Natural Selection 2

The current version is absolutely brilliant - it's finally approaching the level of greatness that NS1 reached.

There's also more full servers most of the time too.

If you're on the fence, don't be... just buy it!
 
ABSTi.jpg


:D :D all working now
 
Special note for dedicated server operators:
There were many changes to how a dedicated server is configured in this patch. All you should need to do is run the server with -webadmin in the command line and open your browser to localhost/index.html. From this web page you are able to configure your server. Consult the Dedicated_Server_Usage.txt file for more information.
Feature

  • Rewrote server browser (much faster now)
  • Added dedicated server web interface (thanks devicenull!)
  • Added map cycle and mod configuration through the web interface.
  • Added auto-join to the server browser.
  • Added server tick rate to the server browser.
  • Servers can now marked as favorite in the server browser.
  • Reworked the the web admin interface setup to allow it to be modded through Workshop.
Balance

  • Upgrading Robotics Factory cost reduced from 20 to 10.
  • ARC cost reduced from 20 to 15.
  • ARC build time reduced from 20 to 10.
  • Tweaked melee base width. This requires all melee to be a bit more accurate (notably: Skulks).
  • Removed "emergency" egg spawning (now always 7 seconds instead of 10 when there are no eggs). When calculating the spawn time for an egg, use the # of eggs that currently exist, not the # that haven't been assigned to a dead Alien.
  • Lowered time to evolve Hive to Crag/Shade/Shift Hive from 30 seconds to 20.
  • Lowered Arms Lab health by 12%. Lowered build time from 19 to 17.
  • Increased Hive grow time from 120 seconds to 150 seconds.
  • Increased Shift health from 400 to 500.
  • Increased Onos charge energy cost to 40, up from 22, per second (cooldown remains at 1.5 seconds)
Change

  • Decreased the rate that the "Infantry Portal Needed" team message is sent from 12 seconds to 20.
  • Commander dropped jetpacks and exosuits have to be used (walking over them will no longer pick them up)
  • Player will no longer collide with drifters or MACs.
  • Adjusted Lerk flap force to make it easier to strafe flap in a tight corridor.
  • Slow on land for Marines depends now on impact velocity (jumping on crates won't slow you down)
  • Made Marine movement a bit more responsive.
  • Marine structures can be dropped on Infestation, but cannot be constructed until infestation is cleared.
Fix

  • Addressed issue where two conflicting mods could make the main menu unusable (mods will automatically be deactivated in the case of an error)
  • Crash on gamestart (GISP bug) fix.
  • Fixed the 2D Vortex start/stop sounds when the local player is Vortexed.
  • Fixed rare script error caused by the Gorge using the build menu while the round was ending.
  • The Alien Commander will no longer be "detected" by the Observatory on the minimap.
  • Changed the changemap console command to use the mod configuration defined in the map cycle file.
  • Fixed issue where button positions in Commander menu got changed when selecting different kind of units.
  • Fixed bug where no name was displayed when a player had the name "Natural Causes" and fell down into a death trigger.
  • The Alien Spectator HUD will no longer display after the game has ended.
  • Fixed multi-threading crash when adding and removing layers from a model (happened frequently with the Flamethrower burn effect)
  • Fixed a bug that would sometimes cause the Gorge to be stuck in vents after evolving (Thanks eh)
  • The Exo will no longer continue to fire the Minigun after death.
  • Crash when calculating consistency hash of a large file.
  • Fixed crash when alt-tabbing out of the game during the loading screen.
  • Fixed bug where a server that failed to download a mod (because it didn't exist) would also force clients to try and download that mod.
  • Fixed issue with Lerk where you slowed down immediately when touching a surface.
  • Fixed issue with sensor blips staying on screen.
  • Remove duplicate/confusing/wrong GetFov from Drifter.
  • Fixed script error caused by the Gorge heal help widget in some rare cases.
  • Fixed bug where the game mode in the server browser was not updated by the game field in the game_setup file.
  • Fixed bug where mods could not be downloaded on some computers due to file system permissions.
  • Increased the loading thread sleep time while downloading mods to address multi-threading problems on Machines with a single core.
  • The first person view model will no longer appear during the round start animation.
  • Fixed issue where the dedicated server required the Steam Client to download mods from the Steam Workshop.
  • Cooldowns should no longer trigger if ability was not successfully cast (e.g. Nanoshield)
  • The mines now appear in a Marine's hands while equipped.
  • Smooth blip movement on the mini-map.
  • Insight - Fixed Hive destroyed spam bug for real this time guys I'm serious.
  • Fixed crash when script return improper values from a WebRequest event.
  • Simplified the configuration process for the dedicated server web admin.
  • Fixed script error when sorting by server name in the server browser (thanks Asraniel)
  • Fixed bug where file handles for config files were not properly closed in some circumstances.
  • Fixed random effects showing up at the world origin for 1 frame.
  • Fixed Exos not being able to see any orders.
  • Fixed z-fighting on posters and other props.
  • Fixed Alien Commander being able to spam ink clouds in the same area (which caused huge FPS problems)
  • Fixed Nutrient Mist not allowing to activate when clicking on structures.
  • Ghost structures cannot be NanoShielded anymore.
  • Fixed bug where blinking while shadow stepping sets your speed to 0.
  • Fixed bug where starting a server with mods active that don't exist would prevents client from being able to connect.
  • Client update runs at 20 fps instead of 17.
Improvement

