“THIS IS ALTERRA!” First off, how amazing is it that we are at Update 300? The blood sweat and tears that have been poured into this game by so many people over the last few years is nothing short of awesome. Now we look forward to what’s to come.
This update sees us making continued improvements to the server browser and an additional notification for news or updates on first open. After playing many games, reading and discussing feedback with players we’ve made some additional tweaks to newly introduced abilities and weapons. Aliens now have a new ability in Focus, so play around and see what you think. Also on the map front Derelict has seen some performance improvements, thanks Loki!
We would like to introduce the newest skin to the marine arsenal, Skull ‘n’ Crossfire. This black beauty is almost splattered with the blood of its enemies and is enshrined with the skull of the fallen to taunt those foes that dare face it next! Check it out now in the ITEM STORE.
NS2 is currently running a 50% off sale through May 30th, we hope to see some new players on the battlefield. Your help to encourage and inspire teamwork will go a long way to retaining them for the long haul. Thanks for playing NS2!
Tweaks / Improvements
Main Menu:
Added a new changelog pop up:
Will show up after the client has been updated
Shows latest changelog
Allows you to give feedback on the changes
Tweaked the right side of the main menu slightly
Replaced the reload, favorite and history icons in the Server Browser to look better.
Renamed it to Machine Gun (MG) because it’s not really a HMG
Deals 6 damage to structures, 12 to players
Spread is 4.5 degrees
Weights twice as much as the rifle
Magazine size is 100
Has maximum 5 magazines
Reload takes about 4.2 seconds
Mines
Increased cost to 10 pres (was 8)
Lowered armor to 5 (was 10)
Flamethrower
Decreased cost to 10 pres
Power nodes will no longer show enemies on the map unless it is under attack
Aliens:
Shade Hive - Added Focus
Deals 50% more damage to primary attacks
Increases the delay between attacks by 50% (slows rate of attacks)
Crag Hive - Crush
Increased extra damage to player to 7% for each shell (21% with 3 shells)
Heal/Regeneration:
If an alien gets healed by 20% of its total health in 2 seconds every further heal is reduced to 20%
Hallucination Cloud:
Spawns now 2 skulk hallucinations if no players were targeted.
Revised nutrient mist cinematic to be less obscuring
Revised mucous membrane cinematic to be less obscuring
Rupture parasite time reduced to 10 seconds ( was 44 seconds )
Gorge Build Menu:
Swapped position of Webs and Babbler Egg. Webs are now in slot 3
Babblers now cling to their owner when they hatch from their egg
Other:
Increased the damage number animation speed
Increased the health bars animation speed
Disabled the consistency check for local servers
Removed heavy damage effects
The local player gets highlighted in the scoreboard
Fixes
Fixed that the reserved slot count could be negative ending up with server having more slots in the server browser than they really have
Fixed that the marine weapon icons were not displayed correctly in spectator view
Fixed that the health bars were wrongly colored in spectator
The give cheat command will no longer cause script errors with invalid command arguments
Fixed that the Onos stomp sound repeated itself in spectator view
Fixed that the Alien Commander did not re-cyst to ressource points correctly
Fixed that in case a server reported a negative amount of reserved slots the server browser displayed more slots than available.
Fixed that the Alien Vision wasn’t working on Linux (thanks rkfg)
Translations
Swedish translations are at 88%, just a little more love!
SDK
Added Shared.GetAnimationLength() callback. Accepts model name (with filepath) and animation name. Returns length of time for an animation (as a float).
Added Client.GetClientUpdated which returns true if the client got updated before the last client start, otherwise it returns false.
Maps
Derelict
Improved FPS inside Nursery (specifically when entering from flooded biosphere) and Turbines.
Several duplicated lights have been removed in Turbines.
Added additional occlusion geometry around Heat Xfer and Geothermal.
“THIS IS ALTERRA!” First off, how amazing is it that we are at Update 300? The blood sweat and tears that have been poured into this game by so many people over the last few years is nothing short of awesome. Now we look forward to what’s to come.
This update sees us making continued improvements to the server browser and an additional notification for news or updates on first open. After playing many games, reading and discussing feedback with players we’ve made some additional tweaks to newly introduced abilities and weapons. Aliens now have a new ability in Focus, so play around and see what you think. Also on the map front Derelict has seen some performance improvements, thanks Loki!
We would like to introduce the newest skin to the marine arsenal, Skull ‘n’ Crossfire. This black beauty is almost splattered with the blood of its enemies and is enshrined with the skull of the fallen to taunt those foes that dare face it next! Check it out now in the ITEM STORE.
NS2 is currently running a 50% off sale through May 30th, we hope to see some new players on the battlefield. Your help to encourage and inspire teamwork will go a long way to retaining them for the long haul. Thanks for playing NS2!
Tweaks / Improvements
Main Menu:
Added a new changelog pop up:
Will show up after the client has been updated
Shows latest changelog
Allows you to give feedback on the changes
Tweaked the right side of the main menu slightly
Replaced the reload, favorite and history icons in the Server Browser to look better.
