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	<title>Empires Wiki - User contributions [en]</title>
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	<updated>2026-09-27T04:31:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.29.x&amp;diff=10015</id>
		<title>Version/2.29.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.29.x&amp;diff=10015"/>
		<updated>2020-08-08T13:18:01Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Mvalley */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.29.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a server crash relating to the emp_eng_map_brush entity.&lt;br /&gt;
* Fixed a bug with the &amp;quot;Never Give Up Never Surrender&amp;quot; achievement not being awarded.&lt;br /&gt;
* Fixed several issues with [https://developer.valvesoftware.com/wiki/Soundscape Soundscape&#039;s] used in official maps.&lt;br /&gt;
** Fixed an issue with the emp_duststorm soundscape (It shared a name with a HL2 soundscape which had coast noises, now has it&#039;s own unique name without the wave noises)&lt;br /&gt;
** Fixed an issue with the emp_mvalley soundscape file (It had the wrong file name so it wasn&#039;t being loaded.)&lt;br /&gt;
** Fixed missing sound files and soundscape definitions for emp_crossroads&lt;br /&gt;
** Reduced ambient sound volume slightly in the sound mixer system.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Tweaked lighting and HDR skybox textures to fix some issues with overly shiny textures.&lt;br /&gt;
* Removed the env_sun entity as the Skybox texture has a prominent sun already and this was making it appear to have 2 suns.&lt;br /&gt;
* Tweaked fog color as it was a little too bright.&lt;br /&gt;
* Changed HDR auto-exposure settings min 0.2 -&amp;gt; 0.3 / max 0.5 -&amp;gt; 0.6&lt;br /&gt;
* Embedded vmt files to override envmaptint for certain hl2 textures in use in the level. (Reduced their reflectivity)&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Removed high ground areas around main bases and in the north from play&lt;br /&gt;
&#039;&#039;The high ground portions of the map have been a point of contention for a long time now. They are extremely defensible positions with limited approaches on an otherwise wide open map. This is mostly due to map size limitations, which prevent players from climbing up to the high ground in safe, more distant locations by way of an invisible wall. This isn&#039;t immersive and can easily frustrate players, who see a wide open approach but can never use it. As such, we have decided to modify the terrain in a way that prevents access to these portions of the map. It&#039;s a significant gameplay change to a level that has remained the same for many years, so we will be closely monitoring its impact. We also encourage you to share your feedback regarding it.&#039;&#039;&lt;br /&gt;
* Added hard cover to C5&lt;br /&gt;
* Added ambient sound to dam building resource node&lt;br /&gt;
* Fixed clipping on fences in D1&lt;br /&gt;
* Fixed bug where players exiting a vehicle on a wooden bridge could get stuck inside it&lt;br /&gt;
* Expanded dam door override mechanic presentation&lt;br /&gt;
* Texture and displacement adjustments around the map&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added a default [https://developer.valvesoftware.com/wiki/VRAD#Lights_files lights.rad] file for use by map makers.&lt;br /&gt;
&lt;br /&gt;
== 2.29.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2020/07/27)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a few issues with scout hide introduced in 2.29.1&lt;br /&gt;
** Fixed an issue where scout hide would trigger when you weren&#039;t crouched/prone&lt;br /&gt;
** Fixed an issue where grenades wouldn&#039;t remove scout hide&lt;br /&gt;
&lt;br /&gt;
== 2.29.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2020/07/26)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Implemented Rich Presence for Steam Friends. [https://partner.steamgames.com/doc/features/enhancedrichpresence (More info on Steam Enhanced Rich Presence can be found here.)]&lt;br /&gt;
* Implemented Discord Rich Presence. &lt;br /&gt;
[[File:Discord-Example.png|thumb|Discord rich presence example]]&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed an issue where walls were not being removed correctly, causing servers to reach the entity limit very quickly.&lt;br /&gt;
* Fixed an issue with the BE commander model &amp;amp; BE APC model which made the bounding box appear incorrectly in command view.&lt;br /&gt;
* Fixed scout hide not being removed when the last bullet in the scout&#039;s gun is fired.&lt;br /&gt;
* Re-enabled and fixed a number of the achievements. (Hopefully all of them)&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Removed the armour penetration effect to vehicle damage&lt;br /&gt;
** (Previously taking more than 30 damage at once, would mean the armour will take 90% of the damage and the hull will take 10%. This has now been removed.)&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Players can now join any squad through the menu without having to join them sequentially.&lt;br /&gt;
* Updated PBR shader with latest changes. - https://github.com/thexa4/source-pbr&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.29.x&amp;diff=10014</id>
		<title>Version/2.29.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.29.x&amp;diff=10014"/>
		<updated>2020-08-08T11:48:45Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Map changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.29.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a server crash relating to the emp_eng_map_brush entity.&lt;br /&gt;
* Fixed a bug with the &amp;quot;Never Give Up Never Surrender&amp;quot; achievement not being awarded.&lt;br /&gt;
* Fixed several issues with [https://developer.valvesoftware.com/wiki/Soundscape Soundscape&#039;s] used in official maps.&lt;br /&gt;
** Fixed an issue with the emp_duststorm soundscape (It shared a name with a HL2 soundscape which had coast noises, now has it&#039;s own unique name without the wave noises)&lt;br /&gt;
** Fixed an issue with the emp_mvalley soundscape file (It had the wrong file name so it wasn&#039;t being loaded.)&lt;br /&gt;
** Fixed missing sound files and soundscape definitions for emp_crossroads&lt;br /&gt;
** Reduced ambient sound volume slightly in the sound mixer system.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Tweaked lighting and HDR skybox textures to fix some issues with overly shiny textures.&lt;br /&gt;
* Removed the env_sun entity as the Skybox texture has a prominent sun already and this was making it appear to have 2 suns.&lt;br /&gt;
* Tweaked fog color as it was a little too bright.&lt;br /&gt;
* Changed HDR auto-exposure settings min 0.2 -&amp;gt; 0.3 / max 0.5 -&amp;gt; 0.6&lt;br /&gt;
* Embedded vmt files to override envmaptint for certain hl2 textures in use in the level. (Reduced their reflectivity)&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Removed high ground areas around main bases and in the north from play&lt;br /&gt;
&#039;&#039;The high ground portions of the map have been a point of contention for a long time now. They are extremely defensible positions with limited approaches on an otherwise wide open map. This is mostly due to map size limitations, which prevent players from climbing up to the high ground in safe, more distant locations by way of an invisible wall. This isn&#039;t immersive and can easily frustrate players, who see a wide open approach but can never use it. As such, we have decided to modify the terrain in a way that prevents access to these portions of the map. It&#039;s a significant gameplay change to a level that has remained the same for many years, so we will be closely monitoring its impact. We also encourage you to share your feedback regarding it.&#039;&#039;&lt;br /&gt;
* Added ambient sound to dam building resource node&lt;br /&gt;
* Fixed clipping on fences in D1&lt;br /&gt;
* Fixed bug where players exiting a vehicle on a wooden bridge could get stuck inside it&lt;br /&gt;
* Expanded dam door override mechanic presentation&lt;br /&gt;
