





Greetings Citizens!
While its been a while since the B.M.A.C. production came online through the Trans-Gov Federation, weve been in the background quietly tinkering away on deep system improvements within the mainframe while aboard this station. We recognize the Kharaa threat is an ever present and increasing one, and because of that the Federation wants you to know that your well being is important to them.
As such weve made things go faster. Weve oiled up some rusty parts. And weve reprogrammed the nanites to not be so painful upon injection. We think weve made good progress and are excited to show you some of our work by getting it into your hands for assessment double time. Just be sure you dont forget to fill out the p3.1415 forms in the Discord server to let us know how satisfactory your experience was.
Contained within TSF-Software-Patch.332 is a host of improvements to both performance and stability, as well as some new customization options for the Elite B.M.A.C. package, and entirely rewritten AI behavior. Theres also balance changes and visual changes. The list is long but fear not, if you do not read the entirety of the log the fine is only 500,000 credits per section 10.2009 of the Articles of Citizenship.
We still have some exciting and very large features to add in the next software update that will arrive soon, such as matchmaking and a new city to defend, Metro. But these tasks are so large that the Federation has brought another member aboard our team to help: Salads. Please welcome him with the traditional and formal greeting per regulations. Hell be in the back of the station, behind the terminals that say High Voltage.
Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.
This is Command Station Alpha, over and out.
Changelog
Gameplay
The long list of balance and gameplay changes can be found here in a separate blog
Optimizations
- Removed one frame of mouse input delay that was always present in the game! You felt it, we felt it, it was only a matter of finding and destroying it after all these years of looking. Here is an example in 30 fps of the degree of impact this had on aiming before it was fixed, where the green ball represents the amount of the delay that was present compared to the pink crosshair.
- Optimized worker thread load to prevent blocking other threads from running (which could cause a timeout during connection and other issues)
- New and faster file hash algorithm for consistency checking. This provides faster consistency checking and therefore slightly reduced loading times.
- Reduced frame time maximums by preventing the steam friends list from updating every 15 seconds regardless of whether it was visible or not.
- Resolved performance issues and conflicts from build 331 in relation to SDL changes that affected some clients (Thanks Terence!)
- Optimized frame times by preventing weapon displays from rendering every frame, even for weapons you are not carrying.
- Drastically improved the average frame time of Spectator health bar update routine
- Greatly optimized the Mini-map update routine. The run time was rather long at 50+% of the total world update time and thrashed the Garbage Collector. It has been entirely refactored to be more efficient and JITd.
- Refactored scoreboard to use the new map container which makes things more efficient
- Optimized the Garbage Collection. Made sure the Lua GC doesnt run during world update routine, reducing frame time spikes. Adjusted the run time of the GC dynamically based on the production. Increase the GC timer resolution to overall decrease the time the main thread waits for the GC job to finish.


- You can now view and purchase most of the skins that are sold directly in the Customize Player menu! (We may add more over time) Requires Steam Overlay to be enabled, and the prices should automatically reflect your local currency.
- Added the fabled and long requested Fog feature to maps! Its sparingly used mostly in non playable areas of maps, and costs almost nothing in regards to performance. However it can be toggled on or off in the graphics option menu.
- Options will now save locally on your hard drive in addition to the Steam cloud save option (by default). This means that if Steam cloud fails for whatever reason, your settings will now be loaded from disk.
- New Powernode visual effect improvements to better match the balance changes (no more blueprints!) and state. For example: The color of the powernode material, the light on top, and the cinematic fx all change based on its health. The pulsating area lighting that occurs after destruction no longer occurs until the 15 second requirement has passed that allows rebuilding it - meaning there is actual uninterrupted pitch darkness right after the power is destroyed, and there is a visual cue for when the node is able to be rebuilt again.
- Disabling Voice Volume will now prevent the user from transmitting their voice data to the server as well. This means if you mute everyone by setting Voice Volume to 0, you cannot speak to them either.
- Back by popular demand: Parasited status icon for Marines show once again regardless of your HUD detail setting
- Made it easier to cancel a primed Grenade in your hands by switching weapons
- Bots have been generally improved in many many ways. From randomized individual personality traits that dictate things like how supportive or aggressive they are, to reactions being revised to feel more human-like, to movement routines such as sneaking, dodging etc. Their accuracy even scales automatically with the servers average skill level to ensure they remain challenging for players without being overpowered. There will be many more improvements to come in the future as well. Give them a shot and tell us what you think!
