2.xx Changelog

NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
edited November 2003 in NS General Discussion
<div class="IPBDescription">Up to date 2.xx Full Changlog</div> <span style='color:red'><b><u>Everything in this changelog is subject to change, this is not an official changelog so there may be one or two errors.
Until 2.1 is released things will change.</u></b></span>

<span style='color:yellow'>NS v2.xx Changelog</span> <span style='color:gray'>--</span> Created and updated by NeoMatrix99
<span style='color:yellow'>-------------------------

v2.1r Beta Playtester Patch
------------------------------------
Bug Fixes:
-------------</span>
<span style='color:red'>O </span>Fixed the bug where items and buildings would drop through the floor if they were placed on railings (bug #125) (!!)
<span style='color:red'>O </span>Fixed structures sinking when placed in vents (bug #148) (!!)
<span style='color:red'>O </span>Fixed airspeed cap problems (back to 2.1o).
<span style='color:red'>O </span>Fixed issues with blinking while on the ground (bug #221).
<span style='color:red'>O </span>Fixed bug where HA footsteps didn't play when armor 3 was researched (bug #49).

<span style='color:yellow'>Changes:
------------</span>
<span style='color:red'>O </span>Added votemap system (especially for vet program) that works just like in CS. Type votemap for a list of maps and their current votes. Type votemap # to cast your vote for a map. Servers can disable by setting mp_mapvoteratio to -1, or can set the percentage of players needed for a vote to succeed by setting mp_mapvoteratio from 0-1.
<span style='color:red'>O </span>Changed the mouse input to invert the horizontal axis if the camera is upside down (this is neat if you are flying and you set cl_pitchup and cl_pitchdown to 1000)
<span style='color:red'>O </span>Change marine resource and commander status labels to use the NS font drawing routines so that they have a more consistent appearance with the rest of the HUD.
<span style='color:red'>O </span>Added catalyst-pack artwork.
<span style='color:red'>O </span>Lowered lerk bite damage from 75 to 60 to avoid hard to stop one-bite focus kills.
<span style='color:red'>O </span>Tweaked lerk flight energy cost, physics and ground speed (to not feel quite so heavy, and to be able to really soar).
<span style='color:red'>O </span>Combat issues:
<span style='color:orange'>-- o </span>Changed wave spawning so there is a minimum wait of 8 seconds before respawning (ie, you will spawn with the next wave). This will make respawning groups smaller, allowing bases to be attacked more easily.
<span style='color:orange'>-- o </span>Players now gain full health and armor on a level-up.
<span style='color:orange'>-- o </span>Increased amount of experience needed to go up each level from 40% to 50% (so players level up slightly slower, and higher levels significantly harder to get).
<span style='color:orange'>-- o </span>Removed minimap from Combat.
<span style='color:orange'>-- o </span>Players now get experience for damaging hive or CC.

<span style='color:red'><b><u>Everything in this changelog is subject to change, this is not an official changelog so there may be one or two errors.
Until 2.1 is released things will change.</u></b></span>

