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Список изменений в Natural Selection 2.0
[ Серверная часть Natural Selection 2.0 | Клиент Natural Selection 2.0]

General:
  • Valve Anti-Cheat Now Supported.
  • The resource model and balance has been fundamentally reworked to promote scouting, distinct tech levels, counters and generally more interaction with the enemy
  • Big server performance optimizations for both win32 and linux.
  • Added HLTV support and overviews for all maps.
  • Added first-person spectating, including health, armor, deploy/fire/reload animations, hive sight, current orders, alerts, etc.
  • Updated existing maps for performance and balance.
  • Added variable point reward when aliens and marines make a kill. The killing player or team gets 1-3 resources (randomly) for the kill.
    • Encourages more group movements for marines, speedier end-games, promote more conflict in general, and reward great alien players with higher lifeforms, allow aliens a way to grow without building RTs.
    • Addresses long end-game against stock marines at marine start.
  • New context-sensitive popup-menu cursors.
  • New weapon crosshairs.
  • Added Constellation authentication system.
  • Added heavy armor footsteps, new weapon sounds, new phase sounds.
  • Added new graphic effects for when alien structures are killed and when sentries fire.
  • Added team handicapping, changed handicapping to reduce damage done instead of affecting resources (means build orders and tech are the same, but battles are harder for handicapped teams). Handicapping o­nly takes effect in tournament mode.
  • Handicapping can be set during the match.
  • Your team's handicap is now drawn o­n the HUD.
  • Removed alien "frags" in scoreboard (they show up for both teams in tournament mode).
  • Preserved classes in ready room, so you can fly, wall-crawl or jetpack if you ended the game as such.
  • Much improved demo record/playback.
  • Lowered death messages while spectating in map mode so they aren't obscured
  • Killing marine structures now removes their upgrades temporarily. They are regained when the structure is rebuilt. This works with all upgrades (notably motion tracking o­n the observatory, and armor/ammo upgrades o­n the arms lab).
  • Added mp_limitteams server variable (works like CS).
  • o­nly draw "x health received" message when mp_drawdamage is 1
  • All turrets acquire targets faster (affects offensive chambers, sentries and siege cannons).
  • Capped air speeds, so lerk and jetpacks can't go infinitely fast (celerity for lerk is now meaningful).
  • Rewrite HL turrets to fix accuracy problems. They are nasty now, watch out.
  • Shrunk the sentry, offense chamber, defense chamber, sensory chamber, and movement chamber slightly, to allow players to jump past them yet not intersect them too much when standing o­n them.
  • Spectators now follow players through phase gates or movement chambers.
  • Don't draw tooltips when spectating.
  • Clear tooltips o­n role change (test by getting tooltips, spectating, then switching back to play mode quickly).
  • Added player's location to all chat messages.
    • Chat location shows their location, does not show up for your enemy.
  • Added sound that plays when players receive resources (from kills or givepoints cheat command).
  • Preserve current spectate mode so it always starts up in the last mode you were in.
  • Play role help text o­nly o­nce per game.
  • New siege sounds (now with more bass), new offense chamber sound to differentiate from spikes (thanks MadMaxx!).
  • It now takes 60 seconds before any resource tower (besides the o­ne at round start) starts giving resources for the team.
  • All res nodes harvest a resource point every 5 seconds instead of every 6.
  • Default late-join time increased from 60 to 90 seconds.
  • Added mp_killdelay (seconds before suicide happens).
  • Fixed game reporting when a draw occurs (esp. in tourny mode). Now reports victory_team and losing_team as "draw".
  • Game reporting indicates minutes and seconds of victory, instead of seconds (eg, game_time "13:29").
  • Resources earned for kills now added to scoreboard in tourny mode.
  • Game reports score for team in log (also any resources gathered).
  • Changed default network settings to fix choke issues.
  • +resource messages should clip to commander UI.
  • Added treadwater animations.
  • Walking now moves you roughly half-speed, and plays no footstep sounds. Not working perfectly all the time, but it's better.
  • Tried to synch up footsteps a bit better.
  • Reworked descriptions to be more then four characters (SKLK -> Skulk, etc.) (thanks Pyrul!).
  • Allow spectators to see cloaked entities as if they are o­n the same team as the alien.
  • Much better support for first-person spectating (digestion and gestation overlays, jetpack/upgrade indicators, resources, energy, more).
  • Added new HLTV icons for various lifeforms (thanks Relic!).
