's a pretty similar story here in NS2; the only real difference is that lacking for other upgrades is a bit less of a problem than it used to be because individual lifeforms aren't as valuable, but then again, that problem affects the whole alien gameplay model, so pinning it on Aura is a bit much.

    • Chris
      Chris commented
      Editing a comment
      I never said it was a game-wrecker. Carapace was powerful back in 249 and previous builds, but it didn't undermine basic marine teamwork/positioning.

      Mf already covered your argument in another post. (When I had not played the build much and thought Aura seemed pointless). Basics of it was: The free scouting you get lets you make good judgements.

      I just think it's a stupid ability to have in a game where Marines are trying to use positioning and teamwork to trap/kill alien lifeforms. Who cares if it was in NS1 over a decade ago? It's a wallhack that let's aliens choose when to engage and it also shows the health of the marines? Seems ridiculous to me.

      And yes, I did say I think the BT mod or 250 has failed at it's original goals. Aura being part of that problem. The main problem though is you can get Lerks and Fades out quicker than you could in 249 when it was meant to extend the early and mid game. Marine tech also seems easy as hell to get.

      I do enjoy 250 more than 249, I just don't think it's cracked up to what it said it was going to be. And obviously there are things I think are crap about it. Another one would be Phantom getting rushed in public games seems to totally ruin them along with GL/FT JP and EXO pushes. But those may just be retarded at the moment because most games are full of rookies.

    • d0ped0g
      d0ped0g commented
      Editing a comment
      Tbh, I think Aura's fine. But if it needs to be nerfed (which i don't really think it does), they should make it that wounded targets show up far away, less wounded targets show up a bit closer, and fully healed targets show up even closer. Maybe it already works like that, I dunno. Regardless, it'd be about getting the gradient right to make sure it's balanced for both pub and comp, so it's not OP in either, but still a relevant upgrade in both. Targets within a shade radius should also be marked too to accompany such a change (maybe this happens too now, i dunno. I'm not up completely up to date with all the build 250 changes)
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