<span style='color:yellow'>v2.01-2.1
------------
Bug Fixes:
-------------</span>
<span style='color:red'>O </span>Fixed pre-game jittering (I think).
<span style='color:red'>O </span>Mines now give credit to owner on kill, give res, and show correct death icon.
<span style='color:red'>O </span>Player collision fixes (thanks Max!).
<span style='color:red'>O </span>Recycling is now much faster with cheats on (bug #2).
<span style='color:red'>O </span>Fixed devour aiming problems and possibility for exploitation (thanks Revenge).
<span style='color:red'>O </span>Fixed bug where welding progress bar overlapped other screen elements.
<span style='color:red'>O </span>Fixed mine/owner bug that allows mines to hang in mid-air.
<span style='color:red'>O </span>Don't allow sayings to be spammed (bug #8).
<span style='color:red'>O </span>Fixed live particle editing (bug #39). Also fixed annoying problem where toggling the edit PS screen jarred your view.
<span style='color:red'>O </span>Fixed siege targetting, and turrets targetting structures.
<span style='color:red'>O </span>Fixed bug where observatory couldn't be used to target for siege (and in fact blocked siege).
<span style='color:red'>O </span>Fixed problem where mines are doing damage to friendly players and structures (bug #26).
<span style='color:red'>O </span>Showing enemy names shouldn't work on cloaked players (bug #32).
<span style='color:red'>O </span>Fixed recycling TF/Siege problems (recycling a TF while nearby turrets were recycling prevents turrets from ever finishing recycle).
<span style='color:red'>O </span>Turrets now animate smoothly (bug #41).
<span style='color:red'>O </span>Fixed recycling TF/Siege problems (bug #36).
<span style='color:red'>O </span>Turrets and siege turrets now play their "power-down" animation when they recycle, instead of their attack animation.
<span style='color:red'>O </span>Fixed spectator settings, so you don't have to keep changing them every time you die.
<span style='color:red'>O </span>Fixed problem where light damage showed blinking "O" on HUD, and spit showed a HL icon.
<span style='color:red'>O </span>Made lots of progess on font corruption, though it may not look like it. VALVE knows about the problem, and is expected to patch Steam soon. Pop-up menus are still corrupted, but a lot of other text is fixed.
<span style='color:red'>O </span>Fixed all hitbox issues (Max, you da man!). This should fix the problems where players crouching behind structures could become harder to hit ("Crouching Skulk, Hidden Damage"). Bug #84.
<span style='color:red'>O </span>HLTV/model problems, where sometimes the wrong model would be drawn.
<span style='color:red'>O </span>Fixed bug where typing "kill" as commander meant you were unkillable even after killing CC. Bug #74.
<span style='color:red'>O </span>Fixed: Siege cannons no longer fire on "detected" targets, only on visible targets
<span style='color:red'>O </span>Added missing sound for aliens getting resources.
<span style='color:red'>O </span>Fixed tech tree dependency problems (bug #37).
<span style='color:red'>O </span>Fixed bug where players were uncloaking without fading in smoothly.
<span style='color:red'>O </span>Don't allow mines to be placed func_doors, func_door_rotatings, or 3rd-party entities (bug #64).
<span style='color:red'>O </span>Fixed "cannot click 'need' icons in commander mode" (bug #73).
<span style='color:red'>O </span>Fixed bile bomb / acid rocket / stomp can be fired through thin walls (bug #67).
<span style='color:red'>O </span>Fixed players gestating "through" things (bug #33).
<span style='color:red'>O </span>Fixed bug where armory and phase gates useable while being recycled (bug #65).
<span style='color:red'>O </span>Fixed problem where mines could be stacked (bug #34). They are now solid, with the following ramifications:
<span style='color:orange'>-- o </span>They can be stacked on each other, but it is immediately obvious. A stack of mines now looks like a stack of mines.
<span style='color:orange'>-- o </span>Mines can be stood upon.
<span style='color:orange'>-- o </span>Mines can be killed by regular projectiles, including parasites and friendly fire (in tourney mode). Mines have 30 health.
<span style='color:red'>O </span>Fixed bug #77: When a player hits ESC to get to the root menu, the text "#Menu_ReadyRoom" appears instead of "Ready Room".
<span style='color:red'>O </span>Fixed "Gestating while leaping causes crash" (bug #102) (thanks Alpha & the whole GaB-Clan!).
<span style='color:red'>O </span>Restore default menu after recycling a structure (bug #86).
<span style='color:red'>O </span>"Transient" entities (ammo, health, weapons, scans) no longer show up on commander minimap (bug #92).
<span style='color:red'>O </span>Fixed shotgun reloading problems (Bug #27).
<span style='color:red'>O </span>Fixed font rendering (thanks Max!).
<span style='color:red'>O </span>Fixed bug where hive construction could be sped with +use (bug# 139)
<span style='color:red'>O </span>Fixed bug where gorges could construct chambers in Combat using impulses (bug# 145)
<span style='color:red'>O </span>Fixed bug where aliens didn't always respawn with full health (bug# 143)
<span style='color:red'>O </span>Gamma is now reset when hitting ESC to Steam menu from in-game, or when hitting alt-tab!
<span style='color:red'>O </span>Fixed skulk wallwalking on entities (it was accidentally broken at some point).
