Unknown World sort la build 188 de Natural Selection 2 qu’ils désignent comme la plus grosse mise à jour jamais sortie sur leur bêta ; l’occasion de réessayer le jeu si vous l’avez précommandé. Cette build contient notamment une nouvelle version de la carte Tram que nous vous invitons à redécouvrir ci-dessous :

Pour la liste des changements : [–SUITE–]

Build 188 changes

Features

Optimizations – server operators – ns2_tram is ready to run!
Atmospheric lighting. Added independent controls for atmospheric density for lights. Disable with « r_atmospherics false » in the console.
New optimized occlusion culling system.
Anti-aliasing support (« r_aa true » in the console, or change in the options.xml file to make permanent)
New animation system. Affects all weapons, structures, player models.
All new marine HUD – minimap, build notifications, location, power indicator, research notifications, more
Added MAC mines
Marine and alien starting positions can now be chosen randomly (map-specific).
Flamethrowers can now set every surface on fire
Power point impulse effect and interaction with structures
Marines can now jump while sprinting
Added anti-stacking for AI so MACs and Drifters don’t clump up
Added Nano-Shield ability for marine commander. For a cost of 50 energy, the Commander can protect a marine or structure for 8 seconds. During this time, they take only 50% damage (blue glowy sphere around them).
Added non-flash GUI animation system
Added user defined tags that fire off when the animation graph exits a node
Added speed control to the animation graph (can be a constant or an input parameter)
New « socketed » power node system. Power nodes start out « unsocketed » and so can’t be destroyed until marines build there.

Balance

Increased recycle time from 8 to 12 seconds
Increased hive cost from 50 to 100 to simulate cost from NS1. This isn’t exact because the resource model is totally different but represents roughly the same amount of harvesting time: 8 minutes in NS1, 6.666 minutes in NS2).
Unrooted Whips now walk 3x faster on infestation.
Increased Whip health and armor by around 30%.
Slow marines by % when on infestation (not Exosuits)
Increased Whip movement speed
Re-balanced Command Station health, power point health and hive health. This should allow games to end early, as well as allowing the Command Station to be a target, allowing comebacks and promote multiple Command Stations in the game. These adjustments are also needed due to nano-shield.
Lowered Cyst energy cost from 20 to 15 and Drifter cost from 30 to 25.
Marine rifle fire sped up to be similar to NS1. Skulks, watch out.

Fixes

Fixed an issue where if a structure was recycling you could still use its functionality such as beacon… only thing you can do now is cancel the recycle
Fixed bug where Skulks did not properly rotate around their center point when walking on walls
Hard to hit erratic Skulks because of wall-running animations (smoothed out zAxis and changed some values for smoothing the orientation when changing view direction or transitioning from wall to floor etc.)
Players can no longer log into a Hive or Command Station before the game has started
fixed grenade launcher endless firing
Mines not doing damage, prevent damage falloff in RadiusDamage() for mines
fixed flamethrower reload bug, impact effect bug and prevent self.secondaryAttack from changing (would have also broken the flamethrower)
Fixed a bug where the own player icon can appear wrong at the minimap
Aliens can activate the lights in an unpowered room

Changes

Removed portable power packs from the game
Team spectators are now forced to follow a player (prevents free scouting)
Marine spectators view are moved to the respawning IP when selected from queue
Flamethrower damage will heat up their target
Improved Marine sprinting (does not block any other activity)
Gorge can now heal spray at all times using the secondary attack
Added support for a « CommanderNoBuild » group in a map which prevents the commander from building without causing the surface to be invisible
Some animated props will now respond to power going down or up
Recycling gives % of cost back dependent on the health of a structure
Removed multiple commanders (, but it wasn’t working).
Resource towers will now rotate to match the resource point they are attached to
Increased marine jump height to allow them to move over railings more easily
Attacking with the rifle will not cancel reloading anymore
Once something is seen, it will show up on the minimap for another 3 seconds, even if it goes out of sight. That makes LOS important, but also stops the flickering completely.

Improvements

Skulk can now jump from walls to ceilings
Removed OnThink for Eggs (is now handled correctly by AlienTeam) and added optional minimum death timer to alien players (currently set to 4 seconds)
Changed flamethrower to use a trail system instead of creating a cinematic every 0.02 seconds (looks nicer)
Sounds

More sci-fi sounding weapon empty sounds
Nicer Lerk spore sounds
Nicer jetpack sounds
Sound for turning on the marine HUD
Sounds for new nano shield
Nicer Marine chat interface sound
Updated Marine footstep sounds
Custom wound sounds for alien structures

ns2_tram

Added atmospherics support
New ambient sound from Simon
Added power points to Tram Tunnel sections.
Moved res node in Repair Room to new corner.
Some optimisations/bug fixes.
New Elevator Room and Operations area completed.
Added a resource node to Server and Repair techpoint rooms.
Fixed dead end open vent from Alien Tram to Elevator.
Removed duplicate fans, set all fans to dynamic = false.
Added power nodes to Alien RT Expansion and Alien Start
Renamed Alien/Marine start for random start locations.
Added power points to Tram Tunnel sections.
Moved res node in Repair Room to new corner.

ns2_summit

Added atmospherics support
New ambient sound from Simon
Renamed location Flight Control to Computer Lab.
Replaced Heliport with a new location Flight Control.
Renamed noname locations to Glass Hallway and Maintenance Access.
Added new area to Pipe Junction with a new route into Data Core.
Added power sockets to all locations.
Added random spawn locations (except Crossroads).
Addressed several bugs and annotations.
Added vent near marine start
Added vent at comp lab corridors

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