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Version History


v3.2 - March 1st, 2007

New Features

New map ns_lucid ( by Mouse )
ns_lucid is a map with a distinctive visual style and frantic gameplay. Its flowing architecture and well connected layout means that teammates as well as enemies are never far away. The map's high ceilings and winding corridors give the advantage to whoever can get the first hit in and victory to whoever can hit the hardest.
New map ns_machina ( by Merkaba )
Machina is set on a mining ship designed and owned by a reclusive set of human colonists, of whom nothing much is known owing to their societies apparent disdain for any cultural exchange. After intelligence reports came in detailing sightings of this derelict behemoth, the TSA council leapt on the opportunity to send in a team to investigate and discover more about this mysterious colony and their intruiging technology. Of course, the alien threat which rendered the ship helpless would have to be dealt with first...

New map co_umbra ( by Kalessin )
co_umbra is a large combat map which features long, wide corridors with moderate cover and high ceilings. Despite the apparent advantage the marines may have, the aliens can utilise the extensive ventilation network and the many concealed ambush points to hamper the marine's progress. There are three routes linking the alien half of the map to the marine side, each route converges in the centre of the map where most of the action takes place. Because of the size of the map, it is important that the marines play aggressively to be able to secure a victory.

Gameplay changes:

Gameplay interface:

Various fixes:

Maps Updates:

v3.2 Beta 2 - January 8th, 2006

Balance Changes


Bugfixes


Other changes


v3.2 Public Beta - November 21st, 2006

New Features



New map ns_lucid ( by Mouse )
ns_lucid is a map with a distinctive visual style and frantic gameplay. Its flowing architecture and well connected layout means that teammates as well as enemies are never far away. The map's high ceilings and winding corridors give the advantage to whoever can get the first hit in and victory to whoever can hit the hardest.


New map ns_machina ( by Merkaba )

New map ns_prometheus ( by Pithlit )
The Prometheus relais station was abandoned when the technology it used was outdated and updates were no longer feasible. Five Years later it was brought back on duty to serve as an advanced materials lab for special compounds that were discovered by a mining operation in the surrounding asteroids in the rings of the gas giant prometheus. Operations ran smoothly for several years. On a fateful day the station was infected by the Kharaa during mining incident. The nearby supply cruiser on route to the station now sends over its marines to seize research data and rescue any possible survivors.

New map co_umbra ( by kalessin )
co_umbra is a large combat which features long, wide corridors with moderate cover and high ceilings. Despite the apparent advantage the marines may have, the aliens can utilise the extensive ventilation network and the many concealed ambush points to hamper the marine's progress. There are three routes linking the alien half of the map to the marine side, each route converges in the centre of the map where most of the action takes place. Because of the size of the map, it is important that the marines play aggressively to be able to secure a victory.

Gameplay changes:


Gameplay interface:

Various fixes:


Maps Updates:

v3.1.3 - April 10th, 2006

v3.1.2 - December 2nd, 2005

v3.1.1 - November 20th, 2005

v3.1 - November 10th, 2005

New features

Gameplay changes

Game mechanics

Cosmetic changes:

Map changes:

Bugfixes:

v3.05 beta 2 - June 10th, 2005

v3.05 beta 1 - June 5th, 2005

v3.04 - June 1st, 2005

v3.03 - April 27th, 2005

v3.02 - April 4th, 2005

v3.01 - March 11th, 2005

v3.0 (otherwise known as beta6) - March 5th, 2005

Gameplay changes

Game mechanics

Cosmetic changes:

Map changes:

v3.0 beta 6 build 5 - February 25th, 2005

v3.0 beta 6 build 4 - February 21st, 2005

v3.0 beta 6 build 3 - February 12th, 2005

v3.0 beta 6 build 2 - January 31st, 2005

v3.0 beta 6 build 1 - January 9th, 2005

Gameplay changes

Game mechanics

Cosmetic changes:

Map changes:

v3.0 beta 5 - September 4th, 2004

Gameplay changes:

Combat Specific Gameplay changes:

Game mechanics changes:

Cosmetic changes:

Server Changes:

Client Changes (non-gameplay related):

Changes for those who Mod NS:

Spectator changes:

Map Changes:

v3.0 beta 4a - May 2nd, 2004

v3.0 beta 4 - April 23rd, 2004

v3.0 beta 3 - February 11th, 2004

v3.0 beta 2 - January 31, 2004

v3.0 - (previously referred to as v2.1)

v2.01 - September 19th, 2003

v2.01e Beta Changes

v2.01d Beta Changes

v2.01c Beta Changes

v2.01b Beta Changes

v2.01a Beta Changes

v2.0 - July 31st, 2003 (previously referred to as v1.1)

v1.04 - January 24th, 2003

v1.03 - November 27th, 2002

v1.02 - November 16th, 2002

v1.01 - November 6th, 2002

v1.0 - October 31st, 2002

Release Candidate 10 Final Changelog

Release Candidate 9A Changelog

Release Candidate 9 Changelog

Release Candidate 8 Changelog

Before...


Stuff that was released, once the NDA (non-disclosure agency) was lifted

THE MARINES: The Trans-System Authority employs these highly trained troops exclusively for the extermination of any alien infestation discovered.

A marine spawns with 100 health, 50 armor, a knife, pistol, and light machine gun.

Marine Weaponry:
Knife
Pistol (10 round clip, 30 reserve)
Light Machine Gun (50 clip, 300 reserve)
Shotgun (10, 50)
Heavy Machine Gun (150, 450)
Grenade Launcher (6, 30)
Welder
Tripmines (pack of 5)

Marine Technology:
(Armory)
-shotguns
-welders
-upgrade to Advanced Armory
(Advanced Armory)
-HMG
-Grenade Launcher (with Arms Lab)
(Arms Lab)
-Grenade Launcher (with Adv. Armory)
-Armor upgrades levels 1-3
-Weapon upgrades levels 1-3
(Observatory)
-prevents nearby aliens from cloaking
-scanner sweep (similar to Starcraft's ComSat)
-Distress Beacon (respawn all dead marines at base instantly)
-Motion Tracking
(Prototype Lab)
-research and drop Heavy Armor
-research and drop Jetpacks

FEATURES!
-popup menu: allows extremely rapid communication between squad members and commander; everything from ammo requests to movement orders
-waypoints: Commander can issue waypoints to selected marines, including Move, Attack, Defend, and Build.
-multiple attack styles: siege a base with high-powered sonic weaponry, or load up on armor and heavy weapons and do it yourself. Take the long way, or build a phase gate for quick reinforcement.
-teamplay incentives: weld allies to repair their armor; move in mixed groups so each weapon's strengths compliment others' weaknesses.
-help on high: a commander looking ahead, scanning for hostiles, keeping you supplied with ammunition and health, upgrading technology to make you a more effective exterminator.

THE ALIENS: Rather than the human's evolutionary path of increased intelligence over physical ability, these strange life forms have extended their physical capabilities, adaptive power, and instinctive senses to almost unfathomable levels.

These weapons are available if you have 0, 1, 2, and 3 hives online (respectively).
Skulk:
0 bite (melee, will kill an unarmored marine in 2 bites)
1 parasite (used to tag marines and buildings at long range to keep tabs on them)
2 leap (rather like AvP2's pounce. Useful for both movement and attack)
3 Xenocide (powerful suicide explosion)
The Skulk can also climb walls and ceilings.

Gorge:
0 spit (ranged, slow moving, energy-inefficient, med-low damage)
1 healing spray (vital ability
- can heal allies and buildings. Will hurt enemy players)
2 webs (suspend webs between surfaces that slow movement and gum up weapons)
3 Babblers (spawn an AI-controlled skulk-bot with very low hitpoints. Good for attacking buildings and webbed marines)
The gorge is also the builder class, and can construct hives, upgrade chambers, resource nodes, and turrets.

Lerk:
0 bite (still dangerous, but not as much as the skulk's)
1 spikes (ranged spike weapon, ROF ~ 4/sec)
2 umbra (emit a stationary cloud that absorbs 6/7 bullets fired at anything within it)
3 spore cloud (a ranged attack that creates a noxious cloud, harming any marine caught within it. Does not affect buildings)
The lerk is the flying alien.

Fade:
0 swipe (a double-clawed slash. Nasty)
1 acid rocket (ranged, splash damage, painful)
2 blink (a teleport with a slash at the end. excellent for disorienting marines. cannot teleport through geometry)
3 bile bomb (similar to acid rocket, but a *large* splash and a shorter, ballistic trajectory. good base assault weapon)
The Fade is the soldier class.