Renamed it to Machine Gun (MG) because it’s not really a HMG
Deals 6 damage to structures, 12 to players
Spread is 4.5 degrees
Weights twice as much as the rifle
Magazine size is 100
Has maximum 5 magazines
Reload takes about 4.2 seconds
Mines
Increased cost to 10 pres (was 8)
Lowered armor to 5 (was 10)
Flamethrower
Decreased cost to 10 pres
Power nodes will no longer show enemies on the map unless it is under attack
Aliens:
Shade Hive - Added Focus
Deals 50% more damage to primary attacks
Increases the delay between attacks by 50% (slows rate of attacks)
Crag Hive - Crush
Increased extra damage to player to 7% for each shell (21% with 3 shells)
Heal/Regeneration:
If an alien gets healed by 20% of its total health in 2 seconds every further heal is reduced to 20%
Hallucination Cloud:
Spawns now 2 skulk hallucinations if no players were targeted.
Revised nutrient mist cinematic to be less obscuring
Revised mucous membrane cinematic to be less obscuring
Rupture parasite time reduced to 10 seconds ( was 44 seconds )
Gorge Build Menu:
Swapped position of Webs and Babbler Egg. Webs are now in slot 3
Babblers now cling to their owner when they hatch from their egg
Other:
Increased the damage number animation speed
Increased the health bars animation speed
Disabled the consistency check for local servers
Removed heavy damage effects
The local player gets highlighted in the scoreboard
Fixes
Fixed that the reserved slot count could be negative ending up with server having more slots in the server browser than they really have
Fixed that the marine weapon icons were not displayed correctly in spectator view
Fixed that the health bars were wrongly colored in spectator
The give cheat command will no longer cause script errors with invalid command arguments
Fixed that the Onos stomp sound repeated itself in spectator view
Fixed that the Alien Commander did not re-cyst to ressource points correctly
Fixed that in case a server reported a negative amount of reserved slots the server browser displayed more slots than available.
Fixed that the Alien Vision wasn’t working on Linux (thanks rkfg)
Translations
Swedish translations are at 88%, just a little more love!
SDK
Added Shared.GetAnimationLength() callback. Accepts model name (with filepath) and animation name. Returns length of time for an animation (as a float).
Added Client.GetClientUpdated which returns true if the client got updated before the last client start, otherwise it returns false.
Maps
Derelict
Improved FPS inside Nursery (specifically when entering from flooded biosphere) and Turbines.
Several duplicated lights have been removed in Turbines.
Added additional occlusion geometry around Heat Xfer and Geothermal.
This week we have brought you a whole bunch of new alien toys including a new ability for the Shade hive which saps health, a new Crag hive ability which allows players to do extra damage to armor, and a totally revamped bone shield for the Onos!
Aliens didn’t get all the love, though. Marines have also received some new toys and changes to their existing tech. A preliminary version of the Heavy Machine Gun (HMG) has been added. This is a gun that was loved in NS1 and one which many of us have always wanted to see make a return in NS2. The HMG was pioneered successfully in Comp Mod, and now it has made its way into the main game.
We’ve also heard your cries and beacons, and recognize that Contamination tended to be very frustrating for Marines. We’ve made some changes to how it works to give Marine players more time to react to it. It will now do its damage over time rather than immediately when the ability is activated.
All of these gameplay changes are sure to shake up the meta, but that’s not all we’ve been doing. We’ve also been making general improvements to the game, including integrating many features from NS2+ as the defaults that new players will see when they play on any server.
We are excited to see how these changes are received and we want to hear from you, especially about how the new abilities and weapons impact the balance of the game and your own experiences. Please come join us at our Discord server or discuss it in our forums. Although we will be playing games as well, if you think something is completely overpowered, we want to know.
Tweaks / Improvements
Alien abilities have been shuffled around, and two new abilities have been added!
Crag Hive - Crush
Increases armor damage to structures up to 15%, when you have 3 shells
Increases armor-fraction used on players up to 15% (amount of armor that is used when calculating damage) on players by 15%. Does not affect early game balance
Shade Hive - Vampirism (replaces Phantom)
Provides cloaking and heals your health every time you damage players with a direct attack (no spores / bilebomb)
Lifeform specific values for life leech (at 3+ veils):
Skulk: 14hp for bite
Gorge: 15hp for spit
Lerk: 2hp for spikes, 10hp for bite
Fade: 20hp for swipe and stab
Onos: 40hp for gore
Shift Hive - Silence
This was moved from the Shade Hive to Shift, and split out from Phantom
Makes all movement and attacks silent
Biomass scaling has been increased for Lerk and Onos to help their survivability in late game
Lerk has been increased from 2 to 3hp per biomass
Onos has been increased from 25 to 30hp per biomass
Onos Bone Shield has been revamped, and now refills armor!
Costs 40 energy to trigger, can only be held for at most 4 seconds, and a 10 second cooldown has been added
Regenerates 100 armor / second while in use
Will now block 66% of damage from the front instead of 75%
No longer saps energy while in use
Cysts no longer die when disconnected from hive
Cysts instead rapidly lose maturity when the chain is disconnected, making them easier to destroy. When reconnected, maturity is regained rapidly.
Nutrient mist can be used to prevent the maturity loss.
