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Просмотр полной версии : Natural Selection 2 Update Released


steam_news
29.06.2013, 10:29
Balance[br][br]Resource System[br][br]Changed more extractor health to armor to be easier to weld up[br]Minimum team resources when no RT active (counts as 0.5 active RTs)[br]Removed “no res while dead” rule[br]Reduced personal resource income per RT from 0.125 to 0.1[br][br]General[br][br]Reduced harvester cost to 8[br]Drifters can now clear marine ghost structures[br]Removed medpack cooldown from marine commander UI[br]Marines have now a medpack pickup delay[br]Removed vision obscuring effect of gorge spit[br]Fixed GL not dealing full damage on direct hit[br]Reduced exo armor to 280, down from 400[br]Increased exo armor upgrade to 45, up from 40[br]Changed puncture player damage scalar to 1.5 (was 1.25)[br]Reduced phase tech and observatory cost to 10 t.res (were 15)[br]Disabled gradual melee attacks[br]Added concept of “soft targets” which let bullets and melee attacks go through (affects Drifters, MACs, Hallucinations)[br]Added additional 6 second respawn time when rejoining a team, suiciding or when killed by a death trigger[br]Movement code rewritten[br][br]Anti Spam[br][br]Increase crag, shift, shade cost to 15 (was 10)[br]Increased Crag/Shift/Shade health and effectiveness by 50% (In line with cost increase).[br]MACs and Drifters are no longer able to attack[br]Resource towers and command structures will now block re-creation for 5 seconds after destruction[br]Added supply limit for specific units (200 max per team)[br]MACs can no longer weld each other[br]Multiple MACs are no longer able to weld the same target[br]Crags no longer stack their healing with each other and can heal a maximum of 3 targets at once[br]Shift energize no longer stacks[br][br]Marine Tech Tree[br][br]JP and single gun Exos are now available at 1 command station[br]Mines tech research cost has been decreased to 10 resources (down from 15)[br]Reduced robotics factory to 10 resources (was 15)[br]Reduced upgrade to ARC robotics factory costs to 5 (was 10)[br]Nano shield is now a research at command station[br]Arms lab no longer requires an armory[br]Welders no longer require a research[br]Added small self weld when welding a structure or a player[br]Grenade Launcher and Flamethrower are now immediately unlocked once an armory is upgraded[br][br]Exosuit[br][br]Reduced exo cost to 40 (60 for dual minigun)[br]Rxos can now be nano shielded[br]Rxosuits can now use their thruster horizontal (use shift)[br]Reduced exo thruster cool down reduced to 2.5 seconds[br]Increased exo base speed to 6, up from 5[br]Reduced claw damage to 30[br]Miniguns now profit from weapon upgrades[br]Toned down dual minigun damage to 70%[br]Reduced vision obscurring effect from bilebomb on exo HUD[br][br]Flame Thrower[br][br]Increased base damage[br]No longer benefits from weapon upgrades[br]Increase flame thrower magazine size to 50[br]Removed flame thrower damage ramp up[br]Reduced flamethrower weight[br]Flamethrower can now burn up bile/whip bombs and disables enemy structure functions[br]Flamethrower can now burn up drifter clouds[br][br]Grenade Launcher[br][br]Increased base damage[br]No longer benefits from weapon upgrades[br]Reduced grenade launcher cost to 15[br]Increased grenade launcher reserve ammo to 28[br]Whips no longer whack grenades[br][br]Shotgun[br][br]Increased shotgun rate of fire by 18%[br]Reduced base damage to 170[br]Adjusted shotgun spread[br][br]ARC[br][br]Reduced ARC build time from 10 to 7[br]Reduced robotics factory upgrade time from 40 to 20[br]Reduced ARC movement speed by 33%[br]Reduced ARC movement speed by 70% when in combat or on infestation[br]ARCs are now properly affected by shades ink cloud[br]Reduced ARC splash radius to 7, down from 10[br][br]Marine General[br][br]Marines can now build on infestation (25% slower)[br]All marine structures take damage to armor while on infestation[br]Reduced health/armor of Phase Gates to 2500/300 (down from 2700/450)[br]Marines can now always sprint (no more fatigue)[br]Added ability for marine commander to temporary power individual structures[br]Amories no longer heal armor[br]Increased jetpack cost to 15 (was 10)[br]Removed MAC EMP[br]Extractors and command stations can now be parasited[br]Increased spawn time to 8 seconds (was 7)[br][br]Alien Spawn[br][br]Each alien has individual spawn timer (10 seconds)[br]An egg is generated every 13 seconds (6.5 seconds for 12 player)[br]Each hive can have max of 3 eggs (6 for 12 players)[br]Hives have now the hatch