* Texture and displacement adjustments around the map&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added a default [https://developer.valvesoftware.com/wiki/VRAD#Lights_files lights.rad] file for use by map makers.&lt;br /&gt;
&lt;br /&gt;
== 2.29.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2020/07/27)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a few issues with scout hide introduced in 2.29.1&lt;br /&gt;
** Fixed an issue where scout hide would trigger when you weren&#039;t crouched/prone&lt;br /&gt;
** Fixed an issue where grenades wouldn&#039;t remove scout hide&lt;br /&gt;
&lt;br /&gt;
== 2.29.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2020/07/26)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Implemented Rich Presence for Steam Friends. [https://partner.steamgames.com/doc/features/enhancedrichpresence (More info on Steam Enhanced Rich Presence can be found here.)]&lt;br /&gt;
* Implemented Discord Rich Presence. &lt;br /&gt;
[[File:Discord-Example.png|thumb|Discord rich presence example]]&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed an issue where walls were not being removed correctly, causing servers to reach the entity limit very quickly.&lt;br /&gt;
* Fixed an issue with the BE commander model &amp;amp; BE APC model which made the bounding box appear incorrectly in command view.&lt;br /&gt;
* Fixed scout hide not being removed when the last bullet in the scout&#039;s gun is fired.&lt;br /&gt;
* Re-enabled and fixed a number of the achievements. (Hopefully all of them)&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Removed the armour penetration effect to vehicle damage&lt;br /&gt;
** (Previously taking more than 30 damage at once, would mean the armour will take 90% of the damage and the hull will take 10%. This has now been removed.)&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Players can now join any squad through the menu without having to join them sequentially.&lt;br /&gt;
* Updated PBR shader with latest changes. - https://github.com/thexa4/source-pbr&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9923</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9923"/>
		<updated>2020-01-19T14:02:05Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Mvalley */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout VGUI panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research VGUI panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of NPCs&lt;br /&gt;
* Fixed roadkills not crediting NPC kills correctly&lt;br /&gt;
* Fixed a bug regarding hitboxes. Headshots wouldn&#039;t register if the shot player was crouching.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
** It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
** Several previously climbable spots are no longer climbable&lt;br /&gt;
** A few climbable spots were widened and visually adjusted&lt;br /&gt;
** Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
** The only access points are now the infantry-only bridges&lt;br /&gt;
** This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
** Each pillbox at the top of the dam now has a button&lt;br /&gt;
** When both pillbox buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9922</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9922"/>
		<updated>2020-01-19T13:58:49Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Map Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout VGUI panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research VGUI panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of NPCs&lt;br /&gt;
* Fixed roadkills not crediting NPC kills correctly&lt;br /&gt;
* Fixed a bug regarding hitboxes. Headshots wouldn&#039;t register if the shot player was crouching.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
** It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
** Several previously climbable spots are no longer climbable&lt;br /&gt;
** A few climbable spots were widened and visually adjusted&lt;br /&gt;
** Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
** The only access points are now the infantry-only bridges&lt;br /&gt;
** This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
** Each pillbox at the top of the dam now has a button&lt;br /&gt;
** When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9843</id>
		<title>FastDL</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9843"/>
		<updated>2019-10-27T17:08:10Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Uploading a map to the public FastDL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fast DownLoad server allows users to quickly and automatically download any content required for the map currently in play on the server they are trying to connect to. &lt;br /&gt;
&lt;br /&gt;
== Using the public FastDL ==&lt;br /&gt;
Set your sv_downloadurl to http://fastdl.empiresmod.com:17739/default/&lt;br /&gt;
&lt;br /&gt;
== Uploading a map to the public FastDL ==&lt;br /&gt;
* http://fastdl.empiresmod.com:17739/upload/&lt;br /&gt;
* Enter the name of your map&lt;br /&gt;
* Select map-critical files&lt;br /&gt;
** Map bsp&lt;br /&gt;
** Map resource file&lt;br /&gt;
** Minimap material&lt;br /&gt;
** Minimap texture&lt;br /&gt;
* You can add/remove files to be uploaded by pressing the +/- button&lt;br /&gt;
* Select any additional files and enter their paths as they are to be located in the client&#039;s files&lt;br /&gt;
** Map navmesh&lt;br /&gt;
** Map config file&lt;br /&gt;
** Custom assets - materials, models, sounds&lt;br /&gt;
* Check the box to upload the files to all servers&lt;br /&gt;
* Click send to upload files to the FastDL server&lt;br /&gt;
* If you included a .res file, the uploader will automatically check the files you&#039;re uploading against it. Otherwise, it will autogenerate a .res file instead.&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9825</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9825"/>
		<updated>2019-10-21T09:27:59Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.26.7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
&#039;&#039;&#039;Release date:&#039;&#039;&#039; 22nd July 2019&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
* Fixed bug with grenadier bots following other grenadiers&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
* Both Imperial &amp;amp; NF APC&lt;br /&gt;
**APC Standard Engine&lt;br /&gt;
***Max Speed 35-&amp;gt;28&lt;br /&gt;
***Max Reverse Speed 30-&amp;gt;24&lt;br /&gt;
**APC Gas Turbine Engine&lt;br /&gt;
***Max Speed 45-&amp;gt;40&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC 3 Phase Electric Motor&lt;br /&gt;
***Max Speed 50-&amp;gt;45&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Fission Reactor&lt;br /&gt;
***Max Speed 47-&amp;gt;42&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Bio Diesel Engine&lt;br /&gt;
***Max Speed 43-&amp;gt;38&lt;br /&gt;
***Max Reverse Speed 40-&amp;gt;35&lt;br /&gt;
**APC Advanced Coolant Engine&lt;br /&gt;
***Max Speed 40-&amp;gt;35&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*BE &amp;amp; NF Sniper rifle&lt;br /&gt;
**FalloffStart 0-&amp;gt;3000 &lt;br /&gt;
**FalloffEnd 2500-&amp;gt;10000  (Will lose less damage over range)&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (An inconsistency fix, will be the same value as BE Shotgun. Will deal very slightly more damage within 3250 range.)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06  (Roughly the same as the spread of other stance, as shotgun spread is mostly determined by the nature of the weapon, not the stance of player. &#039;&#039;&#039;Will make shotgun usable when jumping&#039;&#039;&#039; )&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
&#039;&#039;&#039;Release date:&#039;&#039;&#039; 25th May 2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
&#039;&#039;&#039;Release date:&#039;&#039;&#039; 28th April 2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9824</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9824"/>
		<updated>2019-10-21T09:26:56Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.26.8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
&#039;&#039;&#039;Release date:&#039;&#039;&#039; 22nd July 2019&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
