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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aurora</id>
	<title>Empires Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aurora"/>
	<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/Special:Contributions/Aurora"/>
	<updated>2026-04-06T10:43:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Factions&amp;diff=9772</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Factions&amp;diff=9772"/>
		<updated>2019-06-04T19:03:15Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Territory_map.jpg|right|thumb|Territory Map. Full resolution: [https://wiki.empiresmod.com/File:Map2.jpg World Map]]]&lt;br /&gt;
Empires focuses on the struggles between two factions; the [[Northern Faction]] and the [[Brenodi Empire]]. Each have their own individual traits, including the equipment and vehicles that they use. See the following pages for more details on each:&lt;br /&gt;
* [[Northern Faction]]&lt;br /&gt;
* [[Brenodi Empire]]&lt;br /&gt;
&lt;br /&gt;
Various other nations precluded those of the current conflict. More information on those of interest can be found in the articles listed below:&lt;br /&gt;
* [[Jekotia]]&lt;br /&gt;
* [[The Great Empire]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Story|Factions]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Factions&amp;diff=9771</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Factions&amp;diff=9771"/>
		<updated>2019-06-04T19:02:32Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Territory_map.jpg|right|thumb|Territory Map. Full resolution image here: [https://wiki.empiresmod.com/File:Map2.jpg World Map]]]&lt;br /&gt;
Empires focuses on the struggles between two factions; the [[Northern Faction]] and the [[Brenodi Empire]]. Each have their own individual traits, including the equipment and vehicles that they use. See the following pages for more details on each:&lt;br /&gt;
* [[Northern Faction]]&lt;br /&gt;
* [[Brenodi Empire]]&lt;br /&gt;
&lt;br /&gt;
Various other nations precluded those of the current conflict. More information on those of interest can be found in the articles listed below:&lt;br /&gt;
* [[Jekotia]]&lt;br /&gt;
* [[The Great Empire]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Story|Factions]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Factions&amp;diff=9770</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Factions&amp;diff=9770"/>
		<updated>2019-06-04T19:01:22Z</updated>

		<summary type="html">&lt;p&gt;Aurora: Undo revision 9769 by Aurora (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Territory_map.jpg|right|thumb|Territory Map]]&lt;br /&gt;
Empires focuses on the struggles between two factions; the [[Northern Faction]] and the [[Brenodi Empire]]. Each have their own individual traits, including the equipment and vehicles that they use. See the following pages for more details on each:&lt;br /&gt;
* [[Northern Faction]]&lt;br /&gt;
* [[Brenodi Empire]]&lt;br /&gt;
&lt;br /&gt;
Various other nations precluded those of the current conflict. More information on those of interest can be found in the articles listed below:&lt;br /&gt;
* [[Jekotia]]&lt;br /&gt;
* [[The Great Empire]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Story|Factions]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Factions&amp;diff=9769</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Factions&amp;diff=9769"/>
		<updated>2019-06-04T18:57:09Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Map2.jpg|right|thumb|Territory Map]]&lt;br /&gt;
Empires focuses on the struggles between two factions; the [[Northern Faction]] and the [[Brenodi Empire]]. Each have their own individual traits, including the equipment and vehicles that they use. See the following pages for more details on each:&lt;br /&gt;
* [[Northern Faction]]&lt;br /&gt;
* [[Brenodi Empire]]&lt;br /&gt;
&lt;br /&gt;
Various other nations precluded those of the current conflict. More information on those of interest can be found in the articles listed below:&lt;br /&gt;
* [[Jekotia]]&lt;br /&gt;
* [[The Great Empire]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Story|Factions]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Dedicated_Server_Setup&amp;diff=5477</id>
		<title>Talk:Dedicated Server Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Dedicated_Server_Setup&amp;diff=5477"/>
		<updated>2008-04-24T15:46:54Z</updated>

		<summary type="html">&lt;p&gt;Aurora: New page: Can someone maybe update this for Empires 2.0? --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone maybe update this for Empires 2.0? --[[User:Knighttemplar|Knighttemplar]] 08:46, 24 April 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File_talk:Territory_map.jpg&amp;diff=5445</id>
		<title>File talk:Territory map.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File_talk:Territory_map.jpg&amp;diff=5445"/>
		<updated>2008-03-10T16:11:26Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Status: http://goannasvencoop.com/jj45/Empires_territory_roleplay.jpg&lt;br /&gt;
[[User:JJ45|JJ45]] 00:03, 9 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &lt;br /&gt;
&#039;&#039;&#039;We need the large version of this map, where is it?&#039;&#039;&#039; ==&lt;br /&gt;
--[[User:Knighttemplar|Knighttemplar]] 09:11, 10 March 2008 (PDT)&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can anybody read the names of any of these cities? --[[User:Arklansman|Arklansman]] 22:26, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
also, isn&#039;t it now &amp;quot;Jekotian,&amp;quot; not &amp;quot;Chekotian?&amp;quot; I think this map is outdated in general. I can read the capital of Brenodi, Bren, but that&#039;s it.--[[User:The Buttery Lobster|The Buttery Lobster]] 22:29, 3 July 2007 (EDT)&lt;br /&gt;
* No no, it&#039;s not Chekotian, it&#039;s Chahk-otian  :p  --[[User:Chahk|Chahk]] 17:04, 10 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I believe that this is horrendously out-dated. [[User:Broccoli|Broccoli]] 09:34, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CW is the army of those southern islands. Commonwealth. --[[User:Cwevan|Evan]] 15:58, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can&#039;t just get &amp;quot;Dibs&amp;quot; on an entire continent!!!! :P I call that little island in the far north-east corner of the Jekotian Empire-- I shall dub it... &amp;quot;Clawtopia&amp;quot;--[[User:The Buttery Lobster|The Buttery Lobster]] 17:29, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t you just call it &amp;quot;Maine&amp;quot;? XD --[[User:Arklansman|Arklansman]] 18:41, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How &#039;&#039;DARE&#039;&#039; you, sir. All crustaceans are &#039;&#039;&#039;holy&#039;&#039;&#039; in Clawtopia! We don&#039;t eat stuff that&#039;s holy, you satanist!--[[User:The Buttery Lobster|The Buttery Lobster]] 20:07, 10 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I claim the entire northern ice-cap. That way, when I launch my missiles, I can just tell them all to go south. [[User:Broccoli|Broccoli]] 08:00, 11 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverse The Polarity!&lt;br /&gt;
&lt;br /&gt;
It would be cool if some loading screens highlighted a part of the map (say, Glycin) and explained why it was so important strategically. --[[User:Knighttemplar|Knighttemplar]] 20:11, 11 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quoted for future reference: &amp;quot;The names of the cities are Ronan, Glycen, Kolntus, Emin (both near the border of the two countries), Bren (capitol of Brenodian Empire), Bain Island, and some others I can&#039;t remember. The larger scale map is around somewhere.&amp;quot;--Krenzo; You think Bain Island is where Emp_Isle takes place?--[[User:The Buttery Lobster|The Buttery Lobster]] 22:21, 11 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I SEE PART OF GERMANY! Koln Pass, Koln is a RL German city.&lt;br /&gt;
&lt;br /&gt;
I claim the tiny island to the North East of Jekotia as Emergency Patch Island, home of the 83rd AAD --[[User:KILLX|KILLX]] 19:42, 17 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course you realize, this means war.--[[User:The Buttery Lobster|The Buttery Lobster]] 20:23, 17 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I claim the north-west island, the island is now being put under protection by my army. Do not attempt to fight me, i will remap your attack route into the Black Hole. I also claim the small island in the South-East. [[User:Solokiller|Solokiller]] 12:40, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I claim Mycene, island to the East (doh, originally said south) of Jekotia, as Emergency Patch Island, home of the 83rd AAD --[[User:KILLX|KILLX]] 12:49, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I Lay Claim (as stated on the forums) to the Ancient City and it&#039;s surrounding area.-Trid3nt, 18 July 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
KillX: then my diplomats begin negotiations for peace between our two proud yet stupid peoples.--[[User:The Buttery Lobster|The Buttery Lobster]] 13:01, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then let us conference. I feel that it is my duty to inform all this: if you are caught trespassing on my lands, be prepared for defenses that you cannot stop. Theres a mystic force here that will destroy all those with aggressive intentions. Our military exists solely as a last line of defense as not even we understand this power, although its believed to be some forsaken hell related temple. I have never seen it myself, as most perish before they even reach the island to our South-East that its believed to be on. --[[User:KILLX|KILLX]] 14:30, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
That&#039;s just me testing new ways to make routes to the Black Hole. [[User:Solokiller|Solokiller]] 16:19, 20 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
No its not Solokiller, theres no sign of a blackhole. Anyways, due to a catastrophic series of explosions after The Buttery Lobster detonated a hidden nuke in my island, my island has landed on his. The only thing stopping my island from crushing his is a weather vane on his mansion thats somehow supporting my island. Now to try to make an agreement, I have a solution he would love, but it will cost him.--[[User:KILLX|KILLX]] 20:57, 20 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I claim Thule and the island west to it, for Brückner Division. [[User:JJ45|JJ45]] 00:03, 9 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File_talk:Territory_map.jpg&amp;diff=5444</id>
		<title>File talk:Territory map.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File_talk:Territory_map.jpg&amp;diff=5444"/>
		<updated>2008-03-10T16:11:09Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Status: http://goannasvencoop.com/jj45/Empires_territory_roleplay.jpg&lt;br /&gt;
[[User:JJ45|JJ45]] 00:03, 9 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We need the large version of this map, where is it?&#039;&#039;&#039;--[[User:Knighttemplar|Knighttemplar]] 09:11, 10 March 2008 (PDT)&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can anybody read the names of any of these cities? --[[User:Arklansman|Arklansman]] 22:26, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
also, isn&#039;t it now &amp;quot;Jekotian,&amp;quot; not &amp;quot;Chekotian?&amp;quot; I think this map is outdated in general. I can read the capital of Brenodi, Bren, but that&#039;s it.--[[User:The Buttery Lobster|The Buttery Lobster]] 22:29, 3 July 2007 (EDT)&lt;br /&gt;
* No no, it&#039;s not Chekotian, it&#039;s Chahk-otian  :p  --[[User:Chahk|Chahk]] 17:04, 10 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I believe that this is horrendously out-dated. [[User:Broccoli|Broccoli]] 09:34, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CW is the army of those southern islands. Commonwealth. --[[User:Cwevan|Evan]] 15:58, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can&#039;t just get &amp;quot;Dibs&amp;quot; on an entire continent!!!! :P I call that little island in the far north-east corner of the Jekotian Empire-- I shall dub it... &amp;quot;Clawtopia&amp;quot;--[[User:The Buttery Lobster|The Buttery Lobster]] 17:29, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t you just call it &amp;quot;Maine&amp;quot;? XD --[[User:Arklansman|Arklansman]] 18:41, 4 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How &#039;&#039;DARE&#039;&#039; you, sir. All crustaceans are &#039;&#039;&#039;holy&#039;&#039;&#039; in Clawtopia! We don&#039;t eat stuff that&#039;s holy, you satanist!--[[User:The Buttery Lobster|The Buttery Lobster]] 20:07, 10 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I claim the entire northern ice-cap. That way, when I launch my missiles, I can just tell them all to go south. [[User:Broccoli|Broccoli]] 08:00, 11 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverse The Polarity!&lt;br /&gt;
&lt;br /&gt;
It would be cool if some loading screens highlighted a part of the map (say, Glycin) and explained why it was so important strategically. --[[User:Knighttemplar|Knighttemplar]] 20:11, 11 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quoted for future reference: &amp;quot;The names of the cities are Ronan, Glycen, Kolntus, Emin (both near the border of the two countries), Bren (capitol of Brenodian Empire), Bain Island, and some others I can&#039;t remember. The larger scale map is around somewhere.&amp;quot;--Krenzo; You think Bain Island is where Emp_Isle takes place?--[[User:The Buttery Lobster|The Buttery Lobster]] 22:21, 11 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I SEE PART OF GERMANY! Koln Pass, Koln is a RL German city.&lt;br /&gt;
&lt;br /&gt;
I claim the tiny island to the North East of Jekotia as Emergency Patch Island, home of the 83rd AAD --[[User:KILLX|KILLX]] 19:42, 17 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course you realize, this means war.--[[User:The Buttery Lobster|The Buttery Lobster]] 20:23, 17 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I claim the north-west island, the island is now being put under protection by my army. Do not attempt to fight me, i will remap your attack route into the Black Hole. I also claim the small island in the South-East. [[User:Solokiller|Solokiller]] 12:40, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I claim Mycene, island to the East (doh, originally said south) of Jekotia, as Emergency Patch Island, home of the 83rd AAD --[[User:KILLX|KILLX]] 12:49, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I Lay Claim (as stated on the forums) to the Ancient City and it&#039;s surrounding area.-Trid3nt, 18 July 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