  • After joining a team but before the game starts, players can o­nly hear others o­n their team, spectators or ready room players (only affects tourny mode, allows pre-game planning).
  • When tournament mode is enabled, voice can no longer be heard by spectators (preserve their strats and privacy). When not tournament mode, observers can hear the whole team.
  • When spectating first-person and it isn't tournament mode, observers can o­nly hear players o­n that team.
  • Structures won't play their take damage animation unless they're built.
  • Structures that take damage while being built, retain that damage when finished.
  • Moved NS to HLSDK 2.3 (includes support for sv_alltalk).
  • Server ops and developers can end the game without cheats o­n.
  • sv_restart/sv_restartround preserves teams properly.
  • Nearly all assets are checked for consistency when mp_consistency is 1, fixed problems with shell.mdl.
  • Put mp_drawdamage back in as server option.
  • Removed mp_teamhandicap, and spawn invulnerable time from menu, removed other stuff and added new handicaps and stuff.
  • Throttle sayings so players can't spam chuckle or other sayings.
  • A lot of new sounds/models/animations.
  • Player muting now works (**and particle editing**).
  • Added option to disable dynamic lights for photosensitive players and for performance reasons.
  • Crouching is now smooth as a Gorge's bottom (it o­nly took a year, BathroomMonkey...).
  • New vet icon, PT and Constellation icons (thanks Squeal!).
  • Vet icons are now yellow, guide icons are magenta.
  • Removed view shaking from o­nos and Fade melee attacks, and knife attack.
  • Now you can see your teammates health and armor percentage by looking at them. Enemy player names are drawn without this info in red.
  • Reticle help and player names show instantly instead of fading in.
  • Fixed up tooltips so regular HL messages can be displayed, and error messages still display when cl_autohelp is 0, also added server MOTD (you're welcome, Voogru!). Turning off tooltips no longer disables help icons.
  • Removed last momentum given to players with hit with various attacks (notably, skulks don't ever knock marines back any more, die bug die).
  • Map gamma now gets set properly for HLTV spectators
  • Added blood feedback when marines are hurt, and when alien structures are hurt. Alien structures no longer spark for any reason. I made this change happily, and I don't feel like it compromises the vision of NS in any way.
  • Added support for external music directory (cl_musicdirectory), music delay (cl_musicdelay) and skipping tracks ("nexttrack").
  • Structures should not be able to be built o­n players, ever. This was quite a bit of work, and thanks to Max for working o­n this with me.
Aliens:
  • O Skulk Changes:
    • Cost: 2 res.
    • Skulk Weapons: Bite, Parasite, Leap, and Xenocide.
    • Added new skulk rotation system, so wall-running skulks orient properly o­n sloped floors, walls and ceilings
    • Updated the skulk view model so it doesn't obscure the screen as much when biting.
    • New skulk model with a better run animation and a parasite animation (thanks Mojo!).
    • Disabled wall-running o­n players (prevents weird visuals and skulks that can climb o­n each other).
    • Changed xenocide damage type from "blast" to "normal" (no longer does double damage vs. structures, use against HA, use bile against structures).
    • Added explosive force to xenocide for aesthetic effect (thanks Nemesis Zero!).
    • Parasite o­nly does damage to players to prevent "under attack" message when marking structures.
  • O Gorge Changes:
    • Cost: 15 res.
    • Building Costs:
      • Offense Chamber: 5 res.
      • Defense Chamber: 10 res.
      • Movement Chamber: 10 res.
      • Sensory Chamber: 10 res.
      • Resource Tower: 10 res.
      • Hive: 30
    • Weapons: Spit, Heal Spray, Bile Bomb, and Web.
    • Added new hive sight icon for gorges, so they can be easily located and protected (thanks Immacolata).
    • Bile bomb moved from fade to gorge ability and affects structures o­nly. Still uses an arc like the 1.04 fade bile bomb. Removed view shake o­n bile bomb.
    • Babblers removed.
    • Gorge spit improved.
    • New Gorge jump and death animations.
    • Gorge has pitter-patter now.
  • Lerk Changes:
    • Cost: 30 res.
    • Weapons: Spikes, Spores, Umbra, and Primal Scream.
    • No fall damage.
    • Bite removed from lerk and spikes replace it.
    • Spores damage reduced significantly. Spores no longer damage players through walls.
    • Lerk now shoots umbra like his spores, allowing him to defend at a distance.
    • Removed visible lerk projectiles (because the spikes hit instantly).
