No announcement yet.

Gorgeous Changelog (Build 240)

  • Filter
  • Time
  • Show
Clear All
new posts

  • Gorgeous Changelog (Build 240)

    Gorgeous Changelog

    A piece of software as complex as the Gorgeous update is greater than the sum of its parts. But this changelog gives you an idea about what some of those parts are. Some of them have subtle but wide ranging effects: Fixes to the Skulk hitbox and changes to its movement code make them slightly easier targets in certain circumstances. Others are more immediately apparent: Insight has been massively improved (Go Huze!). Read about how to use three of the new additions here.


    Railgun Exosuit now available at Prototype Lab. Explodes things.
    Gorges may now spawn Babbler eggs, which hatch into Babblers!
    Gorges may now create Gorge Tunnels
    Bait Balls – Direct babblers by flinging it at enemies of friendlies
    New map: Descent
    New contextual help system, ‘TipVids.’
    Insight Spectator System Mk 2 – Redesign and interface overhaul.
    First Person Spectating
    Damage decals
    Refraction effects
    New alien cloaking effects
    New main menu background scene


    Disabled wall walking on Command Stations.
    Added one second cool-down between Gorge structure drops
    Claw damage increased to 75.
    Claw range increased by 10%
    Rifles will now get destroyed when purchasing a new weapon at the armory to prevent a pile of Weapons in big games (manually dropping or picking weapons up is unchanged)
    Removed foresight from Alien Commander.
    Increased frequency of alert message when a base power node is under attack.
    Whips no longer hit multiple targets with their melee attack.
    Doors are no longer usable.
    Removed exo backwards speed scalar.
    Updated personal resource icon in Alien buy menu.
    Reduced phase gate rate from 0.5 to 0.2 seconds.
    Exosuit movement speed depends now on weapons weight (minigun heaviest, railgun lightest)
    Slightly increased Axe range to prevent situations where you could not hit an enemy below you even when crouching.
    Skulk movement adjustments – Movement code now makes them slightly less erratic when dancing in your sights.
    Cloaking system is now analog rather than binary – Allows for more nuanced use of cloaking trait
    Decreased the amount of time it takes for the game to start once both teams have a Commander.
    Doubled the rate that the “Game will not start until both teams have a Commander” banner message appears on the screen.
    Enemy players are now damaged while near the enemy Command Structure before the game starts.
    Bile bomb can now destroy dropped weapons.


    Added the ability for death triggers to do damage over time instead of instantly killing the entity.
    Max distance that initial Cyst spawn points can be from the Hive increased by 50%
    Changed the texture list in the Editor to “and” all of the search terms together by default (old “or” behavior can be reproduced by using ? in front of a search term)
    Changed the texture list box to allow selection of materials in any directory (not just the materials directory)


    Added ‘-logdir <path>’ command line option to let server admins override the location of log.txt.
    Added pagination to the mod browser in the dedicated server web admin.
    Added search capability to the mod page of the dedicated server web admin.
    Added resource graph in Insight (Press Q)
    Added commander research bars in Insight, replaces monolithic research block
    Added player energy/ammunition indicators in Insight


    Fixed bug causing Skulk hitbox and worldmodel to be misaligned on some vertical surfaces (Makes the buggers easier to hit).
    Fixed bug where emissive only surfaces would not be properly bloomed (caused cloaked Alien structures to be somewhat visible)
    Fixed issue where enabling double or triple buffering while in fullscreen windowed mode would cause the display to not update
    Fixed swipe not triggering effects / draining energy when quickly tapping primary attack button.
    Fixed script error when firing a Rifle that had been previously fired and dropped on the ground.
    Fixed holo Marine model being visible for a few frames for the already respawned Marine.
    The unban button now works in the server web interface.
    Fixed health bars showing up in ready room.
    Fixed bug where caps lock couldn’t be bound in the input settings.
    Fixed bug where tapping primary attack key with Skulk bite selected wont deduct energy / trigger sound.
    Fixed clogs appearing for one frame at world origin.
    Fixed bug where Marine Commander could select cloaked Alien units.
    Fixed bug where the “retry” console command would not attempt to reconnect to the last server joined using the “connect” console command.
    Fixed health/armor not being properly predicted for growing Alien structures.
    Fixed bug where tech point remains smashed after the Hive got replaced by a Command Station.
    Fixed camera hitch when crouch jumping as Onos.
    Fixed sentry battery destruction effects.
    Fixed unsocketed power nodes not considering LOS properly.
    Fixed bug where units recloak when Marine who touched them is still in close proximity.
    Text chat now displays above the “Fade to black” death screen.
    Fixed Alien structures playing metallic sound when attacked by Skulks.
    Ghost structures disappear now immediately when killed.
    Commander no longer triggers a ping during entering a chat message.
    Fixed Aliens losing abilities when a Hive gets destroyed and they evolve an upgrade without changing life form.
    Fixed issue where chat text would sometimes be displayed escaped in the web server admin console.
    Players can now damage each other after the round ends.
    Changed behavior of Gorge build menu: You no longer need to re-select things to build more of them.
    Fixed bug where hitting alt-enter would not cause the options menu to be updated based on the current windowed/fullscreen status.
    Fixed bug where the microphone would be stuck on if the server changed maps while a player was recording.
    Fixed infestation decal not showing up for Hydras.
    Fixed bilebomb effect not showing up on MAC model.
    When a team surrenders, everyone will be notified.
    Fixed prediction error when jumping in rapid succession.
    Fixed clogs blocking phase gates.
    Fixed bug where Aliens could barely see cloaked units when dark vision is enabled.
    Fixed welder ignoring the deploy animation.
    Fixed bug where Commanders could drop structures when help mode is enabled.
    Fixed Marine structures showing Alien blood when hit by flame throwers.
    Fixed adrenaline / camouflage banner not being displayed.
    All team members will be notified when someone votes to concede or to eject the Commander.
    Robotics Factory can’t cancel research.
    Fixed bug which gave Aliens abilities which are not researched.
    Fixed Editor bug that would occasionally cause a vertex to be created a large distance away from its intended location.
    Fixed issue where a change to a shader template file would not necessarily trigger shaders to be rebuilt.
    Fixed hitch when first encountering Infestation after the shaders have been updated.
    Fixed issue where dynamic props wouldn’t be animated on the dedicated server due to missing animation graphs.
    Spectator Mouse Hover no longer misses.
    Recycled/Refunded structures are no longer added to total team resource gathered.
    Fixed exploit in server web admin (Thanks confused!)
    Fixed issue where mods that specified a specific version build was required would not mount the file system in the proper order.
    Fixed bug causing pre-placed Cysts to sometimes die at the start of the round.
    Fixed bug where HTTP requests did not follow 301 redirects (fixes the mods list in the web admin)
    Fixed bug where Aliens were able to evolve both upgrades from one Hive type.
    Fixed exploit where selecting multiple shifts allowed it to bypass the global cool down for hatch ability.