ability (2 eggs for 5 t.res)[br][br]Whip[br][br]Increased whip bomb splash radius to 6 meters (was 3) and reduced damage by 50% (down to 600)[br]Whips can automatically bombard once they are matured[br]Reduced whip cost to 10 (was 15)[br]Whips will now root and unroot automatically[br][br]Alien Tech Tree[br][br]Personal upgrades scale now cost depending on life form (0 for skulk, 2 gorge, 3 lerk, 5 fade, 8 onos)[br]Reduced life form cost to compensate with new upgrade cost (5 gorge, 25 lerk, 40 fade, 60 onos)[br]Add bio mass: every structure grants bio mass which increases the health of life forms[br]Scaleable upgrades (for example build a maximum of 3 shells to get maximum efficiency for carapace, regeneration), 20 res per structure[br]Celerity works now in combat and increases max speed by 1.5 m/s[br]Regeneration works now in combat[br]Adrenaline increases max energy and regeneration rate by 10% per level[br]Added new shade upgrade which shows enemies and their health (Aura)[br]Merged silence and camouflage (Phantom)[br][br]Fade[br][br]Swipe damage down by 16%[br]Fades are a bit easier to see during blink[br]Blink is now always researched[br]Shadowstep does not add any momentum anymore and can be researched with biomass level 5[br]Increased range / accuracy of fade vortex ability[br]Disabled fade double jump[br][br]Lerk[br][br]Spores are now tier 3 and bigger / cheaper to use.[br]Umbra is now available at bio mass 3 (was 3 hies before) and damage reduction has been reduced[br]Fixed weapon switch delays (umbra to bite and spores to bite)[br][br]Onos[br][br]Changed stomp to affect marines in a radius rather than being a shockwave[br]Onos movement won’t be blocked by skulks, gorges and lerks anymore[br]Reduced gore range[br]Reduced gore damage to 100[br][br]Gorge[br][br]Hydras are now flamable[br]Increased gorge build rate[br][br]Skulk[br][br]Skulk moves now faster on walls[br]Xenocide cant be cancelled anymore[br]When dying by xenocide, skulk respawn time is reduce by 6 seconds[br][br]Infestation[br][br]Cysts will block recreation in the area when destroyed for 4 seconds[br]Cysts will autobuild once their parent is contructed[br]Increased cyst build time to 4 seconds, removed cool down[br]Increased cyst range and infestation radius[br]Infestation receding is now twice as fast than growing[br]Gorge tunnel entrances create now infestation when the other side is infested[br][br]Drifter[br][br]Drifters can now be created during the hive is researching[br]Reduced drifter cloud costs to 1 (was 2)[br]Drifters unlock triggered abilities (shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor)[br]Moved hallucinations from shade to drifters: every alien in effect range generates a hallucination, controllable by the alien commander[br][br]Alien General[br][br]Crag, shift and shade can now always be build and can move[br]Chamber triggered abilities require now the correct hive type[br]Allow aliens to change upgrades (min gestation time 5 seconds)[br]Alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate[br]Cloaked players are always slightly visible[br]Regeneration works now in combat (5% of max health every 2 seconds)[br]Rupture can now be cast directly on infestation, like bonewall[br]Added echo harvester to shift[br]Added echo gorge tunnel to shift (only on infestation)[br]Enemies are outlined with parasite only (damage will no longer trigger it)[br]The normal gestation time is applied when using a pre-evolved egg instead of just 2 seconds[br]Shift echo ability no longer requires maturity[br]Adjusted shade ink ability duration and cool down to allow arcs to fire once between successive use of ink clouds[br][br]Fixes[br][br]Fixed bug allowing the scoreboard button to be used while text chatting[br]Fixed bug causing Babblers to sometimes freeze mid-jump while they are trying to cling to an Alien that has no more free cling points[br]The Onos player can now move their camera up and down while charging[br]Fixed medpacks being picked up by dead marines[br]Fixed bug causing player ghost models (Clog, Mine, etc) to freeze in place when placed in certain invalid areas[br][br]SDK[br][br]Fixed Lua io lib readline functions sometimes crashing if the line was too long[br]Changed Shared.GetSystemTime() back to unix time[br]Added Client.SetMouseSensitivityScalarX() and Client.SetMouseSensitivityScalarY() functions to adjust mouse sensitivity independently on the 2 axes[br]The modding framework is automatically included again (this is so the modding entry system is auto-loaded) [br][br]Дальше... (http://store.steampowered.com/news/10984/)