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Просмотр полной версии : Natural Selection 2 Updated


steam_news
06.04.2013, 13:38
Change[br][br]Reduced extractor death and Spikes tracer effect intensity.[br]Distress beacon sound has no longer a distance restriction.[br][br]Feature[br][br]Added capturing of dump information from the TechSupport.exe tool if NS2.exe is running.[br]Clicking an already selected hot group will cause the view to jump to the units position.[br][br]Fix[br][br]Fixed “runtime error” that occurred sometimes on map change.[br]Fixed bug where AI units could push each other off of pathable ground.[br]Fixed a bug where the microphone is muted until you enter sound options menu.[br]Reload sounds stop playing when a player drops a weapon or dies.[br]Fixed medpacks being created under tech points.[br]Fixed Commander double clicks preventing single click actions from being performed.[br]Fixed bug where vortexed Marines / Exos take damage inside Gorge tunnels.[br]Fixed bug where distress beacon could teleport Marines back to an already destroyed Command Station.[br]Commanders are no longer able to see projectiles from units which are not sighted.[br]Fixed bug where vortexed Exosuit can smash eggs.[br]Fixed bug where Commanders select/deselect units unintentionally the moment they perform an action (cast enzyme, drop medpack)[br]Fixed rookie status drawn in red in the scoreboard.[br]Fixed bug where you could switch weapons during building.[br]The camera will no longer jitter while waiting to spawn at an Infantry Portal due to players running over the IP.[br]Fixed bug where dead players could trigger taunt voice over.[br]Fixed resource towers / command structures being slightly offset on the minimap.[br][br]Balance[br][br]Increased Infantry Portal cost to 20 (up from 15)[br]Reduced nano shield duration to 3 seconds (down from 8)[br]Increased nano shield effectiveness to 75% (up from 50%)[br]Increased arms lab upgrade costs to 20/30/40 (was 15/25/35)[br]Reduced gorge tunnel research cost to 10 (was 30)[br]Reduced gorge tunnel cost to 5 (was 10)[br]Increased gorge tunnel armor by 100[br][br]Improvement[br][br]Added “fps” console command to toggle displaying the framerate on the top left of the screen.[br]Improved precision of marquee and Ctrl-Click selection.[br]Improved med/ammo pack drop precision.[br]Its now easier to give attack / defend orders on moving targets.[br]Changed the default player limit on the server if no parameter is specified to 16.[br]Steam Ids are now also displayed in the traditional format in the Server console (STEAM_0:1:XXXXXXX)[br]Changed the scoreboard font to match the other in-game fonts.[br]Added numbers in front of player names on scoreboard to facilitate communication.[br]Its now easier to hit with parasite (thanks Matso!)[br][br]Optimization[br][br]Low-level shader optimizations.[br]Disabled compiler generated buffer security checks.[br]Effects inherit now the relevancy from their triggering entities.[br][br]Editor[br][br]Fixed bad texture scales when creating faces; texture scale behavior changed: larger scale values mean texture is stretched – should not affect existing maps;[br]Added “spawn_selection_override” entity to more directly control how initial spawns are selected.[br][br]SDK[br][br]Added Class_Reload(className, networkVars) for easier overriding classes.[br]Added loading of entry points for multiple mods (see lua/entry/readme.txt for more info)[br]Created simplified sound system that allows sound files to be played without using FMOD projects.[br]Client.PlayMusic now requires a the FEV project name as part of the cue name (e.g. “sound/NS2.fev/Main Menu” instead of “Main Menu”)[br]ClientUI.lua is now more moddable with exposed functions to add more UI scripts.[br]Removed support for TTF fonts (bitmap fonts should be used instead)[br][br]Refinery[br][br]Moved Containment hive to a less snipeable position.[br]Adjusted cover in Containment in aliens’ favour.[br]Added vent from Containment to Containment/Chasm Entrance, and vent from Chasm to Chasm/Turbine entrance to provide more flanking opportunity in the area.[br]Added cover at exit of vent over the chasm in Chasm.[br]Adjusted Turbine cover to prevent sniping from Conduit entrance.[br]Added random spawns for both teams in Flow Control, Smelting, Turbine and Containment, with close spawning prohibited.[br][br]Mineshaft[br][br]Rotated Deposit tech point around so it is no longer able to be arced from central drilling[br]Modified Repair tech point with better cover and fewer LOS issues[br]Modified Cave tech point with more cover for the hive, as well as made the middle path leading into crusher cystable for easier expansion to the resource node.[br]Modified Operations tech point for better cover also moved the resource node away from the wall so aliens can move behind it[br]Modified Sorting tech point for better cover, also added a stairway on the north side, to make cysting into north tunnels much simpler[br]Moved cavern resource node to be centered between the repair and cave tech points[br]Moved pilot drill resource node to be centered between repair and operations[br]Modified central drilling to have better cover for aliens, moved the southern resource node to the north, on the upper platform, also added a stairway on the southwest side for better accessibility to the gap[br]Modified and extended the vent leading from cave to north tunnels[br]Added a vent from Deposit to the Gap[br]Added more cover for aliens in Crusher[br]Modified the minimap to be easier to navigate in places that overlapped or were unclear[br][br]Descent[br][br]Temporarily disabled the music in Club due to a bug(should be fixed for the next patch) [br][br]Дальше... 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