  • Better/faster logging of net data.
  • The field of view for spotting other players on the minimap is now 60 degrees instead of 28, this feels more consistent with what you see.
  • Added egg counter to Alien spectator UI.
  • Jetpacks are selectable by the Commander.
  • Dropped Exosuits are now selectable by the Commander.
  • Hooked up the Arms Lab hologram animation.
  • The server will now end the game if the teams are too unbalanced. This can be configured by the server admin. It can be toggled and the unbalance percent can be changed (defaults to 40% unbalanced).
  • Toothy's delight, smooth player movement.
  • Added "maxfps" console command.
  • Added separate first person effect for Gorge spit which does not move with the players camera.
  • Improved umbra visuals.
Optimization

  • Changed particles to be rendered as indexed primitives.
  • Optimized particle updates.
  • Path for order waypoint UI is only generated once per second now instead of once per frame.
  • Less bandwidth used for mapblips.
  • Screen effects are now preloaded to prevent some hitches while playing the game.
  • Added preloading of textures used in the user interface to reduce hitching while playing the game.
  • Fixed issue where precaching cinematics on the client only would not cause them to be precached.
  • Filter entities that don't need interpolation.
  • Optimized creation and destruction of particle systems.
SDK

  • Disabled package.loadlib, package.seeall and package functions for loading from DLLs.
  • Added -hotload console command to enable hot loading in the game (off by default)
  • Added Client.RefreshServer to update the stored details on a server.
  • Removed Client.GetServerGameDescription.
  • Added Server.GetNumMaps, Server.GetMapName and Server.GetMapModId functions to query the maps that are installed.
  • Removed GUIItem:GetTextureCoordinatesNormalized()
  • Added server key value "mods" to give a list of all of the mods that a server running.
  • Added Client.GetServerKeyValue to access a key value pair specified on the server.
  • Added f_log console command to log all file accesses.
Sound

  • Increased the volume of game sounds.
 
Yeah it's an indie.

I love the game, played 431 hours so far.

It's an fps/rts hybrid. One player from each team goes commander and gets an rts top down view.
 
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Was about to purchase this but then read the posts about performance, how's the game running now Neil? Also what system u got?

Much better however unlike most games if the server has a bad tick rate you will stutter all over the place, it's awful :mad:.

