Natural Selection 2 Update Released

Discussion in 'Steam Updates' started by FSOwner, June 28, 2013.

  1. FSOwner

    FSOwner FS Owner


    Resource System

    Changed more extractor health to armor to be easier to weld up
    Minimum team resources when no RT active (counts as 0.5 active RTs)
    Removed “no res while dead” rule
    Reduced personal resource income per RT from 0.125 to 0.1


    Reduced harvester cost to 8
    Drifters can now clear marine ghost structures
    Removed medpack cooldown from marine commander UI
    Marines have now a medpack pickup delay
    Removed vision obscuring effect of gorge spit
    Fixed GL not dealing full damage on direct hit
    Reduced exo armor to 280, down from 400
    Increased exo armor upgrade to 45, up from 40
    Changed puncture player damage scalar to 1.5 (was 1.25)
    Reduced phase tech and observatory cost to 10 t.res (were 15)
    Disabled gradual melee attacks
    Added concept of “soft targets” which let bullets and melee attacks go through (affects Drifters, MACs, Hallucinations)
    Added additional 6 second respawn time when rejoining a team, suiciding or when killed by a death trigger
    Movement code rewritten

    Anti Spam

    Increase crag, shift, shade cost to 15 (was 10)
    Increased Crag/Shift/Shade health and effectiveness by 50% (In line with cost increase).
    MACs and Drifters are no longer able to attack
    Resource towers and command structures will now block re-creation for 5 seconds after destruction
    Added supply limit for specific units (200 max per team)
    MACs can no longer weld each other
    Multiple MACs are no longer able to weld the same target
    Crags no longer stack their healing with each other and can heal a maximum of 3 targets at once
    Shift energize no longer stacks

    Marine Tech Tree

    JP and single gun Exos are now available at 1 command station
    Mines tech research cost has been decreased to 10 resources (down from 15)
    Reduced robotics factory to 10 resources (was 15)
    Reduced upgrade to ARC robotics factory costs to 5 (was 10)
    Nano shield is now a research at command station
    Arms lab no longer requires an armory
    Welders no longer require a research
    Added small self weld when welding a structure or a player
    Grenade Launcher and Flamethrower are now immediately unlocked once an armory is upgraded


    Reduced exo cost to 40 (60 for dual minigun)
    Rxos can now be nano shielded
    Rxosuits can now use their thruster horizontal (use shift)
    Reduced exo thruster cool down reduced to 2.5 seconds
    Increased exo base speed to 6, up from 5
    Reduced claw damage to 30
    Miniguns now profit from weapon upgrades
    Toned down dual minigun damage to 70%
    Reduced vision obscurring effect from bilebomb on exo HUD

    Flame Thrower

    Increased base damage
    No longer benefits from weapon upgrades
    Increase flame thrower magazine size to 50
    Removed flame thrower damage ramp up
    Reduced flamethrower weight
    Flamethrower can now burn up bile/whip bombs and disables enemy structure functions
    Flamethrower can now burn up drifter clouds

    Grenade Launcher

    Increased base damage
    No longer benefits from weapon upgrades
    Reduced grenade launcher cost to 15
    Increased grenade launcher reserve ammo to 28
    Whips no longer whack grenades


    Increased shotgun rate of fire by 18%
    Reduced base damage to 170
    Adjusted shotgun spread


    Reduced ARC build time from 10 to 7
    Reduced robotics factory upgrade time from 40 to 20
    Reduced ARC movement speed by 33%
    Reduced ARC movement speed by 70% when in combat or on infestation
    ARCs are now properly affected by shades ink cloud
    Reduced ARC splash radius to 7, down from 10

    Marine General

    Marines can now build on infestation (25% slower)
    All marine structures take damage to armor while on infestation
    Reduced health/armor of Phase Gates to 2500/300 (down from 2700/450)
    Marines can now always sprint (no more fatigue)
    Added ability for marine commander to temporary power individual structures
    Amories no longer heal armor
    Increased jetpack cost to 15 (was 10)
    Removed MAC EMP
    Extractors and command stations can now be parasited
    Increased spawn time to 8 seconds (was 7)

