Patches

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This is a historical list of all NS2 patches. Date format: [month/day/year]

Alpha

  • Build 149 [07/26/10]- Initial Alpha release
  • Build 150 [07/29/10]- Several server connection fixes and minor game changes
  • Build 151 [08/13/10]- Improved hit detection, marines can build, Skulk parasite, and many other gameplay changes
  • Build 152 [10/27/10]- Fixed some hit registration problems, added several alien structures, added marine power grid, and much more
  • Build 153 [11/03/10]- Fixed some networking issues, scripts, and other performance issues
  • Build 154 [11/16/10]- Switched to Havok Physics, and noticeable frame rate improvements

Beta

  • Build 155 [11/19/10]- Initial Beta release--Fade and Whip added
  • Build 156 [11/22/10]- Network and server fixes
  • Build 157 [12/02/10]- Major balance adjustments
  • Build 158 [12/03/10]- Minor bug fixes (black-out bug, hydra performance)
  • Build 159 [12/10/10]- Sound additions, Drifters auto-heal
  • Build 160 [12/21/10]- Bug fixes. Fade armor reduced
  • Build 161 [1/11/11] - Weapon dropping, parasite indicator, flashless Marine commander UI, game joining through steam, bug fixes
  • Build 162 [1/24/11] - Performance increase, bug fixes
  • Build 163 [2/17/11] - Dynamic Infestation prototype, Alien vision, Whip uproot, and Power pack implementation
  • Build 164 [2/18/11] - An unsuccessful attempt to fix a bug where most sounds could not be heard after a period of time
  • Build 165 [2/22/11] - Another unsuccessful attempt to fix the sound bug, with other minor successful bug fixes
  • Build 166 [3/01/11] - Various small bug fixes
  • Build 167 [3/09/11] - Sound fixes
  • Build 168 [3/16/11] - "Sticky" Skulk wall walk, Skulk view tilt while on walls, small bug fixes
  • Build 169 [3/17/11] - Sound fix and other small changes
  • Build 170 [3/29/11] - Skulk changes, MACs no longer clip inside each other
  • Build 171 [4/12/11] - New script binding code, doors open for MAC/Drifters/Whips, and other small fixes
  • Build 172 [4/15/11] - Bug fixes from previous patch, rooted whips don't open doors
  • Build 173 [4/21/11] - Sound fixes, hydras health doubled and now predict target's position, sentry/hydra/whip/crag target optimizations
  • Build 174 [4/26/11] - Alien armor upgrades now give extra armor, recycling percentage increased, many player-submitted lua fixes
  • Build 175 [4/27/11] - Server performance fixes, Marines can repair Power Nodes
  • Build 176 [5/03/11] - Expanded ns2_rockdown map, melee hit detection improvements, many bug fixes
  • Build 177 [5/10/11] - Additional Tech Points are not required for upgraded Hive/Command Chair, lifeform purchase requirements, lighting changes
  • Build 178 [6/07/11] - New Fade blink mechanic, Phase Gate, Robotics Factory, and ARC functional, resources for kills, bloom effect, and much more
  • Build 179 [6/15/11] - Major balance adjustments, added Gorge bile bomb researchable on the Whip, bug fixes
  • Build 180 [7/08/11] - Added Cysts to the infestation model, new Lerk flight model, many balance changes
  • Build 181 [7/22/11] - Leap requires 2 hives, Sentry reloads, pathing improvements, balance changes
  • Build 182 [7/26/11] - Bug fixes from build 181- reduced spore damage, pathing fixes, exploit fixes, and more
  • Build 183 [7/28/11] - Small patch addressing more bugs from build 182
  • Build 184 [8/08/11] - Introduced the Shade with some abilities, Distress Beacon functional again, multi-thread support
  • Build 185 [8/26/11] - Lerk "crop dusting" spores and new alt attack to replace sniper mode, Fade balance changes, Gorge self-heal nerf, and much more
  • Build 186 [10/07/11] - Med/Ammo packs on ground have glowing icons, new infestation and flamethrower effects, many sound changes, several balance tweaks
  • Build 187 [10/11/11] - Bug hotfixes, including aliens not being able to spawn and sentries not firing
  • Build 188 [11/23/11] - Random starting techpoints, new marine HUD, MAC mines, new atmospheric lighting, Power Node sockets, and much more.
  • Build 189 [12/01/11] - Bug fixes, Gorge can only belly slide on infestation, whip grenade hit-back, balance changes
  • Build 190 [1/11/12] - Added new tech structures--Shell and Veil, Marines lay mines, whip bombard ability, performance improvements, and much more
  • Build 191 [1/12/12] - Hotfix for bugs, and balance changes for mines
  • Build 192 [1/18/12] - Maintenance and balance changes, map cycling enabled
  • Build 193 [1/20/12] - Fixed a crashing issue
  • Build 194 [2/02/12] - Gorilla: Added Onos, Jetpacks, and Prototype Laboratory. Added ns2_mineshaft map. Many balance changes.
  • Build 195 [2/08/12] - Onos balance changes, added Lerk "roost" ability, alien upgrades tied to number of hives, plus many fixes and tweaks.
  • Build 196 [2/16/12] - Balance changes: Marines start with a free Infantry Portal, changed build time and sprint speeds. Other fixes
  • Build 197 [2/17/12] - Hotfix for Power Nodes not resetting after round ends
  • Build 198 [2/24/12] - Added Welder, new waypoints, and building special effects
  • Build 199 [2/29/12] - New Skulk movement, Fade "shadow step", and balances changes
  • Build 200 [3/15/12] - Bile Bomb moved to Lerk, Silence upgrade added, one upgrade per upgrade structure, and many fixes
  • Build 201 [3/23/12] - New HUD, Fade available with one hive and Onos with two, reductions in marine upgrade costs
  • Build 202 [3/30/12] - Many bug fixes and a few balance changes
  • Build 203 [4/02/12] - Onos and Gorge balance changes
  • Build 204 [4/11/12] - Added death effects and fire effects. Editor bug fixes.
  • Build 205 [4/19/12] - All alien structures "mature" over time, tier 2 tech available at 1 hive, new commander abilities. Power Packs re-enabled, powering one structure at a time.
  • Build 206 [4/25/12] - Drifters no longer build structures, alien wave spawning, Gorge buildings no longer cost resources, Clogs, Onos charge
  • Build 207 [5/02/12] - Added Nano-Construct ability, buffed researched marine armor values, balance changes
  • Build 208 [5/17/12] - Balance changes for Gorge and Lerk, infestation grows on walls and ceilings, med/ammo packs cost energy
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