I52500k 4.7GHZ/560TI OC/8GB/HHD+SSD CACHE

New build released today 224 can't get changelog, website is down :(
 
Well, we're one week from releasing the game to the world and we're making some BIG technical changes. The networking and performance changes in this build are staggering. Ideally we wouldn't be making these changes this close to launch, but we felt that the improvements were worth the risk. Note: there is a "hitch" when you come to a stop. We know about this and will fix it shortly, but wanted to get all the other improvements out to you in the meantime.
Onward!
Features

  • Added a mechanism where mods and replays can use historical versions of the game for compatibility.
  • Added first person tracer effects.
  • Added new request menu.
  • Added ability for players on the ground to "ping" a location in the map.
Balance

  • Skulk bite, Fade swipe and Lerk bite now do gradual melee attack damage depending on accuracy.
  • Increased Lerk spike damage (7-9 to 10-12) and increased spike accuracy.
  • Increased mature Spur HP by 53%, mature Shell by 50% and Veil by 47%.
  • Observatory now requires an Armory, Robotics Factory no longer requires an Armory.
  • Reduced Axe damage from 30 (structural) to 25 (structural).
  • Reduced Extractor health from 4,000 to 3,500.
  • Reduced Harvester maturation time from 3.5 minutes to 2.5 minutes.
  • Reworked sentries to fire faster and no longer do structural damage. They respond very quickly and are quite deadly...but you can only build one Sentry Battery per room, and only there Sentries per Sentry Battery. Sentry Battery cost reduced from 10 to 5.
  • Disabled Hyper-mutation and Feign Death for v1.0 until we have time to fix their problems.
  • Game mode in server browser filter options is now default empty and will be stored.
  • Removed knock back on damage for marines due to technical and game play issues.
Fixes and improvements

  • Unified and fixed many icons.
  • Restored old ghost structure behavior (commander can no longer drop on infestation and they will disappear when infestation touches them).
  • Add OverheadMoveMixin to Spectator.
  • Added a basic "loading" screen to the web server when the map is loading.
  • Added collision check after gestation to prevent stuck issues.
  • Crash on exit.
  • Fix "kill" command messing up armor bar in marine HUD.
  • Fixed -webdomain not allowing the web server to be bound to an IP.
  • Fixed Command Stations and Hives spawning at 100% health.
  • Fixed Explore mode not properly starting up.
  • Fixed a bug allowing some structures to "teleport" while the Commander was attempting to place them while setting the orientation.
  • Fixed alien HUD armor display being wrong when gestating.
  • Fixed alien vision flickering sometimes.
  • Fixed ambient occlusion not rendering in the Cinematic Editor.
  • Fixed bilebomb not detonating when logging in to hive after firing.
  • Fixed bug where client mods would not be properly mounted when joining a modded server.
  • Fixed bug where invalid command line options would not be reported unless they were specified in a file.
  • Fixed bug where left and right control couldn't be bound to actions in the UI.
  • Fixed bug where marine were able to see heal effects on cloaked units.
  • Fixed bug where rag dolls would not inherit the player's velocity.
  • Fixed bug where sv_changemap would not preserve mods.
  • Fixed bug where the game mode wasn't propagated to the Steam master server under some circumstances.
  • Fixed bug with calculating if the "exit" of a structure is blocked (Robo Factory and Phase Gate).
  • Fixed crash when conflicting mods generated an error in the main menu before it was finished loading.
  • Fixed crash when reporting Lua errors with local variables that contained recursive tables.
  • Fixed error causing the Alien evolve menu to be stuck on the screen while evolving if you held down the evolve button.
  • Fixed grenade launcher using rifle crosshair.
  • Fixed hives not uncloaking properly when scanned / detected by observatory.
  • Fixed issue where dropped onos eggs could grant stomp without having it researched.
  • Fixed issue where welder was prioritizing enemies instead of friends.
  • Fixed issue with gestating not using correct health / armor percentage values.
  • Fixed issue with ready room orders being visible when joining a team (they show now only when you initially join the server).
  • Fixed knock back force for marines when taking damage.
  • Fixed lay mines being outlined when carried.
  • Fixed lerk not losing velocity when impacting at a steep angle with a wall.
  • Fixed marine maxi map not showing alert blips.
  • Fixed move_speed pose parameter using vertical velocity when jumping (resulted in players jumping straight up to move their legs in a random direction).
  • Fixed pickup icon for mines appearing at world origin.
  • Fixed player pose parameters ignoring actual model alignment (on roof roosted lerks were moving their head up when looking down).
  • Fixed power points rebuilding time being shorter than intended.
  • Fixed screen flicker that would occur often when a nearby player died.
  • Fixed script error caused by Charging into a corner as an Onos.
  • Fixed script error caused by a MAC trying to weld a Marine that has entered the Command Station.
  • Fixed script error caused by tech button tooltips while playing Commander.
  • Fixed script error when connecting to a server through the "connect" console command.
  • Fixed sentry targeting issues.
  • Improved smoothness of other players, especially when those players have low frame rate.
  • Observatory ragdolls when killed.
  • Restored -webport command line option.
  • The Robotics Factory and Phase Gate will no longer use a random rotation while being placed.
  • Whip not attacking static targets after being echoed.
  • Added better feedback when getting healed / repaired.
  • Added dark background when main menu is open during playing.
  • Changed Commander unit selection to react to mouse down instead of mouse up for a more responsive UI.
  • More responsive gorge build menu.
  • Server selection wont reset anymore when resorting the list or when clicking on a server during refreshing is still in progress.
  • Smoother ARC movement.
  • Removed slowdown on Gorge when s/he creates structures.
ns2_docking

