- #1 publicado el 03/02/2012 @ 15:06
- +2
Editado por Theck el 03/02/2012 @ 15:13
NS2 Build 194 (Gorilla)

Gorilla. Ha. Llegado.
- Ahora ya se puede evolucionar a Onos cuando tu equipo tenga tres Hives.
- El Onos puede lanzar a los marines con el ataque Gore, destrozar estructuras y golpear el suelo, enviando una onda de choque que deshabilita las estructuras marine durante 5 segundos. Las mejoras no estarán disponibles, las centinelas dejarán de disparar, los IP dejarán de hacer re-aparecer marine.
- Añadido el Prototype Lab y la posibilidad de investigar y comprar Jetpacks.
- Añadido nuevo mapa: ns2_mineshaft.
- Añadida animación de cámara durante la fase de cuenta atrás.
- Etiquetas con el nombre aparecen por encima de la cabeza de los compañeros cercanos.
- Añadidas líneas entre los puntos guía.
- Las minas detonan al ser impactadas por un Stomp del Onos.
- Añadida una opción para habilitar la aceleración del ratón (desactivada por defecto).
- La infestación se muestra en el mini-mapa (la infestación que está muriendo se muestra en rojo)
- Añadidos algunos iconos que faltaban de estructuras Marine.
- Reducido el alcance de la culata del rifle de 1.5 a 1 metro (lo mismo que el mordisco del Skulk).
- Cambiado el tipo de daño de la escopeta a "Light" (la armadura es el doble de efectiva ante su daño). Se ha hecho más ligera de llevar y se ha aumentado el daño para compensar (el nº de tiros contra Skulks, Lerks y Fades no debería cambiar, ahora se necesita 1 más contra los gorges). De modo que las escopetas son menos efectivas contra objetivos con alta armadura. (¡Gracias Schimel!).
- Aumentado mucho el alcance y área de la Bile Bomb, bajado algo el daño y el costede energía (intentando que el Gorge sea menos vulnerable en el frente y permitir que haga daño a los marines atrincherados). Ahora da ASCO, así que cuidado.
- Aumentada la vida de los Hydra de 500 a 600 y la armadura de 0 a 75.
- Aumentado el coste de las Spike del Lerk de 1.5 a 2.5. Cambiada la distribución de vida/armadura de la Command Station de modo que sea más resistente al daño ligero (p.e. Spikes del Lerk).
- Deshabilitado el ganar recursos por muertes para simplificar el juego, elimina la confusión sobre que pasa cuando matas, reduce los empates con 1 torre y aumenta el aspecto estratégico del juego.
- Ya no es necesaria una Armory para poder dejar caer Med Packs (innecesariamente restrictivo durante Rushes)
- Bajado el daño de la Bile Bomb de 300 a 225.
- Aumentada la tasa de reparación de los marines cuando arreglan la armadura de los compañeros de 18 a 35 (para hacerlo menos rallante y permitir a los Marines aguantar ataques mejor).
- Vuelta a dejar la armadura del Fade a 50.
- Quitada la armadura al "ocultarse" del Lerk
- Reducido el tiempo para investigar las escopetas de 40 a 20 (era 0 en NS1). Ayuda a los marine a aguantar ataques tempranos.
- Aumentado el tiempo mínimo para que aparezca un huevo de 8 a 10 segundos para que no haya tantos ataques tempranos por parte de los Alien (ahora son iguales que los marine)
- Reducido el tiempo de construcción de los Infantry Portal de 10 a 7 segundos, y de la Armory de 15 a 12 (para intentar que los SKulk Rush sean tan efectivos)
- Moved warehouse north.
- Removed north-east Warehouse entrance.
- Opened tram tunnel between Server and Warehouse.
- Reworked connecting corridors into Warehouse.
- Fixed drifter pathing issues between Server and Control.
- Fixed bug where the Gorge Bile Bomb ability used the Spit ability icon.
- Fixed bug where the Gorge Mini Cyst ability used the Hydra ability icon.
- Fixed script error if a Hive was destroyed while the Gorge that built it as Commander was a rag doll.
- Cleaned up some Client console spam when a Fade blinks.
- Fixed script error caused by a spectating player receiving points by getting a kill with a structure placed when they were not a spectator.
- Added placeholder icons for the Shell and Veil.
- Fixed bug where the game would randomly lockup while placing a Cyst.
- Drifter spawn sound effect will no longer play at world origin.
- Fixed a bug that prevented Skulks from leaping at maximum speed.
- Fixed bug where the physics representations for the Armory and Infantry Portal did not match up with the visual model.