* Fixed bug with grenadier bots following other grenadiers&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
* Both Imperial &amp;amp; NF APC&lt;br /&gt;
**APC Standard Engine&lt;br /&gt;
***Max Speed 35-&amp;gt;28&lt;br /&gt;
***Max Reverse Speed 30-&amp;gt;24&lt;br /&gt;
**APC Gas Turbine Engine&lt;br /&gt;
***Max Speed 45-&amp;gt;40&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC 3 Phase Electric Motor&lt;br /&gt;
***Max Speed 50-&amp;gt;45&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Fission Reactor&lt;br /&gt;
***Max Speed 47-&amp;gt;42&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Bio Diesel Engine&lt;br /&gt;
***Max Speed 43-&amp;gt;38&lt;br /&gt;
***Max Reverse Speed 40-&amp;gt;35&lt;br /&gt;
**APC Advanced Coolant Engine&lt;br /&gt;
***Max Speed 40-&amp;gt;35&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*BE &amp;amp; NF Sniper rifle&lt;br /&gt;
**FalloffStart 0-&amp;gt;3000 &lt;br /&gt;
**FalloffEnd 2500-&amp;gt;10000  (Will lose less damage over range)&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (An inconsistency fix, will be the same value as BE Shotgun. Will deal very slightly more damage within 3250 range.)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06  (Roughly the same as the spread of other stance, as shotgun spread is mostly determined by the nature of the weapon, not the stance of player. &#039;&#039;&#039;Will make shotgun usable when jumping&#039;&#039;&#039; )&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
&#039;&#039;&#039;Release date:&#039;&#039;&#039; 28th April 2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9823</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9823"/>
		<updated>2019-10-21T09:26:47Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.26.8 */ Release date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
&#039;&#039;&#039;Release date:&#039;&#039;&#039; 22snd July 2019&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
* Fixed bug with grenadier bots following other grenadiers&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
* Both Imperial &amp;amp; NF APC&lt;br /&gt;
**APC Standard Engine&lt;br /&gt;
***Max Speed 35-&amp;gt;28&lt;br /&gt;
***Max Reverse Speed 30-&amp;gt;24&lt;br /&gt;
**APC Gas Turbine Engine&lt;br /&gt;
***Max Speed 45-&amp;gt;40&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC 3 Phase Electric Motor&lt;br /&gt;
***Max Speed 50-&amp;gt;45&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Fission Reactor&lt;br /&gt;
***Max Speed 47-&amp;gt;42&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Bio Diesel Engine&lt;br /&gt;
***Max Speed 43-&amp;gt;38&lt;br /&gt;
***Max Reverse Speed 40-&amp;gt;35&lt;br /&gt;
**APC Advanced Coolant Engine&lt;br /&gt;
***Max Speed 40-&amp;gt;35&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*BE &amp;amp; NF Sniper rifle&lt;br /&gt;
**FalloffStart 0-&amp;gt;3000 &lt;br /&gt;
**FalloffEnd 2500-&amp;gt;10000  (Will lose less damage over range)&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (An inconsistency fix, will be the same value as BE Shotgun. Will deal very slightly more damage within 3250 range.)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06  (Roughly the same as the spread of other stance, as shotgun spread is mostly determined by the nature of the weapon, not the stance of player. &#039;&#039;&#039;Will make shotgun usable when jumping&#039;&#039;&#039; )&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
&#039;&#039;&#039;Release date:&#039;&#039;&#039; 28th April 2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9821</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9821"/>
		<updated>2019-10-20T00:03:05Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.27.1 */ Cyclopean changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: TBC&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot; &lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD&lt;br /&gt;
* Fixed a crash in the vehicle customization menu&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9820</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9820"/>
		<updated>2019-10-19T23:38:00Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: TBC&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot; &lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD&lt;br /&gt;
* Fixed a crash in the vehicle customization menu&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9816</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9816"/>
		<updated>2019-10-19T21:14:58Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.26.1 */ Added release date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
* Fixed bug with grenadier bots following other grenadiers&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
* Both Imperial &amp;amp; NF APC&lt;br /&gt;
**APC Standard Engine&lt;br /&gt;
***Max Speed 35-&amp;gt;28&lt;br /&gt;
***Max Reverse Speed 30-&amp;gt;24&lt;br /&gt;
**APC Gas Turbine Engine&lt;br /&gt;
***Max Speed 45-&amp;gt;40&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC 3 Phase Electric Motor&lt;br /&gt;
***Max Speed 50-&amp;gt;45&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Fission Reactor&lt;br /&gt;
***Max Speed 47-&amp;gt;42&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Bio Diesel Engine&lt;br /&gt;
***Max Speed 43-&amp;gt;38&lt;br /&gt;
***Max Reverse Speed 40-&amp;gt;35&lt;br /&gt;
**APC Advanced Coolant Engine&lt;br /&gt;
***Max Speed 40-&amp;gt;35&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*BE &amp;amp; NF Sniper rifle&lt;br /&gt;
**FalloffStart 0-&amp;gt;3000 &lt;br /&gt;
**FalloffEnd 2500-&amp;gt;10000  (Will lose less damage over range)&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (An inconsistency fix, will be the same value as BE Shotgun. Will deal very slightly more damage within 3250 range.)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06  (Roughly the same as the spread of other stance, as shotgun spread is mostly determined by the nature of the weapon, not the stance of player. &#039;&#039;&#039;Will make shotgun usable when jumping&#039;&#039;&#039; )&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
&#039;&#039;&#039;Release date:&#039;&#039;&#039; 28th April 2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9806</id>
		<title>FastDL</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9806"/>
		<updated>2019-07-28T16:15:46Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Uploading a map to the public FastDL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fast DownLoad server allows users to quickly and automatically download any content required for the map currently in play on the server they are trying to connect to. &lt;br /&gt;
&lt;br /&gt;
== Using the public FastDL ==&lt;br /&gt;
Set your sv_downloadurl to http://fastdl.empiresmod.com:17739/default/&lt;br /&gt;
&lt;br /&gt;
== Uploading a map to the public FastDL ==&lt;br /&gt;
* http://fastdl.empiresmod.com:17739/upload/&lt;br /&gt;
* Enter the name of your map&lt;br /&gt;
* Select map-critical files&lt;br /&gt;
** Map bsp&lt;br /&gt;
** Map resource file&lt;br /&gt;
** Minimap material&lt;br /&gt;
** Minimap texture&lt;br /&gt;
* You can add/remove files to be uploaded by pressing the +/- button&lt;br /&gt;
* Select any additional files and enter their paths as they are to be located in the client&#039;s files&lt;br /&gt;
** Map navmesh&lt;br /&gt;
** Map config file&lt;br /&gt;
** Custom assets - materials, models, sounds&lt;br /&gt;
* Check the box to upload the files to all servers&lt;br /&gt;
* Click send to upload files to the FastDL server&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9788</id>
		<title>FastDL</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9788"/>
		<updated>2019-07-14T17:50:09Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: Created page with &amp;quot;The Fast DownLoad server allows users to quickly and automatically download any content required for the map currently in play on the server they are trying to connect to.   *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fast DownLoad server allows users to quickly and automatically download any content required for the map currently in play on the server they are trying to connect to. &lt;br /&gt;