    Exos display now the thruster duration / cooldown in their HUD.
    Added smoke effect for Spike attacks.
    Added missing minimap icons for shift, shell, spur, veil.
    Insight text now much more legible


    Reduced the number of bits used for network fields.
    Optimized determination of whether or not Orders should be relevant to a client (improves server performance)
    Optimized querying the world for entities.
    Infestation blob coordinates are now saved after being generated once (Thanks Mats!)
    Sped up the compiling shaders process.
    Reduced memory usage by compressing animations – also reduces load times.
    Tweaked texture streaming – reduces load times.


    Cafe is now now a random marine spawn again
    Lockers is now a random spawn for both aliens and marines
    Redesigned how Cafe connects to Bar
    Redesigned Central Access so it now connects to cafe
    Redesigned Back Alley
    Moved Bar further west to prevent sieging of Lockers
    Moved Cafe RT to the lower level to prevent LOS issues
    Some changes to courtyard to fit the Central Access changes
    Some cosmetic changes to Ball Court
    Some cosmetic changes to Bar
    Reflection Probes added


    Made Smelting a marine spawn.
    Removed route from Smelting to Conduit.
    Added new route from Smelting to Routing.
    Bug fixes including building placement and power grid issues.


    Improved Atrium RT location (less claustrophobic)
    Added more cover and flanking options for aliens in Flight Control
    Added missing lights in Crevice vent


    Moved all processing of input into script.
    Fixed visualization of the emissive map in the Viewer.
    Added the ability to make an external cinematic loop in the Cinematic Editor.
    Improved error reporting when a material as assigned in a model with an absolute path.
    Increased the timeout for HTTP requests.
    Fixed issue where defining a class on the server but not on the client would cause crashes and other bugs.
    Added the ability to materials layered on models to inherit parameter values from the underlying material.
    Fixed bug where the Ok/Cancel buttons in “Create Mod” window of Launch Pad would not be visible if the Window’s font size was set to large.
    Added animatable shader parameters for objects in the Cinematic Editor.
    Added support for vertex colors in .model files.
    Fixed bug where specifying a float2, float3 or float4 value for a surface shader input would corrupt the value.
    Added the ability specify float2, float3 and float4 parameters in a .material file.
    Added support for optional commas in SJSON files.
    Added “LocalPlayerChanged” engine event when the local player on the Client changes.
    Added ServerClient:GetSpectatingPlayer() and ServerClient:GetPlayer() methods.
    Added Client.VoiceRecordStart and Client.VoiceRecordStop functions.
    Steam Community? Add me. | Free Remote, Encrypted Backup

    Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.

  • #2
    Re: Gorgeous Changelog (Build 240)

    I like most of the changes, but this one makes me really happy!

    Bile bomb can now destroy dropped weapons.

    Just because everyone does something does not mean that it is right to do.


    • #3
      Re: Gorgeous Changelog (Build 240)

      Added bug where Roland can't play due to intermittent freezing.

      On a serious note, maybe by the time this is playable again you guys can just tell me which is the good stuff in the update. Looks interesting.
      aka Roland tHTG




      TeamSpeak 3 Server


      Twitter Feed