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Natural Selection 2 News

Update 341 Released!

Update 341 is now available on steam and includes multiple updates to maps and a bunch of bug fixes and tweaks to both the game and matched play. There are also additional updates to the balance which you can find in the in-game menu.

Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.

Changelog

Tweaks / Improvements

  • Death screen has been made smaller in overall size, hides when the map is opened, the fade to black lasts only 2 seconds, and the killfeed is no longer hidden. This should be more in line with the previous deathscreen experience over the years. Thanks everyone for your feedback on this feature!

  • Re-added text drop shadows to the in-game chat text elements.

  • Changed the text drop shadow rendering feature to fix severe FPS losses on certain graphics driver and hardware configurations. (Thanks, Axtel!)

  • Added Drop shadow text to damage numbers


Matchmaking Fixes and Changes

  • Individual players are automatically kicked from a lobby after 1 hour has elapsed without progressing the lobby state beyond Waiting for Players. This prevents long term AFK individuals propping up a potentially bugged lobby that acts as a trap for everyone else matching.

  • Fixed Steam Authentication potentially failing when waiting in a lobby for more than 30 minutes.

  • Fixed multiple players ending up being on an unassigned team and therefore being kicked from the server.

  • Fixed rare occurrence of a client not progressing through the lobby stages with everyone else.

  • Fixed a lobby failing when a server request returned error 500.

  • Fixed the Matchmaking Rewards menu’s Queue button being active all the time

  • Fixed Steam Offline status triggering too easily. It now counts down over multiple seconds before considering you having lost connection and can roll backward to a reset state over the same time frame if the offline status did not get reached. This ensures that a momentary loss of internet does not trigger kicking you from the game or lobby.

  • Fixed client script errors during certain lobby stages.

  • Fixed skill offset miscalculation between the teams [Drey]
Mod System Changes

  • Added an option to the create local server page to enable mounting UWE hotfix mods when creating a server.

  • Maps from non-active mods are now included in the Listen Server map list and are automatically mounted on the server when it is created.

  • Hotfix mods are no longer hidden in the menu mod list.

  • Duplicate Mod ID entries in a server’s map cycle are now handled properly.


Fixes

  • Fixed being able to receive Matchmaking invites while playing in a public server already.

  • Fixed Auric Clog not being able to be selected or used once unlocked.

  • Fixed Chroma Resource Tower not being able to be selected or used once unlocked.

  • Fixed when earning the Battle Gorge calling card, it's not available. And instead two items of Turbo drifter are granted.

  • Fixed a potential server crash when fetching hotfix mods fails.

  • Fix -game command line option not handling absolute paths for the Linux dedicated server.


Sounds

  • Client hitsounds files are no longer constrained by our file validation rules.


Maps

  • Biodome: (Thanks psyk!)

    • Moved Agri RT to the north of Agri (New room, thanks Kash!)

    • Increased height of small connection between Atmospherics and Scrubbers to nerf Armory blocks while arcing.

    • Disabled Bridge-Agri jump (still possible with boosting or dropped structures).

    • Reduced Cysts needed to Filtration from 5 to 4.

    • Fixed LoS issue which enabled Railguns to shoot Atmospherics Hive from CO2 Scrubbers.

    • Fixed structure placement exploits in Hydro.

  • Caged: (Thanks psyk!)

    •  Added a vent below the stairs between the Purification and Ventilation connection.

    • Smoothed out movement below the walkway leading from Ventilation to Purification.

    • Closed off the door a bit more coming into Ventilation from Purification and moved Pillars/Walls at that entrance (less space at sides) to make it harder for Marines to attack Ventilation from Purification PG.

    • Added a Pipe/Crate combo so you can jump up on the higher level of Ventilation from the south side.

    • Moved the Powernode in Ventilation to be less vulnerable.

    • Created space between the scanner and container in Shipping.

    • Added a glass hole at the northern entrance of Generator for building ARCs.

    • Smoothed movement around that area below Generator.

    • Added some obstacles into Monitoring.

    • Marines can now get into the Lower Wasteflow ceiling vent using the barrels and doorframe to climb up.

    • Added a ladder into the DAT-1 vent.

    • Slightly scaled out the doorframe near the DAT-1 vent to make it easier to trick jump into the vent.

    • Marines can now trick jump into the Sewer-Puri vent from Sewer.

    • Removed collision from tons of tiny props.

  • Derelict: (Thanks psyk!)

    • Added 5th techpoint in the middle of the map in Admin.

    • Moved res node in Admin.

    • More cover, thicker trees and other improvements to Plaza (smaller room).

    • Added a few more cover spots here and there.

    • Added vent between Flooded and Botany.

    • Added additional route between Garage and Turbine.

    • Added additional route between Geothermal and Flooded.

    • Re-arranged the Truck/Container setup in the entrance of Garage / Alley. Can go through the right side of the truck, jump up the small crates; also broke the right yellow railing at the right entrance for more fluid gameplay.

    • Added kinda vent between Glass Hallway and Biome.

    • Added ladder at the pipe tower in Plaza.