<span style='color:red'>O </span>New player/entity collision system so that entities can use more accurate, oriented bounding boxes (bug #35).
<span style='color:red'>O </span>Fixed bug where +popupmenu gets stuck if active while changing modes.
<span style='color:red'>O </span>Nodes sometimes stay visible when much lag is present (300+ ms). Bug #168.
<span style='color:red'>O </span>Fixed jetpack energy emptied when exiting command console (bug #46).
<span style='color:red'>O </span>Fixed chat for non-US keyboard layouts.
<span style='color:red'>O </span>Fixed gamma correction on HUD text.
<span style='color:red'>O </span>Fixed ability to jam doors with mines by having them explode whenever a door runs into them. Doors now blow up mines when they are jammed by them. Allow mines to be closer to invalid targets like conveyor belts and lifts now (bug #88).
<span style='color:red'>O </span>Fixed bug where using the kill command and then jumping into the comm chair did Bad Things (bug #74).
<span style='color:red'>O </span>Disabled "kill" command in Combat (as there's no way you can get stuck, it can only be abused).
<span style='color:red'>O </span>Fixed bug where semicolons would truncate chat messages (bug #176).
<span style='color:red'>O </span>Fixed gestation overlay not being drawn while in Steam UI (bug #45).
<span style='color:red'>O </span>Fixed popup menu stealing crosshair.
<span style='color:red'>O </span>Fixed view jog when releasing the popup menu or returning from the Steam UI.
<span style='color:red'>O </span>Fixed bug where marine structures played a bad-looking animation when they take damage.
<span style='color:red'>O </span>Fix for lerk flying animation going into the ceiling (bug #152) (Thanks def_one!).
<span style='color:red'>O </span>Improved the chat visuals (changed the font and colors and moved it so that it doesn't overlap other HUD elements) (bug #174).
<span style='color:red'>O </span>Fixed right clicking not properly canceling a building in commander mode (bug #197).
<span style='color:red'>O </span>Locked cl_rate to 9999 to prevent exploits.
<span style='color:yellow'>
<span style='color:red'>O </span>Fixed the bug where phase gates can be blocked by alien chambers. Now any structures on the phase gate (except a hive) will be killed when someone goes through. (bug #190).
<span style='color:red'>O </span>Fix for keys not being released properly while the chat window was open.
<span style='color:red'>O </span>Fixed bug where lerk bite was doing damage of skulk bite (75 instead of 50). However, the bite still does 75 currently, until balance indicates otherwise. Bug #344.
<span style='color:red'>O </span>Fixed bug where cloaked structures other than SC weren't uncloaking properly which touched (bug #134).
<span style='color:red'>O </span>Fixed bug where you couldn't +use (switches, phasegates) anything when reloading, or use sayings (Bug #116).
<span style='color:red'>O </span>Refactor "set commander" message, fixing problem where current commander couldn't always be seen by late-joiners and HLTV spectators (bug #195).
<span style='color:red'>O </span>Fixed sprite/font rendering artifacts in Direct3D mode (bug #234).
<span style='color:red'>O </span>Stop-gap collision fixes (fixes resource towers for now).
<span style='color:red'>O </span>Fixed bug where you couldn't talk or +use while you were reloading (finally!).
<span style='color:red'>O </span>Fixed bug where aliens can see some "health received" and "ammo received" messages (bug #61).
<span style='color:red'>O </span>Fixed bug where "phase tech" research option not disabled after research completed (bug #75).
<span style='color:red'>O </span>Fixed bug where recycling unbuilt structures doesn't return full amount (now it returns 80%) (bug #204).
<span style='color:red'>O </span>Fixed "hive is under attack" sound not played soon/often enough (fixes other important alerts too) (bug #48).
<span style='color:red'>O </span>Fixed bug where "hive is complete" sound rarely plays (bug #43).
<span style='color:red'>O </span>Fixed "alien 'use' sound played during failed attempt to use marine radio command (bug #159).
<span style='color:red'>O </span>Fixed bug where loss of arms lab upgrades if armory is recycled (bug #185).
<span style='color:red'>O </span>Items, weapons and structures will no longer fall through sloped surfaces or stairs!
------------
Changes:
------------</span>
<span style='color:red'>O </span>Health pack staying at 2, ammo down to 1.
<span style='color:red'>O </span>Fade cost up to 60.
<span style='color:red'>O </span>Recycling unbuilt/built structures now gives 100%/50% resources back, instead of 80%/40%.
<span style='color:red'>O </span>TF reduced from 15 to 10.
<span style='color:red'>O </span>Armory reduced from 15 to 10.
<span style='color:red'>O </span>Increased sentry health from 1200 to 1300.
<span style='color:red'>O </span>Reduced motion-tracking cost from 45 to 35.
<span style='color:red'>O </span>mapcycle.txt now specifies number of players for each map type, so servers automatically switch between Combat and NS (14 max for Combat, 12 player min for NS).
<span style='color:red'>O </span>Added min/max player defaults to mapcycle.txt. When the timelimit is hit, the map/gamemode chosen next will depend on the # of players on the server.
<span style='color:red'>O </span>Number of webs allowed in an area reduced from 16 to 8 in both NS and NS:Combat. Max webs on your team lowered from 60 to 30.
<span style='color:red'>O </span>Show health on HUD while gestating.