- Fixed timeouts that would occur for players when attempting to connect to a server.
- Fixed structures being detected but not visible if scanned (Thanks Katzen!)
- Fixed commanders forced to repress the grid key for dual action items (Thanks Katzen!)
- Fixed that the scrollbars in the News / Changelog main menu area did not actually scroll.
- Fixed that the NS2 process would often remain running in the background after closing the client, preventing you from relaunching it as Steam would see it as still running
- All Marine models now utilize the same hitboxes. Previously only the default normal armor was using an updated and more performant version.
- TBB library binaries updated to include VC 2013 redistributables to prevent some cases where the game would not load for some users.
- Fixed double and triple buffering Vsync options not correctly applying at startup.
- Fixed that returning players who had an old and removed feature called Camera Animations left over in their options file, could cause issues such as crosshair misalignment.
- Fixed the round start countdown camera animation not smoothly transitioning to the players final view. Note that the server mod Shine may prevent this animation from occurring at all in some cases.
- Fixed Shade Hive passive upgrades overriding the Shade structure when it came to cloaking behavior. For instance, cysts should not decloak unless touched when a Shade structure is nearby, but should decloak within range when there is no structure but they are instead cloaked by the hive types passive ability.
- Fixed an issue where occasionally some players would be missing from the Vote Kick menu in game.
- Fixed Previous Weapon binding not working correctly if rebound to anything but the default mousewheel binding.
- Fixed the last Cyst in a chain often dying when placing a long chain (Thanks Katzen!)
- Fixed that a Cyst chain does not reconnect properly when replacing one Cyst in a long chain.
- Fixed that Crush upgrade did not increase damage against unpiloted Exos
- Fixed Crush not affecting Gorge Spit weapon
- Fixed spawn angle bug for the final time (we think), where the player would not be aiming at where they were previously during the respawn animation. May you slay many a Skulk who dares to bite your infantry portal.
- Fixed Tunnel Exit button being selectable for the commander for a brief time frame after collapsing a Tunnel, which would show a placement model to place a new one, but would not actually allow you to do so.
- Fixed Tunnels occasionally not connecting to one another after upgrading to Infested and then collapsing one.
- Fixed Alien heal / regen soft cap that was previously implemented but was not working correctly.
- Fixed recently killed Gorges still spawning Babblers, which could cause Gorge ragdolls to do amazingly silly things.
- Fixed the missing Join Team bindings in the menu. We dont know where they went or why. But we had a nice long talk with them and theyve agreed to stay in the menu for the time being so long as you dont spam them further.
- Fixed BMAC taunts playing default marine taunts when in an Exo
- Fixed an exploit of being able to create unlimited Babblers in the world by utilizing two coordinated and highly mischievous Gorges that were hell bent on dominating the galaxy through repopulation efforts.
- Fixed random client crashes that occurred when multiple files were missing during loading into a game.
- Fixed Voice chat HUD feature showing names of talking players, even players from the enemy team, when voice volume is set to 0.
- Fixed Voice chat playing back actual voices all at once after changing the voice volume slider from 0. Sure we all hear voices from time to time, but were never supposed to hear 10 other people barking orders at us once, thats too far, right bob? Yea see, bob agrees.
- Fixed Hallucinated Drifters having stuttering movement.
- Fixed a bug with players getting omitted from the scoreboard in some cases.
- Fixed decals projecting onto Mine placement models
- Fixed Bots being removed when a Commander Bot was replaced by a player.
- Fixed Fade old description and typos in the evolve menu
- Fixed many Steam Achievement wording issues
- Fixed client crash when exiting Skulk race challenge
- Fixed some crashes when using Profile command and using Exos
- Fixed crashing when utilizing Cr4zys alien vision
- Fixed the Crusher on Mineshaft to ensure it actually kills players once again. This seemingly innocuous fix led us down a deep dark rabbit hole that exposed some potentially fundamental issues in networking that have huge ramifications and that we may one day be able to expand on after fixing. Stay tuned Marine.