&lt;br /&gt;
* http://fastdl.empiresmod.com:17739/upload/&lt;br /&gt;
* Enter the name of your map&lt;br /&gt;
* Select map-critical files&lt;br /&gt;
** Map bsp&lt;br /&gt;
** Map resource file&lt;br /&gt;
** Minimap material&lt;br /&gt;
** Minimap texture&lt;br /&gt;
* You can add/remove files to be uploaded by pressing +/- button&lt;br /&gt;
* Select any additional files and enter their files paths as they are to be located in the client&#039;s files&lt;br /&gt;
** Map navmesh&lt;br /&gt;
** Map config file&lt;br /&gt;
** Custom assets - materials, models, sounds&lt;br /&gt;
* Check the box to upload the files to all servers&lt;br /&gt;
* Click send to upload files to the FastDL server&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9757</id>
		<title>Skyboxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9757"/>
		<updated>2019-06-03T19:40:30Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Sky92&amp;lt;/big&amp;gt; ===&lt;br /&gt;
*&#039;&#039;&#039;light_environment:&#039;&#039;&#039;&lt;br /&gt;
**Pitch:                 -20&lt;br /&gt;
**BrightnessHDR:         255 193 141 300&lt;br /&gt;
**AmbientHDR:         107 113 55 85&lt;br /&gt;
**SunSpreadAngle:     2&lt;br /&gt;
*&#039;&#039;&#039;shadow_control:&#039;&#039;&#039;&lt;br /&gt;
**Y Z X:                20 180 0&lt;br /&gt;
**Shadow Color:         140 138 100&lt;br /&gt;
**Maximum Distance:     800&lt;br /&gt;
*&#039;&#039;&#039;env_tonemap_controller:&#039;&#039;&#039;&lt;br /&gt;
**ExposureMin 0&lt;br /&gt;
**ExposureMax 1.3&lt;br /&gt;
**BloomScale .6&lt;br /&gt;
*&#039;&#039;&#039;env_sun:&#039;&#039;&#039;&lt;br /&gt;
**Pitch: -5&lt;br /&gt;
**Sun color: 249 216 147&lt;br /&gt;
*&#039;&#039;&#039;env_fog_controller:&#039;&#039;&#039;&lt;br /&gt;
**Primary Fog Color: 180 85 1&lt;br /&gt;
**Secondary Fog Color: 80 50 20&lt;br /&gt;
**Fog Start: 8000&lt;br /&gt;
**Fog End: 20000&lt;br /&gt;
**Interpolate time: 10&lt;br /&gt;
**Far Z Clip Plane: 20000&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9711</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9711"/>
		<updated>2019-05-20T16:49:24Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank&lt;br /&gt;
* Added key prompts to spawning related messages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9709</id>
		<title>Reference Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9709"/>
		<updated>2019-05-20T16:03:39Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Architecture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story ==&lt;br /&gt;
* [[The Story]]&lt;br /&gt;
&lt;br /&gt;
== NF ==&lt;br /&gt;
Northern Faction is slightly behind the Brenodi Empire in terms of production capacity so tends to use slightly older manufacturing techniques to make their (future tech) products. This results in slightly bulkier (and often surdier) designs which look slightly less user friendly.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/Brutalist_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Stalinist_architecture&lt;br /&gt;
* https://www.google.com/search?tbm=isch&amp;amp;q=brutalist%20architecture&amp;amp;tbs=imgo:1&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
* #860000: https://duckduckgo.com/?q=%23860000&amp;amp;t=ffsb&amp;amp;atb=v49-7__&amp;amp;ia=answer&lt;br /&gt;
&lt;br /&gt;
== BE ==&lt;br /&gt;
&lt;br /&gt;
Brenodi Empire has a fully formed industry resulting in more polished, user friendly products. This typically shows in products without sharp edges, compact and futuristic looking designs. This usually results in products being more advanced but more brittle.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/Blobitecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/High-tech_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Neo-futurism&lt;br /&gt;
* https://duckduckgo.com/?q=glass+architecture&amp;amp;iar=images&amp;amp;iax=images&amp;amp;ia=images&lt;br /&gt;
* For (old) palaces etc: https://www.google.com/search?q=victorian+architecture&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiOoZHbvKriAhVFposKHZJNBtoQ_AUIDigB&amp;amp;biw=1920&amp;amp;bih=969#imgrc=kFHc2p5aaO27PM&lt;br /&gt;
&lt;br /&gt;
== Game Design General ==&lt;br /&gt;
* http://www.gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php&lt;br /&gt;
* http://www.gamasutra.com/blogs/FlavioCreasso/20151014/256145/Reverse_Engineering_Toxic_Behaviour.php&lt;br /&gt;
&lt;br /&gt;
== Command &amp;amp; Control ==&lt;br /&gt;
* How military command works: http://www.au.af.mil/au/awc/awcgate/army/cmd-hdbk.pdf&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
http://mary.dfki.de:59125/&lt;br /&gt;
&lt;br /&gt;
== UX ==&lt;br /&gt;
* https://www.raphkoster.com/2015/06/29/game-design-ux-design/&lt;br /&gt;
&lt;br /&gt;
=== GAP Acessiblity Heuristic ===&lt;br /&gt;
* https://www.researchgate.net/publication/308084122_Heuristic_Evaluation_for_Gameful_Design&lt;br /&gt;
* http://dlx.b-ok.org/genesis/1376000/3a1aa6e5164dd5d49cdc368a13deeb1e/_as/[Regina_Bernhaupt_(eds.)]_Game_User_Experience_Eva(b-ok.org).pdf (page 196), https://www.springer.com/us/book/9783319159843&lt;br /&gt;
&lt;br /&gt;
# Goals&lt;br /&gt;
## Overall goal: The player is presented clear goals (e.g. overriding goals) early enough or is able to create her own goals and is able to understand and identify them&lt;br /&gt;
## Short-time goals: There can be multiple goals on each level (short-term and long-term goals), so that there are more strategies to win. Furthermore the player knows how to reach the goal without getting stuck&lt;br /&gt;
# Motivation&lt;br /&gt;
## The player is receiving meaningful rewards. The acquisition of skills (personal and in-game skills) can also be a reward&lt;br /&gt;
## The game does not stagnate and the player feels the progress&lt;br /&gt;
## The game and the outcome are perceived as being fair&lt;br /&gt;
## The game itself is replayable and the player enjoys playing it&lt;br /&gt;
## The game play does not require the player to fulfil boring tasks&lt;br /&gt;
## Challenges are positive game experiences and encourage the user to continue playing&lt;br /&gt;
## The first-time experience is encouraging&lt;br /&gt;
# Challenge&lt;br /&gt;
## The game is paced to apply pressure to but does not frustrate the player&lt;br /&gt;
## Challenge, strategy and pace are in balance&lt;br /&gt;
## The artificial intelligence is reasonable, visible to the player, consistent with the player’s expectations and yet unpredictable&lt;br /&gt;
## There are variable difficulty levels for a greater challenge&lt;br /&gt;
## The challenge of the game is adapted to the acquired skills. The difficulty level varies so the player experiences greater challenges as she develops mastery&lt;br /&gt;
## Challenging tasks are not required to be completed more than once (e.g. when dying after completing a hard task)&lt;br /&gt;
## The game is easy to learn, but hard to master&lt;br /&gt;
# Learning&lt;br /&gt;
## The player is given space to make mistakes, but the failure conditions must be understandable&lt;br /&gt;
## The learning curve is shortened. The user’s expectations are met and the player has enough information to get immediately started (or at least after reading the instruction once)&lt;br /&gt;
## General help displaying the game’s fundamentals exists and is a meaningful addition to the game and provides useful assistance before and during the game&lt;br /&gt;
## Tutorials and adjustable levels are able to involve the player quickly (learning) and provided upon request throughout the entire game&lt;br /&gt;
# Control&lt;br /&gt;
## The player feels that she is in control. That includes the control over the character as well as the impact onto the game world. It is clear what’s happening in the game&lt;br /&gt;
## The player can impact the game world and make changes&lt;br /&gt;
## The player is able to skip non-playable and repeating content if not required by the game play&lt;br /&gt;
## The game mechanics feel natural and have correct weight and momentum. Furthermore they are appropriate for the situation the player is