Build 250 is now live on Steam!

Build 250 is now live on Steam. Servers will update over the next few hours, and Steam will update your game automatically. Build 250 contains lots of balance changes! httpv:// All these changes mean that there's stuff to learn. Over the next few days, we will be releasing lots of videos, blog posts and tutorials to help you learn all about what's going on!


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 General 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 Exosuit 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 Shotgun Increased shotgun rate of fire by 18% Reduced base damage to 170 Adjusted shotgun spread ARC 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) Whip 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) Fade 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 Lerk 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) Onos 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 Gorge Hydras are now flamable Increased gorge build rate Skulk Skulk moves now faster on walls Xenocide cant be cancelled anymore When dying by xenocide, skulk respawn time is reduce by 6 seconds Infestation 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 Drifter 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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