<span style='color:red'>O </span>Added alert for marines when their CC is under attack (this change takes effect NS: Combat as well).
<span style='color:red'>O </span>Selectall button in commander mode now selects dead players too.
<span style='color:red'>O </span>Increased charge and leap damage.
<span style='color:red'>O </span>Added hive health percentage to status bar (when you look at it, aliens only).
<span style='color:red'>O </span>New scoring system (get score for building structures, or for killing players or structures).
<span style='color:orange'>-- o </span>5 for CC or hive, 3 for RT, 2 for other structures.
<span style='color:orange'>-- o </span>1 for base Marine or Skulk, 2 for Gorge, 3 for Lerk, 4 for Fade, 5 for Onos, 3 for marine with Jetpack, 4 for marine with HA.
<span style='color:orange'>-- o </span>Draw changes on scoreboard, so players can see how many points they get for actions.
<span style='color:red'>O </span>Disable/remove auto-director checkbox when not in HLTV mode (Max).
<span style='color:red'>O </span>Removed hive locations and hives not under attack from hive sight (now that they are on map).
<span style='color:red'>O </span>Added polish to first-person spectating, including highlight on mouseover, next/prev player buttons, and the ability to click players on the overview to switch to their view.
<span style='color:red'>O </span>New spectator UI (overview mode is borked right now, fixed soon). Thanks Max!
<span style='color:red'>O </span>Removed entity "detection" when near players and moving. While originally used to allow the commander to detect threats before players can see them, it no longer works with the minimap (basically if you were near an alien/alien object and werent looking at it the commander could still see it/seige could still fire at it).
<span style='color:red'>O </span>Moved both mines and the welder to slot 4. This means you can hold your pistol along with one of them. However, you still can't have both mines and a welder.
<span style='color:red'>O </span>Put back in knockback for bite, claws, gore and swipe (it affects balance too much to remove without careful testing).
<span style='color:red'>O </span>Removed display of a lot of non-essential error tooltips with autohelp off.
<span style='color:red'>O </span>Resupply doesn't help out as much at the higher levels.
<span style='color:red'>O </span>Some font fixes and experience bar fixes.
<span style='color:red'>O </span>Replaced Pheramones with "focus". Each level of focus slows your weapon/ability rate of fire by 20%, and increases effectiveness (damage, duration) by 10%. Doesn't currently give a benefit to use of umbra or blink.
<span style='color:red'>O </span>Motion returned to showing circles on the screen.
<span style='color:red'>O </span>Distress beacon now respawns friendly alive players back at base as well.
<span style='color:red'>O </span>Added ability for servers to add custom icons for members (mp_customicon of "AAAARGB" where the custom icon is gfx/vgui/640_AAAA.tga, using color components RGB (each are 0-9). Use player authentication mask is 512.).
<span style='color:red'>O </span>Added view interpolation while gestating (!) (if you evolve from skulk to onos your fov will slowly change from skulk wider fov to onos narrower fov, fov = field of view).
<span style='color:red'>O </span>A team now wins in "iron man" mode when all players on the other team are dead. Aliens win after two minutes if the hive isn't destroyed and they are still alive.
<span style='color:red'>O </span>Increased Onos Armor to 400.
<span style='color:red'>O </span>Increased Fade Armor to 150.
<span style='color:red'>O </span>Sped up gestations for ugprades in Combat.
<span style='color:red'>O </span>New level up sound for marines, added different sound for alien level up as well.
<span style='color:red'>O </span>Reduced HMG damage from 20 to 18.
<span style='color:red'>O </span>Distress beacon now removes webbed and stomp effect (bug #58).
<span style='color:red'>O </span>Now marine structures play their deploy animation backwards when they are recycled (bug #53).
<span style='color:red'>O </span>Recycling strucures now show rings.
<span style='color:red'>O </span>Allow recycling of non-occupied CCs.
<span style='color:red'>O </span>When a structure is successfully recycled, draw a rising indicator showing the number of resources received.
<span style='color:red'>O </span>Updated server.cfg and listenserver.cfg to set "mapchangecfgfile", so the .cfg is executed after a map change (this will solve the sv_maxspeed and Commander Mode scrolling problem).
<span style='color:red'>O </span>mp_friendlyfire variable is now used in non-tournament mode (though tournament mode ignores it, and acts the way it always has). Bug #44.
<span style='color:red'>O </span>Re-added lerk bite in place of spikes!.
<span style='color:red'>O </span>Tweaked lerk physics to allow more control.
<span style='color:red'>O </span>Changed focus to affect only slot 1.
<span style='color:red'>O </span>Increased hive healing rate in Combat mode.
<span style='color:red'>O </span>Webbed players can now be unwebbed by welding them.
<span style='color:red'>O </span>Added "catalysts" to marine tech tree!
<span style='color:orange'>-- o </span>Research at arms lab, allows dropping of "cat-packs".
<span style='color:orange'>-- o </span>A marine that touches pack, gives +25% movmement speed and +25% rate of fire for 8 seconds. The marine also takes damage equal to 25% of his max health, but it will never kill him.
