Version 3.0 Final

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March 3rd, 2005 - Natural Selection Version 3.0 Final

Gameplay changes

  • Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armor and adds to healing from Defense Chambers or Hives, but doesn't 'stack' with Regeneration.
  • Alien upgrades no longer cost resources.
  • Gestating to skulk cost no resource points anymore.
  • Sieges no longer damage players (damage against structures has been adjusted to stay consistent with previous versions).
  • Turrets now priorise players over structures.
  • Offense Chambers now priorise players over structures.
  • Parasite now takes precedence over Scent of Fear on Hive Sight (allows players to see that their Parasite hit when using SOF to help teammates track enemies).
  • Bile Bomb's range has been increased by 15%.
  • Cat-pack cost has been reduced from 4 to 3 resource points.
  • Marines near Sensory chambers show up as if detected by Scent of Fear.
  • Acid rocket now does double damage to armor.
  • Fades can now blink off ladders.
  • Major changes to the alien cloaking upgrade:
    • Players moving faster than walking pace will gradually become more visible the faster they move, but only to a max visibility of 30%.
    • Players using Cloaking upgrade will no longer be fully visible at any time unless attacking or being attacked.
    • You have to wait 3 seconds after uncloaking before you begin to cloak again.
    • Turrets will not fire at slow moving aliens (-> players with less than 10% visibility).
    • Increased visibility for aliens moving at greater than normal moving speed (bunnyhopping, gliding, etc.).
  • Changed Scan cost from 25 to 20 energy units.
  • Changed default combat game time to 15 minutes.
  • Combat scan is now triggered by partially cloaked aliens. Note: Scan 'fires' every 3 seconds, so there is a window in which a fast alien can still close the distance.
  • Combat scan deploy time halved to 0.25 seconds.
  • Alien flashlight tweaks: marines in the alien's field of view are now lit up just like friendly structures and players.
  • Shotgun range begins to fall off at 500 units, and is then reduced by 1% for every 2 further units, resulting in no damage after 700 units, to stop shotgun sniping.
  • Alien respawn time reduced for teams larger than 6. As the number of hives increase, this time is increased, so at 3 hives there is no difference from respawn rate at 6 players.
  • Combat wavespawn now takes a 5 seconds plus 2 seconds for every dead player, up to a maximum of 13 seconds.

Game mechanics

  • Fixed a bug that would lead to valid weapons being 'redded out' (showing up as disabled).
  • Waypoint system changes:
    • Group waypoints will now act like personal waypoints for each player (so when you reach the waypoint, it disappears for you, while remaining for all other players).
    • Reduced the size of the waypoint icons slightly.
    • Added 'weld target at waypoint' support for players and structures.
    • Added 'defend target' support for players and structures.
  • If you are within 600 units of a marine spawn location, you will not be transported in by Distress Beacon.
  • Added 'notready' command to reverse ready status in tournament mode.
  • Equipment, med-packs, ammo-packs, etc. can again be dropped directly on players.
  • Allowed item placement near resource towers.
  • Made scanner sweeps deployable everywhere.
  • Added a build restriction radius of 16,50 units around marines.
  • Fixed a bug where a hive could not be dropped over a chamber.
  • Changed player minimum build distance to the structure from 20 to 30 units.
  • Knife knockback has been removed.
  • Knockback from attacks reduced to 1/3 for ducking players on the ground.
  • Tweaked xenocide/gore pushback behavior to eliminate weird flying marines and deaths by worldspawn.
  • Limited how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.
  • Players no longer join a team in the 'dead' state.
  • Recycling IP now triggers change of marine status in queue.
  • A Phase Gate bug that allowed for the fast transportation of numerous marines has been fixed.
  • Each Phase Gate now throttles the rate at which marines depart from it - One marine every 0.8 seconds.
  • 'Pancake' prevention code. Limit on vertical component of lerk flight velocity to maximally 1000 units per tick upwards and 1200 down.
  • Mines now do damage when the player who planted them leaves the team.
  • You can no longer scan for free using hotgroups on observatories.
  • Fixed bug where resupply wasn't effective for HMG or pistol. A resupplied weapon will never reload to less than a full clip.
  • Changed the health bar around structures to more acurately reflect its health. Full bar is now exactly 100% health, empty bar is 0%.
  • Reset room_type to 0 after being digested to avoid sound issue.
  • Fixed bug that makes dead marines show up with a red health segment in the healthbar.
  • Commander hints will not play if cl_autohelp is set to 0.
  • Recycling observatories will no longer uncloak aliens.
  • Set minimum time for alien gestations to one second to avoid instant gestation in combat.
  • Fixed the 'research transfer' exploit.
  • Fixed the 'late join timer' exploit.
  • Fixed exploit where structures could be dropped near marines in water to avoid building restrictions.
  • Hive Sight no longer draws the player we are spectating.

