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  • Build 251 Change Log

    Build 251 Change Log


    http://unknownworlds.com/ns2/build-2...live-on-steam/

    Features:
    Added queued orders (hold shift to queue orders on Drifters, MACs, etc)
    Added ‘Cystem’ for placing multiple cysts at once


    Balance:
    Reduced Flamethrower damage by 18%
    Reduced Minigun damage by 20%
    Reduced Grenade Launcher splash radius by 20%
    Reduced Cyst auto build time by 2 seconds
    Cysts can no longer be built by Drifters and and only 1 per Hive will auto construct (Gorges can still use heal spray on them)
    Reduced Babbler hitbox size to make it fit the actual model size better

    ...
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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.
    BALANCE

    • 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)

    ...
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  • Build 249 Released

    Build 249 Released



    Build 249 is out and it promises a whole host of performance increases thanks to community member fsfod, as well as some map changes and polish. Check out the changelog below.

    Improvements
    LuaJIT now used by the Client and Server for increased performance (Thanks fsfod!) Grenades are now predicted and updated in the shooters world Improved the look of the vote menu (Thanks Agiel!) ...
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  • Build 247 Released!

    Build 247 Released!



    Features

    Added Server Details window to the server browser
    Added “server name” field to server browser filters
    Added filter tabs in server browser
    Added history tap to server browser
    Added in game voting system (change map, kick player, reset round)
    Added Quick Switch key (default V) to switch to last chosen weapon
    ...
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  • Build 246 Released

    Build 246 Released



    Build 246 has been released! Patch notes below:

    Features

    Added the ability to check consistency on files that don’t exist on the server through a precomputed hash file

    Fix
    Fixed crash when a script error occurred and a variable on the Lua call stack contained a printf-style string Fixed bug where activating a mod and clicking the “restart” button could result in some files from the previously active mod still remaining in use Fixed issue where the Builder did not detect new files being added to a directory for auto-building C Clients can use the kill command only once every second to prevent spam Fixed damage numbers not appearing in first person spectate Fixed diagonal traces of railgun and parasite being wider than intended (Thanks Matso!) Fixed burning enemies not generating damage numbers ...
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  • Build 244 released - Update - Build 245 Released as hotfix

    Build 244 released - Update - Build 245 Released as hotfix



    Change

    Reduced extractor death and Spikes tracer effect intensity.
    Distress beacon sound has no longer a distance restriction.


    Feature
    Added capturing of dump information from the TechSupport.exe tool if NS2.exe is running.
    Clicking an already selected hot group will cause the view to jump to the units position.

    ...
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  • Build 242 Released - UPDATE - Build 243 Released As Hotfix

    Build 242 Released - UPDATE - Build 243 Released As Hotfix



    Optimization
    · Fixed issue where video cards with small amounts of off-board memory would unload textures unnecessarily. · Optimized lighting shaders. · Optimized occlusion culling rasterization using SIMD. · Infestation is no longer derived from entity and produces less network traffic. · Multi-threaded effect updating....
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  • Build 241 Released

    Build 241 Released


    Improvement
    • Added super-sampling when generating reflection cube maps to improve quality.

    Balance
    • Increased Babbler run speed from 5 to 7.

    Fix
    • Fixed bug that prevented an Alien from evolving if they had Babblers attached to themselves.
    • Eliminated uninitialized data when sending packets with strings less than the maximum length (may cause problems with some firewall rules)
    • Fixed exploit which allowed Gorge tunnels to be build outside of the
    ...
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  • Gorgeous Build 240 Change Log

    Gorgeous Build 240 Change Log


    Gorgeous is out, and we have our hot little hands on the change log!

    Added
    • Railgun Exosuit now available at Prototype Lab. Explodes things.
    • Gorges may now spawn Babbler eggs, which hatch into Babblers!
    • Gorges may now create Gorge Tunnels
    • Bait Balls – Direct babblers by flinging it at enemies of friendlies
    • New map: Descent
    • New contextual help system, ‘TipVids.’
    • Insight Spectator System Mk 2 – Redesign and interface overhaul.
    • First Person Spectating
    • Damage decals
    • Reflections
    • Refraction effects
    • New alien cloaking effects
    • New main menu background scene

    ...
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  • Build 273 Live on Steam!
    by Seb


    http://unknownworlds.com/ns2/build-273-live-steam/

    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


    http://unknownworlds.com/ns2/build-272-live-steam/ 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
    From http://unknownworlds.com/ns2/build-267-released/



    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




    Changelog:...
    15-02-2014, 12:02 PM
  • Build 262 and Eclipse Released
    by Spider
    Return to Eclipse in Natural Selection 2
    http://unknownworlds.com/ns2/return-to-eclipse-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
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