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Written by Comprox
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Saturday, 04 September 2004 |
V3.0 Beta 5 - September 4th, 2004
Gameplay changes: - Players who issue the 'kill' command in console cannot restart the timer by issuing 'kill' again
- Commander can now click on switches to activate a door or elevator.
- "slowresearch" cheat now slows down recycling of buildings.
- Alien attacks apply a reduced knock-back effect. If a player is in the air and receives knockback damage the effect is 50% of what it was in beta 4a, if the player is in Heavy Armor (HA) the knockback is reduced an additional 50%.
- Changed knockback of Skulk Bite from 300 to 225.
- Increased jetpack maneuverability, jetpackers are now immune to stomp, and carried items/ammo affect lift less
- Knockback never affects friendly players.
- Parasite and Xenocide now get damage boosts from primal scream.
- Weapons reload exploit fixed.
- Marines are prevented from putting anything but Resource Towers on Resource nozzles.
- Reduced time it takes to throw hand-grenades (thanks BrigadierWolf!)
- Changed hand grenade so it is thrown gently when crouched.
- Movement chamber range increased from 400 to 500.
- Alien resource nodes don't play gurgling sounds until a minute into the game. (prevents commander from listening for starting hive)
- Movement chamber energy bonus increased from 10% to 25%.
- Changed healing spray effectiveness vs. players: changed from 16 to 13 + 4% of target max health. (both for healing friendly players and attacking enemy players)
- Increased Gorge armor from 40 to 50.
- Increased Onos carapace armor bonus from 150 to 350. (makes it closer 50% like all the other aliens)
- Changed hand grenade physics to make them more effective at attacking indirectly.
- Increased redemption chance from 35% per second to 45% per second. (still happens when at or below 40% health)
- Increased spit damage from 25 to 30.
- Grenade launcher cost lowered from 20 to 15.
- Ammo packs now drop when a weapons is dropped (intentionally or upon death)
Combat Specific Gameplay changes: - Aliens always respawn as skulk, even if they were previously a higher lifeform.
- Dying with a larger lifeform gives you back the points spent on it.
- Unchained alien lifeforms, like regular NS:
- Gorge costs 1 level - Lerk costs 2 levels - Fade costs 3 levels - Onos costs 4 levels
- Lifeform evolution times set to a smaller percentage of those in regular NS.
- Aliens can now only choose a lifeform once per life in Combat.
- Players spawn in waves, with a maximum wave size of 5 players
- A wave starts when there is no wave in progress and a player dies
- The wave finishes when 5 seconds + (number of dead players - 1)*4.5 seconds have elapsed.
Game mechanics changes: - In NS:Combat, all weapon and armor upgrades will now be correctly assigned to the user who upgraded for them.
- When devolving from a higher alien lifeform to a lower lifeform it was possible to have 0 health but still be "alive". This has been corrected so you start with the correct health/armor for that class .
- Aliens no longer take negative damage (gain the damage back as health) when they have 4 or more hives.
- Parasite flag is now removed from players when they die instead of when they spawn.
- Aliens who are healing while evolving will emerge healed to the correct percentage. (Also goes for damage while evolving)
- Fixed flashlight so it’s no longer possible to run out of energy.
- Players can no longer enter a Comm Chair while it's recycling.
- Aliens can now evolve on slopes without having to jump.
- Fixed problem with alien regeneration, where aliens could sometimes get more health than they were supposed to.
- Alien players should now be able to always evolve provided there is enough room.
- Blast effect from Onos gore and Xenocide no longer affect teammates.
- Build circle restrictions no longer remain for mapper placed buildings that are destroyed.
- Fixed the bug with the ‘startbuilt’ flag for mapper placed offense chambers, they will now be fully functional when the round starts.
- Motion tracking blips no longer show on minimap when there are no more observatories.
- Fixed bug where players dropping straight into water are invulnerable.
- Turrets now track and fire at underwater aliens.
- OCs will no longer fire at digesting players.
- Walking aliens no longer uncloak while strafing or if they have upgraded to celerity.
- Resolved issues with the Phase Gate headroom checking routine.
- Multiple buildings can no longer be placed on the same physical ground-level location.
- All non-standard weapons (including LMG) dropped upon death.
- Tweaked the way gestation space checking works.
- Improved the way deployment of Phase Gates is handled (code-side).
- Issue with grenades being selected when you drop your other weapons resolved.
Cosmetic changes: - The sound when an alien building is placed only plays if the building is successfully placed.
- Visual reference of a parasite will now be removed when a mapper placed building is destroyed.
- Known issue resolved where 'needs health' message was being spammed due to variable inconsistencies.
- Added new shotshell.mdl for shotgun ejection
- Aliens will no longer show up on motion tracking if they are dead.
- Use key has been disabled for commanders. (prevents phantom use sounds playing)
- Added new jetpack sounds
- Fixed bug where the hive take-damage animation interrupted itself
- Added new NSGuide icon (from amarc)
- lastinv no longer plays sound when used.
- Welder redone, its now possible to tell when you're not welding, welding or finished welding, just by listening to the sound.
- Alerts now play when a 'friendly' gorge attacks a building with FF on.
- Silence upgrade now prevents the primal scream response from players if they have silence.
- Added an offset shotgun crosshair, which correctly represents the center of the damage field for the current shotgun.
- Digesting sounds are now affected by the silence upgrades.
- It is no longer possible to place/keep a waypoint on a cloaked alien.
- Fixed a bug that stopped the sound that normally plays when an aliens spends points from playing.
