- #1 publicado el 09/07/2011 @ 05:23
- +1
Editado por havoc el 10/07/2011 @ 17:00
NS2 Build 180
Si has pre-comprado el juego debería estar automáticamente actualizarse en Steam. Si aún no lo has comprado puedes aún hacerlo.
Cambios
- Añadido nuevo alien "cysts" (pústulas) el cual crece y maneja la infectacción. Gorge y el comandante alien pueden crearlas en una red conectada. Cysts pueden ser matadas por las armas normales marines. Cortar una conexión de la pústula al hive significará que comenzará a morir. Una vez muerta, la infectacción debajo de ella encogerá. Las pustulas tendrán brillo cuando esten conectadas y gris cuando no.
- Quitada la habilidad Gorge de crear infectacciones con el spray.
- Los marines ahora se les cae el arma al morir (y pueden ser recogidas por otro marine)
- Rehecho el chat por voz (mejora la calidad, permite múltiples hablantes, etc.)
- Un icono de altavoz aparecerá al lado del nombre en las puntuaciones cuando esté hablando. El icono es del color del jugador
- Añadida la habilidad de silenciar jugadores
- Añadidas estadísticas de muertes
- Añadido un mensaje de la destinación en la pantalla del phase gate (puerta de fase) (gracias slowJusko!)
- Versión inicial del Skulk air knockback and stun con el Rifle melee (si alguien me ayuda con esto lo agradecería)
- Añadida la habilidad del Fade de Agacharse (crouch)
Balance
- Reducido el tiempo de construcción de la Robotics Factory de 40 a 30 porque era aburrido como marine
- Los jugadores van más lentos cuando reciben daño (excepto daño de gas o fuego). Este es un cambio experimental, ¡Decidnos que os parece!
- Incrementado la velocidad de reparación de los nodos de energía de 100/seg a 150/seg.
- Reducido el coste del botiquín de 2 a 1 para ayudar al comandante marine que se quedaba sin recursos
- Versiones adultas de las estructuras alien ahora requieren dos hives
- Bilebomb ahora requiere un whip adulto
- Armory now uses proper advanced armory module and weapons module merged together
- ARCs ahora es tratado como estructura cuando hace daño (Bilebomb, Structural, Biological)
- Reducido la velocidad del disparo spike del Lerk
- Cambios Lerk: Cambiado el tipo daño de spike del lerk de normal a light (reducido contra armaduras). Incrementado el daño máximo de los spikes de 20 a 30. Decrementado el minimo daño del spike de 10 a 8 (de distancia). Decrementado el rango máximo de las esporas de infinito a 10 metros. Estos cambios deberían hacerlo más un "terminador" de objetivos humanos.
- Incrementado el daño de cerca de la recortada (20/balas en vez de 18) pero decrece hasta 1 en una distacia de 20 (solía ser de 14)
- Slightly randomize fire to hit time so ARCs don't all fire at the same time (+/- 1 sec)
- Differentiating Fade from Skulk: Reduced blink energy cost from 50/sec to 45/sec. Swipe does more damage, has a slower rate of fire and higher energy usage.
- Changed medpacks to only give health back, not armor (like NS1)
- ARCs and MACs now cost team resources
- Lowered MAC cost from 10 to 5
- Whips do structural damage instead of light damage (2x vs. structures instead of 1/2)
- The armory no longer waits until you're at full health before giving you ammo
- A player waiting to respawn at an Infantry Portal that is recycled is now put back into the team respawn queue so they don't remain in respawn limbo forever
- Decreased GL cost from 30 to 20
- Added ability for marines to +use each other to weld their armor
- Changed marine max speed according to how much they're carrying and what weapon is deployed.
- Vanilla marine speed is the same. Using heavier weapons will be a little slower and holding less or using lighter weapons will make you a little faster.