    • Changes to Administration to help Aliens against ARCs coming from Overlook:

      • Another window hole to bile or attack.

      • Lowered the vent on floor level to help (retreating) Gorges.

      • Put more crates into that ARC spot hallway to the right to remove some space for ARCs and to the left to give Gorges some cover to bile from range.

      • Smoothed out movement in those offices by rearranging/scaling the desks, etc. and using collision geo.

    • Moved the entire Atmospheric Seeding location higher to reduce/remove elevation at both exits, which led to frustrating uphill combat for Aliens and made the long corridor even worse.

    • Increased the height of the floor around the broken tree container prop and the RT in Nursery to remove awkward movement and collision due to height differences.

    • Geothermal fixes:

      • Moved up the entire floor plane to reduce issues with height differences and techpoint being in a kinda pit.

      • Shrunk pipes above techpoint.

      • Blocked off the space above the ceiling pipes leading away from Geothermal and used for bile bomb abuse.

      • Removed ladders, you can use the rocks to jump up now.

      • Moved power node around the corner to be more protected from bile.

    • Shrunk Western Entrance by 33%. Less negative space, less clutter needed to fill it, more fps.

    • Changed the entrance between Western Entrance and Infested Corridor to be more interesting for gameplay and less of a long, straight line abused by well positioned Marines.

    • Widened Infested Corridor and improved movement/combat.

    • Removed vent from Western/Biome to Plaza.

  • Origin: (Thanks psyk!)

    • Moved Ore RT into Generator; easier to defend from Ventilation and a good tunnel location for Biodome start. Also denies an RT to Marines, if they hold Furnace side, similar to how Maintenance is denied, if they hold Biodome side.

    • Added more starting Cysts to Biodome Alien Start.

  • Tanith:(Thanks, Zavaro!)

    • Increased height of Acidic-Access vent to make boosting more difficult

    • Lowered floor of Fusion Core resource node to make cyst sniping harder

    • Pipes in Computer Control-SatCom hallway have been broken so that players may more easily use them as an escape

    • Chemical Transport’s south side now allows structures to be placed

    • Ladder added to south side of Chemical Transport platform

    • Western Entrance modified slightly to smooth out travel between Old Wing and Reactor Room

    • Some fixes to areas where structures should not have been able to be placed

    • Several stuck spots removed

  • Docking: (Thanks, Thesaltyseacaptain)

    • Fixed exploit where marines could escape the map

    • Fixed power issue in Locker Room

New Year Balance Updates

This set of changes is targeted at refining some aspects of game pacing, making some quality of life improvements, and adds some new Matched Play exclusive changes that will only be employed when playing the Matched Play game mode. One of the key changes that will apply to both player counts is the reduction of p-res per tick. Now that servers have been playing with 10 versus 10 for some time, and with the introduction of Matched Play 6 versus 6, we felt this was the right time to re-introduce this p-res rate which will make lifeforms and weapons alike slightly more precious.

Changelog

Gameplay

General:

  • Resources:

    • Player p-res income rate is now 0.1 per tick (down from 0.125)

    • Alien starting p-res is now 15 (up from 12)

      • Fade Cost reduced to 35 (down from 37)

      • Onos Cost reduced to 55 (down from 62)

    • Increase Marine starting pres to 20 from 15

  • Healing Softcap:

    • Softcap is now 12% eHP/s with an 80% penalty for excess healing (from 14% / 66%)
Kharaa:

  • Commander

    • Removed the ability to research Onos Charge as the onos now always has charge

  • Lerk:

    • Movement

      • Strafe force changed to 8.3 (from 7)

      • Lerk glide makes a sound if a Lerk is gliding above 4.5 speed

      • Added an air brake functionality to the Movement Modifier key (default is Shift key) that will slow glide speed down to 4.5 speed for silent gliding. Lerks will maintain a 4.5 speed glide while the key is pressed.  

      • Increased glide minimum speed clamp to 4.5 (up from 4)

  • Spikes

    • Reduce Spread to 3.3 (down from 3.8)

    • Projectile size reduced to 45mm (from 60mm)

  • Spores

    • Move research to Biomass 6 (up from Biomass 5)

  • Umbra

    • Increase research cost to 30 (up from 20)

    • Increase research time to 75 seconds (up from 45 seconds)

  • Fade

    • Blink energy cost changed to 12 (down from 14)

    • Metabolize 

      • Cost changed to 10 (down from 25)

      • Now restores 20 energy (down from 35)

  • Tunnels:

    • Removed "Infested Tunnel" upgrade

    • Tunnels now become Infested Tunnels automatically upon reaching full maturity

    • Mature health changed to 1400/250 (up from 1250/200)

    • Time to Mature changed to 75 seconds (down from 120)

    • Tunnel resource cost changed to 8 tres (up from 6)

  • BoneWall

    • No longer flammable

  • Shade/Shift/Crag

    • Structure movement speed increased by 15%

  • Contamination:

    • Cooldown changed to 3 seconds (down from 6)

    • Health changed to 1500 (up from 1000)

    • No longer flammable 

    • Biomass Requirement changed to 12 (up from 10)