    Alien Spawn

    Each alien has individual spawn timer (10 seconds)
    An egg is generated every 13 seconds (6.5 seconds for 12 player)
    Each hive can have max of 3 eggs (6 for 12 players)
    Hives have now the hatch ability (2 eggs for 5 t.res)


    Increased whip bomb splash radius to 6 meters (was 3) and reduced damage by 50% (down to 600)
    Whips can automatically bombard once they are matured
    Reduced whip cost to 10 (was 15)
    Whips will now root and unroot automatically

    Alien Tech Tree

    Personal upgrades scale now cost depending on life form (0 for skulk, 2 gorge, 3 lerk, 5 fade, 8 onos)
    Reduced life form cost to compensate with new upgrade cost (5 gorge, 25 lerk, 40 fade, 60 onos)
    Add bio mass: every structure grants bio mass which increases the health of life forms
    Scaleable upgrades (for example build a maximum of 3 shells to get maximum efficiency for carapace, regeneration), 20 res per structure
    Celerity works now in combat and increases max speed by 1.5 m/s
    Regeneration works now in combat
    Adrenaline increases max energy and regeneration rate by 10% per level
    Added new shade upgrade which shows enemies and their health (Aura)
    Merged silence and camouflage (Phantom)


    Swipe damage down by 16%
    Fades are a bit easier to see during blink
    Blink is now always researched
    Shadowstep does not add any momentum anymore and can be researched with biomass level 5
    Increased range / accuracy of fade vortex ability
    Disabled fade double jump


    Spores are now tier 3 and bigger / cheaper to use.
    Umbra is now available at bio mass 3 (was 3 hies before) and damage reduction has been reduced
    Fixed weapon switch delays (umbra to bite and spores to bite)


    Changed stomp to affect marines in a radius rather than being a shockwave
    Onos movement won’t be blocked by skulks, gorges and lerks anymore
    Reduced gore range
    Reduced gore damage to 100


    Hydras are now flamable
    Increased gorge build rate


    Skulk moves now faster on walls
    Xenocide cant be cancelled anymore
    When dying by xenocide, skulk respawn time is reduce by 6 seconds


    Cysts will block recreation in the area when destroyed for 4 seconds
    Cysts will autobuild once their parent is contructed
    Increased cyst build time to 4 seconds, removed cool down
    Increased cyst range and infestation radius
    Infestation receding is now twice as fast than growing
    Gorge tunnel entrances create now infestation when the other side is infested


    Drifters can now be created during the hive is researching
    Reduced drifter cloud costs to 1 (was 2)
    Drifters unlock triggered abilities (shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor)
    Moved hallucinations from shade to drifters: every alien in effect range generates a hallucination, controllable by the alien commander

    Alien General

    Crag, shift and shade can now always be build and can move
    Chamber triggered abilities require now the correct hive type
    Allow aliens to change upgrades (min gestation time 5 seconds)
    Alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate
    Cloaked players are always slightly visible
    Regeneration works now in combat (5% of max health every 2 seconds)
    Rupture can now be cast directly on infestation, like bonewall
    Added echo harvester to shift
    Added echo gorge tunnel to shift (only on infestation)
    Enemies are outlined with parasite only (damage will no longer trigger it)
    The normal gestation time is applied when using a pre-evolved egg instead of just 2 seconds
    Shift echo ability no longer requires maturity
    Adjusted shade ink ability duration and cool down to allow arcs to fire once between successive use of ink clouds


    Fixed bug allowing the scoreboard button to be used while text chatting
    Fixed bug causing Babblers to sometimes freeze mid-jump while they are trying to cling to an Alien that has no more free cling points
    The Onos player can now move their camera up and down while charging
    Fixed medpacks being picked up by dead marines
    Fixed bug causing player ghost models (Clog, Mine, etc) to freeze in place when placed in certain invalid areas


    Fixed Lua io lib readline functions sometimes crashing if the line was too long
    Changed Shared.GetSystemTime() back to unix time
    Added Client.SetMouseSensitivityScalarX() and Client.SetMouseSensitivityScalarY() functions to adjust mouse sensitivity independently on the 2 axes
    The modding framework is automatically included again (this is so the modding entry system is auto-loaded)

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