Alien Changes vs Vanilla NS2
Skulk:
- Maximum carapace armor decreased from 30 to 25
- Adjusted wallhop to allow better chaining of jumps
- Speed increased to 8.0 from 7.25
- Decreased model width by 10% from the front
- Decreased bite cone from 1.2 wide and 1.2 tall to 0.8 wide and 1.0 tall
- Skulks will respawn with their last evolved upgrades in full effect
- Automatically selected upgrades for Skulks is disabled
- Ground speed increased from 7.25 to 7.75
- Celerity walljump bonus increased from 1.2 to 1.5
- Parasite:
- Duration lowered from 44 to 30
Gorge:
- Health increased from 160 to 250
- Base armor decreased from 75 to 30
- Maximum carapace armor decreased from 100 to 90
- Speed increased to 6.75 from 6.0
- Air control increased to 18 from 6
- Air friction lowered to .12-.15 from .2
- Cost increased from 8 to 10 pRes
- Upgrade cost unchanged at 1 pRes
- Gorges can put out structures that are on fire 100% of the time.
- Spit:
- Damage type changed to Normal
- Gorge Tunnel:
- Cost increased from 3 to 4 pRes
- Build time increased from 18.5 to 25
- Requires commander to research
- Hydra:
- Cost decreased from 3 to 0
- Build time decreased from 13 to 10
- Health increased from 350 base to 650
- Armor increased from 10 base to 100
- Hydra no longer benefits from Maturation
- Model scaled up by 40%
- RoF normalized to 1/s
- Damage increased from 15 to 20
- Babblers:
- Cost decreased from 1 to 0
- Egg build time increased from 8 to 15
- Babblers per egg decreased from 6 to 5
- Health increased from 10 to 11, removed damage limitation of 5 per hit.
- Web:
- Decreased web health from 80 to 40
Lerk:
- Health increased from 150 to 200
- Base armor decreased from 45 to 20
- Maximum carapace armor increased from 60 to 80
- Cost decreased from 21 to 15 pRes
- Flying speed increased to 13.25 from 13
- Upgrade cost lowered from 3 to 2 pRes
- Gestate time lowered from 15 to 10 seconds
- Model rotation slightly restricted
- Bite:
- Poison effect on bite removed.
- Spikes:
- Spread reduced from 4 to 3.1
- Spores:
- Damage type changed to Normal
- Damage increased from 15 to 20/s
- Healing Roost:
- New ability, lerk heals passively for 5 HP/s when roosting
Fade:
- Health increased from 250 to 300
- Maximum carapace armor increased from 120 to 170
- Base armor is unchanged at 80
- Cost decreased from 37 to 25 pRes
- Ground speed increased to 6.5 from 6.2
- Blink speed increased to 14.5 from 14
- Upgrade cost decreased from 5 to 3 pRes
- Gestate time lowered from 25 to 13 seconds
- Added slightly modified ceiling fix for crouching fades
- Swipe:
- Damage type changed from structuresonlylight to puncture (Deals half damage to structures)
- Blink:
- Blink can chain 'jumps' to bypass ground friction and maintain higher speeds
Onos:
- Base health lowered from 900 to 800
- Base armor lowered from 450 to 300
- Maximum carapace armor decreased from 650 to 600
- Cost reduced from 40 to 35
- Onos model shrunk by 15%
- Disabled 'Stampede' effects, cannot charge through players and doesn't send marines flying.