<span style='color:red'>O </span>Increased hive health from 6000 to 7000.
<span style='color:orange'>-- o </span>Reduced blink power by 25% (less force is applied when you blink).
<span style='color:red'>O </span>"Disabled" software rendering mode to prevent exploits (bug #208).
<span style='color:red'>O </span>Enabled +showmap in combat (bug #202).
<span style='color:red'>O </span>Changed chat so that it does not go between the ready room and observers.
<span style='color:red'>O </span>Removed health increase for each level in Combat. If this sucks hard, we'll put it back in. Hopefully this will both prevent jetpacks/resupply from being all-powerful, and allow more alien diversity. It also means combat is closer to NS mode.
<span style='color:red'>O </span>When you level up in Combat, you get 20% of your health back (increases heroics, soloing, and reduce dependence on hive/resupply).
<span style='color:red'>O </span>Swapped spit and health spray back to 2.0x configuration (so spit is focusable, healing spray isn't).
<span style='color:red'>O </span>Lerk Flight v2.0! Has both Flying (tap jump) and Gliding (hold jump). We have more work to do here, but I think you'll see that Max made him MUCH more maneuverable. Make sure to press in the direction you want to fly while flapping.
<span style='color:red'>O </span>Removed "active node count" messages. I think I'd like to test it without. This was originally a tool for finding big balance problems, and as we got closer to the 2.0 ship date, it was too risky to remove. Now is the time to remove it, to see how it plays without it (bug #231).
<span style='color:red'>O </span>Reduced size of Onos "ring".
<span style='color:red'>O </span>Increased jetpack energy cost by around 30% to make it more close to 2.01 levels.
<span style='color:red'>O </span>Charge damage increased from 240/second to 320/second.
<span style='color:red'>O </span>Leap damage increased from 60/second to 80/second.
<span style='color:red'>O </span>Refactored shotgun into AvHBaseReloadableWeapon, in preparation of extending grenade launcher off this (as soon as the artwork is done).
<span style='color:red'>O </span>Scoreboard v2.0:
<span style='color:orange'>-- o </span>Don't show enemy scores (bug #28).
<span style='color:orange'>-- o </span>Add kills column (so both kills and score are shown).
<span style='color:orange'>-- o </span>Sort players by score, which is non-combat points + kills - deaths (bug #224).
<span style='color:orange'>-- o </span>Free up room to display tracker icon.
<span style='color:orange'>-- o </span>Gamma-corrected scoreboard labels.
<span style='color:orange'>-- o </span>Don't draw +/- score when going to ready room.
<span style='color:red'>O </span>Added alien resource overflow. So any res over 100 that is received by players will go into the pool (bug #87).
<span style='color:red'>O </span>Reduced time to wait before reusing the command station from 12 seconds to 5 seconds (if we start seeing overflow issues, I'm going to change this back).
<span style='color:red'>O </span>Increased electricity range, to encourage alternate defense, and in anticipation of new structure spacing (also fixes problems where tricky aliens could sometimes munch electrified targets without taking damage)
<span style='color:red'>O </span>New ns_veil:
<span style='color:orange'>-- o </span>Removed Monitoring Pods.
<span style='color:orange'>-- o </span>Fixed floating clip brush o' doom.
<span style='color:orange'>-- o </span>Fixed doorways with Onos movement issues.
<span style='color:orange'>-- o </span>Small lighting tweaks.
<span style='color:red'>O </span>Added Steam Support:
<span style='color:orange'>-- o </span>Added "ready room" option on menu.
<span style='color:orange'>-- o </span>New artwork for button in lower left.
<span style='color:orange'>-- o </span>Ingame menu/fonts in process of being fixed.
<span style='color:red'>O </span>Added Combat Play Mode:
<span style='color:orange'>-- o </span>Combat mode is active on co_ maps.
<span style='color:orange'>-- o </span>In this mode commander is not present and gorges may not build structures.
<span style='color:orange'>-- o </span>Level-up tooltip message now goes away after a short time.
<span style='color:orange'>-- o </span>Changed mapping protocals to allow mappers to put in pre-built cc +1 or more armories.
<span style='color:red'>O </span>Changed resupply to only give one health or ammo pack at a time (gives out health first, then ammo).
<span style='color:red'>O </span>Sped up evolve time of alien upgrades in Combat mode.
<span style='color:orange'>-- o </span>Reworked resupply, scan and distress beacon to be automatic. They are cued by the "commander" when you're low in health or ammo, when there's a cloaked alien in view, or when a large portion of your team is dead.
<span style='color:orange'>-- o </span>New level up sound (thanks MadMaxx).
<span style='color:orange'>-- o </span>Draw unspent levels on HUD, so you always know what you can spend.
<span style='color:orange'>-- o </span>Keep experience and purchased upgrades even after dropping off server.
<span style='color:orange'>-- o </span>Added spawn invulnerability for Combat mode (currently 3 seconds, set by "mp_spawninvulnerabletime seconds"). Also protects player from stomp, webs, etc.
<span style='color:orange'>-- o </span>Combat timelimit is disabled by default.
