Version 3.0 Beta 5

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September 4th, 2004 - Natural Selection Version 3.0 Beta 5

Gameplay Changes

  • Players who issue the 'kill' command in console cannot restart the timer by issuing 'kill' again
  • Commander can now click on switches to activate a door or elevator.
  • "slowresearch" cheat now slows down recycling of buildings.
  • Alien attacks apply a reduced knock-back effect. If a player is in the air and receives knockback damage the effect is 50% of what it was in beta 4a, if the player is in Heavy Armor (HA) the knockback is reduced an additional 50%.
  • Changed knockback of Skulk Bite from 300 to 225.
  • Increased jetpack maneuverability, jetpackers are now immune to stomp, and carried items/ammo affect lift less
  • Knockback never affects friendly players.
  • Parasite and Xenocide now get damage boosts from primal scream.
  • Weapons reload exploit fixed.
  • Marines are prevented from putting anything but Resource Towers on Resource nozzles.
  • Reduced time it takes to throw hand-grenades (thanks BrigadierWolf!)
  • Changed hand grenade so it is thrown gently when crouched.
  • Movement chamber range increased from 400 to 500.
  • Alien resource nodes don't play gurgling sounds until a minute into the game. (prevents commander from listening for starting hive)
  • Movement chamber energy bonus increased from 10% to 25%.
  • Changed healing spray effectiveness vs. players: changed from 16 to 13 + 4% of target max health. (both for healing friendly players and attacking enemy players)
  • Increased Gorge armor from 40 to 50.
  • Increased Onos carapace armor bonus from 150 to 350. (makes it closer 50% like all the other aliens)
  • Changed hand grenade physics to make them more effective at attacking indirectly.
  • Increased redemption chance from 35% per second to 45% per second. (still happens when at or below 40% health)
  • Increased spit damage from 25 to 30.
  • Grenade launcher cost lowered from 20 to 15.
  • Ammo packs now drop when a weapons is dropped (intentionally or upon death)

Combat-Specific Gameplay Changes

  • Aliens always respawn as skulk, even if they were previously a higher lifeform.
  • Dying with a larger lifeform gives you back the points spent on it.
  • Unchained alien lifeforms, like regular NS:
    • Gorge costs 1 level
    • Lerk costs 2 levels
    • Fade costs 3 levels
    • Onos costs 4 levels
  • Lifeform evolution times set to a smaller percentage of those in regular NS.
  • Aliens can now only choose a lifeform once per life in Combat.
  • Players spawn in waves, with a maximum wave size of 5 players
  • A wave starts when there is no wave in progress and a player dies
  • The wave finishes when 5 seconds + (number of dead players - 1)*4.5 seconds have elapsed.

Game Mechanics Changes

  • In NS:Combat, all weapon and armor upgrades will now be correctly assigned to the user who upgraded for them.
  • When devolving from a higher alien lifeform to a lower lifeform it was possible to have 0 health but still be "alive". This has been corrected so you start with the correct health/armor for that class .
  • Aliens no longer take negative damage (gain the damage back as health) when they have 4 or more hives.
  • Parasite flag is now removed from players when they die instead of when they spawn.
  • Aliens who are healing while evolving will emerge healed to the correct percentage. (Also goes for damage while evolving)
  • Fixed flashlight so it’s no longer possible to run out of energy.
  • Players can no longer enter a Comm Chair while it's recycling.
  • Aliens can now evolve on slopes without having to jump.
  • Fixed problem with alien regeneration, where aliens could sometimes get more health than they were supposed to.
  • Alien players should now be able to always evolve provided there is enough room.
  • Blast effect from Onos gore and Xenocide no longer affect teammates.
  • Build circle restrictions no longer remain for mapper placed buildings that are destroyed.
  • Fixed the bug with the ‘startbuilt’ flag for mapper placed offense chambers, they will now be fully functional when the round starts.
  • Motion tracking blips no longer show on minimap when there are no more observatories.
  • Fixed bug where players dropping straight into water are invulnerable.
  • Turrets now track and fire at underwater aliens.
  • OCs will no longer fire at digesting players.
  • Walking aliens no longer uncloak while strafing or if they have upgraded to celerity.
  • Resolved issues with the Phase Gate headroom checking routine.
  • Multiple buildings can no longer be placed on the same physical ground-level location.
  • All non-standard weapons (including LMG) dropped upon death.
  • Tweaked the way gestation space checking works.
  • Improved the way deployment of Phase Gates is handled (code-side).
  • Issue with grenades being selected when you drop your other weapons resolved.

Cosmetic Changes

  • The sound when an alien building is placed only plays if the building is successfully placed.
  • Visual reference of a parasite will now be removed when a mapper placed building is destroyed.
  • Known issue resolved where 'needs health' message was being spammed due to variable inconsistencies.
  • Added new shotshell.mdl for shotgun ejection
  • Aliens will no longer show up on motion tracking if they are dead.
  • Use key has been disabled for commanders. (prevents phantom use sounds playing)
  • Added new jetpack sounds
  • Fixed bug where the hive take-damage animation interrupted itself
  • Added new NSGuide icon (from amarc)
  • lastinv no longer plays sound when used.
  • Welder redone, its now possible to tell when you're not welding, welding or finished welding, just by listening to the sound.
  • Alerts now play when a 'friendly' gorge attacks a building with FF on.
  • Silence upgrade now prevents the primal scream response from players if they have silence.
  • Added an offset shotgun crosshair, which correctly represents the center of the damage field for the current shotgun.
  • Digesting sounds are now affected by the silence upgrades.
  • It is no longer possible to place/keep a waypoint on a cloaked alien.
  • Fixed a bug that stopped the sound that normally plays when an aliens spends points from playing.
  • Hand Grenade no longer plays the same sound for different actions.
  • Tweaked hand grenade sounds from MaDMaXX.
  • New hand grenade model from BrigadierWolf.
  • Motion tracking blips no longer appear on aliens that you can directly see.
  • Digesting players no longer show up on SoF or Parasite.
  • Digesting a jetpacker removes their ability to “fly” so trails won’t be seen.
  • Phantom Phase Gate sounds will no longer play.
  • Long server names will be truncated gracefully as opposed to abruptly on the scoreboard.
  • Correct arm models will now be displayed when exiting the command chair as HA.
  • Improved animation for hand grenade, including synching up grenade creation with throw.
  • Aliens now display the correct amount of res they actually have. It was being shown (24/99) even though you had 25/100.
  • Score is now calculated correctly for weighted kills.
  • Lowered chat text visually on-screen.
  • New ammo pack models