- Hand Grenade no longer plays the same sound for different actions.
- Tweaked hand grenade sounds from MaDMaXX.
- New hand grenade model from BrigadierWolf.
- Motion tracking blips no longer appear on aliens that you can directly see.
- Digesting players no longer show up on SoF or Parasite.
- Digesting a jetpacker removes their ability to “fly” so trails won’t be seen.
- Phantom Phase Gate sounds will no longer play.
- Long server names will be truncated gracefully as opposed to abruptly on the scoreboard.
- Correct arm models will now be displayed when exiting the command chair as HA.
- Improved animation for hand grenade, including synching up grenade creation with throw.
- Aliens now display the correct amount of res they actually have. It was being shown (24/99) even though you had 25/100.
- Score is now calculated correctly for weighted kills.
- Lowered chat text visually on-screen.
- New ammo pack models
Server Changes: - Game directory changed from "nsp" back to "ns", now that nearly everyone has moved to the beta
- STEAMIDs now appear on all applicable log messages.
- Updated method of locking cvars to be more efficient.
- Added missing newline character in log message.
- Fixed log messages for "Game reset started" and "Game reset complete" from sometimes having weird characters.
- Locked r_detailedtextures to 0 to prevent exploits.
- Changed mp_limitteams default from 2 to 1 (in server.cfg and listenserver.cfg)
- Added some sprites to mp_consistency precache.
- Numents and entityinfo commands now work with sv_cheats set to 1.
- Changed Linux development platform to gcc-3.2.
Client Changes (non-gameplay related): - Removed ex_interp from cvar locks.
- Added lightgamma to locked cvars. Value cannot be set below 2.0.
Changes for those who Mod NS: - Code for Chat box now sends strings as a single argument rather than multiple arguments.
Spectator changes: - Spectators should be able to see cloaked alien buildings when spectating in first person.
Map Changes: - Added ns_altair by KungFuDiscoMonkey
- Added co_sava by Mendasp
- Updated ns_nancy from Lazer
- New route to Mother Interface. It's experimental right now and will probably changed around later. - Some corridor spacing issues resolved (example: Onos can not leave Mother without ducking) - Double door bug FIXED - Updated ns_metal
- More infestation/Tweaks - Optimized surface access - Fixed 3 build exploits - Removed weldable pipe (shortcut) - Added bulges in vents to allow passing - Lowered cieling in MS - Ladder weldable moved to Storage D promenade - Added resource node to Surface Access - Moved heating room resource to north end of room - Updated ns_agora
- Added two missing sounds - Updated ns_bast
- Reduced size of the vent on top of feedwater so marines have to crouch - Fixed button on the Engine Door - Fixed a lot of areas where the comm shouldn't build (this includes all the weird feedwater spots) - Raised Feedwater hive to avoid exploits and making the access to the vent easier - Moved the Feedwater resource a bit so you can get behind it - Moved engine and added a second exit to the hive - Moved the res outside of Refinery to Water treatment - Made the revolving door unusable (like the one on the other side) - Lowered Marine Spawn closer to the cargo level and removed the elevator - Added new area between the Marine Spawn and the Engine corridor - Moved the new res on the bottom of the main aft lift closer to Tram Tunnel. - Reduced excessive brightness in some areas (lights over the nodes, feedwater, marine spawn) - Added vent between Feedwater and Tram Tunnel - Tweaked the Tram so the Onos can fit without crouching - Fixed strange clipping holes and errors (this includes some stuck issues too) - Added lights to the underwater tunnel - Added vent in Refinery - Updated ns_hera
- Added missing titles - Added a resource node in north-west corner of the map, by the weld to the rock cavity. - Removed a node from Holoroom - Removed ground path from Cargo to Holoroom - Added in a balcony overlooking the Holoroom, accessible from the upper level of Cargo. - Moved the node in Cargo back to it's original place - down in the pit beneath the door. - Re-routed Maintenance Access' Cargo exit to beside the cargo life next to MS. (Just so the exit doesn't come out at the resource node) - Enlarged the general area around the CC, as well as fixed the getting stuck problem around it. - Fixed being able to see into the vent hive as commander with no marines around. - Added a vent between Archiving hive and North Corridor (heralocation_ncorridor). - Added a vent from broken security door to Cargo lift. - Updated co_core
- Enlarged marine start - Fixed small clipping\clipnode errors - Decreased water in hive room - Reduced overall elevation changes - Broke up line of sight in south hive exit - Enlarged hive room slightly - Decreased line-of-sight to hive from northeast hallway - Several minor geometry changes and fixes - Updated co_ulysses
- Fixed bug in Hive ramp - Changed and added detail at Cargo Bay, Marine Spawn and Hive. - Added a new window to space at Cargo Hive. - Modified some lights along the map to make it more atmospheric - Updated co_daimos
- fixed stuck issue in Lower Sewer (bug #0000590) - grates can now be shot through (bug #0000692) - added a vent from Hive Area to Upper Tram to allow Alien to fall into the Marines' back there. - added a vent from Hive Area to Exactly above the PG welding point. - Updated ns_lost
- Fixed crashing problems - Marine start redesigned to eliminate the CC pit - "Closet" resource node removed - Several weldable vents added - Window to siege room in Equilibrium now breakable - Los Paranoias resource node removed - Added a resource node on Beta Deck - Reworked weldable into Alpha Continuum hive - Fixed anomalous flooring outside Eternal Requiem - Fixed several exploit build areas
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Last Updated ( Thursday, 27 July 2006 )
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