Natural Selection 2 is the sequel to the popular Half-Life mod Natural Selection. It is built on our own engine and will be distributed through Valve's Steam platform.

Report RSS NS2 Build 173 Released

The latest patch for the Natural Selection 2 Beta is now available on Steam.

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The latest patch for the Natural Selection 2 Beta is now available on Steam. If you have pre-ordered the game it should automatically update on Steam. If you would like to pre-order and get instant access to the beta, you can still do so here.

This week we'd like to say a big thanks to our play testers who spent lots of time helping us test and figure out how to reproduce bugs. As a result, we were able to fix some long-standing bugs like multiple weapon sound effects playing at certain times. Also thank you to the community members who submitted fixes and improvements which we've incorporated into this build!

Build 173 changelog

Changes

  • Fixed clients receiving double sound/particle effects when a player is joining the server
  • Fixed Skulk not playing footsteps when pressing the crouch button (Thanks Motig!
  • Improved Spike shooting for Lerk so they appear to come out of the right spot and don't tend to collide with the Lerk as much (Thanks Matso!)
  • Fixed crash when minimizing and restoring the game while it was loading the main menu in fullscreen mode
  • Fixed crash bug when joining a new game after disconnecting from a server
  • Incorporated Matso's target cache improvement, faster targeting for Hydras, Sentries, Whips, and Crags (BIG thanks to Matso for this contribution!!!)
  • Better target tracking to Hydras (they try to predict where a target will be before shooting)
  • Doubled Hydra health to 500
  • Alien armor upgrades now give alien players more armor
  • Fixed client crash due to screen effects being destroyed during rendering
  • Fixed bots not moving
  • Fixed bug where collision geometry would sometimes be visible after switching to a different map
  • Optimized entity interpolation during lag compensation and client-side prediction
  • Fixed annotations not working and made them update half a second after entering a new annotations for better feedback
  • Fixed end game stats not being submitted
  • Sentry spin up animation now fixed and some random variation added (Thanks Matso!)
  • Fixed problem where the rifle "attack_end" view model animation would start after the player had switched to the pistol and cancel the pistol's "draw" animation (which caused problems like the marine's hand not being visible)
  • Fixed bug where the Sentry firing sound effect would not stop playing
  • Fixed bug where all network variables would be rolled back (and not restored) during lag compensation on the server in some cases
  • Changed the rifle state to not attacking when holstered (prevents weird effects when switching weapons back to the rifle after switching to another weapon while shooting the rifle)
  • Removed message about accumulating too many snapshots
  • Fixed bug where a child entity could be relevant even though the parent wasn't relevant (fixes sporadic parent != NULL assert)
  • Fixed jump and footstep sounds being triggered twice on the local client instead of once on the local client and once for all other players
  • Fixed bug allowing player to set their name to "" (nothing), also prevented the player from setting their name to all whitespace such as " "
  • Fixed an assert triggered when building another Hive
  • Fixed an assert related to OnEntityChange not being called inside ScriptActor_Server.lua to handle ownership changes
  • Added the ability to place additional Alien structures in the Editor
  • Fixed bug where entities could have OnUpdate called on them without having OnSynchronized called on them first
  • Changed parent entities to have OnSynchronized called on them before child entities
  • Fixed crash on hot loading script such as "local i = 1 / ", now displays error message as expected
  • Fixed Location::GetIsPointInside error messages
  • Fixed issue where entities that were created in one snapshot and then destroyed in the next one would never have their data fields set
  • The async Shared.GetWebpage() function now works correctly

Build 172 changelog

  • General fixes for problems in the previous patch
  • Fixed bug preventing graphic option changes from taking effect
  • Disallowed rooted whips from opening doors
  • Fixed bug preventing bots from being removed from a server
  • Improved entity query system (slight performance improvement and more robust code)
  • Prevented entities from being updated before being synchronized
  • Added in Flamethrower's "attack_end" animation

You can always keep up to date with what we're working on for the next patch with our real-time progress tracker and please don't forget to subscribe to our new YouTube channel.

Post comment Comments
jamman88
jamman88 - - 226 comments

go australia lol

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Mkilbride
Mkilbride - - 2,784 comments

Not sure why OP Hydras got a buff, but other than that, good list.

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medve
medve - - 1,475 comments

next time they will have hats!
ok seriously the game looks good, but the fire needs a lot of polishing

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Mkilbride
Mkilbride - - 2,784 comments

Yes, a cheap particle effect that looks worse than Sprites I've seen in games from 1998. :P

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theM3nace
theM3nace - - 331 comments

Agree, flames need work. Instead of going for the regular (as in the videogame flamthrowers I've seen) linear flamethrower spritetoss, something like the dynamic flamethrowing from for example wolfenstein would look cool
Youtube.com
Unless of course it'll cause too much lag like it sometimes did in online matches in wolfenstein xD

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RevanShan
RevanShan - - 884 comments

I see Imperial Guards using a bolter and facing Tyranids in a game that uses a Space Marine symbol...

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theM3nace
theM3nace - - 331 comments

And tyranids were in turn inspired by James Cameron's alien as well as Ender's game, and alien was inspired by the 1956 novel Starship troopers and so forth untill we reach War of the Worlds... Dude, everything is a remix - get over it.
And the space marines symbol is hardly entitled only to space marines either, so do you want me to make a list of how it goes back to the romulan symbol which goes back to ancient heraldry?

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theM3nace
theM3nace - - 331 comments

Now I'm not much for quoting the bible but whatever:
"That which has been is what will be, That which is done is what will be done, And there is nothing new under the sun."

Picasso "good artists copy great artists steal". This quote goes great with what Goethe once said "we are fashioned by what we love".

Just thought you might need some famous quotes to acknowledge the concept too...

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ZomBo
ZomBo - - 28 comments

In other words, do your research before you talk ****.

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Mkilbride
Mkilbride - - 2,784 comments

TheM3nace.

Thank you for doing what I was about to do. I've never seen fans like Warhammer40k, who refuse to believe that Warhammer 40k didn't invent the concept of evolving, swarm like aliens with a hive mind, and claim that any game such a race = copied Warhammer40k. Imperial Guard? Cmon, there's been numerous sci fi movies dating back before it's creation using similiar outfits and themes.

Space Marines? Well, yeah, Starship Troopers was mentioned, that was one of the first books that popularized "Power Armor."

Believe it or not, while Warhammer 40k may be a well established franchise, it is hardly known. I could ask people in my town, 9/10 wouldn't know that it was, or they'd think that Dawn of War, from 2004, started the series. Heck, most of the fans of the Dawn of War game don't even know it's based on an established history.

I mean hell, everything in Warhammer 40k is just a copy of something else...infact, Gamers Workship cites Lord of the Rings, and their desire to make a Space Version as the inspiration for Warhammer 40k...so yeah lol, Warhammer 40k is incredibly unoriginal.

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