KillX: then my diplomats begin negotiations for peace between our two proud yet stupid peoples.--[[User:The Buttery Lobster|The Buttery Lobster]] 13:01, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then let us conference. I feel that it is my duty to inform all this: if you are caught trespassing on my lands, be prepared for defenses that you cannot stop. Theres a mystic force here that will destroy all those with aggressive intentions. Our military exists solely as a last line of defense as not even we understand this power, although its believed to be some forsaken hell related temple. I have never seen it myself, as most perish before they even reach the island to our South-East that its believed to be on. --[[User:KILLX|KILLX]] 14:30, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
That&#039;s just me testing new ways to make routes to the Black Hole. [[User:Solokiller|Solokiller]] 16:19, 20 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
No its not Solokiller, theres no sign of a blackhole. Anyways, due to a catastrophic series of explosions after The Buttery Lobster detonated a hidden nuke in my island, my island has landed on his. The only thing stopping my island from crushing his is a weather vane on his mansion thats somehow supporting my island. Now to try to make an agreement, I have a solution he would love, but it will cost him.--[[User:KILLX|KILLX]] 20:57, 20 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I claim Thule and the island west to it, for Brückner Division. [[User:JJ45|JJ45]] 00:03, 9 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_midbridge&amp;diff=5434</id>
		<title>Map:emp midbridge</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_midbridge&amp;diff=5434"/>
		<updated>2008-03-04T15:15:44Z</updated>

		<summary type="html">&lt;p&gt;Aurora: Added praise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General map information ==&lt;br /&gt;
&lt;br /&gt;
A pretty simple mirrored map with a bridge in the middle. Often called the best new unofficial map&lt;br /&gt;
&lt;br /&gt;
Currently in beta, latest version is emp_midbridge_b2. &lt;br /&gt;
&lt;br /&gt;
[http://forums.empiresmod.com/showthread.php?t=3476 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[http://www.hlrse.net/empiresvhe/pastori/emp_midbridge_b2.rar Version b2 download (hlrse.net)]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Clan_Listing&amp;diff=5433</id>
		<title>Talk:Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Clan_Listing&amp;diff=5433"/>
		<updated>2008-03-04T15:13:50Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disbanded, inactive, whatever. :P --[[User:arklansman|arklansman]]&lt;br /&gt;
&lt;br /&gt;
With so many disbanded/inactive/whatever clans should we separate the list into an active list and an inactive list? --[[User:Cwevan|Evan]] 13:38, 5 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think alphabetical is more valuable, but maybe the less notable disbanded ones could be purged every now and then? [[User:Broccoli|Broccoli]] 14:27, 5 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alphabetical makes it look empty and fail.  There should be an active, inactive section, both organized alphabetically, but simply like this&lt;br /&gt;
&lt;br /&gt;
BRUKNER&lt;br /&gt;
&lt;br /&gt;
BSID&lt;br /&gt;
&lt;br /&gt;
CW&lt;br /&gt;
&lt;br /&gt;
II&lt;br /&gt;
&lt;br /&gt;
JPL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inactive&lt;br /&gt;
&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
because they suck&lt;br /&gt;
&lt;br /&gt;
can&#039;t stick together&lt;br /&gt;
&lt;br /&gt;
don&#039;t know what they&#039;re doing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Without all those big letters and empty spaces --[[User:Knighttemplar|Knighttemplar]] 10:54, 6 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I agree there is a bunch of empty space this way... it would make sense if we had 893843 clans, but we don&#039;t at the moment. Can we just make an alphabetized list and move the current template to this talk page to store until it is needed in the distant future? --[[User:Cwevan|Evan]] 18:49, 7 July 2007 (EDT)&lt;br /&gt;
* I tend to agree.  We don&#039;t have as many clans (active or not) to warrant the current page layout.  Divide into several sections (Active, Inactive, Disbanded) and alphabetize within each. --[[User:Chahk|Chahk]] 10:25, 10 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
We should make it a requirement for clans to have a valid web page to have an entry on this list.  For example, currently at least one newly added clan (&amp;quot;Xcelletic .xC&amp;quot;) points to a bogus page.  A week to update the link is sufficient imho, after which I&#039;ll remove it from the listing. --[[User:Chahk|Chahk]] 10:25, 10 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Thanks for fixing the Z4G listing Evan, my mind blanked on how to use wiki formatting --[[User:Knighttemplar|Knighttemplar]] 07:13, 4 March 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5427</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=5427"/>
		<updated>2008-02-29T04:37:38Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}}&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&lt;br /&gt;
{{Warning|Please either link to your clan&#039;s Empires division or have a very easily accessed link to your clan&#039;s Empires division on your front page or risk having your listing removed.}}&lt;br /&gt;
{{Note|The [[Empires League]] is accepting clans for the 2007 season.}}&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
* [http://empires.okbehappy.net &amp;lt;nowiki&amp;gt;@ Clan&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: ACE&lt;br /&gt;
**Co Leaders: Recon, Camega&lt;br /&gt;
**Clan Moderators: CeLLuLoid BinK, X&lt;br /&gt;
***Members List: [http://empires.okbehappy.net/viewtopic.php?f=9&amp;amp;t=2 &amp;lt;nowiki&amp;gt;Offical Member List&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.the42nd.com &amp;lt;nowiki&amp;gt;The 42nd Special Operations Battalion&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leaders: Kylegar and Yahoo&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
* [http://www.bsid-clan.com &amp;lt;nowiki&amp;gt;=[BSID]= Brenodi Sixth Infantry Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Thor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://bd.cogia.net/ &amp;lt;nowiki&amp;gt;Brückner Division&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://beaclan.moo.no &amp;lt;nowiki&amp;gt;|BEA| Black Evil Army&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: EvilLeader&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://battlefieldelites.wetpaint.com/ &amp;lt;nowiki&amp;gt;{BFE} Battlefield Elite&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: Nook&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
* [http://www.commwarriors.com Commonwealth Warriors] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Bitchslap&lt;br /&gt;
**[http://www.commwarriors.com/wiki/index.php?title=Main_Page Commonwealth Warriors Knowledge Base (wiki)]&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
* [http://www.thedarkwolfpack.tk &amp;lt;nowiki&amp;gt;Dark Wolf Pack&amp;lt;/nowiki&amp;gt;] &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Merged With @ Clan&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: Camega&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
== F ==&lt;br /&gt;
* [http://www.frontlinebrothers.tk Frontline Brothers] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: JJ45&lt;br /&gt;
** Special Note:  Reformed as the Brückner Division.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
* [http://www.genesisknights.com Genesis Knights] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
* [http://www.ii-clan.de.gg Inex Ibus ]/[http://www.mbmagge.com 1337]&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
**Clan Leader: DarkTerror&lt;br /&gt;
== J ==&lt;br /&gt;
*Jekotian 9th Division Highguard &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.empiresjpl.com ‡|JPL|‡ Jekotian Prime Legion] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
* [http://www.keunited.com Kolntus-Emin United] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
* [http://www.loc-clan.com Lords of Chaos {LoC}] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://lordempires.free-forums.org Lords of Empires [Lords]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
== N ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
* [http://www.online-evolution.org/ Online Evolution [On|E] &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Active&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
== Q ==&lt;br /&gt;
== R ==&lt;br /&gt;
== S ==&lt;br /&gt;
== T ==&lt;br /&gt;
*[http://www.darkjedi.org/club/TSA/ Trans-System Army (TSA)] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Disbanded&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
* [http://www.ww3gaming.com/e107_plugins/forum/forum_viewforum.php?28 World War 3 Gaming] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Inactive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
* [http://www.this-page-intentionally-left-blank.org/ Xcelletic .xC|] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Invalid website - pending removal&amp;lt;/span&amp;gt;&lt;br /&gt;
** Clan Leader: reacT2K™&lt;br /&gt;
&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;br /&gt;
Zone 4 Gaming&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Research&amp;diff=5386</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Research&amp;diff=5386"/>
		<updated>2008-01-30T16:59:55Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Tech Tree Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Research}}&lt;br /&gt;
&lt;br /&gt;
The [[Commander]] may research various technologies to make his team and their vehicles and players much more powerful. Following a traditional [[RTS]]-style tech tree, the progression through research is branched and varied. Two teams may take completely different paths for research depending on their play style. &lt;br /&gt;
&lt;br /&gt;
{{Note|Research requires that the team have a [[Radar]] facility operational.}}&lt;br /&gt;
&lt;br /&gt;
The best place for information on each tech is the [http://empiresmod.com/help/research_tree_appendix.htm Empires Mod Research Tree Appendix]. However, for the correct research paths, please check the Official Tech Tree image at the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
== Researching ==&lt;br /&gt;
Researching is handled by the [[Commander]] and requires the presence of a [[Radar]] facility. There is a &#039;&#039;Research&#039;&#039; button in the lower right corner of the commander interface, clicking this will bring up a dialogue showing current research progress and a link to the tech tree for further research. Clicking on the &#039;&#039;View Tree&#039;&#039; button shows something like this:&lt;br /&gt;
[[Image:Comm_research.jpg|center]]&lt;br /&gt;
* A hex with a lock symbol in it means you need to research the top-level tree to get to the sub-items.&lt;br /&gt;
* Any hex with filled in blocks indicates a tree you have access to. &lt;br /&gt;
* Any hex with a wire-frame box indicates something you can research but haven&#039;t yet.&lt;br /&gt;
Research takes time, generally a minute or two for each topic, and costs a certain amount of resources. For this reason, it&#039;s very important to keep your [[Refinery|Refineries]] operational.&lt;br /&gt;
{{Note|Once a research entry is complete, a message is sent to all players on the commander&#039;s team informing them of the advancement.}}&lt;br /&gt;
&lt;br /&gt;
== Tech Tree Images ==&lt;br /&gt;
A number of graphical representations of the tech tree are floating around out there, some widely used, others not. Below you will find some of these. Only the first one is the actual official version.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_tree.jpg|thumb|Official Tech Tree Image]]&lt;br /&gt;
| [[Image:Empires21TechTree.gif|thumb|Tech Tree with production details (Printable Version)]] &lt;br /&gt;
| [[Image:Physics_research_tree.png|thumb|Physics Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Mech_research_tree.png|thumb|Mechanical Engineering Tree (Printable Version)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Electrical_research_tree.png|thumb|Electrical Engineering Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Chemistry_research_tree.png|thumb|Chemistry Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Biologie_research_tree.png|thumb|Biology Tree (Printable Version)]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More Printable versions here&lt;br /&gt;
[http://wiki.empiresmod.com/index.php?title=Image:Bio_%2B_Mech_%2B_Physics_Trees.png], [http://wiki.empiresmod.com/index.php?title=Image:Chem_%2B_Electric_Trees.png]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Research]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Research&amp;diff=5385</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Research&amp;diff=5385"/>
		<updated>2008-01-30T16:58:57Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Research}}&lt;br /&gt;
&lt;br /&gt;
The [[Commander]] may research various technologies to make his team and their vehicles and players much more powerful. Following a traditional [[RTS]]-style tech tree, the progression through research is branched and varied. Two teams may take completely different paths for research depending on their play style. &lt;br /&gt;
&lt;br /&gt;
{{Note|Research requires that the team have a [[Radar]] facility operational.}}&lt;br /&gt;
&lt;br /&gt;
The best place for information on each tech is the [http://empiresmod.com/help/research_tree_appendix.htm Empires Mod Research Tree Appendix]. However, for the correct research paths, please check the Official Tech Tree image at the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
== Researching ==&lt;br /&gt;
