Rock, Paper, Shotgun - (Craig Pearson)

I started writing this story just to point out that Natural Selection 2 is going to have a free weekend over the next few days, and that if you hadn’t yet bought it then you should take a look. It’s a really good indie multiplayer shooter that managed to overshadow Aliens: Colonial Marines in every possible way, and they’ve just updated it with loads of new content. There’s new weapons, female player models, better tutorials, and more. There’s a trailer for that below. But there’s also a trailer for a new crowd-funding scheme as well. Unknown Worlds has released free updates for the game since it’s been launched, but as the game’s returns diminish they need cash to continue working on it full-time. The latest free update cost them $550,000. Their hope? That a tiered donation and reward system will recoup some of that expenditure.UPDATE: Unknown Worlds have responded to some of my concerns. They’re at PAX and recorded a video. I’ve embedded it below.


Announcement - Valve
Play Natural Selection 2 for FREE now through Sunday at 1PM Pacific Time! Additionally, You can also pickup the full game at 75% off as part of this week's Weekend Deal*!

Natural Selection 2 is an immersive, multiplayer shooter that pits aliens against humans in a strategic and action-packed struggle for survival. It seamlessly combines a shooter/FPS gameplay with a strategy (RTS) game.

If you already have Steam installed, click here to install or play Natural Selection 2. If you don't have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time

Product Update - Valve

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


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


Explosions now trigger a slight camera shake
Added shell ejection effects to the Rifle, Pistol and Shotgun
Pickups are now prioritized by item cost
Added a link to a player’s Steam profile page on the player list page in the server web admin (Thanks CheesyPeteza
Spectators now have access to the request menu
Cysts can now be placed everywhere and all Cysts in between will be created automatically when the nearest parent is too far away
Added power indicator for Marine Commander when dropping structures
Added subtle view model rotation for wall walking Skulks
Added hidden mode for dedicated server, use the “-hidden” switch while starting the server process to use this feature
Added minimum life time for Grenades before they are allowed to detonate


Fixed invisible elements in Commander UI blocking mouse clicks
Fixed bug causing some non-NS2 servers to be listed on the NS2 tab in the server browser
Fixed a script error caused by using Alt+Enter to switch full screen mode while in the main menu
Fixed bug preventing the team resource graph UI from updating properly in spectator mode
Fixed bug causing move forward to not work if it was bound to a mouse button while in free camera spectator mode
Fixed camera tilt for wall walking skulks
Fixed bug where cycling through abilities didn’t work properly for Lerks
Fixed bug where recycling got cancelled on power loss
Fixed Marine Commander being able to drop Infantry Portals or Phase Gates in a way that players could get stuck
Fixed Echo Harvesters sometimes not working when being blocked by a Cyst
Fixed bug where Blinking downwards gives you high amounts of extra speed
Skulk ragdoll no longer appears after using Xenocide
Fixed bug causing the main menu alert message box to appear below the main menu news box
Fixed bug allowing Commander to place certain items outside the map (ammo pack, health pack, weapons, etc)
Fixed Parasite model outline sometimes not working
Fixed bug preventing the help widgets from appearing until the player encounters a Gorge tunnel
Fixed Onos camera animations
Fixed Exos not being affected by Parasite
Fixed Echoed Eggs not being usable
Fixed wall jumping sometimes giving more speed than intended


Added Server.GetServerHidden() function
Rock, Paper, Shotgun - (Nathan Grayson)

'Natural Selection 2 is the struggle for survival between two species – One species just got a whole lot tougher.'

In Natural Selection 2, you can play as just about anything. Gigantic pairs of teeth with tiny feet attached, mutant god elephants, space pterodactyls, scythe-armed devil wraiths, and, you know, men. But not human women. At least, not yet. Thankfully, that’s all about to change, as Unknown Worlds has unveiled a female marine design that’s, well, pretty freaking great. Better late than never, I suppose. So hurrah! Details after the break.


Product Update - Valve

Resource System

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


Reduced harvester cost to 8
Drifters can now clear marine ghost structures
Removed medpack cooldown from marine commander UI
Marines have now a medpack 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)
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

Anti Spam

Increase crag, shift, shade cost to 15 (was 10)
Increased Crag/Shift/Shade health and effectiveness by 50% (In line with cost increase).
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

Marine Tech Tree

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)
Rxos can now be nano shielded
Rxosuits can now use their thruster horizontal (use shift)
Reduced exo thruster cool down reduced 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

Flame Thrower

Increased base damage
No longer benefits from weapon upgrades
Increase flame thrower magazine 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

Grenade Launcher

Increased base damage
No longer benefits from weapon upgrades
Reduced grenade launcher cost to 15
Increased grenade launcher reserve ammo to 28
Whips no longer whack grenades


Increased shotgun rate of fire 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

Marine General

Marines can now build on infestation (25% slower)
All marine structures take damage to armor while on infestation
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)

Alien Spawn

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

Alien Tech Tree

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

Alien General

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)
Announcement - Valve
Save 66% on Natural Selection 2 and Chivalry as part of the Weekend Deal*!

Natural Selection 2 is an immersive, multiplayer shooter that pits aliens against humans in a strategic and action-packed struggle for survival. It seamlessly combines a shooter/FPS gameplay with a strategy (RTS) game.

Chivalry: Medieval Warfare is a first-person slasher with a focus on multi-player. Featuring competitive online combat that seeks to capture the experience of truly being on a medieval battlefield. Inspired from the intensity and epicness of swordfighting movies such as 300, Gladiator and Braveheart, Chivalry: Medieval Warfare aims to bring that experience to the hands of a gamer.

*Offer ends Monday at 10AM Pacific Time

Community Announcements - UWE.Strayan (NS2HD)
Community Announcements - UWE.Strayan (NS2HD)
Community Announcements - UWE.Strayan (NS2HD)
Community Announcements - UWE.Strayan (NS2HD)

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