3.2 Changes

puzl has been kind enough to release a partial 3.2 changelog. Please note that everything is still subject to change.

Gameplay Changes

* "Ghost" placement model for marine structures:
- When a marine structure is first placed by the commander, it will be a ghost structure.
- A ghost structure is partially transparent (but still solid) and will be immediately recycled if touched by an alien player returning 80% of the structure cost.
- A ghost structure can be attacked and damaged without triggering an immediate recycle.
- The commander can choose to recycle a ghost structure in the same manner as an unbuilt structure.
- When a marine player starts to build a ghost structure, it will turn into a normal unbuilt structure.
* When redemption chooses a destination hive, it will not choose a hive under attack unless no other active hive is available.
* Removed telefragging by adding pushback to IPs and PGs.

User Interface and Game Asset Improvements

* Updated HUD icons to more clearly indicate the level of marine weapon and armor upgrades.
* The minimap can now be displayed during the pregame.
* Hive sight HUD text:
- Added transparency effect: the farther from the center of the screen the HUD text is, the more transparent it will be.
- Added cl_labelhivesight cvar (default 1) to allow players to disable hive sight labels on the alien HUD.
* Modified the hitboxes of certain structures to more closely match their visual counterpart.

Bugfixes

* Fixed commander keyboard scrolling ( +scrollleft, +scrollright, +scrollup and +scrolldown ).
* Heavy armour and jetpack are now visible in the readyroom.
* Fixed bug where the commander didn't see an accurate representation of alien health.
* Fixed a bug where the lerk flight animation did not play with the crouch key held down.
* Fixed a bug where some alien attack animations didn't play when the attacking alien was crouched.

New hitboxes for some marine structures, such as the resource tower.

Here is a montage of the new upgrade icons, using chevrons to denote the level of the upgrade


And from NSPlayer.net:

o Increased defense chamber healing effect:
- Along with the usual 10 health a player gains when near a defense chamber, there is an additional 1% of the player's maximum health restored. The percentage does stack with multiple chambers.

o Added new inventory indicators to marine HUD:
- welder
- mines
- hand grenades

o Webs
- Webs now harden 1.5 seconds after being formed
- Unhardened webs can be destroyed by marines walking through them without causing the player to get entangled.
- web sounds and sprite updated to allow marines to differentiate between the two states.


All these changes can be found on the NS forums. Enjoy!
sherpa on 15 October 06 22:22

Comments

Noavatar

Blank sherpa | cisequaltothree

...Or you could have just checked www.ninelegends.com

I'm a bit out of the loop at the momement BECAUSE £70 ANTEC PSU'S AREN'T WORTH THEIR WEIGHT IN RES.

15 October 2006, 22:31

15

Blank frG | TROLLS

its better to have it on a site that actually got users :)

15 October 2006, 22:33

815

Blank ZiGGY

jesus sherpa wtf would you want to spend that much on a PSU >.>

15 October 2006, 22:45

878

Blank atman

whoa. my antec psu just broke down too :-(

so record those hltvs people!

15 October 2006, 23:18

Noavatar

Blank sherpa | cisequaltothree

I was told cheap ones break PCs- originally I planned to buy a £15 one.

Irony.

16 October 2006, 00:07

Noavatar

Blank tjerge

thats a funny looking resource tower.

16 October 2006, 00:19

Noavatar

Blank tjerge

and thats a funny way to spell resorce.

16 October 2006, 00:19

Noavatar

Blank Milo

thats also a pretty funny looking "resorce tower"

16 October 2006, 00:22

Noavatar

Blank sherpa | cisequaltothree

I'll have another vowel please, Carol.

16 October 2006, 00:42

Noavatar

Blank Invasion

I didn't know resource-tower looks like a siege :S

16 October 2006, 00:52

Noavatar

Blank Noshadow

http://www.dspsrv.com/~hjw/ns/hitbox_comparison_seige.jpg

http://www.dspsrv.com/~hjw/ns/hitbox_comparison_rt.jpg

http://www.dspsrv.com/~hjw/ns/hitbox_comparison_tf.jpg

http://www.dspsrv.com/~hjw/ns/hitbox_comparison_pg.jpg

16 October 2006, 02:54

Noavatar

Blank MeSaber

funny hitbox on PG.. now all the skulks will be hiding behind that thing that sticks up =]

16 October 2006, 06:54

90

Blank Iots | el'pheer

mines ftw

16 October 2006, 17:48

Noavatar

Blank tjo

This is one of the things that will have a much greater impact on balance than they probably imagine... it'll be fun to see what happens. Those hitboxes really needed fixing.

17 October 2006, 04:17

Noavatar

Blank MeSaber

hitboxes is everything?

18 October 2006, 12:47

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