Researching is handled by the [[Commander]] and requires the presence of a [[Radar]] facility. There is a &#039;&#039;Research&#039;&#039; button in the lower right corner of the commander interface, clicking this will bring up a dialogue showing current research progress and a link to the tech tree for further research. Clicking on the &#039;&#039;View Tree&#039;&#039; button shows something like this:&lt;br /&gt;
[[Image:Comm_research.jpg|center]]&lt;br /&gt;
* A hex with a lock symbol in it means you need to research the top-level tree to get to the sub-items.&lt;br /&gt;
* Any hex with filled in blocks indicates a tree you have access to. &lt;br /&gt;
* Any hex with a wire-frame box indicates something you can research but haven&#039;t yet.&lt;br /&gt;
Research takes time, generally a minute or two for each topic, and costs a certain amount of resources. For this reason, it&#039;s very important to keep your [[Refinery|Refineries]] operational.&lt;br /&gt;
{{Note|Once a research entry is complete, a message is sent to all players on the commander&#039;s team informing them of the advancement.}}&lt;br /&gt;
&lt;br /&gt;
== Tech Tree Images ==&lt;br /&gt;
A number of graphical representations of the tech tree are floating around out there, some widely used, others not. Below you will find some of these. Only the first one is the actual official version.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_tree.jpg|thumb|Official Tech Tree Image]]&lt;br /&gt;
| [[Image:Empires21TechTree.gif|thumb|Tech Tree with production details (Printable Version)]] &lt;br /&gt;
| [[Image:Physics_research_tree.png|thumb|Physics Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Mech_research_tree.png|thumb|Mechanical Engineering Tree (Printable Version)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Electrical_research_tree.png|thumb|Electrical Engineering Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Chemistry_research_tree.png|thumb|Chemistry Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Biologie_research_tree.png|thumb|Biology Tree (Printable Version)]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More Printable versions here&lt;br /&gt;
[[Chem + Electric Trees.png]], [[Bio + Mech + Physics Trees.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Research]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Research&amp;diff=5384</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Research&amp;diff=5384"/>
		<updated>2008-01-30T16:56:53Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Research}}&lt;br /&gt;
&lt;br /&gt;
The [[Commander]] may research various technologies to make his team and their vehicles and players much more powerful. Following a traditional [[RTS]]-style tech tree, the progression through research is branched and varied. Two teams may take completely different paths for research depending on their play style. &lt;br /&gt;
&lt;br /&gt;
{{Note|Research requires that the team have a [[Radar]] facility operational.}}&lt;br /&gt;
&lt;br /&gt;
The best place for information on each tech is the [http://empiresmod.com/help/research_tree_appendix.htm Empires Mod Research Tree Appendix]. However, for the correct research paths, please check the Official Tech Tree image at the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
== Researching ==&lt;br /&gt;
Researching is handled by the [[Commander]] and requires the presence of a [[Radar]] facility. There is a &#039;&#039;Research&#039;&#039; button in the lower right corner of the commander interface, clicking this will bring up a dialogue showing current research progress and a link to the tech tree for further research. Clicking on the &#039;&#039;View Tree&#039;&#039; button shows something like this:&lt;br /&gt;
[[Image:Comm_research.jpg|center]]&lt;br /&gt;
* A hex with a lock symbol in it means you need to research the top-level tree to get to the sub-items.&lt;br /&gt;
* Any hex with filled in blocks indicates a tree you have access to. &lt;br /&gt;
* Any hex with a wire-frame box indicates something you can research but haven&#039;t yet.&lt;br /&gt;
Research takes time, generally a minute or two for each topic, and costs a certain amount of resources. For this reason, it&#039;s very important to keep your [[Refinery|Refineries]] operational.&lt;br /&gt;
{{Note|Once a research entry is complete, a message is sent to all players on the commander&#039;s team informing them of the advancement.}}&lt;br /&gt;
&lt;br /&gt;
== Tech Tree Images ==&lt;br /&gt;
A number of graphical representations of the tech tree are floating around out there, some widely used, others not. Below you will find some of these. Only the first one is the actual official version.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_tree.jpg|thumb|Official Tech Tree Image]]&lt;br /&gt;
| [[Image:Empires21TechTree.gif|thumb|Tech Tree with production details (Printable Version)]] &lt;br /&gt;
| [[Image:Physics_research_tree.png|thumb|Physics Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Mech_research_tree.png|thumb|Mechanical Engineering Tree (Printable Version)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Electrical_research_tree.png|thumb|Electrical Engineering Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Chemistry_research_tree.png|thumb|Chemistry Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Biologie_research_tree.png|thumb|Biology Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Chem_+_Electric_Trees.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Research]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Research&amp;diff=5383</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Research&amp;diff=5383"/>
		<updated>2008-01-30T16:56:28Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Tech Tree Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Research}}&lt;br /&gt;
&lt;br /&gt;
The [[Commander]] may research various technologies to make his team and their vehicles and players much more powerful. Following a traditional [[RTS]]-style tech tree, the progression through research is branched and varied. Two teams may take completely different paths for research depending on their play style. &lt;br /&gt;
&lt;br /&gt;
{{Note|Research requires that the team have a [[Radar]] facility operational.}}&lt;br /&gt;
&lt;br /&gt;
The best place for information on each tech is the [http://empiresmod.com/help/research_tree_appendix.htm Empires Mod Research Tree Appendix]. However, for the correct research paths, please check the Official Tech Tree image at the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
== Researching ==&lt;br /&gt;
Researching is handled by the [[Commander]] and requires the presence of a [[Radar]] facility. There is a &#039;&#039;Research&#039;&#039; button in the lower right corner of the commander interface, clicking this will bring up a dialogue showing current research progress and a link to the tech tree for further research. Clicking on the &#039;&#039;View Tree&#039;&#039; button shows something like this:&lt;br /&gt;
[[Image:Comm_research.jpg|center]]&lt;br /&gt;
* A hex with a lock symbol in it means you need to research the top-level tree to get to the sub-items.&lt;br /&gt;
* Any hex with filled in blocks indicates a tree you have access to. &lt;br /&gt;
* Any hex with a wire-frame box indicates something you can research but haven&#039;t yet.&lt;br /&gt;
Research takes time, generally a minute or two for each topic, and costs a certain amount of resources. For this reason, it&#039;s very important to keep your [[Refinery|Refineries]] operational.&lt;br /&gt;
{{Note|Once a research entry is complete, a message is sent to all players on the commander&#039;s team informing them of the advancement.}}&lt;br /&gt;
&lt;br /&gt;
== Tech Tree Images ==&lt;br /&gt;
A number of graphical representations of the tech tree are floating around out there, some widely used, others not. Below you will find some of these. Only the first one is the actual official version.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_tree.jpg|thumb|Official Tech Tree Image]]&lt;br /&gt;
| [[Image:Empires21TechTree.gif|thumb|Tech Tree with production details (Printable Version)]] &lt;br /&gt;
| [[Image:Physics_research_tree.png|thumb|Physics Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Mech_research_tree.png|thumb|Mechanical Engineering Tree (Printable Version)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Electrical_research_tree.png|thumb|Electrical Engineering Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Chemistry_research_tree.png|thumb|Chemistry Tree (Printable Version)]]&lt;br /&gt;
| [[Image:Biologie_research_tree.png|thumb|Biology Tree (Printable Version)]]&lt;br /&gt;
|[[Image:Chem_+_Electric_Trees.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Research]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Chem_%2B_Electric_Trees.png&amp;diff=5382</id>
		<title>File:Chem + Electric Trees.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Chem_%2B_Electric_Trees.png&amp;diff=5382"/>
		<updated>2008-01-30T16:54:42Z</updated>

		<summary type="html">&lt;p&gt;Aurora: Printable Research tree for Chemical and Electrical Engineering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Printable Research tree for Chemical and Electrical Engineering.&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Bio_%2B_Mech_%2B_Physics_Trees.png&amp;diff=5381</id>
		<title>File:Bio + Mech + Physics Trees.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Bio_%2B_Mech_%2B_Physics_Trees.png&amp;diff=5381"/>
		<updated>2008-01-30T16:53:26Z</updated>

		<summary type="html">&lt;p&gt;Aurora: Printable research tree for Bio, Mech and Physics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Printable research tree for Bio, Mech and Physics&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4717</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4717"/>
		<updated>2007-08-07T02:18:01Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle hull (1 HP/2 sec)&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs). The squad leader only receives the bonus if another squad member is within his aura.&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!!!! I&#039;VE CLEARED FROM HERE DOWN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage.&lt;br /&gt;
		Buildings are also affected as follows:		turrets - cease to target or fire&lt;br /&gt;
								refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4716</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4716"/>
		<updated>2007-08-06T23:01:47Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle hull (1 HP/2 sec)&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs). The squad leader only receives the bonus if another squad member is within his aura.&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!!!! I&#039;VE CLEARED FROM HERE DOWN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage.&lt;br /&gt;
		Buildings are also affected as follows:		turrets - cease to target or fire&lt;br /&gt;
								refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=4711</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=4711"/>
		<updated>2007-08-06T03:27:11Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Why is the game unstable at times? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod ? ==&lt;br /&gt;
Empires Mod is a an Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are Empires Mod similar to ? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is much different and it also lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100).&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost ? ==&lt;br /&gt;
It&#039;s completely free for [http://empiresmod.com/download.php Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod ? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/team.php Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan ? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft ? ==&lt;br /&gt;
This is still a Beta version, Aircraft will be included with an upcoming patch. &lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
Empires is currently in public beta, which means that it is not complete. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find [http://forums.empiresmod.com/forumdisplay.php?f=6 here].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps ? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the [http://forums.empiresmod.com/ Forums], as well as the [[Maps]] section here on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod ? ==&lt;br /&gt;
Have a look at [http://www.empiresmod.com/help/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main Empires Mod Irc channel #Empiresmod on Gamesurge.net.&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4710</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4710"/>
		<updated>2007-08-06T02:49:11Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: Headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle hull (1 HP/2 sec)&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs). The squad leader only receives the bonus if another squad member is within his aura.&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!!!! I&#039;VE CLEARED FROM HERE DOWN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage.&lt;br /&gt;
		Buildings are also affected as follows:		turrets - cease to target or fire&lt;br /&gt;
								refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4708</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4708"/>
		<updated>2007-08-05T14:25:55Z</updated>

		<summary type="html">&lt;p&gt;Aurora: RC 0 to 5 done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: Headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle hull (1 HP/2 sec)&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs). The squad leader only receives the bonus if another squad member is within his aura.&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!!!! I&#039;VE CLEARED FROM HERE DOWN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage.&lt;br /&gt;
		Buildings are also affected as follows:		turrets - cease to target or fire&lt;br /&gt;
								refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4707</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4707"/>