Contamination Tweaks
Increased cooldown to 6 seconds (was 5)
Bile now sprays every 2 seconds, up to 3 times, and can be stopped by destroying the pustule
HMG has been added, to help deal with those pesky lifeforms
Note: Sounds and art assets for HMG are temporary.
Jetpacks now use more fuel based on a weapon’s weight
Shotgun and Flamethrower now use 7.6% more fuel
Grenade Launchers use 15% more fuel
HMGs uses 130% more fuel
Mine changes
eHP changed to 40 (from 100)
Cost reduced from 15 to 8
You now get 2 mines instead of 3
Medpacks can snap to players from a slightly larger radius, snapping already existed but previously was not shown to the commander
Alien vision has been replaced with “Huze’s Minimal”
Alien vision will default to On every time you spawn in
Power nodes can now be rebuilt at the same speed with a build tool as with a welder
Wrench damage icons now show how hurt teammates are, and have an outline if you have a welder
Dropped weapons expiration bar will now be colored based on how much time is left before it is destroyed
Range circle indicators have been added for many alien commander abilities, as well as a secondary circle to Shifts to indicate the radius of the energy regeneration passive effect
Mines and Welders will be highlighted and show as pickupable even if you already have one
Dropped weapons will be picked up automatically, if you have an empty slot
Server browser:
Added the ping filter
The server details window now has a short delay so users can doubleclick at the server entries wherever they like.
The server count display is not clickable anymore and has a tooltip
Favorites and History are now a toggle, clicking again at them while show your previous game selection
This week we have brought you a whole bunch of new alien toys including a new ability for the Shade hive which saps health, a new Crag hive ability which allows players to do extra damage to armor, and a totally revamped bone shield for the Onos!
Aliens didn’t get all the love, though. Marines have also received some new toys and changes to their existing tech. A preliminary version of the Heavy Machine Gun (HMG) has been added. This is a gun that was loved in NS1 and one which many of us have always wanted to see make a return in NS2. The HMG was pioneered successfully in Comp Mod, and now it has made its way into the main game.
We’ve also heard your cries and beacons, and recognize that Contamination tended to be very frustrating for Marines. We’ve made some changes to how it works to give Marine players more time to react to it. It will now do its damage over time rather than immediately when the ability is activated.
All of these gameplay changes are sure to shake up the meta, but that’s not all we’ve been doing. We’ve also been making general improvements to the game, including integrating many features from NS2+ as the defaults that new players will see when they play on any server.
We are excited to see how these changes are received and we want to hear from you, especially about how the new abilities and weapons impact the balance of the game and your own experiences. Please come join us at our Discord server or discuss it in our forums. Although we will be playing games as well, if you think something is completely overpowered, we want to know.
Tweaks / Improvements
Alien abilities have been shuffled around, and two new abilities have been added!
Crag Hive - Crush
Increases armor damage to structures up to 15%, when you have 3 shells
Increases armor-fraction used on players up to 15% (amount of armor that is used when calculating damage) on players by 15%. Does not affect early game balance
Shade Hive - Vampirism (replaces Phantom)
Provides cloaking and heals your health every time you damage players with a direct attack (no spores / bilebomb)
Lifeform specific values for life leech (at 3+ veils):
Skulk: 14hp for bite
Gorge: 15hp for spit
Lerk: 2hp for spikes, 10hp for bite
Fade: 20hp for swipe and stab
Onos: 40hp for gore
Shift Hive - Silence
This was moved from the Shade Hive to Shift, and split out from Phantom
Makes all movement and attacks silent
Biomass scaling has been increased for Lerk and Onos to help their survivability in late game
Lerk has been increased from 2 to 3hp per biomass
Onos has been increased from 25 to 30hp per biomass
Onos Bone Shield has been revamped, and now refills armor!
Costs 40 energy to trigger, can only be held for at most 4 seconds, and a 10 second cooldown has been added
Regenerates 100 armor / second while in use
Will now block 66% of damage from the front instead of 75%
No longer saps energy while in use
Cysts no longer die when disconnected from hive
Cysts instead rapidly lose maturity when the chain is disconnected, making them easier to destroy. When reconnected, maturity is regained rapidly.
Nutrient mist can be used to prevent the maturity loss.
Contamination Tweaks
Increased cooldown to 6 seconds (was 5)
Bile now sprays every 2 seconds, up to 3 times, and can be stopped by destroying the pustule
HMG has been added, to help deal with those pesky lifeforms
Note: Sounds and art assets for HMG are temporary.
Jetpacks now use more fuel based on a weapon’s weight
Shotgun and Flamethrower now use 7.6% more fuel
Grenade Launchers use 15% more fuel
HMGs uses 130% more fuel
Mine changes
eHP changed to 40 (from 100)
Cost reduced from 15 to 8
You now get 2 mines instead of 3
Medpacks can snap to players from a slightly larger radius, snapping already existed but previously was not shown to the commander
Alien vision has been replaced with “Huze’s Minimal”
Alien vision will default to On every time you spawn in
Power nodes can now be rebuilt at the same speed with a build tool as with a welder
Wrench damage icons now show how hurt teammates are, and have an outline if you have a welder
Dropped weapons expiration bar will now be colored based on how much time is left before it is destroyed
Range circle indicators have been added for many alien commander abilities, as well as a secondary circle to Shifts to indicate the radius of the energy regeneration passive effect
Mines and Welders will be highlighted and show as pickupable even if you already have one
Dropped weapons will be picked up automatically, if you have an empty slot
Server browser:
Added the ping filter
The server details window now has a short delay so users can doubleclick at the server entries wherever they like.
