After a journey of over 5 years, after many course adjustments and the judicious use of fuel, we approach station NatSel. Repeat: prepare to dock with NatSel.
The Kharaa presence has been confirmed onboard. Before we lost our readings, sensors showed multiple forms moving at incredible speed through the ventilation shafts and maintenance tubes. Expect immediate and intense conflict the moment you deploy.
Control the resources. Defend your base. Listen to your commander. Be prepared to face more and more powerful alien foes. Learn their many forms and abilities, and how to counter them. Find the heart of the Kharaa threat, and eradicate it. The battle begins now. Its outcome rests in your hands.
Luck and victory to us all.
For those who where in the Beta here is the 226 Pre Release Patch Notes.
Features
- Brand new infestation. It's interesting that it was the first thing we ever worked on for NS2 and now the last thing as well. It's come full circle! We will probably crank up the amount infestation soon, but this is a great start.
Balance
- Increased base egg health from 250 to 350.
Fixes and improvements
- Replaced outdated Skulk tutorial videos (Thanks Skie!)
- Fixed bug in explore mode where multiple hives and command stations were present
- Made explore mode highlighting not repeat quickly on the same object (noticeable on an animating Harvester)
- Removed badges from main menu until we can hook them up properly.
- Extra bounds check to prevent crashes
- Don't interpolate vectors that are too far apart (for cleaner camera cuts / teleportation)
- Fixed problem with MACs and Drifters being able to leave the world
- Update view angles before firing weapon (fixes hitreg issues!)
- Transition locations on exit rather an on entry. Allows for small overlaps between locations.
- Fixed wrong icons in hallucination / echo menu
- Removed teleport egg (was causing stuck issues)
- Added missing hydra icon
- Fixed missing prop in Tram causing holes in the Tram doors
- Custom color for evolved upgrade icons in alien buy menu
- Fixed alien buy menu not unselecting upgrades when the upgrade structure gets destroyed
- Fixed celerity working when sneaking / being cloaked
- Fixed hatch ability costing no resources
- Fixed problem where the Commander buttons menu would sometimes get out of sync with the server, preventing placement of structures until the tab is changed [li]Got rid of some lag
- Improved health/armor prediction
- Fixed shifts not dissolving after death
- Show all servers (except modded) when starting the client the first time
- Disabled pickup game tab (kept code and functionality for future reference)
- Fixed position of message box in the "Play Now" menu
- Fixed bug in "Play Now" menu if there were no servers available
- LAN servers are disregarded in the Play Now feature (will make testing easier when 226 goes out)
- Menu FPS lock raised to 200, loading screen to 70 (to help disambiguate the 'locked to 60' issue)
- Modded servers appear now yellow in the server browser
- Unwhitelisted NS2Stats and other "vanilla" mods. We felt we needed to do this because script errors were preventing people from playing NS2. Hopefully we'll have a better fix for this post 1.0.
- Fixed Steam install script
- Disabled player nametag background for commander
- Fixed taking damage sound not playing for a Marine in a Lerk Spore Cloud
- Changed shells to be rendered with depth less testing (faster, but not correct in the rare case where you're inside a shell)
Maps
- Fixed navigation mesh issue in Hub (ns2_tram)
- Added pre-placed cysts for new RT position in Server Room (ns2_tram)
- Fixed magical prop hole (ns2_summit).
- Polished Locker Rooms (ns2_docking).
- Reduced light count in Ball Court (ns2_docking).
- Moved Locker Rooms power node (ns2_docking).
- Adjusted Courtyard power node (ns2_docking).
- Fixed some building issues in Terminal (ns2_docking).
- Adjustments to Bar's lighting (ns2_docking).
- Moved crates and barrels in Hub to reduce nav mesh choke points (ns2_tram)
- Fixed fog modifiers (ns2_tram).
- Fixed collision gap in north tunnels (ns2_tram).
- Fixed floating pipes in Ore Processing (ns2_tram).
- Added collision on walls in Tunnels to block stuck points (ns2_tram).
- Moved Warehouse starting IP away from container wall.
SDK
- Added Client.GetIsDlcAuthorized function
VvvvV Time to version 1.0 eat some 'rines!
Congratulations on the release, it has been much looked forward to!
a great accomplishment by any measure, congrats UWE!
I've had a lot of fun for the few hours I've been playing so far, only one crash that I believe was due to my computer not the game and everything is running so smooth. Also just wanted to comment on the playerbase. This is by far my most enjoyable experience with mature and communicative players in any game so far.
top19 at steamstat on the releaseday...not bad guys
Im wondering if the game will also be released on GreenManGaming.com? Im sure im not the only one thats curious, so if you could shed some light on this, i would be very grateful. Thanks and great job on release.
You would still have to activate the game on Steam no matter where you purchased a CD Key from and you would not get it cheaper anywhere else.
Steam powers the authentication and game server listings.
Hooray for Natural Selection 2!
been having fun, seems like exo spam is abit of a problem we just finished a game that lasted 80minutes with aliens down to one hive for about 15 minutes of play before making an awesome comeback and winning.
This game looks amazing, and I don't only mean graphics, the gameplay, the features and levels are just great. Although it won't run on my PC but it won't stop me from buying this just to support devs :)
Congratulations on the release!
WOW, you put so much work into this game! Looks amazing.