Home » NS2 Build 190/191 Released!

NS2 Build 190/191 Released!

A lot of balancing in this patch, in addition to some new features,bug fixes,balancing and optimization. 191 is a quick hotfix to clean things up a bit. However the next build is going to add the Onos, a jetpack, and other things that have not yet been announced. The developers have released a video showing the new features as well as some gameplay.

Build 190

Features

 

  • Added Whip “bombard” ability. Mature Whips can throw ball projectiles to destroy metal structures and corrode marine armor.
  • Added skill-based movement to Skulk: try jumping off walls and props for a small speed boost
  • Added support for ladders
  • Added loading screens
  • Added the ability to connect to a server while it is still loading
  • Added changemap console command to the server to change the map while keeping the clients connected
  • Pressing tab when running the dedicated server opens the console window
  • Added average packet choke percentage to the net_stats display
  • Added net_snapshot command on the server to log information about the state snapshots being sent to clients
  • Changed the net_classes console command to output information about the size of the individual fields in the class
  • Changed the net_log console command to accept a number specifying how verbose it is
  • Added net_log, net_loss and net_lag console commands to the server
  • Added retry console command to reconnect to the server last connected to (Thanks acid_rain!)
  • Added an option in options.xml to disable multi-threaded rendering
  • Added an option in options.xml to restrict the number of frames the CPU can get ahead of the GPU (defaults to 1)
  • Added multiple collision representations for objects to make some targets easier to shoot, movement collision smoother, etc.

 

Balance

 

  • Flamethrower and shotguns don’t slow you down quite as much now
  • Hydras have more forgiving collision shapes

 

Fixes

 

  • Reduced input latency
  • Parasite is no longer removed when a Marine enters the command station (Thanks Motig!)
  • Fixed teamNumber out of range error message for doors
  • Removed duplicate error messages when a file could not be precached
  • Leaping while Parasite is the active ability will now play the leap sound effect
  • Fixed bug where ARC cannot deploy during attack mode
  • ARCs will stop their charge up effects when undeploying
  • Fixed issue where the server would choke client snapshot packets incorrectly
  • Alerts that trigger when a Hive or Command Station are taking damage will now always be heard by players no matter how far away from the structure they are
  • Fixed the mouse cursor not being properly displayed
  • Voice over will no longer announce “Command Station is under attack” when the Infantry Portal is being attacked
  • The backpedal step sound will no longer play while side stepping, the normal step sound plays in this case now
  • Changed how potential Egg spawn points are calculated to ensure enough exist around each Hive (Thanks Matso!)
  • Fixed bug in Egg spawn time calculation code when a player spawns from an Egg (Thanks Matso!)
  • Whips will now trigger mines when walking over them
  • Fixed bug where mines would play the spawn item effect each time they get revealed for a player
  • Player names won’t get truncated anymore at the first space in the spectator message
  • Mini-cysts may no longer be connected through walls and ceilings (Thanks Matso!)
  • Flamethrower will no longer do more damage the faster the trigger is pressed
  • Resource points will show the steam effect when the attached resource tower is visible
  • Smashed tech points will now only adjust their animation state once they have been scouted (prevents early scouting of alien start point by marine commander)
  • Egg mist effect will now be triggered client side only if that egg is visible (prevents early game hive scouting through the egg mist being visible)
  • Med/ammo packs cannot be used anymore to scout alien start locations
  • Gorge will no longer be spammed with messages if they hold down the build Hydra button in an area it cannot be built
  • Marines that are Parasited or on standing on Infestation will now be sighted and show on up the minimap (Thanks Matso!)
  • Fade may no longer stab while blinking
  • Fixed calculation of ping times
  • Fixed a networking bug with acknowledging reliable packets
  • Marine rifle bash will no longer hit the wall behind the Marine
  • Fixed bug making it appear that Parasite can be used more often than it actually can be used
  • Structures/units will not update their energy anymore until the round has started
  • Fixed a bug where marines blood effect plays at world origin when hit by spikes or heal spray
  • Health circles will properly display for each individual entity selected as commander now instead of sharing one health circle
  • Fixed bug where players were not always frozen during the round start countdown period
  • Fixed bug where sometimes ready room players could become frozen during the round start countdown period
  • Fixed unclean shutdown of the dedicated server
  • Fixed shutdown process when exiting from a script error or an assert so that it doesn’t crash or generate additional errors

 

Sound

 

  • Hooked up special hit sound effect for the Lerk spike played on the Marine
  • Hooked up special hit sound effect for the Gorge spit projectile played on the Marine

 

Optimizations

 

  • Path is no longer constantly generated for AI units (Thanks Matso!)
  • Improved performance of code that searches for nearby usable entities for a Marine on the Client
  • Inventory weight is only calculated when the inventory changes instead of every frame
  • Some of the sentry effects are now handled client side only (reduces network traffic)
  • Optimized Lua memory allocator
  • Changed physics objects to use instancing and aggregates
  • Server no longer simulates rag dolls unnecessarily

 

SDK

 

  • New CSS-based UI layout system (not in use yet)
  • Changed child entities to only be relevant if their parent is relevant (used to force the parent to be relevant if a child was relevant)
  • Removed redundant Client.SetMouseCaptured function
  • Added collision representation parameter to sweep API functions

Build 191

Balance

  • Buying mines now gives you 2 mines instead of 3.
  • Increased mine arm time from 3 seconds to 4 (to reduce them in-combat).
  • Mine health, armor, and point value lowered.
  • Mines now set off other nearby mines when they explode.

 

Fixes

  • Alien commanders are no longer able to see flamethrower effects when they don’t have LOS to the Marine firing it.
  • Dropped weapons no longer collide with the player controller.
  • Fixed bug where console commands on the server were not properly verified to be coming from a local client.
  • Fixed bug where players were not always frozen during the round start countdown period.
  • Fixed bug where sometimes ready room players could become frozen during the round start countdown period.
  • Fixed bug where the game did not use the Lua entry points specified in the game_setup.xml file.
  • Fixed rally points.
  • Fixed various script errors (thanks dePara!).
  • Prevent slowing down of leap when leaping off a wall.
  • Removed additional resource display for alien buy menu.
  • Restored docking props to the build.
  • Changed nano-shield “create” and “take damage” sounds from 2D to 3D (so you don’t hear them everywhere).
  • Skulks will not land on their back anymore when jumping from the ceiling in tight corridors.
  • Less dubstepy nano shield damage sound.