The server count display is not clickable anymore and has a tooltip
Favorites and History are now a toggle, clicking again at them while show your previous game selection
After the response and tracking of a lot of the changes we introduced last week we decided to continue with another update of shakeups. There are some minor adjustments to a few items from the patch after more feedback. Also new this week is a revamped server browser! We have been hard at work to create a better way to filter and sort the list and even provide more information to the user before choosing what server to connect too. Our week to week experiments and changes have been very interesting to watch and see what works and what doesn’t and we aren’t done just yet! Over the next couple weeks there are plans for some additional UI changes, maybe a new weapon? A new map? Additional weapon skins? And if we sell more shadow fades then maybe that Onos will appear (hint: go buy more shadow fades).
Special shout out and thank you to xDragon for allowing us to use his code.
Until next week, happy hunting!
UPDATE NOTES
Tweaks / Improvements
When a team concedes, everyone is treated to a short sequence showing all the conceding team’s players and structures being destroyed.
New Server Browser:
Highlighting custom gamemodes better by having only two filters, NS2 and Modded
Restructured all UI elements for better usability and to better feature the two main filters
New fancy color scheme and artistic design
No longer showing relative server skill, since it was not very useful
Search bar will search for both matching map names as well as server names
Added an option to disable health bars for those that prefer less visual clutter
Spectators will be able to see nameplates from further away than players
Enemy health bar tweaks
Changed armor color to be more readable
Bile Bomb and spores now also mark enemies
Melee attacks now cause enemies to be marked for longer (5s instead of 2s)
Fixed that health bars were disappearing semi-randomly as they got close to the edges of the screen
Added a new achievement for collecting all 15 of the random drop items
Corrode damage type changed to be more effective vs exos and less effective vs players
Damage reduction to player armor changed to 12% (was 23%)
Damage reduction to to exo armor changed to 40% (was 30%)
Phase gates have more of their eHP moved to armor and now has 1500 health and 800 armor (was 2000/550)
Fade blink movement changes
Vertical speed can no longer be converted to horizontal
Celerity will have a slightly lessened effect on changing direction
Ability to change direction without celerity has been improved
Marine HUD Parasite icon displays the time left on parasite effect, for Marines
Gorge:
Gorge Webs
Now available at biomass 0 and can be placed for Free!
Limited to 3 Webs maximum
Enemies will be parasites for 10 seconds if they walk through a web
Web slowdown effect changed to a 25% reduction (was 85%)
Slowdown duration now lasts for 1.5 seconds (was 2)
Gorge Babblers
You can now only place one egg, but it will spawn 6 babblers
Babbler movement speed increased to 7.5 (was 7)
Babbler damage type changed to Structural (double vs structures)
Babbler damage reduced to 8 (was 10)
Gorge Tunnel:
Costs reduced to 3 (was 4)
Increased the amount of personal resources each resource tower grants per player from 1 to 1.25 per minute (by 25%):
Reduced Alien starting personal resources to 12 (from 15)
Lowered Marine starting personal resources to 15 (from 20)
Reduced Lerk personal resource costs to 18 (from 20)
Onos Gore:
Damage lowered to 90 (from 100)
Energy cost reduced to 10 (from 13)
Nutrient mist now prevents structures off infestation from taking damage, and prevents disconnected cysts from taking damage. Also heals cysts at half crag efficiency. It no longer requires infestation to be placed.
Improved damaged exosuit effects as well as minigun and ricochets, to be less vision obscuring (Thanks IronHorse!)
Umbra changes
Duration of umbra cloud reduced to 4 seconds (was 5)
Radius of umbra cloud reduced to 4 units (was 6)
Flat damage reduction vs all weapons changed to 25% (was 33% vs shotguns, 30% vs Minigun, and 32% vs Railgun)
Improved fade blink effects to be less vision obscuring (Thanks IronHorse!)
Reduced the damage Power Surge’s overcharge deals to 25
Fixes
Fixed that certain commanders abilities e.g. Power Surge did not cost anything.
Health bars show when a marine is being healed over time by medpacks, again
Insight health bars are far less colorful (will no longer show parasite and poison status)
Fixed issue with nameplates allowing players to see where enemies were through walls, if in close proximity
Fixed issue with fade blink sound sometimes getting stuck looping (Thanks xDragon!)
Fixed that the crosshair will blink red when players respawn
Fixed that the nav mesh initialized incorrectly causing issues at some maps (Thanks ZycaR!)
