Post news Report RSS Build 157 and 158 Released

The Beta is coming along well. With each patch, the game is getting closer to release. And you can help!

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Build 158 changelog

  • Hydra server optimizations (this should help but probably not fix completely)
  • Hydras now fire at the proper point on targets (esp. for infantry portal, command station)
  • Changed most marine structure build times to be the same as in NS1
  • Fixed problem where power nodes sometimes made lights red even when they were functioning
  • Fixed intermittent black screen during gameplay
  • Fixed possible timeout when creating a listen server
  • Fixed Fade "skating" animation problem
  • Improved death messages (showing incorrect artwork or no killer name)
  • First-person flamethrower effects and on-fire flamethrower effects (today, not yesterday)

The build is going off to Valve now and will update automatically once they post it.We are in need of some dedicated, unpaid testers to help discover and reproduce bugs. If you can commit a good amount of time to playing our pre-release builds, are able to jump onto our server quickly for a test at a moment's notice and are willing to provide clear details (screenshots, reproduction steps) to reproduce bugs, we need you!We are looking for about 20-30 playtesters in a variety of time-zones to start. If you're interested, please write us at tester@unknownworlds.com.

Build 157 changelog

The biggest changes you'll see in this patch are gameplay focused. In particular, we listened to what you had to say about impenetrable Crag/Whip/Hydra builds (making it hard for marines to expand early game) - the resource model has changed enough that you won't see tons of those alien structures and there was a bug where Crags were healing twice as fast as they should have been.We also addressed the "OP" grenade launcher and flamethrower turnaround later in the game - grenades can hurt the firer, they don't go through walls and they bounce if they don't hit a target. Flamethrowers have been toned down a bit and the particle effects toned down so you can still see in combat when you're on fire.Also, we've changed the MAC roles to be more support and on the repair side of things, instead of the commander's main building force. Now players are the main way marines build and so you'll be enjoying that traditional NS feel where you're both building and fighting. I think we were all noticing that the marines felt a bit disconnected from the Commander but it wasn't until we released it to you guys that we took more notice.

Gameplay

  • Reduced flamethrower direct damage from 50 to 35 and clip size 25 to 20
  • Grenades now bounce when they don't hit a target and explode after a few seconds. Grenades no longer hurt targets through walls.
  • Grenades can now hurt firer
  • Reduced grenade damage radius from 10 to 8 (mostly so you don't hurt yourself constantly)
  • Changed starting resources from 100 carbon (team) and 25 plasma (each player) to 50 carbon and 25 plasma
  • Added special first-person flamethrower effects when you're on fire (they don't obscure the screen)
  • Grenade now looks like it's coming out of the barrel instead of your face
  • Focus on back on marine building: Marine commander starts with no MACs, MACsnow build a lot slower than players and added +use effects for building marines (your view model doesn't go away at the moment, but it will soon)
  • Removed marine "Replicate" ability (doesn't fit the marines new focus back on player-building)
  • MACs cost more energy to make and take 2x as much damage to kill
  • Fixed bug where players that died while on fire spawned on fire
  • Changed Crags to not self-heal and to heal every 2 seconds instead of every 1 second (this is how DCs worked in NS1)
  • Rewrote marine sentries to function more like miniguns. They are nasty now, watch out! Fixed sound, animation and targeting problems with them.
  • Increased sentry build time from 7 to 15 because a) they are awesome and b) there's no turret factory
  • Sentries now cost 20 plasma (Commander) instead of 10 carbon
  • Changed Hydra cost from 5 plasma to 10
  • Fixed bug where plasma was being checked before letting players evolve, but wasn't being deducted (!)
  • Fade blink ghost model no longer warps and no longer orients to face targets unless very close to them
  • Added smooth skulk rotation when going on and off walls. Reduced interpenetration of skulk model with the world.
  • Added team carbon and individual plasma display to the scoreboard
  • MASCs are now known as ARCs (but not in the game yet)
  • Revamped marine commander UI buttons to be simpler and more evenly distributed. Added uniform top bar of buttons that allows you to always easily access Build, Advanced, Assist + Squads (more like NS1)
  • Moved marine armor2/ammo2 to tier 2 (Command Facility) and armor3/ammo3 to tier 3 (Command Center)
  • Ammo packs now remove parasite
  • Sentries, hydras, MACs and Drifters now always hit structures, no matter what animation or state they are in
  • Capped structure innate regeneration at .5% of structure max health per second so eggs don't count up like crazy
  • Fixed alien structure innate regeneration
  • Alien innate regeneration now heals a minimum of 1 health (like NS1)
  • Added regeneration sound whenever an alien entity gets healed
  • Brightened "out of power" red lighting a bit
  • Fixed problems with rogue sounds being heard when they weren't supposed to
  • Lots of smaller bug fixes (death message icons, animations, etc.)