- Weapon secondary attacks can no longer occur at the same time as primary attacks while coming out of a sprint in some cases.
- Armory buy menu will not instantly appear once construction is completed.
- Adjusted Skulk wall walking smoothing rates so that that the 3rd person model rotates more quickly to match the 1st person model (especially while jumping)
- Health and Ammo packs can now be dropped directly on top of a Marine player.
- Restored reloading of script files when they change on disk.
- Fixed Whip 'grenade whack'
- Bombard projectiles will not collide with the Whip and nearby friendly structures anymore and is created at the correct attach point.
- Alien player names for Hydra kills will no longer appear in blue text in the death message.
- Fixed a bug causing Mini Cysts placed by the Gorge to be disconnected when created even in cases where the ghost model indicated the connection was valid.
- Fixed bug causing dropped weapons to disappear too quickly if they were picked up and dropped again after initially being dropped.
- AI units cannot attack friendly players anymore unless FF is enabled.
- Fixed bug causing script error when a Cyst died due to not being connected to a Hive.
- Fixed crash when too many objects are visible.
- PhysX scene now supports mirrored geometry.
- Initial team starting locations chosen with a more random method.
- Mine will detect enemies more accurately.
- Slime effect during sprinting will not show up in thirdperson anymore.
- The ARC will prioritize other structures before Eggs and Cysts.
- Player turn poses (arms moving with feet planted on the ground) reset once the player starts moving.
- Fixed multi-threading crash when using the o_stats console command.
- The "getting ready to spawn" blue spin effect now disappears immediately upon the Infantry Portal being destroyed.
- Fixed bug where the Spore cloud would be created improperly when a Lerk was not moving.
- Fixed bug where connecting to the localhost would cause the game to go into an infinite loop.
- Fixed bug where Marines would spawn above the Infantry Portal platform.
- Added "warp" console command to teleport to a position in space when cheats are on, "warp 0 0 0" for example.
- Improved Skulk wall walking (sticks better to surfaces, thanks matso!)
- Skulks can now leap from mid-air, ala NS1.
- The "locate" Client console command will constantly display the local player's location on the screen if "true" is given as a parameter.
- Added Mine icon for death messages (Thanks Saba!)
- Reformatted Scoreboard so more player names can fit on the screen at the same time.
- Server name is now displayed at the top of the Scoreboard.
- Improved ScenarioHandler (Thanks Matso!)
- Removed Bile Bomb hit sound when Gorge creates a structure.
- Optimized network fields in Structure, CloakableMixin, ScriptActor and PowerPoint (thanks Matso!)
- Reserve memory for faceSets (prevents excessive allocation)
- Reduced networked bandwidth for Camoflauge by eliminating an unnecessary network field (thanks Matso!)
- Reduced networked bandwidth for Skulks by eliminating wall walking network variables (thanks Matso!)
- Optimized Door auto-opening.
- Reduced number of cells CollisionGrid queries look through.
- Reduced network bandwidth required to send which fields of an Entity changed (uses indexing scheme when only a few fields changed and a bitmask when many changed)
- Reduced network bandwidth usage for entities that have energy.
- Reduced bandwidth for transmitting attachment points for entities by 26 bits.
- Reduced bandwidth for transmitting angles.
- Eliminated lastTimePlayerMoved networked field in Player.
- Mines require less processing time to check for nearby enemies.
- Reduced bandwidth by 20 bytes per second for each Entity sent to the client.
- Changed particle effects to only update if they were visible last frame.
- Slightly more aggressive compiler optimization options.
- Added Vector:Add method.
- Added Shared.SortEntitiesByDistance.
- Removed ProximityGrid.
- Added sphere query to CollisionGrid.
- Added EntityQueryManager (fast queries for entities within range, uses CollisionGrid)
- Exposed EntityQueryManager to Lua, started converting script to use new API.
- Added support to ObjectTagQueryManager for testing whether entity has a specific tag.
- Entities get tagged with their class name (and base class names). Tag is prefixed with 'class:'.
- Added time network variable type.
- Added "private" network fields which are only sent to the client controlling the Entity.
- Added support for networking floating point values as fixed point (specified as float (<min> to <max> by <step>)
- Added Client.GetServerName() function to return the name of the server the client is connected to.
- Added Server.GetName() function to return the name of the server.
- Added Server.GetFrameRate() function to return the current tick rate of the server.
- Added Mersenne twister Randomizer class to Lua, same API as Lua random functions but better generator.
¡Esperamos que disfruteis de esta mega-actualización con nosotros!
Noticia original
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Mis proyectos: http://www.gameartspain.es · http://www.machinedancezone.net · http://www.rapidoyfacil.es