facing&lt;br /&gt;
## The player is able to save the game in different states (applies to non arcade-like games) and is able to easily turn the game off and on&lt;br /&gt;
## The player is able to respond to threats and opportunities&lt;br /&gt;
# Consistency&lt;br /&gt;
## Changes the player makes to the game world are persistent and noticeable&lt;br /&gt;
## The game is consistent and responds to the user’s action in a predictable manner. This includes consistency between the game elements and the overarching settings as well as the story&lt;br /&gt;
# Game Story&lt;br /&gt;
## The meaningful game story supports the game play and is discovered as part of the game play&lt;br /&gt;
## The story suspends disbelief and is perceived as a single vision, i.e. the story is planned through to the end&lt;br /&gt;
## The game emotionally transports the player into a level of personal involvement (e.g. scare, threat, thrill, reward, punishment)&lt;br /&gt;
# Feedback&lt;br /&gt;
## The acoustic and visual effects arouse interest and provide meaningful feedback at the right time&lt;br /&gt;
## Feedback creates a challenging and exciting interaction and involves the player by creating emotions&lt;br /&gt;
## The feedback is given immediately to the player’s action&lt;br /&gt;
## The player is able to identify game elements such as avatars, enemies, obstacles, power ups, threats or opportunities (orthogonal unit differentiation)&lt;br /&gt;
## The player knows where she is on the mini-map if there is one and does not have to memorize the level design&lt;br /&gt;
## The player does not have to memorize resources like bullets, life, score, points and ammunition&lt;br /&gt;
# Visual appearance&lt;br /&gt;
## In-game objects are standing out (contrast, texture, colour, brightness), even for players with bad eyesight or colour blindness and cannot easily be misinterpreted&lt;br /&gt;
## The objects look like what they are for (affordance)&lt;br /&gt;
# Interaction&lt;br /&gt;
## Input methods are easy to manage and have an appropriate level of sensitivity and responsiveness&lt;br /&gt;
## Alternative methods of interaction are available and intuitive. When existing interaction methods are employed, they are adhering to standards&lt;br /&gt;
## The first player action is obvious and results in immediate positive feedback&lt;br /&gt;
# Customization&lt;br /&gt;
## The game allows for an appropriate level of customization concerning different aspects (e.g. audio and video settings, etc.)&lt;br /&gt;
## The input methods allow customization concerning the mappings. The customization is persistent&lt;br /&gt;
# Menu and interface elements (HUD)&lt;br /&gt;
## The interface is consistent in control, colour, typography and dialog design (e.g. large blocks of text are avoided, no abbreviations) and as non-intrusive as possible&lt;br /&gt;
## The menu is intuitive and the meanings are obvious and perceived as a part of the game&lt;br /&gt;
## The visual representation (i.e. the view) allows the user to have a clear, unobstructed view of the area and of all visual information that is tied to the location&lt;br /&gt;
## Relevant information is displayed and the critical information stands out. Irrelevant information is left out. The user is provided enough information to recognize her status and to make proper decisions&lt;br /&gt;
## If standard interface elements are used (buttons, scroll bars, pop-up menus), they are adhering to common game interface design guidelines&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9693</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9693"/>
		<updated>2019-05-14T15:13:38Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Game Balance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Further decreased building carcass liger times&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
​&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9692</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9692"/>
		<updated>2019-05-14T15:12:58Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Further decrease building carcass time&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
​&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9691</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9691"/>
		<updated>2019-05-14T15:12:41Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Further decrease building carcass time&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
​&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.25.x&amp;diff=9610</id>
		<title>Version/2.25.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.25.x&amp;diff=9610"/>
		<updated>2019-03-24T13:29:08Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.25.1 */ Map changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.25.1 ==&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Added jeep turbo courtesy of Reznov.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* CVs no longer die in one hit during sudden death but take 10x increased damage.&lt;br /&gt;
* Games are limited to 90 minutes.&lt;br /&gt;
* Sudden death countdown is now 200 seconds.&lt;br /&gt;
* Default artillery recoil is now 0.1.&lt;br /&gt;
* Default tickrate is now 66.667 ticks per second.&lt;br /&gt;
* New steam friends XP leaderboard.&lt;br /&gt;
* Added hit markers.&lt;br /&gt;
* New cyclopean skybox.&lt;br /&gt;
* Main menu layout courtesy of Oktay.&lt;br /&gt;
* Per team stamina bar colors.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Mismatched script asserts no longer pop up on the client, servers are still required to run vanilla values for the properties that pop up asserts.&lt;br /&gt;
* Fixed missing materials due to capitalization issues.&lt;br /&gt;
* Fix for missing palmbay resources.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Palmbay ====&lt;br /&gt;
* Fixed missing minimap error&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New 2D skybox and lighting&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.24.x&amp;diff=9578</id>
		<title>Version/2.24.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.24.x&amp;diff=9578"/>
		<updated>2019-02-25T22:14:35Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Palmbay */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.24.3 ==&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Palmbay ====&lt;br /&gt;
* Restored all 3 cliffside paths &lt;br /&gt;
** North of BE main &lt;br /&gt;
** West of NF main&lt;br /&gt;
** South of NF main&lt;br /&gt;
* Adjusted textures around cliffside paths to better signal their presence&lt;br /&gt;
* Fixed 3D skybox texture mismatch&lt;br /&gt;
&lt;br /&gt;
== 2.24.2 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed more issues with tickets not ending the game.&lt;br /&gt;
* Builtin javascript debugger now accepts quotes.&lt;br /&gt;
* Fixed some [[VGUI]] position issues with centered objects.&lt;br /&gt;
* Some small changes to lag compensation.&lt;br /&gt;
&lt;br /&gt;
== 2.24.1 ==&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* UML&lt;br /&gt;
** Cost 70-&amp;gt;80&lt;br /&gt;
** Heat 8-&amp;gt;8.5&lt;br /&gt;
** Clip Size 7-&amp;gt;6&lt;br /&gt;
** Reload Time 3.8-&amp;gt;4&lt;br /&gt;
* Heavy-duty ML&lt;br /&gt;
** Cost 110-&amp;gt;125&lt;br /&gt;
** Heat 8.5-&amp;gt;9.75&lt;br /&gt;
** Reload Time 4-&amp;gt;4.5&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added muzzleflashes for vehicle MGs&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Brenodi muzzleflashes don&#039;t render through walls.&lt;br /&gt;
* Researching grenadier upgrades by console commands now works.&lt;br /&gt;
* Tweaked a bunch of particles.&lt;br /&gt;
* Fix incorrect range indicator for ML turret placements in command view&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.24.x&amp;diff=9577</id>
		<title>Version/2.24.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.24.x&amp;diff=9577"/>
		<updated>2019-02-25T22:14:20Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.24.3 ==&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Palmbay ====&lt;br /&gt;
* Restored all 3 cliffside paths &lt;br /&gt;