    • Can no longer be targeted by ARCs

  • Eggs

    • Lerk Egg Drop biomass requirement changed to 4 (from 2)

    • Lerk Egg Drop cost changed to 40 (from 30)

    • Gorge Egg Drop cost changed to 20 (from 15)

    • Fade Egg Drop biomass requirement changed to 8 (from 9)

    • Fade Egg Drop cost changed to 80 (down from 100)

    • Fixed an issue where players can spawn out of a Lifeform Egg and delete it as a result

    • Clamped number of Lifeform Egg drops to 2 per Hive

  • Drifters:

    • Hover height to the ground was lowered

    • Drifters cloaked by the Shade hive upgrade will now un-cloak from further away (3m up from 1.5)

    • Turn rate is instant on the first move command, but will return to the normal turn before moving behavior on subsequent move orders (this effect has a 4 second cooldown)

    • Abilities:

      • Enzyme

        • Cooldown changed to 3 seconds (from 12 seconds)

      • Hallucinations

        • No longer affected by mucous

        • Can no longer have babblers attached

        • Hallucination Onos now has 100 HP

      • Mucous

        • Cooldown changed to 3 second (from 12 seconds)

        • Cloud radius changed to 5 (from 8)

        • Shield values now match babbler shield values (except Skulk - remains at 15 HP)

  • Gorge

    • Babblers:

      • Are now Flammable

    • Bile Bomb:

      • Biomass requirement for research changed to Biomass 2 (down from 3)

    • Web:

      • Webs become visible from slightly farther away ( +1 meter)

      • Webs have only 1 charge (down from 3) (MATCHED PLAY CHANGE ONLY)

    • Health

      • Gorge health changed to 190 (from 160) (MATCHED PLAY CHANGE ONLY)

    • Spit

      • Gorge spit projectile speed changed to 45 (from 35)

  • Skulk

    • Leap energy cost changed to 55 (up from 45)

    • Adrenaline upgrade now grants 60% increased energy regeneration (up from 50%) 

  • Cysts

    • Build time changed to 4.5 Seconds (up from 3.33) (MATCHED PLAY CHANGE ONLY)

    • Shade hive cyst reveal range changed to 8 (from 6)

    • Cyst health changed to 400 near the hive and 200 far away (up from 300 / 200)

      • Health falloff range from the hive room decreased slightly

    • Damage bonus from welders changed to 5x from 7x

  • Shift:

    • Echo upgrades cost changed to 2 (from 1)

    • Echo Egg cost changed to 1 (from 2)

  • Crag player healing:

    • Fixed issue where Heal Wave was not correctly increasing crag healing by 30%

    • Changed Crag to heal eHP instead of a flat value

    • Crags now heal players with lifeform specific healing values instead of a percentage:

      • Skulk: 10 (previously 7)

      • Gorge: 15 (previously 11)

      • Lerk: 16 (previously 10)

      • Fade: 25 (previously 17)

      • Onos: 80 (previously 42)

  • Carapace:

    • Base armor bonus reduced

    • Now Grants a small armor bonus for each biomass:
      [Biomass Armor Bonus]:

      • Skulk: 5 [1]

      • Gorge: 12 [2]

      • Lerk: 12 [2]

      • Fade: 20 [2.5]

      • Onos: 50 [20]

  • Regeneration:

    • Healing amount changed to 6% (from 8%)

  • Aura:

    • No longer reveals health (MATCHED PLAY CHANGE ONLY)

    • Now has a unique UI element for the non-health revealing version (MATCHED PLAY CHANGE ONLY)

  • Vampirism

    • Lerk

      • Vampirism percentage changed to 6% (from 8%)

  • Onos

    • Charge is now a baseline ability and does not require research from the commander.

    • Boneshield has been reworked: 

      • No longer uses “fuel”

      • BoneShield now has 1000 hitpoints and prevents all damage

      • Boneshield now encompasses the entire onos (not just the front half)

      • While the shield is active, energy regeneration is reduced by 50% (this includes all sources)

      • BoneShield recharge occurs immediately while out of combat, or 3 seconds after BoneShield is deactivated while in combat. Recharge rate is 130 shield hitpoints per second.

      • When BoneShield is broken, a unique sound will play and shield recharge penalty is increased to 6 seconds, visualized by a "broken" shield ui bar.
Marine:

  • Medpacks

    • Heal over time effect no longer expires when a marine hits full HP

  • ARCs

    • Health changed to 2000/500 (from 2600/400) (MATCHED PLAY CHANGE ONLY)

    • Commanders can now only create a maximum of 4 ARCs (MATCHED PLAY CHANGE ONLY)

      • Add tooltip to robotics / arc factory regarding cap (MATCHED PLAY CHANGE ONLY)

  • Pulse Grenade:

    • LOS blocking removed

      • Can be used to hit aliens behind RTs

  • Heavy Machinegun

    • Spread changed to 3.2 (from 4)

  • Shotgun

    • Shotgun damage per weapon upgrade changed to ~13.33 (from ~10)

  • Gas Grenade

    • Made much less bouncy

  • Observatory:

    • Build time changed to 12 seconds (down from 17)

  • Prototype Lab

    • Cost changed to 25 (from 35)

  • Sentries

    • Battery cost changed to 15 (from 10)

    • Confusion from spores 

      • Duration changed to 8 seconds (from 4)

      • Time until next attack effect changed to 4 seconds (from 2)

  • Supply:

    • Sentry supply cost changed to 15 (from 10)

    • Sentry Battery supply cost changed to 25 (from 15)

    • Robotics Factory supply cost increased to 10 (from 5)

Update 340 - Matched Play Beta v2



A precious but lost TSF resource once again comes into play, returning to TANITH! We are thrilled and excited to release this updated vision of the classic map from Natural Selection. Special thanks to Zavaro and the mapping team on this awesome addition to the map pool.

With the release of TANITH we are also providing the next phase of the Match Play, Beta v2, in which we have made some bug fixes and added the ability to invite steam friends to the lobby you are in. A new Matched Play progression system has been added, allowing you to unlock all sorts of assets and customization to your Marine and Alien. We are still actively working on Private Lobbies and Group Queuing, which we know are our biggest requests for Matched Play. There is also a list of quality of life changes we hope to have in our 1.0 release of Match Played (planned release in early 2022).

This update includes changes to our MOD system as we move to supporting Steam UGC. Optimizations and bug fixes abound through the change log, so be sure to read all the way through.

Lastly, we will be releasing a new flurry of balance changes next week separate from the patch via our extension mod. Stay tuned in our Discord server for more details!

Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.

From all of us at Unknown Worlds, Merry Gorgemas and Happy Holidays!

Changelog

Optimizations
  • Improved how the server calculates physics collisions by reducing the overzealous distance it checks. This should be a general improvement to server performance. (Thanks Steelcap!)
  • Improved client loading routines when connecting to servers, so it is a smoother transition and a tiny bit faster.


Tweaks / Improvements
New map, Tanith!
[previewyoutube][/previewyoutube]
  • Tanith is an off-world chemical plant that has since been abandoned from the events of Natural Selection. Flora and natural shifts in fault lines have started to reclaim what remains of the facility. But an old threat still looms within these walls. Will the TSF take back what is rightfully theirs?
  • Pictures: https://zavaro.artstation.com/projects/18JbQZ
  • New Tanith skulk skin! Acquired by winning 30 rounds on Tanith.


Matched Play Beta v2 Update
  • Added a ton of new items which can be earned from playing rounds in Matched Play. These include both Field Player and Commander rewards for both time played and wins. Commanders earn everything Field Players do, but not vice versa. You can track your progress by opening the new Matched Play Rewards menu on the right side of the screen at any time, in game or not.
  • We now require completion of all 4 tutorials (Commander ones included) and the Skulk Challenge mode in order to begin unlocking any rewards, and the Matched Play Rewards menu will state as such.
  • Added “Calling Cards” that are unlocked through Matched Play, and selected in the Player Profile / Customization menu. They allow you to show an image on screen of your choice to any player whom you kill, utilizing our revamped death screen notification. Once the feature is unlocked, players can choose any of their currently owned Shoulder Patches as a Card or earn new Calling Cards as rewards.
  • You can now send invitations to your Steam Friends from within Lobbies using the new button or through Steam Friends.
  • You can no longer be in a lobby while in a community server.
  • Rounds now have a maximum time limit of 60 minutes. Afterwards, the round will result in a Draw game. There is a 2 minute warning in the game. This number can be adjusted if deemed necessary by the community.
  • Lowered the time it takes for the match to start once all players have joined the server. (countdown begins immediately).
  • Capped the time it takes for a match to start to 10 seconds, so that 11 players are not waiting on that one slow loading player.
  • Matches will now automatically forfeit when the opposing team leaves the game. The remaining team will be counted as winning.
  • Concede is available at a round time of 1 minute and 30 seconds to accommodate any unforeseen scenarios.
  • Added support for reconnecting to an active match when recovering from a crash.
  • Added support for reconnecting to an active match when kicked for being AFK only if the user has responded to the popup prompt at the main menu within 20 seconds, otherwise they will be penalized and not able to rejoin.
  • Main menu is no longer non-interactable while utilizing Matched Play. However some menu items will be disabled while in a Lobby (i.e. cannot change menu background, mods, or language).
  • If you are in another menu while waiting in a lobby, you may have the lobby screen forcefully show up when two different steps in the process are reached: Waiting For Commanders, and the Map Vote.
  • Fixed multiple “dead-lock” scenarios which would prevent a Match from progressing.
  • Fixed late joining players not being placed onto teams or being stuck in spectate
  • Fixed several bugs for Matched Play servers which would prevent the match from completing.
  • Numerous small bug fixes and features based on community feedback, in order to smooth over the entire system.
  • New Steam UGC Mod system implementation. See the relevant section below for more details.
  • All cosmetic options can now be set individually. They’re no longer bound by sets. This means if you want your Babbler skin to be different from your Hydra skin, you can.
  • Added new Commander related cosmetics such as Arcs, Macs, Drifters and even Cysts.
  • Improved compatibility with Steam’s new authentication method to prevent players from occasionally being unable to join a server.
  • Improved how Locations in maps respect the power state with regards to lighting. This should make it so when the power goes out, there should never be ceiling lights that remain on.
  • New death screen to accommodate the new Calling Cards rewards as well as to bring up the fidelity of the mechanic to modern standards and expectations.
  • Main menu Wiki button now directs to the new wiki (Thanks Kopunga!)
  • Crashed players can now reconnect after 15 seconds, instead of the prior 5 minutes, due to fixing prior timeout related issues.
  • Map loading screens once again show in between map changes on a server.
  • Proton [Linux] players are now able to start listen servers and play the tutorials. (Thanks Axtel!)