    • Umbra duration lowered from 10 to 6 (to try to allow marines a chance to rush early and to workaround problem where particles disappeared before umbra effect).
    • Rework spores to be able to hold off groups of T1 marines, but fall to HMGs even while defending a hive (currently they can hold off tier 2 marines with enough lerks) (Increased area of particle effect, to more accurately represent their area of effect spores do the same damage, but they do it more often, and they never stack).
  • O Fade Changes:
    • Cost: 50 res.
    • Weapons: Claws, Blink, Metabolize, and Acid Rocket.
    • New "Metabolize" ability: Fade waves arms to get health back.
  • New Fade view model with metabolize support (thanks Def o­ne!).
    • New "blink"! Fades can now quickly maneuver in combat, moving quickly and becoming hidden as they blink. Hold your fire button to try it out. No more getting stuck.
    • Added force where acid rocket hits (only affects enemy players...rocket jumping!).
  • O o­nos Changes:
    • Cost: 100 res.
    • Weapons: Gore, Devour, Stomp, and Charge.
    • New "stomp" ability: The o­nos can stomp o­n the ground, stunning all nearby players for a couple seconds.
      • Stomp doesn't affect flying jetpacks (also, can't use jetpack o­nce you're stunned).
      • Stomp is a shockwave (increases skill, gives enemies a chance, means o­nos can kill groups of heavies with help, not by himself). Enemies show stomp rings when they are hit.
      • Stomp model is now translucent (thanks Merkaba!).
    • New "devour" ability: The o­nos can devour an enemy whole. The player is then slowly digested, giving health back to the o­nos, and effectively removing the player from the game for a short time.
      • Devouring gives o­nos the health that he takes from his meal.
      • Digesting players count as dead players for determining game victory.
      • Slow down o­nos a bit when digesting a player (to allow rescues).
    • Fixed o­nos-stuck problem (thanks Max!!).
    • The o­nos gore now does blast damage (double damage vs. structures), to help with lock downs and differentiate his melee from the other aliens
  • Addressed problem where more gorges means slower growth (non-intuitive): More gorges should increase alien growth speed (increases value of scouting and probing heavily, means less waiting and problems for newbie aliens, gives more interesting configurations and builds for aliens).
    • All aliens always split resources evenly. Gorges no longer get more resources then other alien lifeforms.
  • Removed the 33/66/100 limit for each alien.
  • Every alien starts with 25 resources.
  • Respawn time for aliens is now 7 seconds (for those really big games).
  • Added new sprite for hives in hive sight and removed extra hive text (thanks Frogg2!).
  • Alien upgrade adjustments to make non-defense viable in early game:
    • Changed behavior of "Scent of Fear". Any enemy players within range of a player show up o­n hive sight (as if they were parasited). Each level increases range.
    • Replaced "Enhanced Sight" with "Pheromones". This upgrade leaves a pheromone trail behind all enemies in range, which is visible for 10 seconds. Each level increases range.
    • All alien structures now slowly regenerate so def chambers aren't used everywhere.
    • Silence upgrade quiets attacking, movement, and building sounds. So you can be totally quiet while attacking now, but your damage feedback sounds will still be played (necessary to avoid commander/marine confusion).
    • Movement chambers now give nearby players an energy boost. They give up to three nearby friendly players +10% energy every 2 seconds.
    • Sensory chamber cloaks all structures and players nearby. Players can move, but as soon as they attack/are attacked/touched, they uncloak. Offensive chambers uncloak when they attack.
      • Cloaked players no longer show up o­n motion-tracking.
      • Touching or scanning a cloaked structure will uncloak it.
  • Pop-up menu reorganized to be more intuitive. Options are greyed out when not available. Alien "sayings" removed (all but chuckle).
  • Changed offensive chambers to shoot spikes instead of spit.
  • Tweaked alien field of view for immersion (skulk and gorge can see slightly more, o­nos can see slightly less). This was in the game for a long time, but was removed when attempting to support software.
  • Removed hive requirement for higher lifeforms. This should stop stalemates when aliens have resources but marines have camped hives. Note that aliens still need hives for additional weapons, upgrades, and faster spawning.
  • Lifeform, chamber, and hive health/armor/costs/speed/build or gestate times adjusted.
  • Attack dmg/range/radii/cost/rof adjustments.
  • Hive now emits umbra around spawning players (to lessen spawn camping).
  • Alien regeneration lowered.
  • Changed organic structure regen to be a fixed amount, not a percentage (now it's 5 points per second).
  • Death from OCs now report death from OC instead of spike.
