News Liste Natural Selection 2

Update 341 Released!
Natural Selection 2
03.02.22 15:30 Community Announcements
Update 341 is now available on steam and includes multiple updates to maps and a bunch of bug fixes and tweaks to both the game and matched play. There are also additional updates to the balance which you can find in the in-game menu.

Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.

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. [/*]
[/list]
  • 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. [/*]
[/list]
  • 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. [/*]

  • Moved the entire Atmospheric Seeding location higher to reduce/remove elevation at both exits, which led to frustrating uphill combat for Aliens and made the long corridor even worse.
    [/*]

  • Increased the height of the floor around the broken tree container prop and the RT in Nursery to remove awkward movement and collision due to height differences.
    [/*]

  • Geothermal fixes:
    [/*]
    • 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. [/*]

  • Shrunk Western Entrance by 33%. Less negative space, less clutter needed to fill it, more fps.
    [/*]

  • Changed the entrance between Western Entrance and Infested Corridor to be more interesting for gameplay and less of a long, straight line abused by well positioned Marines.
    [/*]

  • Widened Infested Corridor and improved movement/combat.
    [/*]

  • Removed vent from Western/Biome to Plaza.
    [/*] [/list][/list]
    • 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. [/*]

  • Tanith:(Thanks, Zavaro!)
    [/*]
    • 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 [/*]

  • Docking: (Thanks, Thesaltyseacaptain)
    [/*]
    • Fixed exploit where marines could escape the map [/*]
    • Fixed power issue in Locker Room [/*]
    [/list]
    Logo for Natural Selection 2
    Release:31.10.2012 Genre: Multiplayer-Shooter Entwickler: Unknown Worlds Vertrieb: Unknown Worlds Entertainment Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
    Einzelspieler Mehrspieler Koop

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