
Natural Selection 2 pits alien against human in an action-packed struggle for survival. Wield devastating weaponry as a Frontiesman marine, or become the xenomorph as a deadly. Kharaa life-form.

Strategy Meets Shooter
Natural Selection 2 is a First Person Shooter and Real Time Stategy game rolled into one! Each team, alien and human, has a Commander. The Commander looks down on the battlefield and issues orders, places structures, collects resources, researches technology, and deploys abilities.

Here are some gameplay examples: A human Commander could drop health packs and ammunition to a trapped marine squad, and deploy sentry guns to help them defend their position. Or an alien Commander could grow a new Hive to spread infestation throughout newly captured territory, allowing more alien eggs to spawn...

Two Unique Sides
Aliens players choose to evolve into one of five lifeforms: The fast, fearsome Skulk can run on walls and deliver massive damage with is jaws. Lerks fly and deploy gasses to support their teammates in battle. Gorges heal other lifeforms and build tunnels, hydra turrets, walls, and other tactical structures. Fades blink in and out of battle, picking off marines with giant scythes. Finally, the giant Onos is so massive and so tough, that even entire marine squads can't take it down.

Marines wield rifles, shotguns, grenade launchers, pistols, and other weapons. Cluster grenades can clear ventilation shafts of sneaky Skulks, flamethrowers make short work of alien structures and infestation, and boosts dropped by the Commander increase combat effectiveness.
When attacking on foot doesn't cut it, marines can construct hulking Exosuits wielding miniguns and railguns, and equip jetpacks for high speed assaults on alien Hives.

Long Term Development
Natural Selection 2 receives constant updates. This year, 2016, Unknown Worlds continues to develop new features, content, and improvements.

Mod Tools Come Standard
Natural Selection 2 comes with all the tools we used to make the game. All game code is open source. That means you can create, and play, an endless variety of mods. Publish, share, and download mods from the Steam Workshop, and automatically download mods when you join modded games.