  • Aliens can no longer use phase gates (fixes o­nos stuck problems and hopefully will encourage their use again).
  • Changed damage type o­n OCs so you don't see blinking O2 symbol.
  • If you die while evolving, screen still has gestation overlay in view mode.
  • Animated gestation overlays.
  • Smooth interpolation of alien energy bar (finally!).
  • Relaxed gestation requirements to avoid annoying "you must be o­n ground to gestate" errors.
  • Don't give energy back when evolving.
  • Can no longer create a hive if o­ne is currently building.
  • Redemption no longer redeems dead players. Redeem now will pull you back to a hive, even if you're close to it (better then dying).
  • Play redeem sound o­n both ends so attackers know what happened.
Marines:
  • O Commander Changes:
    • Costs:
      • Heavy Machine Gun: 20 res.
      • Grenade Launcher: 20 res.
      • Shotgun: 10 res.
      • Welder: 10 res.
      • Heavy Armor: 20 res.
      • Jetpack: 10 res.
      • Armory: 20 res.
      • Armory Upgrade: 30 res.
      • Arms Lab: 25 res.
      • Proto Lab: 40 res.
      • Turret Factory: 10 res.
      • Sentry: 5 res.
      • Observatory: 20 res.
      • Resource Tower: 15 res.
    • Added a "phase gate tech" upgrade o­n observatory that's required for phase gates.
    • Changed scanner sweeps to use energy. They slowly gain energy, and so can be used for scanning o­nly every so often. Scans cost no resources but do cost 25 energy. This should make multiple observatories viable.
    • Improved scrolling for commander (no more hitching).
    • Marine tech building build time reduced approximately 20-25%
    • Tech tree reorganized.
    • New technology: Electrical upgrade. Turret factories and resource nodes can be upgraded to electrify nearby enemies.
    • Added hotgroups! Holding control and 1-5 will create a hotgroup of of the current selection. You can select the group by pressing the number key, or clicking the hotgroup icon. Selecting it again will jump to the group.
    • When any member of a hotgroup is under attack, the icon will blink red.
    • Creating a hotgroup removes those entities from other hotgroups (more intuitive and easier to make squads using select-all).
    • Added "select all" button.
    • All buttons highlight.
    • Added "idle soldier", "soldier needs ammo" and "soldier needs health" indicators. Clicking these will bring you to the soldier who made the request.
    • Draw player names at all times.
    • Commander can use voice comm to talk to just the selected marines by holding his crouch button while talking.
    • Holding crouch while selecting units will add them to the current selection.
    • Commander can now see which marines are parasited.
    • Rewrote alert system. Jump will go to the last alert, no matter what it is. Alerts now time out after 20 seconds (including ammo, health, orders).
    • Don't draw player name tooltip for commanders (names always draw so it's redundant).
    • Unchained marine armor and weapon upgrades from other structures (they are all available o­nce an armory is available).
    • Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them.
    • Marines get res for turret and siege kills. The death message is credited to the commander.
    • Added fourth "equipment" menu to commander interface (means JPs and HA are accessible there instead of proto lab).
    • Reset commander UI when not commanding (fixes numerous little things that were weird when taking the chair after someone else or after logging out).
    • Reworked hotgroups/squads so they persist between commanders (so if you take over for another commander, you'll see the existing squads, not what you last had).
    • Draw tech requirements nicely.
    • Draw "Required: whatever" in yellow when tech needed.
    • Draw commander hotkey in parens.
    • Added commander hotkeys. Default keys qwerasdfzxcv automatically take control of said keys for gliding through the commander menus. qwer = The four menus, asdf = First Row, zxcv = Second Row.
    • Don't draw mouse cursor when you have a ghost building unless we're over the UI.
    • When choosing something to drop/upgrade, blank out all buttons but "cancel".
    • Draw no buttons or radii for building that's recycling.
    • Draw progress bar for recycling, and draw text saying as much.
    • Holding crouch while selecting will toggle that unit's selection (useful for adding or removing players from group).
    • Allow recycling of unbuilt structures.
    • Giving orders and dropping health/ammo/weapons works in almost all places (any areas where it doesn't work should be fixed by the mapper).
    • Sped up commander scrolling and removed acceleration for usability.
    • When soldiers are added to a group, they become a squad, and they hear a "You're squad x". All players in the squad see an indicator telling them they are in that squad. This is just for organizational purposes, and has no other gameplay effect.
  • O Heavy Marine Changes:
    • New HA sounds (thanks Dave, just what I've always wanted!).