- Fixed material swapping crashes. This could occur from a player swapping BMAC skins or even seeing someone else do it. It applies to all material swapping uses however (this patch uses the system for the new powernode fx)
- Fixed that Alien bots do not return to the Hive for health
- Fixed that Marine bots would often build structures by spamming the use key, making a sound so annoying you wanted to throw them off the deepest cliff in mordor into a fiery pit of doom from which they can never be heard from again.
- Fixed that destroying a dropped Machine Gun with Bilebomb awarded no score points.
- Fixed that Marine bots did not buy Grenade Launchers or Flamethrowers
- Fixed that Marine bots ignored dropped Machine Guns
- Fixed Grenade quickthrow (aka Tertiary) animation bugs that could cause your HUD to disappear and some other wonky behavior.
- Fixed Babblers not respawning on a Gorge if they spammed the Bait Ball. This should allow new players who often fall for this trap to still get some use of it.
- Fixed Gorge Bile Mines not cloaking when near a Shade.
- Fixed that Medpacks would not drop when bound to mouse wheel during tutorials
- Fixed case where having a coded mod active on the client would prevent tutorials from loading.
- Fixed some cases of client crashing upon start up
- Fixed that the friends list would update even when the menu was closed, which could cause a hitch.
- Fixed client crash with Skulk Race challenge when viewing leaderboards
- Fixed the Credits screen background blending incorrectly in some cases
- Fixed script error when a marine died on top of an ammo pack
- Fixed script error from a race condition when a player with a Machine Gun died
- Fixed script error that could occur if an Onos died during using Stomp
- Fixed script error when dying as a Skulk when Leap is researched and you have the tooltip on screen to leap.
- Fixed potential read-access violation crash on shutdown
- Fixed many memory leaks
- Fixed that your own sounds such as footsteps, would often be offset from the player, sounding as if you were walking or strafing ahead of yourself somehow. This was most notable on virtualized 7.1 sound setups. The paranoia from hearing footsteps outside of your own body is gone!
- Added fog to various maps. (Thanks BeigeAlert, pSyk, RuneStorm)
- Derelict (Thanks pSyk):
- -Fixed tunnel placement exploit.
- Docking (Thanks RuneStorm):
- Various bugfixes and tweaks to visuals.
- Tram (Thanks pSyk):
- Improved collision on pipes and geo near the ET-Mezz vent.
- Fixed upgrade structure placement exploit in Server.
- Added a ladder into the vent from Shipping to Logistics.
- Unearthed (Thanks pSyk):
- Fixed structure placement exploit in Marine Start.
- Integrated new slick and robust profiler named Tracy. Its a separate executable you have to run and connect to the game executable. You can find the profiler binaries and a manual pdf in the utils\Tracy folder.
- The Tracy capture tool uses a lot of memory due to capturing a lot of data points by default. So you can only have it running for a few minutes before it will start thrashing your swap file.
- If you run NS2 as administrator Tracy will capture your complete cpu context. Which means that if you decide to share such a capture with others they will be able to see all applications that did run on your system during the capture!
- Engine console commands:
- tracy_start - Starts Tracy's listening thread allowing profilers to connect.
- tracy_stop - Requests the connected Tracy profiler\capture tool to disconnect itself.
- Command line options:
- -tracywait - Will start up Tracy very early on in engine initialization and block loading until a Tracy profiler or capture tool connects. Great for finding slow loading problems
- -tracyip will set the ip address Tracy client embedded in the engine will bind to, by default its loopback\127.0.0.1. This allows you to run profiler\capture tool on another computer.
- -tracystart is like -tracywait but doesn't wait for profiler to connect
- Added latest version of the .Net Performance Analyzer. Used to open in-game profiler captures.
- The profile command tools pause feature can be rebound through the in game bindings screen now.
- Fixed TechSupport.exe not working at all and updated tech support email.
- The Steamworks library for the game is upgraded to the latest version (v1.46)
- [Map Editor] can use two new entity types: fog_mesh_volume and fog_sphere_volume.
- [Map Editor] Added a Crack-finder feature in the menu that will use an edge finding shader in the editor to highlight small cracks in the map, similar to what alien vision can provide in game.
- In game Profile console commands pause binding is no longer hardcoded to spacebar. You can rebind it in the Misc section in your bindings menu.
