No announcement yet.

Build 256 Released


  • Build 256 Released


    Reduced input latency with all renderers
    Hooked up missing hatch effects for the Hive
    Improved Commander marquee selection logic
    Drifters now inherit selection state from the Egg they hatched from
    Cleaned up Alien tech map UI
    Added a background color for the tech map UI for better visibility
    Added additional error messages for cases when D3D9 fails to initialize
    Added the Steam Runtime and instructions on how to run the dedicated server on Linux to the dedicated server installation


    Reduced the overhead of setting up shader constants in D3D9
    Old Umbra Clouds will get cleaned up when a new one is created nearby
    Fixed 80ms hitch on the server when a player connects due to compressing file names for consistency checking
    Improved the speed of compiling COLLADA models
    Reduced memory usage for storing model indices (saves about 16 MB on ns2_summit)
    Removed skinning information from Models is memory that don’t use it (saves 4 MB on ns2_summit)
    Fixed choppy performance in D3D11 fullscreen mode


    Gorge Tunnels no longer require a research


    Fixed bug where vsync would be enabled in OpenGL on startup regardless of the value set in the options
    Fixed bug preventing request voice overs from working in some cases
    Fixed Whip Bombard triggering a Bile Bomb sound which wasn’t get cleaned up properly
    Fixed wrong effect for Spores showing up for Aliens
    Fixed bug where leaving an Exosuit and re-entering it could sometimes disable armor upgrades for that player
    Fixed bug where suicides counted as a kill in the score board
    Fixed Railgun cooldown display being imprecise
    Fixed Shade Ink ability not triggering any sound effect
    Fixed Whips resetting their position when Echoed while having an active move order
    Fixed structures being able to “move under ground” while being Echoed
    Fixed some pathing issues with Crags, Shades, and Shifts
    Fixed entities being able to create multiple obstacles on the pathing mesh
    Fixed alien structures not pushing each other away after teleported with Echo
    Fixed ARC impact effect sometimes not being visible to the Alien Commander
    Fixed most explosive weapons / abilities ignoring friendly units with friendly fire enabled
    Skulks no longer lose leap while being alive
    Fixed alive Fades losing Shadow Step when last Shade is killed
    Fixed alive Onos losing charge when last Crag is killed
    Fixed Skulks being able to unlock leap without having the required upgrade
    Fixed inconsistency with burning Whips and Hydras sometimes being able to attack
    Whips display now correctly the stop command while moving
    Fixed land sound effect being suppressed while sneaking when moving at higher speeds
    Fixed weapon pickup priority not working properly
    Fixed Biomass progression for the next level in the Alien tech map UI
    Fixed tech map UI sometimes showing the wrong tech tree to the player
    Fixed Commander automatically attacking own Hive / Command Station when logging out
    Fixed Crags being able to heal when they are already dead
    Fixed bug causing newly spawned MACs to be visible on the minimap for Alien team players
    Fixed script error caused by an Exo stomping an egg that the Alien Commander was researching into a lifeform egg
    Fixed bug causing “Danger music” to sometimes keep playing when it should have stopped
    Fixed main menu Twitter feed
    Fixed issue where D3D9 would not properly limit the number of frames in flight on the GPU to reduce input latency
    Fixed bug causing the Steam overlay to pop up while connecting to a server in some cases by accidentally clicking the store buttons on the main menu before joining
    Fixed old versions of mods not being properly removed on Linux
    Fixed bug where config files could not be written from Lua on Linux
    Fixed mouse buttons 4, 5 and 6 not being recognized on Linux
    Fixed bug where the game would not choose a valid resolution on start-up if the default resolution wasn’t supported by the device
    Changed the game to always use the en_US locale to eliminate issues with string generation in Lua
    Female voice overs now work correctly while in an Exosuit
    Fixed issue where props from one map wouldn’t be removed from memory when going to a new map


    Level autosaving speed improved


    Lighting optimisations in many areas, approximately 300 lights removed.
    Various other performance optimisations.
    Added Alex’s glass containers in Analysis and integrated his carousel changes into Seeding.
    Cleaned up commander view in some areas.
    Patched up nav mesh on tech point in Falls.
    Removed flickering face in Analysis.

    • spawneh
      spawneh commented
      Editing a comment
      Full-screen windowed still borked.

    • NSAuroN2
      NSAuroN2 commented
      Editing a comment
      Ish ut nao?

    • Ghosthree3
      Ghosthree3 commented
      Editing a comment
    Posting comments is disabled.



There are no tags yet.

Latest Articles


  • Build 273 Live on Steam!
    by Seb

    Hot off the heels of Build 272, we are happy to bring you our first update of 2015. We closed out 2014 with a bang, two months of sales bringing all sorts of new and old players back to NS2 and we have been retaining a good number of them. Thank you!

    While these last few patches have been smaller they have also introduced some great new stability and efficiency to NS2. We continue to work on this and...
    23-01-2015, 05:12 PM
  • Build 272 Live on Steam!
    by Seb A very Merry Gorgemas to you! With the holiday all around us it wouldn’t be fair to not be festive in the depths of space too. Build 272 has been a monster to get out, and it nearly didn’t happen. So as always special thanks to all the folks at UWE and our many programmers and playtesters on the CDT. Below is a run down of what you’ll find in this patch, we hope you’ll enjoy. Now for a little update on where we are going. ...
    19-12-2014, 11:51 AM
  • Build 267 Released!
    by Seb

    Natural Selection 2 Build 267 is now live on Steam! This build has been a labor of love from those who have worked on it. The CDT (Community Dev Team) has expanded both in members and scope in this, the latest patch for NS2. It’s possibly the biggest patch in months and we’re all very excited and proud of it. We hope you enjoy what will hopefully be a smoother and more enjoyable NS2 experience. There’s new graphica...
    06-08-2014, 03:55 PM
  • Dropship Update 263 Released!
    by Zimoi

    15-02-2014, 12:02 PM
  • Build 262 and Eclipse Released
    by Spider
    Return to Eclipse in Natural Selection 2

    Eclipse Gameplay Trailer

    Eleven years ago, Eclipse was one of the original Natural Selection battlefields. Tight corridors, multiple Hive spawns, iconic rooms, Eclipse was one of the greatest maps ever made for the original Half-Life mod.

    Marine Start
    Now, we can all return to Eclipse. Painstakingly recreated, the map is ...
    20-12-2013, 11:20 AM
  • Build 261 Released!
    by Seb
    Build 261 is here, it is sweet, and it wants your attention. Like 260, 261 is a collaboration between UWE’s very own Andi and the infinitely energetic volunteer SamusDroid. There are three stand out features: Improved collision, commander keybinds, and reduced early game hitching. Whenever a player hits something in the environment, an approximation of their model is used to calculate the appropriate physical response. Games do this because calculating physics for an entire player model would be t...
    04-12-2013, 01:27 PM