		<updated>2007-08-05T14:22:39Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: Headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle hull (1 HP/2 sec)&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs). The squad leader only receives the bonus if another squad member is within his aura.&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!!!! I&#039;VE CLEARED FROM HEAR DOWN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage.&lt;br /&gt;
		Buildings are also affected as follows:		turrets - cease to target or fire&lt;br /&gt;
								refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4703</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4703"/>
		<updated>2007-08-05T01:52:11Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Unreleased: Version 1.08 */  Erased internal references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!!!! I&#039;VE CLEARED FROM HEAR DOWN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4702</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4702"/>
		<updated>2007-08-05T01:37:35Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4701</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4701"/>
		<updated>2007-08-05T01:28:29Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4697</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4697"/>
		<updated>2007-08-03T20:01:33Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Unreleased: Version 1.08 */  RC18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC17&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
*Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4689</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4689"/>
		<updated>2007-08-03T02:37:41Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
This is the definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
Rule 1: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T READ THE MANUAL &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 2: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T DISOBEY RULE 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 3: &amp;lt;br&amp;gt;&lt;br /&gt;
THE COMMANDER IS ALWAYS WRONG &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 4: &amp;lt;br&amp;gt;&lt;br /&gt;
WHERE IS THE AMMO? &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 5: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T KNOW WHAT YOUR KEYS DO &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Teams:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Throw grenades randomly &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t build anything &amp;lt;br&amp;gt;&lt;br /&gt;
- Except walls, build lots of walls &amp;lt;br&amp;gt;&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them) &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Urge your commander not to research anything and conserve resources &amp;lt;br&amp;gt;&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how to get a skill &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask for an Aircraft Factory &amp;lt;br&amp;gt;&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank &amp;lt;br&amp;gt;&lt;br /&gt;
- Then don’t use it &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base &amp;lt;br&amp;gt;&lt;br /&gt;
- Block the vehicle factory exit by any means necessary &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4688</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4688"/>
		<updated>2007-08-03T02:37:00Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* End Phase: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
Rule 1: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T READ THE MANUAL &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 2: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T DISOBEY RULE 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 3: &amp;lt;br&amp;gt;&lt;br /&gt;
THE COMMANDER IS ALWAYS WRONG &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 4: &amp;lt;br&amp;gt;&lt;br /&gt;
WHERE IS THE AMMO? &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 5: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T KNOW WHAT YOUR KEYS DO &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Teams:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Throw grenades randomly &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t build anything &amp;lt;br&amp;gt;&lt;br /&gt;
- Except walls, build lots of walls &amp;lt;br&amp;gt;&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them) &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Urge your commander not to research anything and conserve resources &amp;lt;br&amp;gt;&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how to get a skill &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask for an Aircraft Factory &amp;lt;br&amp;gt;&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank &amp;lt;br&amp;gt;&lt;br /&gt;
- Then don’t use it &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base &amp;lt;br&amp;gt;&lt;br /&gt;
- Block the vehicle factory exit by any means necessary &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4687</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4687"/>
		<updated>2007-08-03T02:36:34Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Middle Phase: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
Rule 1: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T READ THE MANUAL &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 2: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T DISOBEY RULE 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 3: &amp;lt;br&amp;gt;&lt;br /&gt;
THE COMMANDER IS ALWAYS WRONG &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 4: &amp;lt;br&amp;gt;&lt;br /&gt;
WHERE IS THE AMMO? &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 5: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T KNOW WHAT YOUR KEYS DO &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Teams:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Throw grenades randomly &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t build anything &amp;lt;br&amp;gt;&lt;br /&gt;
- Except walls, build lots of walls &amp;lt;br&amp;gt;&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them) &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Urge your commander not to research anything and conserve resources &amp;lt;br&amp;gt;&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how to get a skill &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4686</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4686"/>
		<updated>2007-08-03T02:36:11Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Beginning Phase: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
Rule 1: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T READ THE MANUAL &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 2: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T DISOBEY RULE 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 3: &amp;lt;br&amp;gt;&lt;br /&gt;
THE COMMANDER IS ALWAYS WRONG &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 4: &amp;lt;br&amp;gt;&lt;br /&gt;
WHERE IS THE AMMO? &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 5: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T KNOW WHAT YOUR KEYS DO &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Teams:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase: &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask how you join a squad &amp;lt;br&amp;gt;&lt;br /&gt;
- Throw grenades randomly &amp;lt;br&amp;gt;&lt;br /&gt;
- Don’t build anything &amp;lt;br&amp;gt;&lt;br /&gt;
- Except walls, build lots of walls &amp;lt;br&amp;gt;&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them) &amp;lt;br&amp;gt;&lt;br /&gt;
- Proclaim someone as a cheater &amp;lt;br&amp;gt;&lt;br /&gt;
- Ask again where the ammo is &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Urge your commander not to research anything and conserve resources&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Ask how to get a skill&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4685</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4685"/>
		<updated>2007-08-03T02:35:41Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Introduction: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
Rule 1: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T READ THE MANUAL &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 2: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T DISOBEY RULE 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 3: &amp;lt;br&amp;gt;&lt;br /&gt;
THE COMMANDER IS ALWAYS WRONG &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 4: &amp;lt;br&amp;gt;&lt;br /&gt;
WHERE IS THE AMMO? &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 5: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T KNOW WHAT YOUR KEYS DO &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Teams:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Throw grenades randomly&lt;br /&gt;
- Don’t build anything&lt;br /&gt;
- Except walls, build lots of walls&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them)&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Urge your commander not to research anything and conserve resources&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Ask how to get a skill&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4684</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4684"/>
		<updated>2007-08-03T02:35:24Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Introduction: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
Rule 1: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T READ THE MANUAL &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 2: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T DISOBEY RULE 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 3: &amp;lt;br&amp;gt;&lt;br /&gt;
THE COMMANDER IS ALWAYS WRONG &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 4: &amp;lt;br&amp;gt;&lt;br /&gt;
WHERE IS THE AMMO? &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 5: &amp;lt;br&amp;gt;&lt;br /&gt;
DON’T KNOW WHAT YOUR KEYS DO &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Teams:&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Throw grenades randomly&lt;br /&gt;
- Don’t build anything&lt;br /&gt;
- Except walls, build lots of walls&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them)&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Urge your commander not to research anything and conserve resources&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Ask how to get a skill&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4683</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4683"/>
		<updated>2007-08-03T02:34:50Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Introduction: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
:Rule 1:&lt;br /&gt;
::DON’T READ THE MANUAL&lt;br /&gt;
:Rule 2:&lt;br /&gt;
::DON’T DISOBEY RULE 1&lt;br /&gt;
&lt;br /&gt;
Rule 3: &amp;lt;br&amp;gt;&lt;br /&gt;
THE COMMANDER IS ALWAYS WRONG &amp;lt;br&amp;gt;&lt;br /&gt;
Rule 4: &amp;lt;br&amp;gt;&lt;br /&gt;
WHERE IS THE AMMO? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rule 5:&lt;br /&gt;
*DON’T KNOW WHAT YOUR KEYS DO&lt;br /&gt;
&lt;br /&gt;
The Teams:&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Throw grenades randomly&lt;br /&gt;
- Don’t build anything&lt;br /&gt;
- Except walls, build lots of walls&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them)&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Urge your commander not to research anything and conserve resources&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Ask how to get a skill&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4682</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4682"/>
		<updated>2007-08-03T02:32:50Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Introduction: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
:Rule 1:&lt;br /&gt;
::DON’T READ THE MANUAL&lt;br /&gt;
:Rule 2:&lt;br /&gt;
::DON’T DISOBEY RULE 1&lt;br /&gt;
&lt;br /&gt;
Rule 3:&lt;br /&gt;
*THE COMMANDER IS ALWAYS WRONG&lt;br /&gt;
&lt;br /&gt;
Rule 4:&lt;br /&gt;
*WHERE IS THE AMMO?&lt;br /&gt;
&lt;br /&gt;
Rule 5:&lt;br /&gt;
*DON’T KNOW WHAT YOUR KEYS DO&lt;br /&gt;
&lt;br /&gt;
The Teams:&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Throw grenades randomly&lt;br /&gt;
- Don’t build anything&lt;br /&gt;
- Except walls, build lots of walls&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them)&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Urge your commander not to research anything and conserve resources&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Ask how to get a skill&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4681</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4681"/>
		<updated>2007-08-03T02:32:20Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Introduction: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
&lt;br /&gt;
Rule 1:&lt;br /&gt;
*DON’T READ THE MANUAL&lt;br /&gt;
&lt;br /&gt;
Rule 2:&lt;br /&gt;
*DON’T DISOBEY RULE 1&lt;br /&gt;
&lt;br /&gt;
Rule 3:&lt;br /&gt;
*THE COMMANDER IS ALWAYS WRONG&lt;br /&gt;
&lt;br /&gt;
Rule 4:&lt;br /&gt;
*WHERE IS THE AMMO?&lt;br /&gt;
&lt;br /&gt;
Rule 5:&lt;br /&gt;
*DON’T KNOW WHAT YOUR KEYS DO&lt;br /&gt;
&lt;br /&gt;
The Teams:&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Throw grenades randomly&lt;br /&gt;
- Don’t build anything&lt;br /&gt;
- Except walls, build lots of walls&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them)&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Urge your commander not to research anything and conserve resources&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Ask how to get a skill&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4680</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4680"/>
		<updated>2007-08-03T02:31:40Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Introduction: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
#Rule 1:&lt;br /&gt;
*DON’T READ THE MANUAL&lt;br /&gt;
#Rule 2:&lt;br /&gt;
*DON’T DISOBEY RULE 1&lt;br /&gt;
#Rule 3:&lt;br /&gt;
*THE COMMANDER IS ALWAYS WRONG&lt;br /&gt;
#Rule 4:&lt;br /&gt;
*WHERE IS THE AMMO?&lt;br /&gt;
#Rule 5:&lt;br /&gt;
*DON’T KNOW WHAT YOUR KEYS DO&lt;br /&gt;
&lt;br /&gt;
The Teams:&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Throw grenades randomly&lt;br /&gt;
- Don’t build anything&lt;br /&gt;