- Marines get 1 point for fully welding a marine
- Display health and armor percentages on reticle text when not full
- Changed minimum LOS sighting distance from 8 to 1.5 (just big enough to see skulks munching on your extractors or skulks just about to attack a marine)
- Doors, Eggs and PowerPoints no longer give LOS
Bug fixes and improvements
- Shotgun idle animation is faster and doesn't block the screen as much
- Skulk mouth doesn't close as far so view isn't obscured as much
- Fixed Gorge strafe-jumping exploit (hehe)
- Fixed bug where ARCs didn't need LOS to hit targets or to keep hitting targets
- Disabling multithreading for model blending (causes hitches)
- Refactoring of movement and camera code for easier testing and better mod support
- Adjusted Gorge size so he can fit inside vents
- Fixed blip positions on minimap
- Fixed bug where networked Vec3 variables would not be returned by reference (which prevented them from being modified by functions like Normalize)
- Fixed bug where the rifle would not stop looping if a player was killed while firing
- Setup the "ents" console command to work on the dedicated server
- Changed minimap alerts to use network messages instead of console commands (hopefully fixes issue with alien alert getting stuck on the screen)
- Lerks are easier to control now (no upward movement when holding in a direction)
- Fixed case where GUIMinimap:ShowMap() was causing the game to slow down
- Bilebomb is the bomb (updated bile bomb effects)
- Reverting power node disabled color back to full red because everyone likes it more
- Fixed bug where you get 25 personal resources every time you join team (abusable). Now you only get your starting resources the first time you join a game.
Fixed bug causing Skulk bite on non-players to not prioritize attacks properly (now easier to attack power nodes on summit for example, Thanks Matso!)
- Altered the "use" tracing to make building infantry portals easier
- Fixed script error when ejecting commanders
- Fixed bug where evolving alien upgrades restored all your health and armor
- Added ability for research (addon tech) to be only researchable at specific structures (upgraded Whips, etc.)
- Added string encoding so single and double quotes work in chat and fixed some sizing issues (Thanks Marc!)
- Added Commander Arms Lab icon (thanks Hugh!)
- Fixed an issue where the teamNumber was not getting set when replacing a player thus preventing spectators from seeing entities.
- New skulk bite animation (bite4)
- Crag hive becomes a Crag hive when the Crag is created, not when it finishes building
- Added new crosshair images and a custom crosshair for SpitSpray (Thanks Harrison McCabe!)
- Fixed problem where build validity didn't check the tech tree (resulting in pre-ordered
- Drifters being able to build upgrade structures you shouldn't be able to)
- Alien buy menu improvements
- Added JSONP support and fixed content types for stats pages
- Added start of localization support
- Fixed an issue where the ARC would get stuck in deployed mode and become useless if you happen to click the undeploy button while it was targeting.
- Added lights to scan effect (thanks, community!)
- Fixed bug where period on the number pad couldn't be bound
- Fixed potential "ghost player" on the scoreboard if the player entity no longer existed for a client when they disconnected
- Added new animation graph system (not used yet, but will be basis of new animation tool and system)
- EQed many in-game sounds for consistency
- Fixed bug where you couldn't connect to a server bound to a non-standard port through the main menu
- Increased minimap size a bit
- Tweaks to grenade launcher fire and Gorge sounds
- Fixed bug where messages could be sent to players before they were fully connected (fixes black screen problem)
- Turned off camera collision when spectating
- Updated the Steam API to the latest version
- Disabled marine taunting as we don't have anims for it
ns2_summit changes
- Reduced amount and size of noname locations (always powered hallways)
- Added locations "Summit Reception" and "Pipe Junction" (both always powered)
- Increased size of corridor in Pipe Junction leading from Crossroads to Ventilation
- Reduced depth of the pit and removed one of its two stairs in Marine Start, thus easier building placement and navigation
- Rebuild Ventilation, improved geometry, increased size, more space to walk on, added pipes
- Added more GroundWaypoints for Arc (sorry for poor placement, Andrew!)
- Added summit_support models (Thanks, Bill!)
- Removed more geometry/props from commander view
- Removed part of the railings in Alien Start to improve navigation (only catwalk so far)
- Increased size of Marine Start, Alien Start and Surface Access slightly
- Moved Pipe Junction slightly
- Rebuild catwalk area in Crossroads next to Pipe Junction
- Added route with weldable door from Marine Start/Ventilation to that catwalk area in Crossroads
- Renamed location Generator to Reactor (more to come!)
- Improved performance in Crossroads
- Reduced culling issues slightly
- Adressed some annotations
- Fixed holes in Crevice
- Added debris to the broken catwalk in Crossroads
- Added reactor model and changed visuals in location Reactor
- We have some big improvements coming in 181 that we're really looking forward to. In the meantime, I hope you guys have a blast with 180! It's quite a change.

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