- Speed increased to 6.8 from 6.6
- Cost decreased from 62 to 40 pRes
- Upgrade cost decreased from 8 to 4 pRes
- Gestate time lowered from 30 to 16 seconds
- Has a healing softcap, above 12.5% per second the effectiveness is reduced to 25%
- Rage System:
- Gained from hitting structures, players and taking damage
- Each unique source grants double on first event, every 2 seconds
- Rage gain from hitting structures is 0.04
- Rage gain from hitting players is 0.02
- Rage gain from taking damage is 0.0075
- Max rage is 1 (100%)
- Rage will not decrease for 3 seconds after gaining rage
- Rage will decrease by .2 per second
- Attack speed, movement speed and passive regen scale with rage amount
- At max rage onos gains:
- 6% HP regen per second
- 40% attack speed
- 1m/s additional movement speed (base and while charging)
- Gore:
- Damage reduced to 75
- Damage type unchanged as Structural
- Base attack speed lowered by 20%
- Smash:
- Base attack speed lowered by 15%
- Charge:
- No longer knocks marines back
- No longer allows you to charge through marines
- No longer reduces your mouse sensitivty while charging
- Lowered delay between charges from 1 to 0.25 seconds
- Time to accelerate to full charge speed increased from 0.5 to 1.5 seconds
- Increased charge energy cost from 20 to 30/second
- Energy usage is based on the charge amount, which increases over the 1.5s windup
- Speed lowered from 12.5 to 12
- Stomp:
- Damage type changed to normal from heavy
Traits:
- Traits re-categorized under Offensive, Defensive & Movement
- Traits categories must be researched first, each costs 20 tRes and takes 30 seconds
- Once the trait category is research, the trait structure can be built (Veil, Shell, Spur)
- Initially aliens start with only 1 trait slot, any trait type can be equipped in the slot
- Additional trait slots can be researched by the commander for 25 & 35 tRes respectively
- Swapping an upgrade now takes an additional 2 seconds of gestation time
- Movement (Spurs):
- Celerity: Increases speed by 0.6 per Spur
- Adrenaline:
- Below rates are for 3 Spurs
- Skulk - additional 60% energy regen
- Gorge - additional 45% energy regen
- Lerk - additional 90% energy regen
- Fade - additional 120% energy regen
- Onos - additional 75% energy regen
- Defensive (Shells):
- Regeneration: Regeneration always works in combat, up to 9% health per tick
- Carapace: Increases armor:
- Skulk - Additional 5 armor per Shell
- Gorge - Additional 20 armor per Shell
- Lerk - Additional 20 armor per Shell
- Fade - Additional 30 armor per Shell
- Onos - Additional 100 armor per Shell
- Offensive (Veils):
- Aura: No longer shows enemies through walls, each veil increases range by 10m
- Crush: Increases structural damage & damage to Exos by 7% per veil
Maturity:
- Now called Sustenance
- Sustenance now passively decreases, requiring structures to be regularly misted to maintain the benefits
- Structure passives and actives (Crag, Shift, Shade) scale with with sustenance level
- For Shells, Spurs & Veils, each mist gives 100% sustenance over 15 seconds.
- For all other structures, each mist gives 33% sustenance over 5 seconds, and can be stacked up to 3 times
- After the mist effect has ended, the structure will start losing sustenance immediately
- Structures start at 0% sustenance
- Added UI elements to show sustenance levels on structures
- Unbuilt structures can be misted to gain sustenance
Nutrient Mist:
- Moved to global Alien Commander ability
- Single target only
- Only increases the sustenance of the target structure
- Lasts for 5 seconds
- Nutrient Mist increases sustenance, can be stacked up to 3 times.
- Costs decreased to 1 tRes
Echo:
- Now requires the individual structure to be targetted first, then the target location
- The Drifter now casts echo
- Hives can now be echoed for 50 tRes
- Echoing all other structures costs 3 tRes
- Echo now has an effect triggered at the destination when something is being teleported in
Hallucination:
- Now requires the Offensive Traits research
Enzyme:
- Now requires the Movement Traits research
Parasite Cloud:
- New ability on the Drifter
- The cloud will be shot out from the drifter towards the target location
- The drifter will move until it has LOS on the target area before casting the parasite cloud
- As the cloud moves, it will parasite (2/s duration) nearby Marines, enabling the commander to scout ahead
- Costs is 2 tRes
- Requires the Defensive Traits research
- Will last for 15 seconds, and can travel up to 40m
Drifter
- Drifters can be built from Drifter Eggs placed anywhere on infestation.