<span style='color:orange'>-- o </span>Added "Iron-man" variation (mp_ironman 1).
<span style='color:green'>---- o </span>Set mp_ironmantime to minutes after which, aliens win.
<span style='color:green'>---- o </span>Don't let players rejoin after they've been killed, before latejoin elapses.
<span style='color:green'>---- o </span>Lose all levels and upgrades on death.
<span style='color:green'>---- o </span>Experience comes in faster (currently 2x).
<span style='color:green'>---- o </span>Get full health back on level up.
<span style='color:orange'>-- o </span>Aliens only have 1 hive and if killed aliens automatically lose. Marines lose when the Command Console gets destroyed or the round timelimit expires. The default time is 5 min.
<span style='color:orange'>-- o </span>You earn exp by killing or being near a teammate who gets a kill. Your exp status and your rank are displayed in a status bar located in the bottom center area of your screen.
<span style='color:orange'>-- o </span>As you level up your max possible health and speed increase automatically. ie 160 hp skulk anyone?
<span style='color:orange'>-- o </span>Respawn is designed to send waves of fighters into the battle. When someone dies on your team the respawn timer is started. If others from your team die and change to reinforcing before it hits 0 they will spawn in all at the same time. Respawn times remain the same as regular NS.
<span style='color:orange'>-- o </span>Any upgrades/evolves you have when you die you will have again when you spawn.
<span style='color:orange'>-- o </span>To get health or ammo you must wait to go to the next level and just select resupply.
<span style='color:orange'>-- o </span>Alien upgrades consist of all chamber upgrades and all evolves cept gorge( temporary ). Also there are the upgrades to unlock #3 ability and #4 ability. The only restrictions now are that you can't lerk before gorging, you cant fade before lerking, you cant onos before fading, and you cant unlock #4 ability before #3.
<span style='color:orange'>-- o </span>Marine Upgrades consist of GL, HMG, Shotty, HA, JP, motion, scan, beacon, welder, mines, lv1-lv3 weapons, lv1-lv3 armor, and resupply. The only restrictions are you cant have HA + JP ;-), you must choose to upgrade to lv1 and then lv2 armor before getting HA or JP or lv3 armor, and you must choose to upgrade to lv1 weapons before getting shotty or hmg or GL or lv2 weapons or lv3 weapons.
<span style='color:orange'>-- o </span>Upgrade Menu now uses the old pop-up menu for simplicity.
<span style='color:orange'>-- o </span>Extra experience is now given out when there are more players in range of a kill.
<span style='color:green'>---- o </span>Each player used to get: (80 + (target experience level - 1)*15)/number friendlies nearby
<span style='color:green'>---- o </span>Now each player gets: ((55 + target experience level)*15/number friendlies nearby) + 10
<span style='color:green'>---- o </span>Result: same XP for soloing, but some extra experience given out to offset slower leveling for groups.
<span style='color:green'>---- o </span>Also fixes problem where level 2 targets didn't give more XP then level 1.
<span style='color:green'>---- o </span>Radius for friendly players increased from 400 to 500
<span style='color:orange'>-- o </span>All guns get two clips of ammo on spawn.
<span style='color:orange'>-- o </span>Aliens gestate after evolving 2nd/3rd hive ability.
<span style='color:orange'>-- o </span>Marine Ranks/Levels:
<span style='color:green'>---- o </span>1. Private
<span style='color:green'>---- o </span>2. Private First Class
<span style='color:green'>---- o </span>3. Corporal
<span style='color:green'>---- o </span>4. Sergeant
<span style='color:green'>---- o </span>5. Lieutenant
<span style='color:green'>---- o </span>6. Captain
<span style='color:green'>---- o </span>7. Commander
<span style='color:green'>---- o </span>8. Major
<span style='color:green'>---- o </span>9. Field Marshal
<span style='color:green'>---- o </span>10. General
<span style='color:orange'>-- o </span>Alien Ranks/Levels:
<span style='color:green'>---- o </span>1. Hatchling
<span style='color:green'>---- o </span>2. Xenoform
<span style='color:green'>---- o </span>3. Minion
<span style='color:green'>---- o </span>4. Ambusher
<span style='color:green'>---- o </span>5. Attacker
<span style='color:green'>---- o </span>6. Rampager
<span style='color:green'>---- o </span>7. Slaughterer
<span style='color:green'>---- o </span>8. Eliminator
<span style='color:green'>---- o </span>9. Nightmare
<span style='color:green'>---- o </span>10. Behemoth
<span style='color:orange'>-- o </span>Maps Added:
<span style='color:green'>---- o </span>co_angst
<span style='color:green'>---- o </span>co_core
<span style='color:green'>---- o </span>co_daimos
<span style='color:green'>---- o </span>co_fast (was a quickly made map and I dont know if its staying or not)
<span style='color:green'>---- o </span>co_kestrel
<span style='color:green'>---- o </span>co_pulse
<span style='color:green'>---- o </span>co_sepulcher
<span style='color:green'>---- o </span>co_tasium
<span style='color:green'>---- o </span>co_ulysses
<span style='color:green'>---- o </span>ns_agora_beta3 (in testing)
<span style='color:green'>---- o </span>ns_ayumi
<span style='color:green'>---- o </span>ns_delta
<span style='color:green'>---- o </span>ns_mazion_r2
<span style='color:green'>---- o </span>ns_metal
<span style='color:green'>---- o </span>ns_mystic