Mod System Changes
  • Switched over to the Steam UGC backend that will allow for mods larger than 100MB and enable background updating of subscribed mods by steam while the game is not running. UGC can also reduce the amount of data needed to download updates for large mods. Existing legacy mods can still be downloaded and mounted but will switch over to the UGC backend the next time they are updated by mod authors.
  • Mod dependencies set on the steam workshop are now automatically downloaded on the client and server. The server will also auto mount the dependencies if they are not already specified with something like the map cycle.
  • Mod authors can now add a change log when pushing an update to a mod that can be viewed on the mods steam workshop page.
  • Server mods specified on the commands line now stay mounted after a map change.
  • Mods in the mapcycle.json are updated and mounted on server start without having to be specified on the command line, per map mods are only mounted if the matching map is being loaded.
  • Mod IDs can now be specified as decimal numbers instead of hex in the map cycle if they are
  • not* in quoted strings, they can also be passed as plain numbers on the command line using -mods2 option.
  • The webadmin mod search page now uses Steam UGC API to search for mods instead of a custom web api that is no longer running.
  • New mods can now be downloaded and installed on the server while it is running and mounted after a map change if they are added to the mapcycle’s mod list.
  • Added a built-in mod backup web server to the dedicated server that allows connecting clients to download mods from the server if the current version of a mod on steam is newer than the servers or the client failed to download the mod from steam. This fixes the old “Missing required mod” error. The web server can be enabled with the -startmodserver command line option. The default port it binds to is serverport + 2 this can be changed with -modserverport. You can also optionally specify the address or ip the mod server uses with -modserveraddress otherwise its defaults to -ip option.


Fixes
  • Fixed numerous Matched Play issues.
  • Fixed cosmetics selection ordered inconsistently
  • Fixed Customize player screen not working in resolutions outside of 16:9 aspect ratio.
  • Fixed “Welcome to the ready room” message that appeared in tutorials
  • Fixed minimap assets missing in tutorials
  • Fixed Evolve Menu lifeform counters breaking when using non-English translations, potentially never showing how many lifeforms were on the team. (Thanks Axtel!)
  • Fixed Tunnels not being able to grow off receded infestation with a Drifter, like Gorges can.
  • Fixed bound keys assigning a hotkey value to the first letter of the symbol name. This meant that if you bound Right Bracket to “Taunt” the in-game radial menu would show the hotkey for Taunt as being “R” erroneously.
  • Fixed Status Effect Icons showing incorrectly sometimes due to damage over time map entities.
  • Updated credits and bot names to include newer contributions and testers.
  • Fixed many inaccurate tooltips in the game, as well as typos and grammatical errors. No excuses now, rookie.
  • Fixed 5 official maps not having their tech point entities set correctly, which would cause the Matched Play map overview colors to lie about who could start where. (Thanks Salty!)
  • The map command on a client will error instantly instead of trying to load a non-existent map now.
  • Fix the map cycle getting stuck if a map is missing or fails to mount.
  • Fixed a common case where the client was failing steam authentication when connecting to a server.
  • Fix the client sometimes freezing for a few seconds when connecting to a server.
  • Changed Ambient Occlusion graphics option into a checkbox instead of a pull down menu. Make sure it's actually enabled.
  • Fixed Alien Commander Tutorial soft lock from occurring due to harvester placement. (Thanks Axtel!)
  • Fixed Fog from interfering with certain skybox fx. Silly fog trying to block out my shiny things I spend too much time on. That’ll teach you.
  • Fixed server AFK kicking, which defaults to 30 seconds and only takes effect once the round is in progress, not warm up mode.