** North of BE main &lt;br /&gt;
** West of NF main&lt;br /&gt;
** South of NF main&lt;br /&gt;
* ADjusted textures around cliffside paths to better signal their presence&lt;br /&gt;
* Fixed 3D skybox texture mismatch&lt;br /&gt;
&lt;br /&gt;
== 2.24.2 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed more issues with tickets not ending the game.&lt;br /&gt;
* Builtin javascript debugger now accepts quotes.&lt;br /&gt;
* Fixed some [[VGUI]] position issues with centered objects.&lt;br /&gt;
* Some small changes to lag compensation.&lt;br /&gt;
&lt;br /&gt;
== 2.24.1 ==&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* UML&lt;br /&gt;
** Cost 70-&amp;gt;80&lt;br /&gt;
** Heat 8-&amp;gt;8.5&lt;br /&gt;
** Clip Size 7-&amp;gt;6&lt;br /&gt;
** Reload Time 3.8-&amp;gt;4&lt;br /&gt;
* Heavy-duty ML&lt;br /&gt;
** Cost 110-&amp;gt;125&lt;br /&gt;
** Heat 8.5-&amp;gt;9.75&lt;br /&gt;
** Reload Time 4-&amp;gt;4.5&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added muzzleflashes for vehicle MGs&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Brenodi muzzleflashes don&#039;t render through walls.&lt;br /&gt;
* Researching grenadier upgrades by console commands now works.&lt;br /&gt;
* Tweaked a bunch of particles.&lt;br /&gt;
* Fix incorrect range indicator for ML turret placements in command view&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.22.x&amp;diff=9548</id>
		<title>Version/2.22.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.22.x&amp;diff=9548"/>
		<updated>2019-01-30T16:33:12Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.22.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Better jeep handling courtesy of Reznov.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Upgrade ML Explosion Radius 100-&amp;gt;225.&lt;br /&gt;
* Heavy-duty ML Explosion Radius 125-&amp;gt;275.&lt;br /&gt;
* Squad revive costs now scale with the amount of players revived.&lt;br /&gt;
** 4/6/8/10 points for 1/2/3/4 squad members revived&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.22.x&amp;diff=9547</id>
		<title>Version/2.22.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.22.x&amp;diff=9547"/>
		<updated>2019-01-30T16:32:22Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.22.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Better jeep handling courtesy of Reznov.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Upgrade ML Explosion Radius 100-&amp;gt;225.&lt;br /&gt;
* Heavy-duty ML Explosion Radius 125-&amp;gt;275.&lt;br /&gt;
* Squad revive costs now scale with the amount of players you revive.&lt;br /&gt;
** 4/6/8/10 points for 1/2/3/4 squad members revived&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Total_XP&amp;diff=9495</id>
		<title>Total XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Total_XP&amp;diff=9495"/>
		<updated>2019-01-25T12:21:37Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Auto-Assign Bonus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Total XP&#039;&#039;&#039; is a ranking system. The score from all games played on official servers will be added to a database and a rank will be shown the main menu of the game.&lt;br /&gt;
&lt;br /&gt;
==Earning Total XP==&lt;br /&gt;
You earn Total XP on public servers. Once a game ends, all players that are in either NF or BE add their score to their Total XP. Only up to 100 points can be earned per game.&lt;br /&gt;
&lt;br /&gt;
Total XP can only go up. If your score is negative at the end of a game you will earn 0 Total XP.&lt;br /&gt;
&lt;br /&gt;
===Team Change Penalty===&lt;br /&gt;
Players that switched team during a match (including spec) will get a 50% score penalty at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Auto-Assign Bonus===&lt;br /&gt;
Choosing &amp;quot;Auto-assign&amp;quot; on the team selection menu will give you a small bonus to your Total XP.&lt;br /&gt;
&lt;br /&gt;
==Rank==&lt;br /&gt;
Your rank is shown in the lower left corner of the game&#039;s main menu. It is calculated by counting the number of players with lower Total XP than you. This means that the player ranked highest will have a rank equal to the number of players in the database.&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.21.x&amp;diff=9479</id>
		<title>Version/2.21.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.21.x&amp;diff=9479"/>
		<updated>2019-01-21T20:26:41Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: Created page with &amp;quot;== 2.21.1 ==  === Map changes ===  ==== Palmbay ==== * Waves no longer collide with vehicles * Lowered floating prop in B5 * Significantly reduced bloom scale ** The map shoul...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.21.1 ==&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Palmbay ====&lt;br /&gt;
* Waves no longer collide with vehicles&lt;br /&gt;
* Lowered floating prop in B5&lt;br /&gt;
* Significantly reduced bloom scale&lt;br /&gt;
** The map should no longer be blinding&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.18.x&amp;diff=9432</id>
		<title>Version/2.18.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.18.x&amp;diff=9432"/>
		<updated>2018-11-07T09:06:15Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: Isle changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.18.1 ==&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Isle ====&lt;br /&gt;
&lt;br /&gt;
* Increased starting health of bridges &lt;br /&gt;
** 500 for smaller ones, 750 for north and south ones&lt;br /&gt;
** Increased repair modifier, drastically increasing build/repair efficiency&lt;br /&gt;
* Fixed incorrect position of northwestern bridge&lt;br /&gt;
* Fix for palm trees having no collisions&lt;br /&gt;
* Fixed damage brushes in the water having no visual representation of damage&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9351</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9351"/>
		<updated>2018-09-29T14:47:17Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Script changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Allow sprinting in water again, but only if the player isn&#039;t completely submerged.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_health_penalty&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much stamina a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_stamina_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to &#039;&#039;&#039;150&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
** Coast&lt;br /&gt;
** Crossroads&lt;br /&gt;
** Cyclopean&lt;br /&gt;
** District 402&lt;br /&gt;
** Duststorm&lt;br /&gt;
** Glycen City&lt;br /&gt;
** Mvalley&lt;br /&gt;
** Palmbay&lt;br /&gt;
** Streets of Fire&lt;br /&gt;
** Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Escort ====&lt;br /&gt;
* Updated with a forgotten yet newer version&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Updated to misplaced, newer version&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Fixed exploit where players could get under the concrete bridge leading to BE main&lt;br /&gt;
* Fixed exploit where players could drop from dam refinery building roof into its window&lt;br /&gt;
* Disabled placement of engineer walls inside dam refinery building and near its northern exits&lt;br /&gt;
* Adjusted several misaligned textures around dam&lt;br /&gt;
** Should you find more, do report them&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
=== Script changes ===&lt;br /&gt;
* Modified vehicle presets&lt;br /&gt;
** Default presets for basic vehicles contain default items, making them buildable without any customizing&lt;br /&gt;
** Added several extra presets for every vehicle&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9350</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9350"/>
		<updated>2018-09-29T14:42:07Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Allow sprinting in water again, but only if the player isn&#039;t completely submerged.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_health_penalty&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much stamina a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_stamina_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to &#039;&#039;&#039;150&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