Fixed that directional damage feedback was only updating at 25hz
After the response and tracking of a lot of the changes we introduced last week we decided to continue with another update of shakeups. There are some minor adjustments to a few items from the patch after more feedback. Also new this week is a revamped server browser! We have been hard at work to create a better way to filter and sort the list and even provide more information to the user before choosing what server to connect too. Our week to week experiments and changes have been very interesting to watch and see what works and what doesn’t and we aren’t done just yet! Over the next couple weeks there are plans for some additional UI changes, maybe a new weapon? A new map? Additional weapon skins? And if we sell more shadow fades then maybe that Onos will appear (hint: go buy more shadow fades).
Special shout out and thank you to xDragon for allowing us to use his code.
Until next week, happy hunting!
UPDATE NOTES
Tweaks / Improvements
When a team concedes, everyone is treated to a short sequence showing all the conceding team’s players and structures being destroyed.
New Server Browser:
Highlighting custom gamemodes better by having only two filters, NS2 and Modded
Restructured all UI elements for better usability and to better feature the two main filters
New fancy color scheme and artistic design
No longer showing relative server skill, since it was not very useful
Search bar will search for both matching map names as well as server names
Added an option to disable health bars for those that prefer less visual clutter
Spectators will be able to see nameplates from further away than players
Enemy health bar tweaks
Changed armor color to be more readable
Bile Bomb and spores now also mark enemies
Melee attacks now cause enemies to be marked for longer (5s instead of 2s)
Fixed that health bars were disappearing semi-randomly as they got close to the edges of the screen
Added a new achievement for collecting all 15 of the random drop items
Corrode damage type changed to be more effective vs exos and less effective vs players
Damage reduction to player armor changed to 12% (was 23%)
Damage reduction to to exo armor changed to 40% (was 30%)
Phase gates have more of their eHP moved to armor and now has 1500 health and 800 armor (was 2000/550)
Fade blink movement changes
Vertical speed can no longer be converted to horizontal
Celerity will have a slightly lessened effect on changing direction
Ability to change direction without celerity has been improved
Marine HUD Parasite icon displays the time left on parasite effect, for Marines
Gorge:
Gorge Webs
Now available at biomass 0 and can be placed for Free!
Limited to 3 Webs maximum
Enemies will be parasites for 10 seconds if they walk through a web
Web slowdown effect changed to a 25% reduction (was 85%)
Slowdown duration now lasts for 1.5 seconds (was 2)
Gorge Babblers
You can now only place one egg, but it will spawn 6 babblers
Babbler movement speed increased to 7.5 (was 7)
Babbler damage type changed to Structural (double vs structures)
Babbler damage reduced to 8 (was 10)
Gorge Tunnel:
Costs reduced to 3 (was 4)
Increased the amount of personal resources each resource tower grants per player from 1 to 1.25 per minute (by 25%):
Reduced Alien starting personal resources to 12 (from 15)
Lowered Marine starting personal resources to 15 (from 20)
Reduced Lerk personal resource costs to 18 (from 20)
Onos Gore:
Damage lowered to 90 (from 100)
Energy cost reduced to 10 (from 13)
Nutrient mist now prevents structures off infestation from taking damage, and prevents disconnected cysts from taking damage. Also heals cysts at half crag efficiency. It no longer requires infestation to be placed.
Improved damaged exosuit effects as well as minigun and ricochets, to be less vision obscuring (Thanks IronHorse!)
Umbra changes
Duration of umbra cloud reduced to 4 seconds (was 5)
Radius of umbra cloud reduced to 4 units (was 6)
Flat damage reduction vs all weapons changed to 25% (was 33% vs shotguns, 30% vs Minigun, and 32% vs Railgun)
Improved fade blink effects to be less vision obscuring (Thanks IronHorse!)
Reduced the damage Power Surge’s overcharge deals to 25
Fixes
Fixed that certain commanders abilities e.g. Power Surge did not cost anything.
Health bars show when a marine is being healed over time by medpacks, again
Insight health bars are far less colorful (will no longer show parasite and poison status)
Fixed issue with nameplates allowing players to see where enemies were through walls, if in close proximity
Fixed issue with fade blink sound sometimes getting stuck looping (Thanks xDragon!)
Fixed that the crosshair will blink red when players respawn
Fixed that the nav mesh initialized incorrectly causing issues at some maps (Thanks ZycaR!)
Fixed that directional damage feedback was only updating at 25hz
The room was eerily silent, even the normal white noise of the industrial facility seemed to vanish. I proceeded forward as ordered but something felt uneasy and I could feel the hairs on the back of my neck begin to stand up. I continue to tell myself that I am a trained soldier and that I’ve encountered enough alien scum that nothing should surprise me, but still the unease raced across my body and the fear set in even more than before.
Suddenly I hear an all too familiar sound, one that can only be described as vacuumous vortex that death so quickly follows. I stand at the ready, shotgun in hand as I prepare for the Fade that I know is quickly approaching. The sweat rolls over my brow and begins to drip over my eye… I blink and in that instant I feel the presence of the beast in front of me. As my eyes open what stands before me is the creature I know but something is different, this fade evolved, more sinister and more deadly. He quickly swipes at my head and sway to the left to avoid his bony blade like arms. I swing my shotgun back around and fire, but I seem to miss as the fade quickly moves and disappears into the shadows of the room.