Maps
  • Descent (Thanks Salty!)
  • Collision Pass
  • Occlusion Improvements and fixes
  • Railgun exploit fixes in Drafting - Fabrication and Crew Quarters - Launch Control
  • Moved some props in Plaza


  • Refinery (Thanks Salty!)
  • Made Lava falls basemist cinematic commander invisible
  • Fixed stuck spot in turbine
  • Slight Collision adjustments in Heat Sink
  • Adjusted minimap location names
  • Improved Commander invisible layer


Tools
  • Corrected size of time settings box in Cinematic Editor and implemented looping playback feature with a new button! (Thanks Steelcap!)
  • Gobo light support is now in the Cinematic editor for a performant light option. (Thanks Steelcap!)
  • Cinematic Editor now has robust default keyboard shortcuts and a few new features like orbiting! These greatly improve the workflow. (Thanks Axtel!)
  • R - record
  • Q and E - frame 0 and last frame
  • Right and Left Arrows - next and previous frame
  • Shift + (X or Y or Z) - orientate camera to that axis perfectly
  • F - focus camera on selected object
  • Shift + F - focus camera on selected object’s origin point
  • Shift + MMB - orbit the camera around the focus point (default or object) This one is huge for workflow!
  • C - expand all curve lists of selected object
  • Double clicking curve category automatically views all child curves
  • O - focus view on origin (0,0,0)
  • Ctrl + C or V - Copy and pasta is in!
  • Del - delete the object
  • Shift key makes the camera move fast
  • Increased maximum distance of mapper placed Cysts from starting hive to allow for greater flexibility to the starting Harvester. (Thanks Axtel!)
  • Pre-set special groups in Map Editor for new map projects. You no longer need to type in all the special group names needed for a map.


SDK
  • Structure Stats were improved to include data to track lifecycle in a robust way for 3rd party visualizations, and now include structure location updates when using Shift. (Thanks Axtel!)
  • Per team skill offset value as well as commander skill and skill offset are now in the server stat file (Thanks Axtel!)
  • Added a shared ModServices API usable on both the server and client, that includes support for searching for files in unmounted mods, querying mod dependencies.


Known Issues
  • Sometimes your teammates’ names may not show in the Planning Phase step of lobbies. If the chat window does not show them leaving, then they have not left, and it's just this existing UI bug at work.
  • Ambient occlusion will be turned off for all existing players unfortunately, due to being changed to a checkbox option. You can safely re-enable it and apply it and it will work as expected going forward.

Update 338 - Matched Play BETA



Update 338 includes fixes found with the initial release of MATCHED PLAY (read more here). MATCHED PLAY lobbies are once again active and ready for use. Some additional regions have been added/removed based on performance feedback. Your continued use and feedback on the system while in BETA will help us refine features while we move towards delivering the 1.0 version soon.

Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.

Changelog

Fixes
  • Wiped existing Matched Play penalties for all players
  • Fixed players getting stuck in the Ready Room due to multiple causes.
  • Removed the Norway server for the time being from the list of Matched Play regions due to performance issues (We’ll be closely watching performance for servers and can make other adjustments if need be)
  • Enabled the West Germany server region for Matched Play
  • Fixed an issue where a full lobby of players would have a server that would not spin up
  • Fixed multiple script errors that could disrupt a Lobby from proceeding
  • Shortened the “waiting for connecting players” Ready Room timer down to 60 seconds
  • Reduced the default Concede vote time down to 90 seconds to deal with unforeseen scenarios during the Beta period.
  • Changed the Penalized state to begin once waiting for commanders
  • Matched play rounds will be in “Warm up mode” if either assigned commander is late to join or fails to join, until the round is started with two commanders.
  • Fixed missing backgrounds for Concede and Eject UI buttons in voice comm menu
  • Fixed issues arising from assigning late joining commanders to the role where someone was already commanding
  • Fixed an exploit with ambient sound volume
  • Fixed an exploit that allowed for short range wallhacks
  • Added a “Beta” tag to the Matched Play button
  • Minor optimizations to the Matched Play system
  • Fixed that Grenade Launcher projectiles did not impact on Babblers
  • Fixed a small issue with damage over time triggers and status effect icons
  • Fixed issue that caused players to remain in lobby after server shutdown
  • Added automatic Matched Play server error reporting

Update 337 - Matched Play BETA



The Development team never stops and although at times some updates don’t seem as full of changes, there is always behind the scenes efforts being made. One of those biggest efforts over the last year has been our new Matched Play system, code named Thunderdome. Update 337 is our big unveiling to the general public of the new Matched Play BETA and a flurry of other changes and updates throughout the game.

Matched Play in its current state will allow 12 players to be matched by region and skill levels to the best of HIVE’s ability. You then play two rounds on an officially hosted server. The intent of this system is to create a better experience for players looking to get in and play as soon as possible and not wait on servers in spectator mode for a slot that may or may not open. There are still more planned features for the official 1.0 release of Matched Play and you can read more about the system here.

Update 337 also includes an updated version of one of our earliest maps MINESHAFT. Kash and Maptesting Group have been hard at work getting this update ready and we hope you enjoy the new gameplay brought on by the changes. Many other maps have gotten updates as well and as always a special thanks to each of the Map Leads on those respective maps as listed in the log below.

A new Armory UI has been added to the game that more reflects the visuals and information we wanted to share and felt was better for players to understand equipment effectiveness and uses. An updated implementation for the graphics option Ambient Occlusion has also been added that should help with input lag and large fps drops, it also looks much better which is a major plus too!

As always, there are many other tweaks and improvements listed below. We look forward to your continued feedback and support.

Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.