    • Now immune to spores (the model has a gas mask anyways).
    • Heavy armor sparks instead of bleeds.
    • Added heavy view model artwork (thanks Def!)
  • O Jetpack Changes:
    • Apply less force to jetpacks according to weight. Means HMGers are less maneuverable then LMGers.
    • No fall damage.
    • Jetpack energy/force tweaked.
  • Respawn time for marines is now 10 seconds.
  • Changed weapon "weights" so mines and welders don't always become current when picked up
  • Tightened HMG cone to make better vs. ranged fades/oni and harder to respond to skulk chomping o­n leg (changed from 10 degrees to 6 degrees)
  • Updated LMG model to obscure the screen less. It has been moved down and the muzzle flash has been shrunk.
  • Added more "acknowledged" sounds for soldiers.
  • Mines no longer ever damage friendly teammates or structures.
  • Phase gate emits sound at both ends.
  • Inactive hives no longer draw for marine players (allows sensory to be used to hide hives).
  • Elec can target 3 aliens at a time.
  • Increased turret factory radius to adequately defend areas.
  • Added new electrical sounds when getting zapped (thanks Dave).
  • Grenades don't shoot with as much force now to prevent easy base spamming.
  • New HMG sound, new sound for when marines get points from a kill (flush of nanites).
  • Lowered electricity range so it's o­nly used to protect target structure and for perceived fairness.
  • When drawing waypoint text, make sure it's not obscured by topdown UI.
  • New grenade launcher artwork! Thanks BathroomMonkey, Mojo, and Def o­ne!.
  • Change electricity damage type.
  • Electrify gives res for kill too.
  • Rewrote mines. They now function as proximity mines o­nly, and never show trip lasers. They work against o­ni, and also work properly when you place them, switch teams, then set them off.
  • Build times/health/armor/dmg/cost adjustments to buildings, weapons, upgrades, and marines.
  • Marines play their run animation properly in the ready room. Thanks Def!.
  • Weld icons always draw, even without auto help enabled.
  • Hives no longer show up o­n motion-tracking.
  • Added wound and death sounds for marines (thanks Dave!).
  • HMG damage type changed to piercing (half damage vs. structures).
Bug fixes, exploit fixes, anti-cheat, misc:
  • Removed frame-rate dependence for building structures and jetpack usage.
  • Added icon for Cheating Death (it will display when authorized).
  • Fixed leap/charge exploit.
  • Death notices getting logged twice when mp_logdetail > 0.
  • Structures play their animations without "hitching", and don't reset when coming o­nto the screen for the first time.
  • Lowered pistol rate of fire to prevent scripting abuses.
  • Menu doesn't update if recycling structure selected.
  • Fixed not playing proper player weapon animation after commanding.
  • Changed commander name so soldiers can read it.
  • Disabled +use for commander so he can't build structures when flying "low".
  • Advanced turret factory can now be recycled.
  • Offense chambers no longer hurt themselves in tournament mode.
  • Collision fixes (no longer "jitter" when crouching o­n nodes or structures).
  • Fixed flashlight resupply exploit.
  • Fixed "draw game" victory condition in tourny mode when time limit hit.
  • Marine bunny-hopping addressed: When marines land after a jump, they are slowed down a bit (like CS), so speed can't be increased by jumping repeatedly. You can still hop to your heart's content as alien.
  • Fixed ALL melee problems where skulks can't hit marines in corners, where they can bite through floors, etc. (!!)
  • Fixed bite/hull problem for good.
  • Fixed bug where extra structure tooltips would sometimes draw and never go away.
  • Fixed "we need builders" hint playing when team had gorges but they were evolving traits or were still evolving to gorges.
  • Added fix for r_drawviewmodel exploit, to make sure it can never be reset (Thanks Voogru! Everyone, try everything you can to make your view model disappear.).
  • Fixed invisible CC bug (http://www.natural-selection.org/forums/index.php?act=ST&f=29&t=37943).
  • Fixes for ALL cases of o­nos getting stuck.
Map Changes:
  • New ns_bast
  • New ns_caged
  • New ns_hera (new marine start, you can go back out o­n landing pad, added ambience)
  • New ns_eclipse
  • Removed ns_nancy (because of o­nos stuck issues that can't be fixed without the map source. Sad to see you go, it was great)
  • New ns_nothing
  • New ns_tanith
  • New ns_lost
  • New ns_veil
  • New ns_origin
  • New ns_mineshaft

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