Update 338 – Matched Play BETA

Posted by WasabiOne 2 months ago

Update 338 includes fixes found with the initial release of MATCHED PLAY (read more here). MATCHED PLAY lobbies are once again active and ready for use. Some additional regions have been added/removed based on performance feedback. Your continued use and feedback on the system while in BETA will help us refine features while we move towards delivering the 1.0 version soon.

Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.

Changelog

Fixes

  • Wiped existing Matched Play penalties for all players
  • Fixed players getting stuck in the Ready Room due to multiple causes. 
  • Removed the Norway server for the time being from the list of Matched Play
Read More...

Update 337 – Matched Play BETA

Posted by WasabiOne 3 months ago

The Development team never stops and although at times some updates don’t seem as full of changes, there is always behind the scenes efforts being made. One of those biggest efforts over the last year has been our new Matched Play system, code named Thunderdome. Update 337 is our big unveiling to the general public of the new Matched Play BETA and a flurry of other changes and updates throughout the game.

Matched Play in its current state will allow 12 players to be matched by region and skill levels to the best of HIVE’s ability. You then play two rounds on an officially hosted server. The intent of this system is to create a better experience for players looking

Read More...

Thunderdome / Matched Play Q&A

Posted by WasabiOne 4 months ago

What is it and How does it work? 

Thunderdome has been the fun codename for this project that is now being officially labeled as Matched Play in the main menu. We plan on releasing the Beta phase of this feature in the next few weeks.

To put it simply it is a matchmaking system. It matches players together in a lobby of 12. When it performs a search it sorts by the smallest number of available player slots in order to fill up existing lobbies, and then that is sorted by a median skill level that is closest to the searching player, and then it finally refines that based on geodesic distance. Or said another way: The system attempts to

Read More...

Merry Gorgemas! Update 336 Released on Steam

Posted by WasabiOne 10 months ago

It’s hard to believe that another year is coming to a close. Sneaky Saint Gorgie is up to their old tricks and while some Marines have been getting some nasty yucky and gooey clogs in their stockings, that silly Saint Gorgie also seems to be dropping off lots of goodies too! We’ve expanded our available skins, and a whole new list of items have been added to your customize menu for you to further put your style on display. Some of our previous packs or individual skins have been expanded to cover more items and there are also a handful of all new individual weapons skins to check out. If you owned a now expanded DLC pack previously, then you

Read More...

Update 335 – HIVE SKILL 3.0 Released!

Posted by WasabiOne 12 months ago

October is always an exciting time of year for our Natural Selection Development Team, and this year is no exception. 18 years ago a totally unique and amazing new mod for half-life hit the interwebs and for many us, changed our lives. Fast forward to today, and its sequel Natural Selection 2 is celebrating eight years since release. Our Team and dedicated community continue to get games active and going 24hrs a day around the world and today is our next step in supporting all of you into the future. Update 335 is the official release of Hive Skill 3.0 (see our previous blog detailing the changes), our latest update to the backend skill tracking and sorting system …

Read More...

Introducing Hiveskill 3.0: Per-Team and Commander Hiveskill (Thank you, Moultano!)

Posted by amanda 1 year ago

Community Developer Moultano, the creator of the original HiveSkill rating system that NS2 uses to approximate player skill levels and balance teams when shuffled, has been quietly tinkering and working hard on one of the longest requested features for Natural Selection 2… an expanded HiveSkill rating system that will now include four separate skill ratings! One for the Kharaa, one for the Frontiersman, and one for each of their respective commander roles.

Now, how exactly does this HiveSkill 3.0 system work? Moultano has been kind enough to write up an extensive FAQ about it which you will see below. If you have further questions, you are welcome to join us on our Discord where Moultano and the rest of the …

Read More...

UPDATE 334 – FIXES

Posted by WasabiOne 1 year ago

This is a maintenance patch to fix some issues that cropped up from changes to the Valve back-end as well as our optimizations. Also some additional bug fixes! But best of all, you can now earn your Abyss Lerk skin by playing on METRO. Happy Hunting

Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.

Changelog


Optimizations

  • Minor refactor how most achievements are granted


Fixes

  • Fixed issue with dual core CPU users being unable to launch the game
  • Fixed issue with Abyss Lerk skin not being awarded after playing on Metro for 6 rounds of 5 minutes each.
  • Fix steam item granting failing
  • Fix steam-stats not updating in
Read More...

UPDATE 333 – METRO

Posted by WasabiOne 1 year ago

Eclipse Tower is in ruin after the Kharaa invasion. The battle was brought home in the name of “scientific research,” deemed necessary to protect our future. We thought the battle was over and all were safe, but we were wrong…

The Kharaa have escaped to the streets below Eclipse Tower and are already advancing throughout the district. Reinforcements have been called in as the streets, markets and clubs are evacuated. The war for our human existence rages on. We have to hurry to eliminate the threat; they’ve reached the Metro lines and can quickly spread out across the entire city.

As the fights continue into the tunnels of the Metro, shimmers of blue and white appear in the darkness. A

Read More...

UPDATE 332 – Released!

Posted by ironhorse 1 year ago

332 Changelog

Greetings Citizens!

 While it’s been a while since the B.M.A.C. production came online through the Trans-Gov Federation, we’ve been in the background quietly tinkering away on deep system improvements within the mainframe while aboard this station. We recognize the Kharaa threat is an ever present and increasing one, and because of that the Federation wants you to know that your well being is important to them.

 As such we’ve made things go faster. We’ve oiled up some rusty parts. And we’ve reprogrammed the nanites to not be so painful upon injection. We think we’ve made good progress and are excited to show you some of our work by getting it into your hands for assessment double time. Just

Read More...

Patch 332 Balance Patch Notes

Posted by amanda 1 year ago

————————————————————————————————————————————————————
Here is a snippet of what’s in store for build 332, which is coming soon! This changelog contains the Balance Patch Notes, there is much more in the full changelog which will be released when the build goes live.

General

● The health and armor status (hp bar) has been removed from enemy players in combat (We recommend enabling damage numbers)
● Re-drop block times for commanders placing cysts and resource towers is now 1 second (down from 5-7 seconds)
● Fixed cysts sometimes dying when placed (From Katzenfleisch)
● Fixed commanders forced to repress the grid key for dual action items (From Katzenfleisch)
● Fixed scan not having a visual range displayed (From Katzenfleisch)
● Fixed structures being …

Read More...