** Coast&lt;br /&gt;
** Crossroads&lt;br /&gt;
** Cyclopean&lt;br /&gt;
** District 402&lt;br /&gt;
** Duststorm&lt;br /&gt;
** Glycen City&lt;br /&gt;
** Mvalley&lt;br /&gt;
** Palmbay&lt;br /&gt;
** Streets of Fire&lt;br /&gt;
** Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Escort ====&lt;br /&gt;
* Updated with a forgotten yet newer version&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Updated to misplaced, newer version&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Fixed exploit where players could get under the concrete bridge leading to BE main&lt;br /&gt;
* Fixed exploit where players could drop from dam refinery building roof into its window&lt;br /&gt;
* Disabled placement of engineer walls inside dam refinery building and near its northern exits&lt;br /&gt;
* Adjusted several misaligned textures around dam&lt;br /&gt;
** Should you find more, do report them&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
=== Script changes ===&lt;br /&gt;
* Modified vehicle presets&lt;br /&gt;
** Default presets for basic vehicles contain default items, making them buildable without any customizing&lt;br /&gt;
** Added Several extra presets for every vehicle&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9349</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9349"/>
		<updated>2018-09-28T23:30:14Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Allow sprinting in water again, but only if the player isn&#039;t completely submerged.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_health_penalty&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much stamina a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_stamina_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to &#039;&#039;&#039;150&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
** Coast&lt;br /&gt;
** Crossroads&lt;br /&gt;
** Cyclopean&lt;br /&gt;
** District 402&lt;br /&gt;
** Duststorm&lt;br /&gt;
** Glycen City&lt;br /&gt;
** Mvalley&lt;br /&gt;
** Palmbay&lt;br /&gt;
** Streets of Fire&lt;br /&gt;
** Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Escort ====&lt;br /&gt;
* Updated with a forgotten yet newer version&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Updated to misplaced, newer version&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Fixed exploit where players could get under the concrete bridge leading to BE main&lt;br /&gt;
* Fixed exploit where players could drop from dam refinery building roof into its window&lt;br /&gt;
* Disabled placement of engineer walls inside dam refinery building and near its northern exits&lt;br /&gt;
* Adjusted several misaligned textures around dam&lt;br /&gt;
** Should you find more, do report them&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9348</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9348"/>
		<updated>2018-09-28T09:37:59Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Balance changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Allow sprinting in water again, but only if the player isn&#039;t completely submerged.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_health_penalty&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much stamina a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_stamina_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to &#039;&#039;&#039;150&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
** Coast&lt;br /&gt;
** Crossroads&lt;br /&gt;
** Cyclopean&lt;br /&gt;
** District 402&lt;br /&gt;
** Duststorm&lt;br /&gt;
** Glycen City&lt;br /&gt;
** Mvalley&lt;br /&gt;
** Palmbay&lt;br /&gt;
** Streets of Fire&lt;br /&gt;
** Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Escort ====&lt;br /&gt;
* Updated with a forgotten yet newer version&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Updated to misplaced, newer version&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Fixed exploit where players could get under the concrete bridge leading to BE main&lt;br /&gt;
* Fixed exploit where players could drop from dam refinery building roof into its window&lt;br /&gt;
* Disabled placement of engineer walls inside dam refinery building and near its northern exits&lt;br /&gt;
* Adjusted several misaligned textures around dam&lt;br /&gt;
** Should you find more, do report them&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9347</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9347"/>
		<updated>2018-09-27T20:35:59Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Map changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Allow sprinting in water again, but only if the player isn&#039;t completely submerged.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_health_penalty&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much stamina a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_stamina_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
** Coast&lt;br /&gt;
** Crossroads&lt;br /&gt;
** Cyclopean&lt;br /&gt;
** District 402&lt;br /&gt;
** Duststorm&lt;br /&gt;
** Glycen City&lt;br /&gt;
** Mvalley&lt;br /&gt;
** Palmbay&lt;br /&gt;
** Streets of Fire&lt;br /&gt;
** Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Escort ====&lt;br /&gt;
* Updated with a forgotten yet newer version&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Updated to misplaced, newer version&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Fixed exploit where players could get under the concrete bridge leading to BE main&lt;br /&gt;
* Fixed exploit where players could drop from dam refinery building roof into its window&lt;br /&gt;
* Disabled placement of engineer walls inside dam refinery building and near its northern exits&lt;br /&gt;
* Adjusted several misaligned textures around dam&lt;br /&gt;
** Should you find more, do report them&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9343</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9343"/>
		<updated>2018-09-25T23:31:40Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Streets of Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
** Coast&lt;br /&gt;
** Crossroads&lt;br /&gt;
** Cyclopean&lt;br /&gt;
** District 402&lt;br /&gt;
** Duststorm&lt;br /&gt;
** Glycen City&lt;br /&gt;
** Mvalley&lt;br /&gt;
** Palmbay&lt;br /&gt;
** Streets of Fire&lt;br /&gt;
** Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Updated to misplaced, newer version&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Fixed exploit where players could get under the concrete bridge leading to BE main&lt;br /&gt;
* Fixed exploit where players could drop from dam refinery building roof into its window&lt;br /&gt;
* Disabled placement of engineer walls inside dam refinery building and near its northern exits&lt;br /&gt;
* Adjusted several misaligned textures around dam&lt;br /&gt;
** Should you find more, do report them&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9342</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9342"/>
		<updated>2018-09-25T23:31:29Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Glycen City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
** Coast&lt;br /&gt;
** Crossroads&lt;br /&gt;
** Cyclopean&lt;br /&gt;
** District 402&lt;br /&gt;
** Duststorm&lt;br /&gt;
** Glycen City&lt;br /&gt;
** Mvalley&lt;br /&gt;
** Palmbay&lt;br /&gt;
** Streets of Fire&lt;br /&gt;
** Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Updated to misplaced, newer version&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Fixed exploit where players could get under the concrete bridge leading to BE main&lt;br /&gt;
* Fixed exploit where players could drop from dam refinery building roof into its window&lt;br /&gt;
* Disabled placement of engineer walls inside dam refinery building and near its northern exits&lt;br /&gt;
* Adjusted several misaligned textures around dam&lt;br /&gt;
** Should you find more, do report them&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Fixed incorrectly built cubemaps&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9341</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9341"/>
		<updated>2018-09-25T22:35:11Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Map changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