<span style='color:yellow'>Official Maps from previous version:
--------------------------------------------</span>
<span style='color:red'>O </span>ns_bast
<span style='color:red'>O </span>ns_caged
<span style='color:red'>O </span>ns_hera
<span style='color:red'>O </span>ns_eclipse
<span style='color:red'>O </span>Removed ns_nancy (because of Onos stuck issues that can't be fixed without the map source. Sad to see you go, it was great)
<span style='color:red'>O </span>ns_nothing
<span style='color:red'>O </span>ns_tanith
<span style='color:red'>O </span>ns_lost
<span style='color:red'>O </span>ns_veil
<span style='color:red'>O </span>ns_origin
<span style='color:red'>O </span>ns_mineshaft
«13456789

Comments

  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    edited November 2003
    mmm... combat.

    If only paypal would accept my CC # <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    Im a pt so I do have access ie I can update this if needed.
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    edited July 2003
    -- o Grenade launchers now require advanced armory and prototype lab instead of advanced armory and arms lab.


    Incorrect as of 2.0y I believe <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> The prototype requirement was removed, so it only now requires an advanced armory.

    Great Job though. Has to be the biggest changelog ever.....
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    yeah yeah i didnt think i had that in there so i didnt bother searching for it. /me deletes
  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    <!--QuoteBegin--NeoMatrix99+Jul 24 2003, 03:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NeoMatrix99 @ Jul 24 2003, 03:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im a pt so I do have access ie I can update this if needed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Indeed, very hard to find specific info on the latest changelog however (perhaps this is intentional? I smell conspiracy! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ). Wading through that is making me blind.
    Argh, my eyes are on fire?!