I begin to trace the room looking for the beast and fire I hope will be the fatal blow. I approach the darkness slowly in anticipation of an attack and in the black I can just make out the two blood thirsty eyes of the fade. I fire my shotgun and the blood from the beast paints the floor below me, but then it lunges forward both weapon-like arms at the ready to stab me, I try to fire again but feel the bone rip through the skin on my shoulder. My body falls to floor like a rock as the blood flows from my wound like a creek after the storm. As my vision begins to blur and I can feel the life leaving my body, I hear the fade chuckle and watch it drift back into the shadows…
Update 297 is packed full of exciting new changes to existing weapons. We have been looking and talking about ways to shake things up, and our first thoughts were adjust the items that aren’t that fun or aren’t used that much now. There is obviously more than what you see below, but with our weekly release window we can only test so much at a time. If you hadn’t got the hint from above the Shadow Fade is now available in game. If you purchased the Shadow Tier as part of the Reinforced program you will get the fade free of charge when you launch the game. For those of you that didn’t, you can purchase it in the Item Store. If the fade is successful we will quickly be working to introduce the final member of the shadow lifeforms, the Onos. Expect more changes and exciting new thoughts and ideas over the coming weeks and spread the word to your friends that now is the best time to be playing NS2 and it’s only going to get better!
UPDATE DETAILS
New Additions
Shadow Fade model/skin has been released to all Shadow Tier players and is available in the NS2 Item Store
Tweaks / Improvements
Exosuit changes - Dualies for All!
Base Exo research now unlocks dual gun exos, and does not require two Command Stations to purchase
Dual exo personal resources cost reduced from 60 to 45, and Claw exos have been removed (used to be 40 res)
Dualies now move faster (same speed as claw Exos of the same type)
Exos now only gain 30 extra armor per armor upgrade, instead of 45
Minigun ROF doubled, but damage reduced by 55% (per bullet) and changed to Normal damage type
Railgun damage changed to normal type
Ejecting from an exo when you have a jetpack will now grant you a quarter tank to fly away with
Alien Commander ability changes
Contamination now spews Bile briefly when initially placed (equal to two bile bombs)
Rupture now Parasites anything in its effect radius
Reduced the view-blocking visuals by 40%
Rupture charge time decreased by 42% (was 3s now 1.25s)
Increased Team Resources cost to 3 (was 2)
Increased cooldown time to 4 seconds (was 2 seconds)
Grenade Changes - Guaranteed Explosions!
It now costs 2 personal resources to buy 1 grenade (previously it was 3 for 2)
If you die after pulling the pin or while attempting to throw a grenade, it will fall at your feet and explode
If you die with a non-primed grenade, it will respawn with you
Cluster grenades’ secondary explosion is now fire type
Grenade deploy animation is now affected by catpacks as well as the pin pull and throw animations
Power Surge Changes - “Overcharge“:
Power Surge is now researchable at the Command Station for 15 team resources and needs 45 seconds to be researched.
Power Surge costs 5 team resources and has a cooldown of 20 seconds
Does not work at Command Stations and Power Nodes
Applying power surge is now easier as it auto selects a building close to where you clicked (similar to Nanoshield)
New Effects:
On powered structures:
Deals 50 healthpoint damage to nearby aliens
Lowers the energy regeneration rate of nearby aliens for 5 seconds
On un-powered structures:
Restores power for 20 seconds.
Health bars will now show for enemies you attack
Only visible in short range and with clear line of sight onto the target
Better visual damage feedback about time to kill than damage numbers
Engagements are less binary for new players
Helps to focus on a target
Damage numbers are now off by default for new players, since they are redundant when viewed in conjunction with health bars.
Slowed down the dead lifeform dissolve length from 1.5s to 2.25s so players have a little more time to enjoy their kill
Replaced the Gorge with a Drifter status at the Alien tech tree overview.
Improved hit feedback on the crosshair to appear and disappear faster and coincide more closely with the damage you are doing.
Reduced name flickering when aiming at an enemy
Fixes
Increased the player slot limit for Linux to 99
Cluster grenades and mines will no longer shake the commander’s view
Fixed that the bootcamp menu message was not working.
Fixed Cluster Grenade fragment explosions not applying correct damage type. Was Normal, now Fire damage type.
Fixed that some of the serverbrowser filter did not work
Removed a one pixel offset in the killfeed icon texture that caused issues in the past
Fixed issue causing crosshair hit feedback to be updating too slowly
Fixed that completing the tutorial granted a few achievements too many
Fixed that the average skill value of servers wasn’t being calculated correctly
Added Czech, French and German translations for the new tutorials (Thanks navaska, Pelargir and ChrisStark!)
Maps
Docking (Thanks Zavaro!)
Fixed missing Location entity for area adjacent to Locker Rooms
Tram (Thanks Flaterectomy!)
Fixed various texture misalignments and smoothing issues around the map
Removed erroneous light props hidden behind a wall that were visible from commander view in shipping
Removed the large door at the southern end of the room in Shipping from commander view
Fixed a cable prop ending in mid-air in Repair
Made it easier to move over the pipe behind the powernode in Platform
Visual improvements below the floor and around the pillars and benches in the center of the ready room
Put unsorted entities, props and geometry in the appropriate layers
Fixed lights staying on in Hub when the power goes out (but made the tram's headlights stay on instead)
Fixed lights staying on when the power goes out in Hub and Repair due to being outside of the location entities
SDK
CompileModel utility updates
Fixed a bug that would cause bones to scaled up if the source units weren't in centimeters, resulting in invalid physics collision reps.