Ohnos:
0 bite (Nice knowing you)
1 paralyze (ranged weapon that freezes a marine in place. Nice knowing you)
2 charge (trample marines like the speed bumps they are. Nice knowing you)
3 Primal Scream (provide damage, ROF, and speed upgrades to self and all nearby aliens. Nice knowing you)
The Ohnos is the Nice-knowing-you class.

Alien ability is closely tied to the number of hives online.
-0 Hives: Aliens may evolve to Skulk or Gorge, and have one weapon available. A gorge may build Hives and Resource Towers. No upgrade chambers or offensive chambers may be built.
-1 Hive: Aliens may choose the Lerk form. Two weapons are available, and the Gorge can now build offensive chambers (turrets) and one type of upgrade chamber (see below).
-2 Hives: Aliens may evolve to the Fade form. Three weapons are available for each class, and the Gorge may build an additional upgrade chamber type.
-3 Hives: Aliens reach their full power. All five classes may be evolved to, and each alien may use four weapons. The Gorge may build the final upgrade chamber.

UPGRADE CHAMBERS:
One upgrade chamber becomes available with each hive online; it is the decision of the Gorge (builder alien) which to build.

(Defensive Chamber)
-provides a remote base for attacking aliens to heal at, as well as healing nearby alien structures.
-Carapace (increases amount of armor and damage absorption)
-Regeneration (aliens may regenerate health without retreating to a Hive or Defensive Chamber)
-Redemption (an alien at low health has a chance of teleporting back to the safety of a hive)

(Movement Chamber)
-can be "used" to be instantly teleported to the farthest active hive on the map.
-Stillness (level3 completely silences footsteps, jumping, and falling sounds)
-Celerity (each level increases the alien's base speed)
-Adrenaline (each level increases energy - "ammo" - regeneration by 33%)

(Sensory Chamber)
-reveals any marines in sight to all aliens; parasites any marines that come in contact with it.
-Cloaking (level 3 Cloaking renders an alien completely invisible when motionless)
-Scent Of Fear (wounded enemies show up in hive sight with an orange aura)
-Enhanced Hive Sight (your "flashlight" will make both your teammates and enemies highly visible, even in dark rooms)

FEATURES!
-HIVE SIGHT: wordless communication - know instantly when any teammate or structure is under attack, and where! See what your allies see, and parasite marines to keep tabs on them even through walls!
-Be your own assault squad: Use the aliens' lethal weaponry - along with clever tactics - to gut an entire marine team single-handedly.

-Evolve to Skulk: Swift, maneuverable, and deadly in close range. Wall-climb to gain the upper hand, parasite teams of marines to keep track of them wherever they go, or suicide in a powerful explosive attack!
-Evolve to Gorge: Support your teammates by building new hives, upgrade structures, and turrets. Set clever traps with turrets and webbing. Or head to the front lines and back your teammates up with Healing Spray and a Babbler Swarm!
-Evolve to Lerk: Enjoy the freedom of maneuverable, high-speed flight. Rain spikes down on your enemies, choke them with a cloud of noxious spores, or close ranks and take them out with your razor teeth! Support your teammates with a bullet-absorbing Umbra cloud!
-Evolve to Fade: Strike fear in the hearts of your opponents; your massive armor and deadly weaponry will take down multiple marines with ease. Soften them up at long range with Acid Rockets, then teleport in with Blink and use your claws to rip them asunder!
-Evolve to Ohnos: a thousand pounds of muscle, armor plating, and *serious* aggression control issues. Fear nothing - trample marines and buildings alike, destroy pesky turrets with ease, and paralyze marines where they stand to be dealt with when YOU have time for it! And for the coup-de-gras, use a Primal Scream to give your entire team an insane boost to attack and movement!
-Individual resource management: *YOU* decide what class to evolve to, and what upgrades will best accompany that choice! Ambush squads as a cloaked, silenced, regenerating Skulk, or head to the front lines as a Fade armed with Carapace, Adrenaline, and Enhanced Hive Sight. Choose from FIVE THOUSAND (I'm not joking, we did the math) possible combinations!