- Except walls, build lots of walls&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them)&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Urge your commander not to research anything and conserve resources&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Ask how to get a skill&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Noob%27s_Guide_to_Empires&amp;diff=4679</id>
		<title>Talk:Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Noob%27s_Guide_to_Empires&amp;diff=4679"/>
		<updated>2007-08-03T02:30:01Z</updated>

		<summary type="html">&lt;p&gt;Aurora: New page:  == A couple things ==  This first of all is the work of DaMaN from the first (or second?) Empires forums. This needs PICTURES big time.  It&amp;#039;s a lot of work, so I expect Bodrick to do it. ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== A couple things ==&lt;br /&gt;
&lt;br /&gt;
This first of all is the work of DaMaN from the first (or second?) Empires forums.&lt;br /&gt;
This needs PICTURES big time.  It&#039;s a lot of work, so I expect Bodrick to do it.&lt;br /&gt;
&lt;br /&gt;
Ummmm, The key is that this is taken satirically.  I think if people read this wiki anyway, they&#039;ll understand this.  That being said, if anyone can think of a way to make the satirical aspect stand out any more, it would be welcome.--[[User:Knighttemplar|Knighttemplar]] 22:30, 2 August 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4678</id>
		<title>Noob&#039;s Guide to Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Noob%27s_Guide_to_Empires&amp;diff=4678"/>
		<updated>2007-08-03T02:25:26Z</updated>

		<summary type="html">&lt;p&gt;Aurora: Oh Boy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you just got Half life 2, skipped the single-player,&lt;br /&gt;
and got banned from all the Half life 2 Deathmatch&lt;br /&gt;
servers? Don’t worry, you can play Empires!&lt;br /&gt;
&lt;br /&gt;
But first you need to know how!&lt;br /&gt;
&lt;br /&gt;
The definitive How-To.&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, I would like to congratulate you for&lt;br /&gt;
deciding to read this article. If you’re already a n00b,&lt;br /&gt;
don’t worry, this article will still help you in your&lt;br /&gt;
plight. If you’re a beginner n00b, this article will help in&lt;br /&gt;
your quest for n00bishness! But enough about n00bs;&lt;br /&gt;
let’s get on to the game!&lt;br /&gt;
Most Empires games have three phases, the&lt;br /&gt;
Beginning, Middle, and End. This guide will allow you to&lt;br /&gt;
play as a n00b in all three phases, remaining annoying&lt;br /&gt;
to your teammates and preventing any real work from&lt;br /&gt;
getting done. Empires is a game all about teamwork,&lt;br /&gt;
so obviously, you must never help your team. In fact,&lt;br /&gt;
you could even do things that hinder your team! (More&lt;br /&gt;
examples on this later).&lt;br /&gt;
Before we get into the three game phases,&lt;br /&gt;
here are a few ground rules:&lt;br /&gt;
Rule 1:&lt;br /&gt;
DON’T READ THE MANUAL&lt;br /&gt;
Rule 2:&lt;br /&gt;
DON’T DISOBEY RULE 1&lt;br /&gt;
Rule 3:&lt;br /&gt;
THE COMMANDER IS ALWAYS WRONG&lt;br /&gt;
Rule 4:&lt;br /&gt;
WHERE IS THE AMMO?&lt;br /&gt;
Rule 5:&lt;br /&gt;
DON’T KNOW WHAT YOUR KEYS DO&lt;br /&gt;
&lt;br /&gt;
The Teams:&lt;br /&gt;
&lt;br /&gt;
There are two teams in Empires, the Northern&lt;br /&gt;
Faction and the Brenodi Empire. (Actually, in Empires&lt;br /&gt;
they are known as factions, but you don’t need to&lt;br /&gt;
remember that). Both have detailed and complicated&lt;br /&gt;
backstories, which you shouldn’t read. The point is, you&lt;br /&gt;
should join whichever has the most players.&lt;br /&gt;
&lt;br /&gt;
==Beginning Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s one initial problem with the Beginning&lt;br /&gt;
Phase, you don’t spawn! This is a very problematic&lt;br /&gt;
situation, and the only thing you can do is ask your&lt;br /&gt;
teammates repeatedly.&lt;br /&gt;
&lt;br /&gt;
Ok, once you spawn, since it’s the very&lt;br /&gt;
beginning and you know your Starcraft, you want to&lt;br /&gt;
rush your enemy as fast as possible. Since you don’t&lt;br /&gt;
have zerglings, you are going to need a&lt;br /&gt;
tank. Fortunately, your team starts out with the perfect&lt;br /&gt;
tank!&lt;br /&gt;
&lt;br /&gt;
This is known as the Boom Tank.&lt;br /&gt;
&lt;br /&gt;
It’s a bit big and clumsy, but it is fast and will&lt;br /&gt;
help you evade all the blockades your team is setting&lt;br /&gt;
up. If they ask you to get out of their tank, just ignore&lt;br /&gt;
them and drive like mad to the enemy base. That’s&lt;br /&gt;
where the action is! Once you get there, (ignoring more&lt;br /&gt;
cries from your teammates about some “com vehicle”),&lt;br /&gt;
you should immediately try running the enemy&lt;br /&gt;
over. You get extra points for getting the tank stuck on&lt;br /&gt;
a turret (double points if it’s a missile turret!)&lt;br /&gt;
&lt;br /&gt;
If you aren’t fast enough to grab the tank and&lt;br /&gt;
some idiot is just sitting in it doing nothing, don’t worry,&lt;br /&gt;
there are plenty of other things a n00b can do around&lt;br /&gt;
the base!&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Beginning Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Throw grenades randomly&lt;br /&gt;
- Don’t build anything&lt;br /&gt;
- Except walls, build lots of walls&lt;br /&gt;
- Stand right next to the resource nodes (the little rocks with smoke coming out of them)&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
&lt;br /&gt;
Now that your teammates have a base set up&lt;br /&gt;
and some resource nodes captured, you’ll start getting&lt;br /&gt;
harassed by the enemy. This is known as the Middle&lt;br /&gt;
Phase, and it provides many opportunities for a good n00b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done the beginning phase&lt;br /&gt;
correctly, you shouldn’t even get to this phase, having&lt;br /&gt;
already won the game by running over all the enemies&lt;br /&gt;
infantry and buildings with the Boom Tank. However, if&lt;br /&gt;
your team isn’t yelling at you already, there is plenty&lt;br /&gt;
more you can do to ensure your ultimate victory!&lt;br /&gt;
&lt;br /&gt;
Traditionally, a large building called a “vehicle&lt;br /&gt;
factory” will have magically dropped from the sky, and&lt;br /&gt;
your teammates will have constructed it. This is a very&lt;br /&gt;
important building, as it houses all the other tanks in&lt;br /&gt;
the game. Even though someone has jacked your&lt;br /&gt;
special tank, you can still get other tanks from the&lt;br /&gt;
vehicle factory (but they’re not as good).&lt;br /&gt;
&lt;br /&gt;
You want to get to this building as soon as&lt;br /&gt;
possible and buy about 30 jeeps. These jeeps are&lt;br /&gt;
essential to winning the game! The more jeeps you&lt;br /&gt;
have, the more you can rush around the battlefield&lt;br /&gt;
doing donuts, jumps, and wheelies, with complete&lt;br /&gt;
disregard for the approaching enemy. Try to get a jeep&lt;br /&gt;
ontop of some of your teams buildings. In fact, you can&lt;br /&gt;
use the jeep to ram into the starting tank, flipping it&lt;br /&gt;
over in the hopes the person inside will get out.&lt;br /&gt;
&lt;br /&gt;
You can also buy other vehicles too! There&lt;br /&gt;
are light tanks, AFV’s, and APC’s for you to choose from,&lt;br /&gt;
and all of them are very useful and can do a lot of&lt;br /&gt;
damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
You want to be sure that nothing is in those&lt;br /&gt;
little boxes. Click and drag the little pictures off of the&lt;br /&gt;
tank and drop them somewhere else. The fewer of&lt;br /&gt;
those little boxes, the lighter your tank will be, as&lt;br /&gt;
dictated by the Weight display, and thus, the better&lt;br /&gt;
your tank will be. Once you build the tank, it will appear&lt;br /&gt;
in the vehicle factory, and you will be in it! It’s really&lt;br /&gt;
exciting to drive a tank, there’s a feeling of power when&lt;br /&gt;
you are rumbling across the battlefield. You can run&lt;br /&gt;
over enemy infantry, and even run over friendly&lt;br /&gt;
infantry! There are problems firing the tank,&lt;br /&gt;
however. Your normal mouse clicks don’t seem to work&lt;br /&gt;
in the tank, so ask your team repeatedly how a tank fires.&lt;br /&gt;
&lt;br /&gt;
If tanks aren’t really your style, there’s&lt;br /&gt;
another thing a good n00b can do: Scouting. Change&lt;br /&gt;
your class to scout, and slowly walk towards the enemy&lt;br /&gt;
base. Alternately, you can use one of the 29 jeeps you&lt;br /&gt;
have built (one has probably blown up by now). Scouts&lt;br /&gt;
are important because they have one of the most&lt;br /&gt;
powerful weapons in the game: the&lt;br /&gt;
binoculars. Seriously. Press the right mouse button&lt;br /&gt;
and your view will zoom in. Point it at the enemy’s base&lt;br /&gt;
and press the left mouse button. A red attack diamond&lt;br /&gt;
will appear at your target, dealing hundreds of points of&lt;br /&gt;
damage to the enemy! At the same time, a cool voice&lt;br /&gt;
will sound saying that you’re calling in for artillery. Keep&lt;br /&gt;
clicking! The more times that voice sounds, the more&lt;br /&gt;
damage you do to the enemy. (Ignore what your team&lt;br /&gt;
is yelling at you).&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the Middle Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Urge your commander not to research anything and conserve resources&lt;br /&gt;
- Alternately, urge your commander to research useful things, like Biology, but don’t let him research past that&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Ask how to get a skill&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
Now that the enemy has harassed you some,&lt;br /&gt;
and both teams are getting fairly built up, one team will&lt;br /&gt;
start to win, either with more tanks or more&lt;br /&gt;
cheats. This is known as the End Phase, and is where&lt;br /&gt;
one of the teams Boom Tanks gets killed. Make sure it’s&lt;br /&gt;
yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Phase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point in the game, there are a lot more&lt;br /&gt;
tanks available. Some, like the heavy tank, are really&lt;br /&gt;
big and imposing, (though not quite as much as the&lt;br /&gt;
Boom Tank).&lt;br /&gt;
&lt;br /&gt;
This team, while it does have a Boom Tank&lt;br /&gt;
and a heavy tank (WOW!), is not doing a very good&lt;br /&gt;
job. They should be assaulting with the Boom Tank and&lt;br /&gt;
blocking the vehicle factory with the heavy tank. This is&lt;br /&gt;
always a good idea, because it prevents enemy vehicles&lt;br /&gt;
from getting inside your vehicle factory and blowing up&lt;br /&gt;
all the unbuilt vehicles. Don’t let anybody move it.&lt;br /&gt;
&lt;br /&gt;
Now that you have your vehicle factory well&lt;br /&gt;
secured, it’s time to start harassing both the enemy and&lt;br /&gt;
your team. A good idea at this point is to buy the most&lt;br /&gt;
expensive tank you can make (before blocking the&lt;br /&gt;
vehicle factory of course). This is usually the heavy&lt;br /&gt;
tank. Outfit it with the bulkiest armor and the biggest&lt;br /&gt;
engine, but make sure none of those little boxes have&lt;br /&gt;
any pictures in them! (see Middle Phase). You then&lt;br /&gt;
want to take your new tank and drive it in a fairly&lt;br /&gt;
random direction. Trying to run over the enemy is good,&lt;br /&gt;
trying to run over your teammates is better!&lt;br /&gt;
&lt;br /&gt;
One thing to note: all tanks are&lt;br /&gt;
amphibious. That means that you can drive them in the&lt;br /&gt;
water! You should do this as much as possible to avoid&lt;br /&gt;
minefields, but watch out for sharks.&lt;br /&gt;
&lt;br /&gt;
There’s also a new type of tank available –&lt;br /&gt;
the Artillery Tank. (This has nothing to do with the&lt;br /&gt;
Scout’s binoculars). Artillery tanks are really cool, and&lt;br /&gt;
do a lot of damage. It’s kind of hard to see what an&lt;br /&gt;
artillery tank is shooting at, so the best idea is to drive&lt;br /&gt;
right into the enemy base so you can’t&lt;br /&gt;
miss. Alternately, you can just fire randomly, letting&lt;br /&gt;
your teammates guide you. Since you are in a vehicle,&lt;br /&gt;
all your directions are reversed, so follow the reverse of&lt;br /&gt;
whatever your teammates are telling you.&lt;br /&gt;
&lt;br /&gt;
At this point in the game, you should also&lt;br /&gt;
start bugging your commander to build an Aircraft&lt;br /&gt;
Factory. Aircraft are one of the most useful things in the&lt;br /&gt;
game. You can do dive-bombing runs, kamikaze&lt;br /&gt;
attacks, and loop-dee-loops. Keep bugging your&lt;br /&gt;
commander to build one. There IS one in the game, you&lt;br /&gt;
just have to keep asking.&lt;br /&gt;
&lt;br /&gt;
If you are an engineer, you should make as&lt;br /&gt;
many turrets as possible. &lt;br /&gt;
If you have done it correctly, nobody will be&lt;br /&gt;
able to get in or out, thus solidifying victory.&lt;br /&gt;
&lt;br /&gt;
Finally, there will come a point where your&lt;br /&gt;
team swarms over the enemy base. Keep killing things,&lt;br /&gt;
but remember not to shoot at the enemy Boom&lt;br /&gt;
Tank. It’s too powerful, so kill everything around it&lt;br /&gt;
before trying to destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some suggestions for the End Phase:&lt;br /&gt;
- Ask where the ammo is&lt;br /&gt;
- Ask how you join a squad&lt;br /&gt;
- Ask for an Aircraft Factory&lt;br /&gt;
- If the commander has restricted vehicle creation, bug him until he builds you a heavy tank&lt;br /&gt;
- Then don’t use it&lt;br /&gt;
- Don’t miss a chance to grab the Boom Tank and run it towards the enemy base&lt;br /&gt;
- Block the vehicle factory exit by any means necessary&lt;br /&gt;
- Ask again where the ammo is&lt;br /&gt;
- Proclaim someone as a cheater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now that you’ve got yourself banned from every Empires server, you can move on to Counter Strike: Source!&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=4677</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=4677"/>
		<updated>2007-08-03T02:22:46Z</updated>

		<summary type="html">&lt;p&gt;Aurora: Noob&amp;#039;s Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
Below is a list of misc. tips. Feel free to add any you may have.&lt;br /&gt;