Fixed bug where collision solids were improperly aligned
Fixed an issue that meant cameras from 3dsmax would not have the correct field of view
The FBX workflow now allows for bones to be declared as attach_points in the model_compile file
Added a feature to help with compiling new FBX assets and using "animation_model" from old DAE assets. Users can now use the "bone_order_override" directive to specify the sorting order of bones to match up to an existing model. Note: It safety checks the indices given -- they cannot contain duplicates, they must be sequential, they must start at zero and count up, and they cannot arrange the bones such that any parent has a higher index than the children
The room was eerily silent, even the normal white noise of the industrial facility seemed to vanish. I proceeded forward as ordered but something felt uneasy and I could feel the hairs on the back of my neck begin to stand up. I continue to tell myself that I am a trained soldier and that I’ve encountered enough alien scum that nothing should surprise me, but still the unease raced across my body and the fear set in even more than before.
Suddenly I hear an all too familiar sound, one that can only be described as vacuumous vortex that death so quickly follows. I stand at the ready, shotgun in hand as I prepare for the Fade that I know is quickly approaching. The sweat rolls over my brow and begins to drip over my eye… I blink and in that instant I feel the presence of the beast in front of me. As my eyes open what stands before me is the creature I know but something is different, this fade evolved, more sinister and more deadly. He quickly swipes at my head and sway to the left to avoid his bony blade like arms. I swing my shotgun back around and fire, but I seem to miss as the fade quickly moves and disappears into the shadows of the room.
I begin to trace the room looking for the beast and fire I hope will be the fatal blow. I approach the darkness slowly in anticipation of an attack and in the black I can just make out the two blood thirsty eyes of the fade. I fire my shotgun and the blood from the beast paints the floor below me, but then it lunges forward both weapon-like arms at the ready to stab me, I try to fire again but feel the bone rip through the skin on my shoulder. My body falls to floor like a rock as the blood flows from my wound like a creek after the storm. As my vision begins to blur and I can feel the life leaving my body, I hear the fade chuckle and watch it drift back into the shadows…
Update 297 is packed full of exciting new changes to existing weapons. We have been looking and talking about ways to shake things up, and our first thoughts were adjust the items that aren’t that fun or aren’t used that much now. There is obviously more than what you see below, but with our weekly release window we can only test so much at a time. If you hadn’t got the hint from above the Shadow Fade is now available in game. If you purchased the Shadow Tier as part of the Reinforced program you will get the fade free of charge when you launch the game. For those of you that didn’t, you can purchase it in the Item Store. If the fade is successful we will quickly be working to introduce the final member of the shadow lifeforms, the Onos. Expect more changes and exciting new thoughts and ideas over the coming weeks and spread the word to your friends that now is the best time to be playing NS2 and it’s only going to get better!
UPDATE DETAILS
New Additions
Shadow Fade model/skin has been released to all Shadow Tier players and is available in the NS2 Item Store
Tweaks / Improvements
Exosuit changes - Dualies for All!
Base Exo research now unlocks dual gun exos, and does not require two Command Stations to purchase
Dual exo personal resources cost reduced from 60 to 45, and Claw exos have been removed (used to be 40 res)
Dualies now move faster (same speed as claw Exos of the same type)
Exos now only gain 30 extra armor per armor upgrade, instead of 45
Minigun ROF doubled, but damage reduced by 55% (per bullet) and changed to Normal damage type
Railgun damage changed to normal type
Ejecting from an exo when you have a jetpack will now grant you a quarter tank to fly away with
Alien Commander ability changes
Contamination now spews Bile briefly when initially placed (equal to two bile bombs)
Rupture now Parasites anything in its effect radius
Reduced the view-blocking visuals by 40%
Rupture charge time decreased by 42% (was 3s now 1.25s)
Increased Team Resources cost to 3 (was 2)
Increased cooldown time to 4 seconds (was 2 seconds)
Grenade Changes - Guaranteed Explosions!
It now costs 2 personal resources to buy 1 grenade (previously it was 3 for 2)
If you die after pulling the pin or while attempting to throw a grenade, it will fall at your feet and explode
If you die with a non-primed grenade, it will respawn with you
Cluster grenades’ secondary explosion is now fire type
Grenade deploy animation is now affected by catpacks as well as the pin pull and throw animations
Power Surge Changes - “Overcharge“:
Power Surge is now researchable at the Command Station for 15 team resources and needs 45 seconds to be researched.
Power Surge costs 5 team resources and has a cooldown of 20 seconds
Does not work at Command Stations and Power Nodes
Applying power surge is now easier as it auto selects a building close to where you clicked (similar to Nanoshield)
New Effects:
On powered structures:
Deals 50 healthpoint damage to nearby aliens
Lowers the energy regeneration rate of nearby aliens for 5 seconds
On un-powered structures:
Restores power for 20 seconds.
