Full notes
Full Natural Selection 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Fixes
- Server
Eclipse Tower is in ruin after the Kharaa invasion. The battle was brought home in the name of “scientific research,” deemed necessary to protect our future. We thought the battle was over and all were safe, but we were wrong… The Kharaa have escaped to the streets below Eclipse Tower and are already advancing throughout the district. Reinforcements have been called in as the streets, markets and clubs are evacuated. The war for our human existence rages on. We have to hurry to eliminate the threat; they’ve reached the Metro lines and can quickly spread out across the entire city. As the fights continue into the tunnels of the Metro, shimmers of blue and white appear in the darkness. A faint shriek can be heard in the distance, it seems familiar but all the same different. What new terror Lerks in the darkness?
The team is excited to bring you our most ambitious map to date, METRO. This new and unique map truly brings us to the Human world and leaves behind the remote facilities of distant meteors and other planets. We owe a huge thank you to the many map testers and a very dedicated group of Community Developers including; Kash, Mephilles, pSyK, Shrimm, Loki, Zavaro, Paul Wolfe, Runestorm, Vlaad and Master G. They’ve all worked hard over the last few months (if not more) to take the inspiration from community map Jambi and re envision a whole new look and style for the NS2 universe. Be sure to enable the reflections graphics option in game to really see the map at its best.
Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.
Changelog
Gameplay
Marines:
Armslab t-res cost increased to 20 (up from 15)
Armor 1 and Weapons 1 research times now take 75 seconds each (up from 60 seconds)
Power node build time is now 12 seconds (up from 8)
Shotgun scaling received from the Armslab weapons upgrades is now 5.9% (down from 10%) [Damage per shot is now 170/180/190/200 down from 170/187/204/221]
The Shotgun now has falloff once again from 5-15m, 50% maximum penalty, linear
Pistol damage is now 20 normal damage (down from 25 light)
Decreased the maximum number of mines per marine from 2 to 1, reduced the cost from 10 to 5 p-res
Aliens:
Skulk bitecone reduction has been reverted to 1.2x1.2 (up from 0.8x1.2)
Skulk sneak speed is now 4.3 (up from 4.0)
Skulks now receive 50% speed boost on the initial jump
Advanced Metabolize now requires Biomass 5 to research. (up from 4)
Vampirism: Each shell now adds 0.5 seconds of shield duration before the shield starts to decay. (3 shells will now give 1.5 seconds of shield duration before decay begins) [Up from a flat 0.5 second duration]
Tweaks / Improvements
Added the new map, METRO
Removed Exo Railgun target highlighting, as it could introduce severe frame-rate drops in some cases. We may revisit this at a later date, but for now it was worth removing.
Fixes
Fixed that Marines could see consumed Tunnels in the kill feed.
Fixed the Retry or Reconnect console commands not being usable when already connected to a server.
Fixed that the client would not receive a popup warning them that mods have been disabled when updating to a newer version of the game.
Fixed Railguns being unable to deal damage to an alien when the skybox was behind them.
Fixed wrong damage numbers showing from corrosive damage. For example, using Bile
Source
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