** Coast&lt;br /&gt;
** Crossroads&lt;br /&gt;
** Cyclopean&lt;br /&gt;
** District 402&lt;br /&gt;
** Duststorm&lt;br /&gt;
** Glycen City&lt;br /&gt;
** Mvalley&lt;br /&gt;
** Palmbay&lt;br /&gt;
** Streets of Fire&lt;br /&gt;
** Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Fixed exploit where players could get under the concrete bridge leading to BE main&lt;br /&gt;
* Fixed exploit where players could drop from dam refinery building roof into its window&lt;br /&gt;
* Disabled placement of engineer walls inside dam refinery building and near its northern exits&lt;br /&gt;
* Adjusted several misaligned textures around dam&lt;br /&gt;
** Should you find more, do report them&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Fixed incorrectly built cubemaps&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9340</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9340"/>
		<updated>2018-09-25T19:46:51Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
* Fixed cubemaps on various maps&lt;br /&gt;
**Coast&lt;br /&gt;
**Crossroads&lt;br /&gt;
**Cyclopean&lt;br /&gt;
**District 402&lt;br /&gt;
**Duststorm&lt;br /&gt;
**Glycen City&lt;br /&gt;
**Palmbay&lt;br /&gt;
**Streets of Fire&lt;br /&gt;
**Urban Chaos&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Glycen City ====&lt;br /&gt;
* Fixed final flag for each team not appearing on the minimap&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Fixed incorrectly built cubemaps&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9339</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9339"/>
		<updated>2018-09-25T16:00:38Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Rebuilt cubemaps, correctly this time&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Crossroads ====&lt;br /&gt;
* Fixed reflections on tower roofs&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Fixed incorrectly built cubemaps&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9338</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9338"/>
		<updated>2018-09-24T21:41:41Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Coast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Rebuilt cubemaps, correctly this time&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Fixed incorrectly built cubemaps&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9337</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9337"/>
		<updated>2018-09-24T21:41:25Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Clipped off a potential stuck spot south of NF main&lt;br /&gt;
* Rebuilt cubemaps correctly this time&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time down from just under 30 minutes to under 2 minutes&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Fixed incorrectly built cubemaps&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9336</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9336"/>
		<updated>2018-09-23T11:44:44Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Version 2.15.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Fixed incorrectly built cubemaps&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9335</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9335"/>
		<updated>2018-09-22T18:43:12Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
* Fixed issue with vbsp.exe resulting in broken cubemaps.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Fixed incorrectly built cubemaps&lt;br /&gt;
* Clipped off exploit points around BE main&lt;br /&gt;
* Plain glass windows are now breakable&lt;br /&gt;
* Disabled shadows on trees&lt;br /&gt;
** Their shadows caused visual issues&lt;br /&gt;
* Lighting adjustments in NW and tunnels&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** vvis time below 20 minutes!&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9330</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9330"/>
		<updated>2018-09-17T01:56:20Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.9 ==&lt;br /&gt;
&#039;&#039;Not yet released&#039;&#039;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a very rare situation where engineer charge could go below zero.&lt;br /&gt;
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.&lt;br /&gt;
* Fixed the first revive of the game giving players all their ammo back.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.&lt;br /&gt;
* Added a cvar to control e-repair speed: &#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;&lt;br /&gt;
* Added a cvar to control how much health a player has after being revived: &#039;&#039;&#039;emp_sv_player_revive_penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Model changes ===&lt;br /&gt;
* Added homing_beacon attachments to both repair station models.&lt;br /&gt;
* Tweaked collisions on NF Armory to fix the parts you could walk into.&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
* e-repair speed lowered from 200 health units per minute to 150&lt;br /&gt;
&lt;br /&gt;
== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9322</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9322"/>
		<updated>2018-09-14T01:09:12Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Spanish translation by Joy&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
==== Streets of Fire ====&lt;br /&gt;
* Tweaked shadows - trees and other tall objects should now have them&lt;br /&gt;
* Fixed elevator in B5&lt;br /&gt;
* Disabled ladders leading to rooftops near main bases&lt;br /&gt;
* Unified render distance for foliage along the A2-D2 street&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9320</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9320"/>
		<updated>2018-09-13T17:48:43Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.8 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
==== Duststorm ====&lt;br /&gt;
* Adjusted fog to not blind at long range&lt;br /&gt;
* Tweaked tonemap controller&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9319</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9319"/>
		<updated>2018-09-13T14:15:15Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Cyclopean */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.8 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9318</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9318"/>
		<updated>2018-09-13T14:06:40Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.8 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
* Reinstated stamina and health bars for players inside vehicles&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9317</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9317"/>
		<updated>2018-09-10T23:57:26Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.8 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed trailing &#039;1&#039; after research completion message.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* Brightened LDR lighting&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9315</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9315"/>
		<updated>2018-09-10T20:51:11Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.8 ==&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9314</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9314"/>
		<updated>2018-09-10T20:50:41Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* Coast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Added AI navigation mesh&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9313</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9313"/>
		<updated>2018-09-10T17:13:50Z</updated>

		<summary type="html">&lt;p&gt;DDDDestroyer: /* 2.15.7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.7 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed issue which crashed the linux dedicated server on startup&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Coast ====&lt;br /&gt;
* Changed amount of players required to capture the flag from 1 to 2&lt;br /&gt;
* Fixed incorrect shadow near middle&lt;br /&gt;
* Fixed broken cubemap near the southeastern refinery&lt;br /&gt;
* Minor behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>DDDDestroyer</name></author>
	</entry>
</feed>