Digital Deluxe Edition
Digital Deluxe Edition includes:
- Official Soundtrack - 1 hour of tribal, industrial music composed by David John and Simon Chylinski
- Digital Art Book - 40+ pages of art by Cory Strader, including environments, creatures, weapons and more
- Exclusive in-game marine model - Exclusive in-game marine model - A new marine model with custom visor and armor plating
- Exclusive Wallpapers and Avatars - Unique views of the NS2 universe by Amanda Diaz
Update 328 includes an upgrade to Visual Studio 2017 runtime, continued balance tweaks in response to the last update, updates to DirectX 11 (getting us closer to ditching DirectX 9 altogether) and numerous fixes and optimizations throughout the game. We are making great strides in achieving our goal on the roadmap and 329 is looking to be another great update, so stay tuned for public tests in advance of release. Lastly we want to thank all of you that have been purchasing DLC and all the newcomers that have been buying the game over the last few months. Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.
Check out the full changelog below to see all the goodies contained within.
Note to all Windows users: You will need to ensure the 2017 Visual C++ redistributes are installed on your system! Otherwise the game wont start after the update. Steam should take care of this during the update process but is known to fail sometimes.
Changelog
Gameplay
[u]Merged[/u] [u]balance changes we released live 3 weeks ago via our extensions mod[/u]
- Undeployed ARC health decreased to 3000/200 (from 3000/500)[/*]
- Babblers: [list]
- New maximum lifeform shield values (total): [list]
- Skulk: 21 (from 35)[/*]
- Gorge & Lerk: 21 (from 42)[/*]
- Fade: 40 (from 65)[/*]
- Onos: 85 (from 150)[/*]
Optimizations
- Improved various expensive world update routines to stabilize and decrease their run-time cost for both Client and Server. [list]
- Cache mixin methods for each class after first class instance initialization to speed up any further class instance creation (Thanks Las)[/*]
- Avoid expensive closure creations in hot path calls via a loadstring trick (Thanks Las)[/*]
- Precache beacon spawn points at map load so we dont need to calculate them during runtime (Thanks Katzenfleisch)[/*]
- Optimized tech tree data lookup calls (Thanks Las)[/*]
- Changed behavior of non player entities to not run their update routine every world update tick specially when there hasnt been any state change
(Thanks Steelcap & Nin)[/*] - Limit the amount of time that the client spent on updating GUI scripts every frame (Thanks Las)[/*]
- Added optimized implementation for set and queue data containers to reduce runtime of various hot paths calls[/*]
Tweaks / Improvements
- Added badges for the ENSL.org Newcomer and Community Challenge Tournaments [/*]
- Added new shiny material shaders for most computer monitors and displays in the game (Thanks RuneStorm!)[/*]
- Update anti-aliasing code to latest version of FXAA. Grants a minor improvement to final image sharpness and run-time speed[/*]
- Armories and Prototype Labs now has consistent Usable range for Marine and will no longer show the use-key when you are out of range[/*]
- Improved the visual quality of shadows, notably when the light source was far away from shadow casters[/*]
- Improved shadow rendering for Windows 8 and above clients using shadow comparison sampler features [list]
- Do note that shadows will have lower visual quality on Windows 7 clients. This is due to missing rendering features in the DirectX API, and those features are only available on Windows 8 or higher[/*]
Fixes
- Fixed various DirectX 11 issues: [list]
- Fixed shadows not being rendered properly[/*]
- Fixed emissive decals not being rendered correctly[/*]
- Some textures would appear corrupted at lower mip levels[/*]
- Fixed Exo Minigun Heat bars being distorted[/*]
Sounds
- Fade Metabolize, Onos running rumble sound, and Lerk gliding sounds no longer play after their respective lifeforms death[/*]
- Unearthed (Thanks Kash!) [list]
- Move the RT node from Transfer into Toxic pool to prevent Furnace from having 3 "Natural" resource nodes (Thanks Zavaro!)[/*]
- Moved the Briefing RT node slightly further to the west and moved the fencing to the east to make defending easier for marines (Thanks Zavaro!)[/*]
- Added crates in briefing to allow access to the ceiling area more easily. (Thanks Zavaro!)[/*]
- Fixed numerous Stuck spots throughout the map (and ready room/secret room) (Thanks Zavaro!)[/*]
- Added invisible geometry to many areas of the map to smooth out the feeling of movement[/*]
- Tweaked pathing throughout the map[/*]
- Removed a small amount of the clutter in Purification to make play in the area more fluid[/*]
- Increased the size of the raised platform with the RT node on it in Purification to make the area slightly more marine accessible[/*]
- Removed the middle support pillar in Cavity and tweaked the remaining pillars to make the area slightly less alien OP[/*]
- Moved the Cavity RT node to be more approachable for marines[/*]
- Removed collision from railings without the panels and replaced with collision geo to make play feel better for both marines and aliens[/*]
- Minor lighting tweaks throughout the map[/*]
- Made the vent between Toxic pool and Exposure more obviously accessible to marines from the Toxic pool side[/*]
- Made the vent from Toxic pool to Extraction marine accessible from both sides[/*]
- Reduced cover in Transfer to make the room less alien overpowered.[/*]
- Changed the bridges in both Toxic pool and Crevice to be more visually appealing[/*]
- Removed the Passage exit from the vent that leads from Harvesting to Access[/*]
- Closed 2 of the 4 ceiling covers in Furnace to allow for better movement through the room for Aliens[/*]
- Removed the remaining girder arches from Junction to reduce marine frustration in the area[/*]
- Moved the Filtration power node to a less frustrating location[/*]
- Improved collision geo in multiple areas of the map to help bot navigation. (Thanks Nin!)[/*]
Tools
- Cinematic Editor [list]
- Fixed anisotropic filtering and particles sometimes not being enabled in the renderer[/*]
SDK
- Added Las library for lua closures that are not as expensive to generate during run-time as normal closures. See core/lua/Closure.md for details[/*]
- Added a command line option "force_renderer" which accepts either "D3D9" or "D3D11", which forces the renderer to use DirectX 9 or 11, overriding the value in the user's settings[/*]
- Viewer - Opening Materials Window when the opened asset is not a model causes odd behaviors[/*]
- As a side effect from a GUIScale fix that was part of the GUIManager optimizations, the size of GUI elements may differ on some resolutions compared to build 327[/*]
- Entering the wrong password when joining a server may incur a crash using DirectX 9[/*]
- DirectX overlays (like the Steam overlay) cause performance issues under DirectX11 on some GPUs. We recommend to disable all DirectX overlays for now if you notice frequent frame time spikes (via r_stats)[/*]
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