&lt;br /&gt;
== Infantry Tips ==&lt;br /&gt;
* The pop-up menu can be accessed by pressing &#039;&#039;&#039;F&#039;&#039;&#039; (by default).&lt;br /&gt;
* Join or create a squad to get more rank points. The squad menu is accessed by pressing &#039;&#039;&#039;C&#039;&#039;&#039; (by default). you can also create or join a squad through the [[Squads|squad]] section of the pop-up menu.&lt;br /&gt;
* As you are promoted, you get an additional skill slot to fill. Set this in your spawn menu (&#039;&#039;&#039;B&#039;&#039;&#039; by default), then return to a [[barracks]] or [[armory]] to activate it.&lt;br /&gt;
* Much like changing your class, setting or changing a skill &amp;quot;on the fly&amp;quot; does not immediately activate it.  You must return to the [[barracks]] or [[armory]].  Once inside, bring up the spawn menu and click Accept.  Be advised that your ammo will reset and you will need to stop by the crates and fill up again.&lt;br /&gt;
* You can change your class near a captured flag just like you would inside the [[barracks]] or [[armory]]: bring up your spawn menu, make any changes and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
* Any class can help build buildings with their USE key, [[Engineer|engineers]] are just the most efficient (by a long shot).&lt;br /&gt;
* See the full-size map by pressing &#039;&#039;&#039;M&#039;&#039;&#039;.&lt;br /&gt;
* To set your spawn location, hit &#039;&#039;&#039;Enter&#039;&#039;&#039; and click on one of your barracks.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Tips ==&lt;br /&gt;
See the class page for each of the following for class tips.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
 &lt;br /&gt;
== Commander Tips ==&lt;br /&gt;
* Use &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039; to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;ALT&#039;&#039;&#039; and move the mouse to rotate the camera view.&lt;br /&gt;
* Press &#039;&#039;&#039;E&#039;&#039;&#039; to exit commander mode.&lt;br /&gt;
* When placing a structure, hold the left mouse button to rotate the building.&lt;br /&gt;
* Do not use the Comm Vehicle (CV) as personal transport or your team will get very angry. Only move the CV when absolutely neccessary and always inform your team so they know where they need to defend.&lt;br /&gt;
* If you do need to move the CV for any reason then be very careful around cliffs and water. Many a game has been ended by merely a flipped or waterlogged CV and it really isn&#039;t much fun when they do.&lt;br /&gt;
* Don&#039;t be afraid to lock the Vehicle Factory if you need to conserve resources. But make sure your team is capable of defending without vehicles if you do so. &lt;br /&gt;
* Units can be given orders by highlighting them (left click on them) and then right clicking on the unit you would like to see destroyed or guarded. Send someone to guard an unfinished building and most people will finish the construction as well as guard the structure.&lt;br /&gt;
* Your minions are extremely grateful when you help them out. For example, your god-like eye in the sky view allows you to keep an eye on your units, but more importantly you can keep an eye on the enemy. Of course you can only see the enemy when a friendly unit is near or surveillance equipment has been placed, but this can still be very useful. If you see an enemy approaching your friendly unit, target the enemy for your unit as described above, they will find it much easier to destroy the enemy, because the red targeting symbol will let them know where that enemy unit is before he can even see him. Your unit might have been totally unaware of the approaching danger, but he is now in a much better position to defend himself. &lt;br /&gt;
* Make sure you are always researching something or your technology will quickly fall behind the enemy team and that will usually spell disaster.&lt;br /&gt;
&lt;br /&gt;
== Advanced Commander Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frontlining:&#039;&#039; Spread out onto the map, gaining forward bases to hold that area, fortify these, and push from there. This is great for boxing your enemies in, but it really does require a responsive team.&lt;br /&gt;
&lt;br /&gt;
Strong points: Good for boxing in enemies, tends to be good at keeping tickets up, and very good when mixed with arty.&lt;br /&gt;
&lt;br /&gt;
Weak points: Needs a better team that usual. Can be weak against ninjaneers as having concentrated front lines often leaves CV undefended with no players near.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Turtle-ing:&#039;&#039; Fortify your base in the starting area, and don’t push out much. It does work better with players that sit around in base being unresponsive, but unless you get the jump on your enemies early with fast vehicles, you are dead.&lt;br /&gt;
&lt;br /&gt;
Strong points: Well defended against enemies as it’s concentrated, and often in a balanced position to send out vehicles from. Good vs. ninjas as everyone is at your base ready to defend the CV.  Can employ ninjas because the enemies don’t tend to dig in as much.&lt;br /&gt;
&lt;br /&gt;
Weak points: Difficult to defend refineries. You’ll die if the enemy gets arty: concentrated mid-range defenses against long-range arty will almost always mean the defenses lose. It&#039;s harder to destroy the enemy from a long way away from their CV.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Relocating:&#039;&#039; Relocate at the very start of the match. Run to another place to try and get the element of surprise, and disrupt the enemy comm&#039;s plans. It doesn’t tend to work very well against a flexible enemy comm who can roll with the blows and adapt to what you are doing quickly, and can be very bad if you let yourself get boxed in. Don’t even try this unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
Strong points: Can confuse the enemies, they aren’t used to the enemy main base being somewhere else. Works well with a light tank rush if you relocate properly.&lt;br /&gt;
&lt;br /&gt;
Weak points: If you do it wrong you’ve lost your team the game. If you waste too much time you’ve lost your team the game as the enemies will be able to take much more of the map much faster and get the jump on you in research, refs and vehicles, and then box you in until you die.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consider where you place your turrets.&#039;&#039;&#039; &#039;&#039;Don&#039;t place turrets in extremely high or low elevations,&#039;&#039; such as on the top slopes of DustStorm, as infantry can sneak below them easily without triggering them and then disarm the turrets. &#039;&#039;Don&#039;t place turrets too close to buildings,&#039;&#039; such as refineries. If you do, you risk letting enemies assault the building while staying easily outside of the turret range. &#039;&#039;When in large spaces, place turrets in ambush positions.&#039;&#039; Otherwise, the enemy will be able to destroy the turret before getting in range. Consider placing turrets behind walls. &#039;&#039;When in small spaces, maximize the turret firing arc.&#039;&#039; Place the turret in the most central position, where it can fire everywhere in the area. In best case scenarios, an enemy unit should not be able to fire at the turret without entering it&#039;s range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Identify a map&#039;s chokepoints,&#039;&#039;&#039; and try to force the enemy to assault those. For a detailed analysis of each map and it&#039;s critical points, see the &amp;quot;Maps&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== General Vehicle Tips ==&lt;br /&gt;
* Always try to travel in teams, two tanks are much more likely to win a battle than one and are also more likely to spot the enemy before he gets too close. Another benefit of this system is the ability to occupy the enemy whilst your partner repairs and rearms both of you.&lt;br /&gt;
* Try to be considerate with your use of resources when you build a vehicle. Just one tricked out tank can severely hurt a teams resources, so remember you will lose as well in the end.&lt;br /&gt;
* If you need to hop out to do something in enemy territory, turn your vehicle to face your escape route and give you cover &#039;&#039;&#039;before&#039;&#039;&#039; you jump out. Then, when that artillery tank rolls around the corner, you will be able to escape much more quickly. &lt;br /&gt;
* Don&#039;t fire as quickly as you can or you will overheat. Always try to allow yourself some space on the heat bar in case the battle suddenly swings towards the enemies favour and you have to make a quick escape. There is nothing more frustrating than an overheating vehicle when all you want to do is drive away. &lt;br /&gt;
* Don&#039;t be afraid to retreat, often it can draw the enemy into friendly turret space or allow time for a friendly unit to assist you. &lt;br /&gt;
* Check that the vehicle you are about to drive away is not somebody elses ride or you won&#039;t make very many friends on a server.&lt;br /&gt;
* If you plan to use vehicles a lot in a game, try to select complementary skills when you are promoted or you might as well not have them. &lt;br /&gt;
* A well upgraded light tank will beat a normal heavy tank, so choose your vehicle and upgrades carefully.&lt;br /&gt;
&lt;br /&gt;
== Advanced Vehicle Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle customization |Vehicle customization guide]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Analysis of Armors: Strengths and Weaknesses&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 100%; border: 1px solid #5A8261border-collapse: collapse; text-align: left; width: 100% ;background-color: lightgrey&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armour Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Health Points&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Speed Modifier*&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Strongest Against&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Weakest Against&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Good Combinations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plain&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|30&lt;br /&gt;
|Low&lt;br /&gt;
|Takes %50 extra damage from biological weapons&lt;br /&gt;
|None&lt;br /&gt;
|Biological Weapons&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Composite&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|10&lt;br /&gt;
|80&lt;br /&gt;
|Very Low&lt;br /&gt;
|None&lt;br /&gt;
|Artillery, High damage missiles&lt;br /&gt;
|Anything with a high velocity&lt;br /&gt;
|Biodiesel engine, if you intend to absorb a lot of damage, you will need this to avoid stalling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Absorbant&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|15&lt;br /&gt;
|50&lt;br /&gt;
|Very high&lt;br /&gt;
|Absorbs extra heat damage&lt;br /&gt;
|Fast cannons, especially railgun&lt;br /&gt;
|Biological weapons, high damage missles, mines&lt;br /&gt;
|Gas engine, for the horsepower/cooling. Seek out cannon battles, avoid missiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reactive&#039;&#039;&#039;&lt;br /&gt;
|45&lt;br /&gt;
|20&lt;br /&gt;
|65&lt;br /&gt;
|High&lt;br /&gt;
|40% reduced damage from biological weapons&lt;br /&gt;
|Fast cannons, biological weapons&lt;br /&gt;
|High damage missles, HE cannon, HeavyUMG&lt;br /&gt;
|Coolant / 3Phase engine, dual cannons, stay back to avoid missles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Regenerative&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|75&lt;br /&gt;
|Average&lt;br /&gt;
|Moderate armor regeneration speed, double damage from biological weapons&lt;br /&gt;
|Average armoured tanks (ateast 2-3 times above plain)&lt;br /&gt;
|Biological weapons, high velocity weapons, Machine Guns&lt;br /&gt;
|Plasma cannon or Machine gun, biological missle, 3 phase engine. Poison the enemy, overheat them, then escape&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reflective&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|60&lt;br /&gt;
|Average&lt;br /&gt;
|Reduces damage if tank is angled on impact&lt;br /&gt;
|Average armoured tanks (at least 2-3 times above plain)&lt;br /&gt;
|Depends on user skill&lt;br /&gt;
|Fission /3Phase engine, use these high acceleration engines to quickly rotate your tank to an angle to reduce damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Low speed modifiers cause increased damage with high speed weapons&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*High speed modifiers cause reduced damage with high speed weapons&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chart Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armors are equal and different, you must explain this to your team and tell them what you want from them or they will not understand.  If anything, this will teach you how to counter popular armor sets and help you develop new strategies.&lt;br /&gt;
&lt;br /&gt;
Revised from Forum Thread, credits to Zachtos, Twosheds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Not to Play Empires ==&lt;br /&gt;
&lt;br /&gt;
The [[Noob&#039;s Guide to Empires]] outlines many of the strategies to take in playing Empires when one wishes to play as poorly as possible.  It is a satirical look at the way new players interact with various facets of the game.  They often do so in ways which outline how poor at the game they are.  If you wish to avoid some of the main mistakes new players make while playing Empires, please read this Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Tips]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Scout&amp;diff=4676</id>
		<title>Talk:Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Scout&amp;diff=4676"/>
		<updated>2007-08-02T22:35:25Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added a history section and threw together some flavor text for the scout that reflects the changes it has undergone since 1.00. I hope no one minds. If you do, edit/delete as needed, ESPECIALLY if something doesn&#039;t fit the storyline in the empires forum. (I haven&#039;t read alot of that forum... so sue me.)&lt;br /&gt;
&lt;br /&gt;