- Drifters take 5 seconds to build
- Health decreased from 300 to 250
- Armor decreased from 20 to 0
- Will now be healed by the hive
- Hover height lowered from 1.2 to 1
- Cost decreased from 8 to 5 tRes
- Built from the hive, takes 3 seconds
- Mucous Membrane removed
- Enzyme radius decreased from 6.5 to 6
- Hallucination Cloud radius decreased from 8 to 6
- Hallucination lifetime decreased from 30 to 15 seconds
Crag:
- Increased move speed from 1.5 to 3
- Infestation is no longer required to build, will spread automatically (10m)
- Will not auto-build off infestation
- Adjusted health from 600/700 to 400/1000
- Adjusted armor from 200/340 to 200/200
- Lowered cost from 13 to 10
- Healing range decreased from 14 to 12
- Passive healing % decreased from 6 to 4
- Minimum passive healing decreased from 10 to 8
- Maximum passive healing decreased from 60 to 30
- When flourishing, healing effect will be increased by 2x (similar to old heal wave)
- Heal Wave is disabled
- Costs 3 supply
Shift:
- Increased move speed from 1.5 to 3
- Infestation is no longer required to build, will spread automatically (10m)
- Will not auto-build off infestation
- Adjusted health from 750/1100 to 600/1100
- Adjusted armor from 75/75 to 100/150
- Lowered cost from 13 to 10
- Energize range decreased from 17 to 12
- Passive energize effect only provides 4 energy per second
- When flourishing, energize effect will be increased by 2x
- Costs 3 supply
Shade:
- Increased move speed from 1.5 to 3
- Infestation is no longer required to build, will spread automatically (10m)
- Will not auto-build off infestation
- Cloak/Ink ranges decreased from 17 to 15
- Adjusted health from 750/1500 to 700/1200
- Adjusted armor from 0/0 to 50/100
- Lowered cost from 13 to 10
- Gains a detection passive above 85% sustenance, that shows aura icons on marines like obs detection
- Costs 3 supply
Whip:
- Cost increased from 13 to 15
- Bombard unlocks above 85% sustenance, and is lost below 85%
- Costs 5 supply
Shell:
- Infestation is no longer required to build, will spread automatically (10m)
- Will not auto-build off infestation
- Two Shells cost increased from 15 to 25
- Three Shells cost increased from 15 to 35
- Costs 1 supply
Spur:
- Infestation is no longer required to build, will spread automatically (10m)
- Will not auto-build off infestation
- Two Spurs cost increased from 15 to 25
- Three Spurs cost increased from 15 to 35
- Costs 1 supply
Veil:
- Infestation is no longer required to build, will spread automatically (10m)
- Will not auto-build off infestation
- Two Veils cost increased from 15 to 25
- Three Veils cost increased from 15 to 35
- Costs 1 supply
Harvester:
- Adjusted health from 2000/2300 to 1600/2000
- Adjusted armor from 200/320 to 100/300
- Harvester cost increased to 10
Hive:
- Infestation spreads further (25m up from 20m)
- Cost unchanged at 40 tRes
- Healing rate lowered from 1s to 2s
- Base armor increased from 750 to 1000
- Matured armor increased from 1400 to 1500
Cyst:
- Can be built anywhere, cost 3 tRes. They have 650 HP, and provide a small AOE of infestation
- Do not require a connection to the hive or any other Cysts.
- Model size increased by 50%
- Cost 2 supply
Infested Power Node:
- Costs 15 tRes
- Grants 20 supply
- Takes 10 seconds to build
- Has 2000 health and 500 armor
Bonewall:
- Has 300 health
Biomass:
- Disabled
Contamination:
- Disabled
Rupture:
- Disabled
Focus:
- Disabled
Researches:
- Leap research cost increased from 15 to 20
- Leap research time increased from 40 to 60
- Leap research requires two hives
- Xenocide research cost increased from 25 to 30
- Xenocide research time increased from 60 to 90
- Xenocide research requires three hives
- GorgeTunnels research cost decreased from 15 to 10
- GorgeTunnels research time increased from 40 to 30
- GorgeTunnels research required to build gorge tunnels.
- GorgeTunnels research requires one hive
- BileBomb research cost increased from 15 to 25
- BileBomb research time increased from 40 to 60
- BileBomb research requires two hives
- Umbra research cost unchanged at 20
- Umbra research time increased from 45 to 60
- Umbra research requires two hives
- Spores research cost increased from 20 to 30
- Spores research time increased from 60 to 90
- Spores research requires three hives
- MetabolizeEnergy research time increased from 40 to 30
- MetabolizeEnergy research requires one hive
- MetabolizeHealth research cost increased from 20 to 25
- MetabolizeHealth research time increased from 45 to 60
- MetabolizeHealth research requires two hives
- Stab research cost increased from 25 to 30
- Stab research time increased from 60 to 90
- Stab research requires three hives
- Charge research cost increased from 15 to 20
- Charge research time increased from 40 to 30
- Charge research requires one hive
- BoneShield research cost increased from 20 to 25
- BoneShield research time increased from 40 to 60
- BoneShield research requires two hives
- Stomp research cost increased from 25 to 30
- Stomp research time increased from 60 to 90
- Stomp research requires three hives
- First additional trait slot research cost is 25
- First additional trait slot research time is 60s
- Final trait slot research cost is 35
- Final trait slot research time is 90s
- Offensive trait research cost is 10
- Offensive trait research time is 30s
- Defensive trait research cost is 10
- Defensive trait research time is 30s
- Movement trait research cost is 10
- Movement trait research time is 30s