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Changelog
Tweaks / Improvements
- Death screen has been made smaller in overall size, hides when the map is opened, the fade to black lasts only 2 seconds, and the killfeed is no longer hidden. This should be more in line with the previous deathscreen experience over the years. Thanks everyone for your feedback on this feature! [/*]
- Re-added text drop shadows to the in-game chat text elements. [/*]
- Changed the text drop shadow rendering feature to fix severe FPS losses on certain graphics driver and hardware configurations. (Thanks, Axtel!) [/*]
- Added Drop shadow text to damage numbers [/*]
Matchmaking Fixes and Changes
- Individual players are automatically kicked from a lobby after 1 hour has elapsed without progressing the lobby state beyond Waiting for Players. This prevents long term AFK individuals propping up a potentially bugged lobby that acts as a trap for everyone else matching. [/*]
- Fixed Steam Authentication potentially failing when waiting in a lobby for more than 30 minutes. [/*]
- Fixed multiple players ending up being on an unassigned team and therefore being kicked from the server. [/*]
- Fixed rare occurrence of a client not progressing through the lobby stages with everyone else. [/*]
- Fixed a lobby failing when a server request returned error 500. [/*]
- Fixed the Matchmaking Rewards menu’s Queue button being active all the time [/*]
- Fixed Steam Offline status triggering too easily. It now counts down over multiple seconds before considering you having lost connection and can roll backward to a reset state over the same time frame if the offline status did not get reached. This ensures that a momentary loss of internet does not trigger kicking you from the game or lobby. [/*]
- Fixed client script errors during certain lobby stages. [/*]
- Fixed skill offset miscalculation between the teams [Drey] [/*]
Mod System Changes
- Added an option to the create local server page to enable mounting UWE hotfix mods when creating a server. [/*]
- Maps from non-active mods are now included in the Listen Server map list and are automatically mounted on the server when it is created. [/*]
- Hotfix mods are no longer hidden in the menu mod list. [/*]
- Duplicate Mod ID entries in a server’s map cycle are now handled properly. [/*]
Fixes
- Fixed being able to receive Matchmaking invites while playing in a public server already. [/*]
- Fixed Auric Clog not being able to be selected or used once unlocked. [/*]
- Fixed Chroma Resource Tower not being able to be selected or used once unlocked. [/*]
- Fixed when earning the Battle Gorge calling card, it's not available. And instead two items of Turbo drifter are granted. [/*]
- Fixed a potential server crash when fetching hotfix mods fails. [/*]
- Fix -game command line option not handling absolute paths for the Linux dedicated server. [/*]
Sounds
- Client hitsounds files are no longer constrained by our file validation rules. [/*]
Maps
- Biodome: (Thanks psyk!) [/*] [list]
- Moved Agri RT to the north of Agri (New room, thanks Kash!) [/*]
- Increased height of small connection between Atmospherics and Scrubbers to nerf Armory blocks while arcing. [/*]
- Disabled Bridge-Agri jump (still possible with boosting or dropped structures). [/*]
- Reduced Cysts needed to Filtration from 5 to 4. [/*]
- Fixed LoS issue which enabled Railguns to shoot Atmospherics Hive from CO2 Scrubbers. [/*]
- Fixed structure placement exploits in Hydro. [/*]
- Caged: (Thanks psyk!) [/*] [list]
- Added a vent below the stairs between the Purification and Ventilation connection. [/*]
- Smoothed out movement below the walkway leading from Ventilation to Purification. [/*]
- Closed off the door a bit more coming into Ventilation from Purification and moved Pillars/Walls at that entrance (less space at sides) to make it harder for Marines to attack Ventilation from Purification PG. [/*]
- Added a Pipe/Crate combo so you can jump up on the higher level of Ventilation from the south side. [/*]
- Moved the Powernode in Ventilation to be less vulnerable. [/*]
- Created space between the scanner and container in Shipping. [/*]
- Added a glass hole at the northern entrance of Generator for building ARCs. [/*]
- Smoothed movement around that area below Generator. [/*]
- Added some obstacles into Monitoring. [/*]
- Marines can now get into the Lower Wasteflow ceiling vent using the barrels and doorframe to climb up. [/*]
- Added a ladder into the DAT-1 vent. [/*]
- Slightly scaled out the doorframe near the DAT-1 vent to make it easier to trick jump into the vent. [/*]
- Marines can now trick jump into the Sewer-Puri vent from Sewer. [/*]
- Removed collision from tons of tiny props. [/*]
- Derelict: (Thanks psyk!) [/*] [list]
- Added 5th techpoint in the middle of the map in Admin. [/*]
- Moved res node in Admin. [/*]
- More cover, thicker trees and other improvements to Plaza (smaller room). [/*]
- Added a few more cover spots here and there. [/*]
- Added vent between Flooded and Botany. [/*]
- Added additional route between Garage and Turbine. [/*]
- Added additional route between Geothermal and Flooded. [/*]
- Re-arranged the Truck/Container setup in the entrance of Garage / Alley. Can go through the right side of the truck, jump up the small crates; also broke the right yellow railing at the right entrance for more fluid gameplay. [/*]
- Added kinda vent between Glass Hallway and Biome. [/*]
- Added ladder at the pipe tower in Plaza. [/*]
- Changes to Administration to help Aliens against ARCs coming from Overlook: [/*] [list]
- Another window hole to bile or attack. [/*]
- Lowered the vent on floor level to help (retreating) Gorges. [/*]
- Put more crates into that ARC spot hallway to the right to remove some space for ARCs and to the left to give Gorges some cover to bile from range. [/*]
- Smoothed out movement in those offices by rearranging/scaling the desks, etc. and using collision geo. [/*]
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- Moved up the entire floor plane to reduce issues with height differences and techpoint being in a kinda pit. [/*]
- Shrunk pipes above techpoint. [/*]
- Blocked off the space above the ceiling pipes leading away from Geothermal and used for bile bomb abuse. [/*]
- Removed ladders, you can use the rocks to jump up now. [/*]
- Moved power node around the corner to be more protected from bile. [/*]
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- Origin: (Thanks psyk!) [/*] [list]
- Moved Ore RT into Generator; easier to defend from Ventilation and a good tunnel location for Biodome start. Also denies an RT to Marines, if they hold Furnace side, similar to how Maintenance is denied, if they hold Biodome side. [/*]
- Added more starting Cysts to Biodome Alien Start. [/*]
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- Increased height of Acidic-Access vent to make boosting more difficult [/*]
- Lowered floor of Fusion Core resource node to make cyst sniping harder [/*]
- Pipes in Computer Control-SatCom hallway have been broken so that players may more easily use them as an escape [/*]
- Chemical Transport’s south side now allows structures to be placed [/*]
- Ladder added to south side of Chemical Transport platform [/*]
- Western Entrance modified slightly to smooth out travel between Old Wing and Reactor Room [/*]
- Some fixes to areas where structures should not have been able to be placed [/*]
- Several stuck spots removed [/*]
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- Fixed exploit where marines could escape the map [/*]
- Fixed power issue in Locker Room [/*]