Server Changes

  • Game directory changed from "nsp" back to "ns", now that nearly everyone has moved to the beta
  • STEAMIDs now appear on all applicable log messages.
  • Updated method of locking cvars to be more efficient.
  • Added missing newline character in log message.
  • Fixed log messages for "Game reset started" and "Game reset complete" from sometimes having weird characters.
  • Locked r_detailedtextures to 0 to prevent exploits.
  • Changed mp_limitteams default from 2 to 1 (in server.cfg and listenserver.cfg)
  • Added some sprites to mp_consistency precache.
  • Numents and entityinfo commands now work with sv_cheats set to 1.
  • Changed Linux development platform to gcc-3.2.

Client Changes (non-gameplay related)

  • Removed ex_interp from cvar locks.
  • Added lightgamma to locked cvars. Value cannot be set below 2.0.

Changes for those who Mod NS

  • Code for Chat box now sends strings as a single argument rather than multiple arguments.

Spectator Changes

  • Spectators should be able to see cloaked alien buildings when spectating in first person.

Map Changes

  • Updated ns_nancy from Lazer
    • New route to Mother Interface. It's experimental right now and will probably changed around later.
    • Some corridor spacing issues resolved (example: Onos can not leave Mother without ducking)
    • Double door bug FIXED
  • Updated ns_metal
    • More infestation/Tweaks
    • Optimized surface access
    • Fixed 3 build exploits
    • Removed weldable pipe (shortcut)
    • Added bulges in vents to allow passing
    • Lowered cieling in MS
    • Ladder weldable moved to Storage D promenade
    • Added resource node to Surface Access
    • Moved heating room resource to north end of room
  • Updated ns_agora
    • Added two missing sounds
  • Updated ns_bast
    • Reduced size of the vent on top of feedwater so marines have to crouch
    • Fixed button on the Engine Door
    • Fixed a lot of areas where the comm shouldn't build (this includes all the weird feedwater spots)
    • Raised Feedwater hive to avoid exploits and making the access to the vent easier
    • Moved the Feedwater resource a bit so you can get behind it
    • Moved engine and added a second exit to the hive
    • Moved the res outside of Refinery to Water treatment
    • Made the revolving door unusable (like the one on the other side)
    • Lowered Marine Spawn closer to the cargo level and removed the elevator
    • Added new area between the Marine Spawn and the Engine corridor
    • Moved the new res on the bottom of the main aft lift closer to Tram Tunnel.
    • Reduced excessive brightness in some areas (lights over the nodes, feedwater, marine spawn)
    • Added vent between Feedwater and Tram Tunnel
    • Tweaked the Tram so the Onos can fit without crouching
    • Fixed strange clipping holes and errors (this includes some stuck issues too)
    • Added lights to the underwater tunnel
    • Added vent in Refinery
  • Updated ns_hera
    • Added missing titles
    • Added a resource node in north-west corner of the map, by the weld to the rock cavity.
    • Removed a node from Holoroom
    • Removed ground path from Cargo to Holoroom
    • Added in a balcony overlooking the Holoroom, accessible from the upper level of Cargo.
    • Moved the node in Cargo back to it's original place - down in the pit beneath the door.
    • Re-routed Maintenance Access' Cargo exit to beside the cargo life next to MS. (Just so the exit doesn't come out at the resource node)
    • Enlarged the general area around the CC, as well as fixed the getting stuck problem around it.
    • Fixed being able to see into the vent hive as commander with no marines around.
    • Added a vent between Archiving hive and North Corridor (heralocation_ncorridor).
    • Added a vent from broken security door to Cargo lift.
  • Updated co_core
    • Enlarged marine start
    • Fixed small clipping\clipnode errors
    • Decreased water in hive room
    • Reduced overall elevation changes
    • Broke up line of sight in south hive exit
    • Enlarged hive room slightly
    • Decreased line-of-sight to hive from northeast hallway
    • Several minor geometry changes and fixes
  • Updated co_ulysses
    • Fixed bug in Hive ramp
    • Changed and added detail at Cargo Bay, Marine Spawn and Hive.
    • Added a new window to space at Cargo Hive.
    • Modified some lights along the map to make it more atmospheric
  • Updated co_daimos
    • fixed stuck issue in Lower Sewer (bug #0000590)
    • grates can now be shot through (bug #0000692)
    • added a vent from Hive Area to Upper Tram to allow Alien to fall into the Marines' back there.
    • added a vent from Hive Area to Exactly above the PG welding point.
  • Updated ns_lost
    • Fixed crashing problems
    • Marine start redesigned to eliminate the CC pit
    • "Closet" resource node removed
    • Several weldable vents added
    • Window to siege room in Equilibrium now breakable
    • Los Paranoias resource node removed
    • Added a resource node on Beta Deck
    • Reworked weldable into Alpha Continuum hive
    • Fixed anomalous flooring outside Eternal Requiem
    • Fixed several exploit build areas
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