    Nice job though mate, that would've been no small task.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    Took two days to make the first version then another few days to clear out errors. This is exactly like the one in beta info, when I found out they locked off beta info from view I reposted here.
  • GandalfGandalf Join Date: 2003-01-20 Member: 12500Members, Constellation
    This is very cool and im surprised its not been stickied yet.
  • ArcadiusArcadius Join Date: 2003-04-14 Member: 15491Members
    Thanks for posting it here since they disabled our viewing of the beta forums. You still rock Neo. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    It won't be stickied just gotta post here every now and then to boost it up.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    "Nope! Wrong again!!" (-Rafiki, <i>The Lion King</i>)
  • JRA_RendarJRA_Rendar Join Date: 2003-06-06 Member: 17042Members
    LOL, come here......I need to whisper something in your ear...it's a secret.................

    Asumtia SANNA SQUASH BANNANNA!!!!!! AHAHHAHA!!!!!!




    Me = Loser <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Hey neo could you convert this all to be postable on a PhP web site.
    So add
    <p> and </p> at the start and end of a section and add

    inbetween each line.
    Would save me about 3 hours of work.. thanks! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    on second thought.. I am just going to Link to this! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Majin+Jul 24 2003, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Jul 24 2003, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey neo could you convert this all to be postable on a PhP web site.
    So add
    <p> and </p> at the start and end of a section and add

    inbetween each line.
    Would save me about 3 hours of work.. thanks! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just pull it into Word or Wordpad and do a Find/Replace. Shouldn't be too hard.

    However, linking to this is probably better, as this will continue to be updated (I hope!).
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    <!--QuoteBegin--JRA_Rendar+Jul 24 2003, 06:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JRA_Rendar @ Jul 24 2003, 06:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> LOL, come here......I need to whisper something in your ear...it's a secret.................

    Asumtia SANNA SQUASH BANNANNA!!!!!! AHAHHAHA!!!!!!




    Me = Loser <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    actually its

    "asanti sana sqush banana"

    it means

    "thank you squash banana"

    you = loser <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    GJ Neo! Very easy to read and is pretty to look at!
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    yeah maj just link here. I could easily do that as I used an html editor to edit it in the first place however should anything change I'll be updating it here.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    this is the best changelog yet... btw is the onlything different in 2.0y part 2 is crash fixes??? or did u sneak something in..

    btw i <3 color
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    Acid Rocket is hive 3 meta is hive 2 now for fade.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Neo, can you also post separately the individual changelogs since the beta forum went down(2.0z and beyond), or is there some sort of rule against it? It seems extremely strange that the "NDA" would be RE-implemented a week before release. I don't know if anyone's posted them but I've yet to see 2.0z or 2.0za, nor have I heard that there's any kind of rule preventing PTs/Vets from telling us.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    I actually don't have a clue what we're keeping. We did 2 alternate versions of z and I have no clue if we're gonna keep either or revert back to 2.0z.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    All the same, I'd like to hear what's being tried as long as there isn't some sort of rule forbidding it.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    well supposedly z was added... can some1 find the difference? I noticed the Valve Anti-Cheat support (VAC) waht else?
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    edited July 2003
    We really don't want to post it and add the the posts of gee why'd they do this and why'd they do that until we know for sure whats going to be changed. As is the changes are only on one of the servers so some ppl are playing reg z some the alternate. When I know for sure we're going to keep the changes or not then ill post it.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    at least tell us about the minimap <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    They're still working on it and all I know is it's got color.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    yum... color...good.... me like
  • PRIMERPRIMER Join Date: 2003-03-17 Member: 14634Members
    edited July 2003
    Is there a message that says "DIGEST" instead of "DEAD" if a marine was digested by an Onos? That would be helpful to know if you are a marine teammate.

    Also, the commander can see which marines are parasited, but can he tell which structures are parasited? Do they glow yellow? (<--you don't need to answer) This would be good to know too.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    Yes on the scoreboard you are listed as digest. But at endgame if your the last guy you count as dead if an onos starts to digest you.
  • SkulkSkulk Join Date: 2003-07-27 Member: 18481Members
    NS rocks.

    I am a veteran, but i just got a login.
    I LOVE NS.
    I CAN"T WAIT FOR NS 2.0

    I am sure i have been very helpful in providing you (my fans) with important imformation.

    Till next time.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    you know what... read it again and you will notice how much work went into 2.0.... i just did and wow
This discussion has been closed.