Health bars will now show for enemies you attack
Only visible in short range and with clear line of sight onto the target
Better visual damage feedback about time to kill than damage numbers
Engagements are less binary for new players
Helps to focus on a target
Damage numbers are now off by default for new players, since they are redundant when viewed in conjunction with health bars.
Slowed down the dead lifeform dissolve length from 1.5s to 2.25s so players have a little more time to enjoy their kill
Replaced the Gorge with a Drifter status at the Alien tech tree overview.
Improved hit feedback on the crosshair to appear and disappear faster and coincide more closely with the damage you are doing.
Reduced name flickering when aiming at an enemy
Fixes
Increased the player slot limit for Linux to 99
Cluster grenades and mines will no longer shake the commander’s view
Fixed that the bootcamp menu message was not working.
Fixed Cluster Grenade fragment explosions not applying correct damage type. Was Normal, now Fire damage type.
Fixed that some of the serverbrowser filter did not work
Removed a one pixel offset in the killfeed icon texture that caused issues in the past
Fixed issue causing crosshair hit feedback to be updating too slowly
Fixed that completing the tutorial granted a few achievements too many
Fixed that the average skill value of servers wasn’t being calculated correctly
Added Czech, French and German translations for the new tutorials (Thanks navaska, Pelargir and ChrisStark!)
Maps
Docking (Thanks Zavaro!)
Fixed missing Location entity for area adjacent to Locker Rooms
Tram (Thanks Flaterectomy!)
Fixed various texture misalignments and smoothing issues around the map
Removed erroneous light props hidden behind a wall that were visible from commander view in shipping
Removed the large door at the southern end of the room in Shipping from commander view
Fixed a cable prop ending in mid-air in Repair
Made it easier to move over the pipe behind the powernode in Platform
Visual improvements below the floor and around the pillars and benches in the center of the ready room
Put unsorted entities, props and geometry in the appropriate layers
Fixed lights staying on in Hub when the power goes out (but made the tram's headlights stay on instead)
Fixed lights staying on when the power goes out in Hub and Repair due to being outside of the location entities
SDK
CompileModel utility updates
Fixed a bug that would cause bones to scaled up if the source units weren't in centimeters, resulting in invalid physics collision reps.
Fixed bug where collision solids were improperly aligned
Fixed an issue that meant cameras from 3dsmax would not have the correct field of view
The FBX workflow now allows for bones to be declared as attach_points in the model_compile file
Added a feature to help with compiling new FBX assets and using "animation_model" from old DAE assets. Users can now use the "bone_order_override" directive to specify the sorting order of bones to match up to an existing model. Note: It safety checks the indices given -- they cannot contain duplicates, they must be sequential, they must start at zero and count up, and they cannot arrange the bones such that any parent has a higher index than the children
Wake up Marine! Time to get into action and learn your objectives. Trevor and many team and community members have been hard at work on our tutorial system and it’s time to release it into the wild. This new tutorial offers a better way of progression through the basics of NS2 for both marines and aliens and also helps new players understand the many complexities that the game offers. We couldn’t be more excited to see how this turns out and we’ve even hidden some fun Easter eggs throughout both tutorials, see if you can find them all :)
There is still more to come and next week we look at our continued efforts to spice things up a bit, so stay tuned 😉
UPDATE INFO
Tweaks / Improvements Replaced the old tutorial with two brand new tutorials. -One for each team -Each takes place at a different map -Designed to be interactive and less linear -New script/story -New UI -New animations -Two sets of Voiceovers -Include two new secret achievements New Hive Status UI added which displays the following details: -Type of each Hive -Health point of the each Hives -Location of each Hive -Number of eggs located at each Hive -Displays which Hive is occupied by the commander -Only shows Locations that contain a TechPoint -Shows if Eggs and Hive are taking damage -Can be toggled via the HUD detail setting Moved Team Resources UI screen position for Aliens to accommodate new Hive UI Moved Personal Upgrades UI screen position to accommodate new Hive UI Removed Biomass UI fade in/out animation. It now instantly shows and disappears Steam Personas will no longer be changed by the game without player intent Added contextual on-click events to new player checklist in the Main Menu Normal achievements can’t be received at a listen server any longer
Fixes Fixed black-screen on load issue for Windows 7 and some Linux clients could encounter when running a listen server, which was caused by incorrectly sized UDP packets. Fixed net_log debugging command not being applied to Listen Servers. Fixed script error that occured when killing a Command Station
Maps Map fixes from Loki and Zavaro. Thanks guys!
Biodome Fixed OcclusionGeometry in Atmospheric which was mistakenly added as CommanderInvisible
Derelict Fixed stuck spot in Turbine
Docking Fixed layers to contain appropriate geometry, assets, and lights Fixed leftover geo from previous builds including extra faces and vertices Fixed pathing mesh in Courtyard
Eclipse Fixed CollisionGeometry in Generator Monitors vent to prevent people from accidentally falling through
Kodiak Marine Start holo table is now flush with the floor Fixed some holes in the Biodomes
Refinery Fixed pathing mesh in Chasm to stop AI from getting stuck