  • Added entities for Explore Mode.
  • Added more cover into Generator.
  • Added vent leading from Central Access to Landing Pad.
  • Added vent leading from Tram to Courtyard.
  • Clipping under Landing Pad and ontop of Glass window removed.
  • Darkened Tram Hive.
  • Deleted Landing Pad RT.
  • Dopefish Lives!.
  • Extended Generator platform.
  • Fixed building glitches in Ballcourt.
  • Fixed multiple low priority CommanderInvisible issues.
  • Fixed multiple low priority CommanderNoBuild issues.
  • Fixed some readyroom problems.
  • Fixed stray sounds from moving things around.
  • Fixed stuck issues in Courtyard.
  • Fixed stuck issues in Maintenance.
  • Reduced corridors width around Central Access, Onos Bar, Courtyard and East Wing.
  • Renamed Tram Departures to Subway.
  • Restored vent from Maintenance to Stability.
ns2_mineshaft

  • Added minor details & tweaked lighting from Operations to Drill Repair.
  • Changed some location names.
  • Fixes & tweaks to "Drill Repair Room".
  • Specular lighting optimisations.
ns2_summit

  • Added snow to the map.
  • Fixed collision in Atrium stairs.
  • Made the bridge above the RT in Sub Access commander invisible.
  • Optimised lighting throughout the map.
ns2_tram

  • Fixed double node in Logistics.
  • Increased spawn weighting of Shipping.
  • Rework of layout of North Tunnels resource node area (now called Platform).
  • Tram tunnels replaced with new redesigned sections.
Optimizations

  • Better network optimization for onProcessMoveTime and m_angles (this is big).
  • Compiler flag tweaks for a small performance gain.
  • Decouple server updates from client framerate (this is big).
  • Server only reports information to steam when it changes.
  • Slightly faster matrix multiplies.
Sound

  • Increased volume of sentry "ping" so it can be heard from farther away.
 
Can't believe I have missed out on this. Used to play the first one so much back in the day! Will definitely be checking this out when it's released.
 
Played 224 for a few hours today, good to see skulk bite a little better. Also performance has been given a great boost. I'm getting around 70-80FPS is quiet areas dropping to 45 - 55 in heavy combat (i5@4ghz,7950, 8 gig ram, running 1080 maximum everything)
 
Well done to them, they deserve it, anyone thinking about getting it should take a look and give it a chance, with all the mods and stuff coming it should be playable for years, will be interesting to see how it evolves. :D
 
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