Technical

  • Fixed bug where the game could not be run without a sound card
  • Fixed bug where the game would not always shutdown on exit (process would continue to run)
  • Fixed bug a new game couldn't be joined after leaving a game
  • Fixed "connection issues" when first joining a game
  • Fixed bug where clients could timeout during the loading process
  • Fixed disconnect messages on the server not indicating when a client times out
  • Converted the pistol ammo display to use Lua instead of Flash (optimization)
  • Converted the shotgun ammo display to use Lua instead of Flash (optimization) and fixed reserve ammo display

Assets

  • Better Fade swipe hit sounds on various materials, better marine structure generic death sound. level tweeks + fall offs on organic ricochets. louder sentry sounds.
  • Detail pass of Alien Expansion (ns2_tram)
  • Fixed visible clipping geometry outside alien start (ns2_tram)
  • Fixed map leak exploits (ns2_rockdown)

The next patch will be focused on more optimizations as well as making it much easier for the Commander and marines to find together, work together and know about what each other is doing. We're also about to rework the alien commander UI to be much more clear and we're also heavily optimizing both UIs so we should see a dramatic boost there. Finally, if you might want to check out what more organized NS2 looks like. Here's are two parts of an organized 6v6 Australian game. Even in this early state of balance, it's really cool seeing strategies start to emerge:

Part #1:


Part #2:


If you haven't bought the game yet and want to give it a shot, we can still buy a beta key here here. We hope you enjoy the patch and see you online!

Post comment Comments
linfosoma
linfosoma - - 215 comments

I was finally able to join a game on build 157 for the first time since the alpha was released. Despite the lag it was very enjoyable, graphics are great and performance is slowly improving.
Solid game even in this state, love how the teamwork is vital to victory, keep it up guys!

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bjguthrie
bjguthrie - - 7 comments

an ambitious project :) look great guys

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56er
56er - - 1,253 comments

The videos are the reason I'll buy the game by the next time there is lower price steam offer.

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Mkilbride
Mkilbride - - 2,784 comments

(buried)

Oh man, I hope the guy in the video has a bad rig...

Also, what's with the +5 and all that stuff...it looks like a Call of Duty mod now.

Please no hit indicators, either.

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TheJx4
TheJx4 - - 79 comments

PC only? aw.

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Mkilbride
Mkilbride - - 2,784 comments

Small Indie studio dude...made their own Engine, barely getting by on their pre-order money. I can't think of an Indie game that's gone on Consoles that wasn't DDL. They'd need a publisher. Be great if they could find one...give em a little dough.

I am sure Valve would help them out, but it's every Indie dev's dream to be able to make it on their own.

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justinms66
justinms66 - - 76 comments

so awesome! keep it up!

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goirdin
goirdin - - 265 comments

I have a question, if i preorder this now can i play the beta/alpha whatever it's in now. It looks good and i've been tracking for a while, loved NS1 ;D

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Mkilbride
Mkilbride - - 2,784 comments

(buried)

The first 10,000 can, I read.

I was really hoping that would've been gone already...been like a year since they said they had 10,000 available...

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w0dk4
w0dk4 - - 129 comments

umm, nope, that was like a few weeks ago

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shaftling
shaftling - - 54 comments

definitely looks like best indie thing this/next year

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Mkilbride
Mkilbride - - 2,784 comments

Amnesia would like a word with you, as would RO2. There are alot of good Indie games coming, as well as this.

And I agree, it is rather fast paced at times, I can't even tell what's going on. One of my main complaints in NS1 was the Skulks / Alien movement was erratic and hard to shoot at, doesn't seem to be fixed in this either.

but man, I can't believe it's 35$...and no SP. It's going to hurt the sales I tell you, you'll end up making less money in the end!

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_Xero_ Author
_Xero_ - - 18 comments

@ Mkilbride

You don't have to like NS2 or post constant praises about it. But a lot of people reading the NS2 news either 1. like NS2 or 2. have no idea about it. You don't seem to fall into either category, so why do you keep posting comments?

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Mkilbride
Mkilbride - - 2,784 comments

Dude, I'm a huge fan of NS1, been playing since 2004, not the start, but quite awhile. I just see people not taking away the comments in the correct way, and it seems there are two sides, love it, or hate it, why can't their be neutral? What I am.

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_Xero_ Author
_Xero_ - - 18 comments

Like I said, it's OK to make negative comments, but you don't need to keep posting multiple negative comments on each news page. It looks like you are just complaining. These articles are meant to inform fans and new people about the progress of the game.

If you are wanting to have a discussion about the game, it would be better off in the actual NS2 forum on the UWE website: Unknownworlds.com

At least there, the devs will see your opinions and can better accomodate you. This site is just for releasing news clips.

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Mkilbride
Mkilbride - - 2,784 comments

So then the reason they have comments, forums, and reviews section is just for show?

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_Xero_ Author
_Xero_ - - 18 comments

Look, it's as simple as this. You are welcome to post your opinions, good or bad. But I can assure you, if you continue to post what come across as nothing more than whining and badmouthing, I am going to delete your posts. Take your complaints to the NS2 forum. This is not the place for them.

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bjguthrie
bjguthrie - - 7 comments

Looks like you can pre-order here. Might buy a copy myself. Indie devs this good deserve all the support they can get.
Naturalselection2.com

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medve
medve - - 1,475 comments

weaponbob 0 ?

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janpec
janpec - - 211 comments

Looking great!

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Mars_3K
Mars_3K - - 729 comments

Framerate has been significantly improved with this release.

Once the netcode's been cleaned up, we can really start hashing out the feature and balance issues.

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ben_the_beholder
ben_the_beholder - - 11 comments

Graphic is truly awesome, but the gameplay is too fast paced imo.

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VulpineComplex
VulpineComplex - - 401 comments

Well, you guys have my 35 dollars. Good job.

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NullSoldier
NullSoldier - - 973 comments

I have to admit, I've played the recent beta and it is a LOT more playable.

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