Cosmetic changes

  • New medpack (thanks Brigadierwolf!).
  • New ammo clips (thanks Brigadierwolf!).
  • New hand grenade (thanks Brigadierwolf!).
  • Added Heavy Armor falling sound.
  • Gave each alien a unique landing sound.
  • Updated Jetpack sound.
  • Updated LMG clip out and clip in sounds.
  • Updated Pistol reload sounds.
  • Reverted LMG firing sound back to sound from beta 4.
  • Updated welder idle sound to be more obvious when not welding anything.
  • Replaced raindrop sprites.
  • Added a "player joined team" messages to HUD.
  • Team join sounds now only play for the team joined.
  • Increased volume of welder hiss when target is not being welded.
  • Updated cat-pack commander menu icons to provide a consistent interface.
  • Friendly parasited players no longer show up in hive sight, and are no longer notified that they are parasited (Parasite still does FF damage though).
  • Added a separate sprite for parasited enemy structures (thanks gazz0zz!).
  • Hive locations now always appears on Hive Sight.
  • Unbuilt hives use a different sprite for easy detection.
  • Commander Station always shows as closed in combat maps.
  • Changed Hive Sight sprites to be better discernable for color-blind players (thanks JazzX!).
  • Implemented third person reload animations.
  • Added slightly tweaked xenocide charge and explosion sounds.
  • Animations for the egg model now play, they were broken.
  • New medpack skin and icons (thanks Supernorn!)
  • Added all-new hivehealth indicators for the alien HUD.
  • alien_hivedying2.wav now plays.
  • Recycling Phase Gates are no longer visually active.
  • Phase Gates don't light up until they have a valid destination.
  • Included cool colored minimaps (thanks JazzX!).
  • Updated tooltips.
  • Jetpacked marines now show up as 'JETPACK' on the scoreboard.
  • Unavailable alien upgrades are now grayed out in the pop-up menu.
  • Voice comms can now be used during game start.
  • Added a new, sanely-sized bilebomb model.

Map Changes

  • co_angst
    • Completely reworked center area of map
    • Increased brightness in landing gear zone
    • Fixed several onos stuck issues
    • Various other changes around the map
  • co_core (updates by Merkaba)
    • New ready room
    • New light in hive
    • New vent between hive area and upper marine start exit
  • co_faceoff
    • Widened vents near marine start
    • Changed geometry behind comm chair to be more accessible
    • Hive can no longer be shot by jetpackers sitting in the side vents
    • Fixed performance issues
  • co_pulse
    • Added a ramp to the hive room
  • co_sava
    • Increased brightness level
    • Added cover in most rooms
    • Added more vents
    • Reworked the hive room
    • Tweaked some areas to allow easier Onos movement
  • ns_altair
    • Added vent from Omega to Zeta with two exits into Phi
    • Massive Optimizations
    • New Surface Umbilical
    • Redid Upper MS
    • New Monitor Textures by Samejima
    • Covered up pit in Omega
    • Custom minimap with vents marked in red
    • Removed Diving Tanks
    • Connected Nanite Regulation to Settling Tanks
    • Connected Settling Tanks to Communications
    • Retextured Vents to be easier to distinguish
    • Removed door weldable
    • Added new vent weldables
    • Moved Parts Room rt to Sigma Test Site
    • Added new info_locations to help with navigation
    • Played with HLRAD settings to increase brightness
    • Added more light into sewer
    • Combined Station Monitoring and Sub Bay nodes into one
    • Divided sub bay into two rooms, Sub Bay and Sub Refueling
    • Removed upper hallway between Life Support and Parts Room
    • Reopened route between Lower Sub Bay and Parts room
  • ns_bast
    • The broken door in MS is now closed
    • Marines have to go through Main Aft again to get to Engine
    • Added infestation in Refinery to block the line of sight to the hive from the ramp entrance
    • Added some cover in Refinery
    • Reworked and renamed Docking Storage (it's called Reactor Core Regulation now)
    • Removed one node from Atmospheric Processing
    • Moved column in Atmospheric Processing more to the center
    • Added vent from Engine to Water Treatment
    • Added vent between Feedwater and Steam Generation
    • Widened the corridor outside feedwater
  • ns_eclipse
    • Redesigned marine spawn to a 1.0 / 3.0 mix
    • Moved horseshoe RT to T-junction
    • Added new vents to KeyHole
    • Moved maintenance RT
    • Added pillars to eclipse hive to prevent spawn camping
    • Made it easier to get on top of eclipse hive
    • Added vent from eclipse -> triad
    • Redesigned power sub junction
  • ns_hera
    • Moved data core delta node into hive room
    • General bug fixes/cosmetic improvements
    • Onos can now leave through back door of delta hive (oops!).
    • Outside now has proper light level
    • Restricted movement outside even more so gorges can't build on tube
    • Skulks cannot climb the cliff walls or sky anymore. (might be slightly unaccurate - skulks are still able to stick to the ceiling but only if they manage to get through a trigger_push pushing them away with a force of 2000 units.)
    • Hanger bay doors now openable/closable (again). Added a twist whereby for a short moment (3 secs) when opening/closing, onoses aren't able to pass through.
    • A few general clipnode improvements
    • Minimap Sprite updated (sorry for not including that before)
    • Removed Systems and Fog Corridor nodes.
    • Fog Corridor now has a weld to turn on lights
    • Made the CC area more open/acessible to help alien attacks.
    • Minor bug fixes
    • Lighting returned to previous states
    • Fixed marine start door
  • ns_nothing
    • Sped up and fixed all elevators
    • Elevators can no longer be permanently blocked by players or structures
    • Widened most vents
    • Fixed several ladders to improve Onos navigability
    • Fixed railings in Ominous Kismet and improved general navigability of the area
    • Several trivial bug fixes
  • ns_tanith
    • Fixed ramp in Central Access tunnels
    • Added structures to Waste and Satcom hives to reduce spawncamping
    • Added a vent between Satcom and Acidic Solution resource node
    • Fixed bugs with ceiling architecture in Fusion Reactor hive
  • ns_veil
    • Fixed cargo -> double res vent
    • Added cover to outside of cargo
    • Changes to vent from dome/pipeline -> cargo
    • Redesigned pipeline hive
    • c12 connections changed
    • Redesigned areas directly surrounding pipeline
    • Visual changes to marine spawn
    • Vent from pipeline -> c12
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