- Improved Crash Handler full dump generation to prevent silently exiting.
- Added a console command "lag_fix
" which enables/disables the mouse input delay fix so you can compare (the fix is enabled by default). - Fixed Launchpad being frozen after publishing a mod
- Fixed a crash in Viewer when loading between different models and viewing collision
- Bots still have many issues which are known and are being actively worked on, from improvements to actual bugs.
- Theres currently no form of communication to the player when their applied healing is not 100% effective due to the healing cap. We plan on changing this in the future.
- There are numerous parasite visualization bugs related to the shader, status icon, or outline. Were aware of all of them and their importance but boy oh boy are we not excited about the amount of work involved here.
- BMAC taunts in exos do not update if your skin is changed while still in an exo.
- Babblers can still attack a powernode even if completely destroyed.
- The new marine hitboxes have an issue with the shoulders where they flare outward more than they should. Well be addressing this next patch.
- From commander view while placing a structure, the floating in world powernode health that is shown may be inaccurate.
[ 2020-05-27 13:42:28 CET ] [ Original post ]
- Natural Selection 2 Linux binaries [226.89 M]
- Natural Selection 2 - Kodiak Pack
- Natural Selection 2 - Reaper Pack
- Natural Selection 2 - Tundra Pack
- Natural Selection 2 - Shadow Fade
- Natural Selection 2 - Skull 'n' Crossfire Rifle
- Natural Selection 2 - Forge Pack
- Natural Selection 2 - Nocturne Pack
- Natural Selection 2 - Shadow Onos
- Natural Selection 2 - Catalyst Pack
- Natural Selection 2 - B.M.A.C. Supporter Pack
- Natural Selection 2 - B.M.A.C. Elite Supporter Pack
- Natural Selection 2 - B.M.A.C. Supporter Pack Plus
Natural Selection 2 pits alien against human in an action-packed struggle for survival. Wield devastating weaponry as a Frontiesman marine, or become the xenomorph as a deadly. Kharaa life-form.
Strategy Meets Shooter
Natural Selection 2 is a First Person Shooter and Real Time Stategy game rolled into one! Each team, alien and human, has a Commander. The Commander looks down on the battlefield and issues orders, places structures, collects resources, researches technology, and deploys abilities.
Here are some gameplay examples: A human Commander could drop health packs and ammunition to a trapped marine squad, and deploy sentry guns to help them defend their position. Or an alien Commander could grow a new Hive to spread infestation throughout newly captured territory, allowing more alien eggs to spawn...
Two Unique Sides
Aliens players choose to evolve into one of five lifeforms: The fast, fearsome Skulk can run on walls and deliver massive damage with is jaws. Lerks fly and deploy gasses to support their teammates in battle. Gorges heal other lifeforms and build tunnels, hydra turrets, walls, and other tactical structures. Fades blink in and out of battle, picking off marines with giant scythes. Finally, the giant Onos is so massive and so tough, that even entire marine squads can't take it down.
Marines wield rifles, shotguns, grenade launchers, pistols, and other weapons. Cluster grenades can clear ventilation shafts of sneaky Skulks, flamethrowers make short work of alien structures and infestation, and boosts dropped by the Commander increase combat effectiveness.
When attacking on foot doesn't cut it, marines can construct hulking Exosuits wielding miniguns and railguns, and equip jetpacks for high speed assaults on alien Hives.
Long Term Development
Natural Selection 2 receives constant updates. This year, 2016, Unknown Worlds continues to develop new features, content, and improvements.
Mod Tools Come Standard
Natural Selection 2 comes with all the tools we used to make the game. All game code is open source. That means you can create, and play, an endless variety of mods. Publish, share, and download mods from the Steam Workshop, and automatically download mods when you join modded games.
Digital Deluxe Edition
Digital Deluxe Edition includes:
- Official Soundtrack - 1 hour of tribal, industrial music composed by David John and Simon Chylinski
- Digital Art Book - 40+ pages of art by Cory Strader, including environments, creatures, weapons and more
- Exclusive in-game marine model - Exclusive in-game marine model - A new marine model with custom visor and armor plating
- Exclusive Wallpapers and Avatars - Unique views of the NS2 universe by Amanda Diaz
[ 5974 ]
[ 1567 ]
[ 1755 ]