Changelog

Gameplay
  • [Has been live since January] Cluster Grenades should no longer set enemies on fire and should no longer cancel abilities (Umbra, Crag heal etc)
  • Damage is now increased to 72 in order to keep the damage intended by the prior fire values


Tweaks / Improvements
  • New ‘Matched Play’ option in the Play menu. It is in a BETA state until the next patch. Feel free to provide any feedback on our discord server!
  • Focused version of the game for 6v6 only
  • System automatically groups 12 players based on their geographic location and their Hive Skill. With the aim of normalizing latency among all clients.
  • Matched Play ranks and skills will use the player's current community rank until that player’s first Matched Play round is finished. Afterwards, the Matched Play skill-ranks will be handled separately.
  • Map Voting is a priority-choice system, which means your first choice (of max 3) gets the greatest weight.
  • Each Match is two rounds, one for each faction. Teams are automatically swapped for the second round.
  • Friends Invitations and Groups Queueing are not implemented for the BETA, but we are looking very closely at adding these features for the Version 1 release of Matched Play.
  • Players who intentionally leave an ongoing match will be penalized from using the feature, so as to encourage players to not create a detrimental experience for their teammates whom they match with.
  • 1st penalty is for 1 hour
  • 2nd penalty within 7 days time is 3 hours
  • 3rd penalty within 7 days time is 24 hours
  • 4th penalty within 7 days time is 3 days
  • 5th penalty within 7 days time is 7 days
  • If any incident occurs it resets the 7 day clock! So if your 2nd penalty occurs on the 6th day, you have another 7 days you have to complete without incident again, else you get the 3rd penalty.
  • Penalties are sequential in both directions, earned and lost. So without further incident within that rolling 7 day period your status will revert to the prior penalty step. Meaning if you’ve earned the maximum 7 day ban it would take 4 weeks to essentially “reset” your penalty level to 0, but you would be able to use the system again as soon as the first 7 days passed. But should you have another incident soon after that, it would go right back to a 7 day penalty
  • For more details, please read the FAQ: https://steamcommunity.com/games/ns2/announcements/detail/2993187041079882627
  • New Ambient Occlusion
  • No more input delay or large FPS drops!
  • No more “moving” pixelated shadows!
  • Give it a try.. After a while you’ll wonder how you lived without it


New Armory UI
  • Replete with stat bars for new players to consider and learn with
  • Main menu News panel is now at the bottom of the screen and will automatically hide in subsequent game launches.
  • New Mineshaft and Tram main menu background cinematics to accommodate their changes over the years
  • The game will automatically select your native desktop resolution by default now. This should prevent some new installs from being unable to interact with the main menu buttons without having to alt + enter
  • Sound options menu are arranged to be more consistent and intuitive (Thanks MiniMe!)


Fixes
  • Fixed fourth Infantry Portal being possible on one Command Station
  • Fixed the automatic spawning of an infantry portal once there are enough players on the team from occurring with the wrong amount of players
  • Fixed Marines rarely spawning at random locations on the map at round start
  • Fixed main menu background sounds not being controlled by the sound volume option
  • Fixed respawn music not being affected by music slider volume
  • Fixed “say” console command not working
  • Fixed the Advanced option “nameplates” set to “numbers” still showing health bars
  • Fixed that you could not queue a Drifter to patrol an area after a build order. The weekend seminar training for all drifters seems to have gone well as they now fully understand your priorities like creeping in hallways
  • Fixed Marine HP bar on HUD showing up even when disabled, if getting healed.
  • Fixed an exploit that could easily allow custom shaders on enemy players.
  • Fixed Cyst “ghost model” placement ring being too small. Responsible for confusing commanders since 2012. If you pop ‘em now you have only yourself to blame (Thanks Axtel!)
  • Fixed Marine tutorial errors when extractor blueprint is destroyed (Thanks Axtel!)
  • Fixed an inconsistent Hive Skill offset calculation 
  • Fixed Sound Occlusion geometry not being properly commander invisible
  • Fixed damage numbers not showing sometimes despite being enabled
  • Fixed a showstopping bug in Marine tutorial where the powernode could not be built. It now will automatically build after some time if the user is unable to, as a workaround. (Thanks Axtel!)
  • Fixed consuming Drifters causing server errors (Thanks Axtel!)
  • Fixed Hive Challenge mode eating itself alive by wave 7, like a galaxy’s worth of stars collapsing in on themselves to form a supermassive black hole containing a billion Marine bots deep beyond the event horizon. (Thanks Axtel!)
  • Fixed Infantry Portals not showing in post round stats Tech list (Thanks Axtel!)
  • Fixed that we never had a feature that was so beautiful that it could record structure location information in the post round stats file, allowing the community to create gorgeous heatmaps to share. (Thanks Axtel!)
  • Fixed that consumed Harvesters didn’t count as lost in the RT graph in post round stats, along with some other stat reporting oddities (Thanks Axtel!)
  • Fixed flickering lights and repetitive snow fx in Summit main menu cinematic
  • Fixed Origin main menu cinematic missing all of its sound events. 
  • Fixed that lights don't immediately turn off when the power node is destroyed (Thanks Axtel!)
  • Fixed that Marine Commanders could issue Defend and Build waypoints on enemy entities
  • Fixed typo in color-blind mode option. You just didn’t notice it before because you were regular blind as well. The same reason for your KD ratio.
  • Fixed that the Options menu did not display the default values to the user. They now show an asterisk (*) next to the relevant options.
  • Fixed the scenario where if a player bound their Map key to an existing commander grid binding, you’d open the map while using commander even though it was a non commander binding.
  • Fixed that as a commander when you select a player in an Exosuit the Orders menu is empty. Now you can order those murder machines around to your heart’s content. 
  • Fixed Gorge “toys” (any that have ghost models to place) causing a server error if the Gorge died before actually placing them.
  • Changed the name of “Advanced Assistance”, the command chair upgrade, to “Advanced Support” to distinguish between the Advanced Armory which was more commonly used when one said “AA”
  • Fixed that Power Surge could be used on Sentry Batteries. One does not simply plug the power into another power source. That’s how new TSF safety regulations come about.