Feel free to change the name Blue-Shirt Zealots to any other Empires member that was memorable as a scout. That&#039;s a reference to one BlueShirtsFan, whom I remember fighting in scout-to-scout sniper battles in 1.01. The thing about Bodrick is a reference to the Jeep races and the possibility of jeep race maps.&lt;br /&gt;
&lt;br /&gt;
Has the scout rifle&#039;s stats changed at all from 1.03 (ish) to 1.08 RC 13? I know RC 1 nerfed it something fierce, but I wrote that history section about the current weaker scout rifle under the impression that the current rifle isn&#039;t as powerful. At any rate, if it were up to me, I&#039;d leave that section as-is to reflect the fact that current rifles are more balanced and thus the scout rifle _seems_ less powerful in comparison, even though it&#039;s not.&lt;br /&gt;
--[[User:The Buttery Lobster|The Buttery Lobster]] 17:28, 21 June 2007, (EST)&lt;br /&gt;
&lt;br /&gt;
It was nerfed but later reverted to the same damage (110) --[[User:Arklansman|Arklansman]] 17:43, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ll say it again-- if anyone thinks adding a history section isn&#039;t appropriate or they think they can write a better fake history, change whatever you want, I don&#039;t mind at all. Also, and more importantly, can someone find a first name for Bodrick and put it in the history instead of &amp;quot;X(?)&amp;quot; because that annoys me.--[[User:The Buttery Lobster|The Buttery Lobster]] 18:29, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just make up some crazy name like I did. :D --[[User:Arklansman|Arklansman]] 22:38, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Fixed :P  [[User:Bodrick|Bodrick]] 02:39, 22 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I must say, I&#039;d prefer it if any names given were entirely fictional. Reference to real members of the community could be seen as elitism. - [[User:Broccoli|Broccoli]] 07:40, 22 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
That&#039;s an entirely valid point. I didn&#039;t think about that at all. Is there some sort of poll that could be made to decide this? Or some sort of etiquette guide one could reference? I don&#039;t want to be the one responsible for opening some sort of pandora&#039;s box of elitism, like the Gerald Nye of Empires.--[[User:The Buttery Lobster|The Buttery Lobster]] 12:54, 22 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, remember that Megel uses real players and clans in the official story as well. Personally, I don&#039;t see anything wrong with it, as long as it doesn&#039;t go overboard. --[[User:Arklansman|Arklansman]] 13:13, 22 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can someone fix the binocular stuff? i.e., does the scout get points for objects destroyed while spotted? I can&#039;t remember.--[[User:The Buttery Lobster|The Buttery Lobster]] 16:00, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Alright, this is a gigantic noob question, but I have to ask it. Does radar stealth hide the scout from all cameras, too? B/c I didn&#039;t know if it does and the thing I wrote critiquing the skill is not true if this is the case.--[[User:The Buttery Lobster|The Buttery Lobster]] 17:27, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m pretty sure that it does, somebody else will have to verify this. [[User:Broccoli|Broccoli]] 17:33, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just put a blurb in about how Radar Stealth hides from cameras. I sure hope this isn&#039;t a baldfaced lie. I&#039;ll mess around with this in-game. Also someone fix the Brenodi link in scout history, please.--[[User:The Buttery Lobster|The Buttery Lobster]] 00:53, 24 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just tested the melee and radar stealth with BSID opie, and corrected as such. Radar Stealth DOES NOT hide one from cameras. Useless skill, imho.--[[User:The Buttery Lobster|The Buttery Lobster]] 20:21, 24 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Good Call on updating this for RC14 Ark --[[User:Knighttemplar|Knighttemplar]] 00:10, 29 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I added dizzyone&#039;s scout skillset, the one specially tailored to smacking people with your gun rather then stabbing them with bullets. Feel free to delete it because it&#039;s not for serious gameplay.--[[User:The Buttery Lobster|The Buttery Lobster]] 16:18, 1 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Removed a paragraph from the &amp;quot;upgrade guide&amp;quot;, which contained only negative points (&amp;quot;this skill is useless, so never use it&amp;quot;, or something to that effect). The rest was stuff which applied to all classes, not just the scout. Also bolded the skill names for greater emphasis. At what point do these talk pages need to be cleaned up? -- [[User:Broccoli|Broccoli]] 16:09, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think at this point the talk pages are fine.  If Empires somehow becomes big we could easily clean this up, but there&#039;s a lot of other things which would need more work, like the empiresmod.com page among other things.--[[User:Knighttemplar|Knighttemplar]] 18:35, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Version numbers ==&lt;br /&gt;
&lt;br /&gt;
Do we really need to add the version number for all these pages? You&#039;ll just have to change it everytime a new version comes out, and if something is changed, someone will usually update the wiki with the info anyway. --[[User:Arklansman|Arklansman]] 23:18, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Okey Dokey. Numbers gone!--[[User:The Buttery Lobster|The Buttery Lobster]] 12:57, 22 June 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Rifleman&amp;diff=4670</id>
		<title>Talk:Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Rifleman&amp;diff=4670"/>
		<updated>2007-08-02T13:48:00Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Someone slap together a history section for riflemen... a few ideas:&lt;br /&gt;
Start with some sort of war quote, include the development of automatic weapons during period X (Great Empire Era, maybe?), superiority of BE rifles during cold war (homage to 1.00 to 1.06ish BEAR), addition of mobile assault vehicles as technology advanced(i.e. APC spawn reference), and how balanced the weapons are during the current BE-NF conflict (1.08 reference). Maybe a shout-out to a clan, CW, On-E or other (not JPL, FB, or Bruck, they&#039;re mentioned already) in the form of story &amp;quot;heroic soldier X from battalion Y killed 8 dozen infantry!&amp;quot; that &#039;&#039;&#039;also&#039;&#039;&#039; demonstrates how the rifleman class can out-shoot all other infantry units. If someone could include a selection from the short stories that Megel or Picard or other ppl wrote (idk what they are) that would be good, too. If no one makes this within about a week, I&#039;ll probably have something by then. Once all the class sections have histories, I&#039;ll pm them to Megel and ask for his opinion/input/proper alteration to match canon materials.--[[User:The Buttery Lobster|The Buttery Lobster]] 00:35, 5 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
If anyone has any ideas for Rifleman section, i.e. another clan history, put it in discussion so I know what to write about. idk any of the clan histories, so it&#039;s I can&#039;t do much without some background info. Or maybe some sort of reference to... well, whatever you can think of, Empires related. Changing forums three times, for example. Maybe mentioning certain villainous characters in the community... they who shall not be named.--[[User:The Buttery Lobster|The Buttery Lobster]] 19:48, 5 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, ummm, CW had 1 member for about 3-4 months. Not really interesting at all. Hmmm... --[[User:Arklansman|Arklansman]] 21:51, 5 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I bolded the skills to make them stand out a little more.  Anyone disagree?--[[User:Knighttemplar|Knighttemplar]] 09:48, 2 August 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4669</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4669"/>
		<updated>2007-08-02T13:46:33Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Upgrade Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Rifleman}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:IMPRifleman.jpg|thumb|right|Imperial Rifleman]]&lt;br /&gt;
[[Image:NFRifleman.jpg|thumb|right|Northern Faction Rifleman]]&lt;br /&gt;
Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with explosive grenades and a suit of body armor, making them a force to be reckoned with on the battlefield. &lt;br /&gt;
&lt;br /&gt;
The rifleman&#039;s skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively, and Dig In decreases blast damage dealt to the soldier while crouched, reducing it by up to 70%.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
* Your accuracy will be much better while crouched with certain weapons like the Heavy Machine Gun.&lt;br /&gt;
* Your accuracy will be increased by another 25% when using the weapon&#039;s iron sights (default: right click).&lt;br /&gt;
* If not using the Heavy Machine Gun, the extra ammo skill is crucial. &lt;br /&gt;
* Explosive grenades are very effective against infantry, turrets, and even heavy tanks (you&#039;ll see tanks shake when hit). The trick is getting close enough to use them without getting killed.&lt;br /&gt;
* The secondary fire button on rifles (except the Heavy Machine Guns) allows you to access your Ironsights.  While it may be more difficult to see much of the battlefield, the added zoom and accuracy can prove valuable in the right situations&lt;br /&gt;
[[Category:Classes|Rifleman]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Rifleman|Rifleman Skills]]}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;First Upgrade:&#039;&#039; &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Rarely will you ever choose anything but accuracy as a Rifleman. Getting more bullets to hit your target will maximise your damage over time; even more efficiently than the Improved Damage upgrade. It will also increase your effective range, which is essential on large maps.&lt;br /&gt;
* &#039;&#039;Essential Skills:&#039;&#039; &#039;&#039;&#039;Improved Damage&#039;&#039;&#039;: This skill means that you can drop your targets faster, which gives them less chance to hurt you. &#039;&#039;&#039;Health Upgrade&#039;&#039;&#039;: Front-line infantry cannot avoid taking damage: this upgrade will help you to live longer, and give you the necessary edge in some fights. &#039;&#039;&#039;Dig-In&#039;&#039;&#039;: Effectively converting your extra stamina into health, combine this with Health Upgrade and you become your squad&#039;s human tank.&lt;br /&gt;
* &#039;&#039;Heavy Machine Gun Skills:&#039;&#039; Until the HMG is changed, it operates by draining your stamina bar. This means that the useful skills for it vary from the usual rifleman skills - you&#039;ll have to conserve your stamina in every situation, which means &#039;&#039;&#039;Stamina Upgrade&#039;&#039;&#039; is essential, and the &#039;&#039;&#039;Speed Upgrade&#039;&#039;&#039; is nice to compensate for the lack of sprinting ability.&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Weapons_of_the_Brenodi_Empire&amp;diff=4667</id>
		<title>Talk:Weapons of the Brenodi Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Weapons_of_the_Brenodi_Empire&amp;diff=4667"/>
		<updated>2007-08-02T01:15:56Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please add some more tips and make any corrections. :) Tomorrow (or today, I guess) I&#039;ll start on vehicle pages or something else :D --[[User:Arklansman|Arklansman]] 01:06, 22 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tundra Falcon! Get it? --[[User:Arklansman|Arklansman]] 02:09, 13 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Man those things are ugly--[[User:Knighttemplar|Knighttemplar]] 10:21, 13 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, that new BE Pistol sure looks sharp.  I take my previous comment back.--[[User:Knighttemplar|Knighttemplar]] 21:15, 1 August 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4641</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4641"/>
		<updated>2007-08-01T17:23:53Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC17&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Empires 1.08 Build 138/RC 17&lt;br /&gt;
July 27, 2007&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4640</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4640"/>
		<updated>2007-08-01T17:23:39Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC16&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Empires 1.08 Build 138/RC 17&lt;br /&gt;
July 27, 2007&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4639</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4639"/>
		<updated>2007-08-01T17:19:20Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4638</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4638"/>
		<updated>2007-08-01T17:17:33Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Unreleased: Version 1.08 */  +RC17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
Current Unreleased Version: 1.08/RC16&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Empires 1.08 Build 138/RC 17&lt;br /&gt;
July 27, 2007&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Weapons_of_the_Northern_Faction&amp;diff=4637</id>
		<title>Weapons of the Northern Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Weapons_of_the_Northern_Faction&amp;diff=4637"/>
		<updated>2007-08-01T13:39:52Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* &amp;#039;&amp;#039;&amp;#039;Submachine Guns&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Northern Faction Weapons Appendix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Nf logo.jpg|thumb|right|The flag of the Northern Faction]]&lt;br /&gt;
{{Note|Most weapons have seen balancing changes in the 1.08 patch, and many values will be incorrect.}}&lt;br /&gt;
&lt;br /&gt;