Sounds
  • Fixed Metro menu background sound effects not having client’s sounds setting controlling its volume.


Maps

Descent (Thanks Salty!)
  • Fixed Crew Quarters vent stuck spot
  • Fixed the planet
  • Fixed low and minimal lighting in silo and drafting 
  • Rebuilt Occlusion Geo for better performance
  • Old occlusion is now sound occlusion
  • Improved commander invisible group
  • Added no evolve onos, to non onos friendly vents
  • Moved around some minimap location names
  • Smoothed out collision in various places
  • Moved Ready Room to prevent edge cases where it could be seen from the map
  • Fixed the holo sign in the Ready Room


Docking (Thanks Kash!)
  • Fixed unpowered location in Terminal
  • Altered collision geometry for railings in courtyard to hopefully prevent AI line of sight being blocked for no reason.
  • Added 2 extra sets of lockers to Locker Room on the eastern wall to provide more cover for upgrades against marines assaulting from Courtyard.


Kodiak (Thanks pSyk!)
  • Improved Occlusion Geo and Performance
  • Removed OP ARC spots for Command and Hanger
  • Removed some plants for clearer visuals
  • Added more rocks for cover in the outdoor areas
  • Added more crates for cover in Tunnel B5
  • Replaced trees with Origin trees (clearer visuals and better performance)
  • Fades can now blink through the gap of the crossbeams and ceiling at various places on the map
  • Added half closed doors to the door frames in the long corridor between Central and Hydro
  • Re-routed Hanger ceiling vent
  • Moved Upper Rapids RT closer to Marine Start


Metro (Thanks Mephilles!)
  • Added in Minimal Lights
  • Added collision to all of the ticket booth props. (Located in derelict station, atrium, ticket booths)


Mineshaft (Thanks Kash!)
  • Rethemed Cave.
  • Raised Cave to be closer to the height of the Cavern RT/North Tunnels.
  • Relocated vent from Cave to North Tunnels, to North Tunnels to Sorting.
  • Moved Crusher RT to North Tunnels.
  • Crusher to Cavern vent added under the stairs in Crusher.
  • Disconnected the Crusher/Cavern and Cave connection, making Cave a 2 entrance TP like all the other TPs in Mineshaft.
  • Added vent and extra detail to Cart Tunnel.
  • Disconnected Brew Room from Crusher, now has its own entrance to Central Drilling on the northern wall.
  • Connected Sorting to Brew Room.
  • Turned Conveyors into a vent and removed from the power grid.
  • Added extra vent exit in Deposit overlooking The Gap arc spot.
  • Made the Gap window above Operations inaccessible to aliens (to prevent exploitation).
  • Removed the Gap arc spot vs Operations hive.
  • Rethemed the Gap.
  • Cleaned up the clutter and cover in the south of Water Pumps to make it less abuse-able by aliens.
  • Made the Water Pumps to Cart Tunnel vent marine accessible.
  • Removed the vent above Central Drilling leading into Water Pumps.
  • Added cover throughout the map.
  • Added wetmaps and fog to appropriate places throughout the map.
  • Collision Overhaul throughout the map.
  • Moved Operations south and altered some cover and detail in the room.
  • Updated lighting to include all quality settings.


Refinery (Thanks Zavaro!)
  • Fixed stuck spot in Routing vent


Summit (Thanks pSyk!)
  • Replaced snow cinematics with new ones that cost less performance.
  • Removed a few snow cinematics and reflection probes to improve performance.


Veil (Thanks pSyk!)
  • Fixed several pitch black areas/spots with Minimal Lights
  • Fixed Fade stuck spots in the vent entrances below System
  • Fixed Marine/Fade stock spot at vent exit in Dome/Neck corridor


SDK
  • Made No Evolve tool much more robust and reliable. Can select specific lifeforms. (Thanks Axtel!)
  • Added new Occlusion visualizer rendering mode, via ‘r_mode occlusion’ (requires cheats-mode enabled)


Known Issues
  • When you are penalized from using Matched Play, it will only show in complete hours sometimes, and cut off the minutes. So if you see 2 hours, it could very well be 2 hours and 50 minutes still. This will get fixed.