Much of the [[Northern Faction|Northern Faction&#039;s]] weaponry consists of arms that were used in such conflicts as the Kolntus-Emin war and other such faction wars. As a result, many of the weapons are less technologically advanced than their [[Weapons of the Brenodi Empire|Brenodi counterparts]]. Most of the weapons are made by [[Raven Arms]], formerly the largest arms manufacturer on the planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:Ravenarms9mm.jpg|thumb|left|Raven Arms DM-12 9mm Pistol]][[Image:NF_pistol1_v.png|thumb|left|Raven Arms DM-12 9mm Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Raven Arms DM-12 9mm Pistol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue sidearm for the Northern Faction. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 30&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 14&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 24 Rounds &lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 300 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Semi-Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_pistol2_v.png|thumb|left|The &amp;quot;Grizzly&amp;quot; Buckshot Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction &amp;quot;Grizzly&amp;quot; 12 Gauge Buckshot Pistol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Armed with dual shotgun shells for close range action, the Buckshot Pistol, or Grizzly, as it is affectionately known to its users, is deadly in close quarters combat.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || (shot of 9 pellets, damage per pellet) 12&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 2&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 16 Shells&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Poor&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 120 Shells Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Semi-Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a high rate of fire, but a low damage potential.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_smg1_v.png|thumb|left|Raven Arms DM-25 SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Raven Arms DM-25 SubMachine Gun&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard issue SMG of the Northern Faction. More accurate but weaker than the PP12. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 22&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 120 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 700 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]] [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_smg2_v.png|thumb|left|Raven Arms PP12]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction/Raven Arms PP12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One of the few new weapons used by the Jekotian Military, the PP12 is produced in small numbers by a small group of rebels who took over an abandoned Raven Arms factory during the Northern uprising. Uses the same 9mm cartridges as the Standard Issue pistol.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 30&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 35&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 120 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 660 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]] [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Rifles are (semi-)automatic weapons that are designed for all-range combat. They have a high rate of fire and a high damage potential.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:Nf_ar_new.jpg|thumb|left|Raven Arms DM-32 Assault Rifle]] [[Image:NF_ar_v.png|thumb|left|Raven Arms DM-32 Assault Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Raven Arms DM-32 Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard issue assault rifle with ironsights for improved aim.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 42&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 150 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 1080 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_50cal_v.png|thumb|left|Northern Faction M3-G3L .50cal Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction M3-G3L .50cal Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Very heavy semi-automatic rifle with a small clip and ironsights for long-range combat.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 60&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 10&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 60 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 400 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Semi-Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Machine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_hmg_v.png|thumb|left|Raven Arms DM-44 Heavy Machine Gun]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Raven Arms DM-44 Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipped with a very large clip, this machine gun is ideal for suppressive fire.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 25&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 200&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 400 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Poor&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 920 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Fully Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Ranged Rifles&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_scout_v.png|thumb|left|Raven Arms DM-50 Scout Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Raven Arms DM-50 Scout Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Ranged rifle equipped with a good zoom but a small clip.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Story goes here.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 60&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 15&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 60 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 48 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Bolt Action&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Anti-tank Weapons&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Raven Arms DM-78 &amp;quot;WarFle&amp;quot; Anti-Tank weapon is actually two weapons in one, functioning as a Guided Rocket Launcher and an indirect-fire Mortar. It is rumored that weapon designers are working on implementing a third configuration for an anti-air role in the next version.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_rpg_v.png|thumb|left|Raven Arms DM-78r &amp;quot;WarFle&amp;quot; - Rocket Launcher]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Raven Arms DM-78r &amp;quot;WarFle&amp;quot; Rocket Launcher&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The guided rocket launcher configuration is well suited to the anti-armor role. After the missile is fired, the operator simply needs to hold down the trigger to activate the guidance system. Otherwise, it will fire as a dumbfire missile.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The Raven Arms DM-78r &amp;quot;WarFle&amp;quot; was originally meant to be called &amp;quot;WarFly&amp;quot;, but it got it&#039;s current name from an error made by a factory worker. &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 80&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 1&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 5 Rockets&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Good&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 20 Rockets Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Single Shot&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_mortar_v.png|thumb|left|Raven Arms DM-78m &amp;quot;WarFle&amp;quot; - Mortar]]  ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Raven Arms DM-78m &amp;quot;WarFle&amp;quot; Mortar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The WarFle&#039;s long range mortar configuration must be propped in a crouch before firing. Its range makes it ideal for destroying structures.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 110&lt;br /&gt;
|-&lt;br /&gt;
| Clip Size || 1&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 10 Rounds&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Rate Of Fire || 15 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Fire Mode || Single Shot&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Explosives&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:Nf_landmine_new.jpg|thumb|left|Northern Faction Landmine]] [[Image:NF_mine_v.png|thumb|left|Northern Faction Landmine]]||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Landmine&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Defensive landmine that is effective for infantry and armor.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 110&lt;br /&gt;
|-&lt;br /&gt;
| Carry Limit || 5 Mines&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:Nf grenade.PNG|thumb|left|Northern Faction Grenade]][[Image:Nf grenade 2.PNG|thumb|left|Northern Faction Grenade]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Concussion Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A blinding flash grenade that effects turrets and infantry.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Explosive Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Seismic Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Extremely effective at destroying buildings and defensive structures.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Effective for assaults or temporary visual cover.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Carry Limit || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Tip|You can prime grenades. All grenades have a fuse of 6 seconds (except the concussion grenade, it has a fuse of 4 seconds). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds. You cannot blow yourself up when priming a grenade.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Equipment&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Equipment are all hand-held objects that may prove useful to the playing class. They range from binoculars to anti-personnel/anti-tank mines.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; |[[Image:NF_binoc_v.png|thumb|left|Northern Faction Binoculars]] ||&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Binoculars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to observe enemy activity and call in strikes.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;512px&amp;quot; | [[Image:NF_eng_v.png|thumb|left|Northern Faction Engineer Tool]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Engineer Tool&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place [[turrets]], [[walls]], [[Surveillance | surveillance gear]] and [[Ammo_Crates | ammo crates]].&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Damage || 26&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Weapons&amp;diff=4607</id>
		<title>Talk:Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Weapons&amp;diff=4607"/>
		<updated>2007-07-24T21:53:21Z</updated>

		<summary type="html">&lt;p&gt;Aurora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I still need pictures (preferably like these) of these weapons:&lt;br /&gt;
&lt;br /&gt;
Northern Faction Assault Rifle&lt;br /&gt;
&lt;br /&gt;
Northern Faction .50Cal Rifle&lt;br /&gt;
&lt;br /&gt;
Northern Faction Grenade&lt;br /&gt;
&lt;br /&gt;
Northern Faction Rocket Launcher / Mortar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brenodi Empire Heavy Machine Gun&lt;br /&gt;
&lt;br /&gt;
--[[User:Beerdude26|Beerdude26]] 21:43, 8 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page layout ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or is the page layout messed up after the grenades section? --[[User:Chahk|Chahk]] 19:21, 16 August 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just altered it to look correct for me, but then when I resized my window it went back to being screwed. This layout isn&#039;t acceptable -- [[User:Broccoli|Broccoli]] 11:16, 24 March 2007&lt;br /&gt;
&lt;br /&gt;
== Split ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to split this page into two pages, for the two different factions. It will allow more organization and space for things like the backstory. I&#039;m not going to touch this page yet though. --[[User:Arklansman|Arklansman]] 23:30, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmmm...anybody wanna make this page like some sort of central hub that goes to the BE and NF weapons pages and vehicle weapons, and make it not suck? Everything I&#039;ve tried so far has been shit. --[[User:Arklansman|Arklansman]] 02:41, 24 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, sometime I&#039;ll get random layouts that I certainly did not make.  Sadly it&#039;s not a perfect system.--[[User:Knighttemplar|Knighttemplar]] 17:53, 24 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Commanding&amp;diff=4602</id>
		<title>Talk:Commanding</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Commanding&amp;diff=4602"/>
		<updated>2007-07-23T02:36:50Z</updated>

		<summary type="html">&lt;p&gt;Aurora: /* Commander interface pictures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Commander crashes==&lt;br /&gt;
&lt;br /&gt;
I think as of 1.08 we can safely say there&#039;s little to no crashes to be had and we can remove this section from the article. I haven&#039;t heard of any commander crashes for the longest time. [[User:L3TUC3|L3TUC3]] 00:16, 14 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
That&#039;s not true; on my laptop, I was trying to command while driving my car and I crashed.--[[User:The Buttery Lobster|The Buttery Lobster]] 13:25, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You know, it took me a while to even work out that that was a joke :D&lt;br /&gt;
Anyway, I agree, so I removed the section. There is still the general bug page, and I think it gives a bad impression of the mod having notices like this all over the place. [[User:Broccoli|Broccoli]] 13:41, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
don&#039;t remove my joke!--[[User:The Buttery Lobster|The Buttery Lobster]] 14:25, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;s not much buggy anymore.  I only blame my deaths on comm crashes cause I don&#039;t like admitting i hit alt tab (i have it bound to mouse 3) --[[User:Knighttemplar|Knighttemplar]] 21:17, 3 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Commander interface pictures==&lt;br /&gt;
&lt;br /&gt;
One of the pictures showes the old 1.07 interface. It needs to be replaced once 1.08 comes around. --[[User:L3TUC3|L3TUC3]] 18:29, 22 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, they&#039;re so different eh?--[[User:Knighttemplar|Knighttemplar]] 22:36, 22 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Aurora</name></author>
	</entry>
</feed>